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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.
-_-
L13[00:11:52] ⇦
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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
L26[00:24:41] ⇨
Joins: Poppy (~Poppy@chello085216146055.chello.sk)
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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L30[00:28:33] ⇨
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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
L38[00:31:33] <sham1>
Files.lines(Paths.get("foo.txt")).forEach(System.out::println);
L40[00:32:07] <killjoy> should close
it
L41[00:32:18] <sham1> close what
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
L55[00:35:32] ⇨
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L56[00:35:34] <sham1> Or if you want to
call it Non-blocking IO
L58[00:36:00] <sham1> BufferedReaders also
can be used to return Stream<String>s
L59[00:36:10] <sham1> This gonna be
gud
L60[00:36:32] ⇦
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L61[00:36:32] ⇦
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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...)
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*
L95[01:01:59] ⇦
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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
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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
L102[01:06:24]
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L103[01:06:24]
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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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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*
L144[01:58:14]
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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
L153[02:02:30] ***
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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:
L168[02:36:06]
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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
L173[02:48:19] ***
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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
L184[03:01:39]
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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
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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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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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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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
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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
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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.
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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
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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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?
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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
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L389[07:15:00] <ghz|afk> it's always good
to try to figure out how Mojang did things
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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
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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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.
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
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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?
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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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L508[09:30:49] <Nitrodev> finally
home
L509[09:30:51] <yopu> williewillus, cheers
mate!
L510[09:31:19] ***
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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] ⇦
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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
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
L549[09:43:59]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:70a8:9f22:e4de:d969)
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
L583[09:47:58] <williewillus> has
everything you need to know for rendering in 1.8 compared to
1.7
L584[09:48:00] ⇦
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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
L603[09:51:24]
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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] ⇦
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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
L665[10:06:04]
⇨ Joins: HewloThere (~HewloTher@180.200.148.150)
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
L676[10:07:56]
⇨ Joins: roxox1
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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
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
L696[10:09:22] ⇦
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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
L738[10:12:46]
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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
L753[10:17:18]
⇨ Joins: Xilef11 (~xilef11@209.195.101.19)
L754[10:17:23] <TechDG> there we go. now
to make a real texture. machines shouldnt look like ore xD
L755[10:17:31]
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L756[10:17:38] ⇦
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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
L762[10:19:13]
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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?
L766[10:20:38] ⇦
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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
L778[10:23:16]
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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
L786[10:23:45] <TechDG> f2 with MC open =
computer has a spas attack
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
L794[10:25:30] ⇦
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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
L807[10:31:10] ⇦
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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
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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 <
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
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
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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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
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...
L1079[12:20:25]
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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
L1097[12:22:34] ***
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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
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
:)
L1148[12:29:02] ***
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L1150[12:29:48] <Lymia> roxox1, you don't
need to.
L1152[12:30:00] <roxox1> Don't need to
what?
L1153[12:30:04]
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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...
L1161[12:32:48]
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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?
L1165[12:33:30]
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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> ...
^^^
L1193[12:53:46]
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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
L1208[13:06:16]
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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.
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.
L1238[13:13:39]
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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
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
L1261[13:17:27] <roxox1> Sorry. I'm
tired.
L1262[13:17:48] <sham1> So
L1263[13:17:54]
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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> ^
L1289[13:22:04] ***
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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.
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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
L1334[13:31:36]
⇨ Joins: Curle
(~Curle@host81-154-121-145.range81-154.btcentralplus.com)
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.
L1346[13:34:27]
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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
L1350[13:34:58]
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Quit)
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
L1357[13:36:53]
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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
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()]);
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
L1412[13:47:52]
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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?
L1417[13:49:38] ***
williewillus is now known as willieaway
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
L1421[13:52:49]
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L1422[13:53:34] <McJty> Or hmm. It may
actually already have done that
L1423[13:55:36]
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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
L1427[13:56:51]
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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?
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
L1464[14:04:01] ***
tterrag|away is now known as tterrag
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.
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?
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?
L1508[14:12:45] ***
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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
L1517[14:14:25]
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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
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
L1525[14:16:55]
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L1526[14:17:07] <shadekiller666>
"up": {"x": 90} ... etc or whatever
L1527[14:20:56]
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L1529[14:22:11] *
Temportalist needs to learn Quat4f
L1530[14:22:12]
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L1534[14:25:33] ***
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L1535[14:25:43]
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L1538[14:26:48] <solidDoWant1> how should
IEnergyProviders distribute power?
L1539[14:26:51]
⇨ Joins: auenf (David@120.155.97.223)
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]
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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
L1579[14:34:05]
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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] ***
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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)
L1593[14:36:00] <shadekiller666> TRSR has
methods that convert things into TRSR data structures...
L1594[14:36:14]
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L1595[14:36:18]
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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
L1611[14:41:38]
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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]
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L1615[14:43:08] <gigaherz>
shadekiller666: in a way
L1616[14:43:17] <shadekiller666>
Temportalist, post the obj file as well
L1619[14:43:35] <gigaherz> quat is (cos,
ax*sin, ay*sin, az*sin)
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]
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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]
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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
L1704[14:55:15]
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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
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
L1720[14:56:42]
⇨ Joins: Pennyw95 (~Dr.Benway@151.38.18.225)
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
L1780[15:01:41] ***
Cypher121 is now known as Cypher|Away
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
L1821[15:05:25]
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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
L1837[15:07:39] <tterrag> this seems
ridiculous
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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
L1845[15:08:44]
⇦ Quits: Pennyw95 (~Dr.Benway@151.38.18.225) (Quit:
Leaving)
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?
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
L1851[15:10:43]
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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
L1864[15:14:13]
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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
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
L1897[15:17:01]
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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...
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
L1933[15:23:17]
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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?
L1961[15:26:10]
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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"
L1976[15:29:40]
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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
L1996[15:40:37]
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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> :/
L2000[15:42:38]
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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
L2011[15:45:52] ***
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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:
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
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?
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
L2080[16:32:01]
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L2084[16:32:50] <shadekiller666>
O.O
L2085[16:32:52] <shadekiller666> da
fuck
L2087[16:34:06] <fry> pass nulls instead
of new Vector3f() and new Quat4f()
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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
L2106[16:37:57]
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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
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
L2125[16:39:58]
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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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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?
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
L2169[17:00:54]
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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
L2177[17:05:04]
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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?
L2184[17:13:46]
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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
L2189[17:15:09]
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L2190[17:15:15] <shadekiller666> look at
the vanilla furnace
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?
L2198[17:18:00]
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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
L2224[17:25:37] <FusionLord> thanks,
didn't have that link :P
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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?
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
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
L2352[18:23:18]
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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
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
L2369[18:26:58] ***
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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
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
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
L2385[18:31:12]
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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.
L2387[18:32:05]
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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
L2399[18:35:22]
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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
L2407[18:36:08] <TechDG> ah
L2408[18:36:10]
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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
L2421[18:38:40]
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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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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.
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
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
L2462[18:52:52]
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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?
L2469[19:02:45]
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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
L2475[19:05:22]
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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.
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.
L2498[19:11:59]
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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.
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?
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?
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);
L2545[19:21:53]
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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
L2552[19:23:17] ***
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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
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?
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
L2570[19:32:02] ***
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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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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
L2600[20:11:01]
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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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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]
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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
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
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
L2778[21:33:10]
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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
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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
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
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
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
L2851[21:57:56]
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Leaving)
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
L2874[22:02:03]
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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
L2879[22:04:20]
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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?
L2882[22:05:04]
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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
L2892[22:11:46] ***
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L2893[22:19:44]
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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
L2910[22:26:19]
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L2911[22:28:54] <FusionLord> HASLID is
just a PropertyBool
L2912[22:29:11]
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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?
L2919[22:33:41]
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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
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
L2927[22:37:28]
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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
L2944[22:51:15]
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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
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?
L2954[22:53:28]
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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
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 .-.
L2982[22:57:29]
⇨ Joins: willies952002
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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?
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
L2999[23:00:26]
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next hill, wonders unfold before us; all we have to do is want it
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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
L3014[23:03:09]
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L3015[23:03:21] <tterrag> you mean
most?
L3016[23:03:26] <tterrag> left is most
significant, no?
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
L3027[23:05:47]
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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
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
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
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?
L3099[23:22:34]
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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..
L3135[23:28:35]
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L3136[23:29:23] ***
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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] ***
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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
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.
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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