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L1[00:01:23] <LexManos> Dog Level 1: i.imgur.com/Xe9fmHS.gifv
L2[00:01:23] <LexManos> Dog Level 20: i.imgur.com/24EaB3g.gifv
L3[00:01:50] <M4thG33k> Ok, I've spent an hour trying to figure out why this block is not rendering as an item (I get the "unknown texture" block instead) - I've septuple-checked all of my json files...are there any suggestions at all as to what to check?
L4[00:02:44] ⇨ Joins: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net)
L5[00:03:45] <thecodewarrior> My suggestion, as much as it hurts. Take a break. Come back in half an hour and You'll likely find the problem within the first fifteen minutes.
L6[00:03:46] <masa> have you checked for example willie's check list or the grey ghost's debugging articles?
L7[00:06:53] <gr8pefish> M4thG33k, is your folder models/item not models/items? I made that error and it really confused me.
L8[00:07:25] <M4thG33k> Yeah. I have other blocks already rendering correctly (as blocks and as items)...
L9[00:07:36] <thecodewarrior> Do model textures have to be square?
L10[00:07:46] <gr8pefish> hmm idk, I was just throwing that out there as a possibility
L11[00:09:08] <thecodewarrior> Sorry, that was unrelated.
L12[00:11:38] <M4thG33k> Bob Saget. The issue was I was using the 1.7.10 formatting for the block name. -_-
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L18[00:17:59] <McRafty> Think I'm missing something... game ticks are 20 per sec - how often is Entity.onLivingUpdate() called? is it really 20/sec?
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L20[00:18:26] <killjoy> Anyone know where I can find Data ONTAP?
L21[00:18:44] <killjoy> I'm told it's an OS, developed by NetApp
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L23[00:21:26] <masa> McRafty: should be yes
L24[00:21:46] <masa> do note that it gets called both on server and client though
L25[00:24:35] <McRafty> right. ok, just looking at horse jumping mechanics and that would mean max power is reached holding spacebar for .5 sec. Seems short
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L27[00:24:55] <sham1> Well then
L28[00:25:32] <sham1> Apparently I can read files using a Stream returned by Files
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L31[00:28:52] <killjoy> sham1 wut
L32[00:29:08] <killjoy> an InputStream or java.util.stream?
L33[00:29:43] <sham1> java.utils.stream.Stream
L34[00:30:43] <killjoy> string or bytes?
L35[00:30:55] <sham1> Strings
L36[00:30:59] <killjoy> I think that was one of the features
L37[00:31:33] <killjoy> Yup. http://www.mkyong.com/java8/java-8-stream-read-a-file-line-by-line/
L38[00:31:33] <sham1> Files.lines(Paths.get("foo.txt")).forEach(System.out::println);
L39[00:31:34] <sham1> :D
L40[00:32:07] <killjoy> should close it
L41[00:32:18] <sham1> close what
L42[00:32:22] <sham1> Oh
L43[00:32:24] <killjoy> it's a closeable
L44[00:32:31] <sham1> It is the only thing in the main method
L45[00:32:40] <sham1> Once it goes out of there, it WILL be closed
L46[00:32:41] <killjoy> then that's fine
L47[00:34:02] <killjoy> if only there was something as simple as new File("foo.txt").text
L48[00:34:14] <killjoy> like in groovy
L49[00:34:16] <sham1> Stuff like this is why I love java8
L50[00:34:28] <sham1> That would be nice yeh
L51[00:34:39] <sham1> but they want us to NIO so meh
L52[00:34:45] <killjoy> also withWriter {}
L53[00:35:07] <killjoy> so... the n stands for new
L54[00:35:24] <sham1> Yes
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L56[00:35:34] <sham1> Or if you want to call it Non-blocking IO
L57[00:35:42] <sham1> Oh
L58[00:36:00] <sham1> BufferedReaders also can be used to return Stream<String>s
L59[00:36:10] <sham1> This gonna be gud
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L62[00:38:19] <sham1> Now reading stuff from sockets might not be so tedious
L63[00:39:06] <xaero> killjoy: lol, remember M's tweet at you to close your handles? x)
L64[00:39:15] <killjoy> Yes.
L65[00:39:26] <sham1> To be fair
L66[00:39:31] <sham1> They should be closed anyway
L67[00:39:44] <sham1> Thank you Try-with-resources
L68[00:40:37] <sham1> It's especially fun when you want to get yourself a database connection
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L71[00:48:57] <M4thG33k> Any idea why I can't build my mod when I'm using a lambda expression?
L72[00:49:10] <sham1> what java version are you building for
L73[00:49:27] <M4thG33k> 1.8
L74[00:49:44] <sham1> show your build.gradle file
L75[00:49:49] <sham1> Wait
L76[00:50:03] <sham1> You have your targetCompatibility and sourceCompatibility set?
L77[00:50:50] <M4thG33k> please define (I've never actually been taught how to compile, etc, stuff...)
L78[00:51:22] <sham1> http://stackoverflow.com/questions/16654951/gradle-sourcecompatibility-vs-targetcompatibility
L79[00:51:25] <sham1> ...
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L81[00:52:32] <M4thG33k> all right...I'm still uncertain as to where I define these (using idea if it matters at all...)
L82[00:53:43] <killjoy> open your build.gradle with notepad
L83[00:53:57] <killjoy> add somewhere targetCompatibility = 1.8
L84[00:54:01] <killjoy> sourceCompatibility = 1.8
L85[00:55:33] <shadekiller666> don't those have to be in a compileJava{} block?
L86[00:55:44] <killjoy> no.
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L88[00:55:51] <killjoy> you can put it in root
L89[00:57:03] <M4thG33k> now I'm getting an "invalid source release: 1.8" error message
L90[00:59:09] <sham1> From where
L91[00:59:37] <M4thG33k> the console when I run gradlew build
L92[01:00:53] <sham1> Hmm
L93[01:01:14] <sham1> Okay, show the build.gradle kow
L94[01:01:18] <sham1> Now*
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L96[01:02:58] <M4thG33k> just a second. I was trying something new which didn't work and am reverting back
L97[01:03:21] <M4thG33k> https://goo.gl/s2NPsG
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L99[01:04:30] <sham1> Well for one, this build.gradle lacks something important as far as developing with IDEA is concerned
L100[01:05:08] <M4thG33k> ?
L101[01:06:21] <sham1> Your assets may not work with IDEA as your project is currently standing
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L103[01:06:24] MineBot sets mode: +o on LexLap2
L104[01:06:27] <M4thG33k> they do.
L105[01:06:44] <ThePsionic> That was fixed in FG itself, sham1
L106[01:06:52] <sham1> Oh
L107[01:07:02] <sham1> Well then
L108[01:07:06] <Wuppy> morning ladies
L109[01:07:07] <Wuppy> :P
L110[01:07:16] <sham1> Try to refresh your project
L111[01:07:22] <ThePsionic> Hey- oi :(
L112[01:07:37] <Wuppy> xD
L113[01:08:20] <M4thG33k> nope. that changed nothing :/
L114[01:09:07] <sham1> Hmm, very weird indeed
L115[01:11:32] <sham1> Damn it wuppy
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L120[01:33:37] <FusionLord> thoughts? http://puu.sh/mBgaX/c0ccf47cfa.jpg
L121[01:34:46] <ThePsionic> RIP
L122[01:34:54] <FusionLord> sad isn't it
L123[01:36:00] <ThePsionic> Quite
L124[01:36:07] <sham1> Well
L125[01:36:27] <M4thG33k> how can I change it so gradle uses my 1.8 jdk instead of 1.7? I changed my JAVA_HOME for my system, but it didn't update the version for gradle...
L126[01:36:30] <sham1> Those thumbstones look nice
L127[01:36:50] <sham1> How are you running gradle
L128[01:36:53] <FusionLord> thanks sham1
L129[01:37:01] <sham1> Also #ForgeGradle is the proper channel
L130[01:37:11] <killjoy> ?j8
L131[01:37:55] <FusionLord> M4thG33k, there is always the option of removing J7
L132[01:38:12] <killjoy> You only need the latest
L133[01:39:26] <masa> so 1.8 can also compile to 1.6 compat for example?
L134[01:39:33] <killjoy> yup
L135[01:40:00] <masa> I just need the compat versions in build.gradle? or what are the defaults?
L136[01:40:37] <killjoy> if you're using fg, it's automatic
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L138[01:42:29] <McJty> I'm using this to chunkload a single chunk in RFTools but there are apparently sometimes conflicts with other chunkloads. Am I doing something wrong? https://bpaste.net/show/b04b43137e0f
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L141[01:57:56] <asie> How to get Forge to run properly in IDEA? Last time I tried the Forge project appeared to have no net.minecraftforge files in src/...
L142[01:58:02] <asie> as in Forge itself, not a mod devenc
L143[01:58:06] <asie> devenv*
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L145[01:58:53] <FusionLord> as in makeing changes to forge?
L146[01:58:56] <asie> yes
L147[01:59:37] <asie> and on IDEA - i do not have time to maintain both IDEA and Eclipse packages for a distro
L148[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160119 mappings to Forge Maven.
L149[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160119-1.8.9.zip (mappings = "snapshot_20160119" in build.gradle).
L150[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/
L151[02:00:34] <asie> McJty: dimensional anchors might be a good MIT-licensed study case
L152[02:00:36] <asie> it works very well
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L154[02:04:14] <FusionLord> asie, have you tried this, simple google supplied it. https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
L155[02:05:41] <asie> ah. was not linked on the readme...
L156[02:05:44] <asie> thanks
L157[02:05:51] <FusionLord> np
L158[02:08:32] <asie> i'll see if that works when i'm at home again
L159[02:08:36] <asie> so in 6h
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L165[02:22:54] <killjoy> Twitter is broken :(
L166[02:23:21] <FusionLord> killjoy, why did you break twitter
L167[02:23:48] <killjoy> D:
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L170[02:42:55] <xaero> Sethbling has made a BASIC interpreter in command blocks O_o
L171[02:43:09] <killjoy> that was some weeks ago, right?
L172[02:43:53] <xaero> maybe he demo'd it earlier but this video is dated Jan 16
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L174[02:49:59] <killjoy> so last week
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L176[02:51:31] <ThePsionic> killjoy: so like 3 days ago
L177[02:51:39] <killjoy> yup
L178[02:51:48] <killjoy> saturday counts as last week
L179[02:55:53] <ThePsionic> that was sunday
L180[02:55:57] <ThePsionic> wait
L181[02:55:59] <ThePsionic> no shit
L182[02:56:01] <ThePsionic> it's tuesday
L183[02:56:02] <ThePsionic> damnit
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L185[03:07:15] <sham1> Durrr, which day is it
L186[03:14:29] <killjoy> it's turdsday
L187[03:14:41] <killjoy> everyone post your shitty code
L188[03:15:58] <Cazzar> (() => {})();
L189[03:16:32] <ThePsionic> public void loop() { while(true) { this.loop() } }
L190[03:16:48] <killjoy> error: expected ;
L191[03:16:56] <McJty> public void forkme() { if (fork) forkme(); else forkme(); }
L192[03:16:57] <ThePsionic> >shitty code
L193[03:17:02] <ThePsionic> >you expect me to put semicolons
L194[03:17:03] <ThePsionic> pls
L195[03:17:06] <killjoy> heh
L196[03:17:18] <killjoy> if (ready) return true; else return false;
L197[03:17:21] <ThePsionic> McJty: undefined variable: fork
L198[03:17:35] <McJty> I meant fork() :-)
L199[03:17:40] <ThePsionic> at least my code is complete
L200[03:17:42] <McJty> Brought down a solaris server with that code some time ago
L201[03:17:50] <McJty> Or rather a few decades ago
L202[03:17:53] <ThePsionic> hurrah forkbombs
L203[03:18:04] <killjoy> 42
L204[03:18:34] <killjoy> int getRandomNumber() {return 4;}// guaranteed random by a fair dice roll.
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L206[03:19:07] <ThePsionic> lol
L207[03:20:01] <ThePsionic> public int 4() { return 4; } public double 4() { return 4D; }
L208[03:20:08] <killjoy> wut
L209[03:20:16] <killjoy> sure, that's valid in the jre, but not jdk
L210[03:20:18] <McJty> I remember fortran where you could do things like 1 = 2
L211[03:20:26] <McJty> Then 1+1 would be 4 :-)
L212[03:20:31] <ThePsionic> lmao
L213[03:20:33] <killjoy> Let's use reflection to make true == false
L214[03:20:36] <ThePsionic> ^
L215[03:20:38] <ThePsionic> define true false
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L217[03:20:48] <ThePsionic> define 0 null
L218[03:21:32] <ThePsionic> Serious question, is it possible to make a function like "public null method() { return null; }"
L219[03:21:53] <Cazzar> Null is not a type.
L220[03:21:55] <McJty> public Null method() would work
L221[03:21:59] <McJty> As Null exists
L222[03:22:11] <McJty> java.lang.ref.Null
L223[03:22:12] <Cazzar> oh yeah, s/Null/null/ for mine
L224[03:22:15] <killjoy> use Void
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L230[03:31:02] <sham1> Why does Null exist
L231[03:31:11] <sham1> Seriously
L232[03:31:58] <killjoy> because wrapper
L233[03:32:07] <killjoy> gotta be a wrapper for every keyword
L234[03:32:18] <ThePsionic> Same with Void
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L236[03:33:44] <sham1> Well Void is there because without it reflecting to void - returning methods would suck
L237[03:33:50] <sham1> But why Null
L238[03:34:07] <killjoy> It's an apache class
L239[03:34:13] <McJty> Nope
L240[03:34:18] <McJty> java.lang.ref.Null
L241[03:34:29] <McJty> Perhaps java8 only though
L242[03:34:41] <killjoy> I have j8 and can't find it.
L243[03:34:47] <killjoy> perhaps in non-api jar?
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L246[03:35:11] <McJty> It is part of java.lang.ref.ReferenceQueue
L247[03:35:16] <McJty> Intellij shows it fine if I do ^N
L248[03:35:30] <killjoy> https://commons.apache.org/proper/commons-lang/javadocs/api-3.1/org/apache/commons/lang3/ObjectUtils.Null.html
L249[03:35:38] <killjoy> That tells a use for it
L250[03:35:39] <ThePsionic> It's a Java 8 thing alright
L251[03:35:45] <ThePsionic> Java 7 doesn't have it at least
L252[03:35:53] <killjoy> I only have j8
L253[03:35:58] <killjoy> eclipse can't find it.
L254[03:36:02] <ThePsionic> Never mind
L255[03:36:15] <McJty> killjoy, can it find ReferenceQueue?
L256[03:36:24] <killjoy> Yes.
L257[03:36:32] <McJty> Null is part of that
L258[03:36:34] <McJty> Inner class
L259[03:36:42] <ThePsionic> Aaaah
L260[03:37:00] <killjoy> Found it, but it's private
L261[03:37:17] <McJty> indeed
L262[03:37:32] <killjoy> then why is everyone complaining about it?
L263[03:42:38] <sham1> Because
L264[03:43:00] <sham1> It could have been a dumb reflection primitive wrapper thing
L265[03:43:23] <sham1> Because you literally would not need it
L266[03:44:33] <sham1> For anything
L267[03:46:12] <sham1> Ever
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L277[04:05:45] <terribleperson> Are there any more recent tutorials for forge in Eclipse than bedrockminer's? adding the forge project (or the forge example project) to the build path of my project as he suggests doesn't get me access to the libraries. Should I just add the libraries themselves and be done with it? That DOES work.
L278[04:06:22] <ThePsionic> Wuppy: this is your time to shine I think
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L280[04:09:08] <Cazzar> https://mcforge.readthedocs.org/en/latest/gettingstarted/
L281[04:10:02] <terribleperson> the forge docs i can figure out. those are sensible, just like javadocs.
L282[04:10:12] <terribleperson> it's eclipse that's causing me trouble.
L283[04:10:41] <Cazzar> gradle eclipse
L284[04:10:47] <Cazzar> add the directory as a project.
L285[04:10:52] <Cazzar> That should setup everything
L286[04:12:06] <terribleperson> Yeah, got that. i wanted to create a new Project and work in there. The bedrockminer tutorial tells you to add the Forge project (now MDKExample) as part of the build path. Did so, that doesn't give the new project access to the forge libraries.
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L288[04:13:11] <terribleperson> I guess I could just rename the MDKExample project and dump the ExampleMod, or manually add the libraries to the new project. I tried copying the MDKExample project, but then eclipse ended up recursively creating directories, which took a while to clean up.
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L290[04:15:11] <LexManos> the bedrockminer is a moron
L291[04:15:29] <LexManos> just use the MDKExample replace the example mod with your own shit.
L292[04:16:53] <terribleperson> Cool.
L293[04:20:45] <terribleperson> yep, that'll work just fine. Thank you.
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L303[04:59:08] <masa> someone has had too much time again... https://github.com/samshadwell/TrumpScript
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L307[05:16:24] <sham1> It trumps every alternative
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L309[05:17:34] <LexManos> ugh trying to convert groovy to java u.u
L310[05:18:24] <sham1> The conversion is so easy java -> groovy
L311[05:18:26] <sham1> Leh
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L313[05:34:12] *** kroeser|away is now known as kroeser
L314[05:35:20] <heldplayer> Replace ja- with groo, replace -a with y
L315[05:35:43] * heldplayer runs away
L316[05:35:46] <ThePsionic> pls
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L319[05:44:51] <ThePsionic> One of my most time-consuming and useless hobbies: translating normal sentences into Java code
L320[05:45:35] <ThePsionic> eg. "The dog ate my homework." -> public String excuse() { this.dog.blame(this.homework); }
L321[05:46:01] <McJty> ThePsionic, will give a null pointer exception since the homework has been eaten
L322[05:46:08] <ThePsionic> No
L323[05:46:30] <ThePsionic> Homework has a status enum, containing COMPLETE, INCOMPLETE, EATEN
L324[05:46:47] <McJty> aha
L325[05:47:03] <ThePsionic> Also masa that is beautiful and I love it
L326[05:47:26] *** Jared|Away is now known as Jared
L327[05:47:37] <ThePsionic> McJty: I'm seriously considering taking one of my books and turning it into Java code
L328[05:47:43] <ThePsionic> In that kind of sense
L329[05:48:56] *** kroeser|away is now known as kroeser
L330[05:49:39] <McJty> And make sure it compiles too?
L331[05:49:45] <ThePsionic> Of course
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L333[05:49:53] <ThePsionic> That's the challenge after all
L334[05:50:08] <McJty> And make it run and do something interesting :-)
L335[05:50:35] <ThePsionic> No promises there but willing to try
L336[05:50:43] <ThePsionic> I have the week off next week so might try my hand at it then
L337[05:50:53] <ThePsionic> Although Invention releases on RuneScape next week :/
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L339[05:56:38] <Darva> Wow, curse has got some serious review turn around.. approved in under a minute. Heh.
L340[05:57:08] *** Darva is now known as DarvaWork
L341[05:57:17] <ThePsionic> sometimes they try :)
L342[05:57:35] <ThePsionic> It's mostly the initial upload that takes time
L343[05:57:40] <ThePsionic> after that it's a lot quicker
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L346[06:10:54] <Rallias> So... what's the popular RF API for 1.8.9?
L347[06:11:25] <McJty> There is none. There are multiple :-)
L348[06:11:45] <Rallias> Which is problem...
L349[06:11:55] <McJty> Luckily they are compatible
L350[06:11:58] <McJty> But yes, it is less then dieal
L351[06:11:59] <McJty> ideal
L352[06:13:17] <Rallias> http://pastebin.com/Y7M0DDhc
L353[06:13:20] <Rallias> Not... quite...
L354[06:14:06] <McJty> That should not be used
L355[06:14:10] <McJty> EnumFaceDirection is client side only
L356[06:14:14] <McJty> So that doesn't even work
L357[06:14:31] <Rallias> So the EnumFacing one is the one I want?
L358[06:14:34] <McJty> yep
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L363[06:34:25] <terribleperson> could I get some clarification on "//Forge Kill it but dont comment out so we can rename it."
L364[06:34:38] <terribleperson> I'm assuming that's just dead code there
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L366[06:46:28] <terribleperson> transferEntityToWorld looks like something I would have coded at 15.
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L374[07:01:05] *** Darkhax is now known as Darkhoax
L375[07:01:58] <terribleperson> is it reapplying the potion effects on the client side upon spawning in the new dimension?
L376[07:05:37] <terribleperson> hey, McJty, are you around?
L377[07:05:43] *** kroeser is now known as kroeser|away
L378[07:05:44] <McJty> yes I am
L379[07:06:20] <terribleperson> sending you a bit of code on reddit. dunno if it works, just hacked it together. alternative dimension changing method.
L380[07:06:35] <McJty> For what purpose?
L381[07:07:46] <terribleperson> curiousity, mostly? it should avoid all the portal crap, assuming it even works.
L382[07:08:04] <terribleperson> going to try and put together a command to test it out later
L383[07:08:19] <terribleperson> meh, I'll just wait until I test it.
L384[07:08:34] <terribleperson> if it works I'll make it work for all entities, not just players.
L385[07:09:45] <terribleperson> also because I haven't been able to code in like three years and this is the first time I've done anything remotely close, even if it's mostly reusing preexisting stuff. But that's how I started anyways, so.
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L387[07:13:58] <sham1> That's how pretty much everyone starts nowadays
L388[07:14:06] *** Cypher|Away is now known as Cypher121
L389[07:15:00] <ghz|afk> it's always good to try to figure out how Mojang did things
L390[07:15:08] *** ghz|afk is now known as gigaherz
L391[07:15:47] <gigaherz> like detecting which entity a player is looking at
L392[07:16:00] <gigaherz> I was almost ready to write my own code
L393[07:16:18] <gigaherz> but I decided to check the code used for the player's "mouse over" code
L394[07:16:22] <gigaherz> so I made use of it
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L401[07:40:13] <Sollux-Captor> good morning
L402[07:41:00] <luacs1998> MS just bought minecraftedu https://blogs.microsoft.com/blog/2016/01/19/microsoft-invests-in-new-and-expanded-version-of-minecraft-for-the-classroom-opens-public-preview-of-learning-tools-for-onenote/
L403[07:41:29] <Sollux-Captor> well that isnt that bad
L404[07:41:52] <Mimiru> what mappings do I need for 1.8.9? the build.gradle in 1.8.9's MDK has mappings = "stable_20" but that says it's only for 1.8.8
L405[07:42:05] <luacs1998> i personally use snapshot_20160115
L406[07:42:12] <Mimiru> thanks luacs1998
L407[07:42:41] <Sollux-Captor> i think MS could make MCEDU less crapy than it is right now
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L410[07:55:38] <masa> oh yay, a new exception I haven't seen before: IllegalStateException... accidentally caused Iterator#remove() to get called twice in a row :p
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L433[09:09:21] <Cypher121> which forge build removed the need for dev builds of dependencies?
L434[09:09:38] <McJty> Something after 1696 or so I think
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L437[09:12:26] <McJty> Cypher121, I guessed right: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8.9-11.15.0.1707/forge-1.8.9-11.15.0.1707-changelog.txt
L438[09:13:20] <ThePsionic> "After 1696" is a very broad range though McJty
L439[09:13:36] <McJty> Well it works for any version after that so that would be the correct range
L440[09:13:43] <ThePsionic> You'd be right even if it were build 7203
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L444[09:14:51] <ThePsionic> Basically say "somewhere after build 1" and you would be right always
L445[09:14:59] <Cypher121> bartek.bok: Allow sleeping without bed
L446[09:15:13] <Cypher121> when you're so broke, you can't even afford a bed in minecraft
L447[09:15:14] <diesieben07> isnt that a FG feature anyways? :O
L448[09:15:24] <diesieben07> the dep deobf
L449[09:15:28] <ThePsionic> Yes
L450[09:15:40] <diesieben07> so it has nothing to do with the forge version.
L451[09:15:46] <ThePsionic> :P
L452[09:16:55] <McJty> diesieben07, actually it was fixed in forge 1696
L453[09:16:59] <ThePsionic> No wait
L454[09:17:07] <McJty> diesieben07, ' Fix problem which meant runtime deobf to MCP names wasn't working. SRG named mods located in the mods dir of a dev
L455[09:17:07] <McJty> environment will now load normally.
L456[09:17:07] <McJty> '
L457[09:17:12] <ThePsionic> This is running normal mods in a dev env
L458[09:17:13] <McJty> Quote from the log
L459[09:17:29] <diesieben07> wat
L460[09:17:34] <diesieben07> i thought that was done by FG
L461[09:17:47] <ThePsionic> It's not deobving
L462[09:17:52] <ThePsionic> Just running
L463[09:18:04] <ThePsionic> Deobving is FG iirc
L464[09:18:14] <McJty> Yes it is not gradle here. Just for running from within your IDE for example
L465[09:18:18] <McJty> Gradle has nothing to do with this
L466[09:18:53] <ThePsionic> It's dropping files in a mods folder as you would normally
L467[09:18:58] <diesieben07> yes, FG has a deobfCompile configuration
L468[09:19:08] <diesieben07> if you add a dependency to that, FG will deobf it
L469[09:19:12] <ThePsionic> But then in a dev env without needing dev builds
L470[09:19:18] <McJty> This is about the ability to just drop any mod in your run/mods folder and have it work in your dev env
L471[09:19:32] <diesieben07> yes, question is why does FG need to do this then? :D
L472[09:19:41] <ThePsionic> It doesn't
L473[09:19:53] <ThePsionic> Gradle deobfuscates
L474[09:19:55] * diesieben07 is thouroughly confuzzled
L475[09:20:00] <ThePsionic> This doesn't
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L477[09:20:40] <ThePsionic> It allows non-dev versions of mods to run in a dev env
L478[09:20:49] <ThePsionic> What is hard to understand
L479[09:21:19] *** willieaway is now known as williewillus
L480[09:21:26] <McJty> In my dev env I just added the non-dev version of JourneyMap for example. I find it handy during mod dev too
L481[09:22:17] <ThePsionic> Basically you can just test how your mod would behave in a certain modpack
L482[09:22:29] <ThePsionic> Before releasing it
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L484[09:22:53] <McJty> Well you could do that before (and I sometimes did) by just putting a non-dev build of your mod in that modpack :-)
L485[09:22:56] <ThePsionic> Bug reports down 375%
L486[09:22:58] <McJty> But this is somewhat easier as you can debug
L487[09:23:56] <diesieben07> yes but there are TWO things that allow it
L488[09:24:01] <diesieben07> i am questoning why there are two
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L491[09:26:24] <McJty> How does FG allow it?
L492[09:26:35] <McJty> FG doesn't come into play when you launch MC from within your dev env
L493[09:26:36] <McJty> Or does it?
L494[09:27:38] <diesieben07> McJty, https://goo.gl/wqHwRJ
L495[09:27:43] *** Ash|Work is now known as Ashlee
L496[09:28:02] <McJty> diesieben07, yes but that requires you have a dev version of buildcraft. No?
L497[09:28:03] <yopu> Sup guys, I'm working on updating Railcraft to 1.8.9. Is there any good resources for BlockState / the new rendering?
L498[09:28:16] <williewillus> you know that's already in progress right?
L499[09:28:21] <McJty> diesieben07, at the very least it requires that you put stuff in your gradle.build. The Forge method doesn't
L500[09:28:28] <williewillus> also it's visible source, not open source, afaik
L501[09:28:29] <McJty> As you just put in the mod in the folder and it works
L502[09:28:49] <diesieben07> true
L503[09:28:57] <diesieben07> but the FG method is not needed if you have the FML version :D
L504[09:29:13] <McJty> Anyway have to go
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L506[09:29:44] <williewillus> yopu: ah I see you're already in progress. here https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit good luck!
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L508[09:30:49] <Nitrodev> finally home
L509[09:30:51] <yopu> williewillus, cheers mate!
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L511[09:31:22] <yopu> I've been working on most of the simple stuff. I've been putting off the rendering for last.
L512[09:31:34] <sham1> Williewillus, is there any knowledge about making models using IBakedModels in code
L513[09:32:26] <williewillus> how so
L514[09:32:37] <williewillus> combining json models into dynamic ones?
L515[09:32:43] <williewillus> or just generating entirely new ones?
L516[09:33:19] <williewillus> the latter is discouraged unless you have a real reason to be fully dynamic, but combining is (relatively) simple, see ticon or charset / mcmultipart
L517[09:33:28] <sham1> Generating entirely new ones
L518[09:33:35] <sham1> Ah
L519[09:33:44] <williewillus> chisels and bits, etc.
L520[09:33:48] <sham1> Was just looking for curiosity
L521[09:35:19] <Nitrodev> i'm not even modding atm
L522[09:35:53] <Nitrodev> thanks to a indexoutofbounds error i have no iddea where it is
L523[09:36:05] <williewillus> debugger! :p
L524[09:36:19] <sham1> The stack trace tells exactly where it is
L525[09:39:09] <Nitrodev> i'll try to check it out
L526[09:39:47] <Nitrodev> stack trace is the console right?
L527[09:39:51] <Nitrodev> in*
L528[09:39:54] <williewillus> yes
L529[09:40:03] <williewillus> it prints the exception out
L530[09:40:32] <Nitrodev> it's only showing vanilla and java classes
L531[09:40:40] <Nitrodev> none of them from my mod
L532[09:40:43] <masa> phew, another nitty fritty little cross-item compatibility feature done, via a custom event...
L533[09:40:58] ⇦ Quits: An_Angry_Brit (~AngryBrit@176.249.29.159) (Ping timeout: 186 seconds)
L534[09:41:04] <masa> this stuff is getting pretty damn complex to try to test and debug
L535[09:41:44] <masa> basically I have tools that can transport mined blocks or drops from killed mobs directly to the playerä inventory, or a linked remote inventory
L536[09:42:09] <masa> then I have a pickup manager item, which controls which items the player can pick up, and it also has a remote transport functionality
L537[09:42:18] <masa> and it has black list and white list features
L538[09:42:28] <Nitrodev> http://pastebin.com/PkHKfuMs
L539[09:42:30] <Nitrodev> that's the log
L540[09:42:37] <Nitrodev> well the console rather
L541[09:42:52] <masa> and then Ihave a handy bag item, which can also handle item puickup so that they end up directly in the bag's inventory, but it fills all existing stacks in the playeräs inventory first
L542[09:43:04] <williewillus> Nitrodev: yeah but look at the bottom
L543[09:43:18] <williewillus> "S2F PacketSetSlot"
L544[09:43:20] <Nitrodev> yes?
L545[09:43:22] <williewillus> that tells you something
L546[09:43:36] <Nitrodev> like what?
L547[09:43:40] <williewillus> -.-
L548[09:43:54] <masa> so it gets pretty interesting trying to test all combinations of the tools, the pickup manager and the handy bag and see if the drops/items and up where they ae supposed to go, or are not allowed to be picked up at all
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L550[09:44:00] <TechDG> hey
L551[09:44:02] <williewillus> so just because that packet shows up, I'm figuring you're working on syncing a gui?
L552[09:44:09] <TechDG> am I right in saying cpaes are against the EULA correct?
L553[09:44:17] <Nitrodev> i'm just trying to make a block with a gui
L554[09:44:31] <williewillus> with or without a container?
L555[09:44:36] <TechDG> nitro u in 1.8.9?
L556[09:44:51] <TechDG> if so bedrockminer has some decent tutorials
L557[09:45:19] <Nitrodev> with a container
L558[09:45:25] <TechDG> yeah use those tuts
L559[09:45:27] <Nitrodev> TechDG, i don't trust those
L560[09:45:33] <sham1> But bedrockminer also does not always know what he is talking about
L561[09:45:36] <Nitrodev> i've tried them
L562[09:45:42] <TechDG> rlly? because they worked for me
L563[09:45:52] <Nitrodev> the model registering too?
L564[09:45:57] <Nitrodev> i doubt it
L565[09:45:58] <TechDG> yes
L566[09:46:03] <TechDG> it did
L567[09:46:10] <TechDG> I wasnt doing a custom model though
L568[09:46:33] <Nitrodev> whut?
L569[09:46:45] <williewillus> don't follow model tutorials :p
L570[09:46:50] <williewillus> they're probably wrong outdated or both
L571[09:47:08] <williewillus> just look at TheGreyGhost's Minecraft By Example for 1.8, and my google doc for rendering
L572[09:47:10] <Nitrodev> Minecraft.getMinecraft().getRenderItem().register
L573[09:47:15] <williewillus> yeah ew no
L574[09:47:19] <williewillus> that's old and wrong
L575[09:47:20] <TechDG> no
L576[09:47:20] <Nitrodev> correct me if i'm wrong but that shouldn't work
L577[09:47:34] <TechDG> I just overrided getRenderType();
L578[09:47:36] <TechDG> and returned 3
L579[09:47:37] <Nitrodev> it didn't work for me
L580[09:47:40] <TechDG> to render it as a normal block
L581[09:47:44] <TechDG> then you texture it like you normally would
L582[09:47:47] <williewillus> just read that lol -> https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#
L583[09:47:58] <williewillus> has everything you need to know for rendering in 1.8 compared to 1.7
L584[09:48:00] ⇦ Quits: SSBlur (~SSBlur@150.216.87.146) (Ping timeout: 198 seconds)
L585[09:48:14] <sham1> The self-promotion is stronk with this one
L586[09:48:23] <williewillus> hehe
L587[09:48:26] <williewillus> quite proud of it
L588[09:48:29] <Nitrodev> i feel it too
L589[09:48:38] <williewillus> rave reviews
L590[09:48:54] ⇨ Joins: An_Angry_Brit (~AngryBrit@176.249.29.159)
L591[09:48:55] <williewillus> and it's an actual centralized dump of all of knowledge that I gained porting botania
L592[09:49:06] ⇨ Joins: SSBlur (~SSBlur@150.216.87.146)
L593[09:49:07] <williewillus> and I keep it updated :p
L594[09:50:14] <Nitrodev> where would i see all your docs willie?
L595[09:50:20] <williewillus> it's just that one
L596[09:50:46] <Nitrodev> oh
L597[09:51:03] <Nitrodev> now to my problem
L598[09:51:09] <TechDG> willue u know how to render a custom thing on certian players?
L599[09:51:14] <TechDG> like devil horns or something
L600[09:51:17] <TechDG> or wings
L601[09:51:18] <williewillus> yes
L602[09:51:21] <TechDG> how 0-0
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L604[09:51:34] <williewillus> LayerRenderers
L605[09:51:43] <Nitrodev> again in his doc
L606[09:51:46] <williewillus> you get direct GL access there so either make a ModelBase
L607[09:51:55] <williewillus> or just render an item model (which is what botania does)
L608[09:52:17] <gigaherz> note that only works on third-person player renders
L609[09:52:22] <gigaherz> ;P
L610[09:52:24] <TechDG> gigs :D
L611[09:52:27] <Nitrodev> willie i still dont understand what you mean by the S2F things
L612[09:52:44] ⇦ Quits: SSBlur (~SSBlur@150.216.87.146) (Ping timeout: 198 seconds)
L613[09:52:45] <williewillus> Nitrodev: the error very obviously tells you what's wrong
L614[09:52:49] <TechDG> nitro in the doc, are u saying it answered my question?
L615[09:52:56] <Nitrodev> nvm that
L616[09:53:07] <williewillus> that packet
L617[09:53:11] <Nitrodev> williewillus, i think i'm just blind then
L618[09:53:12] <williewillus> is sent by vanilla to set a slot's contents
L619[09:53:17] <Nitrodev> okay
L620[09:53:17] <TechDG> ok so willie, what do you mean by modelbase?
L621[09:53:25] <williewillus> TechDG: modelbase = techne model
L622[09:53:30] <gigaherz> williewillus: get that doc ported to markdown kthx ;P
L623[09:53:30] <TechDG> ok
L624[09:53:37] <williewillus> gigaherz: you do it I have school lol
L625[09:53:44] <gigaherz> k.
L626[09:53:45] <TechDG> so model the object I want to go on the player or the whole player with the object on?
L627[09:54:16] <williewillus> Nitrodev: so if you get an IOOB on that packet, that means you tried to set the contents of a slot that's out of the range of the size of your inv
L628[09:54:31] <williewillus> TechDG: just the object
L629[09:54:54] <TechDG> ok and do I need it to be on a special spot in the model viewer?
L630[09:54:55] <TechDG> in*
L631[09:55:02] <Nitrodev> okay i understand what you're saying
L632[09:55:15] <Nitrodev> still i haven't figured out where i made a mistake though
L633[09:55:35] <williewillus> TechDG: if you want, though usually you will have to use GL to move it to the right spot, so I wouldn't bother :p
L634[09:55:42] <TechDG> ok
L635[09:55:53] <williewillus> Nitrodev: wherever you set a itemstack in a slot
L636[09:56:22] <ThePsionic> Aww McJty is gone
L637[09:56:55] <TechDG> is there a way I can get a player model in techne as a reference?
L638[09:57:07] <williewillus> you can use Tabula
L639[09:57:16] <TechDG> ??
L640[09:57:21] <williewillus> it's a better Techne
L641[09:57:31] <williewillus> it runs inside minecraft as a mod
L642[09:57:37] <TechDG> ah
L643[09:57:49] <williewillus> so you cna import any modelbases from the classpath you want
L644[09:57:55] <Nitrodev> williewillus, then would the error be in my container class?
L645[09:57:58] <williewillus> it's only on 1.8.0 right now though
L646[09:58:01] <TechDG> ok
L647[09:58:09] <TechDG> I think im gonna wait to do this all
L648[09:58:11] <williewillus> Nitrodev: most likely
L649[09:58:24] <TechDG> sounds above my skill level
L650[09:58:44] <Nitrodev> models really aren't that hard...
L651[09:58:48] <williewillus> i think you could do it
L652[09:58:49] <williewillus> :p
L653[09:58:53] <TechDG> hm
L654[09:59:02] <williewillus> Nitrodev: well, it requires artistry of which I have none
L655[09:59:10] <Nitrodev> me neither
L656[09:59:13] <TechDG> then heres my plan. I gtg in to school in 30 mins so il do something smaller, then after school il try to do it
L657[09:59:21] <Nitrodev> or wait do you mean MAKING custom models
L658[10:00:01] <Nitrodev> as in making a block look like ANYTHING but a block
L659[10:00:15] <Nitrodev> like the blood altar
L660[10:03:56] <TechDG> k that I find weird
L661[10:04:06] <TechDG> my block renders as no texutre in my hand but placed it has a texture
L662[10:05:13] <Nitrodev> you need an item model too
L663[10:05:24] <Nitrodev> i think that's what you nee
L664[10:05:32] <TechDG> how do I do that
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L666[10:06:21] <TechDG> nvm ik
L667[10:06:26] <TechDG> I was being derpy :P forgot htat file
L668[10:06:43] <Nitrodev> yeah
L669[10:07:10] <williewillus> you don't need an extra file
L670[10:07:20] <williewillus> probably something those tutorials taught you too right :p
L671[10:07:26] <TechDG> you need 3 json files
L672[10:07:29] <williewillus> no you don't
L673[10:07:31] <TechDG> I only had 2
L674[10:07:33] <williewillus> I can do everything with 1
L675[10:07:43] <williewillus> woohoo outdated tutorials
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L677[10:08:09] <Nitrodev> for blocks i only have 2
L678[10:08:11] <roxox1> Can you guys think of any ways to test pvp based mods?
L679[10:08:14] <ThePsionic> Hm
L680[10:08:15] <williewillus> for blocks you need 1
L681[10:08:17] <Nitrodev> well three
L682[10:08:18] <williewillus> SOMETIMES 2
L683[10:08:22] <ThePsionic> Since when can interfaces not implement other interfaces
L684[10:08:32] <Nitrodev> since always
L685[10:08:33] <TechDG> roxo, server xD
L686[10:08:37] <williewillus> ThePsionic: extends
L687[10:08:40] <williewillus> not implements
L688[10:08:45] <ThePsionic> oh duh
L689[10:08:48] <williewillus> Nitrodev: this is all I have for botania altgrass https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/blockstates/altGrass.json
L690[10:08:52] <williewillus> only one json
L691[10:08:55] <roxox1> TechDG, that would force me to keep building after every small edit
L692[10:09:09] <williewillus> server running in debug mode
L693[10:09:11] <williewillus> :p
L694[10:09:15] <Nitrodev> oh
L695[10:09:18] <TechDG> roxo eclipse can
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L697[10:09:22] <TechDG> it can run servers for u
L698[10:09:24] <roxox1> Wait.
L699[10:09:26] <roxox1> WTF.
L700[10:09:31] <roxox1> I never knew of this?
L701[10:09:33] <TechDG> you have 2 run configurations, one is the client and thats the default
L702[10:09:35] <TechDG> the other is a server
L703[10:09:47] <roxox1> Which.. Runs my mod on it?
L704[10:09:49] <TechDG> and if u wanna test I would be happy to get on and test for u
L705[10:09:50] <williewillus> Nitrodev: and then I do setCustomModelResourceLocation(item, meta, botania:altgrass, "variant=dry")
L706[10:09:52] <TechDG> yes
L707[10:09:58] <williewillus> you don't have to use "inventory" you can use whatever you want
L708[10:09:59] <Nitrodev> okay
L709[10:10:01] <williewillus> if you use the forge format
L710[10:10:09] <roxox1> So I could theoretically have one server open, and 2 clients
L711[10:10:11] <TechDG> thought I would say run 2 clients off of your eclipse too
L712[10:10:12] <TechDG> yes
L713[10:10:16] <roxox1> And all of them would run in debug mode together?
L714[10:10:19] <TechDG> with the magic of eclipse and dev players
L715[10:10:21] <williewillus> yeah
L716[10:10:22] <TechDG> yes you could
L717[10:10:27] <roxox1> omg
L718[10:10:29] <williewillus> and when you rebuild it will change it all on the fly
L719[10:10:29] <roxox1> That's amazing
L720[10:10:38] <williewillus> it can't change on the fly if you add or remove methods though
L721[10:10:40] <TechDG> you in eclipse or IDEA?
L722[10:10:44] <williewillus> but small edits inside methods you can
L723[10:10:49] <roxox1> I knew debug mode already willie
L724[10:10:58] <roxox1> But I didn't realize it could update a server and 2 clients
L725[10:11:02] <roxox1> Without fucking up somewhere
L726[10:11:09] <TechDG> roxo click the dropdown arrow next to debug and click "2 Server"
L727[10:11:10] <roxox1> I didn't even realize you could run a server from dev enviroment
L728[10:11:28] <roxox1> holllly shit
L729[10:11:49] <TechDG> you will need to agree to the EULA though
L730[10:11:59] <TechDG> so start it, it WILL crash, change the eula then it will work
L731[10:12:02] <TechDG> just tested that
L732[10:12:08] <roxox1> Oh, where do I find the EULA?
L733[10:12:14] <TechDG> run it once
L734[10:12:16] <TechDG> then let it crash
L735[10:12:29] <roxox1> ah
L736[10:12:36] <TechDG> then in your environment go to where your config, mods, saves etc. are
L737[10:12:40] <TechDG> and click eula.txt
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L739[10:12:49] <TechDG> then if u can mod u know how to edit configs xD
L740[10:13:08] <TechDG> wtf u son of a bitch block
L741[10:13:09] <roxox1> This is beautiful dude
L742[10:13:18] <TechDG> why u no render in hand D:
L743[10:13:44] <williewillus> TechDG: did you setCustomModelResourceLocation?
L744[10:13:47] <williewillus> do you have an item model? :p
L745[10:13:52] <TechDG> yes i do
L746[10:14:03] <TechDG> fouund my issue
L747[10:14:22] <williewillus> also I hope you move to the forge blockstate json format soon :p
L748[10:14:29] <williewillus> you're gonna save a lot of json files
L749[10:14:38] <roxox1> i can't wait to try this server thing out
L750[10:16:09] <TechDG> yeah my error was I forget to do the model resource location
L751[10:16:48] <TechDG> just node roxo once you choose the server int he dropdown it becomes #1 so to do client u gotta do the arrow again then 2 which is now client
L752[10:16:52] <TechDG> to make it default again
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L754[10:17:23] <TechDG> there we go. now to make a real texture. machines shouldnt look like ore xD
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L757[10:18:35] <roxox1> omg this server thing is amzing
L758[10:18:38] <roxox1> amazing*
L759[10:19:00] <roxox1> I honestly didn't even realize you could run a server in dev enviroment..
L760[10:19:06] <roxox1> But to know that you can run it in debug mode
L761[10:19:08] <roxox1> Wow
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L763[10:19:37] <williewillus> ugh everything is stupidly large on my second monitor
L764[10:20:13] <roxox1> Aw damn, I got an invalid session
L765[10:20:17] <roxox1> I assume I have to turn offline mode on?
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L767[10:21:18] <roxox1> Yeah, had to turn online mode off
L768[10:21:24] <Xilef11> Updating Forge to 1.8-11.14.4.1563 from 1.8-11.14.3.1450 made my custom IBakedModels darker, anything I should change?
L769[10:21:49] <williewillus> Xilef11: custom ibakedmodels?
L770[10:21:56] <williewillus> like you render them in a special way?
L771[10:22:01] <williewillus> or you autogen them
L772[10:22:19] <Xilef11> runtime generated multi-layer blocks
L773[10:22:22] <gigaherz> williewillus: done, mostly ;P
L774[10:22:31] <gigaherz> revising the markdown in case I missed something
L775[10:22:45] <williewillus> Xilef11: did you enable AO on the smart model?
L776[10:22:53] <williewillus> gigaherz: lol did not expect you to actually do it haha
L777[10:23:16] <Xilef11> yes
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L779[10:23:21] <TechDG> ug I hate that bug...
L780[10:23:25] <TechDG> makes me have to restart
L781[10:23:29] <gigaherz> williewillus: I know ;P
L782[10:23:30] <TechDG> roxo is your server working???
L783[10:23:31] <gigaherz> I was bored ;P
L784[10:23:32] <williewillus> what bug
L785[10:23:37] <Xilef11> https://github.com/Xilef11/Runes-of-Wizardry/blob/master/src/main/java/com/zpig333/runesofwizardry/client/model/ModelDustStorage.java
L786[10:23:45] <TechDG> f2 with MC open = computer has a spas attack
L787[10:24:37] <Xilef11> this is the result: http://prntscr.com/9rwnj4
L788[10:25:00] <TechDG> and?
L789[10:25:00] <roxox1> Yes
L790[10:25:02] <roxox1> It's amazing
L791[10:25:04] <williewillus> why genereating the quads manually?
L792[10:25:08] <TechDG> good rox
L793[10:25:16] <williewillus> if you wanted a full cube you could just retexture the cube_all model then bake it
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L795[10:26:04] <roxox1> Going to make a mod which skulls players if they attack a non-skulled player. If the player dies while un-skulled they get to keep any 3 of their items, if the player dies while skulled all items drop on the floor.
L796[10:26:19] <roxox1> Kinda stole the idea from Runescape.
L797[10:26:41] <Xilef11> my texture has 2 layers, and I'm not sure how to do it otherwise
L798[10:26:56] <TechDG> at some point I want to make a creeper cannon
L799[10:27:08] <roxox1> lol.
L800[10:27:21] <TechDG> where you can compress a creeper head (which my mod already has easy AF ways to obtain) into 16 creeper bullets
L801[10:27:27] <TechDG> or 8 idk
L802[10:27:54] <TechDG> but it will be extremely entertaining :P]
L803[10:28:32] <TechDG> because if u hit someone with a creeper bullet it spawns a circle of creepers with no explosion radius around them
L804[10:28:34] <TechDG> xD
L805[10:28:43] <TechDG> so more a troll item then anything
L806[10:31:07] <TechDG> gtg
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L811[10:39:49] <gigaherz> stupid google
L812[10:39:56] <gigaherz> every single URL in the document has been edited to do
L813[10:40:02] <gigaherz> https://www.google.com/url?q=<url>&stuff
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L817[10:50:48] <gigaherz> williewillus: https://gist.github.com/gigaherz/514ef345c65289e3630e
L818[10:51:21] <gigaherz> third phase would be to put all the code "names" and little code snippets in ``` blocks
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L820[10:51:46] <williewillus> idk how to reformat it for rtd though
L821[10:51:54] <gigaherz> you don't
L822[10:51:54] <williewillus> if I just did that it's a giant block of text :p
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L824[10:51:58] <williewillus> lol
L825[10:52:06] <gigaherz> ?
L826[10:52:41] <gigaherz> readthedocs compiles the markdown to html, then extracts the TOC for the menu entries, afaik
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L828[10:53:47] <williewillus> i mean, it wouldn't look nice if I just dumped it in a single page like this, it's not really in the writing style of rtd
L829[10:53:50] <williewillus> idk
L830[10:53:57] <williewillus> I'll just share the markdown in the meantime
L831[10:55:01] <gigaherz> oh
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L835[11:06:05] <SkySom> couldn't you do a render section? And separate Items/Blocks/etc into their own page?
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L837[11:13:25] <FusionLord> gigaherz, that is a great document, thanks :)
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L839[11:18:25] <Xilef11> what MC/Forge version should we be targeting nowadays?
L840[11:18:31] <williewillus> 1.8.9
L841[11:18:37] <PaleoCrafter> and always go for latest :P
L842[11:18:40] <williewillus> ^
L843[11:18:45] <williewillus> until we get a RB
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L845[11:19:06] <sham1> always latest
L846[11:19:28] <PaleoCrafter> I wonder, when *will* we get a 1.8.9 RB xD
L847[11:20:00] <williewillus> soon (tm)
L848[11:20:20] <williewillus> acutally probably when capabilities is fully polished / multipart is in
L849[11:20:40] <PaleoCrafter> yeah, had the same thought
L850[11:21:14] <gigaherz> [18:13] (FusionLord): gigaherz, that is a great document, thanks :)
L851[11:21:16] <gigaherz> thnak williewillus
L852[11:21:17] <gigaherz> ;P
L853[11:21:30] <gigaherz> I'll add back the "by williewillus"
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L856[11:21:36] <FusionLord> thtanks williewillus
L857[11:21:46] <williewillus> np :p
L858[11:21:54] <gigaherz> there
L859[11:21:55] <gigaherz> ;P
L860[11:21:58] <gigaherz> properly credited
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L863[11:22:58] <williewillus> I'm gonna copy it back into a public gist so I can keep updating it, thanks for formatting it ;p
L864[11:23:08] <gigaherz> np all yours
L865[11:24:25] <PaleoCrafter> in a year, gigaherz will come back and DCMA the docs xD
L866[11:24:32] <FusionLord> just a suggestion look at the first code block second line, there are some random characters
L867[11:25:02] <gigaherz> PaleoCrafter: I copied the contents from williewillus' google doc so that would be a weird thing to do ;P
L868[11:25:20] <gigaherz> oops
L869[11:25:23] <williewillus> yeah Ill lcean it up
L870[11:25:25] <gigaherz> I did a replace < with &lt;
L871[11:25:27] <williewillus> nbd
L872[11:25:33] <gigaherz> ;P
L873[11:30:39] <williewillus> can I not put code blocks inside a bulleted list?
L874[11:30:59] <gigaherz> annoyingly, it seems to break markdown
L875[11:31:12] <gigaherz> if you put a code block inlined with a nested bullet item
L876[11:31:30] <gigaherz> that's why I moved them down to right before the next top-level bullet item
L877[11:31:44] <gigaherz> you an have the single-line code bits
L878[11:31:49] <gigaherz> ```something```
L879[11:31:53] <gigaherz> those do work
L880[11:32:03] <williewillus> i just added a new top levle bullet "..." :p
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L883[11:36:45] <FusionLord> why does blender rescale when exporting to 3ds, stupid blender
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L885[11:37:00] <williewillus> wasnt aware we haev a 3ds loader :p
L886[11:37:09] <ThePsionic> I need a native english speaker
L887[11:37:32] <williewillus> here :p
L888[11:37:45] <ThePsionic> Is an arcology a single building or some sort of city block
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L890[11:37:57] <shadekiller666> is there a way to group icons on the taskbar together in windows 10?
L891[11:38:33] <gigaherz> yes?
L892[11:38:37] <gigaherz> it's enabled by default
L893[11:38:41] <williewillus> its the same as windows 7 :p
L894[11:38:45] <shadekiller666> how does one do that
L895[11:38:51] <gigaherz> right-click properties
L896[11:38:53] <PaleoCrafter> ThePsionic, Wikipedia doesn't answer your question? :P
L897[11:38:55] <gigaherz> "Combine buttons"
L898[11:39:03] <ThePsionic> It confuses me
L899[11:39:06] <williewillus> ThePsionic: it's a building, technically
L900[11:39:11] <ThePsionic> Mk
L901[11:39:15] <ThePsionic> That's all I need really
L902[11:39:41] <shadekiller666> gigaherz, i have it set to Always combine, hide labels
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L905[11:39:57] <shadekiller666> that just refers to different tabs of chrome and things i think
L906[11:40:16] <Xilef11> I'm not sure of the difference between "compile" and "provided" dependencies...
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L908[11:40:28] <shadekiller666> by group i meant like, two different versions of intellij grouped together on one taskbar icon
L909[11:40:29] <gigaherz> shadekiller666: no, those combine always
L910[11:40:34] <gigaherz> eh
L911[11:40:35] <heldplayer> shadekiller666: Chrome tabs are all the same window
L912[11:40:36] <gigaherz> no you can't do that
L913[11:40:39] <gigaherz> only same app groups
L914[11:40:51] <gigaherz> you can't group different things into one
L915[11:40:54] <gigaherz> that's not a supported feature
L916[11:41:24] <shadekiller666> :/
L917[11:41:25] <gigaherz> you'd need something like "Bins by 1up industries"
L918[11:41:29] <gigaherz> but it's not win10-compatible
L919[11:41:38] <gigaherz> http://www.1upindustries.com/bins/
L920[11:41:45] <sham1> firefox...
L921[11:41:55] <shadekiller666> for an OS thats meant to also be used on tablets and phones you'd think icon groups would be supported by default...
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L923[11:42:29] <gigaherz> shadekiller666: in tablet mode, the taskbar does NOT show apps
L924[11:42:33] <gigaherz> you have a "task button"
L925[11:42:42] <shadekiller666> android (and i believe ios as well) can group icons together
L926[11:42:42] <gigaherz> that shows a grid of apps
L927[11:42:49] <gigaherz> that's in the desktop
L928[11:42:59] <gigaherz> for the desktop I have Fences, by Stardock
L929[11:43:09] <PaleoCrafter> or you know, folders xD
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L931[11:43:18] <gigaherz> yeh
L932[11:43:24] <sham1> folder as a name makes me grinche
L933[11:44:01] <sham1> it's a nice metafor but...
L934[11:44:22] <PaleoCrafter> it turns you into a grinch?
L935[11:44:30] <sham1> yes
L936[11:44:39] <sham1> I shall steal Yle
L937[11:44:45] <sham1> Yule*
L938[11:44:49] <shadekiller666> and theres the "hidden icons" thing
L939[11:44:54] <sham1> I do not want Yule
L940[11:45:01] <sham1> Yle*
L941[11:45:05] <sham1> God damn it typos
L942[11:45:13] <shadekiller666> stupid windows :/
L943[11:45:38] <sham1> That's another one
L944[11:45:40] <shadekiller666> i have to admit there are some things on Mac that i wish windows had... like the file browser
L945[11:45:45] <sham1> Why are they called windows
L946[11:45:52] <gigaherz> the finder annoys me
L947[11:46:04] <gigaherz> sham1: because they are windows into your computer
L948[11:46:07] <gigaherz> they show you the conetnts
L949[11:46:14] <gigaherz> instead of describing them textually
L950[11:46:19] <shadekiller666> i like that the Mac file browser has columns so that you can see the hierarchy
L951[11:46:24] <gigaherz> I don't
L952[11:46:27] <gigaherz> it's annoying and confusing
L953[11:46:28] <gigaherz> XD
L954[11:46:40] <shadekiller666> maybe i haven't used it enough :P
L955[11:46:41] <sham1> There's nothing "window-like" about them
L956[11:46:44] <gigaherz> that's whaty the treeview on the left and the breadcrumbs are for
L957[11:46:48] <shadekiller666> ive grown up a windows person
L958[11:47:00] <sham1> That metaphor sucks in my eyes
L959[11:47:15] <gigaherz> -y
L960[11:47:18] <shadekiller666> well, in the Hololens you can stick windows to objects
L961[11:47:42] <sham1> Can I stick windows to windows ;P
L962[11:47:52] <gigaherz> I once dreamed of a desktop environment
L963[11:47:59] <gigaherz> where the apps were an infinite tiled grid
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L965[11:48:18] <gigaherz> you'd just pan it around to see different things
L966[11:48:24] <gigaherz> and you'd be able to zoom out to see more apps
L967[11:48:30] <gigaherz> problem is, it was a dream
L968[11:48:33] <PaleoCrafter> Apple Watch? :P
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L970[11:48:35] <gigaherz> so at some point I found the porn
L971[11:48:35] <sham1> I wish you could change your desktop manager on Windows
L972[11:48:38] <gigaherz> and I was unable to "close" it
L973[11:48:43] <gigaherz> because it was integrated in the grid
L974[11:48:47] <sham1> But you cannot because M$
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L976[11:48:55] <sham1> And it is integrated to the OS
L977[11:49:10] <gigaherz> you can change the shell
L978[11:49:17] <gigaherz> but not the "window decorator"
L979[11:49:30] <gigaherz> althoug there's apps that make it happen
L980[11:49:36] <williewillus> most users would not need to change their decorator lol
L981[11:49:39] <gigaherz> in hacky ways, but they make it happen regardless
L982[11:49:58] <williewillus> exposing that would probably require them to untangle a lot of things and expose security risks
L983[11:50:06] <gigaherz> yup
L984[11:50:09] <gigaherz> so much entangling
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L986[11:50:11] <gigaherz> it's horrible
L987[11:50:12] <sham1> Well it would be n advanced feature
L988[11:50:29] <williewillus> if you want that then use linux :p
L989[11:50:33] <sham1> Like "I am sure that I know what I am doing so let me do this pls :3"
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L991[11:50:42] <gigaherz> Win32k.sys the subsystem driver that exposes the usermode environment
L992[11:50:47] <gigaherz> takes care of the "classic theme" drawing
L993[11:50:55] <gigaherz> if you enable themes
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L995[11:50:59] <gigaherz> there's the themes service
L996[11:51:05] <gigaherz> that provider shared memory for the theme data
L997[11:51:12] <gigaherz> the uxtheme dll that provides drawing functions
L998[11:51:15] <gigaherz> and then comctl v6
L999[11:51:21] <gigaherz> which takes over the drawing from win32k
L1000[11:51:33] <gigaherz> in order to do the skinned window decoration
L1001[11:52:01] <gigaherz> it's all mashed up together to form the XP-style themeing
L1002[11:52:10] <gigaherz> and then when you have aero, with the dwm
L1003[11:52:17] <gigaherz> they added yet another level of convolution
L1004[11:52:29] <sham1> you and your NT knowledge :P
L1005[11:52:43] <gigaherz> one learns when working with reactOS ;P
L1006[11:52:49] <sham1> Ye
L1007[11:52:56] <sham1> I can see that
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L1013[12:00:16] <shadekiller666> !latest
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L1015[12:02:37] <gigaherz> shadekiller666: you can use the version to reduce the number of lines it answers with ;P
L1016[12:03:10] <gigaherz> like: "!latest 1.8.9 snapshot" would show only snapshots for 1.8.9, or "!latest 1.8 stable" woudl show the latest stable for 1.8
L1017[12:03:29] <gigaherz> or just "!latest 1.8.9" to get both stables and snapshots
L1018[12:04:14] <shadekiller666> ok
L1019[12:04:50] <shadekiller666> i'm trying to see if i can get my obj loader env to run in some fashion to test if i can remove the changes i made to the build.gradle in my PR
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L1021[12:08:37] <Keridos> hm, does the id maping thing not show which mod caused the crash or is that not possible?
L1022[12:09:47] <diesieben07> id mapping thing?
L1023[12:11:14] <williewillus> missing mapping event maybe
L1024[12:12:06] <roxox1> I'm trying to save a reference to an item. When I check the players inventory I assume that if that items durability has changed then if(itemstack == referenceItemStack) would return false?
L1025[12:12:35] <diesieben07> Nope
L1026[12:12:42] <roxox1> wait.
L1027[12:12:43] <diesieben07> you have to clone the ItemStack and compare it
L1028[12:12:47] <diesieben07> because ItemStacks are mutable
L1029[12:13:09] <gigaherz> roxox1: never == itemstacks
L1030[12:13:16] <gigaherz> and never store an itemstack without copying it first
L1031[12:13:35] <diesieben07> i disagree with both, but continue.
L1032[12:13:50] <roxox1> It was just a quick example
L1033[12:13:59] <williewillus> well in most cases storing a direct ref to a mutable itemstack isnt needed
L1034[12:14:06] <williewillus> and probably will have unintended effects
L1035[12:14:29] <Xilef11> 1.8.9: what happened to WorldRenderer#addVertexWithUV
L1036[12:14:42] <williewillus> hold on now's a time for the document ;p
L1037[12:14:42] <gigaherz> the WR was improved
L1038[12:14:48] <roxox1> I'm not worried about the technicalities of doing it. I'm just curious that if I have a player save an item in his inventory to an itemStack, and the item changes durability/slot will I still be able to do a comparison for it?
L1039[12:14:49] <gigaherz> it has a much more flexible syntax now
L1040[12:15:04] <roxox1> i.e, when the player dies I want to check if the player has that item he specified still in his inventory
L1041[12:15:12] <williewillus> Xilef11: scroll down to Misc https://gist.github.com/williewillus/57d7093efa80163e96e0
L1042[12:15:29] <diesieben07> roxox1, so you are trying to track an actual individual item? not a type of item?
L1043[12:15:39] <roxox1> Yes, that individual item.
L1044[12:15:54] <diesieben07> you will have to store some kind of UUID in the ItemStack NBT then
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L1046[12:16:32] <roxox1> Ok.
L1047[12:16:33] <gigaherz> which indirectly makes the item unstackable
L1048[12:16:36] <M4thG33k> May I ask questions concerning version control here?
L1049[12:16:42] <williewillus> sure
L1050[12:16:57] <roxox1> I only want the player to be able to store one item, the player will have a limited amount of allowed stored items.
L1051[12:17:00] <Lordmau5> \o
L1052[12:17:10] <roxox1> So that will be fine giga
L1053[12:17:39] <Lordmau5> so GL Scissoring + ScaledResolution doesn't go well together, does it...?
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L1055[12:18:02] <Lymia> roxox1, am I understanding the intent here?
L1056[12:18:08] <M4thG33k> What is the best way to continue working on a mod but still be able to go back and apply bug fixes to previous versions? That is: is there a good way to have several different versions of the mod exist at once? (Is this where branches in the repository come in?)
L1057[12:18:14] <roxox1> To cap it off, store a UUID in the itemstack, copy the itemstack, store the copy which I can then use to check against the players inventory to see if that exact item is still in the inventory.
L1058[12:18:22] <williewillus> M4thG33k: yes, maintain both branches
L1059[12:18:23] <diesieben07> M4thG33k, have a branch in git for each version
L1060[12:18:24] <Lymia> You want to make an item unique to the player, which they can't lose (say, by dying)?
L1061[12:18:32] <williewillus> and periodically merge the primary branch into the other one
L1062[12:18:37] <roxox1> Yes Lymia
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L1064[12:18:52] <fry> shadekiller666: your issue should be fixed now: https://github.com/MinecraftForge/MinecraftForge/commit/f3c2eb8e9cda873678d0e2308e4b7904fe8e3d61
L1065[12:18:54] <Lymia> Why does it need to be an item then?
L1066[12:19:08] <roxox1> What do you mean?
L1067[12:19:17] <williewillus> ProjectE is still on 1.7 primarily but I'm in charge of maintaining the 1.8.x branch, so I periodically do "git pull upstream master" which will pull in all the chnages to 1.7 since I last pulled
L1068[12:19:20] <M4thG33k> All right; then in idea, do I need to have a separate project for each version, or can I easily swap between different ones using the buil-in version control integration with git?
L1069[12:19:26] <williewillus> I have two different versions
L1070[12:19:28] <williewillus> *workspaces
L1071[12:19:32] <williewillus> since it's a different forge version
L1072[12:19:35] <Lymia> Why does it need to be an item that takes up inventory space. If 6 different mods did that, you, all of a sudden, have 6 slots taken up by mods and effectively reduced inventory size
L1073[12:19:51] <williewillus> you'll get merge conflicts but if you keep patches small it should be fine
L1074[12:19:54] <fry> Lordmau5: https://github.com/MinecraftForge/MinecraftForge/commit/b9d1d926545c28900355bfccb67a6f89a126b496#diff-6d19681b428749cbd646af616f783154R268
L1075[12:20:00] <Commodore64> hello everyone
L1076[12:20:06] <gigaherz> hello
L1077[12:20:07] <roxox1> I want them to be able to get rid of it (i.e, throw it, dump it in a chest..etc). But if they die with it, I want them to keep it
L1078[12:20:23] <diesieben07> not sure why you need to track it even...
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L1080[12:20:30] <diesieben07> just make them not loose it on death :D
L1081[12:20:41] <roxox1> That's what I'm trying to do..
L1082[12:20:45] <Commodore64> just a quick question, have any of you heard of the javanotes 7 textbook by David J Eck?
L1083[12:20:47] <Lymia> Oh, I see.
L1084[12:20:57] <roxox1> Afaik, only way to do that is to make it not drop on death, and then give it back to them on respawn
L1085[12:21:07] <Commodore64> I am thinking to use it to teach myself java
L1086[12:21:26] <Lymia> I'm not sure there's a good solution to that. AFAIK, some mods (I think ExtraUtils?) try that, and they all have some bug or another. :/
L1087[12:21:36] <roxox1> As a side note, so you understand what situation this is being used in. I'm trying to create a situation in which every player gets 3 items that they don't lose on death
L1088[12:21:37] <diesieben07> if you re-add stuff to the inventory in PlayerDropsEvent it *should* work
L1089[12:21:49] <Lymia> 3 arbitary items?
L1090[12:21:55] <Lymia> Or 3 specific items
L1091[12:21:55] <roxox1> If they attack someone, who is not skulled, they get skulled, and don't keep those items on death anymore
L1092[12:21:57] <roxox1> Any 3 items.
L1093[12:22:02] <Lymia> ooof.
L1094[12:22:07] <Lymia> That makes it harder.
L1095[12:22:13] <roxox1> I got the skulled part down
L1096[12:22:22] <Lordmau5> and that does what exactly, fry? as in, how would I apply that to my gui class
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L1098[12:22:43] <roxox1> Now, I just need to check if the players stored items are in the inventory on death, and if they are not skulled, give them back to the player
L1099[12:23:02] <fry> substitute values you need
L1100[12:23:28] <Lordmau5> same outcome as my version I had
L1101[12:23:29] <diesieben07> roxox1, actually, do this: in PlayerDropsEvent re-add the Items you want to keep to the inventory. then in PlayerCloneEvent copy over the inventory (InventoryPlayer has a method copyInventory)
L1102[12:23:31] <Lordmau5> give me 1 minute
L1103[12:23:36] <diesieben07> that should achieve what you want.
L1104[12:23:36] <fry> but that's glScissor + ScaledResolution working together correctly
L1105[12:23:48] <roxox1> As diesieben07 said, adding items in PlayerDropsEvent works. Just need a way to figure out if the item is the item they stored, direct comparison won't work because the player may have changed the damage value
L1106[12:24:02] <sham1> I need an idea
L1107[12:24:12] <williewillus> sham1: what for?
L1108[12:24:15] <diesieben07> well, you need ot decide what exactly determines "this item needs to be kept"
L1109[12:24:20] <diesieben07> describe that exactly.
L1110[12:24:21] <sham1> A new mod to work on
L1111[12:24:23] <roxox1> Player specified.
L1112[12:24:30] <roxox1> Command ./keepItemInHand
L1113[12:24:31] <williewillus> sham1: a mod that makes fun of the modding community
L1114[12:24:48] <netz> hah
L1115[12:25:00] <sham1> Kinda self-defeating
L1116[12:25:06] <williewillus> stereotypical players, mod developers, have a few funny jabs at others
L1117[12:25:13] <williewillus> idk I think it'd be fun
L1118[12:25:17] <roxox1> Why would I need to clone the inventory?
L1119[12:25:28] <Lymia> roxox1, would it work if you didn't keep track of that specific item
L1120[12:25:33] <diesieben07> because by default it doesn't get cloned
L1121[12:25:34] <diesieben07> roxox1, ok, in the command do stack.getSubCompound(ModID, true).setBoolean("keep", true); then to check: stack.getSubCompound(ModID, false) != null && stack.getSubCompoiund(MOdID, false).getBoolean("keep")
L1122[12:25:52] <Lymia> But, more like, "that specific item, or some item that seems identical"?
L1123[12:26:07] <sham1> It's like all the "cool" ideas are taken
L1124[12:26:12] <roxox1> That seems like it would work well.
L1125[12:26:13] <williewillus> like the one that makes fun of DE could be a power bank that starts full but then decrease using the inverse ackermann func :p just a bunch of joke blocks/items
L1126[12:26:15] <sham1> Which makes me sad and also not as motivated to work on
L1127[12:26:22] <Lordmau5> so fry , I'm using this: GL11.glScissor((x + 10) * sc, (y + 10) * sc, 64 * sc, height * sc); | Depending on the resolution my MC is in, it just renders it different
L1128[12:26:29] <roxox1> What your saying is to add an NBT Tag, which is true/false on whether that item should be kept on death.
L1129[12:26:32] <PaleoCrafter> sham1, implement the ideas better :P
L1130[12:26:44] <roxox1> And check the items NBT tags, rather than the item itself.
L1131[12:26:44] <diesieben07> yes, well, i am saying add tag that says "keep this"
L1132[12:26:48] <diesieben07> yes.
L1133[12:26:52] <PaleoCrafter> Lordmau5, you have to scale x and y as well
L1134[12:26:55] <Lordmau5> minimized w/ "Medium" scale: https://i.lordmau5.com/1453227987-572 | fullscreen w/ "Medium" scale: https://i.lordmau5.com/1453228013-573
L1135[12:26:57] <diesieben07> that way any Item can be kept using the command
L1136[12:27:01] <roxox1> Thanks, that seems like a good solution.
L1137[12:27:07] <Lordmau5> That's what I'm doing with sc
L1138[12:27:14] <Lordmau5> int sc = scaledRes.getScaleFactor();
L1139[12:27:23] <PaleoCrafter> oh, whoops
L1140[12:27:28] <roxox1> Out of curiosity, will that set the NBT tag to an entire stack of items, or only one item in that stack?
L1141[12:27:58] <roxox1> I would prefer the latter, but if it doesn't do that by default I'm sure I can figure out a workaround
L1142[12:28:25] <PaleoCrafter> there aren't any individual items in a stack, a stack is a stack :P
L1143[12:28:26] <williewillus> the whole stack
L1144[12:28:31] <PaleoCrafter> one item would be a stack of size 1
L1145[12:28:42] <williewillus> there aren't "individual items" and ItemStack is an item type and a number and an NBT
L1146[12:28:43] <roxox1> Ok, I'll do a check beforehand then to make sure the stack size is 1.
L1147[12:28:59] <roxox1> Thanks everyone :)
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L1149[12:29:41] <roxox1> http://2007.runescape.wikia.com/wiki/Skull_status
L1150[12:29:48] <Lymia> roxox1, you don't need to.
L1151[12:29:57] <roxox1> http://2007.runescape.wikia.com/wiki/Skull_(status)
L1152[12:30:00] <roxox1> Don't need to what?
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L1154[12:30:20] <Lymia> You could also just restore only one of a tagged item on death, even if it's in a stack of 64.
L1155[12:30:45] <roxox1> I'd rather let the user know that storing it isn't going to work on a full stack of items.
L1156[12:31:04] <Lymia> That's fine then.
L1157[12:31:11] <Lymia> Just making sure you're aware of the possiblity.
L1158[12:31:17] <roxox1> Don't want to let the user do something under the impression that it will save all of them, only for them to get mad later when they die
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L1160[12:32:38] <shadekiller666> omg...
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L1162[12:32:51] <shadekiller666> now setupForge is getting stuck on :decompileJar
L1163[12:32:57] <shadekiller666> why can't anything ever be easy
L1164[12:33:22] <roxox1> setupForge?
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L1166[12:33:52] <roxox1> Are you sure your not supposed to be doing setupDecompWorkspace?
L1167[12:34:09] <shadekiller666> this is a forge development environment
L1168[12:34:18] <roxox1> Ah.
L1169[12:34:19] <shadekiller666> not a mod
L1170[12:34:20] <roxox1> Sorry
L1171[12:34:21] <shadekiller666> :P
L1172[12:34:35] <shadekiller666> no need to apologize
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L1181[12:40:03] <shadekiller666> yay the game is loading!
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L1184[12:46:42] <roxox1> I require an IChatComponent to talk to the player, but IChatComponent is an interface. Is there something I'm supposed to use?
L1185[12:46:55] <diesieben07> look at the implementations, there are several
L1186[12:47:02] <diesieben07> one for just text, one for translations, etc.
L1187[12:47:22] <LatvianModder> new ChatComponentText, new ChatComponentTranslation
L1188[12:47:36] <roxox1> I'm not sure how to find implementations in eclipse.
L1189[12:47:49] <roxox1> I can find declarations, but not implentations.
L1190[12:48:05] <diesieben07> press Ctrl-T while your cursor is on the class name
L1191[12:48:18] <roxox1> THanks
L1192[12:48:26] <LatvianModder> ... ^^^
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L1202[13:05:01] <roxox1> diesiben07: ItemStacks don't appear to have a method 'getSubCompound'. I tried to use stackTagCompound, but that doesn't have the sub methods
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L1204[13:05:32] <roxox1> Long story short, I ended up with a null pointer, and have concluded that I definitely should be using getSubCompound. I'm just doing it wrong
L1205[13:05:51] <diesieben07> why are you not on 1.8.9? :D
L1206[13:06:02] <roxox1> I'm on 1.7.10 :P
L1207[13:06:07] <diesieben07> i know that. :D
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L1209[13:06:27] <McJty> roxox1, everyone is moving to 1.8.9 now
L1210[13:06:45] <roxox1> Not enough mods have been updated to 1.8.9 yet, and I'm writing this mod for a specific server.
L1211[13:06:54] <diesieben07> use something liek this: https://goo.gl/P706GN
L1212[13:06:57] <roxox1> So currently, the server is stuck at 1.7.10
L1213[13:07:03] <diesieben07> its a direct replacement for getSubCompound
L1214[13:07:39] <roxox1> Ah, thank you.
L1215[13:09:01] <sham1> "getOrCreateCompound"
L1216[13:09:26] <diesieben07> shuu
L1217[13:09:40] <diesieben07> i am open for improvement :P
L1218[13:09:53] <sham1> Sounds so getOrElse
L1219[13:10:04] <diesieben07> and?
L1220[13:10:11] <sham1> Yes
L1221[13:10:39] <KaseiFR> Does one of you know how to measure TPS with forge 1.8.9?
L1222[13:10:45] <diesieben07> mountain
L1223[13:10:55] <diesieben07> (we are just saying random words, right?)
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L1225[13:11:16] <sham1> Ticks Per Sec eh
L1226[13:11:17] <diesieben07> KaseiFR, /forge tps
L1227[13:11:35] <KaseiFR> diesieben07: Awesome, thank you
L1228[13:12:19] <roxox1> NBT is basically just an enum -_-
L1229[13:12:22] <sham1> dank him
L1230[13:12:27] <sham1> No it is not
L1231[13:12:43] <sham1> The closest analogue I can think of is a map
L1232[13:12:47] <roxox1> No no, I don't mean NBT stuff in general, I meant the NBT from diesieben07's code.
L1233[13:12:55] <diesieben07> no it's not an enum either :P
L1234[13:13:01] <diesieben07> it is a class full of utility methods
L1235[13:13:15] <roxox1> Not for me :P
L1236[13:13:18] *** Ashlee is now known as Ash|Game
L1237[13:13:33] <roxox1> * A class containing constants for magic numbers used in the minecraft codebase. * Everything here should be checked each update, and have a comment relating to where to check it.
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L1239[13:13:48] <sham1> Just because it has a lot of constants does not make it an enum
L1240[13:13:52] <roxox1> net.minecraftforge.common.util.Constants
L1241[13:13:53] <sham1> It HAS an enum init
L1242[13:13:55] <diesieben07> that is not my NBT
L1243[13:14:01] <diesieben07> it's forge's
L1244[13:14:21] <roxox1> Oh. I assumed you were using forges NBT. You have your own class called NBT?
L1245[13:14:26] <diesieben07> yes
L1246[13:14:40] <sham1> He does
L1247[13:14:43] <sham1> https://github.com/diesieben07/SevenCommons/blob/1.7/src/main/java/de/take_weiland/mods/commons/nbt/NBT.java
L1248[13:14:49] <sham1> For the curious
L1249[13:15:48] <roxox1> Damn..
L1250[13:16:06] <sham1> Well that's diesieb for ya
L1251[13:16:08] <shadekiller666> !gm func_181720_d 1.8.8
L1252[13:16:20] <roxox1> I was going to just take that code you linked me earlier and use that, but now I'm seeing how much infrastructure it's relying on
L1253[13:16:23] <sham1> They are a very into this stuff
L1254[13:16:25] <roxox1> Might try to write my own one
L1255[13:16:33] <diesieben07> infrastructur? :D
L1256[13:16:35] <diesieben07> its jsut 2 methods
L1257[13:16:45] <roxox1> It requires the NBT class
L1258[13:16:57] <diesieben07> you can just copy that one method... :D
L1259[13:17:08] <sham1> :PÖ
L1260[13:17:10] <diesieben07> this one: https://goo.gl/Lxx1va
L1261[13:17:27] <roxox1> Sorry. I'm tired.
L1262[13:17:48] <sham1> So
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L1264[13:17:58] <shadekiller666> !gm field_175195_w 1.8.8
L1265[13:18:02] <roxox1> Still, it all seems like a lot of work for NBT tags. It's a shame they don't give us a List or something we can add our own objects to.
L1266[13:18:05] <shadekiller666> !gf field_175195_w 1.8.8
L1267[13:18:18] <sham1> When are you gonna make it so that you can use NBTTagLists with java.utils.stream.Stream ;P
L1268[13:18:39] <diesieben07> NBT.asList(nbtList).stream()
L1269[13:18:44] <sham1> Indeed
L1270[13:19:11] <diesieben07> you asked when, it already exists.
L1271[13:19:16] <tterrag> NBT.stream(nbtList) would be nice :P
L1272[13:19:21] <tterrag> ala Arrays.stream
L1273[13:19:23] <tterrag> but meh :P
L1274[13:19:34] <sham1> That is what I would like
L1275[13:19:37] <diesieben07> meh.
L1276[13:19:45] <sham1> NBT.toStream
L1277[13:19:53] <diesieben07> asList is just giving you the underlying arraylist
L1278[13:19:56] <diesieben07> so it really does not matter.
L1279[13:20:00] <sham1> ye
L1280[13:20:23] <sham1> And then you filter everything as it stores stuff as NBTBase
L1281[13:20:28] <sham1> and map it
L1282[13:20:37] *** V is now known as Vigaro
L1283[13:20:37] <diesieben07> also, it is not like anyone uses this library but me.
L1284[13:21:12] <roxox1> I am now using 'some' of that library
L1285[13:21:21] <roxox1> Because I'm a dumb mofo.
L1286[13:21:38] <diesieben07> lol
L1287[13:21:45] <diesieben07> no you aren't
L1288[13:21:48] <sham1> ^
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L1290[13:22:34] <roxox1> I am indeed using your library
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L1292[13:22:45] <roxox1> You can't stop me! muhaha
L1293[13:22:55] <sham1> I dont think he wants tp
L1294[13:23:09] <diesieben07> I indeed won't.
L1295[13:23:16] <diesieben07> it's there for people to use.
L1296[13:23:17] <Wuppy> what do you guys think of this? http://utomik.com/
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L1298[13:23:25] <roxox1> I was making a joke. You guys didn't get it :(
L1299[13:23:54] <sham1> Or did we?
L1300[13:25:08] <roxox1> Wuppy. I don't get exactly what your selling.
L1301[13:25:13] <Wuppy> I'm not selling it
L1302[13:25:23] <roxox1> Oh, I thought it was your site :p
L1303[13:25:48] <Wuppy> nop, this is a service which is a crossover between steam and Netflix
L1304[13:26:01] <Wuppy> but not like onlive, you actually download the games and play them locally
L1305[13:26:15] <sham1> So how is it different from steam then
L1306[13:26:25] <roxox1> 'Unlimited'
L1307[13:26:32] <Wuppy> sham1, you don't pay for games
L1308[13:26:35] <Wuppy> you pay for the service
L1309[13:26:36] <roxox1> I like the play on words there, 'Unlimited' not 'Any'
L1310[13:26:51] <diesieben07> that sounds liek something the game industry would NOT liek :D
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L1312[13:27:07] <sham1> 'liek'
L1313[13:27:08] <diesieben07> why can i not type like -.-
L1314[13:27:14] <diesieben07> i am too fast for my own good
L1315[13:27:31] <Wuppy> diesieben07, there's already a bunch of good publishers in it
L1316[13:27:31] <fry> race condition :P
L1317[13:27:39] <Wuppy> and from what I've heard there's great ones comin
L1318[13:27:41] <fry> between right and left hand probably :P
L1319[13:27:51] <diesieben07> yep :P
L1320[13:27:53] <MattDahEpic> whats the best way to determine what dimension IDs are already taken?
L1321[13:28:22] <diesieben07> getStaticDimensionIDs, it says it's for internal use but there is no other way :P
L1322[13:28:26] <McJty> I have an issue with my new mod. It works perfectly in dev env but when I add it to a modpack it simply causes the client to stop (not crash) and return to login screen after creating or loading world
L1323[13:28:33] <McJty> Nothing in the logs that I can see
L1324[13:28:39] <diesieben07> Wuppy, oh, i thought it was done outside of hte producers
L1325[13:28:39] <McJty> What could cause this?
L1326[13:28:50] <Wuppy> I can't exactly tell which ones I've heard about (not 100% sure if they're right and otherwise it's confidential) but atm there's Nordic games, paradox, 1C, Game House, Youda
L1327[13:28:55] <Wuppy> and the NHTV, my university :P
L1328[13:29:33] <MattDahEpic> will the server return a null for getWorldServerForDimension if the dimension doe's have a world?
L1329[13:29:39] <shadekiller666> fry, about that mapping change in the PR, i just tried reverting the changes and re-running setupForge, and the problem still exists
L1330[13:29:56] <diesieben07> it wil return null if the dimension does not exist or is not loaded
L1331[13:30:12] <Wuppy> I'm in the closed beta and it's realy quite nice
L1332[13:30:58] <shadekiller666> like, VertexFormat.func_181720_d(int) is VertexFormat.getElement(int) with stable_20 mappings applied, but LightUtil tries using func_181720_d
L1333[13:31:15] <shadekiller666> and similar things with ForgeHooksClient and GuiIngameForge
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L1335[13:31:42] <Curle> Guess who!
L1336[13:31:45] <Curle> :3
L1337[13:32:16] <fry> no, it's func_181720_d in stable_20
L1338[13:32:26] <shadekiller666> in VertexFormat.java?
L1339[13:32:57] <fry> srg names are unique
L1340[13:32:59] <fry> so, yes
L1341[13:33:00] <shadekiller666> i'm seeing it as getOffset()
L1342[13:33:47] <shadekiller666> without it eclipse complains
L1343[13:33:49] <fry> you did something wrong then
L1344[13:34:01] <fry> or gradle messed up again
L1345[13:34:04] <Curle> You dun goofed, son.
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L1347[13:34:35] <shadekiller666> well for one thing 'stable_20' is for 1.8.8, even though we're now on 1.8.9...
L1348[13:34:41] <fry> there's no func_181720_d in ~/.gradle/caches/minecraft/de/oceanlabs/mcp/mcp_stable/20/methods.csv
L1349[13:34:53] <fry> which suggests that it's unmapped there
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L1351[13:35:11] <shadekiller666> ok
L1352[13:35:26] <shadekiller666> mcpbot doesn't have a mapping for it for 1.8.8
L1353[13:35:33] <shadekiller666> !gm func_181720_d
L1354[13:35:47] <shadekiller666> has it mapped to getOffset for 1.8.9
L1355[13:36:14] <fry> and?
L1356[13:36:35] <shadekiller666> what should i do
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L1358[13:37:00] <fry> no idea, try removing ~/.gradle
L1359[13:37:04] <McJty> Any tips to help me find out why I go back to login/start screen when creating/loading a world with my mod?
L1360[13:37:11] <fry> and doing a clean forge setup
L1361[13:37:38] <shadekiller666> so gradlew clean?
L1362[13:37:49] <shadekiller666> then setupForge again?
L1363[13:38:06] <fry> no, manually remove the folder
L1364[13:38:16] <fry> .gradle in your home directory
L1365[13:39:09] <fry> then try setupForge on a fresh clone of the forge repo
L1366[13:39:15] <fry> and not in your old folder
L1367[13:39:45] <Curle> McJty, it usually happens when the GUI glitches, just remake it and you'll hopefully load in
L1368[13:39:53] <williewillus> McJty: it happens in vanilla too sometimes
L1369[13:40:00] <shadekiller666> can't i just delete mcp_stable/20/?
L1370[13:40:01] <williewillus> the client just never connects to the integrated server :p
L1371[13:40:13] <shadekiller666> or rename it...
L1372[13:40:22] <Curle> What willie said
L1373[13:40:22] <McJty> Curle, remake what?
L1374[13:40:27] <Curle> the world
L1375[13:40:32] <McJty> It happens 100% of the time
L1376[13:40:34] <McJty> For every user
L1377[13:40:38] <williewillus> not sure then
L1378[13:40:39] <Curle> Oh?
L1379[13:40:40] <williewillus> is there a log?
L1380[13:40:48] <McJty> yes I have a log. Hold on
L1381[13:40:51] <Curle> there's usually something blocking the client from the server then
L1382[13:40:58] <McJty> https://www.dropbox.com/s/6bdr1oaspb4qdcu/fml-client-latest.log?dl=0&preview=fml-client-latest.log#
L1383[13:40:59] <williewillus> the client probably crashed
L1384[13:41:10] <McJty> It only happens when my new rftools dimension mod is added
L1385[13:41:14] <McJty> rftools itself is fine
L1386[13:41:26] <McJty> The only crashes I see in the log are inside JEI but they do seem suspicious
L1387[13:42:14] <shadekiller666> fry, can't i just delete stable/20/?
L1388[13:42:20] <williewillus> one of your item models is crashing JEI probably
L1389[13:42:31] <fry> no idea, shadekiller666
L1390[13:42:32] <McJty> hmm
L1391[13:42:49] <McJty> My dev env does contain an older version of JEI. Perhaps I should update that and see if I can reproduce it then
L1392[13:43:13] <McJty> mezz, here?
L1393[13:44:09] <Curle> "[FML/]: Frozen state restored."
L1394[13:44:15] <williewillus> ah
L1395[13:44:16] <Curle> The point it stopped
L1396[13:44:21] <williewillus> a mod is using lambdas
L1397[13:44:27] <williewillus> for their ItemMeshDefinitions
L1398[13:44:31] <Curle> Oh?
L1399[13:44:39] <williewillus> lambdas aren't remapped properly in older versions of SS/FG
L1400[13:44:52] <williewillus> or lambdas implementing obf classes at least
L1401[13:44:55] <McJty> hmm
L1402[13:45:05] <williewillus> I *think* it got fixed but not sure yet
L1403[13:45:18] <McJty> I might be using lambda's there. Let me try to find it
L1404[13:46:06] <McJty> Would this cause this: ModelLoader.setCustomMeshDefinition(this, stack -> models[stack.getItemDamage()]);
L1405[13:46:28] <williewillus> I had to do this: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java#L170-L180
L1406[13:46:39] <williewillus> probably not needed anymore on more recent builds of forgegradle
L1407[13:46:42] <williewillus> but I kept it there in case
L1408[13:46:47] <Curle> erm, if we saw the method, maybe we could tell you
L1409[13:46:56] <McJty> Curle, what method?
L1410[13:47:08] <Curle> wait, I'm blind
L1411[13:47:24] <williewillus> it's AME-ing because the lambda doesn't reobfuscate so the interface is unimplemented
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L1413[13:48:12] <McJty> So if I rewrite this to avoid the lambda it should work?
L1414[13:48:16] <McJty> What other places could this be a problem?
L1415[13:48:23] <fry> update FG first
L1416[13:48:47] <McJty> How exactly do I do that?
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L1418[13:49:47] <fry> ./gradlew --refresh-dependencies someTaks, I think
L1419[13:50:38] <gigaherz> McJty: any lambda that implements an obfuscated interface
L1420[13:51:31] <McJty> No I just have to figure out how to upgrade FG first
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L1422[13:53:34] <McJty> Or hmm. It may actually already have done that
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L1424[13:55:55] <shadekiller666> fry, i deleted the minecraft/ folder in the .gradle/caches/ directory or wherever it was, setupForge in a new folder, and it seems to be mapped properlly now
L1425[13:56:06] <fry> good
L1426[13:56:25] <shadekiller666> well, mapped properlly in the new workspace
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L1428[13:56:56] <shadekiller666> now how do i fix the obj loader workspace...
L1429[13:57:03] <fry> no idea
L1430[13:57:26] <shadekiller666> !latest 1.8.9
L1431[13:57:43] <shadekiller666> are we waiting on a stable 1.8.9 mapping?
L1432[13:58:18] <Temportalist> fry: is there a way to render an OBJ w/o a TESR and rotate it via a float var in IUnlistedProperties?
L1433[13:58:55] <fry> too many questions in one
L1434[13:59:06] <Temportalist> I need to render an OBJ
L1435[13:59:12] <shadekiller666> Temportalist, pass a TRSRTransformation into IExtendedBlockState.withProperty() via OBJState
L1436[13:59:13] <Temportalist> I know I can do so via a BlockState json
L1437[13:59:16] <sham1> you can rotate stuff in TESR yes
L1438[13:59:21] <Temportalist> I dont want a TESR
L1439[13:59:27] <sham1> ah
L1440[13:59:32] <shadekiller666> and do that in getExtendedState()
L1441[13:59:53] <Temportalist> Is there a way to rotate an OBJ model via IUnlistedProperties (which is being loaded via a state json)
L1442[13:59:55] <McJty> If I updated FG the right way (via --refresh-dependencies) then it is not fixed. Same issue
L1443[14:00:34] <shadekiller666> Temportalist, 1. IUnlistedProperties don't get read from the blockstate jsons, 2. i just told you how to do it
L1444[14:00:54] <Temportalist> What is an OBJState?
L1445[14:00:58] <fry> McJty: here's the relevant issue: https://github.com/MinecraftForge/ForgeGradle/issues/314
L1446[14:01:12] <fry> try asking in #ForgeGradle how to update or smth
L1447[14:01:21] <McJty> Already did
L1448[14:01:23] <shadekiller666> Temportalist, its an extension of IModelState for OBJModels
L1449[14:01:26] <McJty> Always a quiet channel there :-)
L1450[14:01:37] <McJty> For now I'm just going to avoid the lambda's there
L1451[14:01:44] <fry> if you did update and it wasn't fixed, and you're sure it's a deobfuscation issue, reopen it
L1452[14:02:02] <fry> avoiding lambdas is stupid, that's the whole point of using java8
L1453[14:02:20] <fry> they should be working, if they don't, we need to fix it
L1454[14:02:42] <McJty> Yes I agree but at the moment I need a bit of a quick fix
L1455[14:02:54] <tterrag|away> McJty: what do you have the version set to?
L1456[14:02:58] <tterrag|away> 2.1-SNAPSHOT?
L1457[14:03:21] <McJty> classpath 'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'
L1458[14:03:26] <shadekiller666> fry, i should probably just download the .zip of my branch on github and set it up again
L1459[14:03:42] <tterrag|away> hm
L1460[14:03:47] <shadekiller666> there are a bunch of weird folders in the obj loader folder :P
L1461[14:03:48] <tterrag|away> that should always download the latest FG build I thought
L1462[14:03:53] <tterrag|away> try with --refresh-depdendencies?
L1463[14:03:58] <tterrag|away> except spelled correctly
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L1465[14:04:17] <McJty> Yes I have done that and it even told me this:
L1466[14:04:39] <Temportalist> shadekiller666: well I shouldnt have to extended getExtendedState because I update the unlisted PropertyFloat when neighbors update.
L1467[14:04:55] <McJty> Download http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/ForgeGradle-2.1-20160119.100521-20.jar
L1468[14:05:08] <shadekiller666> Temportalist, you can't tell the block's obj model to update without it
L1469[14:05:39] <shadekiller666> IExtendedBlockState is the only way that a block can change something about its model without handling the rendering via a TESR
L1470[14:05:51] <shadekiller666> at least for obj models
L1471[14:06:08] <Temportalist> shadekiller666: where is the TESRTrans... class located?
L1472[14:06:24] <Temportalist> shadekiller666: https://gist.github.com/anonymous/b143f67d7e9edfe9bcc4
L1473[14:06:36] <shadekiller666> because getExtendedState() is the only method in Block that you can return an IEBS from without breaking something
L1474[14:06:43] <Temportalist> shadekiller666: ohhhh
L1475[14:06:44] <Temportalist> okay
L1476[14:06:49] <shadekiller666> TRSRTransformation*
L1477[14:07:16] <ThePsionic> Guys I need help
L1478[14:07:53] <ThePsionic> I'm looking for the name of an instrument made of metal pipes which make noise when you hold your hands close
L1479[14:08:08] *** kroeser|away is now known as kroeser
L1480[14:09:03] <Curle> A tuning fork?
L1481[14:09:13] <ThePsionic> No
L1482[14:09:17] <Curle> A resonator?
L1483[14:09:32] <sham1> A git fork?
L1484[14:09:36] <Curle> :P
L1485[14:09:38] <PaleoCrafter> Theremin, ThePsionic?
L1486[14:09:47] <Temportalist> shadekiller666: I am not quite understanding. I am updating the block's state (PropertyFloat which extends IUnlistedProperty) when neighbors change, so why do I need to do anything with getExtendedBlockState?
L1487[14:10:02] <shadekiller666> ...
L1488[14:10:09] <shadekiller666> ok
L1489[14:10:11] <tterrag> because you can't use extended states outside of getExtendedBlockState
L1490[14:10:12] <tterrag> period.'
L1491[14:10:17] <shadekiller666> ^
L1492[14:10:18] <shadekiller666> that
L1493[14:10:37] <ThePsionic> Yesss PaleoCrafter
L1494[14:10:39] <Temportalist> so I cannot update the unlisted properties outside of getExtendedBlockState?
L1495[14:10:40] <ThePsionic> Thanks
L1496[14:10:44] <PaleoCrafter> You're welcome
L1497[14:10:50] <tterrag> correct
L1498[14:10:52] <McJty> Temportalist, there are no unlisted properties outside of that
L1499[14:10:58] <Temportalist> okay
L1500[14:11:00] <shadekiller666> because of that, the only way to pass an OBJState into the block's model is by packing one into the IEBS in that method
L1501[14:11:04] <tterrag> extended block states are a very specific hack :P
L1502[14:11:06] <Temportalist> so dont do what I was planning on doing :P
L1503[14:11:17] <shadekiller666> which then gets shoved into the OBJModel for the block before baking it
L1504[14:11:21] <tterrag> they go from getExtendedBlockState -> handleBlockState
L1505[14:11:22] <tterrag> and that's about it
L1506[14:12:04] <McJty> Ok, it was indeed the lambda's causing the problem
L1507[14:12:05] <Temportalist> So instead of changing the unlisted properties inside onNeighborBlockChange, I need to mark the block to be updated there, and then do the modification of unlisted properties inside of getExtendedBlockState?
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L1509[14:12:55] <tterrag> yes, since IEBS are only used for rendering, a block update is always required to do anything useful with them
L1510[14:13:24] <shadekiller666> the game should update the block anyway if its a neighbor change
L1511[14:13:43] <fry> tterrag: or TESR
L1512[14:13:45] <Curle> Can somebody give me the quick explanation of how to do reflection?
L1513[14:13:54] <tterrag> shadekiller666: uhhh no
L1514[14:13:56] <tterrag> not at ALL
L1515[14:14:02] <Temportalist> okay, so lets say I called markBlockForUpdate, and do a withProperty(PropertyFloat, x) inside getExtendedBlockState. How do I implement the rotation inside of OBJState? (How do I implement the model?)
L1516[14:14:06] <sham1> Hmm
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L1518[14:14:26] <Temportalist> fry: trying to avoid TESR
L1519[14:14:42] <shadekiller666> whatever it is that you do, as long as you return an IEBS.withProperty(OBJModel.OBJProperty.instance, OBJState(TRSRTransformation)) from getExtendedState(), the model will rotate
L1520[14:15:39] <Temportalist> and if I return an extendedblockstate from createBlockState, can I just do ((IExtendedBlockState)state).withProp?
L1521[14:16:16] <tterrag> what did we just say
L1522[14:16:17] <shadekiller666> Temportalist, this block acts like a piston when placed (it faces towards the player) https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L976-L1058
L1523[14:16:27] <tterrag> >you can't use extended states outside of getExtendedBlockState
L1524[14:16:46] <shadekiller666> the facing direction is listed in the json for it
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L1526[14:17:07] <shadekiller666> "up": {"x": 90} ... etc or whatever
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L1529[14:22:11] * Temportalist needs to learn Quat4f
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L1537[14:26:12] <Temportalist> shadekiller666: any input? https://gist.github.com/anonymous/8da48d71d68dd77a1155
L1538[14:26:48] <solidDoWant1> how should IEnergyProviders distribute power?
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L1540[14:26:57] <McJty> It would be nice if Forge could stop reporting those bad model errors after a while
L1541[14:27:03] <McJty> Loading a modpack in 1.8.9 is sooo slow now
L1542[14:27:11] <McJty> Especially with Buildcraft which is producing tons of messages
L1543[14:27:20] <williewillus> blame the mods ;p
L1544[14:27:23] <McJty> Of course
L1545[14:27:24] ⇨ Joins: Dagarath (~Dagarath@198-91-147-178.cpe.distributel.net)
L1546[14:27:40] <McJty> But still it would be nice to just ignore errors for some mod after a while
L1547[14:28:38] <Dagarath> Hey guys, I am having probs with IMC sendRuntimeMessage fetchRuntimeMessages. Are there any specific rules to using these? My mod should be sending the message but it never exists...
L1548[14:29:14] *** kroeser|away is now known as kroeser
L1549[14:29:52] <shadekiller666> Temportalist, thats not how you define a Quat4f
L1550[14:30:08] <Temportalist> shadekiller666: :/
L1551[14:30:12] <shadekiller666> nor is that the correct Quat4f... you want to use the first one
L1552[14:30:23] <mezz> McJty, ddi you resolve the crash from earlier? I caught that crash and suppressed the tons of bad model errors in JEI. still have errors reported by forge though
L1553[14:30:27] <shadekiller666> what exactly are you trying to rotate the block to?
L1554[14:30:36] <shadekiller666> is it like a quartz pillar block?
L1555[14:30:46] <shadekiller666> a furnace? piston?
L1556[14:31:04] <Temportalist> shadekiller666: no, its a rotation around a defined axis, where the angle is a float
L1557[14:31:19] <Temportalist> shadekiller666: think of a rope bridge
L1558[14:31:22] <shadekiller666> ok
L1559[14:31:30] <Temportalist> and quadratic slope
L1560[14:31:37] <williewillus> youd probably have a better time using TRSR
L1561[14:31:46] <shadekiller666> so you're doing non 90 degree rotations about EnumFacing.Axis
L1562[14:31:53] <Temportalist> williewillus: but I dont want to setup tile entities
L1563[14:31:57] <Temportalist> shadekiller666: yes
L1564[14:31:59] <williewillus> wat
L1565[14:32:09] <williewillus> what does a TRSR have to do with tile entities
L1566[14:32:22] <shadekiller666> you can have a TileEntity that does nothing but provide an input for a TESR
L1567[14:32:26] <Temportalist> williewillus: sorry, mis read. I am using TRSR
L1568[14:32:35] <shadekiller666> oh
L1569[14:32:45] <shadekiller666> ok
L1570[14:32:46] <williewillus> why mes with the Quats then?
L1571[14:32:59] <shadekiller666> williewillus, he's trying to construct a TRSR
L1572[14:33:04] <Temportalist> ^^
L1573[14:33:09] <shadekiller666> one of the constructors takes Quat4fs
L1574[14:33:15] <Temportalist> this is new ground for me
L1575[14:33:35] <williewillus> can't you just manually feed it the rotation?
L1576[14:33:42] <shadekiller666> Temportalist, which axis are you rotating around?
L1577[14:33:55] <Temportalist> shadekiller666: depends on the state
L1578[14:34:03] <Temportalist> axis defines meta
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L1580[14:34:18] <Dagarath> Anybody?
L1581[14:34:23] <shadekiller666> ok... which possible axis are you using?
L1582[14:34:24] <Temportalist> shadekiller666: would an ItemTransformationVec3f work for blocks?
L1583[14:34:34] <Temportalist> shadekiller666: all of them
L1584[14:34:37] <shadekiller666> ok
L1585[14:34:41] <Dagarath> o well check in later I guess
L1586[14:34:55] <Curle> What's the method to get the next free item ID?
L1587[14:35:00] <shadekiller666> well, you can pass an ITV3f to TRSR
L1588[14:35:11] *** PaleoCrafter is now known as PaleOff
L1589[14:35:22] <shadekiller666> well, you have to get the matrix of it first
L1590[14:35:22] <Temportalist> would the ITV3f apply for block transformations? because it has a vec rotation
L1591[14:35:33] <Temportalist> public ItemTransformVec3f(Vector3f rotation, Vector3f translation, Vector3f scale)
L1592[14:35:50] <Temportalist> https://www.irccloud.com/pastebin/1T1cRmkY/
L1593[14:36:00] <shadekiller666> TRSR has methods that convert things into TRSR data structures...
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L1596[14:36:28] <Temportalist> so ITV3f is probably the best way to go
L1597[14:36:32] <shadekiller666> if you can pass ITV3f directly then do so, otherwise, use TRSRTransformation.getMatrix() to get a Matrix4f and pass that
L1598[14:36:46] <fry> don't use ITV3f
L1599[14:36:48] <shadekiller666> or if ITV3f has a getMatrix() method then use that
L1600[14:37:02] <shadekiller666> or listen to fry :P
L1601[14:37:13] <Temportalist> fry: okay, how come? (only apply to items?)
L1602[14:37:39] <shadekiller666> they're depricated
L1603[14:37:44] <Temportalist> ah okay
L1604[14:38:28] <fry> if you don't understand quats - do Quat4f quat = new Quat4f(); quat.set(new AxisAngle4f(x, y, z, angle));
L1605[14:39:05] <Temportalist> fry: yesssss best way for me because I am still learning euler and quat things....
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L1608[14:39:29] <shadekiller666> aren't Quats almost the same thing as AxisAngles?
L1609[14:39:48] <Curle> Got it, it's getFreeItemIndex() :P
L1610[14:40:28] <Temportalist> https://www.irccloud.com/pastebin/ocKJRjyw/
L1611[14:41:38] ⇦ Quits: Dagarath (~Dagarath@198-91-147-178.cpe.distributel.net) (Ping timeout: 198 seconds)
L1612[14:42:05] <Temportalist> So aside from that, my obj model is having issues loading...
L1613[14:42:24] <Temportalist> Ill post log in a sec
L1614[14:42:30] ⇨ Joins: Dagarath (~Dagarath@198-91-147-178.cpe.distributel.net)
L1615[14:43:08] <gigaherz> shadekiller666: in a way
L1616[14:43:17] <shadekiller666> Temportalist, post the obj file as well
L1617[14:43:19] <Temportalist> shadekiller666: fry: this is the log: https://gist.github.com/anonymous/05d7fda5294001b8d3c4
L1618[14:43:34] <Temportalist> https://gist.github.com/anonymous/ee5519f3023ca1f730e4
L1619[14:43:35] <gigaherz> quat is (cos, ax*sin, ay*sin, az*sin)
L1620[14:43:45] <Temportalist> https://gist.github.com/anonymous/fa67cfe31d82a73e895b
L1621[14:43:46] <gigaherz> but that's just how you build it
L1622[14:43:46] <williewillus> post your json
L1623[14:44:01] <gigaherz> a quaternion is a numeric system
L1624[14:44:27] <williewillus> did you do OBJLOader.addDomain?
L1625[14:44:34] <Temportalist> williewillus: yes, i believe so
L1626[14:44:48] <shadekiller666> what exactly is the problem?
L1627[14:44:50] <williewillus> because the OBJLoader is currently not catching that so the normal model loader is trying to load it and failing
L1628[14:44:53] <williewillus> recheck that you are
L1629[14:45:07] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1630[14:46:44] <Curle> Gah, that crashes it!
L1631[14:47:09] <Curle> Is there a function similar to getNextFreeItemID?
L1632[14:47:14] <Curle> I remember using that at one time
L1633[14:48:10] <Temportalist> whoops. i think it was a bug with Origin. Domain was added. Then it crashed because:
L1634[14:48:26] <Temportalist> NPE in getExtendedBlockState...
L1635[14:49:01] <Temportalist> what are visibilityGroups?
L1636[14:49:03] <solidDoWant1> mcjty where's that modding wiki you were working on?
L1637[14:49:05] <williewillus> next free item id??
L1638[14:49:13] <williewillus> I hope you're not manually assigning int id's to items ;p
L1639[14:49:30] <Curle> No, I was letting the GameRegistry do that
L1640[14:49:43] <Curle> Now I need to use addObject and I need a method to get the next free ID
L1641[14:49:51] <gigaherz> wtf are you doing?
L1642[14:49:52] <gigaherz> XD
L1643[14:49:56] <williewillus> ^ :p
L1644[14:49:57] ⇦ Quits: Vidaj (~Vidaj@89-162-113-86.fiber.signal.no) (Ping timeout: 198 seconds)
L1645[14:50:00] <Curle> Food, the vanilla way.
L1646[14:50:05] <gigaherz> ...........
L1647[14:50:16] <Curle> Hey, it's one line of code.
L1648[14:50:19] <gigaherz> why?
L1649[14:50:28] <williewillus> don't register things how vanilla does it
L1650[14:50:41] <williewillus> use the GameRegistry and let ID's auto assign like you're supposed to
L1651[14:50:53] <gigaherz> no, if you need to do ANYTHING that involves thinking of numeric IDs, you are probably doing it wrong
L1652[14:50:53] <williewillus> or else you WILL fuck up people's saves
L1653[14:50:53] <gigaherz> ;p
L1654[14:51:02] <williewillus> not might, it's will :p
L1655[14:51:08] <Curle> Thing is, I have no idea how to actually make a food item :P
L1656[14:51:10] <roxox1> Can PlayerRespawnEvent not be fired on the server side?
L1657[14:51:13] <gigaherz> then ASK
L1658[14:51:14] <gigaherz> XD
L1659[14:51:21] <williewillus> roxox1: it's only fired on the server iirc
L1660[14:51:23] <Curle> Nobody was answering me for 10 minutes
L1661[14:51:24] <Curle> :P
L1662[14:51:26] <roxox1> Hmm
L1663[14:51:35] <gigaherz> then ask again!
L1664[14:51:39] <gigaherz> or mention item ids
L1665[14:51:42] <gigaherz> that brings people's attention
L1666[14:51:49] <Curle> Yea, that'll get attention
L1667[14:51:56] <Curle> Damnit, keyboard ninja
L1668[14:52:07] <williewillus> GameRegistry.registerItem("mymod:myitem", new ItemFood(value, saturation, false))
L1669[14:52:09] <williewillus> not hard :p
L1670[14:52:30] <williewillus> er, flip those two params, the item goes first
L1671[14:52:50] <gigaherz> or extend ItemFood if you want custom effects
L1672[14:52:50] <williewillus> also, I don't think you prefix the modid so it would be new ItemFood(..), "myitem"
L1673[14:52:50] <Curle> Oh, GOD DAMNIT. I forgot you can use the new ItemFood in the register
L1674[14:52:54] <gigaherz> such as how the golden apple
L1675[14:53:01] <gigaherz> has healing
L1676[14:53:10] <roxox1> The event is not firing for me
L1677[14:53:12] <gigaherz> but otherwise.
L1678[14:53:16] <roxox1> I have it set to server side only
L1679[14:53:17] <Curle> It's just your run-of-the-mill orange :P
L1680[14:53:30] <williewillus> roxox1: what do you mean "set to serverside only"?
L1681[14:53:40] <roxox1> @SideOnly(Side.SERVER)
L1682[14:53:51] <gigaherz> roxox1: you should never use @SideOnly yourself
L1683[14:53:56] <gigaherz> also
L1684[14:53:59] <gigaherz> @SideOnly SERVER
L1685[14:54:02] <Curle> use if(!world.isRemote)
L1686[14:54:07] <gigaherz> means it only gets executed if you are in the server JAR
L1687[14:54:10] <gigaherz> not the server thread
L1688[14:54:10] <Curle> @SideOnly affects the compiler
L1689[14:54:19] <gigaherz> not thecompiler, FML
L1690[14:54:24] <gigaherz> it will remove all references of the wrong side
L1691[14:54:28] <Curle> Oh
L1692[14:54:30] <roxox1> I don't understand. I use @SideOnly on all my other events
L1693[14:54:35] <roxox1> And they are firing on the server only
L1694[14:54:38] <williewillus> that's not how it works
L1695[14:54:38] <Curle> You shouldn't!
L1696[14:54:40] <gigaherz> roxox1: then you are doing it wrong
L1697[14:54:44] <williewillus> SideOnly dispatches based on the PHYSICAL side
L1698[14:54:48] <gigaherz> that's not what @SideOnly is for
L1699[14:54:53] <williewillus> SideOnly(SERVER) will make that event only run on a server jar
L1700[14:55:02] <williewillus> which means the logical server in Singleplayer will not run it
L1701[14:55:05] <Curle> Like, with a BAT and all that
L1702[14:55:10] <Curle> Dedicated server
L1703[14:55:11] <gigaherz> @SideOnly is exclusively designed for code that MUST NOT be present in one side
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L1705[14:55:17] <williewillus> hold on, lemme link my article on sides
L1706[14:55:24] <roxox1> You misunderstand, my code IS firing on the server side.
L1707[14:55:27] <roxox1> Which that annotation.
L1708[14:55:29] <Curle> Use the if(world.isRemote) for serverside
L1709[14:55:42] <williewillus> you mean server side in the wrong way
L1710[14:55:46] <williewillus> read this https://github.com/williewillus/Documentation/blob/sides/docs/concepts/sides.md
L1711[14:55:53] <williewillus> there's two different kinds of "server side"
L1712[14:55:54] <gigaherz> roxox1: that does not matter
L1713[14:56:01] <gigaherz> it's still doing nothing useful for you
L1714[14:56:07] <williewillus> because it's getting stripped out :p
L1715[14:56:10] <Curle> Just because it is running, doesn't mean it will work.
L1716[14:56:19] <williewillus> anyways read that doc
L1717[14:56:23] <williewillus> itll clear everything up
L1718[14:56:32] <roxox1> Ok.. So, what should I be using to specify that I don't want my events to fire on the client?
L1719[14:56:42] <williewillus> isRemote
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L1721[14:56:49] <williewillus> also are you *firing* events or *receiving* events?
L1722[14:57:03] <ThePsionic> Just bought the final book in the Valhalla series, I feel good
L1723[14:57:05] <roxox1> Umm. I'm using @SubscribeEvent.
L1724[14:57:08] <Curle> roxox1, if(world.isRemote)
L1725[14:57:12] <williewillus> that's receiving so use isRemote
L1726[14:57:34] <roxox1> Wait, if it's an event fired when a player does something, wouldn't the world be the players world?
L1727[14:57:40] <williewillus> yes
L1728[14:57:45] <Curle> The world that the event happens it
L1729[14:57:46] <williewillus> except client players don't respawn
L1730[14:57:52] <williewillus> only server players respawn
L1731[14:57:52] <Curle> in*
L1732[14:57:55] <roxox1> OH WAIT I SEE.
L1733[14:57:57] <gigaherz> roxox1: even in singleplayer, there's two separate copies of the world
L1734[14:58:03] <williewillus> the server just tells the client "drop all chunks and load these"
L1735[14:58:08] <gigaherz> the server thread has WorldServer, the client thread has the rendering world
L1736[14:58:22] <roxox1> No no, I misunderstood what world.isRemote meant
L1737[14:58:29] <gigaherz> also
L1738[14:58:33] <gigaherz> in terms of minecraft
L1739[14:58:36] <williewillus> yeah isRemote distinguishes client thread and server thread
L1740[14:58:36] <gigaherz> isRemote, means theclient
L1741[14:58:40] <gigaherz> the server is the "local"
L1742[14:58:44] <gigaherz> the remotes are the users
L1743[14:58:54] <roxox1> Ah, I see now
L1744[14:58:56] <williewillus> sideonly distinguishes the dedicated server jar vs ANY client jar, SP or MP regardless
L1745[14:59:08] <gigaherz> there's no sp/mp jars ;p
L1746[14:59:15] <gigaherz> there's the minecraftserver.jar
L1747[14:59:20] <gigaherz> and the client minecraft.jar
L1748[14:59:20] <williewillus> i mean whether you were in an SP or MP game
L1749[14:59:21] <Curle> and minecraft.jar
L1750[14:59:27] <gigaherz> yeah
L1751[14:59:29] <williewillus> the client jar is the client jar and will be sideonly client
L1752[14:59:31] <roxox1> Could I just do the world check before I register the events?
L1753[14:59:32] <gigaherz> it's FML that does the distinction
L1754[14:59:37] <Curle> SP is MP, just with one player cap. :)
L1755[14:59:43] <gigaherz> it will remove references so that the classloading doesn't fail
L1756[14:59:48] <williewillus> roxox1: when you register the handler ythe world probably won't exist yet
L1757[14:59:51] <williewillus> just check inside the handler
L1758[14:59:53] <roxox1> Ah yes.
L1759[14:59:55] <gigaherz> it has nothing to do with running or not running the code
L1760[15:00:00] <gigaherz> it's simply classloading.
L1761[15:00:15] <williewillus> Curle: basically, but with some more magic
L1762[15:00:21] <williewillus> and caveats
L1763[15:00:28] <gigaherz> as lex said once
L1764[15:00:34] <roxox1> Is there any way to simply not register the events on the server side then? I feel like checking every time I 'receive' an event is pointless
L1765[15:00:38] <gigaherz> the ONLY situation where a mod ever needs @SideOnly
L1766[15:00:38] <williewillus> no
L1767[15:00:41] <williewillus> just do the check
L1768[15:00:46] <williewillus> it's one boolean check and it'll be blazing fast
L1769[15:00:58] <gigaherz> is when the method parameter or implemented interface only exists on one side
L1770[15:01:02] <williewillus> this aint BASIC ;p
L1771[15:01:07] <gigaherz> in which case, you want to remove the method/interface
L1772[15:01:14] <gigaherz> so that it doesn't crash on classload
L1773[15:01:15] <gigaherz> otherwise
L1774[15:01:20] <Curle> IF YES EQUALS NO:
L1775[15:01:21] <roxox1> Hmm, I'm not even sure my mod will be needed on the client at all
L1776[15:01:22] <Curle> YES
L1777[15:01:23] <Curle> :P
L1778[15:01:26] <gigaherz> in ANY other situation, @SideOnly should never be used in mods
L1779[15:01:39] <roxox1> Yeah, I don't even need my mod to be on the client. Only the server
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L1781[15:01:41] <gigaherz> acceptableClientVersions"*"
L1782[15:01:43] <roxox1> Is this possible?
L1783[15:01:47] <gigaherz> or something like that
L1784[15:01:50] <gigaherz> in your @Mod
L1785[15:01:54] <williewillus> gigaherz: did I ever tell you what IC2 Classic used to establish whether to run logic or not?
L1786[15:02:01] <Curle> Then don't make any client-related code and you're good.
L1787[15:02:01] <gigaherz> nope
L1788[15:02:02] <williewillus> getEffectiveSide
L1789[15:02:03] <williewillus> EVERYWHERE
L1790[15:02:10] <williewillus> -.-'
L1791[15:02:13] <gigaherz> >_<
L1792[15:02:18] <roxox1> Oh no wait, I will need it installed on the client, just not yet
L1793[15:02:24] <gigaherz> williewillus: hmm
L1794[15:02:25] <gigaherz> although
L1795[15:02:27] <roxox1> Thanks for the help, I'll try again without the SideOnly stuff
L1796[15:02:32] <gigaherz> IC2 is older than the integrated server
L1797[15:02:35] <Curle> Make 2 mods: Server and Client then
L1798[15:02:38] <gigaherz> back then, there wasn't world.isRemote
L1799[15:02:44] <williewillus> well this is the 1.4 ver :p
L1800[15:02:52] <gigaherz> the client itself would run the logic also
L1801[15:02:52] <williewillus> getEffectiveSide does the same thing isRemote does, just does a worse job at it ;p
L1802[15:02:57] <gigaherz> yes
L1803[15:02:59] <Curle> LAN was 1.5, wasn't it?
L1804[15:03:02] <williewillus> 1.3
L1805[15:03:12] <Curle> I remember playing it with my aunt the day it came out
L1806[15:03:13] <gigaherz> but if they ported the classic code
L1807[15:03:16] <williewillus> that other tinme modders thought the world was ending
L1808[15:03:19] <williewillus> but we made it
L1809[15:03:24] <gigaherz> 1.5 was the 256 block height?
L1810[15:03:26] <williewillus> 1.2
L1811[15:03:27] <gigaherz> or was that 1.6?
L1812[15:03:29] <williewillus> lol
L1813[15:03:34] <gigaherz> no?
L1814[15:03:37] <gigaherz> 1.2.5 was 128
L1815[15:03:40] <gigaherz> I'm fairly certain of that
L1816[15:03:43] <williewillus> lol no
L1817[15:03:46] <roxox1> if(!event.player.worldObj.isRemote) { //Only run on the server side.
L1818[15:03:51] <Curle> willie, don't be a willie.
L1819[15:04:00] <williewillus> 1.2.5 changed the world format to accommodate 256 blocks and give us 4096 block ids
L1820[15:04:30] <williewillus> i started playing modded right as 1.2.5 was reaching maturity (FML had just become a thing, etc.) so I remember ;P
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L1822[15:05:32] *** williewillus is now known as willieaway
L1823[15:05:43] <gigaherz> willieaway: hmmm
L1824[15:05:49] <gigaherz> but were worlds actually 256?
L1825[15:06:04] <gigaherz> I started playing mc on alpha 1.1 so everything is blurry here
L1826[15:06:27] <minecreatr> is there any way to get a VertexFormat from a BakedQuad?
L1827[15:06:52] <gigaherz> nope
L1828[15:07:04] <gigaherz> you can get it from a ISmartBakedModel
L1829[15:07:07] <gigaherz> eh
L1830[15:07:10] <gigaherz> IFlexibleBakedModel
L1831[15:07:18] <gigaherz> if it's not flexible
L1832[15:07:26] <gigaherz> you must assume Attributes.DEFAULT_BAKED_FORMAT
L1833[15:07:29] <shadekiller666> Temportalist, visibility groups are groups of faces, they can be turned on/off
L1834[15:07:29] <gigaherz> for items/blocks
L1835[15:07:34] <shadekiller666> by default all groups are on
L1836[15:07:35] <tterrag> is BufferedImage.getRGB() really expensive? http://puu.sh/mBXkP.png
L1837[15:07:39] <tterrag> this seems ridiculous
L1838[15:07:40] *** TehNut is now known as TehNut|Gone
L1839[15:07:47] <shadekiller666> you only have 1 group, so you don't need to worry about them
L1840[15:08:09] *** kroeser|away is now known as kroeser
L1841[15:08:11] <solidDoWant1> what are you using to profile?
L1842[15:08:20] <roxox1> My respawn event is still not firing ;(
L1843[15:08:38] <tterrag> solidDoWant1: JVisualVM
L1844[15:08:43] <solidDoWant1> thanks
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L1846[15:08:58] <minecreatr> why does FaceBakery.makeBakedQuad take in an EnumFacing, convert it into vertex data, then get an EnumFacing from the vertex data?
L1847[15:09:11] <roxox1> http://pastebin.com/iKe56H9n
L1848[15:09:38] <gigaherz> minecreatr: what are you doing? :/
L1849[15:10:25] <minecreatr> why gigaherz ?
L1850[15:10:40] <gigaherz> wondering why you need to worry about FaceBakery at all
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L1852[15:11:25] <Curle> I believe getRarity is also a SideOnly case
L1853[15:12:11] <minecreatr> Im trying to unbake quads, also, whats the difference between DefaultVertexFormats.Block and Attributes.DEFAULT_BAKED_FORMAT
L1854[15:12:41] <tterrag> in case the baked format changes, you have a constant to rely on
L1855[15:13:04] <roxox1> Oh fuck my life
L1856[15:13:10] <roxox1> It seems
L1857[15:13:26] <roxox1> That there are two different kinds of events, Forge and FML events.. Which use different annotations.
L1858[15:13:33] <tterrag> no they don't
L1859[15:13:36] <Curle> FML events
L1860[15:13:39] <gigaherz> minecreatr: Attributes.DEFAULT_BAKED_FORMAT was the old one
L1861[15:13:39] <Curle> :)
L1862[15:13:45] <gigaherz> everything in DefaultVertexFormats was added later
L1863[15:14:09] <Curle> Ah shit
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L1865[15:14:20] <Curle> Java is updating with Eclipse open
L1866[15:14:21] <roxox1> Goddamn I suck
L1867[15:14:22] <Curle> u y do ids
L1868[15:14:24] <shadekiller666> fry, PR is fixed: https://github.com/MinecraftForge/MinecraftForge/pull/2382
L1869[15:14:25] <minecreatr> oh, does FaceBakery always bake into the DefaultVertexFormats.Block format?
L1870[15:14:25] <Curle> dis*
L1871[15:14:29] <roxox1> What is the annotation for FMLEvents?
L1872[15:14:46] <tterrag> if you are talking about lifecycle events, it's @EventHandler
L1873[15:14:48] <minecreatr> and am I safe to assume that all blocks use the DefaultVertexFormats.Block format?
L1874[15:14:48] <Curle> @fuckthisfuckthatfuckyoufuckoff
L1875[15:14:49] <Curle> :P
L1876[15:14:50] <tterrag> and it only works in your main mod class
L1877[15:15:04] <gigaherz> minecreatr: they are equivalent.
L1878[15:15:15] <roxox1> I'm trying to use an FML Event
L1879[15:15:17] <shadekiller666> minecreatr, also, the Attributes one has its elements in a different order than DVF.BLOCK...
L1880[15:15:21] <roxox1> PlayerRespawnEvent
L1881[15:15:22] *** Ash|Game is now known as Ashlee
L1882[15:15:23] <shadekiller666> for some stupid fucking reason
L1883[15:15:27] <minecreatr> which one should I use?
L1884[15:15:31] <gigaherz> no wait
L1885[15:15:43] <shadekiller666> as a result, Attributes is the only one that works properly with the obj and b3d loaders...
L1886[15:15:44] <gigaherz> minecreatr: yes, blocks are DEfaultVertexFormats.BLOCK
L1887[15:16:10] <gigaherz> because that one has the second texture coord
L1888[15:16:17] <gigaherz> for the purpose of ambient occlusion
L1889[15:16:22] <minecreatr> oh
L1890[15:16:23] <gigaherz> (the lightmap coords)
L1891[15:16:30] <gigaherz> but when the model is used as an item
L1892[15:16:32] <shadekiller666> specifically, the difference between then is that one adds the UV element first, then the color, and the other adds color first, then UV
L1893[15:16:42] <gigaherz> it's equivalent to DefualtVertexFormats.ITEM
L1894[15:16:43] <shadekiller666> which completely changes the offset ordering
L1895[15:16:48] <gigaherz> which is equivalent to Attributes.DEFAULT_BAKED_FORMAT
L1896[15:16:56] <gigaherz> the .BLOCK one is ONLY used when rendering the block form
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L1899[15:17:39] <shadekiller666> the obj and b3d loaders use the Attributes one for everything i think
L1900[15:17:40] <minecreatr> so do all quads use Attributes.DEFAULT_BAKED_FORM?
L1901[15:17:58] <gigaherz> no you CAN NOT trust that
L1902[15:18:04] <gigaherz> look
L1903[15:18:19] <gigaherz> if the model implements IFlexibleBakedFormat
L1904[15:18:28] <shadekiller666> well, you can pass in whatever VertexFormat you wish, but gigaherz was having issues with DVF.BLOCK vs Attributes
L1905[15:18:31] <gigaherz> then it has a method to get the exact vertex format
L1906[15:18:37] <Curle> Is there a more up-to-date version of minecraftforge.net/wiki?
L1907[15:18:45] <gigaherz> shadekiller666: no I was having issues with POSITION_TEX_COLOR_NORMAL
L1908[15:18:54] <gigaherz> it was the NORMAL part that failed
L1909[15:19:08] <shadekiller666> oh right, cuz thats more verbose than BLOCK is...
L1910[15:19:14] <gigaherz> Curle: there's a tiny bit of http://mcforge.readthedocs.org/en/latest/
L1911[15:19:25] <gigaherz> but generally speaking, no
L1912[15:19:27] <minecreatr> wait, which format does FaceBakery bake to?
L1913[15:19:29] <gigaherz> the wiki isn't up to date
L1914[15:20:18] <gigaherz> MineBot: DEFAULT_BAKED_FORMAT.
L1915[15:20:34] <gigaherz> oops
L1916[15:20:35] <gigaherz> minecreatr*
L1917[15:20:45] <gigaherz> which is equivalent to .ITEM
L1918[15:21:08] <gigaherz> AND .BLOCK
L1919[15:21:14] <gigaherz> becuase they are designed to be cross-compatible
L1920[15:21:23] <gigaherz> they both take the same number of bytes
L1921[15:21:28] <gigaherz> the difference is
L1922[15:21:37] <gigaherz> .BLOCK has 4 bytes for the lightmap coords
L1923[15:21:43] <gigaherz> and .ITEM has normal+padding
L1924[15:21:50] <gigaherz> also 4 byters
L1925[15:21:52] <gigaherz> -r
L1926[15:22:07] <gigaherz> so if you just want position + texture + color, they are equivalent
L1927[15:22:14] <gigaherz> but reagrdless, you should NOT care
L1928[15:22:35] <minecreatr> and no matter what format the quad always has 4 records, right?
L1929[15:22:51] <gigaherz> yes that's a property of a quad being a quad
L1930[15:22:56] <gigaherz> the "quad" part in the name
L1931[15:23:00] <gigaherz> means "four" ;P
L1932[15:23:09] <shadekiller666> hmmm
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L1934[15:23:35] <gigaherz> but the exact format doesn't matter, because so far as I know
L1935[15:23:38] <minecreatr> yeah I know xD, and all the quad formats have x, y, and z coords as the first 3 floats, right?
L1936[15:23:41] <gigaherz> fry made it so that even the vanilla formats
L1937[15:23:46] <gigaherz> implement IFlexibleBakedModel
L1938[15:23:57] <minecreatr> well, i am not transforming a model
L1939[15:24:04] * gigaherz facepalms
L1940[15:24:05] <minecreatr> just a list of BakedQuads
L1941[15:24:15] <gigaherz> so you don't have a model at all?
L1942[15:24:21] <minecreatr> I mean I have a model
L1943[15:24:26] <gigaherz> then what's the problem?
L1944[15:24:28] <minecreatr> but the way it works is I have a model, that has parts
L1945[15:24:39] <gigaherz> but you miss my point
L1946[15:24:42] <minecreatr> and each part has a List of BakedQuads, and I want to move some of those parts around
L1947[15:24:51] <gigaherz> the whole purpose of IFlexibleBakedModel
L1948[15:25:00] <gigaherz> is that it adds "VertexFormat getFormat();"
L1949[15:25:01] <shadekiller666> so ive been thinking about ways of supporting faces with > 4 vertices in the obj loader, and i think adding Edges (a container with 2 vertices in it :P) would help with that
L1950[15:25:18] <gigaherz> so if the model extends IFlexibleBakedModel
L1951[15:25:19] <gigaherz> which it should
L1952[15:25:23] <gigaherz> you can GET the VertexFormat
L1953[15:25:24] <roxox1> Ok, I tried removing SideOnly from the entirity of my mod, I register the event class to BOTH buses and I'm still not getting anything from the PlayerRespawnEvent
L1954[15:25:25] <gigaherz> and from it
L1955[15:25:30] <gigaherz> you can obtain the POSITION element
L1956[15:25:32] <gigaherz> and from thep osition element
L1957[15:25:37] <gigaherz> you can figure out the offset
L1958[15:25:48] <gigaherz> to get the bytes corresponding to the x,y,z
L1959[15:25:56] <gigaherz> so whatever you are doing
L1960[15:26:00] <minecreatr> well, can I implement IFlexible and ISmart?
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L1962[15:26:18] <tterrag> minecreatr: it already does
L1963[15:26:19] <gigaherz> of course
L1964[15:26:25] <gigaherz> but you don't need to implement it
L1965[15:26:32] <gigaherz> you need to ask it of the model you use!
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L1967[15:26:40] <minecreatr> oh yeah, IPerspective implements IFlexible xD
L1968[15:27:21] <gigaherz> if (model instanceof IFlexibleBakedModel) format = (model).getFormat(); else format=Attributes.DEFAULT_BAKED_FORMAT;
L1969[15:27:23] <minecreatr> is there any way to get the record length from a VertexFormat?
L1970[15:27:34] <gigaherz> of course
L1971[15:28:13] <minecreatr> I dont see a function that does it, do I have to loop through each element and get the length?
L1972[15:28:37] <gigaherz> no you can just use getNextOffset() I think
L1973[15:28:45] <minecreatr> oh, ok
L1974[15:28:58] <gigaherz> or maybe func_181719_f
L1975[15:29:05] <gigaherz> which returns the index in "ints"
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L1979[15:33:12] <Wuppy> this bundle :O https://www.humblebundle.com/
L1980[15:33:22] <Curle> Wuppy!
L1981[15:33:23] <Curle> o/
L1982[15:33:28] <Wuppy> hai how're you
L1983[15:33:30] <Wuppy> \o
L1984[15:33:32] <Curle> gud :D
L1985[15:33:44] <Curle> I haven't seen you for like ages :P
L1986[15:34:12] <gigaherz> Humble games I don't care about bundle
L1987[15:34:13] <Curle> I added that jalepeno on a stick to my mod, fyi xD
L1988[15:34:15] <gigaherz> yet again
L1989[15:34:15] <gigaherz> ;p
L1990[15:34:17] <Wuppy> I know, how come, I'm on here all the time
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L1992[15:34:37] <Wuppy> gigaherz, this one is great value IMO
L1993[15:34:53] <Curle> I had to take a break from modding because the community got a bit aggressive for my liking :P
L1994[15:35:08] <Wuppy> hmm yeah, that happens sometimes :(
L1995[15:40:20] <Curle> Anyway, how's the modding/reputation going? Last time I checked, there was a massive argument on the Minecraft Forums over the validity of your modding and how you're teaching people inefficient methods
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L1997[15:40:56] <Curle> R.I.P the dream, but seriously, they're completely full of shit
L1998[15:42:24] <Curle> iirc the mods removed the thread, but it got out of hand
L1999[15:42:25] <Curle> :/
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L2001[15:43:20] <tterrag> Curle: unless all those people had their own tutorials, I find it a bit ridiculous to criticize so harshly
L2002[15:43:35] <shadekiller666> if i were to add "face splitting" functionality to the obj loader, would it be better to split faces to make quads or tris?
L2003[15:43:35] <tterrag> I've found wuppys tutorials to be just fine, but no one is perfect, and they are quite old now
L2004[15:43:42] <Wuppy> \o/
L2005[15:44:04] <Curle> Yea, it does need a bit of updating, but he said himself he doesn't have time
L2006[15:44:11] <Curle> If he accepted a bit of help, maybe :P
L2007[15:44:35] <Wuppy> yep.. no time at all
L2008[15:45:11] <Curle> Didn't you team up with TheOrange?
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L2010[15:45:50] <Wuppy> Martijn, yeah, but he ran out of time as well
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L2013[15:46:12] <Curle> Maybe you could let us take some of the load off you :3
L2014[15:46:43] <Curle> that can be interpreted differently, but still
L2015[15:46:43] <Wuppy> well I'm not the only person allowed to have a tutorial website so go ahead :)
L2016[15:46:54] <Curle> shit, I just forgot I have a website
L2017[15:47:05] <Curle> My mind is like in idle mode atm
L2018[15:47:06] <Curle> :P
L2019[15:47:18] <Temportalist> Hey, shadekiller666 fry anyone else: my obj model is spitting out:
L2020[15:47:20] <Temportalist> https://www.irccloud.com/pastebin/JyLJcF3Z/
L2021[15:47:29] <Temportalist> But I do register the domain AND a CMRL
L2022[15:47:55] <shadekiller666> you're pointing the CMRL to the model, not the blockstate
L2023[15:48:00] <shadekiller666> point it to the blockstate
L2024[15:48:02] <shadekiller666> json
L2025[15:48:49] <Temportalist> new ModelResourceLocation("ropes:blockstates/BlockRope", "inventory") ?
L2026[15:49:16] <shadekiller666> "ropes:BlockRope"
L2027[15:49:30] <Temportalist> thats what I have
L2028[15:49:36] <Temportalist> https://www.irccloud.com/pastebin/J8KN9jGB/
L2029[15:50:14] <shadekiller666> show me the blockstate json
L2030[15:50:33] <M4thG33k> Does anyone know of a good tutorial/example on using MCMultiPart?
L2031[15:50:34] <Temportalist> https://www.irccloud.com/pastebin/hqERZyi7/
L2032[15:51:51] <shadekiller666> da faq
L2033[15:51:57] <shadekiller666> fry, any ideas?
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L2036[15:53:43] <Curle> Is it just me, or does the tune to "Fun" remind you of Slingo 3?
L2037[15:54:00] <Curle> I highly doubt anyone's heard of either
L2038[15:55:40] <gigaherz> M4thG33k: you may want to ask on the mcmultipart channel
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L2045[16:01:27] <Temportalist> shadekiller666: Ima gonna hurt someone. I had to put model loading in the preinit phase
L2046[16:01:29] * Temportalist facepalms
L2047[16:01:39] <shadekiller666> oh
L2048[16:01:40] <shadekiller666> ya
L2049[16:01:54] <shadekiller666> sorry, thought that was something well-known
L2050[16:02:21] <Temportalist> well I have multiple proxy init methods (I thought it was running preinit)
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L2055[16:09:48] <TechStack> Any tips for what may cause a rendered model to appear shaded dark from one angle but normal from a 2nd angle/ perspective?
L2056[16:10:39] <LatvianModder> opacity? lighting?
L2057[16:11:19] <TechStack> It is like the lighting has changed but no lighthing has changed. Just 1 step to the right or left is all it takes
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L2059[16:11:48] <TechStack> The model is 100 opaque
L2060[16:11:53] <TechStack> *100%
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L2063[16:16:16] <Temportalist> Does scala sometimes not follow the order of code?
L2064[16:16:41] <Temportalist> Cause i have code at line 47 running before code at line 37 in the same function...
L2065[16:16:52] <Temportalist> where 37-44 is a forloop
L2066[16:18:24] <TechStack> Here is an example http://imgur.com/a/mScyY setp left the left model is lit correctly right is not. step right and it switches
L2067[16:19:28] <TechStack> Seems to do it in F5 mode which is usefull for my mod & driving machines
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L2071[16:29:18] <Temportalist> shadekiller666: okay, got origin things ironed out. for some reason though, the model rendering in inventory, but not in world
L2072[16:29:55] <shadekiller666> is it just not rendering in-world?
L2073[16:29:59] <Temportalist> correct
L2074[16:30:08] <Temportalist> does this have to do with visibility faces?
L2075[16:30:21] <shadekiller666> what, if anything, are you passing to OBJState for the visibility list
L2076[16:30:26] <Temportalist> none
L2077[16:30:28] <Temportalist> empty list
L2078[16:30:58] <shadekiller666> instead of an empty list, try Lists.newArrayList(OBJModel.Group.ALL)
L2079[16:31:58] <Temportalist> crash
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L2081[16:32:23] <Temportalist> https://www.irccloud.com/pastebin/eFUp11rj/
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L2084[16:32:50] <shadekiller666> O.O
L2085[16:32:52] <shadekiller666> da fuck
L2086[16:33:08] <Temportalist> https://gist.github.com/anonymous/b4aeccd5c8e07c545c8c
L2087[16:34:06] <fry> pass nulls instead of new Vector3f() and new Quat4f()
L2088[16:34:09] ⇨ Joins: Tyler__ (~Tyler@c-73-169-160-192.hsd1.wa.comcast.net)
L2089[16:34:17] <fry> or your matrix will be 0ed
L2090[16:34:25] <Tyler__> Hello
L2091[16:35:08] <Temportalist> good, no crash
L2092[16:35:16] <Temportalist> I am one step closer
L2093[16:35:23] <Temportalist> right now, my textures are off :P
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L2095[16:35:54] <shadekiller666> in your blockstate json
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L2097[16:36:20] <shadekiller666> in the "defaults": {} block, under "model", add "custom": {"flip-v": true}
L2098[16:36:20] <Temportalist> nah, the obj flipped my verts for some reason. the wool part is wood and wood is wool
L2099[16:36:25] <Temportalist> ahhhh yes
L2100[16:36:36] <Temportalist> had that in my other state.json, just didnt copy
L2101[16:37:06] <shadekiller666> i have a sneaking suspicion that minecraft actually changes the OpenGL winding order
L2102[16:37:21] <shadekiller666> but i can't find where it would do that
L2103[16:37:47] <gigaherz> Temportalist: I made a mistake in that statement earlier, the "cos" component is usually put at the end ;p
L2104[16:37:51] <gigaherz> als othe angle is /2
L2105[16:37:52] <gigaherz> ;p
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L2107[16:37:58] <Temportalist> step 1: https://gyazo.com/b4aa0e42a38d996aca1ca0fb9097e742
L2108[16:37:59] <gigaherz> http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/
L2109[16:38:02] <Tyler__> Is this a good place to ask questions about forge mod development?
L2110[16:38:11] <gigaherz> Tyler__: this is THE place
L2111[16:38:13] <shadekiller666> gigaherz, you know why its /2?
L2112[16:38:21] <gigaherz> shadekiller666: absolutely no idea
L2113[16:38:21] <Tyler__> Alright just making sure!
L2114[16:38:29] <gigaherz> I just watched a video on that yesterday
L2115[16:38:31] <gigaherz> XD
L2116[16:38:45] <shadekiller666> because 360 degrees and 720 degrees are not the same in 3d space
L2117[16:39:04] <Temportalist> gigaherz: I dont need to do that
L2118[16:39:11] <gigaherz> Temportalist: yes but you have a quote from me
L2119[16:39:17] <gigaherz> which happens to bewrong
L2120[16:39:17] <gigaherz> XD
L2121[16:39:22] <Temportalist> I put tit there because I hadnt looked into it yet
L2122[16:39:30] <shadekiller666> a rotation value between 0 and 720 will give a unique point on the surface of a unit sphere
L2123[16:39:34] <Temportalist> https://www.irccloud.com/pastebin/6tlVxIZE/
L2124[16:39:54] <Tyler__> What would be the best approach to learning how to give a block redstone properties? IE: Have 2 inputs and an output side
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L2128[16:40:37] <gigaherz> Tyler__: check the code for the repeater
L2129[16:40:43] <Tyler__> Alright thanks
L2130[16:40:49] <gigaherz> it has the "repeat" input, and the "lock" input
L2131[16:41:16] <Tyler__> Also, I'm a noob so how would I access the source code for the repeater. I have forge and my mod loaded in eclipse
L2132[16:41:47] <gigaherz> there's a keybind for accessing a "find by name" option
L2133[16:41:51] <gigaherz> but I don't know what iti s
L2134[16:41:54] <gigaherz> so I just type the name in
L2135[16:42:01] <gigaherz> let autocomplete give me the exact name
L2136[16:42:08] <gigaherz> then i use the "go to definition" option
L2137[16:42:08] <gigaherz> ;p
L2138[16:42:27] <gigaherz> (also I use IDEA ;P)
L2139[16:42:52] <fry> Temportalist: also, quat.set won't multiply, it'll override the value, you need to do quat mul new Quat4f(new AxisAngle(...))
L2140[16:42:57] <Tyler__> Alright. What would be the full name? Sorry for all the n00b questions. I understand Java and it's structure fairly well, but as far as Minecraft and Forge I have no idea
L2141[16:43:18] <gigaherz> BlockRedstoneRepeater
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L2143[16:44:42] <Temportalist> https://www.irccloud.com/pastebin/joJRgotp/
L2144[16:46:00] <Tyler__> Found it! Thanks
L2145[16:47:40] <Tyler__> Oh, so If I wanted to make my block face a the direction the player is facing when placed I would want to inherit from BlockDirectional instead of inheriting straight from Block?
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L2147[16:48:57] <shadekiller666> uhh
L2148[16:49:19] <shadekiller666> i think BlockDirectional only has NSWE?
L2149[16:49:29] <Tyler__> NSWE?
L2150[16:49:31] <shadekiller666> or does it allow all 6 EnumFacings?
L2151[16:50:35] <FusionLord> shadekiller666, is there a way to override the textures specified in the mtl in the json fiel?
L2152[16:50:47] <shadekiller666> yep
L2153[16:50:52] <shadekiller666> "textures": {}
L2154[16:51:04] <FusionLord> right is the key the newmtl line?
L2155[16:51:17] <shadekiller666> "#<material name>": "new texture here"
L2156[16:51:33] <shadekiller666> if that doesn't work, try without the #
L2157[16:51:51] <Temportalist> Does MC have a function like this that DOESNT use EnumFacing?
L2158[16:51:54] <Temportalist> https://www.irccloud.com/pastebin/b1IsFGUl/
L2159[16:52:01] <FusionLord> so in the mtl i have "newmtl inside" would i call it as #inside?
L2160[16:52:53] <FusionLord> or is the map_Kd the key?
L2161[16:53:42] <Tyler__> So sorry for the basic question, but how would I go about making a block directional?
L2162[16:55:46] <FusionLord> i guess i'll just play with it
L2163[16:56:11] <shadekiller666> yes fusion
L2164[16:56:30] <shadekiller666> it would be "#inside": "modid:texture"
L2165[16:57:04] <shadekiller666> the json is basically "#newmtl":"map_Kx"
L2166[16:57:25] <shadekiller666> except it doesn't create a new material, it finds the existing one
L2167[16:58:09] <FusionLord> cool
L2168[16:58:17] <FusionLord> that makes it understandable
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L2170[17:01:55] <FusionLord> shadekiller666, is it possible to get objs to reload when reloading the resource pack?
L2171[17:02:26] <shadekiller666> should happen automatically
L2172[17:02:40] <shadekiller666> the obj loader is a reload listener
L2173[17:02:58] <FusionLord> doesn't running build 1708
L2174[17:03:42] <shadekiller666> ?
L2175[17:03:50] <shadekiller666> hmmm
L2176[17:04:22] <FusionLord> tried with f3+s and f3+t
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L2178[17:06:34] <FusionLord> or does it not work with the debug hotkeys?
L2179[17:06:52] <shadekiller666> it should
L2180[17:07:02] <shadekiller666> it works for me in my dev env
L2181[17:07:06] <shadekiller666> no idea why it wouldn't
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L2183[17:11:40] <Tyler__> So I'm a bit confused on how block properties work and where I would begin modifying them. Would I do it from the constructor of my modded block? Or set it through a method, such as with light level?
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L2185[17:14:00] <shadekiller666> block properties and blockstates are wrappers around metadata
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L2187[17:14:49] <Tyler__> Aw alright. Thanks shade, but another question, metadata. That is a concept I am not familiar with.. Where would be a good starting point to learn that
L2188[17:15:04] <shadekiller666> uhh
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L2190[17:15:15] <shadekiller666> look at the vanilla furnace
L2191[17:15:23] <FusionLord> Tyler__, this has a good explaination thanks to williewillus https://gist.github.com/gigaherz/514ef345c65289e3630e
L2192[17:15:51] <Tyler__> Thanks FusionLord and shadekiller666, sorry for all these questions haha
L2193[17:16:01] <FusionLord> that is why we are here
L2194[17:16:30] <shadekiller666> ^
L2195[17:17:01] <FusionLord> now if only I could get blender to stop exporting my system paths to the mtl file :P
L2196[17:17:45] <roxox1> Ok
L2197[17:17:55] <roxox1> Does the PlayerRespawnEvent just not work?
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L2199[17:18:14] <shadekiller666> if you set the texture paths in blender to the ones minecraft expects, it should output them properly, though blender won't have a damn clue what you're pointing it to
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L2201[17:18:35] <FusionLord> right :P
L2202[17:18:46] <FusionLord> which makes it hard to uv map
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L2204[17:19:39] <shadekiller666> so set the texture to what blender likes, uv map, then set it to minecraft's format
L2205[17:19:56] <shadekiller666> or just deal with having to open the .mtl in a text editor :P
L2206[17:20:05] <FusionLord> yeah ik that is what I'm doing currently
L2207[17:20:36] <FusionLord> was looking at the console and saw this "textures/\Users\Cory\Desktop\stone_andesite_smooth.png.png" three times
L2208[17:21:09] <Tyler__> So just to clarify, I would want to replace the constructor for my block with the constructor from that linked gist, and declare any propery values I would liek to change in those methods?
L2209[17:21:22] <roxox1> I can't even find the code in MC where the event is fired from.
L2210[17:22:16] <roxox1> I think that the event simply doesn't work.
L2211[17:22:38] <roxox1> Every other FML Player event is in EntityPlayer other than the respawn event.
L2212[17:22:58] <shadekiller666> FusionLord, lol
L2213[17:23:04] <shadekiller666> hmmm
L2214[17:23:23] <shadekiller666> do i want The Witness on Steam or do i want it from Humble Bundle...
L2215[17:23:44] <roxox1> Fusionlord, you don't need to specify .png on the end of setTexture(String)
L2216[17:24:15] <roxox1> Generally, textures are set like this setTexture(MOD_ID + "textureName")
L2217[17:24:32] <roxox1> It will automatically go to the items/blocks directory depending on what your doing
L2218[17:24:44] <FusionLord> roxox1, that is what blender exported
L2219[17:24:48] <FusionLord> not me
L2220[17:24:50] <FusionLord> :P
L2221[17:24:56] <roxox1> Oh, sorry :P
L2222[17:25:00] <FusionLord> yeah np
L2223[17:25:17] <gigaherz> FusionLord: bookmark this instead: https://gist.github.com/williewillus/57d7093efa80163e96e0
L2224[17:25:37] <FusionLord> thanks, didn't have that link :P
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L2227[17:25:58] <gigaherz> i just went to "https://gist.github.com/williewillu&quot; and looked at the latest ;P
L2228[17:26:02] <gigaherz> s
L2229[17:26:09] <FusionLord> good stuff
L2230[17:26:38] <roxox1> Where can I report FML bugs?
L2231[17:26:49] <gigaherz> forge's repo
L2232[17:27:00] <roxox1> the github repo?
L2233[17:27:04] <gigaherz> https://github.com/MinecraftForge/MinecraftForge
L2234[17:27:05] <gigaherz> yes
L2235[17:28:34] <FusionLord> darn blender prefixing my materials with "FrontCol"
L2236[17:32:25] <Tyler__> Lol
L2237[17:32:56] <Tyler__> Blender was always confusing to me, the most I was ever able to do was make cubes
L2238[17:34:27] <FusionLord> roxox1, ServerConfigurationManager Line 550
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L2241[17:37:07] <FusionLord> shadekiller666, I think i know the issue with my reloading issue, I have a different setup for my assets, gradle adds other directories for assets
L2242[17:37:42] <FusionLord> I have a similar issue where mcmod.info files cannot be loaded this way
L2243[17:38:38] <roxox1> Wait, what?
L2244[17:39:35] <FusionLord> i'll show you my build.gradle
L2245[17:39:56] <Tyler__> Question, what forge build are you guys working with?
L2246[17:40:04] <FusionLord> 1708
L2247[17:40:32] <FusionLord> roxox1, what were you whating?
L2248[17:40:44] <roxox1> 'roxox1, ServerConfigurationManager Line 550'
L2249[17:40:54] <FusionLord> ahh did you find it?
L2250[17:41:11] <roxox1> Nope, still trying to figure out why PlayerRespawnEvent isn't working
L2251[17:41:18] <roxox1> I assume you found where it gets fired?
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L2253[17:41:44] <FusionLord> I'm using it and it is working
L2254[17:41:50] <FusionLord> yeah that class and line
L2255[17:41:58] <roxox1> In what situation is it working? :(
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L2257[17:42:15] <roxox1> Like, literally when you press the respawn button?
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L2259[17:46:48] <FusionLord> yes, that is the only time it is fired
L2260[17:47:58] <Tyler__> Gah I am confused. How does Minecraft even determine which direction a block should be facing when placed?
L2261[17:48:12] <FusionLord> i take that back It also fires in thte GuiWinGame class what ever that is
L2262[17:48:19] <roxox1> What bus are you registering it on?
L2263[17:49:19] <FusionLord> Minecraft Forge
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L2265[17:49:57] <roxox1> What are you annotating the method with?
L2266[17:50:04] <roxox1> I mean, the event method
L2267[17:50:18] <FusionLord> @SubscribeEvent
L2268[17:50:19] <roxox1> Sorry, I've just been sitting here for like 2 hours trying to get it to work
L2269[17:50:27] <roxox1> OH shit. I know why it's not working now
L2270[17:50:40] <roxox1> I assume that PlayerRespawnEvent doesn't get fired if the player dies on a server?
L2271[17:50:57] <roxox1> Maybe it would work on SP
L2272[17:51:11] <FusionLord> the event is only fired on the server
L2273[17:51:57] <roxox1> I can't get mine to fire like.. ever
L2274[17:52:18] <roxox1> I have it registered to both buses, I'm annotating the event correctly, I called the method onEvent
L2275[17:52:29] <FusionLord> so the respawn button sends a packet to the server which fires it
L2276[17:52:48] <FusionLord> what forge version are you using
L2277[17:52:51] <roxox1> 1.7.10
L2278[17:53:03] <roxox1> I assume they wouldn't add the event if the event didn't work
L2279[17:53:21] <roxox1> Would you mind if I pastebined my code?
L2280[17:53:34] <FusionLord> oh... i'm in 1.8.9
L2281[17:53:39] <FusionLord> sure I can look into it
L2282[17:54:51] <roxox1> http://pastebin.com/uL3PfVwD
L2283[17:55:07] <roxox1> OMG IM FUCKING STUPID
L2284[17:55:08] <roxox1> OMG
L2285[17:55:12] <roxox1> WHY
L2286[17:55:20] <roxox1> OMG.
L2287[17:55:27] <FusionLord> yeah i saw it in 2 seconds :P
L2288[17:55:57] <roxox1> Ya know when..
L2289[17:56:00] <roxox1> You just want to cry?
L2290[17:56:59] <FusionLord> yeah
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L2292[17:57:05] <FusionLord> this is one of those times
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L2294[17:59:26] <FusionLord> roxox1, you good?
L2295[18:00:01] <roxox1> Yeah :(
L2296[18:00:09] <roxox1> Thanks :)
L2297[18:00:17] <FusionLord> always make sure you register the right class
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L2299[18:00:20] <FusionLord> np
L2300[18:00:41] <FusionLord> roxox1, I've done similar things we all do it from time to time
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L2307[18:08:28] <Tyler__> Would someone be willing to work with me 1 on 1 some other time on block directions and how the code for redstone works? I've been toying with the source code but I cannot figure it out
L2308[18:09:02] <Tyler__> I'm obviously missing something or not understanding some parts of the code
L2309[18:11:09] <Zaggy1024> just ask questions in here
L2310[18:11:25] <Zaggy1024> more likely to find answers that way than if you ask just one person
L2311[18:11:41] <Tyler__> Alright
L2312[18:11:50] <Zaggy1024> (no, I don't know much about redstone, so I'm not the one to talk to)
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L2314[18:12:32] <Tyler__> What about blocks and directions? IE: Placing a modded block so that it faces the direction I palce it?
L2315[18:12:42] <Zaggy1024> take a look at furnace
L2316[18:12:42] <Tyler__> I know I need to do something with meta data
L2317[18:12:46] <Tyler__> Okay
L2318[18:12:47] <Zaggy1024> what mc version?
L2319[18:12:50] <Tyler__> 1.8.9
L2320[18:12:55] <Tyler__> Forge version 1707
L2321[18:13:11] <Zaggy1024> need a PropertyDirection and getMetaFromState and getStateFromMeta
L2322[18:13:30] <Zaggy1024> and createBlockState
L2323[18:13:42] <Zaggy1024> and setDefaultState in the block's constructor
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L2325[18:15:09] <Zaggy1024> use onBlockPlaced to change the state according to the direction
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L2327[18:15:18] <Tyler__> Alright. And for those methods would I simply be able to copy from the Furnace's source to get it to work?
L2328[18:15:35] <Tyler__> Or would I need to specificically code those methods/variables for my block?
L2329[18:16:01] <shadekiller666> you should never just *copy* code
L2330[18:16:11] <Tyler__> I understand that
L2331[18:16:25] <Tyler__> I'm talking until I figure it out for myself, using that code as a stepping stone
L2332[18:16:30] <shadekiller666> and yes, for the most part
L2333[18:16:52] <shadekiller666> you'll need some stuff from its super class but furnace has most of what you need
L2334[18:16:56] <Zaggy1024> you can copy but only if you completely reformat everything that doesn't match your code styel :P
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L2336[18:17:22] <shadekiller666> if you want to use all 6 directions, you'll have to change the ProperyDirection slightly, but other than that it works the same
L2337[18:17:22] <Zaggy1024> and of course anything that's Mojang style stupid ;)
L2338[18:17:30] <shadekiller666> lol
L2339[18:17:40] <Tyler__> :P I would never plagarize on purpose haha. But would I need to inherit from BlockDirectional?
L2340[18:17:51] <shadekiller666> no
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L2342[18:18:37] <shadekiller666> thats just how mojang decided to do it, as the furnace is not the only block that places like a furnace (pumpkins/jack o lanterns)
L2343[18:18:56] <gigaherz> Tyler__: easier to do your own properties
L2344[18:19:05] <gigaherz> less chance of it breaking in newer versions
L2345[18:19:33] <Tyler__> And that goes back to that gist link of williewillus'?
L2346[18:20:34] <shadekiller666> if i were to add face splitting to the obj loader, would it be better to split into quads or into tris?
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L2348[18:20:47] <TechDG> hey
L2349[18:21:01] <gigaherz> quads, but only because you have to output BakeQuads
L2350[18:21:19] <gigaherz> outputting tris would be wasteful
L2351[18:21:57] <shadekiller666> right, but its easier to split a face with > 4 vertices into tris i think, hmmm
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L2354[18:23:43] <TechDG> so how do I do multisided textures in 1.8?
L2355[18:24:01] <TechDG> and how do I have those textures inside a sub-folder of the blocks texture folder so it stays organized
L2356[18:24:33] <gigaherz> there's no "multisided textures"
L2357[18:24:35] <gigaherz> you do models
L2358[18:24:42] <gigaherz> the models can refer to textures
L2359[18:24:51] <TechDG> how do I do models that have different textures per side then xD
L2360[18:24:51] <gigaherz> and yes, you can use different texture names per side
L2361[18:26:29] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/1244f5705b9880fb9bd8e4eeb1ed6b3c12534a89/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L2362[18:26:35] <gigaherz> this is the basic structure
L2363[18:26:35] <TechDG> ty
L2364[18:26:35] <gigaherz> but
L2365[18:26:39] <Tyler__> So should I use Mojang's ENUMS for FACING or write my own code to edit the rotation of the block modifying it's state?
L2366[18:26:40] <gigaherz> this uses a separate model json file
L2367[18:26:43] <gigaherz> which isn't needed anymore
L2368[18:26:46] <gigaherz> thanks to forge blockstates
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L2370[18:27:07] <TechDG> for that, how do i have it look inside blocks/compressor instead of blocks
L2371[18:27:09] <gigaherz> so I eventually replaced that file
L2372[18:27:10] <gigaherz> with this
L2373[18:27:10] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L2374[18:27:20] <gigaherz> TechDG: you say it explicitly
L2375[18:27:30] <gigaherz> modid:blocks/compressor/side_west
L2376[18:27:35] <TechDG> k ty
L2377[18:27:38] <TechDG> so much
L2378[18:27:59] <gigaherz> you may w ant to read this
L2379[18:28:17] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L2380[18:28:42] <TechDG> ty
L2381[18:29:14] <terribleperson> So the teleportation code checks to see if the chunk that the entity is ostensibly in is loaded before removing the entity. Entities can exist in unloaded chunks, however, right? So if the chunk is not loaded, and thus the entity does not get removed, what hapepns when the chunk loads?
L2382[18:30:53] <terribleperson> Can I use Chunk.removeEntity on an unloaded chunk? I assume not, right?
L2383[18:30:55] <Tyler__> Alright well I'm getting off for now, there's a lot I don't understand
L2384[18:31:10] <Tyler__> Thanks for the help everyone
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L2386[18:31:43] <terribleperson> if the entity was, an item, would you end up with a duplicate entity? because that would be undesired behaviour.
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L2388[18:32:23] <FusionLord> shadekiller666, submodel is valid correct? http://puu.sh/mCbQG/d8cc4d5ac0.txt
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L2390[18:33:23] <shadekiller666> i think so?
L2391[18:33:30] <shadekiller666> if it crashes you'll know
L2392[18:33:38] <FusionLord> lol
L2393[18:34:09] <FusionLord> well i got a cube_all as a sub now ...
L2394[18:34:17] <LexManos> Sooo
L2395[18:34:26] <LexManos> you guys are running out of time for suggesting vanilla capabilities
L2396[18:34:28] <TechDG> ohhidere
L2397[18:34:58] <TechDG> tbh anything I would need is probably in forge already xD
L2398[18:35:06] <TechDG> oh ik
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L2400[18:35:22] <TechDG> a way to make new groups of customr ecipes for tileentitys
L2401[18:35:31] <Temportalist> why might my Render<EntityLiving> not be rendering?
L2402[18:35:33] <LexManos> Not what im talking about
L2403[18:35:35] <TechDG> that isnt a ton of manual lists and such
L2404[18:35:38] <TechDG> oh what are u talking about
L2405[18:35:45] <Temportalist> https://www.irccloud.com/pastebin/mT0nMovm/
L2406[18:35:57] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/17db34ae31f281221b661b72b6831880ce31116b
L2407[18:36:08] <TechDG> ah
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L2409[18:37:08] <Temportalist> shadekiller666: any ideas?
L2410[18:37:22] <TechDG> whats the metadata for bonemeal as a dye?
L2411[18:37:56] <gigaherz> 0?
L2412[18:37:57] <roxox1> Dyes use damage values
L2413[18:37:59] <roxox1> It is 0.
L2414[18:38:03] <TechDG> ohh
L2415[18:38:08] <roxox1> From what I remember..
L2416[18:38:16] <gigaherz> roxox1: "damage value" was renamed to "metadata"
L2417[18:38:17] <gigaherz> ;P
L2418[18:38:22] <roxox1> Ah..
L2419[18:38:30] <TechDG> ok so 0 is the one for bonemeal
L2420[18:38:33] <TechDG> ty
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L2423[18:38:51] <roxox1> If you need to convert dye colours to MC colours, you can hijack the code they use for sheep.
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L2425[18:38:56] <Giraffestock> incase this helps someone: https://sr.ht/Jt8M.txt
L2426[18:38:59] <Giraffestock> (image as json)
L2427[18:39:13] <shadekiller666> don't know Temportalist
L2428[18:40:01] <TechDG> how do I get a stack size
L2429[18:40:13] <gigaherz> stackSize
L2430[18:40:17] <terribleperson> I... looks like it might indeed duplicate the entity?...how do I safely make sure the entity is removed, then?
L2431[18:40:20] <TechDG> ty
L2432[18:40:23] <gigaherz> if it was more obivously named it would slap you
L2433[18:40:24] <gigaherz> ;p
L2434[18:40:36] <gigaherz> youreally need to learn to read the completion lists on objects
L2435[18:40:37] <gigaherz> XD
L2436[18:41:01] <TechDG> xD i had been looking for like itemStackSize
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L2439[18:43:57] <TechDG> ink sac is metadata 0 on dye, I need bonemeal :/
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L2442[18:46:07] <TechDG> woot my custom recipe util works! now 1 line of code = new recipe for my custom machine
L2443[18:47:02] <terribleperson> I mean, normal entity removing sets the entity dead, so that obviously works. But I don't want the entity to cease to exist. I just want it to stop existing in the world..
L2444[18:47:11] <terribleperson> and for that to be guaranteed.
L2445[18:47:35] <FusionLord> http://puu.sh/mCcGn/8f673d2b0c.jpg
L2446[18:47:49] <TechDG> nice model! I like it :)
L2447[18:48:02] <TechDG> can u right click to move the lid on and off?
L2448[18:48:21] <FusionLord> no debating how i want the lid to work
L2449[18:48:28] <TechDG> ah
L2450[18:48:31] <TechDG> does it do anything?
L2451[18:48:37] <TechDG> oh IK it should be a bed and when your in it hte lid closes
L2452[18:48:45] <FusionLord> http://minecraft.curseforge.com/projects/graves
L2453[18:48:58] <TechDG> ah
L2454[18:49:23] <FusionLord> it is like openBlocks's gravestone
L2455[18:49:34] <TechDG> make it start closed, you right click and it opens a gi with all ur items (and renders the lid off of it) then when u exit the gui it closes the lid
L2456[18:49:36] <TechDG> like a hcest lid
L2457[18:49:58] <TechDG> but when u open the lid it also spawns a "spirit" monster
L2458[18:50:11] <TechDG> that looks like u nad has half the value of your armor when u died
L2459[18:50:32] <FusionLord> We have other plans on mechanics, just stick around and you will find out
L2460[18:51:00] <TechDG> ok :P
L2461[18:51:09] <TechDG> well when its done let me know it looks cool
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L2465[18:59:44] <terribleperson> so removePlayerEntityDangerously removes an entity from the world with WorldServer.playerEntities.remove(playerEntity). It then removes the player entity from the chunk it claims it is in, then from the loaded entity list. Then it triggers onEntityRemoved
L2466[19:01:16] <terribleperson> It only removes the player entity from the chunk it's in if the chunk is loaded, however.
L2467[19:01:58] <terribleperson> What happens if it isn't loaded? Also, removeEntity simply sets the entity to dead. This is unsuitable for teleportation of non-players. How can I SAFELY remove an entity from the world and from a chunk
L2468[19:02:03] <terribleperson> without killing off the entity?
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L2471[19:03:02] <TechDG> no clue :/ srry
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L2474[19:04:48] <tterrag> terribleperson: please explain what you are doing, not what your problem is, and we can suggest a solution
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L2477[19:06:49] <terribleperson> I'm trying to create a method for transferring entities (all entities, not just player entities) between or inside of dimensions. This is because the default one is.. not great and makes a whole bunch of assumptions. In fact, I'm pretty sure trying to teleport non-players could result in entity duplication
L2478[19:08:27] <terribleperson> removePlayerEntityDangerously actually attempts to remove the entity, whereas removeEntity simple sets an entity to dead and lets it get removed the next tick. This is useless for teleportation, because you want the entity to still exist. The default dimensional transport method gets around that feature of removePlayerEntityDangerously by setting it not dead after calling it.
L2479[19:08:38] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/teleport/telepad/TileTelePad.java#L646-L676
L2480[19:09:00] <tterrag> plus https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/teleport/packet/PacketTravelEvent.java#L78-L115
L2481[19:09:01] <Darva> ... Is it actually important that you keep the same exact entity? Or is it important that it look like the same exact entity to the player?
L2482[19:09:14] <tterrag> for players, yes, you should keep the same entity
L2483[19:09:18] <tterrag> for anything else...it doesn't matter
L2484[19:09:22] <Darva> Yes, that's what i meant tterrag.
L2485[19:09:36] <terribleperson> although you COULD clone the player entity like the 'respawn from the end' code does
L2486[19:09:37] <Dagarath> Hey guys, having problems with Player.Clone never firing, it is meant to be in a handler registered with MinecraftForge.EVENT_BUS.register() right?
L2487[19:09:41] <Darva> I meant for non-players, i'd just copy the mob's NBT, kill it, then spawn a new mob from its nbt.
L2488[19:09:42] <terribleperson> but yeah I wanted to keep the same player entity.
L2489[19:09:46] <tterrag> in fact, from what I've seen, it's not possible to transfer normal entities easily
L2490[19:09:49] <tterrag> Darva: yep
L2491[19:09:52] <tterrag> best way is that
L2492[19:09:54] <terribleperson> So there's NO change (even in really complex entities) if I just straight up copy them?
L2493[19:09:56] <tterrag> anyways, read my code
L2494[19:10:02] <terribleperson> yeah, am.
L2495[19:10:34] <Darva> Basically, serialzing it to NBT, and back is the same as saving the game, and reloading it.
L2496[19:10:44] <terribleperson> cool.
L2497[19:11:12] <terribleperson> Thank you.
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L2499[19:12:09] <tterrag> this is why you ask your task, not your specific issue :P
L2500[19:12:29] <tterrag> we get "why doesn't [obscure thing] work when I do it [strange way]?"
L2501[19:12:33] <tterrag> quite a lot
L2502[19:12:47] <Dagarath> I asked a non obscure question =/
L2503[19:12:51] * Darva tries to look innocent.
L2504[19:12:59] <SomeGuyInATree> Any ideas why I get these 0's in my putty log but not in any actual log files? http://imgur.com/5Grj11X
L2505[19:13:33] <tterrag> Dagarath: when are you expecting that method to be called?
L2506[19:13:38] <Dagarath> Can't for the life of me figure out why all events except for Player.Clone fire...
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L2508[19:13:57] <Dagarath> When a player loads into the world after creation and exiting
L2509[19:14:09] <tterrag> that's not what it's for
L2510[19:14:24] <Dagarath> It only fires on death? Trying to sync my IEEP
L2511[19:14:24] <tterrag> read the javadoc
L2512[19:14:28] <Darva> SomeGuyInATree: Maybe someone is using system.out.println in a mod?
L2513[19:14:33] <tterrag> it's for post-death, or when transferring FROM the end
L2514[19:14:53] <terribleperson> which is weird. What is up with the 'coming FROM the end' code?
L2515[19:14:59] <SomeGuyInATree> Darva: wouldn't that show as STDOUT?
L2516[19:15:13] <tterrag> Dagarath: https://github.com/tterrag1098/PotionAPI/blob/master/src/main/java/tterrag/potionapi/api/effect/EffectUtil.java#L179-L215
L2517[19:15:29] <Dagarath> Well I am lost then, none of the methods to make IEEP load when I log in work..maybe I'll post my SNW and such
L2518[19:15:29] <tterrag> terribleperson: because coming from the end has to keep the player "dead" for about 5 minutes as the credits roll
L2519[19:15:40] <terribleperson> Ah, cool.
L2520[19:15:46] <tterrag> so it just treats it as a death/respawn
L2521[19:15:49] <terribleperson> oh wait. If I clone a turtle's NBT it's going to screw it up, isn't it?
L2522[19:15:50] <tterrag> it's annoying as hell
L2523[19:15:53] <tterrag> because they hardcoded that crap everywhere
L2524[19:15:55] <terribleperson> as in a CC turtle
L2525[19:16:05] <tterrag> no idea
L2526[19:16:06] <terribleperson> yeah I noticed. That's why I'm implementing my own transport
L2527[19:16:10] <tterrag> hopefully not
L2528[19:16:21] <Darva> SomeGuyInATree: Hrrm, good point.
L2529[19:16:24] <tterrag> well from what I can tell that code I linked you gets around all the hardcode
L2530[19:16:44] <terribleperson> yeah, looks like it
L2531[19:16:46] <SomeGuyInATree> tterrag: Would you happy to have any ideas on the 0's?
L2532[19:16:55] <terribleperson> thanks for that.
L2533[19:16:57] <tterrag> nope
L2534[19:17:18] <tterrag> Dagarath: check my link
L2535[19:17:51] <SomeGuyInATree> Happen* There doesn't seem to be any consistency between when it happens either. Sometimes players online, other times not. (No active chunk loaders either)
L2536[19:19:07] <Dagarath> tterrag: looks the same as everything else I've read and yet, I am still having problems. Anyone see any issues here? http://pastebin.com/AfguwYbd
L2537[19:19:35] <TechDG> huh why arent u working multisided textures
L2538[19:19:40] <terribleperson> okay, here's a [obscure thing] in a [strange way]. Specifically, what will happen if I call Chunk.removeEntity on an unloaded chunk?
L2539[19:19:54] <FusionLord> has anyone seen a crash like this before? https://github.com/FireBall1725/Graves/files/95171/crash-2016-01-18_13.04.06-client.txt
L2540[19:20:16] <terribleperson> because turtles and computercraft computers lose state when saved and loaded, so I'm hoping to find a way to move them safely.
L2541[19:20:30] <tterrag> Dagarath: where's your sync code?
L2542[19:20:34] <tterrag> what sends the packet?
L2543[19:20:54] <Dagarath> ah
L2544[19:21:39] <Dagarath> in my BUS handler, on EntityJoinWorldEvent PacketHandler.INSTANCE.sendTo( new GrowingUpStatSync((EntityPlayer)event.entity),(EntityPlayerMP)event.entity);
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L2546[19:22:19] <terribleperson> also, if no one knows, what would be a good way to TEST Chunk.removeEntity? forcibly load a chunk, spawn two entities, unload chunk, remove one entity, load chunk, see result?
L2547[19:22:27] <tterrag> I guess
L2548[19:22:32] <tterrag> Dagarath: post that code?
L2549[19:22:35] <tterrag> the whole class?
L2550[19:22:49] <Dagarath> its like 1200 lines, rather not post the entire thing lol
L2551[19:22:57] <tterrag> then post what you think is relevant
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L2553[19:23:23] <Dagarath> well I am certain it fires, it prints out "Syncing - Persistance: false, ID: 0, MadeIsland: false, IsInvincible: true, HasTeam: false, RadSickness: 1"
L2554[19:23:47] <Dagarath> yet when I actually check the properties client side they are all default
L2555[19:24:43] <Dagarath> this is all I have in there http://pastebin.com/HqnYswbj
L2556[19:25:11] <Darva> So step through the bit where it converts the packet, and make sure it's assigning things correctly?
L2557[19:25:42] <Dagarath> Can you clarify what you mean?
L2558[19:26:29] <Dagarath> the packet assigns the values at the end, the values never change. You mean to check what the values are on assignment?
L2559[19:26:55] <Darva> You're saying, on the client, the values aren't getting set, right?
L2560[19:27:44] <FusionLord> getting strange model definition not found... graves:gravestone#haslid=false not found, graves:gravestone#haslid=true not found http://puu.sh/mCf9v/ab7b609cd9.txt
L2561[19:27:45] <Darva> So, drop a break point in the handler where you read the packet, and walk through the code watching what happens.
L2562[19:27:58] <FusionLord> the link is my blockstate
L2563[19:28:35] <Dagarath> Well what I've posted doesnt have any obvious issues? That is all I really wanted to clarify
L2564[19:28:47] <Dagarath> That I am using it correctly, even if theres some other issue going on
L2565[19:29:13] <FusionLord> nvm seems keys are all forced to lowercase
L2566[19:31:11] <Dagarath> ok WTFROFLSTOMP....Changed nothing, just added logger lines... now it works hum
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L2568[19:31:36] <Dagarath> DOH Now I know what I did wrong haha
L2569[19:31:57] <FusionLord> sounds like it just needed to be logged :P
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L2571[19:32:23] <Dagarath> ProTip: you must also sync when values change!
L2572[19:32:55] <Dagarath> I forgot I had removed that bit when I was trying to get player loading to work
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L2575[19:34:58] <Dagarath> Well thanks for helping me underp guys
L2576[19:35:35] <Darva> Rubber duck technique. Works every time.
L2577[19:38:46] <Dagarath> Now I am not exactly certain what the safest way to sync to the client when data changes is...best to just use the sendTo immediately after changing a value?
L2578[19:44:54] <Dagarath> Silence = yes? lol
L2579[19:47:32] <tterrag> if the change needs to be synced...yes
L2580[19:50:56] <Dagarath> Ok cool....and it works *sigh*
L2581[19:51:50] <FusionLord> anyone know if there is a method for Block the fires before a block is destroyed that would allow to cancel the break?
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L2584[19:53:51] <Darva> https://dl.dropboxusercontent.com/s/h777x7ugherqs0w/forgeevents.html
L2585[19:55:47] <tterrag> FusionLord: BreakEvent?
L2586[19:55:47] <tterrag> lol
L2587[19:59:05] <FusionLord> lame that i have to use an event rather than my block class :|
L2588[19:59:31] <terribleperson> Does the entity tracker do its own cleanup? I notice that the default teleportation does not remove the player from the entity tracker, but the 'dead for five minutes after leaving the end' code does
L2589[20:02:26] <tterrag> FusionLord: oh, you don't?
L2590[20:03:22] <tterrag> use onBlockHarvested
L2591[20:03:24] <tterrag> (or breakBlock)
L2592[20:04:03] <FusionLord> can you cancel them?
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L2594[20:05:07] <tterrag> sure...just...don't break the block?
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L2597[20:08:55] <Dagarath> wow lol
L2598[20:09:20] <Dagarath> First time I've seen putting a ; after if() break my code but present no errors... lol
L2599[20:09:35] <Dagarath> ofc it is the first time ive done that
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L2602[20:17:38] <tterrag> because it's not an error
L2603[20:17:42] <tterrag> ; is a valid line of code
L2604[20:17:45] <tterrag> NO-OP
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L2606[20:22:07] <Darva> eww, that happens to me far far far too often.
L2607[20:22:57] <tterrag> can't happen if you use same-line braces
L2608[20:23:03] <tterrag> :P
L2609[20:23:19] <terribleperson> is it really necessary to reapply all the potion effects upon teleport?
L2610[20:23:25] <terribleperson> because I think that's what it does
L2611[20:23:30] <terribleperson> oh
L2612[20:23:47] <terribleperson> it's reapplying them clientside because it sent a respawn packet to the client? is that what it's doing?
L2613[20:24:31] <tterrag> probably because it cloned
L2614[20:24:32] <tterrag> yes
L2615[20:25:46] <terribleperson> oh. It treats it as though it's clonign the player, clientside?
L2616[20:25:53] <terribleperson> is that what's going on?
L2617[20:26:31] <FusionLord> how does one force a client update when changing a blockstate
L2618[20:26:36] <terribleperson> i have no idea how minecraft's client/server stuff works :(
L2619[20:27:47] <Darva> My git history looks so sad, just a straight line, no branching at all.
L2620[20:28:23] <tterrag> terribleperson: are you sure you aren't looking at a block of code specific to the end?
L2621[20:28:36] <tterrag> FusionLord: should just happen, depends on the flag you use
L2622[20:29:46] <Dagarath> One thing I can never figure out, aside from iterating through a list, is there ANY way to grab a EntityPlayerMP from EntityClientPlayerMP ?? I always get casting issues
L2623[20:30:00] <killjoy> No.
L2624[20:30:04] <killjoy> get it from the server
L2625[20:30:30] <terribleperson> tterrag: yes. transferPlayerToDimension, after everything is done, has an iterator that iterates across the player entity's active potion effects and does playerIn.playerNetServerHandler.sendPacket(new S1DPacketEntityEffect(playerIn.getEntityId(), potioneffect));
L2626[20:30:46] <Dagarath> Yes I know that much. This code isnt being run anywhere where that is convenient
L2627[20:31:06] <killjoy> What? You want to access the server from the client?
L2628[20:31:18] <killjoy> That's generally not recommended
L2629[20:31:41] <Dagarath> Yep, I require an EntityPlayerMP to use this line of code PacketHandler.INSTANCE.sendTo( new GrowingUpStatSync((EntityPlayer)player),(EntityPlayerMP)player);
L2630[20:31:46] <Dagarath> without it, I can not
L2631[20:31:55] <tterrag> because sendTo sends to a client player
L2632[20:31:55] <killjoy> send it from the server.
L2633[20:32:08] <terribleperson> transferPlayerToDimension is the general purpose dimension transfer code, the end specific stuff happens inside an If in transferEntityToWorld, which is called by transferPlayertoDimension
L2634[20:32:08] <tterrag> so you must be on the server when sending it
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L2636[20:32:21] <tterrag> terribleperson: I guess it just assures that the client player gets its effect information
L2637[20:32:36] <FusionLord> tterrag, seems that it is updating, but my model isn't
L2638[20:32:46] <Dagarath> Unfortunately I am in a gui, I guess I need to send a packet to the server?
L2639[20:32:56] <tterrag> FusionLord: what flags are you using?
L2640[20:32:58] <tterrag> Dagarath: yes
L2641[20:33:04] <tterrag> why would you...nevermind
L2642[20:33:12] <FusionLord> nevermind, extremely delayed, it is a boolean
L2643[20:33:18] <terribleperson> transferPlayerToDimension, before it removes the player entity also does playerIn.playerNetServerHandler.sendPacket(new S07PacketRespawn(playerIn.dimension, worldserver1.getDifficulty(), worldserver1.getWorldInfo().getTerrainType(), playerIn.theItemInWorldManager.getGameType())); // Forge: Use new dimensions information
L2644[20:33:18] <terribleperson>
L2645[20:33:18] <killjoy> Dagarath, do you mean client?
L2646[20:33:22] <terribleperson> that I understand
L2647[20:33:28] <tterrag> FusionLord: what?
L2648[20:33:50] <Dagarath> I am editing IEEP client side, without using another command to do so, I would like to straight sync my changes in the gui in IEEP to the server
L2649[20:33:54] <FusionLord> it took forever to update the model the the flag is a boolean
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L2651[20:34:07] <killjoy> So you're singleplayer?
L2652[20:34:08] <tterrag> then yes, you need to send to the server...
L2653[20:34:20] <tterrag> singleplayer doesn't matter...at all
L2654[20:34:34] <tterrag> FusionLord: no it's not? public boolean setBlockState(BlockPos pos, IBlockState newState, int flags)
L2655[20:34:36] <Dagarath> so IEEP updates on the server anyways?
L2656[20:34:42] <tterrag> no
L2657[20:35:06] <killjoy> In general, if you want to change something in the world (including entities and players), do it from the server.
L2658[20:35:53] <FusionLord> tterrag, I must be missing what you are asking.
L2659[20:35:54] <Dagarath> bleh, fine I'll use my WorldManager but its unwieldy.. I guess I just need to rewrite my setters/getters so they dont take up as much space
L2660[20:36:01] <killjoy> You'll get sync issues if you do it via Minecraft.theWorld or Minecraft.thePlayer
L2661[20:36:11] <tterrag> FusionLord: to update the client, you need to send flag 1
L2662[20:36:15] <tterrag> when you do setBlockState
L2663[20:36:16] <Dagarath> All my problems are coming from me wanting my code to be small lol
L2664[20:36:26] <killjoy> That's what you get for using java
L2665[20:36:39] <tterrag> killjoy: I honestly don't know what you're on about
L2666[20:36:42] <FusionLord> worldIn.setBlockState(pos, state.withProperty(HASLID, false)); ?
L2667[20:36:48] <tterrag> he SAID he was trying to sync to the server
L2668[20:37:00] <killjoy> He wanted to keep his code small
L2669[20:37:04] <killjoy> but java says no
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L2671[20:37:10] <tterrag> oh, there's a convenience method now
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L2673[20:37:48] <Dagarath> See WorldManager.setStat(StatEnum.PERSISTANT, 1, player); < its really big lol
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L2675[20:39:47] <tterrag> killjoy: I still don't see why you are suggesting he do something from the server
L2676[20:39:56] <tterrag> button press in GUI -> edit client info -> send packet to server
L2677[20:40:01] <tterrag> that's perfectly legitimate
L2678[20:40:01] <killjoy> Maybe I don't understand what he wants
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L2680[20:40:32] <Dagarath> Yea, thats what I wanted to do....why you tell me otherwise
L2681[20:40:44] <Dagarath> =p
L2682[20:40:47] <killjoy> So something like capabilities?
L2683[20:40:48] <tterrag> I didn't
L2684[20:40:56] <FusionLord> killjoy, client changes a value then you push that to the server which will push back to *ALL* clients
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L2686[20:41:07] <killjoy> Like the skins
L2687[20:41:12] <killjoy> I understand now
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L2689[20:41:35] <Dagarath> All along the way, except in the GUI client and server data are synced..I want to change data IN the gui and send that change to the server...so I just use sendToServer... yay much easier lol
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L2691[20:42:45] <Sollux-Captor> hi
L2692[20:43:45] <killjoy> Hello
L2693[20:44:26] <Dagarath> hi
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L2695[20:48:52] <Darva> Gah, and the hardest part of modding... Figuring out ideas. Heh.
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L2697[20:50:55] <Sollux-Captor> meh i have the opposite problem
L2698[20:51:01] <Sollux-Captor> too many ideas xD not enough skill
L2699[20:52:10] <Dagarath> is there anything inbuilt to freeze a player in place until a chunk is loaded?
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L2701[20:54:10] <Sollux-Captor> probably not but you could make something that does that
L2702[20:54:36] <Sollux-Captor> check if chunk is loaded then if not, set move speed to 0
L2703[20:54:43] <Sollux-Captor> or teleport the player in place
L2704[20:55:04] <Dagarath> I mean I am using the ForgeChunkManager to load the chunk but yea.. keep getting Dagarath moved wrongly!
L2705[20:55:48] <Sollux-Captor> what do you mean by "Dagarath moved wrongly!"
L2706[20:56:10] <Dagarath> I dunno, it says that in the console, then returns me to my original position
L2707[20:56:48] <Sollux-Captor> what are your means of keeping the player in place
L2708[20:58:51] <Dagarath> None at the moment I am just using player.setPositionAndUpdate from the server
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L2710[20:59:41] <Sollux-Captor> i have no clue
L2711[21:00:44] <Dagarath> So what is the part to check if chunk is loaded? from what I understand checkChunksExist doesnt care if it is loaded
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L2713[21:03:40] <Dagarath> nm found it
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L2716[21:06:08] <Darva> heh, Thaumcraft 5's crystals auto-break if you spawn them in a place where they shouldn't exist.
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L2721[21:13:21] <FusionLord> shadekiller666, any ideas on this? https://www.youtube.com/watch?v=3p6wsdVTvw8
L2722[21:13:51] <shadekiller666> O.o
L2723[21:14:00] <shadekiller666> da fack you doin?
L2724[21:14:10] <shadekiller666> i have no idea why that would break
L2725[21:14:21] <tterrag> using UVs outside 0-1 that's what
L2726[21:14:33] <tterrag> and/or applying the break texture to something bigger than 16x
L2727[21:14:46] <FusionLord> using uvs out side would cause the obj not to load
L2728[21:15:03] <tterrag> right, but his quads are bigger than a block space
L2729[21:15:13] <tterrag> so the UVs for the break texture extend past its space on the sheet
L2730[21:15:42] <Dagarath> hrmm is there anything to check if the player is on the ground other than raycasting?
L2731[21:16:02] <killjoy> player.onGround
L2732[21:16:04] <shadekiller666> oh ya
L2733[21:16:06] <shadekiller666> i see
L2734[21:16:10] <Dagarath> hmm cool thanks
L2735[21:16:20] <shadekiller666> hmm
L2736[21:16:30] <shadekiller666> not sure what to do about that
L2737[21:16:35] <FusionLord> lol
L2738[21:16:48] <shadekiller666> FusionLord, your .obj has "vt" lines right?
L2739[21:17:15] <FusionLord> indeed
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L2741[21:17:35] <FusionLord> I spent a lot of time uv mapping
L2742[21:17:55] <shadekiller666> tterrag, does the game use the vertex locations to position the break animation?
L2743[21:18:22] <shadekiller666> why is this not an issue with chests
L2744[21:18:38] <tterrag> idk, probably
L2745[21:18:40] <tterrag> chests are TESR
L2746[21:18:43] <tterrag> they do it manually
L2747[21:20:26] <tterrag> see TileEntityChestRenderer at 73
L2748[21:20:32] <tterrag> they set the matrix mode to GL_TEXTURE
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L2750[21:27:16] <FusionLord> so is it something that i need to fix?
L2751[21:28:08] ⇨ Joins: TechDG (~TechDweeb@2601:1c0:5100:35f6:5032:b543:daf4:6747)
L2752[21:28:09] <TechDG> hey
L2753[21:29:13] <tterrag> FusionLord: yeah...try what vanilla does
L2754[21:29:25] <tterrag> well, if you're not a TESR then I guess you can't fix much
L2755[21:29:43] <TechDG> anyone know why compressor's textures stopped working when I tried adding different ones per side
L2756[21:29:43] <TechDG> https://github.com/TechDweebGaming/MystTech/tree/dev
L2757[21:29:51] <FusionLord> yeah that is just a blockstate no tesr....
L2758[21:29:54] <TechDG> and yes, IK i can merge the jsons, dont hate
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L2761[21:30:36] <tterrag> dunno, sounds like a bug to fix
L2762[21:30:43] <tterrag> shadekiller666's problem :P
L2763[21:30:58] <tterrag> doesn't vanilla allow models bigger than 1 block space?
L2764[21:31:03] <tterrag> if so, how does it handle this?
L2765[21:31:09] <FusionLord> is it bad that, that is exactly what i was hoping for ? :P
L2766[21:31:12] <TechDG> tterrag u talking to me or fusion
L2767[21:31:17] <FusionLord> me
L2768[21:31:18] <tterrag> fusion
L2769[21:31:24] <TechDG> k
L2770[21:31:39] <shadekiller666> hmmm
L2771[21:31:58] <shadekiller666> where is the block break animation actually rendered
L2772[21:32:11] <tterrag> somewhere in RenderGlobal I think
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L2774[21:32:51] <tterrag> yep drawBlockDamageTexture
L2775[21:32:52] <TechDG> any idea why the compressor isnt using its textures? it worked when it was just 1: https://github.com/TechDweebGaming/MystTech/tree/dev
L2776[21:33:02] <tterrag> TechDG: check your log for model errors
L2777[21:33:07] <tterrag> and link us directly to the model json pls
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L2779[21:34:41] <TechDG> https://github.com/TechDweebGaming/MystTech/blob/dev/src/main/resources/assets/mysttech/models/block/Compressor.json
L2780[21:34:45] <TechDG> https://github.com/TechDweebGaming/MystTech/blob/dev/src/main/resources/assets/mysttech/models/block/Compressor.json
L2781[21:34:49] <tterrag> shadekiller666: I think BreakingFour is the key
L2782[21:34:52] <Dagarath> OK one last problem, when connecting to my server I can't get my Gui to open, works fine in single player.
L2783[21:34:54] <tterrag> not sure how, it's all obfuscated
L2784[21:34:54] <TechDG> srry for dupe post
L2785[21:34:56] <tterrag> but that's what vanilla uses
L2786[21:34:57] <shadekiller666> ok
L2787[21:35:04] <TechDG> http://pastebin.com/a9dB1Z6x
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L2789[21:35:10] <tterrag> TechDG: first off, stop using capital letters in your resources
L2790[21:35:13] <Dagarath> hrmm I might have already found the problem hrmm
L2791[21:35:27] <tterrag> and secondly, your log tells you the exact place the error is
L2792[21:35:28] <tterrag> fix it
L2793[21:35:42] <tterrag> (hint, check the commas)
L2794[21:37:07] <Dagarath> Nope..can anyone tell me how to have the server tell a player to open a gui? player.openGui is not working lol
L2795[21:38:27] <TechDG> what does it mean by expected name
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L2797[21:38:48] <TechDG> line 10 col 6 is right after the 2nd to last }
L2798[21:38:51] <TechDG> what needs to got here
L2799[21:38:58] <TechDG> I tried a comma and it didnt work
L2800[21:39:07] <TechDG> oh w8
L2801[21:39:31] <TechDG> no comma after the down line?
L2802[21:39:48] <TechDG> ah ok ty tterrag
L2803[21:40:32] <TechDG> in 1.8.9 how do I do block rotations so the front is facing u when u place it
L2804[21:41:00] <tterrag> use a property and rotate the model based on that
L2805[21:41:02] <FusionLord> Dagarath, what do you mean, player.openGui doesn't work?
L2806[21:41:11] <TechDG> tterag how would I do that
L2807[21:42:20] <Dagarath> nm using FMLNetworkHandler.openGui, testing now.
L2808[21:42:29] <tterrag> TechDG: look at furnace
L2809[21:42:33] <tterrag> or any other block that does what you want
L2810[21:42:36] <Dagarath> FusionLord I mean it only opens a gui on the client side
L2811[21:42:43] <tterrag> Dagarath: just use player.openGui
L2812[21:42:44] <TechDG> k
L2813[21:42:47] <tterrag> and ONLY call that on the SERVER
L2814[21:43:08] <FusionLord> I've always used player.openGui, you just have to make sure that !world.isRemote
L2815[21:43:12] <Dagarath> yea except that is not working..
L2816[21:43:21] <Dagarath> !event.entity.worldObj.isRemote
L2817[21:43:32] <FusionLord> let me see your class
L2818[21:43:37] <Dagarath> which
L2819[21:43:50] <FusionLord> the one with the openGui
L2820[21:44:02] <FusionLord> do you have a repo?
L2821[21:44:22] <Dagarath> I see my problem lol
L2822[21:44:23] <tterrag> you have an IGuiHandler right?
L2823[21:45:25] <TechDG> whats an example of an opensource mod that uses the JEIAPI? I need to install it in my build.gradle but idk how
L2824[21:45:38] <Dagarath> nm no i didnt hold on
L2825[21:45:52] <tterrag> TechDG: chisel?
L2826[21:45:56] <TechDG> ty
L2827[21:46:15] <Dagarath> WAIT reads up.... and ONLY call that on the SERVER...I am calling it from my client handler lol
L2828[21:47:16] <TechDG> tterrag all I see is the one for 1.7.10
L2829[21:47:22] <TechDG> which has no JEIAPI int he build.gradle
L2830[21:47:27] <tterrag> TechDG: switch branches
L2831[21:47:32] <TechDG> ok ty
L2832[21:47:38] <tterrag> 1.8/dev
L2833[21:48:27] <TechDG> now if only I could find it in build.gradle
L2834[21:49:39] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/build.gradle#L65
L2835[21:50:02] <TechDG> k ty
L2836[21:50:17] <TechDG> i was looking in 1.8 and dev, not 1.8/dev xD
L2837[21:50:23] <FusionLord> TechDG, https://github.com/Chisel-Team/Chisel/blob/1.8/dev/build.gradle#L58-L60 aswell
L2838[21:52:09] <tterrag> TechDG: our repo has no branches called 1.8 nor dev
L2839[21:52:11] <tterrag> but...ok
L2840[21:52:31] <TechDG> I was ont he wrong repo xD
L2841[21:52:36] <TechDG> i was ont he one for chisel 2 wow fail
L2842[21:53:18] <Dagarath> Ok last try to fix it myself then I am posting my code lol
L2843[21:54:31] <TechDG> ty it worked :)
L2844[21:54:53] <TechDG> now to remember how to do this xD
L2845[21:56:25] <Dagarath> So I cant fix it haha http://pastebin.com/2W5Mb6Nm
L2846[21:57:28] <tterrag> that's a weird way to open a GUI
L2847[21:57:32] <Dagarath> Alternatively if I moved everything to my common/server handler, where would I put it, doesnt seem like the same event is firing, or do I have to change it to world.isRemote instead of !world.isRemote
L2848[21:57:33] <tterrag> however, I don't see why it wouldn't work
L2849[21:57:45] <tterrag> do you only register that handler on the client?
L2850[21:57:56] <Dagarath> The client handler? yes
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L2852[21:57:59] <tterrag> ...
L2853[21:58:06] <tterrag> and you expect it to get an event on the server...how?
L2854[21:58:08] <Dagarath> it has code that will break the server
L2855[21:58:16] <Dagarath> WorldManager is on the server
L2856[21:58:21] <tterrag> yes but
L2857[21:58:22] <tterrag> *sigh*
L2858[21:58:25] <tterrag> if(!event.entity.worldObj.isRemote){
L2859[21:58:28] <tterrag> that can NEVER be true
L2860[21:58:28] <Dagarath> dont sigh, explain
L2861[21:58:40] <Dagarath> I want to learn
L2862[21:58:42] <tterrag> because you don't register your handler on the server...
L2863[21:58:59] <Dagarath> Ok so suggestion to where to move the code to on the server?
L2864[21:59:10] <Dagarath> logged in?
L2865[21:59:22] <tterrag> into some handler where you DO register it on the server
L2866[21:59:37] <tterrag> however, I have to question your code, what is the point of checking ticksExisted > 10 ?
L2867[21:59:56] <Dagarath> 1 second load time... bad things were happening before that
L2868[22:00:08] <Dagarath> client would just crash
L2869[22:01:23] <tterrag> well using some arbitrary time isn't going to fix it 100%
L2870[22:01:24] <Dagarath> OK not my question though, where do I put this in my server event handler? so that a gui opens when an entity joins? I dont have a list of which events are fired on which side and unfortunately it doesnt look like they all fire on both sides sooo
L2871[22:01:26] <tterrag> what about really fast computers :P
L2872[22:01:34] <tterrag> same event should work?
L2873[22:01:37] <tterrag> or use EntityJoinWorldEvent
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L2875[22:02:43] <Dagarath> oddly the same event is saying newp not firing at all... of course my server handler is not registered with MinecraftForge.EVENT_BUS.register
L2876[22:03:03] <Dagarath> is that why?
L2877[22:03:55] <tterrag> because that event is only fired serverside
L2878[22:04:18] <Dagarath> I've got the server running though, no logger info coming back
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L2880[22:04:23] <tterrag> actually, no, it's called on both
L2881[22:04:35] <tterrag> did you move it to your server handler?
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L2883[22:05:26] <Dagarath> Ok registering my server handler with MinecraftForge.Event_BUS.register now the events are firing on the server
L2884[22:06:06] <Dagarath> is not FMLCommonHandler.instance().bus().register supposed to do all of that for it?
L2885[22:06:46] <tterrag> depends on your forge version
L2886[22:06:53] <Dagarath> Latest 1.7.10
L2887[22:06:55] <tterrag> the busses were merged recently
L2888[22:07:02] <tterrag> oh, then yes, they are different
L2889[22:07:12] <Dagarath> So is registering my common handler with both correct?
L2890[22:07:27] <tterrag> sure
L2891[22:07:43] <Dagarath> I just dont want to do anything inexorbitantly incorrect lol
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L2895[22:22:04] <FusionLord> tterrag, so how did you say you are supposed to set blockstates, beecause world.setBlockState doesn't send the update to the clientts
L2896[22:23:09] <tterrag> yes it does ;P
L2897[22:23:55] <shadekiller666> does FaceBakery.getFacingFromVertexData basically just calculate the face normal and convert it to an EnumFacing?
L2898[22:24:03] <FusionLord> nah.... not updating the client, even when marking block for update
L2899[22:24:16] <tterrag> yes, it does
L2900[22:24:20] <tterrag> setBlockState fires a block update
L2901[22:24:45] <shadekiller666> if you pass 3 as the flag
L2902[22:25:03] <tterrag> 3 = 1 | 2
L2903[22:25:06] <tterrag> 1 is the flag that matters
L2904[22:25:16] <tterrag> err, sorry actually 2 is :P
L2905[22:25:16] <FusionLord> well can you explain how it was working on client but when i make sure that it is only server it isn't updating
L2906[22:25:27] <tterrag> no, I can't really
L2907[22:25:28] <tterrag> code?
L2908[22:25:36] <FusionLord> yeah 1 sec
L2909[22:26:05] <FusionLord> http://puu.sh/mCpYf/67816b71a7.txt
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L2911[22:28:54] <FusionLord> HASLID is just a PropertyBool
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L2913[22:30:58] <tterrag> if (worldIn.isRemote) return true;
L2914[22:31:03] <tterrag> doesn't that prevent the event getting to the client?
L2915[22:31:08] <tterrag> are you sure it's getting called serverside?
L2916[22:31:23] <shadekiller666> in VertexFormats, does the padding get applied at the very end of the array, or does it get put in between other elements?
L2917[22:32:40] <FusionLord> ok so it isn't firing on the server why?
L2918[22:33:12] <FusionLord> cause onBlockActivated is client only?
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L2920[22:33:52] <sham1> No?
L2921[22:35:18] <sham1> Why would it be
L2922[22:35:34] <tterrag> FusionLord: because you return true
L2923[22:35:38] <tterrag> read the javadoc
L2924[22:36:44] <FusionLord> it is firing on both server and client, how ever it is random when it fires on the server, log http://puu.sh/mCqsZ/223fec8990.txt
L2925[22:37:01] <FusionLord> the bottom fired on the server
L2926[22:37:25] <FusionLord> also that is the time stamp from when you asked if it fires on the server
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L2928[22:41:13] <SomeGuyInATree> Whats the best way to detect if IC2 is loaded, considering theres a few versions..
L2929[22:42:34] <tterrag> !gc BreakingFour
L2930[22:44:50] <shadekiller666> hmmm
L2931[22:45:04] <FusionLord> !gc BreakingFour
L2932[22:45:38] <shadekiller666> tterrag, it looks like BreakingFour is borked with regards to quads > 0..1
L2933[22:45:47] <tterrag> maybe
L2934[22:45:53] <tterrag> I was looking it up for an entirely different reason :P
L2935[22:46:03] <tterrag> it seems that BreakingFour has NOTHING to do with breaking anim
L2936[22:46:09] <tterrag> it should be RetexturedQuad
L2937[22:47:33] <FusionLord> so tterrag does it just not update the client? is there another way to do it?
L2938[22:48:23] <tterrag> FusionLord: idk what those log lines mean exactly. did you put a break point inside the method to see?
L2939[22:48:27] <sham1> Sigh
L2940[22:49:34] <FusionLord> even with returning true when the world is remote it fires on the server, but nothing changes on the client, according to f3 the state doesn't change but on the server it does
L2941[22:50:06] <sham1> Show the code
L2942[22:51:03] <tterrag> he did already
L2943[22:51:05] <tterrag> http://puu.sh/mCpYf/67816b71a7.txt
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L2945[22:51:22] <shadekiller666> son of a bitch
L2946[22:51:32] <sham1> Oh gd
L2947[22:51:36] <shadekiller666> tterrag, i think i found the problem...
L2948[22:51:48] <shadekiller666> with the damage block texture that is
L2949[22:51:49] <FusionLord> https://github.com/FireBall1725/Graves/blob/master/src/main/java/com/fireball1725/graves/block/BlockGraveStone.java
L2950[22:52:00] <tterrag> FusionLord: also, why do you have TE.setHasLid when it's already a property?
L2951[22:52:34] <FusionLord> because the tileentity is saving that boolean
L2952[22:53:14] <tterrag> ...but that's what the property si for
L2953[22:53:19] <tterrag> why have the property then?
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L2955[22:53:32] <sham1> For rendering I presume
L2956[22:53:56] <tterrag> for rendering? models have access to properties
L2957[22:54:02] <tterrag> in fact, it's much easier for rendering to use properties and not a TE
L2958[22:54:08] <FusionLord> well the property isn't saved for some reason
L2959[22:54:27] <tterrag> because you don't save it to the meta
L2960[22:54:31] <FusionLord> not that it has any effect on what my current issue
L2961[22:54:34] <tterrag> https://github.com/FireBall1725/Graves/blob/master/src/main/java/com/fireball1725/graves/block/BlockGraveStone.java#L117
L2962[22:55:05] <tterrag> OR that with haslid ? 0 : 8
L2963[22:55:17] <tterrag> er, not 8, 4
L2964[22:55:22] <tterrag> well, either works really :P
L2965[22:55:37] <shadekiller666> tterrag take a look at lines 60-63 in BlockRendererDispatcher...
L2966[22:55:43] <FusionLord> ok that isn't the issue, the issue is syncing with te client
L2967[22:55:58] <tterrag> FusionLord: client likely serializes to meta for the packet
L2968[22:56:01] <tterrag> so it loses the data
L2969[22:56:13] <sham1> So yeah
L2970[22:56:17] <tterrag> shadekiller666: uhhuh
L2971[22:56:17] <tterrag> what about it
L2972[22:56:19] <sham1> It is the issue
L2973[22:56:21] <FusionLord> thank you so after all that it is the issue :)
L2974[22:56:27] <tterrag> yep
L2975[22:56:34] <tterrag> posting whole classes is never a bad idea
L2976[22:56:38] <tterrag> github repos are better :P
L2977[22:56:41] <tterrag> should have done that first, jussayin
L2978[22:56:43] <shadekiller666> i think thats the problem with the breaking texture
L2979[22:56:46] <tterrag> well yeah
L2980[22:56:59] <tterrag> I mean, you just told me to look at literally all the code for rendering the breaking texture
L2981[22:57:03] <tterrag> so, of course that's the problem .-.
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L2983[22:57:49] <gr8pefish> So I saw in 1.8 that tool stations (and all TiCon "crafting table"-type tables) render the items on top. I would like to do something similar with my PortableCrafting table, do I have to learn a ton about rendering and models in 1.8 to understand this: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/shared/client/BakedTableModel.java#L131? Or do I just have to declare my model and make some
L2984[22:57:49] <gr8pefish> sort of
L2985[22:57:49] <gr8pefish> MultiModel with the items in the crafting grid? Is it crazy different (is it even possible) as an item and not a block?
L2986[22:58:33] <tterrag> could probably be done
L2987[22:58:35] <sham1> You can renn
L2988[22:58:41] <tterrag> same way
L2989[22:58:47] <sham1> You can render items with TESRs
L2990[22:58:51] <shadekiller666> tterrag, not sure how the hell to fix this though
L2991[22:59:04] <gr8pefish> right, will try and figure that all out then, thanks
L2992[22:59:06] <sham1> So you can render them atop of the block
L2993[22:59:26] <willies952002> does anyone have any sane explanation as to why this is happening as well as a sane solution?
L2994[22:59:28] <willies952002> https://hasteb.in/imodipepub
L2995[22:59:30] <shadekiller666> looks like its completely disregarding UV coordinates as well as the VertexFormat that was used to make the quads that its copying from
L2996[22:59:35] <tterrag> shadekiller666: me either .-.
L2997[23:00:00] <tterrag> sham1: HIS is the item
L2998[23:00:06] <tterrag> he's asking how to do what they do with an item
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L3000[23:00:41] <sham1> Well
L3001[23:00:52] <sham1> That's a bit more complex
L3002[23:01:01] <sham1> ISmartItemModel
L3003[23:01:37] <FusionLord> tterrag, if i have facing and that boolean..., bit operations are the bane of my existence
L3004[23:01:38] <tterrag> same as an ISmartBlockModel, more or less, no?
L3005[23:01:58] <tterrag> FusionLord: [existing code] | getValue(HASLID) ? 0 : 4
L3006[23:02:06] <tterrag> because facing is 0-3, right?
L3007[23:02:13] <tterrag> i.e. 00, 01, 10, 11
L3008[23:02:16] <FusionLord> i assume
L3009[23:02:35] <tterrag> yes, it is, because you don't allow up/down facing
L3010[23:02:41] <tterrag> so that uses up 2 bits
L3011[23:02:49] <tterrag> you have 2 left to work with (the left 2)
L3012[23:02:54] <tterrag> 4 = 0100
L3013[23:03:09] <sham1> The 2 least significant ones
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L3015[23:03:21] <tterrag> you mean most?
L3016[23:03:26] <tterrag> left is most significant, no?
L3017[23:03:47] <tterrag> https://en.wikipedia.org/wiki/Most_significant_bit
L3018[23:03:48] <tterrag> yes :P
L3019[23:04:14] <tterrag> FusionLord: so you have 4 bits to work with, facing takes up 2, and haslid is a boolean, so that's 1 bit (0 or 1)
L3020[23:04:30] <tterrag> so you can stick it in the 2nd bit, and leave the 3rd and 4th for facing (as you do currently)
L3021[23:04:35] <tterrag> first is unused
L3022[23:04:46] <FusionLord> so return state.getValue(FACING).getIndex() | (state.getValue(HASLID) ? 0 : 4); ?
L3023[23:04:55] <tterrag> yep, that's fine
L3024[23:05:06] <FusionLord> ok and to reverse that?
L3025[23:05:25] <shadekiller666> no
L3026[23:05:40] <tterrag> I do truly wish that java allowed casting boolean to int
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L3028[23:05:51] <tterrag> | state.getValue(HASLID) << 2
L3029[23:05:55] <tterrag> that would look much cooler :P
L3030[23:05:56] <shadekiller666> if you're using only horizontal EnumFacings, you want getValue(FACING).getHorizontalIndex()
L3031[23:06:03] <tterrag> oh yes! right
L3032[23:06:06] <tterrag> forgot that
L3033[23:06:11] <tterrag> and since this mod is already released, you can't change that now
L3034[23:06:29] <shadekiller666> otherwise you'll be getting index values from 2 to 5
L3035[23:06:33] <tterrag> so you'll have to | with 8, not 4 (since you are currently using facings 2-6, i.e. 10, 11, 100, 101
L3036[23:07:02] <tterrag> FusionLord: to go back you just & with the bit(s) you care about
L3037[23:07:03] <shishire> Does forge make any attempt to modify net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld? The code in there is all crazy with regards to the nether and the end, and I want to make sure I'm not stepping on forge's toes when I override it with custom code.
L3038[23:07:14] <tterrag> shishire: check the patch files
L3039[23:07:21] <shishire> tterrag, good point
L3040[23:07:23] <tterrag> also, don't use ASM for no reason
L3041[23:07:53] <shadekiller666> i wish fry wasn't asleep atm...
L3042[23:07:57] <FusionLord> so meta | 8 == 0?
L3043[23:08:12] <shishire> Yeah, trying to see if I can work around it within the limitations of a regular mod, but I need to trace the whole thing first to untangle what's what.
L3044[23:08:13] <tterrag> no
L3045[23:08:14] <tterrag> &
L3046[23:08:33] <tterrag> say the meta you serialized to is 1010
L3047[23:08:35] <shadekiller666> this breaking texture thing is pretty serious and fucking complicated
L3048[23:08:42] <tterrag> that means HASLID was true, and the facing direction was 2
L3049[23:08:47] <FusionLord> (meta & 8) == 0
L3050[23:08:50] <tterrag> so if you AND with 8 (1000)
L3051[23:08:55] <tterrag> you are left with 1000
L3052[23:09:02] <Dagarath> yea I gave up on breaking textures lol
L3053[23:09:10] <Dagarath> I am happy with my blocks looking unique heh
L3054[23:09:13] <shadekiller666> lol
L3055[23:09:14] <tterrag> FusionLord: does that make sense?
L3056[23:09:32] <FusionLord> tbh no.... bits are not fun :P
L3057[23:09:37] <Dagarath> if anything I'll code in my own method to add my own breaking texture
L3058[23:10:12] <tterrag> FusionLord: that's why I'm trying to help you understand it
L3059[23:10:16] <tterrag> do you get what I've been saying?
L3060[23:10:20] <FusionLord> gonna copy that chat and remove everyone else and reread it
L3061[23:10:53] <tterrag> lol
L3062[23:10:54] <tterrag> :D
L3063[23:11:43] <shadekiller666> dagarath, whats wrong with your breaking textures?
L3064[23:11:58] <Dagarath> Have none at all on my custom block
L3065[23:12:25] <masa> but bits ARE fun :p
L3066[23:12:42] <Dagarath> it is square and all that, same size as a regular block just...not lol. Though I do some custom UV code so I can have 2 textures in a single file
L3067[23:13:26] <shadekiller666> sounds like something to do with render layers
L3068[23:14:08] <FusionLord> tterrag, so does this look right? http://puu.sh/mCsxn/c99254e835.txt
L3069[23:14:10] <masa> here is my recent bit fun: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemInventorySwapper.java#L455-L477
L3070[23:14:24] <Dagarath> maybe, I'll probably figure it out but I am more concerned with gameplay than GL perfection
L3071[23:14:43] <tterrag> FusionLord: the values()[meta] should be meta & 7
L3072[23:14:46] <tterrag> 7 = 0111
L3073[23:14:49] <tterrag> so you cut off the first bit
L3074[23:15:07] <FusionLord> masa, opened it barley saw it closed it and said nope in my head :P
L3075[23:15:51] <masa> :D
L3076[23:16:24] <FusionLord> tterrag, I would also want to change that to EnumFacing.getHorizontal() correct?
L3077[23:16:40] <tterrag> FusionLord: not if you don't want to break old data
L3078[23:16:50] <Dagarath> OK please help, event is firing FOR SURE 100% sure. http://pastebin.com/ZsR2SPYz tried both of these setups, whats wrong?? lol
L3079[23:16:54] <tterrag> because in old releases it would be saved as the normal ordinal, changing it now would break stuff
L3080[23:17:41] <FusionLord> tterrag, that isn't an issue, there is no old data
L3081[23:17:43] <Dagarath> code is running on the server
L3082[23:18:06] <tterrag> FusionLord: is this mod not already released?
L3083[23:18:52] <FusionLord> yes, but the released version has no properties
L3084[23:19:04] <tterrag> um
L3085[23:19:04] <tterrag> oh
L3086[23:19:08] <tterrag> ok, then yes change it
L3087[23:19:17] <tterrag> and go back to using | 4 and & 3 :P
L3088[23:19:28] <tterrag> FusionLord: have a gift from me https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/common/painting/BlockPainting.java#L249-L257
L3089[23:20:18] <tterrag> though now reading it I see no good reason to use <<3 and not <<2
L3090[23:20:22] <masa> Dagarath: what's the issue?
L3091[23:20:24] <tterrag> not that it matters, really :P
L3092[23:21:16] <Dagarath> The issue? everything BUT the Gui works, the gui will not open
L3093[23:21:26] <masa> does that guo have a container?
L3094[23:21:44] <masa> if not, then you should send a custom packet and open it on the client I believe
L3095[23:22:08] <Dagarath> it does not have a container, its just a 1 off interface for player setup
L3096[23:22:13] <masa> afaik player.opengui() only works with containers
L3097[23:22:24] <masa> because it needs a server side component too
L3098[23:22:25] <Dagarath> so if I give it a null container, will that suffice?
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L3100[23:22:36] <Dagarath> like a container that does nothing but be a container
L3101[23:22:37] <tterrag> it works with anything
L3102[23:22:41] <tterrag> but it's pointless to use it for non containers
L3103[23:22:51] <tterrag> why not just use GuiScreen
L3104[23:22:52] <masa> does it?
L3105[23:22:57] <Dagarath> am tterrag
L3106[23:23:04] <FusionLord> thank you for the assistance tterrag
L3107[23:23:05] <tterrag> then you don't need a container...at all
L3108[23:23:08] <Dagarath> GuiScreen does not open
L3109[23:23:09] <tterrag> nor do you need player.openGui
L3110[23:23:13] <tterrag> nor do you need an IGuiHandler
L3111[23:23:19] <tterrag> use Minecraft.displayGuiSCreen
L3112[23:23:21] <Dagarath> lol well I have more guis so I need the handler
L3113[23:23:29] <Dagarath> from the server?
L3114[23:23:32] <tterrag> no
L3115[23:23:34] <tterrag> there's no container
L3116[23:23:36] <tterrag> so the server doesn't care
L3117[23:23:42] <Dagarath> so I have to send a packet, gotcha
L3118[23:24:05] <tterrag> guess so
L3119[23:24:08] <Dagarath> jeeze sucks to have to have a packet for something that never exists after your first 2 seconds of gameplay lol
L3120[23:24:33] <masa> well are the props synced?
L3121[23:24:53] <Dagarath> yea props are synced client easily enough
L3122[23:24:56] <masa> wouldn't that then work directly on the client too, if they are, just run the event code on the client side then?
L3123[23:24:59] <Dagarath> err with the client
L3124[23:25:00] <tterrag> Dagarath: why do you need to call it on the server?
L3125[23:25:02] <tterrag> yeah what he said
L3126[23:25:16] <Dagarath> lol cause you told me to like an hour ago?
L3127[23:25:32] <tterrag> because I assumed it was a container GUI
L3128[23:25:38] <tterrag> you never said otherwise
L3129[23:25:48] <tterrag> this is why you explain your TASK, not the specific problem you are having
L3130[23:26:29] <Dagarath> well jeeze, hard to think of every possible variable in that case though..my explanation would end up being an hour long
L3131[23:26:59] <masa> well, something like "a client side gui bla bla" would have cleared it all up :p
L3132[23:27:37] <tterrag> "I'm trying to open a screen on the client when they first join a world, how could I do this?"
L3133[23:27:56] <Dagarath> I said that almost exactly
L3134[23:28:15] <SomeGuyInATree> I'd Look at Galacticraft, it does on first join..
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L3137[23:29:37] <tterrag> <Dagarath> OK one last problem, when connecting to my server I can't get my Gui to open, works fine in single player.
L3138[23:29:44] <tterrag> you said nothing about on join, or what kind of GUI it was
L3139[23:30:24] <Dagarath> I dunno, I said it is a gui, I need to open it client side... nit picking maybe?
L3140[23:31:25] <Dagarath> It comes down to language, it isnt what I did or didnt say it is how you read what I said because we arent the same person. I will know for the future
L3141[23:32:14] <tterrag> gtg for a bit
L3142[23:32:18] *** tterrag is now known as tterrag|away
L3143[23:32:28] <FusionLord> still playing with bits tterrag|away
L3144[23:32:30] <FusionLord> :P
L3145[23:32:39] <shishire> When writing a forge patch against the minecraft code, is it better to write a fugly workaround that leaves the minecraft code mostly untouched, or to rewrite a good chunk of the minecraft code, but make it strictly correct? (a good chunk being about 1.5 classes)
L3146[23:32:41] <tterrag|away> I told fireball I'd talk with you guys when I get back
L3147[23:32:47] <FusionLord> ok
L3148[23:33:36] <masa> shishire: what needs that much of a rewrite? O_o
L3149[23:33:45] <masa> sounds liek it would break a lot
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L3151[23:35:13] <Dagarath> I rewrote 4 of my own classes, it all broke... but now its almost working =)
L3152[23:35:57] <shishire> masa, the dimension transfer code is very hardcoded for nether and end. I'm writing a mod that allows for flexibility in dimension handling, and I want to strip out all the hardcoded stuff and replace it with proper lookups. That means rewriting at least 3 or 4 functions in the ServerConfigurationManager, and a couple in blocks and entities.
L3153[23:37:01] <shishire> And yeah, it would break a lot if not done right. I want to get it right, and I don't intend to commit until I'm damn sure it's correct. No need to unleash this upon the world and break nether/end for general populace.
L3154[23:37:18] <Dagarath> plenty of mods that do dimension transfer custom without actually touching the default code though..
L3155[23:37:56] <shishire> Yeah. And I know that I can do so without rewriting it. But it'll be a lot cleaner and easier for anyone to hook into if it's rewritten. Hence the question.
L3156[23:38:44] <asie> shishire: If you're willing to add events for Nether/End transport to Forge be my guest, been waiting on them for ages
L3157[23:39:05] <asie> Dagarath: You can't control Nether portal teleportation easily, for example
L3158[23:39:14] <asie> only on a dedicated server with allow-nether... but that breaks a lot
L3159[23:39:30] <Dagarath> True, but you could always replace it entirely no?
L3160[23:40:05] <shishire> Not unless you ban minecraft:portal
L3161[23:40:06] <masa> there is already an open PR for travel to dimension here: https://github.com/MinecraftForge/MinecraftForge/pull/2336
L3162[23:40:47] <masa> I'd say rewriting vanilla code to that extent won't ever get accepted when it can be worked around using an event, which is much less destructive
L3163[23:41:16] <shishire> minecraft:portal has a bunch of custom stuff. Also, dimension 1 has a bunch of custom stuff in ServerConfigurationManager.
L3164[23:41:17] <asie> ^
L3165[23:41:30] <asie> IIRC Forge tries to minimize the amount of vanilla hacks it does
L3166[23:41:39] <asie> shishire: Yes, but you can just block it at a different level
L3167[23:41:41] <masa> none of the custom stuff matters with a proper traveltodimension event that can be cancelled
L3168[23:41:54] <asie> there's a nice set of functions that is called but it all culminates in a function which teleports the Entity
L3169[23:41:57] <asie> you just hook there, and it's global
L3170[23:42:45] <shishire> Ah, yes, a cancellable event would be better and less invasive.
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