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L8[00:16:34] <masa> so that task scheduler
that I wrote yesterday, it worked on the first try without any
issues. I don't trust it now, it must be rigged...
L9[00:16:45] <masa> only the actual task had
some issues
L10[00:17:59] <xaero> maybe it's a
heisenbug?
L11[00:19:31] <masa> meaning that it blows
up immeadiately after release, when it works perfectly in testing?
:D
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L13[00:21:20] <xaero> ah nope, you've
identified a coorelation wrt production/dev
L14[00:21:38] <xaero> heisenbugs have no
seemingly coorelation to anything :P
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L18[00:25:05] <masa> well I encountered a
bug in another item of mine yesterday too, which then suddenly
worked as it was supposed to on the second try
L19[00:25:22] <masa> but something is
broken with it
L20[00:25:53] <masa> and yet another item
is competely busted too, it dupes items... fun bug fixing
ahead
L21[00:30:18] <masa> or more precisely, the
auto-refill feature of it seems to fail to actually consume the
items from its inventory
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L33[01:10:23] <codahq> how do i ask MCPBot
for previous versions again? i tried adding 1.7.10 at the end but
it doesn't seem to be working
L34[01:10:30] <codahq> unless isSneaking
wasn't a method back then
L35[01:11:18] <xaero> adding the version to
the end is the right syntax; maybe it wasn't one..
L36[01:11:21] <xaero> !mh isSneaking
L37[01:11:45] <xaero> !gm isSneaking
1.7.10
L38[01:12:00] <xaero> I get results, what
did you type?
L39[01:12:06] <codahq> gm isSneaking
1.7.10
L40[01:12:07] <codahq> that
L41[01:12:20] <codahq> oh, sure.
L42[01:12:33] <codahq> now it works
L44[01:16:42] <codahq> thx btw
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L51[01:32:55] <codahq> so... weird
thing.
L53[01:33:36] <codahq> looking at the
vanilla code i see them translate the head down 0.2F when the
player sneaks
L54[01:34:02] <codahq> when i translate the
hat down 0.2F it's not enough when standing straight up but as he
starts looking down until he's looking straight down it is
enough
L55[01:34:07] <codahq> what's going on
there?
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L57[01:36:57] <codahq> looked at all the
references of isSneaking and i don't see them doing an addition
translate on the yaw. (i didn't find one anyway)
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L60[01:39:36] <killjoy> have you tried not
translating it?
L61[01:39:48] <codahq> yeah, lol... it's
way off his head.
L62[01:39:52] <codahq> it's awesome
L63[01:40:14] <killjoy> screenshot?
L64[01:43:22] <codahq> not sneaking
L66[01:43:48] <codahq> sneaking
L68[01:44:06] <killjoy> looks like you're
using 0.2
L69[01:44:09] <killjoy> try -0.2
L70[01:44:32] <codahq> farther away
L71[01:44:34] <killjoy> positive is up.
negative is down
L72[01:44:37] <codahq> opposite
direction
L73[01:44:39] <killjoy> supposedly
L74[01:45:08] <codahq> i'm looking at the
vanilla code where they do it. they translate .2. and it's almost
enough
L75[01:45:17] <killjoy> hm
L76[01:45:33] <killjoy> tried looking at
the skulls?
L77[01:45:34] <codahq> but for some reason
it's not quite enough when he's sneaking and looking straight
forward
L78[01:45:41] <codahq> no, i guess i could
do that.
L79[01:47:42] <killjoy> I assume you've
added a layer renderer?
L80[01:48:27] <codahq> nope. i just did
what they were doing.
L81[01:48:36] <codahq> do i need to add a
layer renderer?
L82[01:48:43] <killjoy> are you on 1.8 or
1.7?
L83[01:48:45] <codahq> 1.8
L84[01:48:55] <killjoy> I recommend using a
layer
L85[01:49:15] <killjoy> How are you doing
it currently? An event?
L86[01:49:54] <codahq> since it's an item i
override getArmorTexture and getArmorModel on the Item
implementation
L87[01:50:08] <codahq> was super easy
L88[01:50:10] <killjoy> Oh, it's an
armor
L89[01:50:16] <codahq> yeah, sort of.
L90[01:50:28] <killjoy> not technically an
armor slot?
L91[01:50:32] <codahq> i treat it like one
because you can take it on and off on your head
L92[01:50:44] <codahq> but it doesn't
damage or protect like armor
L93[01:50:48] <codahq> it just goes on the
hat slot
L94[01:51:00] <killjoy> It's rendered like
armor
L95[01:51:04] <codahq> yes
L96[01:51:06] <killjoy> ok
L97[01:53:30] ⇨
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L98[01:55:05] <killjoy> you should set
modellocationangles
L99[01:55:24] <codahq> if i attach them to
the head it doesn't take those as the locationangles?
L100[01:55:36] <killjoy>
*rotationangles
L101[01:56:01] <killjoy> it doesn't set
location
L102[01:56:09] <killjoy> ModelBiped does
this.
L103[01:56:42] <killjoy> also override
that method
L104[01:57:14]
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L105[01:57:15] <codahq> wouldn't i want
their exact behavior though?
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L107[01:58:39] <codahq> everythign i see
them doing with rotationangles seems to be for swinging of arms and
legs
L108[01:58:57] <codahq> first two lines of
setRotationAngles do head
L109[01:59:00] <killjoy> it's also for
where you're looking
L110[01:59:00] <codahq> but if you
look
L111[01:59:00] <CombatFrogs> Still a
little (ok, a lot) unclear on the JSON stuff. Is there a way for me
to re-use blocks models from Vanilla minecraft blocks?
Specifically, I'm trying to extend Block(New|Old)Log, and would
rather not replicate all the models, textures, facing properties,
etc.
L112[01:59:03] <codahq> i do that.
L113[01:59:14] <codahq> yeah, i'm doing
that.
L114[01:59:19] <codahq> hat follows where
i look
L115[01:59:27] <codahq> because i set Y
and X like they do
L116[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160118 mappings to Forge Maven.
L117[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160118-1.8.9.zip
(mappings = "snapshot_20160118" in build.gradle).
L118[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/
L119[02:00:19] <killjoy> but you're only
doing that during init
L120[02:00:29] <codahq> oh, snap.
this.isSneak
L121[02:00:47] <codahq> there's a boolean
that's public
L122[02:00:54] <codahq> i've been looking
at all references of the getter
L123[02:01:04] <codahq> i didn't realize
it was stored onto the model and then checked there too
L124[02:01:05] <codahq> dag.
L125[02:01:07] <codahq> no wonder.
L126[02:01:10] <codahq> okay, good
call.
L127[02:01:16] <codahq> i see them doing
more in that method
L128[02:01:19] <codahq> thanks
L129[02:02:49] ***
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L130[02:03:04] <killjoy> I'm glad i could
be your rubber duck today
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L132[02:03:49] <codahq> i don't know what
that means but thank you anyways
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L134[02:04:50] <codahq> CombatFrogs, yes,
you can. look at the way the json is setup on classes that use
inheritance in vanilla. there are some jsons that have parents that
are other blocks
L135[02:05:06] <codahq> i think you still
have to define the blockstates though
L136[02:05:15] <codahq> (all of
them)
L137[02:06:26] <CombatFrogs> Alright, good
to know. Thanks
L139[02:12:25] <codahq> hey, killjoy. what
the heck are those parameters really anyway? they're named wrong
like... 12 months ago. scale i think might be the only that is
right. looking at vanilla i can't quite figure it out but i think
they are probably previousYaw, and two something elses...
L140[02:12:56] <codahq> ah, yes, thank you
for being my duck.
L141[02:13:04] <killjoy> they're things
like movement, swing, and look
L142[02:13:25] <killjoy> it's move, swing,
time, rot, pit
L143[02:13:36] <killjoy> s/rot/yaw
L144[02:14:26] <codahq> k, that looks much
better.
L145[02:14:29] <codahq> ty again
L146[02:16:23] <McJty> How can I avoid
this error?
L147[02:16:24] <McJty> [09:14:24] [Client
thread/ERROR]: MultiModel rftools:block/screen_hitblock is empty
(no base model or parts were provided/resolved)
L148[02:16:32] <McJty> This is a block
that renders with a TESR
L149[02:16:42] <McJty> So my model json
just contains the particle texture
L150[02:18:30] <killjoy> Don't you need to
set the custom model resource location?
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L153[02:18:58] <McJty> Well it is reading
my model file correctly. So why would I need to set a
location?
L154[02:19:54] ⇦
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L155[02:20:47] <McJty> The issue is that I
want to be able to define an empty json model but can't seem to
find out how
L156[02:22:27] <Sandra> McJty, can't you
just ignore that error, because it's obvious?
L157[02:22:50] <McJty> Sandra, it is a lot
of log spam. i.e. stack traces
L158[02:23:01] <Sandra> or alternatively:
you can just render the bits that actually require a TESR with a
TESR.
L159[02:23:03] <McJty> Sandra, not nice to
avoid that error. It is also why with recent forge MC start up is
so long
L160[02:23:08] <McJty> Lots of mods having
that kind of spam
L161[02:23:14] <McJty> Sandra, in this
particular case that's everything
L162[02:23:34] <Sandra> this is your
RFTools screen no?
L163[02:23:50] <Sandra> doesn't it still
render a quad?
L164[02:24:05] <McJty> This is just an
example. I actually have it for other objects too where I don't
have anything static
L165[02:24:11] <McJty> For the screen I
could indeed make the screen itself static
L166[02:24:15] <McJty> And I will
L167[02:24:19] <McJty> But I still need a
solution for this
L168[02:24:21] <Sandra> and you
should.
L169[02:24:49] <Sandra> what blocks do you
have that have no solid portion?
L170[02:24:51] <McJty> My son's mod for
example has a block that only has a TESR and nothing else
L171[02:24:59] <McJty> It is a light
source which renders a single quad that faces the camera
L172[02:25:06] <McJty> There is nothing
static
L173[02:25:33] <Sandra> I mean, you could
always make a model with a completely transparent texture that
still draws a quad.
L174[02:25:42] <McJty> Well...
L175[02:25:49] <McJty> I really do prefer
the proper way to do things :-)
L176[02:25:52] <Sandra> to avoid said
error.
L177[02:25:56] <Sandra> that's just a
thought.
L178[02:25:59] <McJty> And not add
unneeded (even though small) overhead.
L179[02:26:15] <Sandra> or wait, I think
you can set the render type to something with no TESR thing?
L180[02:26:28] <Sandra> maybe?
L181[02:26:36] <McJty> I already return -1
for this
L182[02:26:37] <Sandra> or sorry, just
TESR.
L183[02:26:40] <codahq> killjoy, no change
after setting rotation angles
L184[02:26:42] <Sandra> ah right.
L185[02:26:53] <McJty> Even with -1 it
still seems to want to load a model
L186[02:26:57] <McJty> Which is actually a
bit weird IMHO
L187[02:27:14] <Sandra> well in that case,
I'm sure rendering a 1 quad model wouldn't add much if any
overhead.
L188[02:27:27] <McJty> Sandra, even if it
was 0 overhead, that's not a good solution
L189[02:27:58] <McJty> That's just working
around a problem
L190[02:29:53] <Sandra> i'm not sure why a
simple error is particularly harmful that it needs a
solution.
L191[02:30:16] <McJty> Because it produces
a lot of output in the log
L192[02:30:28] <McJty> Stacktraces and
stuff
L193[02:30:48] <McJty> It confuses people
when reporting bugs to find the real issues
L194[02:30:57] <McJty> And it slows down
startup
L195[02:31:12] <Sandra> startup speed
isn't a gigantic priority.
L196[02:31:15] <McJty> Especially since
recent forge added a lot more of these checks
L197[02:32:01] <McJty> Sandra, you haven't
tried to start up an 1.8.9 modpack yet with recent forge (>
1700)
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L200[02:32:14] <McJty> It is a HUGE deal
slower now.
L201[02:32:15] <Sandra> and, i mean, 1.8
is slow because it has 10,000 models to load 4 times.
L202[02:32:28] <Sandra> ~10,000
L203[02:32:31] <McJty> Sandra, yes but we
don't want it to be even more slow like it is now
L204[02:32:43] <McJty> It really went from
about 1 minute to close to 5-6 minutes (estimate)
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L206[02:33:04] <McJty> Or maybe 40 seconds
-> 3-4 minutes. Not exactly sure but it was a big
difference
L207[02:33:36] <McJty> And the confusing
stacktraces in the log are pretty annoying
L208[02:34:04] <Sandra> McJty, what does
your log look like btw, I'm interested, care to pastebin it for
me?
L210[02:34:31] ***
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L211[02:36:00] <McJty> Adding an empty
"elements" section doesn't help
L212[02:36:02]
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L215[02:54:18] <Wuppy> mornin
L216[02:54:45] <Cazzar> \o
L217[02:55:00] <Cazzar> That time your
grandparents have a SSD as their main drive for their PC
L218[02:55:27] <ThePsionic> Good or bad
idk
L219[02:55:45] <Cazzar> It's more...
unexpected.
L220[02:56:38] <Wuppy> ThePsionic, in what
way would an SSD be bad?
L221[02:56:45] <ThePsionic> idfk
L222[02:57:01] <Cazzar>
>flash.ocx
L223[02:57:02] <Cazzar> why
L224[02:57:22] <Wuppy> \o/ they announced
the dj who made the anthem for a festival I'm going to
L225[02:57:26] <Wuppy> and it's my
favorite :D
L226[02:58:46] <McJty> Sandra, fixed
it
L227[02:58:56] <Cazzar> Wuppy: who?
:P
L228[02:59:00] <Wuppy> Frontliner!
L229[02:59:01] <McJty> Sandra, a model
with parent "parent": "builtin/entity" does the
trick
L230[02:59:04] <Cazzar> ooh~
L231[02:59:18] <Wuppy> the best djs:
frontliner, gunz for hire and Minus Militia
L232[02:59:49] <Sandra> McJty,
mmmkay.
L233[03:00:15] <Cazzar> Wuppy: Headhunterz
knows his stuff too :P
L234[03:00:40] <Wuppy> a few years ago,
yes, but not anymore, now all his music is crap IMO
L235[03:01:02] <Wuppy> like, his old songs
are still some of my favorite songs, but the new ones are just
terrible
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L246[03:31:46] <killjoy> Does anyone know
how to set a local variable with mixins?
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L261[04:17:57] <VikeStep> I was just
fixing a merge conflict with my PR to forge, is the commit on my
fork supposed to include all the changes that were made in
between?
L262[04:18:27] <ThePsionic> no
L264[04:19:30] <ThePsionic> Oh like that,
yes
L265[04:19:52] <ThePsionic> That's
fine
L266[04:20:24] ⇦
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L267[04:20:26] <diesieben07> really you
shouldn't be merging inside PRs
L268[04:20:28] <diesieben07> rebase
L269[04:20:42] <VikeStep> hmm, the only
conflict was in a patch file
L270[04:20:48] <VikeStep> I just ran
genPatches again
L271[04:20:58] <VikeStep> actually, I
don't trust that I did it right, rebase time
L272[04:22:49] <VikeStep> ok, I was right,
it seems that I didn't merge it properly
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L278[04:33:53] <VikeStep> let's say I have
made a rebase and there is one conflict, how do I say that I want
to ignore my local changes and just use the upstream version of the
file?
L279[04:36:23] <diesieben07> good
question. are you using just command line git?
L280[04:36:27] <VikeStep> yes
L281[04:36:39] <diesieben07> then i don't
know :D
L282[04:37:11] <diesieben07> conflicts are
a pita to handle on command line
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L285[04:46:44] <VikeStep> at this point, I
might just use git reset
L286[04:47:07] <VikeStep> and reapply my
changes
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L290[04:51:29] <ThePsionic> git gud
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L300[05:07:10] <sham1> One does not simply
"git gud"
L301[05:07:27] <VikeStep> did anyone here
git gud?
L302[05:07:49] <VikeStep> I don't even
know how to proceed
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L306[05:10:32] <VikeStep> My thought was
to ignore my changes to the patch file and then reapply it
L307[05:10:44] <VikeStep> but, not sure
how to do that cleanly with a git rebase
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L313[05:32:56] <Wuppy> hai
L314[05:33:37]
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L315[05:33:38]
MineBot sets mode: +o on LexLap2
L316[05:33:41] <Nitrodev> Hai
L317[05:33:59] <Wuppy> I hate dutch
weather
L318[05:34:35] <Nitrodev> it's 23 degrees
C ehre
L319[05:34:40] <Nitrodev> here*
L320[05:34:42] <Wuppy> it's -2C here
L321[05:35:01] <Wuppy> and that's day
temperatures
L322[05:35:31] <Nitrodev> so is 23
L323[05:35:36] <Nitrodev> so yeah
L324[05:35:51] <Ordinastie> jadedcat, are
you around by any chance ?
L325[05:35:55] *
Wuppy moves to Nitrodev
L326[05:36:38] <diesieben07> it's -5 here,
stop being a wuss :D
L327[05:36:50] <Wuppy> wuss my ass
L328[05:36:53] <diesieben07> haha
L329[05:36:54] <Wuppy> I just don't like
it
L330[05:37:03] <diesieben07> i am just
mocking you, i 100% agree
L331[05:37:19] <heldplayer> I just came
back from being outside, my fingers are numb
L332[05:37:21] <Ordinastie> it's 22° here
because I can afford heating my place
L333[05:37:25] <McJty> Hmm, how do you
handle having a block with three different metavalues being listed
in NEI/creative tab?
L334[05:37:31] <McJty> I mean a single
block with three types
L335[05:37:34] <McJty> I know how to do it
for items
L336[05:37:51] <diesieben07> getSubBlocks
in your Block
L337[05:38:19] <McJty> aha thanks
L338[05:40:44]
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L339[05:40:46] <sham1> hello again
L340[05:40:56] <Elec332> o/
L341[05:41:01] <Wuppy> \o
L342[05:41:29] <McJty> But it seems there
is no equivalent setter like setHasSubtypes like for items?
L343[05:41:34] <McJty> Hi Elec332
L344[05:41:47] <Elec332> o/
L345[05:41:48] <diesieben07> yeah you need
a custom ItemBlock
L346[05:42:11] <McJty> Ah? getSubBlocks()
is not sufficient?
L347[05:42:25] <diesieben07> no, because
ItemBlcoks by default always place metadata 0 for example
L348[05:42:34] <McJty> ok
L349[05:42:40] <Elec332> Blocks with
meta/states need an custom ItemBlock indeed
L350[05:42:49] <sham1> I thought it
depends on the metadata of the ItemBlock
L351[05:42:54] <diesieben07> nope
L352[05:43:19] <diesieben07> that si
because Item.getMetadata is 0 by default
L353[05:43:49] *
diesieben07 goes to eat lunch at subway.
L354[05:44:03] <sham1> That's expensive
though
L355[05:44:13] <diesieben07> shuuu
L356[05:44:17] <diesieben07> we don't talk
about that.
L357[05:45:43] <sham1> May we talk about
the absence of CompletableFuture in the JDK and the fact that
lambdas suck at exceptions?
L358[05:45:57]
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L359[05:46:58] <ThePsionic> sure
L360[05:47:00] <ThePsionic> go ahead
L361[05:47:05] <diesieben07> * checked
exceptions
L362[05:47:22] <diesieben07> Which
explains the problem, they suck
L363[05:47:28] <sham1> Yeah
L364[05:47:32] <sham1> It's like
L365[05:47:53] <sham1> I cannot have a
lambda that does IO while having it be concise
L366[05:48:08] <diesieben07> The fact that
UncheckedIOException exists. . It's sad
L367[05:48:35] <sham1> It actually is a
thing...
L368[05:48:38] <sham1> Oh my word
L369[05:49:03] <sham1> Well I could always
wrap that shit with RuntimeException
L370[05:49:16] <VikeStep> does anyone have
the project for Forge for the latest version on github open on
eclipse?
L372[05:49:30] <VikeStep> keep in mind, I
don
L373[05:49:35] <VikeStep> don't touch the
ItemStack class
L374[05:49:55] <VikeStep> or
StatList...
L375[05:50:45] <sham1> seems like You done
Goof'd
L376[05:50:50] <VikeStep> :(
L377[05:51:43] <sham1> But seriously
L378[05:51:59] <sham1> Why is Oracle
clinging on the idea of "Checked Exception"
L379[05:52:58] <sham1> And not allowing us
to use them in stream for instance
L380[05:53:20] ⇦
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L382[05:53:46] <sham1> Because having
every exception be subclass of RuntimeException would make
sense
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L384[05:53:55] <diesieben07> Not even
that
L385[05:54:06] <diesieben07> Just make it
a warning instead of an error
L386[05:54:18] <sham1> that would work
too
L387[05:54:31]
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L388[05:56:03] <diesieben07> Like,the
concept makes sense, but there needs to be an escape hatch
L389[05:59:50] <McJty> Ok I have a block
with a property to represent the three states. It works great if
the block is placed in the world but the inventory is
checkerboard.
L390[06:00:00] <McJty> What exaclty do I
have to do to also get the support for the three states for the
inventory model?
L391[06:00:11] <McJty> I get no errors or
warnings in the log
L392[06:00:16] <McJty> Even though it
shows checkerboard
L393[06:01:20] <sham1> Hmm
L394[06:01:26] <sham1> Again looking at
rust...
L395[06:02:30] <McJty> rust?
L396[06:02:41] <sham1> Yes
L397[06:02:45] <McJty> What is rust?
L399[06:03:38] <McJty> ah. That was not an
anser to my question. That's why I was confused :-)
L400[06:03:40] <sham1> Made by
Motzilla
L401[06:03:49] <sham1> :P
L402[06:04:03] <sham1> Sorry for confusing
ye
L403[06:04:05] <ThePsionic> mfw
L404[06:04:10] <ThePsionic> Influenced by
Alef,[5] C#,[5] C++,[5] Cyclone,[5][6] Erlang,[5] Haskell,[5]
Hermes,[5] Limbo,[5] Newsqueak,[5] NIL,[5] OCaml,[5] Ruby,[5]
Scheme,[5] Standard ML,[5] Swift[5][7]
L405[06:04:53] <sham1> Being influenced by
Haskell is always a good thing
L406[06:04:59] <sham1> But no java
L407[06:05:00] <sham1> Hmm
L408[06:05:03] <VikeStep> it has C#
thogh
L409[06:05:06] <VikeStep> it has C#
though
L410[06:05:07] <sham1> Ye
L411[06:05:10] <sham1> For some
reason
L412[06:05:23] <sham1> They might be the
same language as far as I am concerned
L413[06:05:30] <sham1> (java and C# that
is)
L414[06:05:42] <VikeStep> use C# at work
and Java at home, can confirm they are pretty much the same
language
L415[06:06:09] <VikeStep> apparently the
part from C# they used were attributes
L416[06:06:18] <VikeStep> so, like java
annotations
L417[06:06:28] <VikeStep> but instead of
@Annotation it is [Attribute]
L418[06:09:14] <sham1> Never understood
why in C# you name methods in CapitalCase
L419[06:10:31] <sham1> Like in C# you have
Equals
L420[06:10:40] <sham1> when in java you
have equals
L421[06:11:08] <Sandra> sham1, because
that's how microsoft has always done it in C++.
L422[06:11:17] <Sandra> so they made that
the standard in C#.
L423[06:11:21] <sham1> God damn it
microsoft
L424[06:11:21] <Sandra> for a dumb
reason.
L425[06:12:00] <VikeStep> also java does
namespaces in reverse
L426[06:12:06] <VikeStep> of C# does it in
reverse, depending on your angle
L427[06:12:26] <Wuppy> does anyone know a
good guide/tutorial on how to do scrum for games?
L428[06:12:57] <VikeStep> you mean the
methodology?
L429[06:13:03] <Wuppy> yeah
L430[06:13:09] <Sandra> VikeStep, what's a
package name in C#?
L431[06:13:17] <sham1> The hell is
scrum
L432[06:13:24] <VikeStep> sham1, it's part
of agile
L433[06:13:26] <Wuppy> sham1, do you even
do software development?
L434[06:13:38] <sham1> It's a hobby
L435[06:13:43] <VikeStep> Sandra, packages
are called namespaces
L436[06:13:44] <Sandra> (idk what that is
either.)
L437[06:13:50] <VikeStep> you won't find
them referred to as packages
L438[06:13:56] <VikeStep> in C# that
is
L439[06:14:12] <Sandra> VikeStep, ah yeah.
like C++.
L440[06:14:22] <Sandra> what do they call
them though?
L441[06:14:29] <VikeStep> what do you
mean?
L442[06:14:58] <Wuppy> sham1, yeah, then
you don't really need it
L443[06:15:04] <Wuppy> as a job though,
it's rather important
L444[06:15:12] <sham1> I google'd it
L445[06:15:29] <sham1> And it looks like a
way you organize your software developement
L446[06:15:31] <Sandra> VikeStep, i mean
what's an example namespace name in C#?
L447[06:15:35] <Wuppy> yep, that's
it
L448[06:15:55] <Wuppy> it's a nice way to
effectively develop a software product
L449[06:16:06] <VikeStep> in java where
you type "package com.example.project", you would write
"namespace Project"
L450[06:16:15] <Sandra> right.
L451[06:16:36] <Sandra> I thought you said
they were reverse though.
L452[06:16:44] <Sandra> so?
L453[06:16:45] <VikeStep> ah
L454[06:17:19] <VikeStep> yeah, the
standard librarys might have "Microsoft.Net.Class"
L455[06:17:25] ***
Darkhax is now known as Darkhoax
L456[06:17:27] <VikeStep> for
example
L457[06:17:34] <VikeStep> where the Net is
the domain name
L458[06:17:36]
⇨ Joins: codahq
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L459[06:17:41] <Sandra> um....
L460[06:17:43] <VikeStep> but in Java it
would be "net.microsoft.class" equivalently
L461[06:17:50]
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L462[06:17:50] <Sandra> not
actually.
L463[06:18:12] <Sandra> that in java would
be com.microsoft.net.class
L465[06:18:27] <Sandra> since net is the
name of the library.
L466[06:18:43] <VikeStep> It's not a
network library though if that is what you are thinking
L467[06:18:49] <Sandra> or more accurately
.net
L468[06:19:01] <Sandra> VikeStep, i know
it's not but the CLR framework is called .net
L469[06:19:17] <VikeStep> hmm, true
L470[06:19:36]
⇨ Joins: CoolerExtreme
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L471[06:19:42] <sham1>
"com.microsoft" could be groupID
L472[06:19:52] <Sandra> also wow, McJty,
1700+ really /is/ slow.
L473[06:19:54] <sham1> And "net"
would be the artifactID
L474[06:20:06] <Sandra> yeah,
exactly.
L475[06:20:12] <sham1> if we were talking
in terms of how Maven talks about java package naming
L476[06:20:17] <McJty> Sandra, yes, and
most of it is (as as I have been told) caused by the extra error
reporting that is done now
L477[06:20:29] <McJty> Sandra, which is
why at least wanted my mod to be 'clean' in that aspect :-)
L478[06:20:51] <Sandra> that's REALLY
slow.
L479[06:22:08] ⇦
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seconds)
L480[06:29:57]
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L481[06:30:29] <Temportalist> VikeStep: is
here!
L482[06:30:33] <VikeStep> hey!
L483[06:31:23] <GrygrFlzr> man I haven't
paid attention in here for a while
L484[06:31:38] <Wuppy> :O
L485[06:31:42] <Wuppy> you're still alive
:P
L486[06:31:49] <ThePsionic> :o
L487[06:31:53] <GrygrFlzr> ヽ(゚∀゚)ノ
L488[06:32:20] <Wuppy> yes, all the boxes
Grygr
L489[06:32:22] <Wuppy> all of them
L490[06:32:32] <GrygrFlzr> >
boxes
L491[06:32:38] <GrygrFlzr> pls fix your
client font stack
L492[06:32:40] <ThePsionic> git gu
L493[06:32:41] <ThePsionic> d
L494[06:32:48] <ThePsionic> <| ͡° ͜ʖ
͡°|>
L495[06:33:01] <Wuppy> that one does
work
L496[06:33:08] <ThePsionic> ᕕ( ᐛ )ᕗ
L497[06:33:08] <Wuppy> but yeah, I only
have this problem in HexChat
L498[06:33:17] <GrygrFlzr> I'm on hexchat
tho
L499[06:33:18] <GrygrFlzr> :v
L500[06:33:22] <gigaherz_j> morning
ppl
L501[06:33:24] <gigaherz_j> o/
L502[06:33:24] <ThePsionic> UniFont best
font
L503[06:33:24] <Wuppy> o___0
L504[06:33:27] ***
gigaherz_j is now known as gigaherz
L505[06:33:27] <Wuppy> \o
L506[06:33:31] <LatvianModder> IRCCloud
ftw
L507[06:33:32] <VikeStep> Wuppy, you are
not alone
L508[06:33:33] <LatvianModder> o/
L509[06:33:36] <ThePsionic> ^^^^
L510[06:33:42] <ThePsionic> IRCCloud is
fantastic
L511[06:33:46] <LatvianModder> its the
best
L512[06:33:50] <VikeStep> i too am too
bothered to fix my encoding
L513[06:33:51] <Wuppy> \o
L514[06:33:57] <ThePsionic> Defo worth €
4,- a month
L515[06:33:58] <gigaherz> leaving your pc
on all day is fantastic too
L516[06:34:06] <Wuppy> why?
L517[06:34:10] <LatvianModder> ThePsionic:
I setup my own '24/7 online server'
L518[06:34:15] <Sandra> only the last
thing by ThePsionic was boxes for me.
L519[06:34:19] <Sandra> so git gud.
L520[06:34:24] <ThePsionic> ┐('~`)┌
L521[06:34:29] <GrygrFlzr> ┐(´~`;)┌
L522[06:34:34] <ThePsionic> nice
L523[06:34:42] <LatvianModder> I have a
RaspberryPI with opened IRCCloud archived page behind my desk
:P
L524[06:34:45] <Temportalist> VikeStep:
still interested in helping with matrices?
L525[06:34:48] <VikeStep> sure
L526[06:35:18] <Sandra> none of those
things are boxes dudes.
L527[06:35:22] <ThePsionic> HTTP 418 I'm a
teapot best HTTP code
L528[06:38:47] <gigaherz> phh should have
been 407 or at least 487
L529[06:39:07] <gigaherz> the 4 would
bethe handle, the 7 would be the tip where the liquid comes out
from (whatever that's called)
L530[06:39:43] <gigaherz> pff*
L531[06:39:44] <Wuppy> hmmm learning how
to properly do scrum is a surprisingly large amount of work
L532[06:39:52] <ThePsionic> gigaherz:
tout
L533[06:40:21] <gigaherz> Wuppy:
methodologies are bullshit
L534[06:40:23] <gigaherz> all of
them
L535[06:40:30] <gigaherz> XD
L536[06:41:23] <VikeStep> I prefer rapid
prototyping methodology
L537[06:41:44] <ThePsionic> wait
L538[06:41:46] <ThePsionic> shit
L539[06:41:48] <ThePsionic> gigaherz:
spot
L540[06:41:50] <ThePsionic> spout*
L541[06:41:57] <VikeStep> I don't actually
plan anything, it just falls into place
L542[06:42:14] <VikeStep> work on one
feature at a time until it works, make sure everything else still
works
L543[06:42:17] <VikeStep> write a unit
test here and there
L544[06:42:36] ⇦
Quits: SomeGuyInATree (~SomeGuyIn@27-33-21-244.tpgi.com.au) (Quit:
Leaving)
L546[06:43:18] <Temportalist> and
output
L548[06:43:48] <Temportalist> I dont thing
the coefficients are right... haha
L549[06:44:29] <VikeStep> you've got the
coefficient size the wrong way around
L550[06:44:42] <Temportalist> oh
L551[06:44:46] <VikeStep> it would be
number of columns of first matrix by number of rows of second
matrix
L552[06:45:06] <gigaherz> VikeStep: that's
the best for small teams
L553[06:45:11] <gigaherz> just sit down
and get the fuck to work
L554[06:45:22] <Temportalist> i mean, it
didnt crash, so changing that shouldnt affect anything
L555[06:45:28] <VikeStep> I work at a
startup, so really right now all we care about is making something
that works
L556[06:45:37] <VikeStep> however that
does bite us in the back a lot
L557[06:45:41] <gigaherz> large teams are
harder to manage but still
L558[06:45:49] <gigaherz> methodologies
are just management porn.
L559[06:45:51] <VikeStep> we have a
software team of 9 people
L560[06:46:03] <Temportalist> VikeStep:
changing that made it crash.... mhmmm
L561[06:46:07] <VikeStep>
interesting
L564[06:47:35] <Temportalist> so more
reasonable, but not quite right
L565[06:48:17] <Temportalist> VikeStep:
what were you saying about coefficients bing the wrong order?
L566[06:48:41] <VikeStep> Temportalist,
hold on, I'm gonna find the actual values for you
L567[06:48:51] <VikeStep> to see how close
they are
L569[06:49:14] <Temportalist> a =
0.034
L570[06:49:19] <Temportalist> c =
-0.167
L571[06:49:22] <Temportalist> b = 0
L572[06:50:16] <Temportalist> VikeStep: so
not close relatively
L573[06:50:28] <VikeStep> yeah, I'm just
typing it up in matlab
L574[06:50:31] <VikeStep> checking the
result of each step
L575[06:50:35] <VikeStep> to see where it
is calculated incorrectly
L576[06:52:03] ***
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L577[06:52:43] ⇦
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L578[06:52:59] <VikeStep> the issue is
because you are inverting the wrong matrix on line 41
Temportalist
L579[06:53:05] <VikeStep> at least for the
wrong values
L580[06:53:07] <gigaherz> what are you
computing?
L581[06:53:15] <VikeStep> least squares
regression
L582[06:53:24] <Temportalist> closer
L584[06:53:45] <VikeStep> can you show me
the print of all the others again?
L585[06:53:49] <VikeStep> with the
fix
L588[06:54:46] ***
kroeser|away is now known as kroeser
L589[06:55:18] <VikeStep> ok so the print
on line 52 is printing the correct value
L590[06:55:59] <VikeStep> can you print
coeff, imtX_m_tX, and matrix_Y before doing coeff.mul?
L593[06:57:11] <VikeStep> look at
matrix_Y
L594[06:57:17] <VikeStep> its not the same
as on the website
L595[06:57:21] <Temportalist> oh
hahahaha
L596[06:57:42]
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L597[06:58:18] <VikeStep> I think you
forgot a yData(i) or something like taht on line 31
L598[06:58:29] <VikeStep> I'm not too sure
on Scala syntax to be sure though
L599[06:59:29] <Temportalist> there we
go!
L600[06:59:33] <Temportalist>
matrix_Y.setColumn(0, yData)
L601[06:59:35] <VikeStep> :D
L602[07:00:04] <Temportalist> so coeff(0)
= c and 1 = b and 2 = a?
L603[07:00:11] <LatvianModder> what. the
hell. this is faaar to complicated for my brain :D
L604[07:00:13] <VikeStep> yeah
L605[07:00:22] <Temportalist>
LatvianModder: quadratic regression
L606[07:00:38] <Temportalist> in java for
minecraft nonethelesss
L607[07:00:43] <LatvianModder> yeah, that
probably is some high school math
L608[07:01:18] *
Temportalist is in college and needed VikeStep's help
L609[07:01:42] <VikeStep> I've actually
learnt this form of regression 3 times lol
L610[07:01:43] *
Temportalist luckily I also have a matrix, 3D math, and vector's
course monday mornings
L611[07:02:06] <VikeStep> once in final
year of high school maths, then again in calculus at uni, and again
in machine learning course at uni
L612[07:02:36] <LatvianModder> I
"can't wait" for high school! |:I
L613[07:03:05] <Temportalist> my HS
touched on matrices, but no where closet o regression
L614[07:05:53] <sham1> Why is it that in
programming when you have integer rng, random functions generate
numbers in range [a, b [ instead of [a, b]
L615[07:06:25] <sham1> Also, "high
schools" are really not that bad
L616[07:06:34] <sham1> If you like science
that is
L617[07:06:37] <VikeStep> do you mean [a,
b)?
L618[07:06:38] <Temportalist> sham1: I
never said they were haha
L619[07:06:52] <McJty> sham1, it is custom
to do that since those ranges can be combined without overlap more
easily
L620[07:07:08] <Temportalist> VikeStep:
think range notation for domain and ranges
L621[07:07:29] <McJty> VikeStep, I'm also
used to the [a,b[ notation
L622[07:07:31] <sham1> I did my set
notation all maths like
L623[07:07:33] <VikeStep> hmm
L624[07:07:33] <Temportalist> sham1 is
saying that the random funcs, a is included but b is excluded
L625[07:07:41] <VikeStep> I've never seen
that notation
L626[07:07:50] <gigaherz> [14:05] (sham1):
Why is it that in programming when you have integer rng, random
functions generate numbers in range [a, b [ instead of [a, b]
L627[07:07:53] <VikeStep> we use ) to mean
non-inclusive
L628[07:07:58] <gigaherz> generally
becasue of the convention that arrays start at 0
L629[07:08:13] <sham1> Arrays...
L630[07:08:13] <VikeStep> so (1, 2] is 1
< x <= 2
L631[07:08:15] <gigaherz> random(10)
returns 0..9
L632[07:08:23] <sham1> THAT'S THE
REASON
L633[07:08:35] <sham1> Really now
L634[07:08:59] <LatvianModder>
min(random(11), 10)
L635[07:09:01] <VikeStep> also because
let's say you want to have a 10% chance, you would want it to
return 10 values
L636[07:09:11] <VikeStep> so random(10) ==
0 is not 1/11
L637[07:09:24] <VikeStep> if you have 10
inclusive
L638[07:09:24] <gigaherz> random(10) could
return 1..10 instead
L639[07:09:32] <gigaherz> but since the
convention is to be 0-based
L640[07:09:33] <VikeStep> that's what
Matlab does
L641[07:09:34] <sham1> But if I have for
instance random (5, 63)
L642[07:09:34] <gigaherz> it's 0..9
instead
L643[07:09:49] <gigaherz> that's then up
to the language
L644[07:09:54]
⇨ Joins: alex_6611
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L645[07:09:54] <sham1> I expect it to
return values on range 5...63
L646[07:10:01] <gigaherz> yes
L647[07:10:02] <gigaherz> but
L648[07:10:14] <gigaherz> that really
depends on the case ;P
L649[07:10:21] <sham1> Ye
L650[07:10:24] <gigaherz> you could take
it to mean the same as random(10)
L651[07:10:31] <gigaherz> but start at 5
instead
L652[07:10:35] <gigaherz> then it must be
..9
L653[07:10:45] <sham1> ] -inf, 10]
L654[07:10:45] <Temportalist> VikeStep:
can you cast AnyVal to a Double?
L655[07:10:45] <gigaherz> or it could
be
L656[07:10:50] <gigaherz> starting at 5,
with range 10
L657[07:10:55] <gigaherz> in which case it
would be 5..14
L658[07:11:00] <VikeStep> what library is
AnyVal from?
L659[07:11:03] <sham1> AnyVal can be
Double
L660[07:11:08] <sham1> Scala
L661[07:11:16] <VikeStep> Temportalist, I
don't know scala :D
L662[07:11:35] <Temportalist> sham1: but
there is no toDouble function or similar
L663[07:11:38] <sham1> Because AnyVal
represents the primitive types in java
L664[07:11:46] <sham1> Check and
cast
L665[07:11:50] <sham1> Pattern match
L666[07:12:18] <sham1> That's what it is
there for
L667[07:12:45] ⇦
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L668[07:13:13]
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L669[07:14:36] <sham1> As pattern matching
allows you to cast the object
L670[07:15:46]
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L673[07:18:28] <Temportalist> tada
L674[07:18:35] ***
kroeser is now known as kroeser|away
L675[07:19:02] <VikeStep> scala seems very
verbose
L676[07:19:07] <VikeStep> at least in
comparison to java
L677[07:19:13] <Temportalist> VikeStep:
haha how so?
L678[07:19:18] <McJty> VikeStep, exactly
the opposite.
L679[07:19:29] <McJty> Scala is extremely
non-verbose
L680[07:19:33] <VikeStep> hmm
L681[07:19:40] <McJty> Up to the point
that it is hard to guess what it is doing IMHO
L682[07:19:48] <McJty> As the compiler
infers a lot of things for you
L683[07:19:50] <VikeStep> I don't like how
it uses the out parameters
L684[07:19:51] <gigaherz> from waht I have
seen with scala
L685[07:19:54] <VikeStep> or if that is
just this
L686[07:19:57] <gigaherz> it's very
implicit if you do scala things
L687[07:19:59] <Temportalist> McJty: it
can be, but with good docs it can look vverbose
L688[07:20:03] <gigaherz> but if you start
interfacing a lot with java
L689[07:20:03] <VikeStep> I know you can
do out parameters in Java, but I never use them
L690[07:20:14] <gigaherz> you end up with
lots of glue-casts
L691[07:20:24] <McJty> VikeStep, out
parameters in java?
L692[07:20:28] <VikeStep> like, looking at
that code, between lines 29 and 38 its hard to tell what variables
are being assigned and which ones are being used
L693[07:20:42] <gigaherz> I don't think
Java has out params?
L694[07:20:45] <VikeStep> ah, was thinking
of C#
L695[07:20:47] <VikeStep> my bad
L696[07:20:51] <gigaherz> yeah C# has
ref/out
L697[07:20:54] <gigaherz> and it's nice
;P
L698[07:22:17] <Temportalist> VikeStep:
that's just my messy demo code
L699[07:22:18] <Temportalist> haha
L700[07:22:26]
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L701[07:23:35] <VikeStep> alright
haha
L702[07:23:47] <Temportalist> VikeStep: Im
about to make it a lot neater
L703[07:24:14] ⇦
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L704[07:24:16] <McJty> Ok. I'm still
struggling with a block that has three different textures (done
with meta and property that maps to that). The block in world works
fine. But I cannot get the inventory model to work
L705[07:24:24] <McJty> Any example code on
how to do that?
L706[07:24:56] <gigaherz> you mean porting
to 1.8?
L707[07:25:03] <McJty> Well it is a new
block in this case
L708[07:25:06] <McJty> But yes for
1.8.9
L709[07:25:23] <gigaherz> you know how you
register item variants?
L710[07:25:34] <gigaherz> you can specify
a full variant string to use from blockstates
L711[07:25:37] <gigaherz> instead of
"inventory"
L712[07:25:58] *** V
is now known as Vigaro
L713[07:26:13] <McJty> hmm. not sure I
fully understand
L715[07:26:16] <gigaherz> even for
items
L716[07:26:30] <McJty> Ok, I know how to
do it for items
L717[07:26:38] <McJty> But I don't know
how for blocks (and not mess up the block itself)
L718[07:26:52] <gigaherz> okay let's start
from the beginning
L719[07:27:03] <gigaherz> you need a block
that has metadata in item form
L720[07:27:13] <gigaherz> for that, you'll
need to extend ItemBlock
L721[07:27:17] <McJty> Yes I have
that
L723[07:27:42] <gigaherz> okay then you
have the block itself
L724[07:27:47] <gigaherz> that has
blockstate-based variants
L725[07:28:57] <gigaherz> then you can
build a variant string and register the variant for the item
form
L726[07:29:05] <gigaherz> so that you map
the metadata value to a blockstate variant
L727[07:29:08] ⇦
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L728[07:29:09] <McJty> hold on
L729[07:29:13] <McJty> You missed me there
:-)
L730[07:29:20] <McJty> 'build a variant
string'?
L731[07:29:40] <gigaherz>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
meta, new ModelResourceLocation(ElementsOfPower.MODID +
":" + blockName, "property1=value1"));
L733[07:29:56] <McJty> Which works fine
for the block in the world
L734[07:30:14] <gigaherz> your variant
string would look like: "oretype=overworld"
L735[07:30:24] <gigaherz> so assuming you
have a function called
L736[07:30:38] <gigaherz>
registerModelForBlockInItemForm(Block, int, String)
L737[07:30:40] <gigaherz> you could
do
L738[07:30:55] <gigaherz>
registerModelForBlockInItemForm(ore, 0,
"oretype=overworld")
L739[07:31:01] <gigaherz>
registerModelForBlockInItemForm(ore, 1,
"oretype=nether")
L740[07:31:10] <gigaherz>
registerModelForBlockInItemForm(ore, 2,
"oretype=end")
L741[07:31:31] <McJty> Ok, let me try
that
L742[07:32:26] <McJty> What kind of model
jsons do I need? I have the blockstate which I pasted above and
then the three models for the ores.
L743[07:32:29]
⇨ Joins: Lunatrius
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L744[07:32:31] <McJty> Do I need models
for the items too?
L745[07:32:36] <McJty> And if so how would
they look?
L746[07:32:36] <Temportalist> VikeStep:
condensed!
L748[07:32:57] <gigaherz> no the whole
point of forge blockstates
L749[07:33:05] <gigaherz> is that you can
keep it all self-contained in the one blockstates json
L750[07:33:21] <VikeStep> now its
condensed too much imo
L752[07:33:34] <gigaherz> this is a json
for an item with subitems
L753[07:33:57] <gigaherz> I just used
"builtin/generated" and gave it layer0 as I would have on
an item json
L754[07:34:07] <gigaherz> xcept there's no
model json involved, just the blockstates file
L755[07:34:19] <McJty> gigaherz, it works!
Thanks a lot :-)
L756[07:34:21] <gigaherz> the clever thing
here is that
L757[07:34:28] <gigaherz> the json file
gets parsed independently
L758[07:34:36] <gigaherz> all the variant
permutations are built FROM the file
L759[07:34:45] <gigaherz> independently of
the blockstates present in the code
L760[07:34:50] <McJty> ok
L761[07:34:56] <gigaherz> and then each
blockstate is automatically matched based on the string
L762[07:35:04] <gigaherz> and btw:
properties are sorted alphabetically
L763[07:35:10] ⇦
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L764[07:35:16] <gigaherz> so if you had
more than one
L765[07:35:19] <McJty> Ok good to
know
L766[07:35:29] <gigaherz> remember to put
them in the alphabetical order, not the one you specified in the
blockstate constructor
L768[07:37:21] <Temportalist> VikeStep:
what was this method called (some sort of block step)?
L769[07:37:36] <VikeStep> least squares
regression
L770[07:39:00] ⇦
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L771[07:39:07] <Nitrodev> man i still have
no idea how to make the multiblock structures
L772[07:40:58] <McJty> What is the
recommended way to setup recipes that depend on an item from
another mod? I usually do my crafting recipes in 'init' but I guess
for these I better move them to postInit?
L773[07:41:59] <gigaherz> in your
@Mod
L774[07:42:08] <gigaherz> specify
"after:modid" for theo ther mod
L775[07:42:19] <gigaherz> then expect the
items to be registered at pre-init
L776[07:42:31] <gigaherz> and slap the
heck out of the other modder if they don't register all their items
in pre
L777[07:42:56] <McJty> Well the other
modder is me :-)
L778[07:42:58] ⇦
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L779[07:43:02] <McJty> Because it is my
own mod that I'm depending on
L780[07:43:04] <gigaherz> well then
L781[07:43:06] <McJty> But yes, they are
registered in pre
L782[07:43:20] <gigaherz> then you don't
even need after:modid
L783[07:43:29] <gigaherz> since all pres
are run before all inits
L784[07:43:42] <LatvianModder> still,
better to add it
L785[07:43:49] <Temportalist> VikeStep:
now I can actually make the mod :D
L786[07:43:50] <gigaherz> yeah
L787[07:43:56] <gigaherz> you can also
do
L788[07:43:57] <VikeStep> awesome :D
L789[07:44:01] <gigaherz>
required-after
L790[07:44:08] <gigaherz> to specify the
dependency explicitly
L791[07:44:14] <LatvianModder> depends on
if its a hard dep or soft dep
L792[07:44:20] <McJty> hard in this
case
L793[07:44:41] <LatvianModder> then
required-after:modid
L794[07:45:03] <Nitrodev> any help for
me
L795[07:45:10] <LatvianModder> ask
L796[07:45:12] <McJty> I already have that
anyway
L797[07:45:38] <Nitrodev> how to make
multiblock structures?
L798[07:45:38] <LatvianModder> 15:39:07
<Nitrodev> man i still have no idea how to make the
multiblock structures
L799[07:45:43] <Nitrodev> an example is
enough
L800[07:45:50] <LatvianModder> depends on
what you mean
L801[07:45:56] ***
Jared is now known as Jared|Away
L802[07:45:57] <LatvianModder> if like a
3x3x3 oven then its easy
L803[07:46:04] <Nitrodev> 2x2 storage
block
L804[07:46:09] <Nitrodev> 2x2x2*
L805[07:46:18] <LatvianModder> sounds easy
enough
L806[07:46:31] <LatvianModder> I would do
it the hard way, but... anyone has a good example?
L807[07:50:47] ⇦
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L812[07:53:36] <LatvianModder> asie: you
here? im too lazy to submit a bug properly, so here it is:
L813[07:53:36] <LatvianModder>
java.lang.Error at java.io.WinNTFileSystem.canonicalize0(Native
Method)
L814[07:53:36] <LatvianModder> at
buildcraft.BuildCraftRobotics.serverLoad(BuildCraftRobotics.java:321)
L815[07:54:41] ***
kroeser|away is now known as kroeser
L816[07:55:21] <gigaherz> Nitrodev: it has
been days, no one has a "good" example
L817[07:55:25] <gigaherz> just come up
with your own solution
L818[07:55:46] <Nitrodev> i'll try
L819[07:55:50] <gigaherz> all you need is
to have TileEntities and chooseone as master
L820[07:55:54] <gigaherz> while the others
become slaves
L821[07:56:37] <gigaherz> you'll want to
check if the multiblock is "complete" either when placing
one of the blocks
L822[07:57:01] <gigaherz> (think like, the
wither does the check when placing the wither skeleton head, not
the soul sand)
L823[07:57:32] <gigaherz> or when using a
specific item (some wrench or hammer, like immersive engineering
does)
L824[07:57:59] <gigaherz> then the slaves
would want to know their relative position related to the
master
L825[07:58:12] <gigaherz> so that they can
forward the requests to the master
L826[07:58:22] <gigaherz> do NOT try to
use the same TileEntity instance in multiple blocks
L827[07:58:24] <gigaherz> it's not
supported.
L828[07:59:25] <gigaherz> (you can however
keep a reference t othe master from the slaves)
L829[08:00:27]
⇨ Joins: Commodore64
(~Julian@178-163-50.dynamic.cyta.gr)
L830[08:00:41] <Commodore64> ello
everyone
L831[08:01:21] <Commodore64> Is techne
still standard for model creation?
L832[08:01:42] <McJty> I use Blender but
techne should work too
L833[08:03:03] <Nitrodev> okay gigaherz i
have everything you just said on a txt file
L834[08:03:58] <asie> LatvianModder:
that
L835[08:04:01] <asie> what
L836[08:04:05] <asie> it's erroring in
Java's own NT hooks!?
L837[08:04:09] <asie> can I have more
complete crashlogs?
L838[08:04:12] <LatvianModder> I have no
idea
L839[08:04:19] <LatvianModder> it might be
because of my mod crashing, no idea
L840[08:04:20] <Commodore64> ok I don't
know if anyone here would be willing to help me in this: I am
planning on making a Let's Play series with the LotR Mod and
created a model in Techne of Gandalf
L841[08:04:29] <asie> Commodore64: You
probably would rather use Tabula, or Blendere
L842[08:04:44] <asie> Techne is unstable,
hard to get working on certain confugrations and I think the format
it exports in is no longer supported on 1.8+ (?)
L843[08:04:58] <LatvianModder> Also its
slow
L844[08:05:17] <LatvianModder> IChun's mod
is great for making models
L845[08:05:23] <LatvianModder> I made
whole 1
L846[08:05:24] <LatvianModder> :P
L847[08:06:15] <ThePsionic> For
within-one-block models I just use MrCrayfish's modeler
L848[08:06:40] <ThePsionic> Sadly it only
works for exactly that, blocks
L849[08:07:02] <Commodore64> well anyway I
made this model of Gandalf in Techne and the code isn't giving me
any direct errors
L850[08:07:32] <Commodore64> what I want
to use it for is to create a custom npc with Noppes' mod
L851[08:07:38] <Commodore64> that only
uses that model
L852[08:07:51] <Commodore64> it's in
1.7.10
L853[08:08:35] <Commodore64> so I know
custom npc recognizes models from other mods, but do they have to
actually be linked to a mob as well?
L854[08:08:50]
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L855[08:09:02] <Nitrodev> gigaherz, if i'm
seeing your code/classes right i need to make a block class for the
multiblock right?
L856[08:10:21]
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(MalkConten@p4FDCF8E7.dip0.t-ipconnect.de)
L857[08:11:59] <asie> Commodore64: wait
no, entities are fine in 1.8 with techne
L858[08:12:01] <asie> also not sure
L859[08:14:18]
⇨ Joins: reece
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L860[08:14:35] <reece> Hi?
L861[08:14:44] <Nitrodev> hey?
L863[08:14:51] ⇦
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L864[08:14:55] <Commodore64> guys have a
look at the model
L865[08:15:46] <LatvianModder> thats
pretty awesome
L867[08:16:10] <Commodore64> so I created
this
L868[08:16:16]
⇨ Joins: roxox12
(~roxox1@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net)
L869[08:16:20] <roxox12> Hello?
L870[08:16:26] ⇦
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L871[08:16:28] <Commodore64> all by myself
for a LP series with the lotr mod
L872[08:16:41] <roxox12> Oh hell yeah,
finally got hexchat working
L873[08:16:59] <Commodore64> and I need
some help using it with Noppes' custom npcs mod
L874[08:17:12] <Commodore64> would anyone
be willing to help me out?
L875[08:17:19] ⇦
Quits: VikeStep (~VikeStep@101.184.165.77) (Read error: Connection
reset by peer)
L876[08:17:21] <roxox12> What are you
trying to do?
L879[08:18:10] <Commodore64> I created
this model in Techne
L880[08:18:22] <Commodore64> I want to
create a custom npc with this model
L881[08:18:40] ⇦
Quits: Szernex (~Szernex@188-23-213-11.adsl.highway.telekom.at)
(Read error: Connection reset by peer)
L882[08:18:49] <Commodore64> I want to
know what I need to do to get Noppes' custom npc mod to work with
it
L883[08:19:32] <roxox12> Have you tried
contacting Noppe?
L884[08:19:58] <Commodore64> he just
replied
L885[08:20:12] <Commodore64> I'll be
asking him about it
L886[08:20:35] <roxox12> Cool.
L887[08:21:44] <roxox12> Anyway, I'm
trying to do some stuff with dyes/wool. I need to get a printout of
different dye types (preferably some that return an Item object of
each kind of dye which I can use getter methods on).
L888[08:22:29] <roxox12> I've found the
Item.getSubItems(item, creativetabs, list) method
L889[08:22:37] <roxox12> But the arguments
(and it's output) confuses me
L890[08:23:12] <roxox12> It says it
returns a list of items with the same ID, but it's a void
method.
L891[08:23:23] <McJty> roxox12, you have
to fill the list
L892[08:23:51] <Wuppy> man I really can't
wait for carnaval...
L893[08:24:05] <ThePsionic> I have the
week off next week Wuppy
L894[08:24:11] <roxox12> So, (for dyes)
create a 16 size list, pass it into the method as an argument, and
it will directly change the list?
L895[08:24:15] <Nitrodev> do i have to
make a block class for my multiblock structure
L896[08:24:19] <Wuppy> vacation
ThePsionic?
L897[08:24:25] <ThePsionic> Sort of
L898[08:24:29] <McJty> roxox12, *you* have
to implement that method and in that method you fill the list
L899[08:24:33] <ThePsionic> We just have a
week of nothing between quarters
L900[08:24:35] <roxox12> @Wuppy thanks for
the tutorials.
L901[08:24:36] <ThePsionic> For some
reason
L902[08:24:36] <McJty> roxox12, i.e. in
your item
L903[08:24:39] <Wuppy> I've got
finalisation week next week
L904[08:24:45] <Wuppy> and open
evening
L905[08:24:50] <Wuppy> and I'm joining the
Global Game Jam :D
L906[08:24:54] <Wuppy> roxox12, no problem
:)
L907[08:25:09] <McJty> roxox12, or do you
want to get the list for another item that is not one of your
own?
L908[08:25:28] ***
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L910[08:25:33] <roxox12> I'm trying to get
a list of all dyes, so that I can implement them into a shapeless
crafting recipe.
L911[08:25:38] <Commodore64> hello
ThePsionic
L912[08:25:44] <McJty> ok, then you make
an empty list and pass that to this function
L913[08:25:55] <Commodore64> remember me?
I made you a cake texture once
L914[08:25:56] <ThePsionic> hi
Commodore64
L915[08:25:59] <ThePsionic> Yeah :D
L916[08:26:16] <roxox12> What about the
first two arguments, I assume they are the item (dye), and the tab
that dye is stored in?
L917[08:27:06] <McJty> yes, but ItemDye
ignores those
L918[08:27:14] <McJty> roxox12, btw, in
case of doubt just browse to the vanilla code
L919[08:27:20] <McJty> You can see there
what the function does for ItemDye
L920[08:27:31] <McJty> roxox12, also note
that this function is client side only.
L921[08:27:36] <McJty> roxox12, so you
can't use it server side.
L922[08:27:50] ***
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L923[08:28:33] <McJty> roxox12, so you
actually cannot use that for making a shapeless recipe as that has
to be done server side
L924[08:28:50] <McJty> roxox12, however
you can just do exaclty the same as what the implementation of
ItemDye is doing already
L925[08:29:02] <roxox12> Damn. If I
explain exactly what I'm trying to do could you give me some hints
on how I might go about it?
L926[08:29:22] <McJty> Perhaps
L927[08:30:35] <roxox12> I'm trying to
create a multi-coloured wool block. 1 piece of wool, and 8 dyes.
The wool block would then be colored using the dyes provided. So,
my assumption is that I need to add a shapeless recipe for each
possible combination, and then save the colors the block was
crafted with into some kind of metadata
L928[08:31:14] <SkySom> Probably better to
just add a custom recipe.
L929[08:31:20] <roxox12> I figured, if I
could get a list of every dye, I could iterate over it and create a
recipe for each combination
L930[08:31:22] <Nitrodev> yeah using
IRecipe
L931[08:31:38] <McJty> Yes, a custom
recipe would work better here
L932[08:31:43] <roxox12> Ok, I'm going to
go learn how to use IRecipe :)
L933[08:32:43] <roxox12> My java is not
too bad, I've just never done anything 'too' complicated in forge
before
L934[08:32:53] <Nitrodev> same for
me
L935[08:33:32] ***
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L937[08:39:09] <Nitrodev> Do i have to
make a block class for my multiblock structure?
L938[08:39:15] <Nitrodev> i'm guesssing
yes
L939[08:39:39] <McJty> You make a block
class for the individual blocks
L940[08:39:42] <McJty> Not for the entire
thing
L941[08:40:07] <Nitrodev> for the blocks
the structure is made of?
L942[08:40:16] <McJty> The individual
blocks yes
L943[08:40:23] <McJty> There is no
'multiblock' concept in MC
L944[08:40:36] <McJty> You just represent
the individual blocks and the 'slaves' communicate to whatever
parent there is
L945[08:40:43] <McJty> i.e. one of the
blocks could be a 'controller' or something like that
L946[08:40:57] <McJty> And when any of the
individual blocks is placed down you check if you have a complete
structure
L947[08:41:08] <McJty> And if so every
'slave' block needs to remember the location of the
controller
L948[08:43:30] <Nitrodev> so what are the
classes i would need then?
L949[08:43:42] <Nitrodev> i have a TE for
it
L950[08:45:22] <McJty> You need a TE in
any class since you need somewhere to store the relative location
of the controller
L951[08:45:33] <McJty> Unless your actual
structure implies a logical structure
L952[08:45:41] <gigaherz> [15:09]
(Nitrodev): gigaherz, if i'm seeing your code/classes right i need
to make a block class for the multiblock right?
L953[08:45:42] <McJty> i.e. some kind of
block is always on top of the controller
L954[08:45:48] <gigaherz> my ender-rift
multiblock is NOT a good example.
L955[08:45:49] <gigaherz> XD
L956[08:45:51] <McJty> In that case you
don't have to store that information and you don't need a TE
then
L957[08:46:20] <gigaherz> you can use
metadata for that, but that only works if you aren't implementing
interfaces
L958[08:46:25]
⇨ Joins: noninc
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L959[08:46:29] <gigaherz> like, if you
want all the blocks inthe multiblock to expose IInventory
L960[08:46:33] <gigaherz> or
IEnergyReceiver
L961[08:46:37] <gigaherz> then you need a
TE in each
L962[08:46:55] ⇦
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L963[08:47:14] <Nitrodev> well my
structure will be composed of the same block (like railcrafts coke
oven)
L964[08:47:33] <Nitrodev> so it's
accesible from any block within the structure
L965[08:47:41] <gigaherz> well you have 8
blocks total?
L966[08:47:48] <gigaherz> 2x2x2 you
said?
L967[08:48:06] <Nitrodev> yeah
L968[08:48:09] <gigaherz> you can use a
blockstate for it, with 8 values
L969[08:48:25] <gigaherz> like
L970[08:48:52] <gigaherz> 1 bit for each
axis
L971[08:49:07] <gigaherz> east-west,
north-south, up-down
L972[08:49:14] <gigaherz> then you can
say
L973[08:49:23] <gigaherz>
"west,north,down" is the master
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L976[08:49:29] <gigaherz> and anyone else
knows their relative position
L977[08:49:40] <gigaherz> so in
createTileEntity
L978[08:49:42] <gigaherz> you can do
L979[08:50:04]
⇨ Joins: thor12022 (thor12022@205.175.226.97)
L980[08:50:26] <gigaherz> if (state !=
west-north-down) return new TileEntityMaster(); else return new
TileEntitySlave();
L981[08:50:30] <gigaherz> that's
pseudocode, of course
L982[08:50:40] <gigaherz> eh
L983[08:50:42] <gigaherz> if state
==
L984[08:50:47] <gigaherz> anyhow
L985[08:51:14] <gigaherz> on top of that,
you'd also need to know if the structure has been assembled or
not
L986[08:51:21] <gigaherz> you could use
the 4th bit for that
L987[08:51:26] <gigaherz> or store that in
the TE
L988[08:51:30] ***
fry|sleep is now known as fry
L989[08:51:38] <gigaherz> and use the 4th
bit for a "powered" state
L990[08:51:46] <gigaherz> that's up to
you
L991[08:54:39] <Nitrodev> so i need
atleast the TEmaster and -slave classes?
L992[08:54:59] <gigaherz> no you could do
it with just one TE class, but it's nicer with two
L993[08:55:07] ⇦
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L994[08:55:11] <gigaherz> in fact you
could even have 3
L995[08:55:22] <gigaherz> one for when the
structure is disassembled
L996[08:55:26] <gigaherz> that doesn't
implement any interface
L997[08:55:38] <gigaherz> and then the
master TE and the slaves
L998[08:56:06] <gigaherz> there just isn't
one good way to make a multiblock
L999[08:56:09] <gigaherz> it's fully up to
you
L1000[08:57:12] <Nitrodev> okay so i want
the master and the slave TEs extend TE and implement
IIventory
L1001[08:57:19] <MalkContent> is there a
frame mod for 1.8?
L1002[08:57:24] <Nitrodev> and the
struture itself
L1003[08:59:05] ***
kroeser is now known as kroeser|away
L1004[09:02:32] <Nitrodev>
gigaherz?
L1005[09:02:55] <McJty> Nitrodev, you
don't need it
L1006[09:03:03] <McJty> Nitrodev, your
main controller TE can be your structure
L1007[09:03:14] <McJty> It will do all
the work and manage the entire block
L1008[09:03:30] <Nitrodev> the
TEmaster?
L1009[09:03:58] <McJty> Whatever you call
it
L1010[09:04:50] <Nitrodev> the one that
the slaves will ref on?
L1011[09:05:13] <McJty> yes
L1012[09:05:31] <Nitrodev> okay
great
L1013[09:05:59] <roxox12> I feel there is
going to be some funky way to do this
L1014[09:06:06] <Nitrodev> do what?
L1015[09:06:31] <roxox12> So, I assume
that using .equals(Items.dye) or == Items.dye isn't going to work
for figuring out if the item in crafting grid is dye
L1016[09:06:51] <roxox12> Because
metadata and such
L1017[09:07:01]
⇨ Joins: Lapiman
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L1018[09:07:04] <roxox12> Is there like
an item comparison which doesn't check metadata?
L1019[09:08:38]
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L1020[09:09:14] <diesieben07> compare the
Item instance using ==
L1021[09:09:32] <diesieben07> the Item
class is like an Item *type*. Metadata is only stored in the
ItemStack
L1022[09:10:12]
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L1025[09:10:51] <roxox12> Oh, thank you
:)
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())
L1027[09:11:02] <gigaherz> same for
Block, by the way
L1028[09:11:18] <gigaherz> Block is a
"block manager" for all the world cells that contain the
block
L1029[09:11:38] ***
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L1030[09:11:44] <gigaherz> i think that's
the best way to consider it
L1031[09:11:49] <gigaherz> the Item and
Block classes are managers
L1032[09:11:55] <gigaherz> not
instances
L1033[09:12:07]
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L1034[09:12:09] <williewillus> wat
:p
L1035[09:12:10]
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L1037[09:12:27] <williewillus> they are
instances. Theere's just only one of each
L1038[09:12:31] <gigaherz> williewillus:
the Item class manages the behaviour of all the instances of an
ItemStack of that type
L1039[09:12:43] <williewillus> yeah but
it's still an object that gets instantiated :p
L1040[09:12:44] <gigaherz> I didn't mean
instance in the JVM sense
L1041[09:12:49] <williewillus>
particularities ;p
L1042[09:12:58] <gigaherz> I meant
instance in the context of the Minecraft world
L1043[09:13:09] <gigaherz> each block in
the world, is one instance of the block
L1044[09:13:17] <gigaherz> but it isn't
an instance of the Block class
L1045[09:13:18] <gigaherz> ;P
L1046[09:13:24] <Nitrodev> okay the
master TE is now a replica of my other blocks TE
L1047[09:13:47] <gigaherz> but of course
saying it that way is confusing
L1048[09:13:47] <gigaherz> XD
L1049[09:13:53] <Nitrodev> because the
master TE should be the one with tthe size of the inv right?
L1050[09:14:04] <gigaherz> Nitrodev:
yes
L1051[09:14:14] <Nitrodev> okay
L1052[09:14:17] <gigaherz> the slave will
probably be implemented like
L1053[09:14:26] <gigaherz>
getSizeInventory() {return getMaster().getSizeInventory(); }
L1054[09:14:50] <gigaherz> (with null
checks ;P)
L1055[09:15:44] <Nitrodev> ah so i need
to add a method to the master TE so it is a master right?
L1056[09:15:49]
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L1058[09:17:24] <gigaherz> well no
L1059[09:17:31] <gigaherz> getMaster
would be in the slaves
L1060[09:17:36] <Nitrodev> ah
L1061[09:17:36] <gigaherz> it would do
something like
L1062[09:17:56] <Pennyw95> talking about
multiblock? :P
L1064[09:18:17] <Nitrodev> Pennyw95, take
a wild guess :P
L1065[09:18:18] <gigaherz> if
blockstate.getValue(WHATEVER) return
world.getTileEntity(pos.down().west());
L1066[09:18:57] <Pennyw95> Nitrodev: do
your tile entity classes extend directly TileEntity or do you have
a common custom TE class?
L1067[09:19:18] <Nitrodev> atm ethey
extend the vanilla TE
L1068[09:19:30] <gigaherz> roxox12: why
do you check the inventory name?=
L1069[09:19:45] <Nitrodev> i'm still
trying to wrap my head around the other stuff so
L1070[09:19:57] <roxox12> Because I got a
ticking entity and a NPE on loading world if I didn't.
L1071[09:20:08] <Pennyw95> I'd suggest
you make a baseTE class with some util....for example a isMaster()
boolean that is set to false and only the TEs you want to be master
override to true. Then, the slaves can check if the TE they find is
master
L1072[09:20:21] <diesieben07> "i got
a ticking entity" is such a cringeworthy bugreport...
L1073[09:20:29] <roxox12> That wasn't a
bug report.
L1074[09:20:36] <diesieben07> error
description then,
L1075[09:21:00] <Nitrodev> Pennyw95, if
that isn't needed i might aswell pass
L1076[09:21:40] <Pennyw95> ok then,
you'll have to use instanceof during the slave's search
L1077[09:22:26] <Nitrodev> in the slaves
class right?
L1078[09:22:35] <roxox12> Sorry, it was
not a ticking entity. It was a ticking connection.
L1079[09:22:39] <Pennyw95> yes
L1080[09:22:50] <roxox12>
java.lang.NullPointerException: Ticking memory connection at
RainbowWoolRecipe.matches(RainbowWoolRecipe.java:17)
L1081[09:23:09] <roxox12> On the
if(topLeft.getItem()) line.
L1082[09:23:19] <diesieben07> its not a
"ticking connection" -.- anyways.
L1083[09:23:30] <roxox12> It's a
NPE.
L1084[09:23:46] <sham1> cant you just
give us the stackstrace...
L1085[09:23:49] <Nitrodev> gigaherz, in
what class do i make the method createTileEntity?
L1086[09:23:51] <diesieben07> you can't
call methods (in this case getItem) on null
L1087[09:24:00] <sham1> Why do you have
to hold the error messages hostage
L1088[09:24:02] <diesieben07> and slots
without stacks in them will give you null
L1089[09:24:28] <roxox12> I know. I
figured that the InventoryCrafting arg was null, so I did a check
to make sure I was in a crafting table
L1090[09:24:39] <roxox12> @sham1 Sorry, I
didn't want to spam chat. I'll pastebin it now
L1091[09:24:48] <sham1> thank you
L1092[09:25:19] <sham1> And it is not
chat spam unless you paste it into the chat which will get you
kicked, so dont do it, post it to pastebin or gist like you are
doing
L1093[09:25:33]
⇨ Joins: SubconsciousEye
(~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L1096[09:25:58] ***
Ashway is now known as Ashlee
L1097[09:26:10] <sham1> oh god yes
L1098[09:26:16] <sham1> WHERE HAS THIS
BEEN ALL MY LIFE
L1099[09:27:07] <roxox12> That is
beautiful
L1100[09:27:07] <Wuppy> There are no
import statements allowed. All code has to be home-grown and
Amerian made. Xd
L1101[09:27:26] <roxox12> All numbers
must be strictly greater than 1 million. The small stuff is
inconsequential to us.
L1102[09:27:49]
⇦ Quits: AbsentThirdEye
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seconds)
L1103[09:28:20] <roxox12> I thought that
I had to check I was in a crafting table, which was why I added the
first if statement.
L1104[09:28:35] <diesieben07> why would
you?
L1105[09:28:44] <diesieben07> you want
your recipe to work anywhere, don't you?
L1106[09:29:18] <roxox12> Yes. But if the
InventoryCrafting recipe was null, it would make sense to me that
that would be because I'm not in a crafting area.
L1107[09:29:45] <roxox12> So I figured
the best solution was to make sure that I was in a crafting area.
That's obviously not the way to do it, but twas my train of thought
at the time.
L1108[09:30:02] <roxox12> Never used
IRecipe before.
L1109[09:30:20] <sham1> so you never
added recipes I take it
L1110[09:30:26] <diesieben07> "the
InventoryCrafting recipe was null" - wat.
L1111[09:30:34] ***
kroeser|away is now known as kroeser
L1112[09:30:40] <sham1> How do people
craft things in your mod if you have never used IRecipe
before
L1113[09:31:11] <diesieben07> stop being
mean now :P
L1114[09:31:28] <sham1> okay D:
L1115[09:31:36] <roxox12> @sham1 I've
added recipe's, but I've never directly had to make a recipe like
this. Always used .addShaped/ShaplessRecipe
L1116[09:31:40]
⇨ Joins: Jezza (~Jezza@185.44.151.103)
L1117[09:31:45] <Wuppy> wait, today is
blue monday?
L1118[09:31:50] <sham1> the WHAT'
L1119[09:32:13] <roxox12> ?
L1120[09:32:38] <roxox12> My recipe now
is a little bit more complicated, since I need to add metadata to
the block depending on the specific dyes used to craft it
L1121[09:32:46] <roxox12> So I was
advised to take a look at IRecipe
L1122[09:32:54] <Pennyw95> Uhm
guys....I'm getting an build faild during
'setupDecompWorkspace'....in particular, a "java heap
space" error during :decompileMc. I assume this is a memory
issue but I already allocated 3GBs to gradle.properties. I'd try
adding memory to gradlew.bat too, but I don't remember how it's
done, can you tell me?
L1123[09:33:23] ***
kroeser is now known as kroeser|away
L1124[09:33:59]
⇨ Joins: robotbrain
(~quassel@2604:a880:800:10::94a:d001)
L1125[09:34:19] <roxox12> Should I
perhaps null check the InventoryCrafting variable, instead of
checking if it .equals("Crafting")
L1126[09:35:41] <diesieben07> no
L1127[09:35:42] <roxox12> It would
actually appear that InventoryCrafting is not null.
L1128[09:35:47] <diesieben07> you do not
need to check it at all
L1129[09:36:07] <diesieben07> as i
already said, what is null is the SLOTS in the inventory
L1130[09:36:10] ***
Abrar|gone is now known as AbrarSyed
L1131[09:36:13] <diesieben07> because
they are empty
L1132[09:36:16] <diesieben07> so you
cannot call getItem on them
L1133[09:36:21] <sham1> check if the
slots are null
L1134[09:36:23] <sham1> if so, skip
L1135[09:36:39] <roxox12> Oh, I figured
they would return something signifying that they are empty, rather
than null.
L1136[09:36:56] <sham1> They ARE
returning something signifying they are empty
L1137[09:36:58] <sham1> Null
L1138[09:37:08] <Nitrodev> null means
nothing
L1139[09:37:10] <roxox12> Ik ik, I just
thought that returning null to something was bad practice.
L1140[09:37:18] <roxox12> I'm stupid,
thanks :)
L1141[09:37:23] <gigaherz> not if you
have it in the design
L1142[09:37:29] <sham1> ...And I just
found my math book
L1143[09:37:30] <Nitrodev> yeah
L1144[09:37:52] <gigaherz> it's perfectly
fine to have a function that returns a value
L1145[09:37:56] <gigaherz> or null if no
value could be obtained
L1146[09:38:04] <gigaherz> some teachers
may try to tell you otherwise
L1147[09:38:19] <gigaherz> there are
purists everywhere
L1148[09:38:23] <gigaherz> who think
everything should be a value
L1149[09:38:29] <gigaherz> and null is an
abomination
L1150[09:39:01] <gigaherz> butwell,
extremism is bad, of any kind
L1151[09:39:01] <roxox12> Thanks for the
info
L1152[09:39:27] <roxox12> Ahah! It
works!
L1153[09:39:37] <Pennyw95> how can I
allocate more memory to gradlew in gradlew.bat?
L1154[09:39:50] <diesieben07> you don't
do it in the gradlew.bat.
L1155[09:39:55] <gigaherz> Pennyw95: set
JVM_OPTS="-Xmx3g"
L1157[09:40:08] <roxox12> Out of
curiosity, do any MC and/or forge methods pass null into arguments?
Or do they only do that for return values?
L1158[09:40:30] <gigaherz> hmmm I can't
recall any off the top of my head
L1159[09:41:06] <Pennyw95> gigaherz: and
I put that after set DEFAULT_JVM_OPTS= ?
L1160[09:41:32] <gigaherz> nono I meant
to modify that one
L1161[09:41:39] <sham1> I would have
liked that MC returned an Optional of ItemStack for slots as it has
guava
L1162[09:41:39] <gigaherz> also you don't
need the ""
L1163[09:41:39] <gigaherz> ;P
L1164[09:41:40] <sham1> But meh
L1165[09:42:01] <gigaherz> it's the
crappy method, but you can do
L1166[09:42:05] <gigaherz> set
DEFAULT_JVM_OPTS=-Xmx3G
L1167[09:42:07] <sham1> It would be
better to signify that "this may not be present"
L1168[09:42:44]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-80-79-173.dsl.lsan03.sbcglobal.net)
L1169[09:42:46] <gigaherz> I don't really
like Optional as a concept
L1170[09:42:48] <gigaherz> it's too
verbose
L1171[09:43:10] <Pennyw95> so I should
just put the 3G value after the DEFAULT= ?
L1172[09:43:22] <diesieben07> gigaherz,
you probably like kotlin a lot :P
L1173[09:43:30] <gigaherz> no idea what
that is, diesieben07
L1174[09:43:30] <gigaherz> XD
L1175[09:43:37] <williewillus> jetbrains'
new jvm language
L1177[09:43:50] <williewillus> *kinda*
like "scala lite"
L1178[09:43:54] <gigaherz> no I don't
like it.
L1179[09:43:55] <sham1> In kotlin a
nullable value could be like
L1180[09:44:03] <gigaherz> I cna tell you
that just afte 5 seconds
L1181[09:44:07] <sham1> nullableString:
String? = "HEH"
L1182[09:44:09] <diesieben07> in kotlin
everything is not nullable by default
L1183[09:44:10] <gigaherz> (the time it
took me to scrol ldown to the first example
L1184[09:44:18] <gigaherz> I dislike
"name: type" ordering
L1185[09:44:20] <diesieben07> if you want
it to be nullable, you need to specify
L1186[09:44:22] <sham1> You have to be
explisit
L1187[09:44:37] <williewillus> gigaherz:
that's how it works in most of the functional language sthough
:p
L1188[09:44:49] <gigaherz> williewillus:
so?
L1189[09:44:49] <gigaherz> ;p
L1190[09:44:56] <sham1> name :: *type
info*
L1191[09:44:57] <gigaherz> I disliked it
in pascal
L1192[09:45:06] <gigaherz> and it wasn't
functional
L1193[09:45:06] <gigaherz> XD
L1194[09:45:21] <sham1> name :: (Num a)
=> a -> a -> a
L1195[09:45:52] <shadekiller666> yo mamas
so fat, when i pictured her in my head, she broke my neck
L1196[09:46:11] <sham1> What did you say
about me mama
L1197[09:46:26]
⇦ Quits: DemoXin (~DemoXin@79.sub-70-193-133.myvzw.com) (Ping
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L1198[09:47:15] <williewillus> sham1: why
are there three single arrows?
L1199[09:47:27] <williewillus> *two
L1200[09:47:37] <sham1> because the
function takes a two params and returns another
L1201[09:47:53] <sham1> Because
currying
L1202[09:48:06] <sham1> Like you could
make a function in haskell that says like this
L1203[09:48:13] <gigaherz> reminds me a
bit of lambda calculus
L1204[09:48:17] <sham1> nameThree x =>
name x 3
L1205[09:48:19] <williewillus> so it's a
function that takes (Num a) => a and returns a -> a
L1206[09:48:24]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:442:ed50:5255:328f)
L1207[09:48:24] <sham1> No
L1208[09:48:27] <gigaherz> \a.\b.
a+b
L1209[09:48:29] <TechDG> hey
L1210[09:48:30] <sham1> Num a is kinda
like generic
L1211[09:48:40] <gigaherz> where \ is the
lambda symbol
L1212[09:48:40] <gigaherz> ;P
L1213[09:48:45] <TechDG> whats the best
program for modeling? (No notepad++ doesnt count :P)
L1214[09:48:50] <williewillus>
json?
L1215[09:48:56] <williewillus> I use
mrcrayfish's
L1216[09:48:59] <sham1> it tells you that
any a in this type thing is an instance of the typeclass Num
L1217[09:48:59] <TechDG> ok
L1218[09:49:02] <sham1> Blender
L1219[09:49:05] <williewillus> ew
L1220[09:49:07] <sham1> Or Maya
L1221[09:49:11] <sham1> Or 3dx max
L1222[09:49:12] <williewillus> only if
you want obj/b3d
L1223[09:49:16] <gigaherz> TechDG:
Blender, Maya, 3dsmax
L1224[09:49:18] <gigaherz> ;P
L1225[09:49:21] <williewillus> i doubt
they support mojangjson :p
L1226[09:49:27] <gigaherz> my choice is
Rhinoceros 3D
L1227[09:49:29] <TechDG> do those export
into a a correctly formatted json?
L1228[09:49:30]
⇨ Joins: Sollux-Captor
(~Sollux-Ca@2601:547:c400:cbbd:594b:ef19:d612:6567)
L1229[09:49:32] <williewillus> nope
L1230[09:49:36] <sham1> Nope
L1231[09:49:39] <gigaherz> nope
L1232[09:49:41] <sham1> But forge can use
OBJ models
L1233[09:49:45] <gigaherz> I just use
.obj
L1234[09:49:49] <gigaherz> I don't even
try to use json models
L1235[09:49:56] <TechDG> hm
L1236[09:50:05] <TechDG> are the .obj
models easy tot exture?
L1237[09:50:16] <gigaherz> depends on the
program you use to create them
L1238[09:50:21] <gigaherz> but
L1239[09:50:22] <williewillus> gigaherz:
not even for ridiculously simple things like a smaller cube?
:p
L1240[09:50:24] <sham1> so what this
tells: "name :: (Num a) => a -> a -> a", you
have a function "name" that takes any kind of 2 numbers
as parameters and returns another number
L1241[09:50:26] <gigaherz> assuming the
UV map is correct
L1242[09:50:32] <gigaherz> re-texturing
them is just a matter of opening the .mtl file
L1243[09:50:35] <gigaherz> (ascii
text)
L1244[09:50:40] <gigaherz> and editing
the "map_Kd" lines
L1245[09:50:56] <roxox12> Hmm, so now I
need to render my block based on the dyes used when crafting it.
So, creating a custom texture for each combination isn't going to
be possible.. Is there any way I can override the render method for
blocks and do my own stuff?
L1246[09:50:56] <TechDG> my goal is not
having to do much typing in a notepad for models
L1247[09:51:08] <williewillus> roxox12:
1.7 or 8?
L1248[09:51:15] <roxox12> MC Forge
1.7.10
L1250[09:51:23] <williewillus> just use a
isbrh :p
L1251[09:51:23] <sham1> Cue the
question
L1252[09:51:24] <TechDG> I would like to
just be able to do it as I would in one of those programs, hit
export and done
L1253[09:51:31] <roxox12> isbrh..
wut?
L1254[09:51:35] <williewillus> sham1:
that syntax is unintuitive
L1255[09:51:37] <TechDG> oh ok so its
just linking
L1256[09:51:37] <williewillus> :p
L1257[09:51:40] <gigaherz>
ISimpleBlockRenderingHandler
L1258[09:51:42] <sham1> It's math
L1259[09:51:53] <sham1> The haskell
syntax is math, especially lambda calculus
L1260[09:52:01] <williewillus> meh
L1261[09:52:03] <roxox12> So, I should
implement ISimpleBlockRenderingHandler in my blocks class?
L1262[09:52:09] <gigaherz> TechDG: sadly
you can't just "export" the minecraft-style
resourcelocations
L1263[09:52:20] <TechDG> IK u can in
mrcrayfish xD
L1264[09:52:22] <gigaherz> you'd need a
minecraft-aware program for that
L1265[09:52:36] <TechDG> if I make one in
blender (or the others) could u help me export it to my mod?
L1266[09:52:48] <TechDG> cuz if not my
only choice is crayfish rlly
L1267[09:52:56] <sham1> We can help
L1268[09:52:58] <gigaherz> just make the
model as you would
L1269[09:53:03] <gigaherz> set the
textures and such in blender
L1270[09:53:11] <gigaherz> referencing
the actual files
L1271[09:53:17] <gigaherz> we'll help you
edit the mtl file to fit minecraft
L1272[09:53:17] <TechDG> ok then should I
use blender, maya, 3dsmax or rhinoceros 3D
L1273[09:53:20] <TechDG> ok ty
L1274[09:53:37] <sham1> Anything that
exports OBJ files
L1275[09:53:41] <gigaherz> yeah
L1276[09:53:45] <sham1> Which is
basically anything
L1277[09:54:12] <TechDG> k then il use
beldner since its the only one I have heard of outside of
this
L1278[09:54:20] <gigaherz> Blender is
opensource, free to use
L1279[09:54:22] <gigaherz> the rest are
paidware
L1280[09:54:24] <gigaherz> and not
cheap
L1281[09:54:24] <TechDG> ok then yeah
def
L1282[09:54:33] <williewillus> (defn name
[x y] #(+ %1 %2))
L1283[09:54:43] <williewillus> replace
"+" with appropriate op
L1284[09:55:04] <TechDG> im assuming I
should keep it in a 16x16x16 space for it to fit in 1 block?
L1285[09:55:04] *
sham1 mumbles something about lisp
L1286[09:55:04] <gigaherz> and that's
what I call needlessly complicated syntax ;P
L1287[09:55:16] <gigaherz> TechDG: no,
1x1x1
L1288[09:55:16] <williewillus> there is
no syntax there lol
L1289[09:55:28] <gigaherz> just design it
as you will, and then scale down
L1290[09:55:30] <williewillus> well, like
3 constructs
L1291[09:55:30] <sham1> defn?
L1292[09:55:32] <TechDG> ok
L1293[09:55:34] <williewillus> defn is a
function
L1294[09:55:40] <williewillus> that
defines a function and binds it to "name"
L1295[09:55:46] <williewillus> [x y] is
the param list
L1296[09:55:55] <williewillus> #() is an
anonyous func
L1297[09:55:58] <sham1> Everything's a
bloody list
L1298[09:55:58]
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L1299[09:56:01] <williewillus> yup
L1300[09:56:11] <williewillus> defn takes
a list lol
L1301[09:56:27] <sham1>
Tail-recursion
L1302[09:56:31] <sham1> Sounds very
LISP
L1303[09:57:02] <sham1> Although in
Haskell I can also have list of operations ;)
L1304[09:57:06] <gigaherz> williewillus:
in lambda calculus, that would be just simply... "\x.\y. (+ x
y)", but using name aliases isn't part of lambda calculus, so
technically instead of "+", you'd write in the actual
body of the "+" operation
L1305[09:57:20] <Sollux-Captor> can some
one help me with this modpack crash?
L1307[09:57:37] <sham1> How does one
define addition in lambda calculus
L1308[09:57:43] <gigaherz> well
L1309[09:57:51] <gigaherz> the way lambda
calculus defines a number
L1310[09:57:58] <williewillus>
Sollux-Captor: CCC's ASM is broken
L1311[09:58:03] <gigaherz> means that
applying a function to a number
L1312[09:58:08] <gigaherz> repeats the
function N times
L1313[09:58:10] <Sollux-Captor> remove it
then?
L1314[09:58:27] <TechDG> wow thats one
complicated gui xD
L1315[09:58:29] <gigaherz> so you apply
"successor of Y" to the X number
L1316[09:58:30] <TechDG> tutorial time
:P
L1317[09:58:36] <gigaherz> an you get Y
incremented X times
L1318[09:58:38] <gigaherz> which is
X+y
L1319[09:58:42] <williewillus> so
"4" is "increment" applied to 0 4 times?
L1320[09:58:55] <gigaherz> yes
L1321[09:59:26] <williewillus> I love
recursive defs :p
L1322[09:59:36]
⇨ Joins: EyeOfKoishi
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L1323[09:59:38] <williewillus> everything
builds off 0 or [] or {}
L1324[09:59:45] <gigaherz> in case of
lambda calculus
L1325[09:59:48] <gigaherz> 0 is
\x.x
L1326[09:59:52] <gigaherz> which means
"return the input
L1327[10:00:24] <ThePsionic> x.x;
L1328[10:00:27] ***
PaleOff is now known as PaleoCrafter
L1329[10:00:29] <gigaherz> eh
\y.\x.x
L1330[10:00:34] <gigaherz> it has two
inputs
L1331[10:00:36] <gigaherz> all numbers
have two
L1332[10:00:39] <gigaherz> but it returns
the second one
L1333[10:00:50] <gigaherz> 0:
\y.\x.x
L1334[10:00:55] <gigaherz> 1: \y.\x.(y
x)
L1335[10:01:07] <gigaherz> 2: \y.\x.(y (y
x))
L1336[10:01:13] <gigaherz> etc
L1337[10:01:36] <gigaherz>
interestingly
L1338[10:01:41] <gigaherz> they define
booleans similarly
L1339[10:01:48] <gigaherz> false: \y.\x.
x
L1340[10:01:53] <gigaherz> true: \y.\x.
y
L1341[10:02:09] <gigaherz> so false ===
0
L1342[10:02:19] <gigaherz> the fun thing
about booleans, is that "if" is implicit
L1343[10:02:24]
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L1344[10:02:31] <gigaherz>
<boolean> something1 something2
L1345[10:02:37] <gigaherz> returns
something1 if it was true
L1346[10:02:39] <gigaherz> and something2
if it was false
L1347[10:02:58] <gigaherz> so you can
just apply two inputs to a boolean and the right output will be
returned
L1348[10:03:16]
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L1350[10:03:37] <Nitrodev> i feel like an
idiot
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L1354[10:04:29] <Nitrodev> all this time
i was silent i was wondering where i need to make the method
createTileEntity
L1355[10:04:43] <roxox12> This.. Is
complicated.
L1356[10:04:51] <williewillus> Nitrodev:
it's in Block
L1357[10:04:54] <Nitrodev> yeah
L1358[10:04:58] <Nitrodev> i
figured
L1359[10:05:20]
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L1361[10:05:52] <Nitrodev> gigaherz, i'm
guessing that i need to declare the block states in the block
class
L1362[10:06:16] <Sollux-Captor>
@williwillus i tried new versions of the codechicken lib and core
but i still cant seem to fix it
L1363[10:06:26] <gigaherz> Nitrodev: of
course
L1364[10:06:28] <gigaherz> that's no
different
L1365[10:06:32] <Nitrodev> okay
L1366[10:06:34] <gigaherz> really a
multiblock
L1367[10:06:38] <roxox12> Ima go ahead
and assume that I need to make a class which extends ISBRH then
implement that into my block class.
L1368[10:06:39] <gigaherz> don't think of
it as a different thing
L1369[10:06:44] <Sollux-Captor> anymore
details to why it is broken or how?
L1370[10:06:45] <gigaherz> it's just a
bunch of separate blocks
L1371[10:06:48] <gigaherz> that cooperate
between eachother
L1372[10:06:51] <gigaherz> to act as
one
L1373[10:07:29] <gigaherz> roxox12: you
make a SEPARATE class that implements ISBRH, and then register it
with your block class, in your client proxy
L1376[10:08:21] <gigaherz> or at
least
L1377[10:08:24] <gigaherz> use it as a
BAD example
L1378[10:08:24] <gigaherz> ;P
L1379[10:08:58] <shadekiller666> a
"do not do this" example, if you will
L1380[10:09:09]
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L1381[10:09:10] <Sollux-Captor>
willewillus: is it a problem specifically with ASM?
L1382[10:09:17]
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L1383[10:09:29] <Sollux-Captor>
williewillus*
L1384[10:09:34]
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L1385[10:09:48] <Nitrodev> now what
variable type do i use for the bl.ockstates?
L1386[10:10:03] <Nitrodev> i know they
are directions
L1387[10:10:09] <williewillus>
EnumFacing?
L1388[10:10:18] <williewillus>
Sollux-Captor: yeah the log is throwing asm errors everywhere
L1389[10:10:32] <Sollux-Captor> ye but
specifically, what is broke with it?
L1390[10:10:44] <williewillus> no
idea
L1391[10:10:53] <Sollux-Captor>
hmmm...\
L1392[10:10:58] <Nitrodev> ah i see
thanks
L1393[10:11:18] <Sollux-Captor> ive
already tried to change the versions of the mod(s) but that didnt
seem to work
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L1395[10:12:04] <sham1> Anyone have any
idea why I dont have java for firefox even though I have the
JDK
L1396[10:12:04] <Sollux-Captor> i think i
may have found my problem
L1398[10:12:22] <Sollux-Captor> it seems
to be that i have more than one of the same mod installed
L1399[10:12:27] <sham1> Dot they really
want me to explicitly install JRE for my browser
L1400[10:12:35]
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L1401[10:12:48] <williewillus>
Sollux-Captor: i think you accidentally installed the deobf
version
L1402[10:12:51] <gigaherz> Ordinastie:
you really like the Malisis name don't you? XD
L1403[10:12:51] <williewillus> of either
CCL or CCC
L1404[10:12:59] <williewillus> sham1:
precisely opposite
L1405[10:13:00] <williewillus> they
don't
L1406[10:13:01] <williewillus> :p
L1407[10:13:15] <williewillus> they want
to get rid of that thing
L1408[10:13:16] <sham1> well I dont know
what it is because FF does not find it
L1409[10:13:26] <sham1> Well, I need
it
L1410[10:13:28] <Ordinastie> gigaherz,
meh, at least you know it's mine :p
L1411[10:13:36] <gigaherz> XD
L1412[10:13:58] <Ordinastie> I have a mod
that doesn't have Malisis in it
L1413[10:14:04] <Ordinastie> didn't work
really well ><
L1414[10:14:10] <gigaherz> heh
L1415[10:14:22]
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L1416[10:14:45] <PaleoCrafter> DIY
something something, Ordinastie?
L1417[10:14:48] <Ordinastie> (it requires
the users to make their own blocks... like that's gonna ever happen
><)
L1418[10:15:00] <Ordinastie> DDB :
DitYourSelf Decorative Block
L1419[10:15:07] <Nitrodev> i have no idea
what i need to do
L1420[10:15:08] <Ordinastie> *DoIt
><
L1421[10:15:26] <Ordinastie> imma update
it to 1.8 too, some one asked for it
L1422[10:15:41]
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L1423[10:15:47] <Nitrodev> okay i'm
pasting this
L1424[10:16:19] <williewillus> Nitrodev:
what do you need?
L1425[10:16:21]
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L1426[10:16:41] <Nitrodev> i need to know
how to call the right thing from EnumFAcing
L1428[10:16:52] <Nitrodev> line 13
L1429[10:17:05] <Nitrodev> no idea how to
countinue after the =
L1430[10:17:23] <williewillus> i have no
idea what a west_norith_down is :p
L1431[10:17:29]
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L1432[10:17:33] <williewillus> an
EnumFacing simply represents one of the six directions
L1433[10:17:37] <williewillus> like
ForgeDirection used to
L1434[10:17:45] <Nitrodev> oh it's
one
L1435[10:17:51] <Pennyw95> now this is
weird...I've successfully run 'gradlew setupDecompWorkspace in my
new folder' but when I open the workspace with Eclipse I see the
MDKExample Project but I can't open it...wtf?? I tried 'gradlew
eclipse' and 'gradlew setupDecompWorkspace --refresh-dependencies'
already...
L1436[10:18:05] <Nitrodev> i need to make
it so one of the corners of my 2x2x2 structure is the amster
L1437[10:19:04] <TechDG> so I got a
question
L1438[10:19:12] <Ordinastie> Nitrodev, my
advice would be for you to try to do some less complex stuff
before
L1439[10:19:14] <TechDG> why use
something this complicated for cube models
L1440[10:19:35] <Nitrodev> Ordinastie,
why may i ask?
L1441[10:19:36] <TechDG> most of the
features wouldnt even work in forge anyway
L1442[10:19:44] <Nitrodev> i still need
to come to this at some point
L1443[10:20:20] <TechDG> I feel like
mrcreyfish is gonna be so much easier xD
L1444[10:20:21] <Ordinastie> there seem
to be a gap between what you need to know to make it happen and
your actual knowledge
L1445[10:20:36] <Nitrodev> he5re we go
again
L1446[10:20:39] <williewillus> TechDG: it
is :p
L1447[10:20:42] <gigaherz> TechDG: the
keyword is "cube" -- my models aren't cubes ;P
L1448[10:20:54] <TechDG> true
L1449[10:21:01] <williewillus> all the
techne models I've remade are in json :p
L1450[10:21:05] <williewillus> because
they're all cubes
L1451[10:21:09] <williewillus> and cubes
are super easy in json
L1452[10:21:25] <TechDG> I think what im
gonna do is for now just use crayfish then at osme point if I can
find someone who can texture I will put hte effort into a good
model
L1453[10:21:31] <Ordinastie>
williewillus, and you probably draw quads you could cull too
:)
L1454[10:21:35] <TechDG> cuz a model of
that quality will be wasted anyway since I cant texture for my life
:P
L1455[10:21:38] <williewillus> yup
L1456[10:21:45] <williewillus> OBJ's
can't use cullface iirc
L1457[10:21:55] <Pennyw95> why can't I
open the MDKExample project in eclipse?
L1458[10:22:13] <Nitrodev> okay i'm
pausing modding again.
L1459[10:22:17] <gigaherz> williewillus:
no, although it could be done
L1460[10:22:29] <gigaherz> testing if a
quad/triangle is fully in a "face" would be simple and
automatic
L1461[10:22:32] <PaleoCrafter> Nitrodev,
we're not asking you to pause, we're asking you to try something
simple
L1462[10:22:36] <PaleoCrafter> multiblock
structures are far from simple
L1463[10:23:07] <Nitrodev> i have decided
that my mods main feature will be multiblock storage
L1464[10:23:11] <TechDG> see THIS is a
gui I can use
L1465[10:23:18] <shadekiller666> obj
loader never returns a non-empty list from getFaceQuads() so the
game never tries to cull them
L1466[10:23:24] <Nitrodev> so even if i
try to move away of them they will be coming
L1467[10:23:36] <gigaherz>
shadekiller666: that's waht I meant
L1468[10:23:40] <Nitrodev> and i know
they are not simple
L1469[10:23:46] <PaleoCrafter> and when
you need to do them, you'll be ready
L1470[10:23:51] <Ordinastie> Nitrodev, I
could decide to make cold fusion, doesn't really mean it will
really happen
L1471[10:23:51] <gigaherz> you could be
checking if all the vertices in a face have x==0, and their winding
is outward
L1472[10:23:54] <Nitrodev> but coding is
supposed to be a challenge
L1473[10:23:54] <williewillus> problem
is
L1474[10:23:54] <gigaherz> and put them
on the face list
L1475[10:23:59] <williewillus> crayfish
is broken in linux :p
L1476[10:24:00] <gigaherz> instead of the
general one
L1477[10:24:07] <gigaherz> but meh
L1478[10:24:07] <williewillus> so I use
it to make the general shape, then uv map by hand
L1479[10:24:08] <gigaherz> not worth
it
L1480[10:24:11] <williewillus> :p
L1481[10:24:16] <PaleoCrafter> as a
starting point, make it a single block, Nitrodev
L1482[10:24:34]
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L1484[10:24:39] <PaleoCrafter> once
you've got all of that functionality down moving to a multiblock
should be much easier
L1485[10:24:40] <Ordinastie> and then
expand on it
L1486[10:25:41] <TechDG> when blocks are
placed, which side is facing towards u?
L1487[10:25:58] <Ordinastie> TechDG, the
side you're looking at
L1488[10:26:03] <PaleoCrafter> usually
the opposite of the player's orientation
L1489[10:26:34] <TechDG> then in the
model north should be the front right?
L1490[10:26:39] <TechDG> facing
north?
L1491[10:26:47] <PaleoCrafter> if you use
the vanilla rotations for the facings, yes
L1492[10:26:48] <PaleoCrafter> iirc
L1493[10:27:02] <TechDG> ok
L1494[10:27:03] <PaleoCrafter> north
always is north though
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L1498[10:28:27] <roxox12> I'm coming to
the conclusion
L1499[10:28:37] <roxox12> That I've aimed
wayy too high for my first mod
L1500[10:28:58]
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L1501[10:29:03] <SkySom> It's
possible
L1502[10:29:20] <SkySom> Sometimes you
gotta work up to the thing you really want
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L1504[10:29:36] <roxox12> I'm not even
sure what I'm trying to do is realistically possible
L1505[10:29:38] <Pennyw95> now this is
weird...I've successfully run 'gradlew setupDecompWorkspace in my
new folder' but when I open the workspace with Eclipse I see the
MDKExample Project but I can't open it...wtf?? I tried 'gradlew
eclipse' and 'gradlew setupDecompWorkspace --refresh-dependencies'
already...what could it be?
L1506[10:29:57] <roxox12> do ./gradlew
setupDecompWorkspace and then gradlew eclipse
L1507[10:30:09] <roxox12> not the other
way around
L1508[10:32:22] <Pennyw95> roxox12: still
nothing...
L1509[10:32:54]
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L1513[10:35:14] <roxox12> Idk then. Sorry
:(. I'm fairly new to this
L1514[10:35:28] <roxox12> Did you start
from scratch when you run those commands?
L1515[10:36:10]
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L1517[10:37:35] <Pennyw95> yes, I'm
making a whole new workspace
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L1519[10:40:28] <gr8pefish> it could be
an issue with your ide as well, possibly try restarting it, or
re-running gradlew eclipse (I don't use eclipse so I'm not certain,
but it's possible)
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L1522[10:41:08] <williewillus> when
sending world coords is float precise enough for the entire
world?
L1523[10:41:22] <williewillus> i presume
so
L1524[10:41:35] <sham1> bah
L1525[10:41:50] <sham1> I cannot apply
side effects to iterators in Rust
L1526[10:43:35]
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L1527[10:44:32] <gigaherz> williewillus:
nope
L1528[10:44:39] <williewillus> why?
L1529[10:44:45] <williewillus> also,
vanlla's particle packet uses floats
L1530[10:44:45] <gigaherz> or well, more
accurately
L1531[10:44:49] <williewillus> that's why
I'm asking :p
L1532[10:44:57] <gigaherz> float has 6
digits of precision
L1533[10:45:02] <williewillus> making a
packet and don't feel like sending six doubles when floats can
do
L1534[10:45:05] <gigaherz> yo ucan get 7
but only in some cases
L1535[10:45:15] <gigaherz> the world
limit is 60 million
L1536[10:45:18] <gigaherz> that's
L1537[10:45:23] <gigaherz> 60 000
000
L1538[10:45:30] <williewillus> 60 mil
across
L1539[10:45:37] <gigaherz> you'd need 8
digits of precision just to represent all the block coords
L1540[10:45:42] <williewillus> +/-29 999
984
L1541[10:45:45] <gigaherz> yup
L1542[10:45:55] <williewillus> why does
the particle packet do floats then?
L1543[10:46:11] <gigaherz> I presume
particles behave poorly if you spawn them near the edges of the
world
L1544[10:46:48] <gigaherz> you can use
floats for anything that's relative to the player position
L1545[10:46:50] <gigaherz> but not for
entities
L1546[10:46:55] <Sollux-Captor> can
anyone guide me (or link me to a tutorial or example of how to. .
.) on how to code in a multi block structure and all of the
intracacies of direction and position
L1547[10:47:20] <gigaherz> Sollux-Captor:
nope, there isn't one answer
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L1549[10:47:30] <gigaherz> same thing we
told Nitrodev
L1550[10:47:34] <Sollux-Captor> well, is
there a rough basis?
L1551[10:47:41] <gigaherz> there's many
ways of doing a multiblock structure
L1552[10:47:45] <gigaherz> in the
end
L1553[10:47:47] <Nitrodev> ?
L1554[10:47:50] <gigaherz> they all have
one thing in common
L1555[10:48:00] <gigaherz> it's a bunch
of blocks cooperating to act as one
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L1557[10:48:06] <gigaherz> you'll
probably have a master TE with the data
L1558[10:48:12] <TechDG> k so I need help
with several things
L1559[10:48:14] <gigaherz> and some slave
TEs which know their relative location to the master
L1560[10:48:26] <TechDG> I have a block
with a gui and working slots and stuff
L1561[10:48:28] <gigaherz> you'll
probably have some way to distinguish "assembled"
structures from partial ones
L1562[10:48:51] <gigaherz> you'll need a
way to verify the shape of the structure and make it
assembled/unassembled
L1563[10:48:57] <gigaherz> HOW you do
those things, that's up to you
L1564[10:49:15] <TechDG> now I want to 1.
add RF storage with a RF bar inside (already have the RF bar in a
seperate texture file thanks to gigaherz) and 2. make it actually
do something (turn a item from slot 1 into an item from slot 2 over
time)
L1565[10:49:27] <TechDG> consuming RF in
the process
L1566[10:49:56] <TechDG> I already got
hte Cofh API (again, thanks to gigaherz)
L1567[10:50:03] <Sollux-Captor> is there
any sort of integrity i should follow??
L1568[10:50:16] <TechDG> anyone willing
to help with either of those tasks?
L1569[10:50:17]
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L1571[10:51:32] <gigaherz> TechDG: check
my generator
L1572[10:51:41] <gigaherz> all you want
to do is instead of just "burn" the item
L1573[10:51:48] <gigaherz> you want to
have a progress meter instead
L1574[10:51:51] <TechDG> ok
L1575[10:51:54] <gigaherz> and when thep
rogress meter reaches the max
L1576[10:52:02] <gigaherz> you place the
output item in the output slot
L1577[10:52:19] <TechDG> ok ty
L1578[10:52:22] <gigaherz> make the
output slot take-only (check the furnace slots for reference)
L1579[10:52:40] <gigaherz> and verify
that the output slot isn't full or contains a different item before
you start counting
L1580[10:52:51] <TechDG> ok
L1581[10:52:56] <TechDG> ty
L1582[10:53:07] <TechDG> once again your
super helpfuull
L1583[10:53:12] <gigaherz> if you do it
like the furnace, you don't destroy the item until the bar reaches
the end
L1584[10:53:17] <TechDG> ok
L1585[10:53:20] <gigaherz> if you do it
like enderio, you'll consume the item first
L1586[10:53:30] <TechDG> I would like to
do it like the furnace
L1587[10:53:32] <gigaherz> your
choice
L1588[10:53:36] <TechDG> but either work
really
L1589[10:53:43] <gigaherz> then look at
the furnace ;P
L1590[10:53:54] <gigaherz>
TileEntityFurnace
L1591[10:54:17] <TechDG> k
L1592[10:55:12] <roxox12> I'm using a
PlayerUseItemEvent, is there any way to get the block that the
player is using the item on (if any)?
L1593[10:55:23] <roxox12> I have access
to the entityPlayer.
L1594[10:55:51] <diesieben07> the event
gives you world and position
L1595[10:55:56] <Sollux-Captor> what
class allows blocks interact with blocks? or do i need to make my
own class that says "hey, this block is here and that block is
there"
L1596[10:55:56]
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and Out!)
L1597[10:56:10] <roxox12> No, it
doesn't.
L1598[10:56:15] <roxox12> At least, not
the .start
L1599[10:56:21] <diesieben07> oh
wait
L1600[10:56:28] <diesieben07>
PlayerUseItemEvnet... that's not what you think it is
L1601[10:56:34] <LatvianModder> raytrace
it
L1602[10:56:38] <diesieben07> that is for
sword blocking, food eating, etc.
L1603[10:56:39] <roxox12> UseHoeEvent
does, but I'm not worried about what the player decides to do with
his hoes.
L1604[10:56:40] <diesieben07> you want
PlayerInteractEvent
L1605[10:56:45] <LatvianModder>
yeah
L1606[10:56:49] <roxox12> Ah
L1607[10:56:51] <LatvianModder> that
other one is just for items like bows
L1608[10:56:52] <roxox12> Thanks :)
L1609[10:57:10] <roxox12> Will
PlayerInteractEvent give me what the player is currently
holding?
L1610[10:57:16] <LatvianModder> yes
L1611[10:57:19] <diesieben07>
player.getHeldItem
L1612[10:57:23] <LatvianModder>
entityPlayer.getHeldItem()
L1613[10:57:44] <roxox12> Thank you
L1614[10:58:04] <LatvianModder> make sure
to check if its not null
L1615[10:58:08] <LatvianModder> if you
need to .getItem() etc
L1616[10:58:26] <TechDG> so gig, looking
at yours, I know I need to implement Implement IEnergyProvider, do
I need to implement ITickable?
L1617[10:58:40] <LatvianModder> Implement
Implement Implement
L1618[10:58:57] <roxox12> x,y,z I assume
would be the block that's being right clicked?
L1619[10:59:07] <LatvianModder> yep
L1620[10:59:07]
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L1621[10:59:13] <LatvianModder> TechDG:
you want to make a RF machine?
L1622[10:59:18] <diesieben07> if the
action is RIGHT_CLICK_BLOCK
L1623[10:59:24] <TechDG> yes lat
L1624[10:59:37] <LatvianModder> then I
think just IEnergySomething
L1625[10:59:39] <TechDG> and Im using
gigaherz's generator as a reference
L1626[11:00:13] <gigaherz> although
TechDG: yours is a RF consumer right? not a generator
L1627[11:00:24] <LatvianModder>
IEnergyReceiver
L1628[11:00:30] <TechDG> ok I see
now
L1629[11:00:33] <TechDG> yeah
L1630[11:00:47] <gigaherz> yeah you won't
want provider for that ;P
L1631[11:00:49] <TechDG> so its
IEnergyHandler
L1632[11:00:52] <gigaherz> no
L1633[11:00:55] <gigaherz>
IEnergyReceiver
L1634[11:01:00] <gigaherz> IEnergyHandler
is for pipes
L1635[11:01:00] <TechDG> rlly?
L1636[11:01:02] <TechDG> ah ok
L1639[11:01:40] <LatvianModder> also,
write / read your EnergyStorage toNBT
L1640[11:01:48] <TechDG> ok
L1641[11:01:48]
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L1642[11:03:05] <Sollux-Captor> what is
more effieicent. if else if or switch statments ?
L1643[11:03:08] <TechDG> god I never
htink about how much RF a machine can store
L1644[11:03:14] <roxox12> They both do
the same thing afaik
L1645[11:03:14] <TechDG> hmmm
L1646[11:03:34] <LatvianModder>
Sollux-Captor: the difference is lilterally nanoseconds. and not
the important onse
L1647[11:03:51] <LatvianModder> code
looks better with ifs imo
L1648[11:03:55] <diesieben07>
Sollux-Captor, switch can be more efficent. but you shoudln't care
about that. switches are better sometimes because they are easier
to read :P
L1649[11:04:15] <Sollux-Captor> i
see'
L1650[11:04:27] <Sollux-Captor> it is a
matter of readability and not actually functionality
L1651[11:04:30] <roxox12> I prefer
switches for large stuff with small segments of code in them, and
if/else for small amount of options and large amount of code in
them
L1652[11:04:39] <roxox12> But that's just
aesthetic.
L1653[11:04:42] <LatvianModder> Is is
time to cry if Windows Task Manager crashed? xD
L1654[11:04:48] <diesieben07> well, long
if-else chains are just ugly and a pain to maintian
L1655[11:05:08] <roxox12> long anything
is ugly.
L1656[11:05:29] <LatvianModder> thats
what she said
L1657[11:06:50] <roxox12> indeed.
L1659[11:08:38] <LatvianModder> I made it
not to crash, but it throws like 100 lines of error when
formatting
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L1661[11:09:39] <TechDG> god im confused
xD
L1662[11:09:43] <Sollux-Captor> (working
on my first mod) what defines a millibucket? im trying to make a
poly bucket that can hold more than one liquid but im not to sure
on the implementations of the measurment system
L1663[11:09:43] <TechDG> can anyone help
with this
L1664[11:10:06] <LatvianModder> 1mb = 1b
/ 1000
L1665[11:10:13] <Sollux-Captor> well yeh
i know that
L1666[11:10:21] <Sollux-Captor> but i
mean like what defines it in code?
L1667[11:10:30] <TechDG> :/
L1668[11:10:31] <LatvianModder> new
FluidStack maybe
L1669[11:10:33] <Sollux-Captor> is it a
forge thing
L1670[11:10:53] <LatvianModder> yeah,
there is nothing in vanilla about buckets
L1671[11:11:04] <LatvianModder> since the
only usage of them is to place / pick up block liquids
L1672[11:11:10] <Sollux-Captor> just
making sure because every mod uses mB
L1673[11:11:20] <gigaherz> mB simply
means milli-bucket
L1674[11:11:20] <LatvianModder> you know
what? vanilla minecraft needs Buildcraft-style tanks
L1675[11:11:23] <gigaherz> 1000 = one
bucket
L1676[11:11:29] <Sollux-Captor> ye i know
that gigaherz
L1677[11:11:31] <roxox12> Anyone have any
idea how I could get which type of dye something is from it's
ItemStack?
L1678[11:11:40] <Sollux-Captor> im just
confused on the implementation of mB
L1679[11:11:47] <LatvianModder> roxox12:
mc 1.8.9?
L1680[11:11:52] <roxox12> 1.7.10
L1681[11:11:55] <LatvianModder> hmm
L1682[11:11:57] <TechDG> how do I go
about storing the energy because TBH im confused xD. Once I figure
it out it will be easy but untill then...
L1683[11:11:59] <roxox12> MC Forge
1.7.10
L1684[11:12:01] <LatvianModder> well,
check ItemDye arrays
L1685[11:12:05] <gr8pefish> damageValue,
right?
L1686[11:12:18] <roxox12> Afaik ItemDye
no longer uses damage values
L1687[11:12:27] <diesieben07> of course
it does.
L1688[11:12:44] <roxox12> Really, I
wasn't able to get anything from it's damage value
L1689[11:12:46] <LatvianModder>
everything uses damage values, why wouldnt it? :P
L1690[11:12:48] <roxox12> I'll try
again
L1691[11:12:59] <gr8pefish> I don't have
a 1.7 workspace up so I can't check
L1692[11:13:10] <LatvianModder> what
exactly you want?
L1693[11:13:18] <LatvianModder> name? ore
name?
L1695[11:13:38] <TechDG> I was looking at
that
L1696[11:13:39] <Sollux-Captor> what is a
good mod that i could look at on github that heavily implements
liquids?
L1697[11:13:42] <Sollux-Captor> and
mB
L1698[11:13:43] <LatvianModder> 0 is ink
sack, 15 is bone meal, 1 is red etc
L1699[11:13:59] <gigaherz> TechDG: note
that I have a special thing
L1700[11:14:04] <gigaherz> where the
block itself can't connect energy
L1701[11:14:05] <gigaherz> but
L1702[11:14:10]
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L1703[11:14:11] <gigaherz> the outer
corners from the multiblock structure, can
L1704[11:14:18] <roxox12> My apologies,
it does indeed use damage values
L1705[11:14:19] <roxox12> Sorry
L1706[11:14:20] <gigaherz> but other than
that
L1708[11:14:45] <TechDG> ok ty
L1709[11:14:50] <gigaherz> energyLimit
being a value that you define for your sitaution
L1710[11:15:19] <gigaherz> (the value can
be fixed, or change depending on upgrades)
L1711[11:15:49]
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L1713[11:16:34] <Katrix> Question, why is
it that adding motion to an entity is MUCH MORE effective when it's
in the air, than when it's not?
L1714[11:16:56] <williewillus> there's a
huge drag constant applied whe something is touching the
ground
L1715[11:17:09] <gigaherz> Katrix: most
entities have code to simulate drag with the ground
L1716[11:17:24] <gigaherz> if they are on
the ground, and not on ice, they multiply the speed by 0.65
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L1718[11:18:35] <Katrix> Ok makes sense,
just that it seems a bit wierd that if I apply 2 to the Y motion
when it's on the ground, I barely see it, but if it's on the air it
goes then blocks up
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L1721[11:21:23] <TechDG> srry comp
glitched out and I had ot restart
L1722[11:23:50]
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L1724[11:24:27] <TechDG> damn glitchy
day
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L1727[11:25:27] <Katrix> Is that drag
removed right after the entity has taken damage? From my testing is
seems like it is, while the entity is still registered as being on
the ground.
L1728[11:25:32] <Pennyw95> God...I cant'
compile my mod...what does "Execution failed for task
':compileJava'." mean??
L1729[11:25:45] <roxox12> PSA;
BlockColored.func_150032_b(ItemStackDye.getDamage()) will return a
color code you can use elswhere
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L1731[11:25:55] <roxox12> Such as for
sheep, wool..etc
L1732[11:26:17] <roxox12> Took me a while
to find it
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L1734[11:27:09] <shadekiller666> fry, has
the issue from yesterday been fixed?
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L1736[11:29:09] <TechDG> gigaherz: is the
setDirty() neccesarry or is it something special for your
machine
L1737[11:29:36] <Pennyw95> is this (apply
plugin: 'net.minecraftforge.gradle.forge') the new (apply plugin:
'forge') there was in 1.7.10?
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L1740[11:30:21] <TechDG> also gig how do
I draw the RF bar?
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L1742[11:30:35] <TechDG> srry for so many
questions
L1743[11:30:44] <gigaherz> setDirty is a
thing I have
L1744[11:30:55] <gigaherz> markDirty() is
the real one
L1745[11:30:56] <TechDG> ok
L1746[11:31:02] <TechDG> so I do want to
mark it dirty?
L1747[11:31:04] <gigaherz> markDirty() is
used to notify neighbours that something change
L1748[11:31:15] <TechDG> k ty
L1749[11:31:22] <gigaherz> as for the
energy bar
L1750[11:31:25] <gigaherz> check my
GuiGenerator
L1751[11:31:32] <TechDG> k ty
L1752[11:31:34] <gigaherz> I have a
function there that draws it
L1753[11:32:20] <TechDG> does waila come
with functionality to see how much RF is in a machine or do I have
to add htat?
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L1755[11:35:13] <williewillus> you have
to add support
L1756[11:35:42] <gigaherz> in 1.7.10, it
did
L1757[11:35:53] <gigaherz> althoug hit
was weird and required more packages than just the energy api
L1758[11:35:55] <TechDG> damn ok
L1759[11:35:58] <gigaherz> that's why I
also have .block and .tileentity
L1760[11:36:03] <TechDG> then il deal
with that later xD
L1761[11:36:05] <gigaherz> but in 1.8+,
it doesn't do RF
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L1766[11:46:43] <TechDG> so gig for hwen
you do getPowerLevel can I just have it return EnergyBuffer
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L1768[11:46:59] <TechDG> or is there a
difference between the two that applys for receivers
L1769[11:48:06] <Nitrodev> i'm almost
done with th e one block version of my storage block
L1770[11:50:03] <Nitrodev> except when i
open the inv it deletes the items in my inv...
L1771[11:51:40] <TechDG> oops xD
L1772[11:53:03] <Nitrodev> yeah
L1773[11:53:21] <Nitrodev> probably
because i didnt register the TE
L1774[11:54:05] <TechDG> xD
L1775[11:55:26] <Nitrodev> but now it's
throwing this IndexOutOfBoundsException
L1776[11:55:36] <Nitrodev> no indication
where in my code it's
L1777[11:55:40] <Nitrodev> i know what it
is
L1778[11:57:13] <Nitrodev> wait a
sec
L1779[11:58:51] <Nitrodev> i might have
found it
L1780[11:59:27] <TechDG> gigaherz: ok so
I got the method for makig the label, when do you call it?
L1781[11:59:28] <Nitrodev> DMAN IT
L1782[11:59:49] <TechDG> xD
L1783[12:00:15] <Nitrodev> the error is
in either the Container class or the TE class
L1784[12:01:58] <TechDG> whats that mod
called with the cool wires nad the watermills and windmills
L1785[12:01:59] <Nitrodev> the crazy part
is that i've done this before
L1786[12:02:03] <TechDG> and the
complicated biofuel
L1787[12:02:19] <williewillus>
lolwat
L1788[12:02:27] <Nitrodev> fuck
this
L1789[12:02:40] <williewillus> got a
crash report in my botania port, because I just decided to repeat
the same block of code twice while porting it
L1790[12:02:42] <williewillus> good job,
self
L1791[12:03:27] <TechDG> immersive
engineering, thats it
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L1793[12:05:23] <TechDG> any 1.8.9 mods
out there with some sort of power storage and conduit?
L1794[12:05:53] <PaleoCrafter> if it's
RF, it shouldn't be that different from 1.7
L1795[12:06:22] <williewillus> PA
L1796[12:06:24] <williewillus>
fluxducts
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L1800[12:07:03] <TechDG> paleo they wont
be abale tor un on 1.8
L1801[12:07:10] <TechDG> progressive
automation is 1.8
L1802[12:07:14] <TechDG> not 1.8.9
L1803[12:07:17] <TechDG> already tried
it
L1804[12:07:29] <PaleoCrafter> oh, I
thought you want to look at the code :D
L1805[12:07:46] <TechDG> na
L1806[12:07:56] <TechDG> thought I would
like tpo know why my bar isnt updating in my machine
L1807[12:08:13] <TechDG> and gigaherz who
helped me do it is afk
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L1812[12:08:55] <Wuppy> shit
L1813[12:08:59] <Wuppy> my steam started
playing music
L1814[12:09:04] <Wuppy> I don't know how
I turned it on
L1815[12:09:07] <Wuppy> but how do I turn
it off
L1816[12:09:24] <TechDG> ok then ty sm
xD
L1817[12:09:36] <williewillus> how do I
look at static fields using IDEA debugger?
L1818[12:09:57] <smbarbour> And Fluxed
Redstone is the name of a mod with conduits for the power (also
1.8.9)
L1819[12:10:22] <smbarbour> Pretty sure
the Buildcraft for 1.8.9 can do it too
L1820[12:10:48] <tterrag> williewillus:
is there no hover context?
L1821[12:10:52] <tterrag> that's how it
works in eclipse :P
L1822[12:10:56] <Wuppy> halp
L1823[12:10:57] <Wuppy> anyone?
L1824[12:11:28] <smbarbour> Go to the
music section of your Steam Library?
L1825[12:11:30] <TechDG> wuppy what u
need
L1826[12:11:39] <TechDG> oh steam. I dont
use steam music xD
L1827[12:11:41] <Wuppy> steam randomly
started playing music
L1828[12:11:44] <Wuppy> neither do
I
L1829[12:11:47] <Wuppy> but I want it to
stop :V
L1831[12:13:04] <TechDG> gigaherz: are u
there?
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L1833[12:13:37] <williewillus> ah it does
show up in variables
L1834[12:13:39] <williewillus> idk how i
didnt see it
L1835[12:14:20] <TechDG> yay found
it
L1836[12:15:22] <tterrag> anyone got
experience with interdimensional teleporting?
L1837[12:15:28] <tterrag> everything is
fine except for when coming from the end
L1838[12:15:49] <tterrag> chunks fail to
load in the new area until you relog
L1839[12:16:48] <TechDG> srry no
L1840[12:17:01] <TechDG> i can barely
make this machine work none the less do that
L1841[12:17:35] <TechDG> hm ok so it
draws the bar and tooltip but it doesnt update it
L1842[12:18:22] <williewillus> mojang
does a shitton of special casing around the end :p
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L1844[12:18:56] <TechDG> ok so even when
I reopen the GUI it doesnt rerender the energy bar
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L1846[12:19:33] <TechDG> but it is
filling up because the generator doesnt start filling its own
buffer for a bit
L1847[12:19:53] <TechDG> how owuld I go
about refreshing a tooltip and energy bar every tick?
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L1849[12:22:12] <williewillus> tterrag:
EntityPlayerMP.travelToDimension has special casing for end ->
overworld. instead of directly respawning it sends a packet to
display the credits, then the client has to request a respawn
L1850[12:22:26] <williewillus> idk how
that would cause issues though
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L1858[12:31:41] <williewillus> tterrag:
where is the new chisel 1.8 maven?
L1859[12:31:49] <tterrag> it hasn't
moved?
L1860[12:31:58] <williewillus> where was
it :p
L1861[12:32:03] <tterrag>
maven.tterrag.com
L1862[12:32:05] <williewillus> PE has
been building on cricket chisel
L1863[12:32:06] <williewillus> :p
L1864[12:32:25] <tterrag> I don't see how
you could have been building on any chisel since it didn't exist on
1.8 prior to last week
L1865[12:32:46] <tterrag> williewillus: I
use server.getConfigurationManager().transferEntityToWorld(entity,
0, server.worldServerForDimension(currentDim), toDim, new
TeleporterEIO(toDim));
L1866[12:35:57] <tterrag> wait no
L1867[12:36:04] <tterrag>
server.getConfigurationManager().transferPlayerToDimension(player,
targetDim, new
TeleporterEIO(server.worldServerForDimension(targetDim)));
L1868[12:36:10] <tterrag> above was for
nonplayers
L1870[12:37:00] <masa> the code needs
clean-up, but at least it works between any dimension
L1871[12:37:13] <masa> although I just
today noticed that it doesn't sync player XP
L1872[12:38:41] <tterrag> I only need to
fix players
L1873[12:38:44] <tterrag> entities seem
to work fine
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L1875[12:39:55] <williewillus> do you
call recreatePlayerEntity?
L1876[12:40:04] <williewillus> that
appears to be the call that sets the new position etc.
L1877[12:40:05] <tterrag> uhh no?
L1878[12:40:25] <tterrag> again this
works for everything except end->anywhere
L1879[12:41:18] <tterrag> oh I see
it
L1880[12:41:24] <williewillus> because
the flow for end -> overworld is like this s->c display
credits c->s request respawn s: call recreatePlayerEntity to
copy all old data
L1881[12:41:26] <tterrag> yeah there's
special casing in transferEntityToWorld
L1882[12:41:28] <tterrag> why wouldn't
there be
L1883[12:42:03] <williewillus> :p
L1884[12:42:07] <tterrag> obviously the
method name should be
transferEntityToWorldUnlessTheEntityIsInTheEndThenScrewEverythingUp
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L1888[12:43:02] <williewillus> it
probably has to do with the fact that while the client is reading
credits their player entity doesn't exist in any world on the
server, and has to stay like that for 10 minutes :p
L1889[12:43:42] <heldplayer> Oh, so
vanilla has something that does that
L1890[12:43:44] *
heldplayer writes that down
L1891[12:44:05] <tterrag> I could
probably hack it by changing the player's dimension flag to the
target dim before calling the method
L1892[12:44:11] <tterrag> but that would
break the PlayerChangedDimensionEvent
L1893[12:44:24] <tterrag> and idk what
mods rely on that
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L1896[12:53:32] <Wuppy> oh cool, visual
scripting is coming to Unity
L1897[12:53:34] <Wuppy> eventaully
L1899[12:54:34] <tterrag> hacky? yes.
worse than vanilla? no
L1900[12:54:37] <tterrag> and that's all
I need :P
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L1902[12:55:44] <Zaggy1024> could call
the event yourself once it's transferred the player, no?
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L1904[12:56:58] <tterrag> Zaggy1024: then
there'd be two event fires
L1905[12:57:01] <tterrag> that's even
more broken
L1906[12:57:02] <tterrag> so, no
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L1908[12:57:05] <Zaggy1024> mm
L1909[12:57:15] <Zaggy1024> I figured it
wouldn't send the event if the dims were the same
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L1911[13:11:09] <williewillus> where was
it that you could force enable the vanilla debug camera?
L1912[13:12:38] <Wuppy> wow getting a new
version of unity installed takes one long damn time
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L1914[13:15:06] <Wuppy> I just want to
get to game dev again :P
L1915[13:16:35] <tterrag> williewillus:
hm...seems that sometimes it leaves behind a "ghost"
entity in the end, but the teleport still worked
L1916[13:16:37] <Commodore64> hello
everyone I'm back. I just reinstalled forge and eclipse following
bedrockminer's advanced setup. I think if I follow one specific set
of tutorials I'll be better off, and bedrockminer seems to have
pretty comprehensive and up-to-date tutorials
L1917[13:16:42] <tterrag> and when I
leave the end I get a death message (for named entities)
L1918[13:16:49] <williewillus> huh
L1919[13:17:17] <tterrag> is there some
kind of packet I need to send for an entity leaving a world?
L1920[13:17:22] <tterrag>
world.removeEntity kills it
L1921[13:18:00] <diesieben07> thats not
how you kill entities
L1922[13:18:03] <diesieben07>
entity.setDead
L1923[13:18:08] <tterrag> I don't /want/
to kill it
L1924[13:18:10] <tterrag> I'm trying to
teleport it
L1925[13:18:17] <Commodore64> is
bedrockminer ever on this irc?
L1926[13:18:21] <diesieben07> oh
L1927[13:18:25] *
diesieben07 hides
L1928[13:19:20] <tterrag> I swear,
dimension teleports is some of the worst code in the game
L1929[13:19:27] <tterrag> full of
hardcoded crap within ordinary methods
L1930[13:19:35] <tterrag> worse than
usual -.-
L1931[13:19:44] <Ivorius> haha 'entity
leaving a world'
L1932[13:19:49] <McJty> tterrag, I had
some trouble with that with the rftools builder which can also tp
entities accross dimensions
L1933[13:19:54] <McJty> tterrag, but I
get it to work. Let me check how
L1934[13:19:57] <McJty> s/get/got
L1935[13:20:02] <tterrag> McJty: the
problems specifically surround the end
L1936[13:20:10] <McJty> yes I know
L1937[13:20:11] <tterrag> my idea: remove
the end completely
L1938[13:20:13] <McJty> The end is
special cased
L1939[13:20:14] <tterrag> problem
solved
L1940[13:20:27] <SkySom> I'd be okay with
removing the end. :D
L1941[13:20:39] <SkySom> Never was
particular a fan of it.
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L1943[13:20:45] <SkySom> And it's ...
story :/
L1944[13:20:51] <SkySom> (End
credits)
L1946[13:21:27] <tterrag> so you clone
the entity completely
L1947[13:21:31] <McJty> yep
L1948[13:21:34] <McJty> I tried other
ways
L1949[13:21:41] <McJty> But always ended
up with instability issues
L1950[13:21:45] <McJty> This worked
best
L1951[13:25:21] <tterrag> yeah that seems
like it works
L1952[13:25:28] <tterrag> I was
considering doing that
L1953[13:26:26] <tterrag> hmm maybe
not
L1954[13:26:30] <tterrag> he's still not
showing up in the end
L1955[13:26:33] <tterrag> FROM the end it
works
L1956[13:26:34] <tterrag> but not
to
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L1958[13:28:26] <tterrag> oh I see the
bug
L1959[13:28:31] <tterrag> McJty: do you
set entity.forceSpawn at any point?
L1960[13:28:39] <tterrag> because if
that's not set, it fails to spawn in an unloaded chunk
L1961[13:28:44] <tterrag> which is bad,
for me
L1962[13:29:49] <tterrag> yep, that fixes
it
L1963[13:30:29] <McJty> Ah good tip
L1964[13:30:36] <McJty> Not really an
issue in my case but good to know in any case
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L1968[13:43:41] <Pennyw95> diesieben07: I
successfully abandoned ship :D
L1969[13:44:19] <diesieben07> haha
L1970[13:44:22] <diesieben07> good
:P
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L1992[14:17:20] <shadekiller666>
!latest
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L2006[14:33:25] <TechDG> hey
L2007[14:33:37] <TechDG> how do I do the
*(thoughts or actions) things
L2008[14:33:48] <TechDG> srry this is the
only time i use IRCs
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L2010[14:34:37] <Giraffestock> ./me
techbrew
L2011[14:34:41] <Giraffestock> TechDG
*
L2012[14:34:42] <TechDG> ty
L2013[14:34:46] <masa> wtf
L2014[14:34:48] <techbrew> ... ?
L2015[14:34:51] *
TechDG Crosses fingers Gigaherz is on
L2016[14:34:52] <Giraffestock> tab
broke
L2017[14:34:55] <techbrew> heh
L2018[14:34:57] <Giraffestock> well,
wasnt very smart
L2019[14:35:03] <masa> can you not change
the NBT data on an item while in creative mode? O_o
L2020[14:35:12] *
sham1 cannot understand why IRC is not so popular anymore as it
used to be
L2021[14:35:18]
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L2022[14:35:18] <masa> I was bashing me
head against the wall for like an hour
L2023[14:35:37] <TechDG> xD mesa
L2024[14:35:38] <masa> *my
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L2026[14:35:50] <TechDG> should I put a
pirate talk localization in my mod? :P
L2027[14:35:58] <LexManos> you can change
nbt
L2028[14:36:04] <LexManos> depending on
when its changed
L2029[14:36:09] <masa> I couldn't figure
out why my item doesn't store the data when al lthe debug prints
show that the data i sthere
L2030[14:36:21] <LexManos> when are you
changing it?
L2031[14:36:26] <TechDG> im tempted to
put a pirate talk localization and make every word
"Arg!!!"
L2032[14:36:29] <masa> after I canheg to
survival it works just fine
L2033[14:36:34] <LexManos> when are you
changing it?
L2034[14:36:45]
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L2035[14:36:48] <masa> in a
itemInteractionForEntity() method
L2036[14:37:01] <LexManos> thars your
problem
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L2038[14:37:14] <masa> well, I guess I'll
move it to an event
L2039[14:37:24] <LexManos> any
intereaction event is replaced by a original copy in creative
L2040[14:37:29] <LexManos> this is how
swords dont use durability
L2041[14:37:32] <masa> nice...
L2042[14:37:35] <TechDG> ok so how would
I update a tooltip and a RF bar every tick
L2043[14:37:36] <LexManos> buckets dont
loose their fluids
L2044[14:37:37] <LexManos> etc..
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L2046[14:37:59] <masa> well at least my
item sin't broken in other ways then :p
L2047[14:38:15] <LexManos> So if it works
in survival then it works you cant do shit about creative
L2048[14:38:36] <LexManos> And the point
of creative is that you SHOULDNT change it.
L2049[14:38:50] <Giraffestock> oh boy,
found my old 1.8.1 mod
L2050[14:38:55] <LexManos> It'd be dumb
to fly around and have to refill your bucket with water when you
wanna make an ocean in crative.
L2051[14:39:03] <masa> hm, well... then
all my items would become useless in creative :D
L2052[14:39:14] <LexManos> Probably
L2053[14:39:32] <LexManos> Thats why
there is a getSubItems which fills the creative inventory.
L2054[14:40:05] <Giraffestock> so
modifying commandblock gui, should I use reflection or an AT?
L2055[14:40:07] <masa> this isn't a new
variant, it is dynamic data I'm storing in the item when it is
used
L2056[14:40:19] <masa> but yeah
anyway...
L2057[14:41:27] <williewillus> where is
the boolean to enable debug camera in mc?
L2058[14:41:47] <williewillus> this
player layerrenderer stuff would be easier to debug with it
:p
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L2060[14:42:31] <masa> debug
camera?
L2061[14:43:02] <masa> Giraffestock: why
do you want to modify it?
L2062[14:43:11] <Giraffestock> masa
improving it
L2063[14:43:18] <tterrag> masa: what
exactly are you storing?
L2064[14:43:19] <Giraffestock> more
IDE-like
L2065[14:43:35] <tterrag> Giraffestock:
use neither, there are plenty of Gui events to do whatever you
want
L2066[14:43:49] <williewillus> eh
actually looks like they removed it
L2067[14:43:50] <Giraffestock> tterrag I
was told to use events and reflection by PaleoCrafter
L2068[14:44:01] <williewillus> debug
camera allows you to move the camera with certain keys
L2069[14:44:10] <tterrag> right
L2070[14:44:10] <Giraffestock> I was
going to just replace with my own GUI, but this way I dont need to
handle packets or anything
L2071[14:44:11] <PaleoCrafter> Wut
L2072[14:44:13] <Giraffestock> I want
this to be client-side
L2073[14:44:13] <tterrag> and I agree
with him
L2074[14:44:22] <PaleoCrafter> Oh
L2075[14:44:25] <Giraffestock> so I need
reflection, answered my own question
L2076[14:46:26] <masa> tterrag: basically
capturing a mob into the item
L2077[14:47:00] <tterrag> hm
L2078[14:47:04] <tterrag> well soul vials
work in creative I think
L2079[14:47:06] <tterrag> let me
check
L2080[14:47:29] <tterrag> oh right, it
creates a completely new item
L2081[14:47:33] <tterrag> that's what you
should do, probably
L2082[14:47:56] <masa> well not in my
case
L2083[14:48:48] <tterrag> why not?
L2084[14:48:49] <masa> or well... Ireally
can't see a downside of just changing the NBT on the item, even if
in creative mode at least in my item's case.
L2085[14:49:06] <TechDG> so guys how
would I go about updating a tooltip and rf bar every tick
L2086[14:49:08] <masa> I eman why would
you try to use the item if you don't want it to work? :p
L2087[14:49:12] <TechDG> because ATM it
jsut stays empty and at 0 forever
L2088[14:49:27] <tterrag> masa: it can
work, but it should create a copy of the item so that you can
continue to use the old version
L2089[14:49:41] <masa> tterrag: you mean
just replace the item in the selected slot with basically the same
item with the new data?
L2090[14:49:46] <tterrag> no
L2091[14:49:50] <tterrag> add a new stack
to the inventory
L2092[14:49:58] <masa> uh
L2094[14:52:37] <masa> hm
L2095[14:53:47] <masa> does that mean
that in survival the item ends up in a different inventory slot,
and in creative you are not consuming it at all?
L2096[14:53:57] <TechDG> anyone?
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L2098[14:54:23] <tterrag> masa: no
L2099[14:54:26] <tterrag> in survial it
replaces
L2100[14:54:43] <masa> TechDG: in a gi or
where?
L2101[14:54:47] <masa> *gui
L2102[14:54:48] <TechDG> gui
L2103[14:55:00] <TechDG> I can push the
code to my dev branch if u wanna look at it
L2104[14:55:08] <masa> so you sync the
data via the container?
L2105[14:55:21] <TechDG> no
L2106[14:55:26] <tterrag> actually
heh
L2107[14:55:28] <TechDG> the issue is I
have a RF bar and a Tooltip
L2108[14:55:29] <tterrag> masa: you're
right
L2109[14:55:34] <tterrag> that's
technically a bug, it should replace the item :P
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L2111[14:55:40] <TechDG> but it stays at
0 even when RF is inside
L2112[14:55:50] <TechDG> and I THINK the
issue is that it isn't resyncing
L2113[14:55:55] <tterrag> TehNut: post
code
L2114[14:55:56] <TechDG> every tick
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L2116[14:56:01] <masa> then HOw are you
syncing the data?
L2117[14:56:14] <TehNut> what did i
do
L2118[14:56:18] <TechDG>
drawGuiContianer_____Layer
L2119[14:56:29] <TechDG> in this case the
bar is background and the tooltip is foreground
L2120[14:56:32] <masa> if you only need
it in the GUI, then sync via the container, if the block also
render differently, then sync via the TE
L2121[14:56:45] <TechDG> how do I sync it
though
L2122[14:57:03] <TechDG> the storing of
RF is working
L2123[14:57:04] <masa>
sendProgressBarUpdate()
L2124[14:57:13] <TechDG> ok
L2125[14:57:21] <TechDG> the thing is im
not rendering it as a progress bar
L2126[14:57:36] <TechDG> im using
Gigaherz's method which renders it as a rectangle with a custom
texture
L2127[14:57:56] <TechDG> and its 2
different cropped sections of textures for a full and empty
bar
L2128[14:57:59] <TechDG> that together
make an energy bar
L2129[14:58:03]
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L2130[14:58:12] <masa> whoops sorry,
detectAndSendChanges and then updateProgressBar() on the client to
receive it
L2131[14:58:29] <tterrag>
detectAndSendChanges is called each tick
L2132[14:58:32] <tterrag> you do not need
to call that
L2134[14:58:52] <tterrag> I have a simple
progress update example
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L2136[14:59:14] <masa> TechDG: well the
pont is that you can send integer (or short in multiplayer!) values
via those methods to the client
L2138[14:59:41] <tterrag> yeah only ever
send short values
L2139[14:59:46] <tterrag> made that
mistake once
L2140[15:00:03] <tterrag> you should
probably send the SCALED power amount, unless it's guaranteed to
only ever be a short value
L2141[15:00:30] <masa> yep
L2144[15:01:26] <TechDG> thats the gui
class and tile entity class
L2145[15:01:33] <TechDG> how do I modify
those to work is basically the question
L2146[15:01:57] <tterrag> the
container
L2147[15:02:04] <tterrag> use
detectAndSendChanges (see my link)
L2148[15:02:42] <TechDG> so I use that
method to draw the tooltip and the bars?
L2149[15:02:50] <tterrag> no
L2150[15:02:52] <tterrag> please read my
link
L2151[15:02:55] <tterrag> don't
guess
L2152[15:03:23]
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L2153[15:03:31] <TechDG> IK but for
sendProgressBarUpdate to work dont I have to be making the energy
bar via progressBar methods?
L2154[15:03:42] <masa> no
L2155[15:03:56] <masa> it's just the name
of the method they have chosen in MCP
L2156[15:04:10] <masa> all it does is
sync integer/short values to the client
L2157[15:04:11] <TechDG> ok
L2158[15:04:32] <tterrag> on the other
end you use updateProgressBar
L2159[15:04:38] <tterrag> and use the
values you sent to update the client's info
L2160[15:04:39] <masa> so that you can
actually have your stored whatever value on the client and then use
it for whatever you want in the GUI
L2161[15:04:44] <tterrag> then you can do
what you have already
L2162[15:05:15] <TechDG> ok
L2163[15:05:42] <tterrag> read the method
just above what I Linked you
L2164[15:06:54] <TechDG> is the icrafting
ur own custom class?
L2165[15:07:07] <tterrag> no
L2166[15:07:11] <tterrag> that's all
vanilla
L2167[15:07:22] <tterrag> half copied
from the furnace
L2168[15:07:24] <TechDG> nvm foudn the
line
L2169[15:08:03] <TechDG> the if
(rfcompat) thing, is that important
L2170[15:08:18] <tterrag> not really, I
built my mod to be runnable without RF API present
L2171[15:08:27] <tterrag> you probably
don't need to worry about that, if you ship the API
L2172[15:08:47] <TechDG> ok
L2173[15:08:49] <TechDG> yeah I do
L2174[15:10:58] <TechDG> brb
L2175[15:14:42]
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L2181[15:26:38] <Giraffestock> where do I
find the srg field names?
L2182[15:28:31] <masa> the bot
L2183[15:29:44]
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L2184[15:30:41] <Giraffestock> masa link
to how to use bot?
L2185[15:30:51] <Lordmau5> I have some
weird issues again with my blocks and tiles /o/
L2186[15:30:56] <Lordmau5> first off
though: hey people
L2187[15:31:03]
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L2191[15:32:51] <shishire> Ok, getting
started with forge, trying to wrap my head around the whole thing.
How do I get from the git repo to the -src.zip contents? I'm aware
I can just download it, but I'd like to understand how they're
connected. I tried gradle build, but it didn't produce a
-src.zip
L2192[15:33:00] <TechDG> back
L2194[15:33:16] <shishire> Or do I need
to go to ForgeGradle for that?
L2195[15:33:18] <Lordmau5> this is a
video showing the issue
L2196[15:33:35] <tterrag> shishire:
what?
L2197[15:33:40] <tterrag> what exactly
are you trying to do?
L2198[15:34:03] <tterrag> Giraffestock:
!help
L2199[15:34:11] <tterrag> #mcpbot for
spam
L2200[15:34:57] <TechDG> tterrag: in
detectAndSendChanges, what is the second thing you send hte method,
the "varToUpdate"
L2201[15:35:05] <TechDG> your example
sent a 3, so it just seems kind of rnaodm
L2202[15:35:13]
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L2203[15:36:47] <shishire> tterrag, I'm
trying to build forge from scratch so that I can learn how the
whole thing is put together. I've made an inconsequential change,
and want to see said change propegate all the way down, so that I
know what affects what. My ultimate goal is to debug some issues
I'm having trouble with in the vanilla/forge/mod interface, but I
need to be able to see where code is going in the first
place.
L2204[15:37:50] <TechDG> and then after
do I need to read the change in my gui class or does it
automatically do it?
L2205[15:38:02] <tterrag> TechDG: it's an
ID for your data
L2206[15:38:07] <tterrag> shishire: I
have no idea what forge does to build out its jars/zips, but it
generates launch configs so that you can test things
L2207[15:38:08] <TechDG> ok so 3 works
just fine
L2208[15:38:09] <tterrag> there should be
no need to build
L2209[15:38:36] <TechDG> I added that
method in the container and suprise, no work xD
L2210[15:38:44] <shishire> In the git
repo, there doesn't seem to be a way to get gradle to run
setupDecompWorkspace.
L2211[15:39:00] <shishire> I can run it
from the -src.zip contents, but not from the git repo.
L2212[15:39:01] <tterrag> TechDG: you
need to use the info
L2213[15:39:05] <tterrag> to update your
clientside TE
L2214[15:39:08] <TechDG> how do I do
that
L2215[15:39:09] <tterrag> or whatever you
read the information from
L2216[15:39:21] <TechDG> I looked in your
gui class but it wanst here
L2217[15:39:26] <tterrag> what do you
mean "how"
L2218[15:39:28] <tterrag> it is
there
L2219[15:39:32] <diesieben07> shishire,
just run GradleStart.main like a normal java application
L2220[15:39:35] <diesieben07> from inside
eclipse
L2221[15:39:36] <TechDG> gui class or
tileentity class?
L2223[15:39:56] <tterrag> shishire: for a
forge workspace you run setupForge
L2224[15:39:58] <TechDG> ok I see
L2225[15:40:26] <shishire> will
setupForge run the various things like decompiling the minecraft
code? And if so, where would it put it?
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L2229[15:42:16] <tterrag> shishire:
what?
L2230[15:42:19] <diesieben07> yes it does
decompile and deobfuscate minecraft & apply the forge
patches
L2231[15:42:20] <TechDG> tterrag: thank
you sooooooo much
L2232[15:42:23] <tterrag> it's a normal
gradle task...just run it from the commandline
L2233[15:42:26] <diesieben07> then it
puts it in src/main/java or main/java
L2234[15:42:29] <diesieben07> not quite
sure which
L2235[15:42:32] <TechDG> it worked
:)
L2236[15:42:54] <shishire> diesieben07,
gotcha. Thanks. New to gradle, and not terribly used to java in
terms of folder setup.
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L2238[15:45:25] <TechDG> how big is the
screen when you open a gui? so I can place it in the correct
spot
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L2240[15:45:35] <tterrag> you shouldn't
need to worry about that
L2241[15:45:40] <tterrag> but GuiScreen
has fields for that
L2242[15:45:45] <TechDG> well 0, 0 is the
top left hand corner
L2243[15:45:53] <tterrag> yes, but you
are given the guiLeft and guiTop
L2244[15:45:57] <tterrag> use those
L2245[15:46:16] <TechDG> ok noob
question, what feild is that? xD sorry
L2246[15:46:26] <TechDG> is it literally
just guiLeft?
L2247[15:46:33] <tterrag> yes
L2248[15:46:42] <TechDG> k onc eagain
ty
L2249[15:47:02] <shadekiller666> i have
to get used to using Intellij again
L2250[15:47:10] <shadekiller666> been
using Eclipse for so long
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L2253[15:47:50] <diesieben07> the
jetbrains family will always have a loving open door for you even
if you cheat them for a long time :D
L2254[15:48:15] <williewillus> lol
L2255[15:49:12] <shadekiller666> not my
fault its taken them until now to implement the one thing that
forge dev envs needed to work in it...
L2256[15:49:27] <diesieben07> oh so that
is fixed now?
L2257[15:50:12] <TechDG> is it actually
working :)
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L2259[15:50:29] <TechDG> wow I actually
got something to work properly, not on my own OFC but with a LOT of
help
L2260[15:50:48] <TechDG> now for the part
thats gonna mess up fast xD recipes
L2261[15:51:00] <TechDG> how would I go
about doing furnace like recipes that consume RF instead of coal
xD
L2262[15:51:09] <shadekiller666>
diesieben07, you need the EAP of IDEA 16
L2263[15:51:23] <diesieben07> oh
aha
L2264[15:51:31] <diesieben07> the fuck is
that feature? :D
L2265[15:51:45] <shadekiller666> you then
import the build.gradle in projects/ and set GradleStart as the
main class
L2266[15:51:54] <shadekiller666>
EAP=Early Access Program
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L2268[15:52:04] <diesieben07> i
know.
L2269[15:52:41] <TechDG> whats a good mod
to reference for recipes that consume RF
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L2271[15:53:06] <tterrag> TechDG: it's a
pretty simple concept. keep a list (or map, if you want to be
fancy) of objects that represent recipes
L2272[15:53:13] <TechDG> ok
L2273[15:53:15] <tterrag> then lookup if
the current contents of the inventory match any of those
recipes
L2274[15:53:57] <Giraffestock> where
should I place my reflection code? preinit?
L2275[15:54:04] <TechDG> so every tick
look up?
L2276[15:54:36] <tterrag> probably,
unless it's empty of course
L2277[15:55:18] <TechDG> so could I have
another class with one method that just runs through if statements
that checks for recipes
L2278[15:55:25] <tterrag> nooo
L2279[15:55:30] <tterrag> I don't think
you read what I said...
L2280[15:55:32] <TechDG> I did
L2281[15:55:41] <TechDG> make a list that
represents recipes
L2282[15:55:44] <tterrag> nowhere did I
mention a bunch of if statements
L2283[15:55:46] <TechDG> or a map if im
fancy which im not
L2284[15:55:58] <TechDG> I just thought
of if statements
L2285[15:56:00] <tterrag> you know what
list is, right
L2286[15:56:10] <TechDG> yes
L2287[15:56:26] <tterrag> it is NOT a
bunch of if statements
L2289[15:58:11] <TechDG> im better with
examples, whats a good example of a machine?
L2290[15:58:23] <TechDG> all I can think
of is enderio
L2291[15:59:12] <TechDG> and it uses
config files
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L2293[16:01:10] <tterrag> TechDG: it's
the same basic concept
L2294[16:01:55] <TechDG> k what class do
i do it in, container or tile entity?
L2295[16:03:05] <tterrag> well containers
only exist while a GUI is open
L2296[16:03:15] <TechDG> k so TE
L2297[16:04:24] <TechDG> ug cant find a
good example :/
L2298[16:04:26] <TechDG> not one
L2299[16:06:09] <TechDG> nvm found
one
L2301[16:06:22] <AndersBillLind> Why is
the radii added to each other?
L2302[16:06:51] <AndersBillLind> Seems
like a village with small radius is honored by the algo
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L2307[16:13:05] <Giraffestock> anyone
know of a mod with an improved guiTextField?
L2308[16:13:15] <killjoy> How
improved?
L2309[16:13:26]
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L2310[16:13:37] <Giraffestock> killjoy
newline support
L2311[16:13:43] <killjoy> I've done
that
L2312[16:13:46] <Giraffestock> would
rather not write my own, although i did at some point so I could
probably find it
L2313[16:13:55] <Giraffestock>
opensource?
L2315[16:14:04] <Giraffestock> (wouldnt
use without following license and all)
L2316[16:14:19] <killjoy> It's using
apache, so you can relicence
L2317[16:14:35] <Giraffestock> awesome
thanks
L2318[16:14:56]
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L2319[16:15:48] <Giraffestock> MnMUtils
killjoy?
L2320[16:16:02] <killjoy> It's my util
library. Mostly contains gui things.
L2321[16:16:13] <Giraffestock> ah k
L2322[16:16:17] <TechDG> hey how do I
make an itemstack of a head
L2323[16:16:23] <TechDG> a creeper head
in preticular
L2324[16:16:27] <killjoy> meta 4
L2325[16:16:35] <TechDG> for creeper
head?
L2326[16:16:36] <TechDG> ty
L2327[16:18:03] <TechDG> wait so how do I
apply that to an itemstack?
L2328[16:18:24] <killjoy> new
ItemStack(Items.skull, 1, 4)
L2329[16:18:50] <TechDG> ty
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L2331[16:21:14] <shadowfacts> uhm,
PlayerInteractEvent is being fired somewhere with a null
BlockPos
L2332[16:21:57] <diesieben07> it will be,
when you right click air
L2333[16:22:00] <diesieben07> you have to
check the action
L2334[16:23:57]
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L2337[16:27:17] <Giraffestock> turns out
thats not super helpful killjoy, as its for a chat
L2338[16:27:26] <killjoy> It's the
concept
L2339[16:27:34] <Giraffestock> yeah but I
think itll be easier to just make my own
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L2342[16:34:02] <Giraffestock> with all
the gui libraries that exist has no one made a multi-line
textfield?
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L2347[16:39:13] <TechDG> whats the new
name for what was at one pont update()
L2348[16:39:36] <killjoy> in what?
L2349[16:39:58] <TechDG> fml
L2350[16:40:12] <killjoy> what
class?
L2351[16:40:20] <TechDG> nvm
L2352[16:41:05] <TechDG> ok os this
tutorial implements IUpdatePlayerListBox
L2353[16:41:07] <TechDG> is htat not a
thing?
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L2356[16:42:34] <diesieben07>
ITickable
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L2358[16:43:07] <TechDG> ty
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L2362[16:50:05] <TechDG> yeah i dont
think this tutorial will work xD
L2363[16:50:46]
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L2364[16:51:30] <shishire> What's the
difference between branch 1.8 and 1.8.8? Is 1.8 defunct or
something?
L2365[16:51:37] <killjoy> they're
old
L2366[16:51:44]
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L2367[16:51:49] <killjoy> use
master
L2368[16:52:03] <killjoy> lex and the
like don't like deleting branches
L2369[16:52:32] <shishire> What should I
track for stable? Is there a tag or something? Is master considered
stable?
L2370[16:52:40] <killjoy> no.
L2371[16:53:05] <shishire> Er... to
which?
L2372[16:53:13] <killjoy> stable is
recommended
L2373[16:54:08] <TechDG> can someone help
me give my machine customr ecipes
L2374[16:55:26] <TechDG> I already a
machine with RF storage and slots and a gui
L2375[16:55:34] <TechDG> just need it to
funciton
L2376[16:55:59] <shishire> I don't see
any tags or branches labeled "stable" or
"recommended". And I don't see any way to find what
commit a given spun release is from.
L2377[16:56:08] <killjoy>
files.minecraftforge.net
L2378[16:56:11]
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L2379[16:56:19] <killjoy> why do you need
it?
L2380[16:56:26]
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L2381[16:56:32] <ThePsionic> Latest is
1.8.9
L2382[16:56:39] <ThePsionic> Which for
some reason is not default
L2383[16:56:46] <shishire> I'm interested
in building from scratch and comparing code across versions.
L2384[16:56:53] <ThePsionic> Probably
because no stable
L2385[16:57:24] <ThePsionic> shishire:
Commit messages match up with the changelogs
L2386[16:57:24] <TechDG> noone? ):
L2387[16:58:30] <shishire> I'm tracking a
couple of vanilla/forge/mod interaction bugs, including the 1.7.10
emerald ore generation issue that was solved somewhere in 1.8. I'm
interested in seeing if it's possible to backport the fix to the
1.7.10 branch. I've got a couple more like that.
L2388[16:58:58]
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L2389[16:59:08] <ThePsionic> The answer
is no since 1.7.10 has reached EOL
L2390[16:59:23] <killjoy> It's Soooo
old
L2391[16:59:55] <shishire> I'm willing to
spin my own builds for my players, but my server's modpack isn't
able to update to 1.8 yet (waiting on the last few mods)
L2392[17:00:08] <killjoy> then just use
the 1.7.10 branch
L2393[17:00:30] <shishire> So, I figured
I'd see if I could track down the couple of bugs that have been
bugging me and fix them myself for now as we wait for mod
support.
L2394[17:00:47] <killjoy> Or you could
use a coremod
L2395[17:00:57] <killjoy> (don't tell lex
I said that)
L2396[17:01:20] <shishire> lol. That's
actually a good idea. I hadn't considered using a coremod.
L2397[17:01:38] <killjoy> It's how lex
fixed the java 8 issues for old forge builds
L2398[17:01:41] <shishire> Obviously I'd
prefer to run straight forge, but when dealing with EOL, it might
be cleaner.
L2399[17:01:59]
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L2405[17:09:17] <TechDG> can anyone help
me add recipes to my machine?
L2406[17:10:10]
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L2407[17:10:51] <diesieben07> how many
input and output slots do you have?+
L2408[17:11:08] <TechDG> 1 each
L2409[17:11:25] <TechDG> and I want it ot
consume RF in the process (already got RF storage and such set
up)
L2410[17:11:35] <diesieben07> Ok
L2411[17:11:36]
⇨ Joins: mezz_
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L2412[17:11:47] <diesieben07> make a
class Recipe that has a matches method that takes an
ItemStack
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mezz_ is now known as mezz
L2414[17:11:56] <diesieben07> then add a
method getRF and getOutput
L2415[17:12:07] <diesieben07> then
iterate all recipes when checking and if one matches...apply
it.
L2416[17:12:14] <TechDG> example?
xD
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L2418[17:12:27] <diesieben07> for
what
L2419[17:12:38] <TechDG> all that
L2420[17:13:03] <tterrag> it's pretty
basic
L2421[17:13:05] <diesieben07> ...
L2422[17:13:50] <TechDG> just realized
gtg naywa
L2423[17:13:52] <TechDG> anyway*
L2424[17:13:55]
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L2425[17:17:35] ***
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L2426[17:19:26] <Xilef11> is there a nice
way to spawn particles from the server?
L2427[17:19:27] <Giraffestock> whoa what
happened to tesselator
L2428[17:20:10] <Giraffestock> I see,
cool
L2429[17:20:31] <killjoy> Xilef11,
world.spawnParticle
L2430[17:20:34] <diesieben07> Xilef11,
WorldServer.spawnParticle (you need the versions in
WorldServer)
L2431[17:20:43] <diesieben07> the ones in
World dont do anything on a server
L2432[17:20:51] <killjoy> mp sends packet
to client
L2433[17:20:58] <killjoy> client actually
spawns the particle
L2434[17:21:05] <diesieben07> only in the
WorldServer methods :)
L2435[17:21:11] <diesieben07> and no they
are not overrides
L2436[17:21:35] <shadekiller666>
hmmm
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L2438[17:22:04] <shadekiller666> can't
seem to figure out how to get intellij to run the game with the
test mods installed...
L2439[17:22:11] <Giraffestock> whats the
new equivalent to tesselator.startDrawingQuads?
L2440[17:22:30] <shadekiller666> it only
wants to run with only MCP, FML, and Forge
L2441[17:22:40] <shadekiller666>
Giraffestock, WorldRenderer.begin()
L2442[17:22:50]
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L2443[17:22:54] <shadekiller666> pass
GL11.GL_QUADS as the first parameter
L2444[17:23:08] <Giraffestock>
VertexFormat hm
L2445[17:23:21] <Xilef11> diesieben07,
WorldServer dosen't have a (static) spawnParticle method...
L2446[17:23:38] <Giraffestock>
DefaultVertexFormats
L2447[17:23:42] <shadekiller666> usually
you can use Attributes.DEFAULT_BAKED_FORMAT or whatever
L2448[17:23:42] <tterrag>
DefaultVertexFormats, yes
L2449[17:23:44] <diesieben07> i did nto
say anything about static.
L2450[17:23:47] <shadekiller666>
well
L2451[17:24:29] <shadekiller666> for obj
models (and b3d models as well i think), the one from Attributes
has to be used, as it has a different element order than the ones
in DefaultVertexFormats
L2452[17:24:30] <Xilef11> well, where do
I get the instance from?
L2453[17:24:52] <diesieben07> you usually
have a world available...
L2454[17:24:53] <Giraffestock>
shadekiller666 im just drawing a rectangle
L2455[17:25:02] <shadekiller666> oh,
ok
L2457[17:25:28] <Giraffestock> but which
vertex format do I use
L2458[17:25:38] <tterrag> Giraffestock:
whichever one you need
L2459[17:25:46] <tterrag> POSITION for
the code you have there
L2460[17:25:56] <Xilef11> oh, I see... I
have to cast it?
L2461[17:25:59] <tterrag> if you need UVs
(texturing) use POSITION_TEXTURE
L2462[17:26:03] <diesieben07> yes
L2463[17:26:06] <Giraffestock> ohhhh I
see how this works
L2464[17:26:07] <Giraffestock> cool
L2465[17:26:17] <tterrag> sorry, it's
POSITION_TEX
L2466[17:26:50] <Giraffestock> addVertex
= putPosition?
L2467[17:27:00] <tterrag> what? no
L2468[17:27:02] <tterrag> .pos()
L2469[17:27:08] <tterrag> or
L2470[17:27:16] <tterrag> wait what is
putPosition?
L2471[17:27:42] <Giraffestock> not too
sure
L2472[17:27:56] <tterrag> don't use the
put stuff
L2473[17:28:07] <tterrag> that's raw
buffer manipulation
L2474[17:29:14] <ThePsionic> i read raw
butter manipulation
L2475[17:30:53] <Xilef11> err "The
method spawnParticle(EnumParticleTypes, boolean, double, double,
double, int, double, double, double, double, int[]) is ambiguous
for the type WorldServer"
L2476[17:31:53] <diesieben07> how did you
call it exactly
L2477[17:32:03]
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L2478[17:32:34] <Xilef11>
((WorldServer)world).spawnParticle(EnumParticleTypes.LAVA, false,
e.posX, e.posY, e.posZ, 1, 0, 0, 0, 0,40); (not sure what the last
param is)
L2479[17:32:47] <FusionLord> Minecraft
1.8.9, does anyone have an example of rendering seperate groups of
an obj in a TESR?
L2480[17:33:19] <diesieben07> the last
param is parameters to the particle factory
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L2482[17:37:43] ***
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L2483[17:38:40] <Lumien> If i want my
block to chunkload, would Block.breakBlock be the correct place to
discard the ticket?
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L2487[17:49:31] <FusionLord> is it even
possible to render a specific group of an obj vs the whole
thing?
L2488[17:50:58] <gigaherz> yes, but
you'll need to use the OBJState visibility stuff
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L2491[17:52:08] <FusionLord> gigaherz,
what if I say I want to have the whole thing rendered but a
"group" to rotate
L2492[17:52:17] <FusionLord> so
animations
L2493[17:52:21] <Giraffestock> whats the
new equivalent to GL11.glColor4f?
L2494[17:53:00] <FusionLord>
Giraffestock, GlStateManager.color();
L2495[17:53:00]
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L2496[17:53:22] <tterrag> also,
GL11.glColor4f didn't go anywhere
L2497[17:53:29] <FusionLord> ^that too
:P
L2498[17:53:44] <shishire> Quick
question: Obviously it's not out yet, but as far as anyone knows is
forge _intending_ to support 1.9.x?
L2499[17:54:07] <tterrag> of course
L2500[17:54:10] <FusionLord> shishire,
why would forge not?
L2501[17:54:31] <gigaherz> FusionLord:
TESR?
L2502[17:54:35] <FusionLord> yes
L2503[17:54:50] <gigaherz> then you can
bake the model twice, with different OBJStates
L2504[17:54:53] <gigaherz> and render the
parts separately
L2505[17:55:10] <gigaherz> shishire: of
course they are indenting to do 1.9
L2506[17:55:14] <gigaherz> it just won't
be ready at launch
L2507[17:55:21] <FusionLord> wow I am so
out of my league all of a sudden :|
L2508[17:55:34] <shishire> Because very
few of the big name mods ported to 1.8.x. I just want to make sure
that we'll have a good modloader and api so that people
_can_.
L2509[17:55:42] <gigaherz> shishire: more
than you think
L2510[17:55:57] <gigaherz> RFTools is
being ported
L2511[17:56:00] <tterrag> gigaherz: forge
hasn't indented in the past?
L2512[17:56:00] <gigaherz> Builcraft is
being ported
L2513[17:56:07] <Xilef11> can the
SMOKE_LARGE particle change color?
L2514[17:56:10] <gigaherz> Botania is
being ported
L2515[17:56:15] <gigaherz> Blood Magic is
being ported
L2516[17:56:30] <tterrag> all of those
*are* ported
L2517[17:56:34] <tterrag> not 100%
complete, but released
L2518[17:56:37] <shishire> ah, see,
there's the problem. None of those are mods I'm interested
in.
L2519[17:56:39] <gigaherz> yeah
L2520[17:56:56]
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L2521[17:56:57] <shishire> Which explains
why I'm not seeing much progress on 1.8.x in mods
L2522[17:57:13] <shishire> Cool. Thanks
for the info.
L2523[17:57:23] <FusionLord> shishire, in
time all will be well getting to know the changes isn't an over
night process :)
L2524[17:57:26] <gigaherz> well poke your
favorite modders then
L2525[17:57:26] <gigaherz> ;p
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L2527[17:57:45] <shishire> gigaherz,
that's exactly what I intend to do.
L2528[17:57:53] <LexManos> .... fuck are
you bitching about?
L2529[17:58:01] <LexManos> "Will
forge still be forge?" Yes.....
L2530[17:58:27] <FusionLord> gigaherz, do
you have a OBJModels-1.8.9 for dummies book lying around? :P
L2531[17:59:13] <LexManos>
"Reference obj model in blockstate, ... done"
L2532[17:59:25] <FusionLord> <3 thanks
lex
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L2534[18:00:29] <M4thG33k> when dealing
with items with different metadata, is a json model required for
each value or is there a better way to do it?
L2535[18:01:03] ***
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L2536[18:02:04] <LexManos> ItemStates are
not existant yet, but there is a ItemStack->Model mapper you can
use.
L2537[18:02:43] <gigaherz> M4thG33k: when
you register the item models with
setCustomModelResourceLocation
L2538[18:02:46] <gigaherz> you can use
any variant string
L2539[18:02:57] <gigaherz> so long as the
variant string exists in the blockstates file
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L2543[18:04:09] <M4thG33k> awesome.
thanks! I'll study those and see if I can understand them. :)
L2544[18:04:31] <gigaherz> just one note:
the variants are built in alphabetical order
L2545[18:04:35] <gigaherz> so if you
have
L2546[18:04:52] <gigaherz>
"b=choice,a=something", it won't work well
L2547[18:04:57] <gigaherz> you have to
put a first
L2548[18:05:28] <M4thG33k> this is
specifically during registration, correct?
L2549[18:05:40] <gigaherz> ?
L2550[18:05:55] <gigaherz> that's for
item models, which are assigned in pre-init, yes
L2551[18:06:06] <M4thG33k> the order only
matters when you register the models - not the json file
itself?
L2552[18:06:31] <gigaherz> the order
matters in the variant string
L2553[18:06:39] <M4thG33k> got it
L2554[18:06:39] <gigaherz> the one that
looks like "blah=bleh,foo=bar"
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L2557[18:07:20] <LexManos> It matters in
the json not in registration because reg sorts them
L2558[18:09:07] <gigaherz> well when you
specify the variant for an item like that, it doesn't go through
the usual registration process, and the string is used
directly,
L2559[18:09:15]
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L2560[18:09:16] <gigaherz> and it won't
match the one built by forge blockstates
L2561[18:09:35] <gigaherz> I had to swap
them around myself when I tried
L2562[18:09:40] <gigaherz> because gem
must go before type
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L2566[18:21:20] <shishire> Ew... the
Entity code for dealing with nether portals is fugly. End Portals
are much more sane.
L2567[18:21:44] <gigaherz> shishire: they
were created later ;p
L2568[18:21:49] <gigaherz> the nether
portals are earlier code ;P
L2569[18:21:56] <shishire> Yeah, you can
tell.
L2570[18:21:57] <gigaherz> they didn't
have dinnerbone back then, I think
L2571[18:22:13] <shishire> Yup. I believe
the nether portal code is notch's iirc.
L2572[18:24:03] <shishire> I might end up
building proper dimension handling into nether and end portals for
forge if I get the time. Make it extensible so that you don't need
to reimplement nether portals just to link to a different dimenion.
Can just specify nbt tags or something.
L2573[18:26:37] <shadekiller666> damn
it
L2574[18:27:26] <shadekiller666> trying
to use Intellij EAP 16 to work on the obj loader, and i can't seem
to get it to run the game with the test mods included
L2575[18:28:02] <shadekiller666> it runs
the game, but only with MCP, FML, and Forge, and doesn't even seem
to know about the test mods...
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L2580[18:38:54] <TechDG> hey
L2581[18:39:58] <TechDG> so the method
that is called every tick is update() correct?
L2582[18:40:06] <TechDG> and hte class
that calls it has to extend ITickable?
L2583[18:43:17] <TechDG> wait how do I
read what itemstack is in a slot
L2584[18:44:17]
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L2585[18:44:29] <TehNut>
IInventory?
L2586[18:44:39] <TehNut>
getStackInSlot()
L2587[18:44:42] <TechDG> ok ty
L2588[18:45:24]
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L2589[18:51:17] <TechDG> how do I add an
itemstack to a slot and take one out
L2590[18:51:18] <TechDG> sorry :/
L2591[18:51:25] <TechDG> and how do I
detect if a slot is empty (im new at this)
L2592[18:53:29] <TehNut> null stack in
slot = empty slot
L2593[18:53:37] <TechDG> ok ty
L2594[18:53:49] <TehNut> setStackInSlot()
to set a stack in a slot
L2595[18:54:00] <TehNut> I mean come on.
The names are pretty straightforward :P
L2596[18:54:16] <TechDG> ok ty
L2597[18:54:19] <TechDG> i figured they
would be
L2598[18:54:58] <gigaherz> I'm still
convinced the internal names for IInventory are akin to a
list
L2599[18:55:05] <gigaherz> .size() .get()
.set()
L2600[18:55:07] <TechDG> wait so to say
only do this if a itemstack is empty do if (itemstack = null) {
}
L2601[18:55:07] <TechDG> ?
L2602[18:55:21] <TechDG> cuz thats
erroring
L2603[18:55:22]
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L2604[18:55:22] <gigaherz> (internal ==
mojang's real name, instead of ours)
L2605[18:55:36] <gigaherz> TechDG: = is
not the same as ==
L2606[18:55:39] <TechDG> derp wow
L2607[18:55:45] <TechDG> idk why I was
doing = xD srry
L2608[18:55:56] <TehNut> if
(getStackInSlot(slot) == null) // do thing
L2609[18:56:14] <TechDG> im making my own
pleb version of custom recipes
L2610[18:56:16] <TechDG> xD
L2611[18:56:18] <TechDG> ty
L2612[18:56:37] <luacs1998> lex, you
there?
L2613[18:57:04] <luacs1998> want to ask
you about a SlotChangeEvent
L2614[19:01:43] <TechDG> how do I create
an itemstack with metadata again? sorry...
L2615[19:01:59] <TehNut> new
ItemStack()..?
L2616[19:02:08] <TehNut> Use your
IDE.
L2617[19:02:24]
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L2620[19:05:05] <TechDG> it just asks for
a itemstack
L2621[19:05:09] <TechDG> not an int to be
a metadata
L2622[19:05:46] <TehNut> what
L2623[19:05:58] <TechDG> i figured it
out
L2625[19:06:18]
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L2626[19:06:29] <TechDG> wait no I
didnt
L2627[19:06:35] <TechDG> once i imported
it messed up
L2628[19:06:54] <TechDG> how would I set
an itemstack with metadata
L2629[19:07:00] <TehNut> Look at
ItemStack in your IDE.
L2630[19:07:09]
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(bilde2910@51.174.170.178)
L2631[19:07:17] <TehNut> There are 7
constructors for you to use
L2632[19:07:20] <TechDG> ok i get
it
L2633[19:07:59] ***
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L2635[19:10:05] <TechDG> I followed one
but it is still erroring
L2636[19:10:23] <TechDG> asking me to
change setItem to setItemDamage or setItemFrame
L2637[19:10:32] <TehNut> what
L2638[19:10:52] <TehNut> new
ItemStack(Item/Block, stackSize, meta)
L2639[19:10:55] <TehNut> the hell are you
doing
L2640[19:11:01] <TechDG> thats what I
did
L2641[19:11:11] <TehNut> Post your
code
L2642[19:11:20] <TechDG>
parItemStackInput.setItem(new ItemStack(Items.skull, 1,
metadata));
L2643[19:11:27] <TechDG> and metadata is
a variable it gets passed
L2644[19:11:43] <tterrag> ...
L2645[19:11:44] <TehNut> ...
L2646[19:11:51] <TechDG> let e guess,
stupid error
L2647[19:11:56] <TechDG> that I should
see
L2648[19:11:59] <TehNut> yes
L2649[19:12:03] <tterrag> <TechDG>
how do I create an itemstack with metadata again? sorry...
L2650[19:12:06] <tterrag> you asked to
CREATE
L2651[19:12:09] <tterrag> but you already
have a stack
L2652[19:12:21] <TechDG> oh
L2653[19:12:31] <TehNut> You are trying
to set a stack in a specific slot right?
L2654[19:12:34] <TechDG> yes
L2655[19:12:42] <TehNut> Then use
setStackInSlot()...
L2656[19:12:56] <TechDG> wow ok derp
ty
L2657[19:13:15] <TehNut> I told you that
20 minutes ago :I
L2658[19:15:14]
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L2659[19:15:46]
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L2660[19:16:27] <TechDG>
this.getStackInSlot works but not this.setStackInSlot
L2661[19:16:34] <TechDG> and yes IK im
doing something stupid but I cant tell what
L2662[19:17:01] <TehNut> post your
code
L2664[19:18:38] <TechDG> i type in
this.setStack and nothing comes up
L2665[19:18:45] <TechDG> and it igves me
no syntax
L2666[19:18:47] <Giraffestock> hm, anyone
know how to go about making a textbox scroll after a certain amount
of lines?
L2667[19:18:51] <Giraffestock> having an
issue with the logic
L2668[19:18:58]
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L2670[19:19:26] <TehNut>
setInventorySlotContents
L2671[19:19:31] <TehNut> Mappings
changed
L2672[19:19:40] <TehNut> !gm
setInventorySlotContents
L2673[19:19:43] <TechDG> ok ty
L2674[19:20:55]
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L2675[19:21:30]
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L2676[19:22:17] <TechDG> lets try this
out
L2677[19:22:21] <TechDG> hopfully my
crude system doesnt fail
L2678[19:23:15] <TechDG> ehrm nope
L2679[19:25:22]
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L2681[19:29:39]
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L2682[19:29:51] <TechDG> ug my comp
spasses out when i hit f2 with mc open and idk why
L2683[19:30:10] <gigaherz> f2 in mc means
take screenshot
L2684[19:30:15] <TechDG> ik
L2685[19:30:23] <TechDG> but it just
started happening one day
L2686[19:30:27] <gigaherz> if the whole
computer has issues
L2687[19:30:29] <TechDG> it didnt used to
cause spas
L2688[19:30:31] <gigaherz> that may be
your HDD
L2689[19:31:07] <gigaherz> you could use
a program that reads SMART data from the HDD to detect issues
L2690[19:31:14] <gigaherz> I have HD
Sentinel around, but it's non-free
L2691[19:31:35] <TechDG> only happens
when f2 is hit and it makes all icons flicker and 9/10 times u hit
a key it doesnt do shit (same with click) because the text box/icon
is to busy flickering
L2692[19:31:38] <TechDG> anyway
L2693[19:31:46] <TechDG> il look into it
later
L2694[19:31:55] <TechDG> for now I REALLY
wanna get this fucking compressor working
L2695[19:32:32] <TechDG> cuz once I have
1 machine I have my ownr eference I understand for others
L2696[19:33:42] <Cypher121> anyone good
with java streams?
L2697[19:34:38] <TechDG> i shouldnt need
to call update progress bar for itemstacks changing
L2698[19:34:54] <TechDG> but I feel like
its a desync issue
L2699[19:35:22] <TechDG> wait no cuz
relogging doesnt fix it
L2700[19:36:03] <TechDG> is this how u
would do an if based on an itemstack? if (parItemStackInput == new
ItemStack(ModItems.CreeperEssence))
L2701[19:36:20] <TechDG> then this for
null? if (parItemStackOutput == null)
L2702[19:37:40]
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L2703[19:38:02] <TechDG> maybe marking
dirty will help
L2704[19:38:02] <TehNut>
initialStack.isItemStackEqual(otherStack)
L2705[19:38:09] <TechDG> ok
L2706[19:38:14] <TechDG> that is probably
my issue
L2707[19:39:12] <M4thG33k> so, the
texture on my block (whose model depends on an OBJ) isn't fitting
the block as it's supposed to - is there an "easy" fix to
this?
L2708[19:39:30] <gigaherz> try
L2709[19:39:37] <gigaherz>
"custom": {"flip-v": true }
L2710[19:39:38] <TechDG> so you do
boolean b = initialStack.isItemStackEqual(otherStack) then if (b ==
true) {? or would it be if
(initalStack.isItemStackEqual(othherstack) == true) {
L2711[19:40:07] <TehNut> just
if(initialStack.isItemStackEqual(otherStack)) {}
L2712[19:40:13] <TechDG> k ty
L2713[19:40:22] <TehNut> You don't have
to compare a boolean to true or false
L2714[19:40:59] <M4thG33k> gigaherz: in
which section of the json do I enter that?
L2715[19:41:12] <gigaherz> at the same
level you have "model"
L2716[19:41:16] <M4thG33k> kk.
thanks
L2718[19:41:55] <TechDG> then i do the
same thing to detect if an itemstack is null but hte null stack
would be new ItemStack(null)?
L2719[19:42:09] <TehNut> what
L2720[19:42:10] <TehNut> no
L2721[19:42:17] <TehNut> if (stack ==
null)
L2722[19:42:19] <TechDG> ok
L2723[19:42:28] <TechDG> thats what I was
doing
L2724[19:42:35] <TechDG> dear god I hope
this works
L2725[19:43:18] <TechDG> well crashing on
world startup isnt good
L2726[19:43:20] <M4thG33k> that fixed
things. Thanks for the help!
L2728[19:44:18] <TechDG>
nullpointerexception
L2730[19:46:03] <TechDG> the paste before
that was the crash log
L2731[19:46:10] <TechDG> any ideas?
L2732[19:49:24] ***
Cypher121 is now known as Cypher|Away
L2733[19:49:36] <M4thG33k> TechDG, I'm
assuming that parItemStackInput is null when this code is called -
that is, you're attempting to call a method on an ItemStack that
doesn't really exist
L2734[19:49:52] <TechDG> it calls it
every tick
L2735[19:50:00] <TechDG> oh I should test
and only call if its not null?
L2736[19:51:15] <TechDG> fixed it
L2737[19:51:47] <M4thG33k> probably; you
can't call the method of a null-object, so one solution would be to
test if the ItemStack you're passing in is null before attempting
to call this registration recipe. Of course (unless I'm
interpreting your code incorrectly), recipes should be registered
at start-up and not every tick...
L2738[19:52:20] <TechDG> its not really a
register
L2739[19:52:27] <TechDG> because its
custom for a machine
L2740[19:52:36] <TechDG> its just a bunch
of if statments
L2741[19:53:00] <M4thG33k> Alright;
method names are a tad misleading there...you may want to adjust
those if you expect other people to look at your code ;)
L2742[19:53:04] <TechDG> that run every
tick and if the correct item is in the input slot and there is
enough rf it processes it
L2743[19:53:11] <TechDG> what would you
suggest?
L2744[19:53:30] <TechDG>
checkCompressorRecipes?
L2745[19:54:11] <M4thG33k> I normally
name my methods after what they do; since that method does seem to
check if the recipe is valid, then checkInput or checkRecipe could
be a good name. Of course, this is all very subjective...
L2746[19:54:22] <TechDG> ok
L2747[19:54:33] <TechDG> well new issue,
now puting an item in the input corrupts the sav
L2748[19:54:34] <TechDG> save*
L2749[19:54:57] <TechDG> il push this all
to my dev branch so u can see the whole thing
L2751[19:57:38] <M4thG33k> when you say
"corrupts the save", do you mean that you can't restart
the world or that things disappear?
L2752[19:57:55] <TechDG> when I try
loading the world it crashes then every time i try again it
crashes
L2753[19:57:56] ***
cpw is now known as cpw|out
L2754[19:58:08] <M4thG33k> what's the
crash report say?
L2755[19:58:13] <TechDG> generating a new
one for ya now
L2756[19:58:51] <M4thG33k> Question for
anyone listening: can you control the order that your blocks/items
appear in the creative menu/NEI/JEI?
L2758[19:59:19] <TechDG> I belvie so but
how I forget
L2759[20:01:27] <TechDG> tell me if u
figure it out
L2760[20:01:42] <M4thG33k> Again, TechDG,
your te == null at this point (you've defined it but never
initialized it) I would suggest passing the TE into your
haveEnoughEnergy() method (making sure it isn't null when you pass
it in)
L2761[20:02:30] <TechDG> so private
static CompressorTileEntity te; in the haveEnoughEnergy() method
instead of the whole class?
L2762[20:03:01] <TechDG> but at that
point no private or static
L2763[20:03:16] <TechDG> which then
errors
L2764[20:03:39] <M4thG33k> you would have
it as an input arguement haveEnoughEnergy(CompressorTileEntity te,
int energyUsage)
L2765[20:03:47] <TechDG> ah ok
L2766[20:04:21] <M4thG33k> then when you
have the TE call this method, you can pass itself into the
argument. Of course, it might be easier just to have this method be
in the TE to begin with, but I'm no expert at this either...just
trying to help
L2767[20:04:34] <TechDG> ik
L2768[20:04:44] <TechDG> so this would be
the if that calls it then? if (haveEnoughEnergy(te, 2500) == true)
{
L2769[20:05:09] <TechDG> where
checkCOmpressorRecipes is using the general te from the class as a
whole then have enough energy has its own passed?
L2770[20:05:51] <TechDG> fudge it im
putting htem in the te xD
L2771[20:06:10] <Temportalist> is there a
way to apply rotation to a block through a blockstate? (not via a
TESR)
L2772[20:06:27] <M4thG33k> Yeah, i think
that would make the most sense considering you want these methods
to work for *every* instance of the TE and not just one specific
one
L2773[20:06:34]
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L2774[20:06:41] <TechDG> then rather then
te.(method) its this.(method) right?
L2775[20:07:10] <TechDG> and the methods
would no longer be static
L2776[20:07:47] <M4thG33k> if you've
moved the methods to the te's class they shouldn't be static and
could just be called with their method name: method() (you don't
need this.method really since "this" can see all of its
own methods)
L2777[20:07:55] <TechDG> ok
L2778[20:08:18] <TechDG> can I still use
the other method to call these with te.(these) so that allthe if
statemnets dont make a already long class longer
L2779[20:08:33]
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L2780[20:09:16] <TechDG> or no
L2781[20:09:19] <M4thG33k> if all of the
methods are in the same class, the can call each other all you want
- a class can see every method in it (and its parents)
L2782[20:09:28] <TechDG> ok
L2783[20:09:36] <M4thG33k> (unless it is
a private method of course)
L2784[20:10:49] <TechDG> gtg ty for the
help
L2785[20:10:57] <M4thG33k> np good luck
coding! :)
L2786[20:12:54] ***
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L2791[20:23:17]
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L2792[20:24:47] <Temportalist> How do I
implement ISmartBlockModel?
L2793[20:25:13] <Temportalist> Assuming I
need to rotate a blockstate json model via IUnlistedProperty
L2794[20:26:11]
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L2796[20:26:47] <Temportalist> cc fry
(ismartblockmodel)?
L2797[20:26:54]
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L2799[20:28:59] ***
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L2800[20:32:06]
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L2801[20:32:52] <TehNut> Sollux-Captor:
try updating Chisel
L2802[20:33:51] <Sollux-Captor> TehNut:
problem is that the modpack is working for me and another
friend
L2803[20:34:02] <Sollux-Captor> so i dont
see why it wouldnt work for him
L2804[20:34:09] <Sollux-Captor> same
exact mods
L2805[20:34:29]
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L2807[20:35:45] <tterrag> Sollux-Captor:
his GPU is out of space for the texture map
L2808[20:35:48] <tterrag> how big is this
modpack?
L2809[20:36:35] <Sollux-Captor> 109MB i
think
L2810[20:36:48] <tterrag> not what I
meant
L2811[20:36:49] <tterrag> how many
mods?
L2812[20:37:00] <tterrag> the texture map
is exceeding his GPU's max texture size
L2813[20:37:18] <tterrag> it just happens
to hit the max on a chisel texture (but chisel does have a lot of
textures)
L2814[20:37:45] <tterrag> there's not a
lot of mods there...he must have a really old/cheap GPU
L2815[20:37:52] <Sollux-Captor> 51
mods
L2816[20:38:01] <tterrag> or a lot of
mods that add a lot of textures
L2817[20:38:20] <tterrag> is he using a
texture pack?
L2818[20:38:26] <Sollux-Captor> he
shouldnt be
L2819[20:38:31] <tterrag> ask
L2820[20:38:34] <Sollux-Captor> it is
multimc fresh instance
L2821[20:38:44] <unascribed> Resource
Packs: []
L2822[20:38:45] <unascribed> he's
not
L2823[20:38:49] <Sollux-Captor> he hasnt
added a RS
L2824[20:39:43] <tterrag> then idk
L2825[20:39:52] <unascribed> there's
nothing you can really do about this
L2826[20:40:03] <unascribed> his GPU
doesn't have enough vram for the modpack :P
L2827[20:40:23] <Sollux-Captor> weird. he
is able to run a modpack i made that had 100+ mods
L2828[20:40:24] <tterrag> it's not
VRAM
L2829[20:40:28] <tterrag> it's texture
size
L2830[20:40:30] <unascribed> yeah
L2831[20:40:32] <tterrag> as in,
dimensions
L2832[20:40:33] <unascribed> but you get
my point
L2833[20:40:35] <tterrag> nothing to do
with VRAM :P
L2834[20:41:11] <unascribed> if Minecraft
didn't chuck every single texture into a giant atlas this wouldn't
happen >.>
L2835[20:41:21] <unascribed> not sure if
a texture array would be much better
L2836[20:41:23] <unascribed> but
still
L2837[20:41:58] <Sollux-Captor> why not
just seperate png files that work independantly?
L2838[20:42:11] <unascribed> that'd incur
a *massive* switching cost
L2839[20:42:18] <unascribed> the game
would constantly be telling the GPU to change textures
L2840[20:42:27] <unascribed> the reason
Minecraft uses an atlas in the first place is changing textures is
*expensive*
L2841[20:43:23] <thecodewarrior> Is it
really expensive or just kinda expensive and doing it thousands of
times is very expensive
L2842[20:43:33] <unascribed> more the
latter
L2843[20:43:41] <unascribed> Minecraft
still does binds
L2844[20:43:42] <unascribed> see:
GUI
L2845[20:43:45] <unascribed> but not a
lot of them
L2846[20:43:46] <shadekiller666> either
way, it ends up being expensive
L2847[20:43:54] <unascribed> and
requiring a rebind for each different block texture would be
ridiculous
L2848[20:44:14] <shadekiller666>
rebinding for GUIs is fine, as you're staring at a stationary
plane
L2849[20:44:33] <unascribed> well, even
the GUI is only 1-4 binds
L2850[20:44:38] <unascribed> the widgets
are an atlas too
L2851[20:44:40] <unascribed> just
pre-baked
L2852[20:45:01] <unascribed> well,
considering fonts and items
L2853[20:45:04] <unascribed> a lot more
than that
L2854[20:45:10] <unascribed> but it's not
rebinding for every different element
L2855[20:45:49] <shadekiller666> items
are all on the same sheet as the block textures aren't they?
L2856[20:45:53] <unascribed> no
L2857[20:45:56] <unascribed> items and
blocks are separate sheets
L2858[20:46:07] <unascribed> wait, was it
1.8 or 1.9 when they combined them?
L2859[20:46:12] <shadekiller666> ah
L2860[20:46:22] <unascribed> in one of
those two they are the same sheet
L2861[20:46:26] <unascribed> but in 1.7
they're separate
L2862[20:46:30] <unascribed> and this
crash is about 1.7
L2863[20:46:57] <unascribed>
Sollux-Captor, try getting them to remove one of the Pam's
mods
L2864[20:47:06] <unascribed> from my
experience with them they're extremely sloppy in many ways
L2865[20:47:14] <Sollux-Captor> i will
try
L2866[20:47:15] <unascribed> I wouldn't
be surprised if textures is one of those
L2867[20:47:33] <Sollux-Captor> he is
using multi mc and apperently it wont allow him to allocate more
than 1GB
L2868[20:47:35] <unascribed> HarvestCraft
for example allocates like 200 item ids when 1 would do :P
L2869[20:47:40] <unascribed> heap won't
help
L2870[20:47:48] <unascribed> this is a
GPU/driver limitation
L2871[20:49:19] <thecodewarrior> question
unrelated to current conversation: (1.8.9) Is it possible to have
both a pre-baked, in-world block model and a TESR? I'm rendering
the model in the TESR, but that appears to be tanking my FPS.
L2872[20:49:53] <thecodewarrior>
*in-world = in-chunk-vertex-cache
L2873[20:50:54] <unascribed> I haven't
done any block rendering in 1.8 myself
L2874[20:50:55]
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L2875[20:51:00] <unascribed> but I see
people talking about model/tesr combinations a lot
L2876[20:51:02] <unascribed> so
probably
L2877[20:52:43] <thecodewarrior> Hmmm. If
the renderType is 3, its a normal block, if it's 2, it's a TESR. So
I'm thinking not, but there may be a way around that...
maybe.
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L2880[20:53:25] <unascribed> 1.8 still
has render types?
L2881[20:53:46]
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L2882[20:54:08] ***
willieaway is now known as williewillus
L2883[20:54:10] <thecodewarrior> Yep. it
appears so
L2884[20:54:27] <williewillus> render
type 3 is static with optional tesr
L2885[20:54:29] <williewillus> 2 is force
tersr
L2886[20:54:35] <williewillus> 1 is
fluid, -1 skip all
L2887[20:54:47] <thecodewarrior> But my
TESR wasn't being rendered with it as 3.
L2888[20:54:52] <thecodewarrior> I'll try
again.
L2889[20:55:09] <williewillus> example of
static + tesr: vanilla enchanting table
L2890[20:55:13] <williewillus> base is
static, book is tesr
L2891[20:55:40] <thecodewarrior> Well
I'll be darned.
L2892[20:55:46] <thecodewarrior> It
worked.
L2893[20:56:10] <thecodewarrior> Also,
can you nest in the forge blockstates?
L2894[20:57:03] <thecodewarrior> Because
I have a block that can be attached to any face of a block, and
also face any direction, I need to have multiple rotations nested
or just do a lot of repeating
L2895[20:57:37] <williewillus> no, the
rationale is if you need that complexity it's probably smartmodel
time
L2896[20:57:51] <thecodewarrior> Ok. time
to learn smartmodels.
L2897[20:59:08] ***
williewillus is now known as willieaway
L2898[20:59:55] ***
willieaway is now known as williewillus
L2899[21:05:35] <M4thG33k> if I've
registered a texture (via the texture stitching event), how do I
call the location of the texture from the texture atlas
sprite?
L2900[21:06:04] <Sollux-Captor>
test
L2901[21:06:17] ***
Sollux-Captor is now known as Sollux-Captor[Away]
L2902[21:06:47] <Sandra> M4thG33k, it
doesn't return the UV of it?
L2903[21:07:23] <williewillus> i think he
wants TAS -> ResourceLocation
L2904[21:07:28] <williewillus> which
afaik is impossible
L2905[21:07:33] <williewillus> the
texturemap is only a forward map
L2906[21:07:53] <unascribed> yeah, a
TextureAtlasSprite is a pointer to a location on the texture
atlas
L2907[21:08:02] <unascribed> the resource
location would be a virtual pointer to locationBlocksTexture
L2908[21:08:13] <williewillus> wat
L2909[21:08:20] <williewillus> he means
the unstitched path
L2910[21:08:23] <unascribed> oh
L2911[21:08:35] <M4thG33k> So does the
TextureMap#registerSprite() method return the TAS of the loaded
texture?
L2912[21:08:41] <williewillus> yeah
L2913[21:08:42] <unascribed> I thought
this was "get a resloc from an arbitrary tas"
L2914[21:08:45] <unascribed>
nevermind
L2915[21:08:48] <williewillus>
unascribed: it is
L2916[21:08:52] <unascribed>
...okay
L2917[21:08:59] <M4thG33k> Ok, that
should make this easier...
L2918[21:09:03] <williewillus> your
explanation was wrong though :p
L2919[21:09:28] ***
Darkhax is now known as Darkhax_AFK
L2920[21:09:40] <unascribed> but you
can't get a resloc from an arbitrary sprite
L2921[21:09:46] <williewillus> yeah
L2922[21:09:49] <unascribed> unless you
know where it was pre-stitch
L2923[21:09:52]
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L2924[21:09:59] <williewillus> I meant
the "resource location would be a virtual pointer to lBT"
part ;p
L2925[21:10:08] <unascribed> if you could
get one
L2926[21:10:10] <unascribed> it'd have to
be
L2927[21:10:12]
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L2928[21:10:17] <unascribed> there are
virtual reslocs
L2929[21:10:18] <unascribed> see:
skins
L2930[21:10:51] <Sollux-Captor> soo
L2931[21:11:10] <williewillus> so
L2932[21:11:18] <Sollux-Captor> i forgot
my question :T
L2933[21:11:41] <williewillus> ugh linux
support for multimonitor is so bad
L2934[21:11:48] <williewillus> i probably
need to go back to windows :/
L2935[21:11:59] <Sollux-Captor> oh
right.. what is the best way to learn mod compatability?
L2936[21:12:07] <williewillus> well
particularly the problem is that my two displays have different
DPI's
L2937[21:12:13] <williewillus> "mod
compatibility" what do you mean by that?
L2938[21:12:42] <Sollux-Captor> well i
guess the most simple example would be like utilizing rf since rf
is a part of thermal expansion
L2939[21:12:54] <Sollux-Captor> or
originated from CoFH?
L2940[21:13:02] <williewillus> it's not
part of TE, it's a separate API on its own
L2941[21:13:33] <unascribed> yeah, RF is
in CoFHCore
L2942[21:13:53] <Sollux-Captor> so say i
wanted to make a thaumcraft mod that is about making magical
Tinker's construct tools... i would have to utilize both
APIs?
L2943[21:14:01] <unascribed> yes
L2944[21:14:06] <unascribed> unless you
wanted one of the integrations to be optional
L2945[21:14:11] <Sollux-Captor> install
the API and add them into my workspacE?
L2946[21:14:42] <Sollux-Captor> optional
how so?
L2947[21:14:53] <unascribed> like a mod
that does something on it's own
L2948[21:15:00] <unascribed> but if
TConstruct and Thaumcraft are present it does a thing
L2949[21:15:12] <unascribed> but a mod
that only does a tconstruct/thaumcraft bridge would be
hard-depend
L2950[21:15:20] <unascribed> because a
soft-depend would make no sense :P
L2951[21:15:44] <Sollux-Captor> how would
i check to make sure the mods are present or if they arent
present?
L2952[21:15:50] <williewillus>
Loader.isModLoaded
L2953[21:16:00] <unascribed> well
L2954[21:16:02] <unascribed> for a hard
dependency
L2955[21:16:06] <unascribed> you should
just use dependencies in the @Mod
L2956[21:16:13] <M4thG33k> So, I'm using
the WorldRenderer to draw quads with a uv map, but the entire
texture is black (but the correct shape) - what could the problem
be? The wrong vertex format?
L2957[21:16:29] <williewillus> did you
bind the atlas?
L2958[21:17:04] <M4thG33k> yes - the
texture is rendering with the correct shape but not the right
colors - the shape is completely black
L2959[21:17:14] <Sollux-Captor> and for
soft dependent, how exactly does that work? would CoFHcore need to
be present if i made my own machines mod
L2960[21:17:25] <unascribed> are you
adding the attributes in the right order?
L2961[21:17:25] <williewillus> what
vertex format did you use?
L2962[21:17:32] <williewillus> and yes
you must go in order
L2963[21:17:37] <williewillus> and use
every single attribute
L2964[21:17:43] <M4thG33k>
DefaultVertexFormats.POSITION_TEX
L2965[21:17:54] <unascribed>
Sollux-Captor, you detect if X mod is present using Loader, and if
it's not, you just don't load the parts of your mod that take
advantage of it
L2966[21:17:57] <williewillus> and every
line is pos() tex() endVertex() ?
L2967[21:18:03] <M4thG33k>
affirmative
L2968[21:18:06] <williewillus> if so just
recheck your UV;s and positions
L2969[21:18:19] <Sollux-Captor> i
see
L2970[21:18:36] <TechDG> hi
L2971[21:19:00] <TechDG> m4 ur still here
:)
L2972[21:19:02] <Sollux-Captor> like say
i just had a stand alone mod that utilizes rf, does the CoFHcore
need to be loaded as well?
L2973[21:19:24] ***
gravityfox_ is now known as gravityfox
L2974[21:19:44] <Sandra> Sollux-Captor,
no.
L2975[21:20:11] <Sollux-Captor> ok
L2976[21:20:16] <Sandra> you can either
depend on "CoFHAPI|energy", or bundle the RF api with
your mod.
L2977[21:20:23] <unascribed> to use RF
you would need CoFHCore to be loaded
L2978[21:20:26] <unascribed> otherwise
it'd just be stubs
L2979[21:20:28] <Sandra> unascribed,
wrong.
L2980[21:20:28] <williewillus> ew
bundling?
L2981[21:20:38] <unascribed> bundling an
API is a recipe for disaster
L2982[21:20:40] <Sandra> that's what they
suggest.
L2983[21:20:42] <unascribed> see: every
mod ever that has done it
L2984[21:20:45] <TechDG> so M4thG33k can
u help me with the errors still?
L2985[21:20:57] <williewillus> just
either use maven
L2986[21:21:05] <williewillus> or
src/api/java and gradle ignores it during build
L2987[21:21:10] <M4thG33k> possibly - I'm
currently working on porting my mod so my focus may be split
L2988[21:21:14] <Sandra>
nononononononono
L2989[21:21:15] <TechDG> ok
L2990[21:21:23] <williewillus> bundling
is terrible
L2991[21:21:26] <Sandra> if you're
depending on the RF API, bundle it with your mod.
L2992[21:21:32] <Sandra> that's the way
to do it.
L2993[21:21:36] <TechDG> yeah I bundle
the ported 1.8.9 RF api
L2994[21:21:41] <williewillus> ...
L2995[21:21:57] <Sandra> williewillus,
it's not.
L2996[21:22:08] <Sandra> not for an API
that has no provider.
L2997[21:22:09] <Sollux-Captor> . .
.
L2998[21:22:17] <williewillus> there have
been more than a few disasters from bundling api's
L2999[21:22:24] <williewillus> unascribed
can attest to that :p
L3000[21:22:31] <Sandra> the RF api is
STANDALONE.
L3001[21:22:35] <TechDG> yeah
L3002[21:22:38] <Sandra> it's not a mod
api.
L3003[21:22:40] <unascribed> well, if the
api is designed for it
L3004[21:22:40] <unascribed> then
sure
L3005[21:22:49] <Sandra> as such, it is
designed to be bundled.
L3006[21:22:49] <unascribed> I haven't
ever used the RF api so I'm just using general rules
L3007[21:22:51] <TechDG> the RFApi is
designed to be bundled
L3008[21:23:19] <Sandra> if you're
bundling say the Buildcraft api, or the Thaumcraft API or
whatever.
L3009[21:23:27] <Sandra> those are APIs
that are tied to a mod.
L3010[21:23:40] <Sandra> there's no
reason to use said apis without the mod present.
L3011[21:23:43] <Sandra> so don't bundle
it.
L3012[21:23:54] <Sollux-Captor> that
makes sense
L3013[21:24:17] <TechDG> yeah I consider
RFAPI an exception to the normal rule
L3014[21:24:30] <TechDG> because your mod
wont functionw ithout it
L3015[21:24:30] <Sandra> with RF, you
don't NEED TE, or CoFHLib, or any of that.
L3016[21:24:41] <Sandra> it's
standalone.
L3017[21:24:49] <Sandra> it doesn't build
on anything except forge.
L3018[21:24:49] <TechDG> yeah
L3019[21:24:56]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3020[21:24:58] <TechDG> OMG my machine
is working
L3021[21:25:03] <TechDG> its actually
working bug free
L3022[21:25:12] <TechDG> well like big
bug free
L3023[21:25:13] <Sandra> make sure you
bundle the WHOLE api though.
L3024[21:25:16] <Sandra> not just parts
of it.
L3025[21:25:28] <Sandra> else it won't
work correctly.
L3026[21:25:35] <TechDG> yeah
L3027[21:25:40] <Sollux-Captor>
alright
L3028[21:26:07] <Sandra> you need to take
everything in cofh.api.energy and pop that in.
L3029[21:26:29] <Sollux-Captor> ok
L3030[21:26:36] <TechDG> are u teaching
sollux how to use it?
L3031[21:26:38] <williewillus> i see now
:p that's silly, but I get it
L3032[21:26:47] <TechDG> how is it silly
willie?
L3033[21:26:55] <TechDG> no rhyme
intended
L3034[21:27:10] <williewillus> why does
partial undling mess up?
L3035[21:27:23] <Sandra> williewillus,
because of the weirdness of how FML handles it.
L3036[21:28:04] <Sandra> if a mod bundles
part of the api, FML will think "hey, these classes are the
API", and will only sort things out for those classes.
L3037[21:28:24] <Sandra> (if that mod is
the first time the RF api is loaded that is.)
L3038[21:28:47] <Sandra> it can cause
problems, basically.
L3039[21:29:01] <Sandra> so if you
include an API, include the entire API.
L3040[21:29:06] <TechDG> I actually did
something right :D :D
L3041[21:29:26] <Sandra> oh btw you also
need to bundle the package-info.java file in cofh.api
L3042[21:29:34] <Sandra> that too.
L3043[21:29:39] <Sandra> iirc.
L3044[21:29:41] <Sollux-Captor> ok
L3045[21:29:51] <TechDG> and
CoFHAPIPRops.java
L3046[21:29:56] <Sandra> yeah.
L3047[21:30:27] <TechDG> I would just
keep the cofh.api.energy package and the classes in cofh.api
themselves
L3048[21:30:32] <williewillus> I hope
mods (at least big ones with API's) get in the habit of exposing
their blockstate properties in their API
L3049[21:30:33] <Sandra> mmm.
L3050[21:30:34] <TechDG> delete block and
tileentity
L3051[21:30:43] <Sandra> yeah.
L3052[21:30:56] <Sandra> williewillus,
that does sound like a good idea actually.
L3053[21:30:59] <williewillus> because if
not we're just back to meta hell :p
L3054[21:31:11] <williewillus> I saw
buildcraft do it so I went ahead and did it for botania too
L3055[21:31:21] <Sandra> yeah.
L3056[21:31:30] <Sandra> I can see that
as being useful.
L3057[21:31:40] <TechDG> willie are u
replacing vaskii? or just helping
L3058[21:31:45] <Sandra> oh yeah, you're
the botania maintainer.
L3059[21:31:47] <Sollux-Captor> well im
working on my first mod. i dont really have a theme for it but im
just derping arround with it seeing how much i can implement in it
to learn things
L3060[21:31:57] <williewillus> I'm
helping
L3061[21:31:58] <TechDG> sollux tbht hats
what im doing right now
L3062[21:32:00] <Sandra> Sollux-Captor,
:P
L3063[21:32:01] <TechDG> and I finally
got a machine
L3064[21:32:04] <Sollux-Captor> i have
ideas for themed mods but i dont think im ready for that yet
xD
L3065[21:32:04] <TechDG> ok willie
L3066[21:32:20] <williewillus> we're
testing right now, it'll probably be given back in a couple months
max depending on my time
L3067[21:32:21] <Sollux-Captor> im
calling mine ZTools
L3068[21:32:23] <TechDG> as I learn im
also trying to make a functional mod with a collection of
stuff
L3069[21:32:40] <williewillus> soonest
would be a couple weeks, or whenever he wants it back
L3070[21:32:52] <TechDG> k
L3071[21:33:03] <TechDG> kewl
L3072[21:33:04] <williewillus> it's on
FTB Unstable though so yay :p
L3073[21:33:14] <williewillus> not on
forgecraft though ;-;
L3074[21:33:16] <Sollux-Captor> i have an
idea for a multiblock structure that i want to add into my mod.
kinda dumb but a multiblock crafting bench
L3075[21:33:26] <TechDG> do u have access
to forgecraft?
L3076[21:33:33] <TechDG> sollux that
would be cool
L3077[21:33:41] <Sollux-Captor> basically
you can drop entities onto the grid and craft like that :P
L3078[21:33:41] <TechDG> a multiblock
bench that u can put idfferent moduals on
L3079[21:33:44] <TechDG> ig
L3080[21:33:45] <TechDG> oh*
L3081[21:33:56] <Sollux-Captor> moduals
sounds good too
L3082[21:33:57] <williewillus> no i
don't
L3083[21:33:58] <TechDG> i was gonna say
a modular bench that u add diff stuff to
L3084[21:34:02] <TechDG> ok
L3085[21:34:13] <Sollux-Captor> i may
figure out a way to make it modular
L3086[21:34:15] <williewillus> I'm on the
botania patron server though, though I don't play much there
because I'm busy porting :p
L3087[21:34:19] <Sollux-Captor> didnt
think of that
L3088[21:34:20] <TechDG> xD
L3089[21:34:24] <Sollux-Captor> but i
think ill try that now
L3090[21:34:25] <Sandra> I once came up
with an idea for a mod that involved adding 1 item.
L3091[21:34:26] <williewillus> I play
more on Girafi's 1.8.9 server to test it
L3092[21:34:27] <Sandra> and that was
it.
L3093[21:34:40] <williewillus> I still
want to make a mod that makes fun of the modding community
L3094[21:34:45] <TechDG> Im admin of a
server network so as far as servers go im set xD
L3095[21:34:51] <williewillus> what
network?
L3096[21:34:54] <TechDG> yeah make it
have statues of famous people doing weird shit
L3097[21:34:59] <TechDG> oh its a small
one, chances are u never heard of it
L3098[21:35:04] <TechDG> not like
mineplex. but still
L3099[21:35:13] <TechDG> got people who
will test for me and stuff
L3100[21:35:30] <TechDG> am I allowed to
link u on here?
L3101[21:35:48] <Sollux-Captor> i came up
with an idea of a metaphysical wiring system :( i dont how the crap
i would ever make this or how to go about making it but basically
place wire on a metaphysical grid (a second grid opposed to the
normal grid in which you place blocks in)
L3102[21:36:01] <TechDG> that sounds...
hard
L3103[21:36:05] <Sollux-Captor> mhm
L3104[21:36:09] <williewillus> TechDG:
this isnt /r/minecraft, go ahead :p
L3105[21:36:13] <Sollux-Captor>
thaumcraft 5 did it
L3106[21:36:18] <williewillus> they're
extremely anal about "advertising"
L3108[21:36:35] <TechDG> sollux no
offense, but azanor and u are at diff levels xD
L3109[21:36:41] <Sollux-Captor>
thaumcraft 5 some how managed to make a metaphysical grid so i hope
to learn something from that
L3110[21:36:47] <TechDG> not many people
on now cuz we just had a derp with a pack update but yeah
L3111[21:36:54] <Sollux-Captor> non taken
xD
L3112[21:37:00] <Sollux-Captor> learn
from your peers though
L3113[21:37:01] <TechDG> yeah I wish I
could do thaumcraft like stuff
L3114[21:37:07] <TechDG> yeah.
L3115[21:37:17] <TechDG> I would love
something like infusions :P
L3116[21:37:29] <Sollux-Captor> one day,
become as good as those who have made unbelieveable stuff
L3117[21:37:37] <TechDG> hopfully
L3118[21:37:58] <TechDG> but then again I
had a rough time with 1 tiny machine
L3119[21:38:06] <Sollux-Captor>
considering gamedevelopment(software engineer) is the field i want
to go in
L3120[21:38:08] <TechDG> none the less
mutliblocks with particals and essentia
L3121[21:38:24] <Sollux-Captor>
hehehe
L3122[21:39:13] <TechDG> I wanna come up
with somethign in my mod to reward people who help with it but I
have no clue how
L3123[21:39:18] <TechDG> since capes are
against the EULA
L3124[21:39:30] <Sollux-Captor> help in
what way?
L3125[21:39:47] <TechDG> anyone who does
a lot of helping, from localizing to texturing to helping me a ton
on here
L3126[21:40:08] <Sollux-Captor> easter
eggs or items that are direct to the helper?
L3127[21:40:12] <Sandra> TechDG, custom
particle effects are always fun.
L3128[21:40:17] <TechDG> thats a good
idea
L3129[21:40:22] <TechDG> items that are
direct
L3130[21:40:23] <Sollux-Captor> to
whom?
L3131[21:40:26] <Sollux-Captor> oh
L3132[21:40:27] <Sollux-Captor> ye
L3133[21:40:34] <M4thG33k> Particles are
fun - both to make and have :)
L3134[21:40:45] <TechDG> if someone
teaches me how to do that il give them particles :P
L3135[21:40:57] <Sandra> you can't give
any gameplay affecting items behind a paywall.
L3136[21:41:02] <Sollux-Captor> if i were
making a weapons mod, id allow helpers to decide a weapon they
would like to have implemented
L3137[21:41:03] <Sandra> dems the
rules.
L3138[21:41:15] <Sandra> that's
valid.
L3139[21:41:20] <TechDG> ik sand
L3140[21:41:27] <Sandra> mmm.
L3141[21:41:37] <TechDG> I dont even need
people to help, if they have a good idea and I like it it goes
in
L3142[21:41:39] <TechDG> if I can do
it
L3143[21:41:42] <Sollux-Captor> i havnt
worked on my mod in a while :( i really need to get back to
it
L3144[21:41:50] ***
williewillus is now known as willieaway
L3145[21:42:28] <Sollux-Captor> im
working on trying to make a poly bucket
L3146[21:42:39] <Sollux-Captor> a bucket
that can hold multiple ammounts of liquid
L3147[21:42:40] <TechDG> how would I go
about making particles for people?
L3148[21:42:50] <Sollux-Captor> with
multiple types of liquid
L3149[21:43:05] <Sollux-Captor> trying to
figure out how to implement mB
L3150[21:43:26] <Sollux-Captor> i need to
study the liquid stuff in forge
L3151[21:43:29] <TechDG> yikes
L3152[21:43:32] <TechDG> gl
L3153[21:43:38] <TechDG> trying to think
of a good reference for u
L3154[21:43:45] <TechDG> 1.8.9?
L3155[21:43:51] <Sandra> liquids are
simple enough.
L3156[21:43:53] <Sollux-Captor> i think
just 1.8
L3157[21:43:58] <TechDG> oh
L3158[21:44:02] <Sandra> don't do
that.
L3159[21:44:03] <M4thG33k> forge has a
lot of built-in tools to help you out - classes you can
extend
L3160[21:44:09] <Sandra> don't do 1.8, do
1.8.9.
L3161[21:44:11] <Sollux-Captor> once i
figure out mB, the rest sounds fairly easy
L3162[21:44:12] <Sandra> way
better.
L3163[21:44:13] <TechDG> is
pneumaticcraft opensource?
L3164[21:44:22] <Sandra> TechDG, I think
so.
L3165[21:44:32] <TechDG> that has
oil
L3166[21:44:41] <Sandra> TechDG, so is
buildcraft.
L3167[21:44:42] <Sollux-Captor> i guess i
must update to 1.8.9
L3168[21:44:52] <Sollux-Captor> i started
this mod right once the 1.8 forge came out
L3169[21:44:53] <TechDG> dont forget to
update ur mappings
L3170[21:45:00] <Sollux-Captor> havnt
really updated it since
L3171[21:45:08] <Sandra> don't use 1.8,
it's... very bad.
L3172[21:45:24] <Sandra> 1.8.9 is where
it's at!
L3173[21:45:30] <TechDG> the issue with
particals is there arent any examples I know of xD
L3174[21:45:56] <Sollux-Captor> ill
probably get to updating to 1.8.9 tomorrow. kinda late and just on
here brain storming, gathering knowledge
L3175[21:46:19] <TechDG> ok
L3176[21:46:34]
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L3177[21:46:35] <Sollux-Captor> particles
seem hard to implement
L3178[21:46:56] <TechDG> wut about like
horns
L3179[21:46:56] <Sollux-Captor>
considering you must add direction, location, speed, and everything
else
L3180[21:47:01] <TechDG> or hats
L3181[21:47:10] <TechDG> something on the
player model
L3182[21:47:41] <Sollux-Captor>
shirts
L3183[21:47:47] <TechDG> yes
L3184[21:47:50] <TechDG> tht kind of
thing
L3185[21:48:02] <Sandra> Sollux-Captor,
0,0,0,0,0,0,0,0,0,0,0
L3186[21:48:13] <Sollux-Captor> ?
L3187[21:48:22] <Sandra>
<Sollux-Captor> considering you must add direction, location,
speed, and everything else
L3188[21:48:29] <Sandra> :P
L3189[21:48:33] <Sollux-Captor> i see
:P
L3190[21:48:54] <Sollux-Captor> ye,
particles seem hard xD
L3191[21:48:55] <TechDG> i would rather
do stuff like horns
L3192[21:48:56] <M4thG33k> TechDG, it's
not really a tutorial, but if you want to study some particles you
can look at my stuff. Here's my particle (nothing too fancy - just
a solid color):
https://goo.gl/cxqIzO and you can poke around my
repository to see where it's called and how it's implemented
L3193[21:49:04] <Sollux-Captor> i have no
clue what those 0s mean xD
L3194[21:49:04] <TechDG> ok ty
L3195[21:49:17] <Sandra> Sollux-Captor,
neither do I!.
L3196[21:49:19] <TechDG> at some point
this mod on my server is getting ohrns somehow
L3197[21:49:26] <TechDG> cuz he wont stop
bugging me tog et on when im trying to mod
L3198[21:49:27] <Sandra> anything I don't
understand I put a 0.
L3199[21:49:39] <Sandra> :P
L3200[21:50:38] <Sollux-Captor> all i've
really messed with is player teleportation
L3201[21:51:28] <Sandra> my mod does
that.
L3202[21:51:39]
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L3204[21:51:50] <Sandra> as it's current
ONE feature in the 1.8.9 version.
L3205[21:51:53] <Sandra> :P
L3206[21:52:04] <Sandra> rest is yet to
be updated/rewritten.
L3207[21:52:13] <TechDG> ok so how do I
make it so if a certian UUID joins it says something in chat
L3208[21:52:24] <TechDG> cuz i wnat it ot
say "Oh look... The guy who doesn't like new stuff in
mods..."
L3209[21:52:25] <TechDG> xD
L3210[21:52:35] <Sandra> TechDG,
PlayerJoinEvent is a thing iirc.
L3211[21:52:45] <TechDG> YES
L3212[21:52:45] <Sollux-Captor> i also
need to figure out how to properly code with guis due to a mod that
isnt finised made by a friend of mine that he stopped but i want to
finish
L3213[21:52:55] <TechDG> I can help soll
i just learned
L3214[21:53:09] <Sollux-Captor> hmm
L3215[21:53:15] <Sollux-Captor> like
menus?
L3216[21:53:19] <TechDG> yes
L3217[21:53:30] <TechDG> like RF
machines?
L3218[21:53:33] <Sollux-Captor> the mod
deals with changing the singleplayer and multiplayer menues
L3219[21:53:42] <TechDG> oh not liek
that
L3220[21:54:00] <TechDG> sandra what
class is that in?
L3221[21:54:30] <Sandra> TechDG, it's not
under net.minecraftforge.event.entity.player?
L3222[21:54:40] <Sandra> then I have no
idea.
L3223[21:54:43] <Sollux-Captor> my friend
basically dropped the project for me to finish but im noob tier as
of right now xD
L3224[21:54:43] <TechDG> I was asking for
that location
L3225[21:54:45] <TechDG> xD
L3226[21:54:46] <Sandra> I just recall it
being a thing.
L3227[21:54:47] <TechDG> ty
L3228[21:54:49] <Sandra> :P
L3229[21:56:35]
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L3230[21:56:45] <Sollux-Captor> hard
thing for me is trying to find time to work on modding :(
L3231[21:57:05] <Sollux-Captor> gots me a
job that i must uphold :T
L3232[21:57:09] <Sollux-Captor> and
school
L3233[21:57:12] <Sollux-Captor>
pfft
L3234[21:57:23] <Sollux-Captor>
*shrugs*
L3235[21:59:02] <Sollux-Captor> dafuq
github!! why you no commit
L3236[22:00:26] <TechDG> yeah I dont see
it sandra
L3237[22:01:05] <Sandra> it may be in one
of the classes in that package.
L3238[22:01:07] <Sandra> but idk.
L3239[22:02:33] <Sollux-Captor> so where
should i start with implementing mB?
L3240[22:02:55] <TechDG> huh how do I
search all classes for a method again in eclipse? xD
L3241[22:03:10] <Sollux-Captor>
refactor
L3242[22:03:18] <Sandra> just expand all
the classes in the package view.
L3243[22:03:25] <Sollux-Captor> or
navigate..
L3244[22:03:26] <TechDG> foudn it,
PlayerLoggedInEvent
L3245[22:03:46] <TechDG> now how do I say
something in chat with fml
L3247[22:05:15]
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L3248[22:05:29] <Sollux-Captor> so where
should i start with mB?
L3249[22:05:38] <Sollux-Captor> what
classes specifically should i be looking at?
L3250[22:05:50] ***
willieaway is now known as williewillus
L3251[22:05:51] <M4thG33k> are you
talking about an item that can store it? A tile entity?
L3252[22:06:01] <Sollux-Captor> item that
can store liquids
L3253[22:06:12] <Sollux-Captor> store and
place
L3254[22:06:12] <M4thG33k> check out the
ItemFluidContainer class
L3255[22:06:16] <Sollux-Captor> ok
L3256[22:06:24] <Sandra> Sollux-Captor,
net.minecraftforge.fluid has all of them iirc.
L3257[22:06:32] <Sollux-Captor> actually
maybe i should update my forge first
L3258[22:06:34] <Sandra> or something
with that sorta name.
L3259[22:06:38] <Sandra> Sollux-Captor,
yes, do.
L3260[22:06:46] <Sollux-Captor> damn..
havnt done this in a while xD need to remember how
L3261[22:07:49] <Sollux-Captor> eh, i
think ima stall till tomorrow. im tired and it is late. ye ill just
do this tomorrow
L3262[22:07:52] <Sollux-Captor> talk to
you later
L3263[22:08:16] ***
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L3267[22:10:47] <TechDG> stupid bug
L3268[22:11:07] <TechDG> k so m4 does
that display it ofr all players or just the player u say
L3269[22:12:50] <TechDG> can u hear me or
did it bug
L3270[22:13:43] <M4thG33k> that will only
put into the chat of the specific player
L3271[22:13:51] <TechDG> k how do I do it
for all?
L3272[22:14:18] <M4thG33k> There may be
an easier way, but you could just iterate over all players in the
world/on the server
L3273[22:14:48] <TechDG> ok
L3274[22:14:56] <TechDG> how would I do
that
L3275[22:15:15] <M4thG33k> the World
class has a method to get a list of all the players
World#getPlayers()
L3276[22:15:24] <M4thG33k> I haven't used
this myself, so I'm only speculating at this point
L3277[22:15:36] <TechDG> ok
L3278[22:18:31] <TechDG> so if I wanna
use a method do I extend or implement, IK derpy question
L3279[22:18:34] <TechDG> like if I want
ot override
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L3283[22:20:15] <M4thG33k> each class you
create can extend at most one other class but can implement any
number of interfaces. That is, if you extend a class you can access
all of the parent's non-private methods and if you implement an
interface you *must* define every method of that interface
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L3285[22:20:46] <TechDG> ok
L3286[22:21:34] <TechDG> so would I want
to do a seperate class for the msgs?
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L3288[22:22:42] <TechDG> because I want
to override the method PlayerLoggedInEvent in the class
PlayerLoggedInEvent
L3289[22:22:45] <M4thG33k> What I've done
for messages is create a "Helper" class whos job it is to
perform all message-related tasks for me. Anytime any
item/block/entity wants to send a message, it just calls one of my
static methods of the ChatHelper class
L3290[22:23:11] <TechDG> ik but for the
method that calls that
L3291[22:23:16] <TechDG> if the UUID
matches for the player
L3292[22:23:37] <TechDG> how would go i
about overriding the PlayerLoggedInEvent in the class
PlayerLoggedInEvent
L3293[22:23:48] <TechDG> just a new class
that has that in it
L3294[22:23:50] <M4thG33k> If you're
doing something with an event, you're going to want to create an
event handler and subscribe to that specific event; that is, you
will be telling forge that "when this event happens, call this
method"
L3295[22:23:57] <TechDG> ok
L3296[22:24:14] <TechDG> does the class
need to extend it?
L3297[22:24:16] <TechDG> the class that
calls it
L3298[22:24:52] <M4thG33k> Here's a
tutorial on event handlers (you may have to do a bit of reading,
but this is how I learned)
http://goo.gl/pz0hKs
L3300[22:25:40] <gr8pefish> Basically
register the event handler in your main class, then just use the
event with your custom code.
L3301[22:25:41] <TechDG> k ty
L3302[22:26:10]
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L3304[22:28:51] <TechDG> so when I do
PlayerLoggedInEvent event inside the params for hte method it
errors on PlayerLoggedInEvent
L3305[22:28:54] <TechDG> even though it
is a class
L3306[22:28:58]
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L3307[22:29:42] <VikeStep> what is the
error? (put it on pastebin)
L3308[22:29:42] <TechDG> wow never made a
more stupid mistake then forgetting to hit ctrl o xD
L3309[22:29:47] <VikeStep> haha
L3311[22:31:37] <TechDG> it never logs
the message (isnt working)
L3312[22:32:51] <M4thG33k> have you
registered to the event_bus?
L3313[22:33:19] <TechDG> no
L3314[22:33:21] <TechDG> how do I do
that
L3315[22:33:42] <M4thG33k> then no
subscribed events will trigger; did you even look at the tutorial I
sent you? It walks you thorugh it
L3316[22:34:02] <TechDG> i looked at the
one gr8 sent
L3317[22:34:10] <TechDG> il look at
urs
L3318[22:34:44] <FusionLord> how does one
get a vanilla launcher these days? lol
L3319[22:34:51] <M4thG33k> gr8pe's isn't
so much a tutorial but an example; a valid learning tool if you
know how to read code ;)
L3320[22:35:05] <M4thG33k> Why do you
want a vanilla launcher?
L3321[22:35:41] <TechDG> m4 how do I know
which bus to use
L3322[22:35:48] <FusionLord> why does one
have to expalain why?
L3323[22:35:49] <TechDG> nvm thats next
step
L3324[22:36:10] <unascribed> have you
tried minecraft.net? :P
L3325[22:36:21] <M4thG33k> TechDG,
There's only one in 1.8: MinecraftForge.EVENT_BUS
L3326[22:36:29] <M4thG33k> FusionLord,
I'm just curious...haha
L3328[22:36:36] <unascribed>
launcher
L3329[22:36:48] <FusionLord> unascribed,
turns out you have to login to get it, they have it locked down
like fort knox
L3330[22:36:53] <TechDG> ok
L3331[22:36:57] <FusionLord> :P
L3333[22:37:04] <unascribed> my browser
disagrees
L3334[22:37:05] <TechDG> m4th is the load
in this example their init method?
L3335[22:37:37] <FusionLord> seems I just
missed the link my bad :P
L3336[22:38:11]
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L3337[22:38:46] <Darva> there are two
event busses still aren't there? terrain_gen_bus
L3338[22:39:02] <unascribed> 90% of the
events you care about are on event_bus now
L3339[22:39:08] <unascribed> FML and
Forge's event buses got merged
L3340[22:39:35] <Darva> I get that, it's
just the statement that there's only one in 1.8 isn't
accurate.
L3341[22:39:38] <williewillus> i actually
think some of the worldgen events are on the main bus
L3342[22:39:44] <williewillus> people
kinda forget about the other two
L3343[22:39:49] <M4thG33k> TechDG, the
load() method is their class's init() method, yes (you can tell
since it takes in the FMLInitialization event)
L3344[22:39:51] <unascribed> yeah, you
basically never need the other two
L3345[22:40:00] <unascribed> I don't know
why they're even separate
L3346[22:40:22] <TechDG> ok
L3347[22:40:56] <TechDG> so the event im
using isnt void but it also doesnt tell u what to return
L3348[22:40:59] <TechDG> or what return
type
L3349[22:41:24] <TechDG> sooo what type
do I make it
L3350[22:41:53] <M4thG33k> the event
itself should contain most(all?) of the information you'll need in
order to react to the event.
L3351[22:42:02] <M4thG33k> if I'm
understanding the issue
L3352[22:42:10] <unascribed> return
type?
L3353[22:42:11] <unascribed> what?
L3354[22:42:21] <unascribed> event
handling methods don't return anything
L3355[22:42:31] <TechDG> then why is it
asking for a return statement
L3356[22:42:35] <TechDG> il just make it
void
L3357[22:42:38] <unascribed> because you
wrote your method signature wrong
L3358[22:42:42] <TechDG> also all it
contains is super(player);
L3359[22:42:53] <TechDG> im trying to use
the PlayerLoggedInEvent
L3360[22:42:56] <unascribed> public void
onThingHappened(ThingHappenedEvent e) { /* do something */ }
L3361[22:43:22] <TechDG> ilt ry with
void
L3362[22:43:25] <unascribed> it has to be
void
L3363[22:43:32] <unascribed> well
L3364[22:43:34] <unascribed> it could
return something
L3365[22:43:38] <unascribed> but it'll be
ignored
L3366[22:43:48] <TechDG> anyone know if
player returns the name or UUID?
L3367[22:43:56] <unascribed> ?
L3368[22:44:02] <TechDG> ok the event
works
L3369[22:44:17] <unascribed> assuming
your handle to PlayerLoggedInEvent is named "e"
L3370[22:44:23] <TechDG> yes
L3371[22:44:29] <unascribed>
e.player.getGameProfile().getId
L3372[22:44:35] <unascribed> to get the
UUID
L3373[22:44:38] <TechDG> ok ty
L3374[22:44:47] <thecodewarrior> Ok. I am
officially in love with eclipse's new code suggestions. I mean, if
I do an instanceof check, it'll automatically suggest methods from
the class I checked, and cast when it autocompletes. :O
L3375[22:44:58] <unascribed> yep, that's
been in for a while I think
L3376[22:45:00] <williewillus>
*cough*idea*cough*
L3377[22:45:02] <unascribed> it's really
useful
L3378[22:45:03] <williewillus> ;)
L3379[22:45:08] <unascribed> /ignore
williewillus
L3380[22:45:10] <thecodewarrior> Yeah. I
just haven't updated in a while.
L3381[22:45:17] <tterrag> >mention
idea
L3382[22:45:25] <thecodewarrior> I just
don't want to deal with the learning curve.
L3383[22:45:25] <tterrag> err, I meant
eclipse
L3384[22:45:40] <tterrag> anyways, I
really wish the word "eclipse" wasn't a trigger for
someone suggesting IDEA
L3385[22:45:42] <unascribed> new versions
of eclipse have a learning curve compared to earliers?
L3386[22:45:45] <tterrag> literally 100%
of the time
L3387[22:45:46] <williewillus> heh
L3388[22:45:48] <unascribed> tterrag,
yeah
L3389[22:45:50] <unascribed> it's
obnoxious
L3390[22:45:51] <tterrag> I'm not
joking
L3391[22:45:53] <tterrag> pls stop
L3392[22:45:58] <thecodewarrior> No. I
don't want to switch to IDEA.
L3393[22:45:59] <williewillus> I meant it
as a joke
L3394[22:46:00] <williewillus> lol
L3395[22:46:01] <Darva> The more i use
IDE's, the more i wanna go back to just using nano. When that was
all i used as an IDE, i knew the language better, had to.
L3396[22:46:05] <unascribed> lol
L3397[22:46:06] <thecodewarrior> Because
of the learning curve.
L3398[22:46:10] <unascribed> obviously
you should be writing mods in ed
L3399[22:46:33] <Darva> 'course, that was
C. Heh.
L3400[22:46:36] <unascribed> I think a
good place to be, is if you can write the language without
assistance fine
L3401[22:46:44] <unascribed> but you use
the IDE to help you automate the repetitive tasks
L3402[22:46:58] <tterrag> that's why I
never suggest anyone learn java with eclipse/idea
L3403[22:47:00] <unascribed> like, I have
typed 'package com.unascribed.blah; public class TheClassOfDoom {}'
enough times
L3404[22:47:01] <unascribed> do it for
me
L3405[22:48:39] <TechDG> how do I send a
UUID to a string?
L3406[22:48:45] <unascribed>
uuid.toString()
L3407[22:48:48] <TechDG> ty
L3408[22:48:58] <unascribed> btw,
literally every object in Java has a toString method
L3409[22:49:07] <unascribed> not all of
them can be converted back into the object they represent
L3410[22:49:09] <unascribed> but all
objects have it
L3411[22:49:19] <TechDG> k
L3412[22:50:53] <TechDG> now I know how
to send a message to one player but how do I send a message to all
players?
L3413[22:51:11] <unascribed> this is a
question I *should* know the answer to
L3414[22:51:12] <unascribed> but I
don't
L3415[22:51:28] <TechDG> xD
L3416[22:51:38] <unascribed> !findm
MinecraftServer.*
L3417[22:51:46] <williewillus> there's a
method in serverconfigurationmanager
L3418[22:51:46] <TechDG> ??
L3419[22:51:50] <williewillus> I don't
remember it right now
L3420[22:51:50] <TechDG> ok
L3421[22:51:54] <unascribed> oh,
ServerConfigurationManager
L3422[22:51:55] <thecodewarrior> You
could try yelling it really loud. They may be able to hear it
L3423[22:52:00] <unascribed> that's still
the worst deobfuscated name I've ever heard
L3424[22:52:11] <williewillus> no that
goes to IUpdatePlayerListBox
L3425[22:52:18] <unascribed> ehh
L3426[22:52:19] <unascribed> yeah
L3427[22:52:49] <thecodewarrior> Wait,
why is that an interface? It appears to be what updates the tab
menu.
L3428[22:52:53] <unascribed> no
L3429[22:53:01] <unascribed> it marks
something as tickable
L3430[22:53:10] <TechDG> public void
sendMessageToTeamOrEvryPlayer(EntityPlayer player, IChatComponent
message)?
L3431[22:53:12] <unascribed> it's the
worst deobf ever :P
L3432[22:53:17] <unascribed> okay
nevermind
L3433[22:53:17] <williewillus> nah not
that method
L3434[22:53:17] <thecodewarrior>
WHAT?!?!
L3435[22:53:23] <unascribed> the method
tech just sent is literally the worst deobf ever
L3436[22:53:37] <unascribed> way too
long
L3437[22:53:40] <thecodewarrior> It's
descriptive... ish.
L3438[22:53:45] <williewillus> but
speaking of iupdateplayerlistbox it just got remapped really
weirdly
L3439[22:53:50] <TechDG> ah found
one
L3440[22:53:54] <TechDG>
sendChatMsg
L3441[22:53:55] <unascribed> !gc
IUpdatePlayerListBox
L3442[22:53:58] <unascribed> huh,
yeah
L3443[22:53:59] <unascribed> it's
gone
L3444[22:54:02] <unascribed> !gc
IUpdatePlayerListBox 1.7.10
L3445[22:54:06] <tterrag> !ch
IUpdatePlayerListBox
L3446[22:54:07] <williewillus>
IUpdatePlayerListBox used to be for updating the server gui list
box for the longest time
L3447[22:54:09] <tterrag> there is no ch
:P
L3448[22:54:11] <unascribed> yeah
L3449[22:54:17] <unascribed> classes
don't have a SRG name
L3450[22:54:21] <unascribed> because the
deobf name is the srg name
L3451[22:54:22] <unascribed> so no
history
L3452[22:54:29] <williewillus> but
somehow in 1.8 it got remapped to the TE ticking interface
L3453[22:54:29] <unascribed> !gc
ITickableSound
L3454[22:54:34] <williewillus> :p
L3455[22:54:40] <unascribed> oh, it's
ITickable now
L3456[22:54:47] <unascribed> judging by
what ITickableSound extends now
L3457[22:54:48] <TechDG> really stupid
question
L3458[22:54:54] <Darva> I dunno,
margeItemStack always bothered me, because it'll happily merge an
itemstack into a non-existance itemstack, in a slot that doesn't
allow the item in question to be there.
L3459[22:54:55] <williewillus> yeah
L3460[22:54:57] <TechDG> how do I call
the method xD
L3461[22:54:59] <unascribed>
>margeItemStack
L3462[22:55:07] <TechDG> do I make my
class implement ServerConfigurationManager?
L3463[22:55:10] <williewillus> no
L3464[22:55:11] <Darva> merge.
Sheesh.
L3465[22:55:13] <williewillus> you get a
SCM
L3466[22:55:18] <unascribed>
MinecraftServer.getServer().getServerConfigurationManager()
L3467[22:55:18] <williewillus> from the
server object
L3468[22:55:26]
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L3469[22:55:44]
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(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L3470[22:55:53] <tterrag> williewillus:
it was probably always ITickable or some sort in their source
L3471[22:55:57] <tterrag> fact is we
don't know the real name
L3472[22:56:05] <unascribed> which is
still dumb
L3473[22:56:06] <tterrag> so when they
used that class for TEs, it made sense
L3474[22:56:09] <TechDG> ounascribed u
lie it no work :P
L3475[22:56:17] <williewillus> also
L3476[22:56:19] <unascribed> I maintain
that if Mojang cared about modders they would offer a deobfuscated
jar download
L3477[22:56:22] <unascribed> or even the
source
L3478[22:56:23] <williewillus> TechDG,
there's a better method
L3479[22:56:25] <tterrag> tbh it could
just be Runnable >.>
L3480[22:56:29] <TechDG> for chat to all
users?
L3481[22:56:32] <TechDG> What is it
L3482[22:56:33] <williewillus>
sendChatMsg
L3483[22:56:38] <williewillus> in
ServerConfigurationManager
L3484[22:56:40] <TechDG> thats what im
using xD
L3485[22:56:41] <Darva> There's legal
concerns to offering those things tho unascribed
L3486[22:56:42] <DrDisconsented>
unascribed> Lawyers made it like that
L3487[22:56:51] <williewillus>
"Sends the given string to every player as chat
message."
L3488[22:56:59]
⇦ Quits: Doty1154
(~Doty1154@2601:648:8002:c1a1:511f:7771:2698:c5d0) (Quit:
Leaving)
L3489[22:57:01] <unascribed> suddenly two
pings
L3490[22:57:08] <thecodewarrior> Same
here, at least then we A: wouldn't have to deal with obfuscation in
ASM. B: would have sane variable names so we could understand what
was going on.
L3491[22:57:17] <thecodewarrior>
*unascribed
L3492[22:57:19] <TechDG> quote 10 seconds
ago xD
L3493[22:57:24] <TechDG> thats what im
using
L3494[22:57:34] <williewillus> anyways
bleh school tomorrow, later
L3495[22:57:39] <unascribed> cya
L3496[22:57:41] <TechDG> cya
L3497[22:57:48] ***
thecodewarrior was kicked by LexManos (You shouldnt be using ASM
anyways))
L3498[22:57:57]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3499[22:58:07] ***
williewillus is now known as willieaway
L3500[22:58:09] <unascribed> suddenly Lex
out of nowhere
L3501[22:58:12] <M4thG33k> haha
L3502[22:58:17] <unascribed> dishing out
cold hard justice to those who dare use ASM
L3503[22:58:30] <thecodewarrior> I need
it. Do you want hooks for every item click?
L3504[22:58:32] <TechDG> best way to show
your there: kick some kid :P
L3505[22:58:42] <thecodewarrior> Hi. I'm
kid.
L3506[22:58:51] ***
thecodewarrior was kicked by LexManos (There ARE hooks for every
item click.))
L3507[22:58:55] <TechDG> xD
L3508[22:58:58] <TechDG> even I know
that
L3509[22:59:00]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3510[22:59:13] <TechDG> thecodewarrior:
if I know that then its kinda obvious
L3511[22:59:14] <Darva> Heh, i updated a
mod to 1.8.9, just cause Lex kicked me for saying i was working on
a 1.7.10 mod. So at least i have some defense now.
L3512[22:59:29] <TechDG> xD
L3513[22:59:32] ***
thecodewarrior was kicked by LexManos (And even if there wasnt YES
PRs are thousand times better then ASM.))
L3514[22:59:44] <M4thG33k> this is better
than television...
L3515[22:59:49] <TechDG> ikr
L3516[22:59:58] <TechDG> lex how much
would it cost to hire you for a tv show...
L3517[23:00:00] <DrDisconsented> Well
thats one way to have a conversation XD
L3518[23:00:04] <TechDG> where you just
kick someone over and over
L3519[23:00:04] <LexManos> I dont know
why im having fun with this but i am
L3520[23:00:32] <Sandra> abusing power =
fun
L3521[23:00:36] <Sandra> duh.
L3522[23:00:37]
⇨ Joins: thecodewarrior
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L3523[23:00:46] <M4thG33k> I think the
power is finally going to lex's head...
L3524[23:00:56] ***
Sandra was kicked by LexManos (Who says it's abuse, I'm the one who
defined the power I define whats within it ;)))
L3525[23:01:01] <TechDG> :P
L3526[23:01:04] <unascribed> if this is
your definition of that, that happened a long time ago :P
L3527[23:01:09] <Darva> I dunno, i
laughed pretty hard when i got kicked the other day, it was so
deeply appropriate.
L3528[23:01:13] <LexManos> I may or may
not be bored
L3529[23:01:16]
⇨ Joins: Sandra
(Sandra@2001:19f0:6800:8161:a:1ce:c01d:babe)
L3530[23:01:37] <unascribed> also you
strictly didn't define the power
L3531[23:01:41] <Sandra> yeah.
L3532[23:01:43] <unascribed> the rights
in +o were defined by Esper :P
L3533[23:02:18] <thecodewarrior> Is there
a performance penalty to hooks? I would think, even if it's less
stable, that ASM would end up faster. In the cases where it REALLY
matters.
L3534[23:02:29] <Darva> I'd imagine the
rights ascrbied to +o predate the existance of Esper.
L3535[23:02:31] <LexManos> The ability
yes, the descression is all me ;)
L3536[23:02:32] <Sandra> yeah.
L3537[23:02:42]
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L3538[23:02:43] <unascribed>
thecodewarrior, if there's already events being fired
L3539[23:02:45] <unascribed> it doesn't
matter
L3540[23:02:46] <LexManos> Nope
L3541[23:02:47] <Sandra> yeah.
L3542[23:02:48] <unascribed> the
performance is identical
L3543[23:02:56] <LexManos> 99% of the
time hooks are more performant then hacky asm
L3544[23:03:01] <thecodewarrior> Ok. I
stand corrected.
L3545[23:03:09] <unascribed> and if it's
something you "need" ASM for
L3546[23:03:11] <unascribed> PR it to
Forge
L3547[23:03:28]
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L3548[23:03:32] <Darva> Generally, the
compiler writes better ASM than you do. Unless you've been doing it
for a very long time.
L3549[23:03:35] <LexManos> And seince
they actually go through scrutiny, they are usually more powerful,
more user friendly, and more efficient
L3550[23:03:52] <unascribed> Darva, ASM
in this case is the ASM library, not assembly
L3551[23:03:57] <unascribed> (yes, it's
confusing)
L3552[23:04:02] <LexManos> The ONLY
reason to use a coremod: Protoyping and testing PRs to Forge.
L3553[23:04:15] <LexManos> ASM is
assembly
L3554[23:04:16] <thecodewarrior>
Although, would there be a good way to determine a player clicking
vs a bot clicking? I want to allow the player to move items, just
not InventoryTweaks or other client-side item movement mods.
L3555[23:04:34] <LexManos> You're working
with the machine code for the JVM
L3556[23:04:36] <unascribed> the entire
point of bot clicking is for it to be indistinguishable from player
clicking
L3557[23:04:40] <DrDisconsented> ^
L3558[23:04:42] <LexManos> Just like you
work with machine code in normal computers
L3559[23:04:52] <TechDG> stupid question:
how do I put a message int o a chat component
L3560[23:05:13] <unascribed> for
nontranslatables: new ChatComponentText(myMessageString)
L3561[23:05:18] <thecodewarrior> I guess
I would just have to PR InventoryTweaks with compat.
L3562[23:05:20] <TechDG> ok ty
L3563[23:05:24]
⇨ Joins: SubconsciousEye
(~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L3564[23:05:26] <Darva> LexManos: I
almost agree about the coremod bit... Except cases where you
explicitly want to do something in a mod that wouldn't fit/work in
forge itself.
L3565[23:05:29] <unascribed> or you could
use the pre-existing compat that no doubt exists
L3566[23:05:52] ***
Darva was kicked by LexManos (Dont ping me, and that is literally
0.000000000000000000000000000000000000000000000000001% of the use
cases.))
L3567[23:06:12] <LexManos> Are you the
one who makes inv tweaks?
L3568[23:06:12]
⇨ Joins: Darva
(Darva@97-85-183-91.static.stls.mo.charter.com)
L3569[23:06:19] <Darva> apologies, used
tab complete.
L3570[23:06:31] <unascribed> yeah, I
think the main issue with ASM isn't it's existence, but the fact
people use it for dumb things
L3571[23:06:38] <Darva> Agreed it's
pretty rare tho.
L3572[23:06:40] <LexManos> yes, thats my
issue.
L3573[23:06:49] <LexManos> If people were
RESPONSIBLE with it its fine.
L3574[23:06:52] <thecodewarrior> Ok, you
all have successfully destroyed every argument for my use of ASM...
It's still pretty darn cool though.
L3575[23:06:57] <unascribed> \o/
L3576[23:07:02] <LexManos> But people
arnt and they make a hell of a lot more work for me because I have
to support them.
L3577[23:07:07] <McJty> Lex, what is your
opinion on using ASM for mods that are intended to be total
conversions and have no real changes that would be useful in Forge
in general?
L3578[23:07:17] <McJty> Just curious. Not
making such a mod
L3579[23:07:33] <unascribed> my personal
opinion would be "make your own game" :P
L3580[23:07:36] <LexManos> You should go
through EVERY POSSIBLE OPTION before using ASM, including PRing
into forge
L3581[23:07:39]
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(~tambre@71ec-01af-de82-6d6b-4301-8a22-07d0-2001.dyn.estpak.ee)
L3582[23:07:48] <unascribed> even if it's
basically certain the PR will be rejected?
L3583[23:07:59] <McJty> You can always
try at least
L3584[23:08:08] <McJty> And maybe there
is a way to make it generally useful after all
L3585[23:08:10]
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seconds)
L3586[23:08:11] <McJty> With a bit of
work on the PR
L3587[23:08:13] <TechDG> very stupid
question: ServerConfigurationManager scm = new
ServerConfigurationManager();
L3588[23:08:13] <unascribed> true
L3589[23:08:15] <TechDG> why is that
erroring
L3590[23:08:22] <Sandra> if I could, I'd
like to request to be able to adjust things in vanilla
materials.
L3591[23:08:23] <unascribed> TechDG,
because you're not supposed to create scm
L3592[23:08:28] <unascribed> it's a state
tracker object in the server
L3593[23:08:32] <unascribed> it's useless
if you make a new instance of it
L3594[23:08:34] <TechDG> but I need to
call a method from it
L3595[23:08:34] <McJty> TechDG, because
you forgot a parameter
L3596[23:08:39] <unascribed> SHHH
L3597[23:08:43] <unascribed> TechDG,
yes
L3598[23:08:44] <TechDG> mcjty what did i
forget
L3599[23:08:47] <unascribed> so you need
to find the existing one
L3600[23:08:49] <McJty> TechDG, but yes.
Don't make that
L3601[23:08:49] <unascribed> mcjty is
wrong
L3602[23:08:54] <unascribed> mcjty is now
right
L3603[23:08:55] <TechDG> how do I do it
then
L3604[23:09:01] <unascribed>
MinecraftServer
L3605[23:09:02] <unascribed>
.getServer()
L3606[23:09:06] <unascribed>
.getConfigurationManager()
L3607[23:09:18] <unascribed> or some
method like that
L3608[23:09:47] <TechDG> ty
L3609[23:09:59] <unascribed> is this your
first time writing java code?
L3610[23:10:02] <unascribed> because it
shouldn't be
L3611[23:10:05] <TechDG> no
L3612[23:10:06] <unascribed> this is
*not* a good introduction to programming
L3613[23:10:07] <unascribed> okay
good
L3614[23:10:25] <TechDG> did the
newbostin videos
L3615[23:10:26] <unascribed> is this your
first time using an api, then?
L3616[23:10:34] <TechDG> as in something
like FML, yes
L3617[23:10:56]
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L3619[23:13:12] <LexManos> yes even if
the pr will be rejected
L3620[23:13:17] <LexManos> because it
will be scrutinized
L3621[23:13:30]
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L3622[23:13:44] <LexManos> and you will
get the benifit of my experiance over it because you all know damn
well that I know more then you ;)
L3623[23:14:36] <TechDG> its tru
L3624[23:14:56] ***
Darva is now known as darvaSleep
L3625[23:15:21] <darvaSleep> ... Did...
did i just camelCase my user name. Gah, too much java today.
L3626[23:15:27] *
unascribed claps
L3627[23:16:34] <TechDG> it does the
searching msg so IK i did the event right, but it doesnt do the msg
ingame or int he logs that it found it was me
L3629[23:16:41] <TechDG> help?
L3630[23:16:53] <unascribed> that's not
how you compare strings
L3631[23:17:08] <TechDG> let me guess,
another stupid mistake
L3632[23:17:12] <unascribed> and you
should be comparing the UUIDs and not the strings
L3633[23:17:19] <unascribed> yes, ==
doesn't do what you think it does
L3634[23:17:24] <unascribed> == does a
literal identity compare
L3635[23:17:27] <M4thG33k> is there a
built-in method to tell how long a TE has been in the world? or
should I implement a simple timer?
L3636[23:17:36] <unascribed> new
String("hello") == new String("hello")
L3637[23:17:37] <unascribed> is
false
L3638[23:17:41] <unascribed> because
they're different strings
L3639[23:17:48] <unascribed> new
String("hello").equals(new
String("hello"))
L3640[23:17:48] <unascribed> is
true
L3641[23:17:51] <unascribed> because they
contain the same data
L3642[23:18:05] <unascribed> so
L3643[23:18:06] <McJty> unascribed, to be
exact, the first will (depending on VM) also return true
L3644[23:18:12] <McJty> unascribed,
because strings are typically interned
L3645[23:18:13] <LexManos> (new
String("hello")).intern() == (new
String("hello")).intern() ;)
L3646[23:18:15] <McJty> But you cannot
depend on that
L3647[23:18:32] <unascribed> you just
took my simple example and made it extremely complicated ;_;
L3648[23:18:42] <unascribed> either
way
L3649[23:18:43] <TechDG> how do I fix it
then xD
L3650[23:18:54] <unascribed> ...by using
equals instead of ==
L3651[23:18:59] <unascribed> you also
shouldn't be comparing strings
L3652[23:18:59] <thecodewarrior>
str1.equals(str2)
L3653[23:19:04] <unascribed> compare the
uuids
L3654[23:19:12] <DrDisconsented> For a
multiblock (rather is a large model): Is it better to tweak the
bounding box or fill the space with dummy blocks?
L3655[23:19:16] <unascribed> so use
fromString for the hardcoded UUID
L3656[23:19:21] <unascribed>
(UUID.fromString)
L3657[23:19:31] <LexManos> fill the
blocks you use
L3658[23:19:32] <unascribed> and call
equals on playerUUID
L3659[23:19:52] <TechDG> did it :)
ty
L3660[23:20:10] <unascribed>
"TechDweebGaming" should also be public static
final
L3661[23:20:12] <unascribed> as it's a
constant
L3662[23:20:24] <TechDG> ok
L3663[23:20:30] <unascribed> (or at least
it's likely you intended it to be one)
L3664[23:20:38] <unascribed> and your
method should start with a lowercase letter
L3665[23:20:40] <TechDG> yeah I did
L3666[23:20:41] <unascribed> e.g.
onPlayerLoggedIn
L3667[23:21:00] <TechDG> i did the same
name as the method in the ServerConfigurationManager
L3668[23:21:04] <unascribed> wat
L3669[23:21:11] <TechDG> it starts with
cap
L3670[23:21:16] <unascribed> I think you
were looking at a constructor
L3671[23:21:33] <TechDG> srry not
serverconfigurationamnager the player event class
L3672[23:21:38] <TechDG> wait yep I was
xD ok
L3673[23:21:43]
⇦ Quits: Brokkoli (~Brokkoli@x55b03f25.dyn.telefonica.de)
(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L3674[23:21:45] <thecodewarrior> I made a
laser, it can render up to 32 blocks long, and it's cool. But when
I turn away the TESR stops rendering, even though the render bounds
are infinite. How me fix? :P
L3675[23:21:56] <TechDG> gtg, night
guys
L3676[23:21:59]
⇦ Quits: TechDG
(~TechDweeb@2601:1c0:5100:35f6:70a8:9f22:e4de:d969) (Quit:
Leaving)
L3677[23:22:01] <thecodewarrior>
night
L3678[23:22:02] <unascribed> cya
L3679[23:23:06] <McJty> thecodewarrior,
how did you make the render bounds infinite? Show code?
L3680[23:23:08] <masa> it should render
with infinite bounds
L3681[23:23:37] <thecodewarrior> public
AxisAlignedBB getRenderBoundingBox() { return INFINITE_EXTENT_AABB;
}
L3682[23:23:59] <McJty> That's not the
way
L3683[23:24:13] <McJty> Oh right
wait
L3684[23:24:29] <McJty> That's in the TE
right?
L3685[23:24:33] <thecodewarrior>
Yep.
L3686[23:24:48] <McJty> What if you give
a real bounding box instead of an infinite one?
L3687[23:24:52] <McJty> i.e. one that
actually matches the shape
L3688[23:24:57] <McJty> Is more efficient
in any case
L3689[23:25:09] <thecodewarrior> I
haven't tried.
L3690[23:25:15] <thecodewarrior> Just a
sec.
L3691[23:27:12] <M4thG33k> So...I have a
block that's not rendering in my inventory. I thought I set it up
exactly like my previous blocks, but I must be missing
something...any suggestions on what to check? (I have all of my
JSON files)
L3692[23:27:32] <M4thG33k> "not
rendering" ==> purple/black textured block
L3693[23:27:52] <M4thG33k> the block
renders fine in-world
L3694[23:29:30] <thecodewarrior> I set
the render to a cube centered on the block, and it disapears if I
am facing away and go more than 6 blocks away.
L3695[23:30:01] <McJty> thecodewarrior,
show full code perhaps. Hard to say without more code.
L3696[23:30:06] <McJty> This kind of
things works for me. Using it myself
L3697[23:31:01]
⇨ Joins: Jezza
(~Jezza@bps-gw.hrz.tu-chemnitz.de)
L3699[23:32:24] <thecodewarrior> With
lots of unrelated stuff stripped out.
L3700[23:33:05] <McJty> What is the value
of RANGE?
L3702[23:33:12] <thecodewarrior> 32
L3703[23:33:19] <thecodewarrior> ^ that
was the renderer
L3704[23:33:45]
⇦ Parts: LexManos (~LexManos@172.76.2.58)
(Leaving))
L3705[23:33:52]
⇨ Joins: LexManos (~LexManos@172.76.2.58)
L3706[23:33:52]
MineBot sets mode: +o on LexManos
L3707[23:34:59] <McJty> Hmm, can't
immediatelly see the error
L3708[23:35:44] <thecodewarrior> It only
seems to cull if it's right behind the player. maybe ±25º or
something
L3709[23:36:38] ***
AbrarSyed is now known as Abrar|gone
L3710[23:38:35] <McJty> I have to
go
L3711[23:38:41]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L3712[23:39:29] <M4thG33k> Still have no
idea why this block won't render correctly as an item...
L3713[23:43:28] <masa> thecodewarrior:
hmm, does it do it anywhere or only in some specific locations in
the world?
L3714[23:43:29]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:2123:f83:57e8:e99)
(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.)
L3715[23:43:52] <thecodewarrior> Nope.
Everywhere.
L3716[23:43:54] <masa> because 1.8
vanilla has some chunk culling bugs where at certain positions it
culls visible chunks
L3717[23:44:12] <masa> usually when you
are near the corner of a chunk
L3718[23:45:15] <masa> so maybe it
somehow culls your TE when it actually shouldn't... messed of
frustum or something? I have no idea about rendering stuff anyway
:D
L3719[23:45:34] <LexManos> Someone here
who can do me a quick photoshop?
L3720[23:46:30] <M4thG33k> depends on
whether it's in the range of my skill...
L3721[23:46:44] <masa> no photoshop...
but maybe really bad gimping :p
L3723[23:47:10] ***
Ashlee is now known as Ash|Work
L3726[23:51:13] <M4thG33k>
dang...ninja'd
L3727[23:51:21] <masa> :D
L3728[23:51:35] <masa> well it's a
different version :p
L3729[23:51:46] <shadekiller666> what did
pahimar do to deserve such a thing? :P
L3730[23:51:51] <M4thG33k> options
L3731[23:51:59] <LexManos> jesus I cant
tell which i like better
L3732[23:52:07] <LexManos> the big head
is hilarious the other is more subtile
L3733[23:52:11] <sham1> But I like
options :(
L3735[23:53:31] <masa> :D
L3736[23:53:36] <sham1> :P
L3737[23:53:55] <M4thG33k> 2nd
place...I'll take it.
L3738[23:54:10] <sham1> That actually
fits very well
L3740[23:57:15] <DrDisconsented> For a
multiblock (rather its a large model): Is it better to tweak the
bounding box or fill the space with dummy blocks?
L3741[23:57:30] <LexManos> fill it
L3742[23:57:35] <LexManos> as i said
before -.-
L3743[23:57:45] <sham1> lazers
L3744[23:57:49] <sham1> Looks nice
L3745[23:57:53] <thecodewarrior> It's an
s
L3746[23:58:05] <sham1> I like to say
LASER with z
L3747[23:58:28] <sham1> Technically it is
L.A.S.E.R.
L3748[23:58:32] <thecodewarrior> It
sounds and feels like it should be a Z, but it's an S. I say it
lazers. Spell it lasers.