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L1[00:00:00] <Drullkus> Meanwhile I'm just
cooking up the most acid texture I've ever seen
L2[00:00:23] <GeoDoX> Alright, I got it
then, I think :P
L3[00:00:44] <GeoDoX>
favourites.add(ItemStack.loadItemStackFromNBT(itemStacks.getCompoundTagAt(i)));
?
L4[00:01:06] <williewillus> yes that should
do it
L5[00:01:21] <williewillus> I don't know if
loadStackFromNBT returns null if the item no longer exists
though
L6[00:01:27] <williewillus> and idk how you
want to ahndle that
L7[00:01:39] <williewillus> delete the
entries or just skip them in case the mod is later added
L8[00:02:29] <smbarbour> MattDahEpic: The
reason you are getting that is because Mojang's Public API service
is down
L9[00:03:30] <GeoDoX> is ?GuiOpenEvent is
the Event I'm looking for?
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L15[00:10:49] <GeoDoX> I believe it is, but
I don't know how to check if its the creative inventory
L16[00:12:34] <tterrag> is there any way to
use partial ticks in a GUI that pauses the game?
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L18[00:14:14] <fry> tterrag: try
Animation.getPartialTickTime()
L19[00:14:52] <tterrag> Animation
being...what class?
L20[00:15:01] <tterrag> I don't have that
method in my src
L21[00:15:17] <fry> update :P
L22[00:15:37] <tterrag> besides, I don't
feel like I should be using some internal class for my GUI
stuff
L23[00:16:27] <fry> listen to
RenderTickEvent then
L24[00:16:32] <fry> and store it
yourself
L25[00:16:36] <tterrag> fry: I am looking
at forge github
L26[00:16:38] <tterrag> that method is not
there
L27[00:16:59] <tterrag> fry: >paused
game
L28[00:17:06] <tterrag> timer doesn't
advance when the game is paused, does it?
L30[00:17:36] <fry> it doesn't advance, but
you should still be able to use the value
L31[00:17:50] <tterrag> I...need it to
advance...how else would it be animated
L32[00:17:55] ⇨
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L33[00:18:06] <fry> then you don't want
partial ticks
L34[00:18:13] <fry> and you want something
else
L35[00:18:42] <tterrag> time based? using
millis?
L36[00:20:05] <GeoDoX> Is GuiInventory
survival?
L37[00:20:15] <GeoDoX> Read on the forums
that it was
L38[00:20:25] <GeoDoX> If so, whats the
Creative equivalent
L39[00:20:49] <williewillus>
guicontainercreative
L40[00:20:58] ⇦
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L41[00:22:19] <GeoDoX> Theres not a
GuiCloseEvent?
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L43[00:26:24] <GeoDoX> Theres an
onGuiClosed in GuiScreen, why would there not be an event for
it?
L44[00:26:55] <williewillus> closing a gui
is just opening a null one
L45[00:28:31] <GeoDoX> so, same event but
the gui object is null?
L46[00:29:55] <GeoDoX> How would I know
that the Creative Inventory SPECIFICALLY was the inventory that
closed?
L47[00:30:26] <GeoDoX> As far as I can
tell, you couldn't, unless you stored the last opened gui
L48[00:30:35] <williewillus> you can just
get it
L49[00:30:41] <williewillus>
Minecraft.getMinecraft().currentScreen :p
L50[00:31:12] ⇨
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L51[00:31:19] <GeoDoX> Does the
GuiOpenEvent fire before or after it sucessfully opens?
L52[00:31:24] <williewillus> before
L53[00:31:39] <williewillus> so people
listening and change the gui or prevent it from opening
L54[00:31:44] <williewillus> can
change*
L55[00:31:52] <GeoDoX> ah
L56[00:32:17] <williewillus> if
(mc.currentScreen instanceof GuiContainerCreative &&
evt.gui == null) < stuff >
L57[00:32:27] ⇦
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L58[00:35:25] ⇨
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L59[00:37:42] <Dagarath> Hey guys I am
trying to get NEI to work as a dependency in Intellij Idea, I put
it in /modroot/libs and ran "gradlew setupDecompWorkspace
ideaModule --refresh-dependencies" it adds it to my project
but I constantly get this error and for the life of me I can't
figure out how to get past this
http://pastebin.com/KFPV6Lkv
L60[00:38:09] <Dagarath> I put the dev
versions of the mods in there btw, code chicken core, lib and
nei
L61[00:38:28] <GeoDoX> Dagarath,
L62[00:38:39] <GeoDoX> I'd recommend you
change your passwords now
L63[00:38:45] <Dagarath> damnit its in
there?
L64[00:38:58] <GeoDoX> Yes
L65[00:39:01] <Dagarath> that is a
throwaway password lol
L66[00:39:22] <GeoDoX> Ah
L67[00:39:36] <Dagarath> Why does it put my
pw in the log? lol damnit
L68[00:39:43] ⇦
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L69[00:40:09] <GeoDoX> I think because it's
in your arguments
L70[00:40:28] <Dagarath> dangit lol
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L72[00:43:21] <killjoy> Copy the args from
your launcher_profile.json
L73[00:44:14] <Dagarath> pardon?
L74[00:44:30] <Dagarath> I don't know
things like that
L75[00:44:31] <killjoy>
.minecraft/launcher_profile.json
L76[00:44:42] <Dagarath> how do I do
that?
L77[00:45:06] <killjoy> open that file and
look at the authenticationDatabase object
L78[00:45:50] <killjoy> --username
<displayName> --accessToken <accessToken> --uuid
<uuid>
L79[00:45:56] <Dagarath> ahh
L80[00:45:59] ⇨
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L81[00:46:09] <Dagarath> so I put those
numbers ok
L82[00:46:14] <killjoy> You'll need to
update them every time you open the launcher.
L83[00:46:24] <Dagarath> alright but until
then it works?
L84[00:46:30] <killjoy> yes
L85[00:47:12] <Dagarath> Ok thanks guys pw
changed and updated run args =)
L86[00:47:32] <Dagarath> Now I still can't
get nei to work, code chicken core loads fine...but not nei
L87[00:47:57] <killjoy> switch to jei
L88[00:48:01] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L89[00:48:05] <Dagarath> for 1.7.10?
L90[00:48:11] <killjoy> update to 1.8
L91[00:48:17] <Dagarath> this isnt gonna
happen
L92[00:48:22] <Dagarath> so no help,
alright that is fine
L93[00:48:23] <unascribed> what's the
problem with NEI?
L94[00:48:31] <Dagarath> Assembly errors
like mad
L95[00:48:37] <unascribed>
s/Assembly/Bytecode
L96[00:48:47] <unascribed> wow yeah that is
a long exception
L97[00:49:01] <unascribed> "Needle not
found in Haystack"
L98[00:49:04] <unascribed> are you on the
latest NEI?
L99[00:49:07] <Dagarath> I've found
countless threads with the same problem but the error does not work
for me.
L100[00:49:15] <Dagarath> recommended I
beleive
L101[00:49:15] <killjoy> what other
coremods?
L102[00:49:23] <unascribed> try
latest
L103[00:49:34] <Dagarath> just CCC CCL and
NEI
L104[00:49:59] <Dagarath> I may have
already, been at this work a weekish
L105[00:50:01] ⇦
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L106[00:50:17] <Dagarath> well in between
doing other things
L107[00:50:19] <unascribed> also try
updating forge
L108[00:50:29] <unascribed> or backdating
it, even
L109[00:50:31] <killjoy> maybe mappings
issue?
L110[00:50:37] <Dagarath> i will try it
now though
L111[00:50:38] <unascribed> let me find
what version of forge NEI is compiled with
L112[00:51:19] <unascribed> 1448
L113[00:51:20] <killjoy> probably uses
default mappings
L114[00:51:22] <unascribed> you're on
1558
L115[00:51:30] <unascribed> and mappings
are also a potential issue, yeah
L116[00:51:33] <unascribed> what mappings
are you on?
L117[00:52:01] <mezz> CCC requests a set
of mappings when you start the game
L118[00:52:08] <mezz> maybe you chose the
wrong ones
L119[00:52:36] <mezz> you can delete the
codechickenwhatever config and it should ask again
L120[00:52:37] <killjoy> nei uses
snapshot_20150404
L121[00:52:51] <Dagarath> oh a specific
forge?
L122[00:54:04] <Dagarath> I have no idea
how to choose mappings, I just want to integrate NEI into my mod
lol
L123[00:54:16] <unascribed> in the
minecraft block in your build.gradl
L124[00:54:17] <unascribed> e
L125[00:54:22] <unascribed> mappings =
"snapshot_20150404"
L126[00:54:25] <unascribed> then
setupDecompWorkspace again
L127[00:54:33] <mezz> why I wrote jei .jpg
>_>
L128[00:54:39] <TehNut> no... There's a
box that pops up when you launch the game
L129[00:54:46] <killjoy> those mappings
are super old, though
L130[00:54:50] <Dagarath> so if i have NO
mappings at all is that bad?
L131[00:54:51] <unascribed> JEI isn't
available for 1.7 .tiff
L132[00:54:55] <mezz> heh
L133[00:54:59] <unascribed> Dagarath, that
means you're using the default mappings
L134[00:55:04] <unascribed> which are
probably newer than the ones in NEI
L135[00:55:15] <unascribed> also JEI not
being available for 1.7 is a good thing
L136[00:55:24] <unascribed> hopefully
encourages people to move to 1.8
L137[00:56:21] <Dagarath> I will move to
1.8, always intended, but I don't intend to leave 1.7 behind either
because I am not just making mods but modpacks also and I don't
have the time to update everyone who hasn't updated in my pack to
1.8
L138[00:56:35] <unascribed> ^ this
L139[00:56:59] <Dagarath> so apparently
the mapping is for 1.8...in a 1.7 mod wtf? lol
L140[00:57:10] <unascribed> huh
L141[00:57:23] <unascribed> maybe killjoy
was looking at the wrong branch
L142[00:57:29] <killjoy> probably
L143[00:57:29] <Dagarath> ah
L144[00:57:46] <killjoy> 1.7 branch:
default mappings
L145[00:57:49] <unascribed> yeah
L146[00:57:53] <Dagarath> lol
L147[00:58:00] <unascribed> is there a way
to lookup what mappings are for a certain forge version?
L148[00:58:09] <unascribed> honestly
though probably the simplest solution is just to backdate to Forge
1448
L149[00:58:12] <unascribed> that's the
version used by NEI
L150[00:58:29] <Dagarath> alright doing so
i guess
L151[00:58:40] <Dagarath> it shouldnt
break anything I hope lol
L152[00:58:46] <killjoy>
export.mcp.bspk.rs
L153[00:58:56] <killjoy>
export.mcpbot.bspk.rs
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L156[00:59:10] <unascribed> but that
doesn't let you look up which mappings a certain forge version
uses
L157[00:59:27] <killjoy> forge mod dev
forge doesn't use certain mappings
L158[00:59:41] <killjoy> patches are saved
in srg
L159[00:59:49] <unascribed> ...
L160[00:59:55] <unascribed> I mean the
default mappings version when you don't specify one
L161[01:00:02] <killjoy> usually
earliest
L162[01:00:29] <killjoy> 1.7.10 is
probably stable_8
L163[01:01:59] <Dagarath> welp updating my
dev env, fingers crossed
L164[01:03:25] <unascribed> why do people
use fork as a "super-star"
L165[01:03:37] <killjoy> idk
L166[01:03:38] <unascribed> there's
someone who has forked the MCPBot_Issues repo
L167[01:03:40] <unascribed> like,
what?
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L175[01:29:33] <Ordinastie> !gm
func_176203_a
L176[01:30:23] <Dagarath> Welp NEI still
won't load in dev, o well I give up
L177[01:30:38] <killjoy> Let someone else
do it :p
L178[01:31:05] <Dagarath> I've spent at
least 20 hours on this, I have other things to do...so what if
people can't see recipes in game lol
L179[01:32:26] <Dagarath> I am working on
a recipe config GUI for my mod anyways, I can always give read only
access to players that don't have sufficient access.
L180[01:38:38]
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L181[01:38:42] <McJty> Dagarath, upgrade
to 1.8.9. Then the problem goes away automatically :-)
L182[01:42:02] <McJty> Hmm question. My
quarry currently skips tile entities but some ores are in fact tile
entities so I would like to support them too.
L183[01:42:34] ⇦
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L184[01:44:20] <killjoy> Given the option,
how many players willingly use an older version when they can use
latest?
L185[01:45:46] ⇦
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L186[01:47:03] ***
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L187[01:50:31] <Dagarath> I really can't
update to 1.8.9 until agricraft releases a stable build
L188[01:53:54] <RANKSHANK> People use TE's
for ores O.o
L189[01:54:17] <Dagarath> lol wtf what
kind of ore needs a TE? hrmm
L190[01:55:58] <smbarbour> Gregtech,
IIRC
L191[01:56:57]
⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L192[01:58:18] <smbarbour> Although... I
could conceive of a scenario where ore could possibly have a TE...
An ore that takes on the appearance of the rock it is replacing
(i.e. copper in diorite)
L193[01:59:02] <fry> that's doable without
a TE :P
L194[01:59:27] <RANKSHANK> couldn't you
just use extendedblockstate to grab the surrounding stone? I mean
if you don't want to use separate metadata/block instances
L195[01:59:55] <unascribed> tile entity
ores?
L196[01:59:55] <unascribed> ...
L197[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160201 mappings to Forge Maven.
L198[02:00:04] <unascribed> I had jokingly
said that a few times, but someone actually did it!?
L199[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160201-1.8.9.zip
(mappings = "snapshot_20160201" in build.gradle).
L200[02:00:07] <unascribed> that is a
horrifyingly bad idea
L201[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/
L202[02:00:38] <RANKSHANK> next up: TE
logs :P
L203[02:00:44] <TehNut> Already done,
RANKSHANK
L204[02:00:45] <TehNut> Forestry 4
L205[02:00:48] <TehNut> Planks and
Logs
L206[02:00:51] *
unascribed cries
L207[02:01:02] <unascribed> people BUILD
with those
L208[02:01:05] <unascribed> why would you
TE them
L209[02:01:08] <TehNut> They don't
tick
L210[02:01:15] <unascribed> they still
need to be sent to the client
L211[02:01:17] <TehNut> Neither do GT's
ores
L212[02:01:19] <unascribed> which is the
most expensive part
L213[02:01:25] <unascribed> ticking is
basically free
L214[02:01:58] <RANKSHANK> All that extra
data though ahaha there's already enough stacksize winge threads
out there
L215[02:02:10] <smbarbour> People make
very large structures out of Carpenter's Blocks. Each one of those
is a TE.
L216[02:02:18] <mezz> planks and logs are
going back to normal in 1.8.9 don't worry
L217[02:02:56] <mezz> too many mod
incompatibilities
L218[02:03:05] <mezz> too many slight
visual glitches on laggy servers
L219[02:03:09] ⇦
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L220[02:03:44] <unascribed> no mention of
the extra network traffic or needed for them? >.>
L221[02:03:55] <unascribed> without the
or
L222[02:03:58] <unascribed> how did I add
an or to that
L223[02:04:20] <mezz> extra traffic is
pretty negligible but sure
L224[02:04:32] <unascribed> except for the
fact the game uses one TCP connection
L225[02:04:39] <unascribed> every extra TE
you have to send is more delay when logging in
L226[02:05:11] <smbarbour> So... don't log
out near your warehouse.
L227[02:06:02] <McJty> mezz, seems like
RFTools Dimensions errors out in combination with JEI too
L228[02:06:05] <McJty> hold on
L230[02:06:45] <McJty> mezz, the problem
is the access to the player
L231[02:07:06] <McJty> mezz, this is
giving me some headaches. Does JEI really have to call these
methods that early?
L232[02:07:43] <mezz> not really
L233[02:08:19] <mezz> I want to do it asap
so that it's not causing an in-game lag
L234[02:08:46] <mezz> if thePlayer null
there or what is the issue/
L235[02:08:58] <McJty> yes, null pointer
exception on line 13 of that paste
L236[02:09:13] <McJty> Can be the player
null or player.worldObj or player.worldObj.provider
L237[02:09:24] <mezz> most certainly
player
L239[02:09:35] <McJty> I can of course
easily test for that
L240[02:10:17] <mezz> I think you should
not use the player there, the world should exist at that point as
Minecraft.getMinecraft().theWorld
L241[02:10:28] ⇦
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L242[02:10:52] <McJty> Ok, but still.
Previously there was that packet issue
L243[02:11:06] <McJty> I think more items
might break expecting things to be ready when that code is
called
L244[02:11:09] <mezz> did you find out
what that was doing?
L245[02:11:25] <McJty> Nope, just worked
around it by testing if my item had NBT and then not doing all
that
L246[02:11:32] <mezz> okay
L247[02:12:49] <mezz> I'm not sure there
is an event later than what I'm using right now
L248[02:13:15] <McJty> Why exactly are you
doing this? What are you trying to do?
L249[02:13:44] <mezz> this is done when
JEI loads. I scan all the items to see if they have an item model.
if they don't, I hide them from the item list
L250[02:14:31] <McJty> Is it that much
slower to do that when the item list is created itself?
L251[02:14:38] <McJty> Since you there
have to get the models anyway
L252[02:15:08] <mezz> yeah it's a
noticeable pause because I need to get _every_ item, not just the
ones on the first page, in order to calculate the number of pages
and create the item filter data
L253[02:15:18] <McJty> Hmm ok
L254[02:15:25] <McJty> Still you could do
it the first time you need to build that list
L255[02:15:30] <McJty> Cache it at that
time
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L257[02:15:44] <mezz> yes but it would
still be a delay when you open the gui
L258[02:15:53] <McJty> But only the first
time. No?
L259[02:15:58] <mezz> vs delay at loading
time
L260[02:16:09] <mezz> yes only the first
time, that's still annoying for a player though
L261[02:16:14] <McJty> ok
L262[02:16:47] <mezz> right now the only
thing that isn't "loaded" when I do my stuff is
thePlayer
L263[02:17:37] <mezz> I have a hacky thing
I'm using to get tooltips that happens after thePlayer is set, but
it's not what I want to rely on for the whole mod... I may need to
look at forge and create an event
L264[02:17:49] <McJty> Perhaps
EntityJoinWorldEvent would work? I think that's done late enough
(player should be created when it joins)
L265[02:17:59] <mezz> that's what I use
for tooltips yes
L266[02:17:59] <GeoDoX>
CompressedStreamTools.writeCompressed is throwing an EOF Exception.
Anyway to prevent that?
L267[02:18:44] <mezz> I'll mess around and
see if I can push everything into that event and see what
happens
L268[02:18:51] <McJty> ok thanks
L269[02:18:56] <McJty> In the mean time
I'll fix the cases that I can find
L270[02:19:01] <McJty> In this particular
case I can use the world directly
L271[02:19:06] <McJty> So that's easy
enough
L273[02:19:20] <mezz> it shouldn't cause a
crash btw, it should just hide your item
L274[02:19:26] <mezz> if you have a crash
let me know
L275[02:19:38] <McJty> Well you probably
dump the exception because a user reported it to me?
L276[02:19:44] <mezz> yes
L277[02:22:51]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L278[02:25:00] <unascribed> ...how does a
write method throw EOF?
L279[02:26:04] <unascribed> GeoDoX,
stacktrace?
L280[02:27:04] <killjoy> did you write
EOF?
L282[02:27:28] <killjoy> error
L284[02:28:05] <killjoy> still doesn't
work?
L285[02:28:10] <GeoDoX> The file has
nothing in it
L286[02:28:11] <killjoy> try gist
L287[02:28:21] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 194
seconds)
L288[02:28:32] <unascribed> gist is best
paste service
L289[02:28:44] <killjoy> if only it
supported anonymous
L291[02:29:26] <GeoDoX> can you see
this?
L292[02:29:39] <unascribed> it does
support anonymous, killjoy...
L293[02:29:41] <unascribed> GeoDoX,
yes
L294[02:29:49] <killjoy> probably because
I'm always signed in
L295[02:29:53] <GeoDoX> alright
L296[02:29:56] <unascribed> oh, read
L297[02:29:57] <unascribed> not
write
L298[02:29:59] <unascribed> that makes
much more sense
L299[02:30:06] <GeoDoX> oops :P
L300[02:30:16] <unascribed> are you
reading an empty file by chance?
L301[02:30:20] <GeoDoX> Yes
L302[02:30:24] <unascribed> well don't do
that
L303[02:30:24] <killjoy> ^
L304[02:30:39] <killjoy> if you get that
error, ignore it
L305[02:30:43] <GeoDoX> I can't just stick
something in there :P
L306[02:30:45] <killjoy> reset the file or
something
L307[02:30:50] <unascribed> what you
should do
L308[02:30:54] <unascribed> is only read
the file if it exists
L309[02:30:57] <unascribed> and create it
on write
L310[02:31:00] <unascribed> so
therefore
L311[02:31:04] <GeoDoX> It always
exists
L312[02:31:04] <unascribed> when you load
for the first time
L313[02:31:05]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L314[02:31:12] <unascribed> you don't
create the file, you just make a new NBTTagCompound
L315[02:31:17] <unascribed> ...why
L316[02:31:18] <GeoDoX> I have to load it
before it is created
L317[02:31:54]
⇨ Joins: Mathe172 (~Mathe172@80.248.205.126)
L318[02:32:00] <unascribed> you are
creating the file before you need it
L319[02:32:01] <GeoDoX> The file is read
when the creative inv is opened, and wrote when its closed
L320[02:32:05] <GeoDoX> yes
L321[02:32:06] <unascribed> that's
fine
L322[02:32:09] <GeoDoX> well, no
L323[02:32:12] <unascribed> so don't
create it before the first time you write it
L324[02:32:24] <unascribed> if it doesn't
exist, just create a new compound
L325[02:32:27] <GeoDoX> becuase I need it
to load the contents
L326[02:32:31] <unascribed> but it has no
contents
L327[02:32:57] <unascribed> if
(file.exists()) tag = CompressedStreamTools.readCompressed(file);
else tag = new NBTTagCompound();
L328[02:33:00] <GeoDoX> in this case i
cant
L329[02:33:03] <killjoy> if
(!file.exists()) {/** generate it *//}
L330[02:33:06] <unascribed> no
L331[02:33:09] <unascribed> generate it on
save
L332[02:33:12] <unascribed> not read
L333[02:33:26] <unascribed> you can
harmlessly call file.createNewFile() before every write
attempt
L334[02:33:28] <GeoDoX> im generating it
when the mod is loaded
L335[02:33:33] <unascribed> but
*why*
L336[02:33:44] <unascribed> don't say
"because i need the contents" again
L337[02:33:46] <GeoDoX> because I need it
when I load the contents.
L338[02:33:48] <unascribed> -.-
L339[02:33:50] <killjoy> wait, what's this
nbt being used for?
L340[02:33:59] <GeoDoX> storing
itemname
L341[02:34:06] <GeoDoX> item names
L342[02:34:06] <unascribed> you are
completely not getting what I am trying to say
L343[02:34:12] <unascribed> DO NOT create
the file before you need it
L344[02:34:16] <killjoy> item names to be
used for what?
L345[02:34:21] <unascribed> on read, if
the file DOES NOT exist, do not load it, create A NEW
COMPOUND
L346[02:34:30] <unascribed> on write,
ALWAYS attempt to create a new file
L347[02:34:38] <GeoDoX> If I try to load a
file that doesn't exist, boom FNF Exception
L348[02:34:42] <unascribed> SO DON'T
L349[02:34:45] <unascribed>
file.exists()
L350[02:35:14] <unascribed> again, if the
file does not exist, **create a NEW, empty compound**
L351[02:35:24] <unascribed> do not try to
load an empty file or a file that does not exist
L352[02:35:46] <GeoDoX> I don't need an
empty compound so its pointless
L353[02:35:56] <unascribed> well that's
what reading an empty file would do
L354[02:36:02] <killjoy> so fill it in
with default values
L355[02:36:33] <GeoDoX> theres no way of
checking if the file is empty or I wouldn't be having this
problem
L356[02:36:43] <killjoy> just catch the
exception
L357[02:36:45] <unascribed> there should
never be an empty file
L358[02:36:49] <GeoDoX> I can't fill it
with default values either
L359[02:36:51] <unascribed> DO NOT CREATE
THE FILE in your init method
L360[02:36:56] <unascribed> create the
file in your write method
L361[02:36:59] <unascribed> let me write
you an example class
L362[02:37:05] <GeoDoX> sure
L363[02:37:15] <GeoDoX> but it'll probably
be pointless
L364[02:37:35] <GeoDoX> because you're not
understanding that I'm creating the file when I need it.
L365[02:37:35] <killjoy> Again, what are
the item names USED for?
L366[02:37:44] <GeoDoX> A creative
tab
L367[02:37:48] <killjoy> And?
L368[02:38:02] <killjoy> Explain exactly
what your mod does
L369[02:38:17] <GeoDoX> and they're being
stored in there, not in the typical way that you'd just add an item
to it
L370[02:38:35] <killjoy> so like a list of
items to show in that tab?
L371[02:38:39] <GeoDoX> yes
L372[02:38:52] <killjoy> and you want it
empty when you first start the game, yes?
L374[02:39:10] <unascribed> done
L375[02:39:12] <unascribed> super
simple
L376[02:39:13] <GeoDoX> then the creative
tab displays them in there by overriding displayAllRelevant
items
L377[02:39:17] <GeoDoX> yes
L378[02:40:44] <unascribed> there is no
point in having the file on disk if it has no information
L379[02:40:47] <killjoy> what unascribed
wrote will work
L380[02:40:50] <unascribed> so you create
it when you're about to put data in it
L381[02:40:58] <unascribed> NOT when you
init, and then don't put anything in it
L382[02:41:19] <killjoy> except you might
want an NBTTagList
L383[02:42:26] <unascribed> gist
updated
L385[02:42:33] <unascribed> the basic
philosophy here
L386[02:42:37] <unascribed> do not create
something before you need it
L387[02:42:38] <unascribed> it's
pointless
L388[02:42:42] <unascribed> create it when
it's needed and then store it
L389[02:43:32] <unascribed> this is NOT
complicated and you are making it
L390[02:43:42] <unascribed> making it
complicated*
L391[02:44:15] <unascribed> sorry if I
exploded a bit but when I'm trying to help someone and they are
just not getting what I am saying and seem to be completely
ignoring everything I say
L392[02:44:26] <unascribed> it gets kind
of frustrating
L393[02:44:35] <killjoy> Is there any
naming convention for nbt tags?
L394[02:44:38] <unascribed> none.
L395[02:44:41] <unascribed> even vanilla
isn't consistent
L396[02:44:46]
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L397[02:44:51] <unascribed> my favorite
one is display
L398[02:45:04] <unascribed>
{"display":{"Name":"What the hell is this
naming scheme"}}
L399[02:45:07] <killjoy> supports
utf8?
L400[02:45:14] <unascribed> yes
L401[02:45:22] <unascribed> Notch made a
very big point of that in his original NBT.txt
L402[02:46:43] <killjoy> does nbt have any
benefits over gz/json?
L403[02:46:51] <unascribed> not
really.
L404[02:46:59] <killjoy> json allows
multi-typed lists
L405[02:47:11] <killjoy> and can be
serialized
L406[02:47:43] <killjoy> I guess if you're
mostly storing ints.
L407[02:47:46] <unascribed> NBT is from
Minecraft's roots as a hobby game
L408[02:47:51] <unascribed> inventing
binary formats is fun
L409[02:48:05] <boboch3> Hello guys. i'm
trying to create a sitable block but I got an issue. The first time
I interact with my block the player is teleported back on his
previous location and the second time I right click this time he is
well sitted. I debug this mess and didn't found from where the
problem is. Here is my code : block =>
http://pastebin.com/r234NuKN and sittableUtils =>
http://pastebin.com/7h7ugJ49 Thanks in advance for
any help
L410[02:48:27] <killjoy> boboch3, calling
it from server?
L411[02:48:39] <unascribed> I think that
gets the newest award for "longest first message in
channel"
L412[02:49:20] <boboch3> no I already did
longer ;) yes called from the server but I have to for players
syncing no? I can't do this on client side only no?
L413[02:49:23] <killjoy> first thing I
see:
L414[02:49:33] <killjoy> if (flag) return
true; return false;
L415[02:49:39] <killjoy> might as well do
return flag;
L416[02:49:48] <boboch3> right
L417[02:50:00] <killjoy> you should check
for !world.isRemote
L418[02:50:20] <boboch3> i tryed it
L419[02:50:38] <boboch3> you mean in my
block class?
L420[02:51:14] <killjoy> in your
logic
L421[02:51:28] <killjoy> the client can't
teleport itself
L422[02:51:33] <killjoy> er, mount
itself
L423[02:51:45] ⇦
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L424[02:52:59] <killjoy> And I'm sure
there's a better way to simulate sitting than to create a block
entity
L425[02:53:23] <killjoy> I've seen bukkit
plugins that spawn an arrow then have you sit on that.
L426[02:53:29]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L427[02:53:37] <boboch3> It's what i'm
doing
L428[02:53:42] <boboch3> I spawn an entity
to sit on
L429[02:54:01] <killjoy> Nevermind. I
don't know your reasoning
L430[02:54:13] <boboch3> and the test
!world.isRemote doesn't work because the client have to know he is
sitting in order the player see himself sitted
L431[02:54:26] <killjoy> server tells the
client
L432[02:54:45] <boboch3> I test the
!world.isremote and It didn't work. I don't see mylself sitted but
if I dismont with shit i'm teleported to my block
L433[02:55:06] <boboch3> dismount with
shift*
L434[02:55:14] <killjoy> are you sure you
didn't test with world.isRemote?
L435[02:55:27] <boboch3>
if(!par1World.isRemote)
L436[02:55:30] <boboch3> yes -_-
L437[02:55:30] <killjoy> the way you made
it sounds makes it seem like the client called it.
L438[02:55:46] <boboch3> It was my first
tought when I got this
L439[02:56:06] <killjoy> Gotta love
server/client desync
L440[02:56:17] <killjoy> good luck
L441[02:57:15] <boboch3> I think
ordinastie will be able to help me but i don't want to ping him
xD
L442[02:58:01] <GeoDoX> is there a render
method to render over the creative tab slots that I could
override?
L443[02:58:33] <unascribed> boboch3, i'm
pretty sure you just pinged him
L444[02:58:35] <killjoy> boboch3, too
late. You just did
L445[02:58:49] <unascribed> unless he has
case-sensitive pings
L446[02:59:02] <boboch3> oh -_- I tought
it was only If I write his name in first of my message
L447[02:59:08] <unascribed> but I'd get
pinged if someone said "UnAsCRibeD"
L448[02:59:09] <killjoy> GeoDoX, mess with
zLeel
L449[02:59:11] <killjoy> *zLevel
L450[02:59:34] <killjoy> lel
L451[02:59:35] <unascribed> then things
like "hi boboch3" wouldn't work :P
L452[02:59:36] <GeoDoX> killjoy,
where?
L453[02:59:37] ⇦
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L455[02:59:42] <killjoy> in the gui
class
L456[02:59:47] <DrDisconsented> Ugh thats
annoying
L457[02:59:55] <DrDisconsented> Does
world.setState trigger block placement events?
L458[02:59:56] <GeoDoX> what gui
class?
L459[03:00:00] <boboch3> unascribed, it
workd xD
L460[03:00:07] <killjoy> any gui
class
L461[03:00:14] <GeoDoX> uh
L462[03:00:32] <killjoy> changes the
zLevel effects all rendering methods in Gui
L463[03:00:47] <GeoDoX> I have a Creative
Tab, I need to render to the slots when that tab is selected
L464[03:01:14] <killjoy> Create a new
class extends Gui. Name it something like
GuiCreativeTabOverlay
L465[03:01:19] <killjoy> put your
rendering code in there
L466[03:01:47] <GeoDoX> what calls
it?
L467[03:01:51] <killjoy> you
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L469[03:01:56] <GeoDoX> where
L470[03:02:05] <killjoy> when you
render
L471[03:02:24] <GeoDoX> i dont have a
render method
L472[03:02:32] <GeoDoX> thats what im
asking for
L473[03:02:38] <GeoDoX> where do i
render
L474[03:02:47] <killjoy> I guess you'll
have to look at the creative inventory code
L475[03:03:29] <boboch3> GeoDoX, I use the
RenderGameOverlayEvent forge event
L476[03:05:25] ⇦
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L485[03:36:32] <Mathe172> What exactly are
you trying to do?
L486[03:37:00] <Mathe172> It looks like
you're trying to fit toDraw inside bounds, but you're also
modifying bounds
L487[03:37:27] <tterrag> yeah, I suppose I
should copy the bounds first
L488[03:37:46] <tterrag> but that's the
essence of what I want to do
L489[03:38:27] <Mathe172> You could
determine the aspect ration of bounds and toDraw
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L491[03:38:54] <Mathe172> and the fit
toDraw inside bounds
L492[03:39:52] <Mathe172> i.e. if
(toDraw.width * bounds.height > toDraw.height * bounds.width)
instead of your current check
L493[03:40:12] <tterrag> is that the only
necessary change? hmmm
L494[03:40:38] <Mathe172> no, you'll
probably have to scale both width and height of doDraw
L495[03:40:49] <Mathe172> *of toDraw
L496[03:41:17] <tterrag> I can't modify
toDraw, it's the subsection of the texture that needs to be
drawn
L497[03:41:48] <Mathe172> then your code
makes more sense :P
L498[03:42:45] <Mathe172> in that case you
probably don't need to make any other change, yes
L500[03:44:37] <Mathe172> i'm guessing it
should fill the screen?
L501[03:44:41] <tterrag> no
L502[03:44:44] <tterrag> but it shouldn't
be stretched
L503[03:44:57] <tterrag> let me draw the
bounds to illustrate
L505[03:46:14] <tterrag> the white box is
the bounds, grown by 1px on each side
L506[03:48:23] <Mathe172> you could try to
swap the calls to bounds.getHeight() and .getWidth() in lines 3 and
6
L507[03:48:56] <Mathe172> since you're
trying to crop bounds to have the same aspect ratio as toDraw
L508[03:49:13] <Mathe172> this didn't
matter before, since bounds was square
L509[03:49:29] <tterrag> ok that fixes the
aspect ratio
L510[03:49:31] <tterrag> but it's still
too low
L511[03:49:39] <Mathe172> btw, why use
bounds.width and sometimes bounds.getWidth()?
L512[03:50:17] <tterrag> int vs
double
L513[03:50:22] <tterrag> awt is
weird
L514[03:50:41] <Mathe172> the translate
part will probably also break because bounds isn't square
anymore
L515[03:51:12] <Mathe172> before, you
could get the old width by simply taking height
L516[03:51:31] <Mathe172> now you probably
have to copy bounds before modifying it
L517[03:51:46] <Mathe172> or at least
store the old height/width before modifying it
L518[03:51:58] <McJty> Hmm.... the
documentation for Block.rotateBlock() seems wrong: * Rotate the
block. For vanilla blocks this rotates around the axis passed in
(generally, it should be the "face" that was hit).
L519[03:52:08] <McJty> But vanilla
rotateBlock simply ignores the axis
L520[03:53:07] <Mathe172> tterrag:
something like this: "bounds.translate(0, (oldBounds.height -
bounds.height) / 2)"
L521[03:53:19] <tterrag> yeah
L522[03:53:20] <tterrag> that was it
L523[03:53:28] <tterrag> it was a logic
error that never presented itself because of the square
bounds
L524[03:53:31] <tterrag> thanks
L525[03:54:23] <Mathe172> glad it worked
:D
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L531[04:16:51] <Mathe172> fancy
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L539[04:53:26] <Nitrodev> hi
L540[04:53:56] <Wuppy> whats up
Nitrodev?
L541[04:54:03] <Nitrodev> not much
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L543[04:57:13] <Wuppy> anyone want to play
the Global Game Jam game I made?
L544[04:57:32]
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L545[04:57:38] <Nitrodev> sure
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L550[05:02:05]
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L551[05:08:12]
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(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L552[05:09:16] ⇦
Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit:
Poof)
L553[05:35:56] <Wuppy> ugh reinstalling
your pc gets quite long when there's 150+GB of sounds you want to
keep
L554[05:36:51]
⇨ Joins: PrinceCat
(~PrinceCat@106-69-108-76.dyn.iinet.net.au)
L555[05:39:59] <Wuppy> ah screw those
files :P
L556[05:40:30]
⇨ Joins: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net)
L557[05:43:49] ***
PaleOff is now known as PaleoCrafter
L558[05:47:46] <Nitrodev>
reinstalling?
L559[05:47:52] <Nitrodev> why do you need
to do that?
L560[05:47:55] <Wuppy> upgrading to
Win10
L561[05:48:17] <Wuppy> you get a legal W10
from a not so legal Win8 right?
L562[05:48:20] ***
Darkhax is now known as Darkhax_AFK
L563[05:48:33] <JustRamon> Not so legal.
Heh
L564[05:48:47] <JustRamon> Not sure
L565[05:48:52] <Cazzar> Wuppy: not
sure...
L566[05:48:59] <JustRamon> They might to
some checks in the background
L567[05:49:22] <JustRamon> Also: If you
have a Laptop, DONT CLOSE THE LID OR YOU'LL SCREW UP
L568[05:49:30] <Wuppy> wot?
L569[05:49:38] <JustRamon> Own
experience
L570[05:49:45] <Wuppy> Cazzar, each source
says something else
L571[05:49:48]
⇨ Joins: covers1624_ (~covers162@1.125.48.217)
L572[05:49:53] <JustRamon> Had to
reinstall the whole thing
L573[05:49:55] <Cazzar> Yep :P
L574[05:50:01] <Wuppy> can always try and
then install a not so legal version later if it does go wrong
:P
L575[05:50:09] <PaleoCrafter> Worked fine
for me
L576[05:50:24] <Wuppy> JustRamon, which
lid are you talkng about and what screwed up?
L577[05:50:31] <JustRamon> Laptop
L578[05:50:41] <Wuppy> the entire laptop
broke?
L579[05:50:43] <JustRamon> If you close
your laptop while updating to win10
L580[05:50:52] <Wuppy> oh damn :V
L581[05:50:56] <JustRamon> The install
will screw up completely
L582[05:51:06] <Wuppy> this is a great
desktop so yah...
L583[05:51:28] <JustRamon> I have a
desktop too, but running arch on that one
L584[05:51:39] <PaleoCrafter> Don't make
the monitor face the table then
L585[05:51:51] <JustRamon> :P
L586[05:52:01] ⇦
Quits: covers1624
(~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net) (Ping
timeout: 194 seconds)
L587[05:54:34] <Wuppy> oh PaleoCrafter,
wanna play my GGJ game?
L588[05:54:53] <PaleoCrafter> On my phone
right now, might give it a try when I'm back home
L589[05:55:01] <Wuppy> \o/ cool :)
L590[05:56:42] <JustRamon> Is there
actually anyone who uses Cortina?
L591[05:56:47] <JustRamon> *Cortana
L592[05:56:54] ⇦
Quits: Szernex (~Szernex@91-113-38-234.adsl.highway.telekom.at)
(Killed (NickServ (GHOST command used by
Szernex_!~Szernex@193-154-234-90.adsl.highway.telekom.at)))
L593[05:57:01]
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L594[05:57:02] <Wuppy> nop
L595[05:57:08] <JustRamon> Lol
L596[05:57:34] <Wuppy> multi desktop
though <3
L597[05:59:39] <JustRamon> Gnome had it
for ages <3 ;)
L598[05:59:59] <JustRamon> s/had/has
had
L599[06:00:31] <JustRamon> Oh right, that
doesn't work here haha
L600[06:03:27] <K-4U|College> So uhm.
Anybody know a way to load different item models for different
metadata for blocks?
L601[06:04:25] <unascribed> well, block
metadata becomes item damage
L602[06:04:36] <unascribed> so I guess you
could start there (I have very little experience with the 1.8 model
system)
L603[06:05:23] <K-4U|College> Yeah, the
problem comes when it's in the json
L604[06:06:35] <unascribed> I just
realized I spent 3 hours reading someone's blog
L605[06:06:37] ***
PaleoCrafter is now known as PaleOff
L606[06:06:40] <unascribed> I don't even
know how I got onto their blog
L607[06:07:06] <unascribed> I probably
could have completed the UI for this app in that time
>.>
L608[06:10:03] ⇦
Quits: Naiten (Naiten@77.34.254.237) (Read error: Connection reset
by peer)
L609[06:11:18] <Dagarath> Anyone know of
any examples of containers without tile entities?
L610[06:11:42] <unascribed> whatever
you're doing I'd suggest doing directly with custom packets and a
GuiScreen
L611[06:11:49] <unascribed> there is a 98%
chance you do NOT want a container
L612[06:12:01] <Dagarath> I have no idea
how to get access to the player inventory in a guiscreen
though
L613[06:12:11] <unascribed> ah, that's a
potential issue
L614[06:12:20] <Dagarath> I need to be
able to put items from inventory into my gui
L615[06:12:29]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L616[06:12:37] <Dagarath> so is it
possible to have a global tile entity? or.. maybe with a negative
positional value?
L617[06:12:38] <unascribed> is there any
reason you couldn't just make an AnimalChest (which is essentially
an extremely simple inventory impl) on the client-side?
L618[06:12:56] <unascribed> ...a global
tile entity?
L619[06:12:57] <Dagarath> dont know what
an animal chest is?
L620[06:13:00] <unascribed> it's a
class
L621[06:13:03] <unascribed> literally
AnimalChest
L622[06:13:08] <unascribed> called such
because it's used in horses
L623[06:13:11] <unascribed> but it's just
a really simple inventory
L624[06:13:42] <Dagarath> actually what I
need is that sort of, as long as I can access the inventory and
hotbar from my gui it works for me =)
L625[06:13:43] <Wuppy> tfw legally doing
something is harder than pirating
L626[06:14:17] <unascribed> yeah, I'm
assuming you're making an "inventory" that only lets you
rearrange your player inventory but doesn't have slots of it's
own
L627[06:14:18]
⇨ Joins: Meow-J
(uid69628@id-69628.highgate.irccloud.com)
L628[06:14:30] <unascribed> in which case
a client-side size 0 animalchest would probably work fine
L629[06:14:35] <unascribed> hm
L630[06:14:39] <unascribed> I guess it'd
have to be on both sides
L631[06:14:41] <unascribed> but you get my
point
L632[06:14:44] <Dagarath> no. I am making
a recipe crafting gui that uses actual item stacks to create the
recipes
L633[06:14:54] <unascribed> huh
L634[06:15:01] <unascribed> as in
"oh, huh." not "what?"
L635[06:15:02] <Dagarath> it is a gui that
creates recipes
L636[06:15:09] <Dagarath> ahh ok lol
L637[06:15:14] <unascribed> why does that
need to not have a TE?
L638[06:15:30] <Dagarath> but the recipes
are specifically for my own modded machines that don't conform to
the standard recipe structure
L639[06:15:48] <Dagarath> Just because as
I've used te's they've always had a location to pull from?
L640[06:16:00] <unascribed> OH, you mean
like the vanilla crafting table
L641[06:16:08] <unascribed> as in it has a
container but it has no persistent storage and no TE
L642[06:16:20] <unascribed> I would
suggest looking at the crafting table, but all vanilla code is
special-cased to hell
L643[06:16:23] <Dagarath> yes, the storage
is a serialized save file.
L644[06:16:44] ⇦
Quits: Mraof (~mraof@2601:642:4400:49a7::93ed) (Ping timeout: 198
seconds)
L645[06:16:44] <unascribed> try looking
for a mod that has a crafting table?
L646[06:17:03] <unascribed> ? as in
"I'm not sure if this is helpful but I'm suggesting it
anyway" not "this should be obvious"
L647[06:17:07] <Dagarath> but that isnt
what I am trying to do at all, I need the functionality of a
container without a tile entity
L648[06:17:16] <unascribed> the crafting
table basically is that, isn't it?
L649[06:17:27] <unascribed> it's a
full-fledged container up until you close the GUI
L650[06:17:29] <Dagarath> alright ill
check it out
L651[06:17:35] <unascribed> persisting the
"recipes" is just an implementation detail
L652[06:18:03] <unascribed> (which you
should by the way do with WorldSavedData)
L653[06:18:07] <unascribed> it's like an
IEEP for worlds
L654[06:18:09] <Dagarath> thanks for
pointing me in this direction
L655[06:18:30] <Dagarath> nope, not for
this. What I am saving needs to be version safe, saved data is
not
L656[06:18:37] <unascribed> really?
L657[06:18:43] <unascribed> It's just an
abstraction for an NBT file
L658[06:18:47] <unascribed> it's up to you
to interpret it
L659[06:18:53] <unascribed> and therefore
up to you to make it version safe
L660[06:18:55]
⇨ Joins: martijnwoudstra
(~martijn@wlan139200.mobiel.utwente.nl)
L661[06:19:09] <Dagarath> I am using my
own format that is version safe no matter how I interpret it
L662[06:19:24] <unascribed> uh, okay
L663[06:19:27] <Dagarath> even if I mess
up royaly, I can't damage the data.
L664[06:19:49] <unascribed> that's a bold
statement :P
L665[06:19:59] <unascribed> what happens
if I overwrite the file with random data
L666[06:20:01] <Dagarath> well I can
overwrite ALL of it, but that would require a lot of code to do so
hehe
L667[06:20:13] <unascribed> completely
messing up a file is two lines of code
L668[06:20:20] <unascribed> no, one with
guava
L669[06:20:21] <Dagarath> well then it
would revert to default.
L670[06:20:31] <unascribed> and they
aren't even seldom-used codepaths like "delete"
L671[06:20:49] <Dagarath> I am protecting
the data against myself, not others lol
L672[06:20:53] <unascribed>
¯\_(ツ)_/¯
L673[06:21:29] <unascribed> what're you
doing anyway to have this mystical data corruption protection?
:P
L674[06:21:39] <unascribed> .bak
file?
L675[06:22:44]
⇨ Joins: Penguin
(~matte@AMontsouris-151-1-57-192.w82-123.abo.wanadoo.fr)
L676[06:23:41] <Penguin> Hi :) Is this the
chan for dev questions?
L677[06:23:52] <unascribed> yes, but
people often mistake it for user questions
L678[06:23:56] <Dagarath> Just creating my
own recipe system that works with all of my machines, nothing
mystical..I've just broken it a dozen times and now it is
unbreakable (by me ofc only by me lol)
L679[06:24:23] <Dagarath> and this gui is
to make adding recipes super easy
L680[06:25:00] <Penguin> In fact it's dev
and user at the same time, I guess
L681[06:25:01] <Nitrodev> show us
L682[06:25:03] <Nitrodev> the gui
L683[06:25:12] <unascribed> give us
gordon
L684[06:25:12] <unascribed> er
L685[06:25:13] <unascribed> gui
L686[06:25:46] <Dagarath> lol using the
crafting table was enough info you can see it when it all works
=P
L687[06:25:57] <Penguin> I have a custom
launcher, and it has to launch a custom minecraft client, that will
contain a few mods like optifine
L688[06:26:35]
⇨ Joins: Mraof (~mraof@2601:642:4400:49a7::93ed)
L689[06:26:47] <Penguin> But when the jar
is launched, it is vanilla, like if forge was ignored
L690[06:27:11] <Penguin> Have you already
encountered this problem?
L691[06:27:21] ⇦
Parts: Mathe172 (~Mathe172@80.248.205.126)
(Verlassend))
L692[06:27:40]
⇨ Joins: Mathe172 (~Mathe172@80.248.205.126)
L693[06:28:42] <unascribed> is Forge on
the classpath and are you calling the tweaker?
L694[06:29:02] <unascribed> N.B: I have
very little experience with launchers or Forge's internals and as
such am basically completely guessing off of extremely limited
knowledge
L695[06:30:16] <Penguin> unascribed, I
don't think so, how do I set it this way?
L696[06:30:22] <unascribed> --tweakClass
argument
L697[06:30:24] <Penguin> Sorry, I'm quite
new to modding ^^'
L698[06:30:39] <unascribed> in which case
I don't recommend writing a launcher :P
L699[06:30:59] <Penguin> I did not, I am
just adapting one ^^
L700[06:31:02] <unascribed> due to legacy
support (and to an extent "official" modding support) the
launch flow is extremely complex
L701[06:31:25] <Penguin> Is there some
doc?
L703[06:32:19] <unascribed> people don't
bother decompiling the launcher afaik
L704[06:33:01] <Penguin> I'll look through
it, thanks :)
L705[06:33:02] <unascribed> but the
tweaker is Forge's main entry point
L706[06:33:13] <unascribed> if you call
the tweaker, everything else should Just Work™
L707[06:33:30]
⇨ Joins: Naiten (~Naiten@77.35.232.206)
L708[06:33:47]
⇨ Joins: Cast0077
(~Work@24-181-178-44.dhcp.nwtn.ct.charter.com)
L709[06:34:10] ***
PaleOff is now known as PaleoCrafter
L710[06:34:26] ⇦
Quits: martijnwoudstra (~martijn@wlan139200.mobiel.utwente.nl)
(Quit: Leaving.)
L711[06:34:43] <Penguin> Sorry if the
question can seem kinda nooby, but is the --tweak-class a JVM
arg?
L712[06:34:48] <unascribed> no
L713[06:34:52] <unascribed> it's an arg to
LaunchWrapper
L714[06:34:59] <unascribed> which is the
first stage in Minecraft init
L715[06:35:16] <unascribed> so it's an
argument to the game like --accessToken or --version
L716[06:35:21] <Penguin> Oh, yes
L717[06:35:22] <Penguin> I see
L718[06:35:31] <Penguin> Thanks :)
L719[06:35:36] <unascribed> tweakers are a
Minecraft thing, not Java :P
L720[06:36:14] ⇦
Quits: grondag
(~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net) (Quit:
grondag)
L721[06:37:27] ***
PaleoCrafter is now known as PaleOff
L722[06:38:01] <Naiten> Hi. Can anybody
direct me to ISmartBlockModel usage examples please?
L723[06:38:20] ⇦
Quits: sejsel (~sejsel@10.174.broadband5.iol.cz) (Ping timeout: 198
seconds)
L724[06:41:20] <unascribed> williewillus'
Botania 1.8 port probably has a good example or five
L726[06:41:55] <unascribed> but you can't
search forks on github, so...
L727[06:43:01] <PrinceCat> I was just
about to link it.
L728[06:43:48] ***
Penguin is now known as Penguin|AFK
L731[06:46:45] <Naiten> thanks
L732[06:51:11] <sham1> :wq
L733[06:51:18] <unascribed> wrong
window
L734[06:51:22] <sham1> Wrong window
L735[06:51:34] <sham1> Damn it
L736[06:51:49] <unascribed> I would make a
quip about you using vi but I was just the other day complaining
about IDE wars
L737[06:52:08] <unascribed> or does that
qualify as a quip about you using vi?
L738[06:52:11] <unascribed>
¯\_(ツ)_/¯
L739[06:52:44] <sham1> Propably
L740[06:52:47] <diesieben07> but vi is not
an ide is it
L741[06:53:02] <unascribed> no, but the
emacs/nano/vi war is probably worse than the IDE war
L742[06:53:03] <sham1> Nah
L743[06:53:16] <diesieben07> true
L744[06:53:44] <sham1> And worse than
sublime vs atom
L745[06:54:47] <sham1> I dont even know
howto make stuff for vim
L746[06:55:02] <sham1> Like I can grasp
lisp
L747[06:55:19] <sham1> But I dont even
know what vim is written in
L748[06:56:21] <diesieben07> notepad++
anyone? :D
L749[06:56:35] <sham1> I like it
L750[06:56:47] <Naiten> always use
np++
L751[06:56:58] <diesieben07> so do I
L752[06:57:06] <sham1> Not as extensible
as atom and sublime and emacs or whatever
L753[06:57:18] <sham1> Still better than
default notepad
L754[06:57:33] <diesieben07> well, i dont
want extensions in a text editor
L755[06:57:38] <diesieben07> i want syntax
highlighting
L756[06:57:56] <sham1> In that case np++
rules
L757[06:58:01] <diesieben07> if i want
autocomplete and shit I use an IDE which is better at it than any
text edito with 200 plugins
L758[06:58:58] ⇦
Quits: PrinceCat (~PrinceCat@106-69-108-76.dyn.iinet.net.au) (Quit:
My Mac has gone to sleep. ZZZzzz…)
L759[06:59:41] <sham1> For me, unless I
use c or java, I like having something like atom at standby
L760[07:00:24] <sham1> Because some
languages do not have that good IDEs yet
L761[07:01:12] <diesieben07> how many
languages do you use? :O
L762[07:01:45] <sham1> I like
experimenting
L763[07:02:12] <sham1> like haskell has
leksah, but that is kinda weird
L764[07:02:27] <sham1> And rust is also
somewhat lacking
L765[07:02:31] <unascribed> ...is the name
of that IDE really the name of the language backwards?
L766[07:04:14] <Nitrodev> i think so
L767[07:04:17] <Nitrodev> minus the
l
L768[07:08:42] <unascribed> it's the ekans
of IDEs
L769[07:10:32] <sham1> Yeah
L770[07:10:59] <sham1> Leksah indeed is
"Haskell" backwards
L771[07:11:10] <sham1> It just misses that
1 l
L772[07:11:25] <K-4U|College> Better
question: How would i define my models based on two
blockstates?
L773[07:11:34] <K-4U|College> say i have a
"tier" blockstate and a "rotation"
L774[07:11:44] <K-4U|College> What do i
need to put in my blockstate.json?
L775[07:12:59] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L776[07:19:23] <diesieben07> do you mean
properties?
L777[07:20:37] <K-4U|College> Not
sure
L778[07:20:53] <K-4U|College> I have a
model, and need that rotated based on the blockstate
L779[07:20:58] <diesieben07> show your
block class
L780[07:21:03] <diesieben07> although i am
pretty sure you do mean proeprties
L781[07:21:10] <K-4U|College> but they
need a different texture based on the state
L782[07:21:14] <K-4U|College> Oh, yes,
properties
L783[07:21:29] <diesieben07> well, for
rotation look at vanilla furnace
L784[07:23:11] <diesieben07>
blockstates/furnace.json maps the block state (collection of
property->value) to models
L785[07:23:20] <diesieben07> the model is
always the same but it is rotated
L786[07:27:27] <Naiten> Looks like
ModelBakeEvent is never called in 1722 build. Or is that my
fault?
L787[07:30:31]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L788[07:31:08] <K-4U|College> thanks
diesieben07
L789[07:35:24] <Naiten> i wonder if
anybody ever got paid for modding consulting
L790[07:36:39] ⇦
Quits: Skuli (~Skuli@107.170.86.178) (Quit: Well.
Bye!)
L791[07:36:44]
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(~Flenix@static.227.9.251.148.clients.your-server.de)
L792[07:37:18] *** V
is now known as Vigaro
L793[07:37:19] <Flenix> Hey all. an Item's
onItemRightClick seems to continuously trigger when right click is
held down - is there a way to only trigger it once (as I want to
play a sound, and that sound shouldn't be looped)
L794[07:41:11] <diesieben07> Flenix, in
onItemRightClick check if player.getItemInUse == the ItemStack. if
not, call player.setItemInUse(stack, Integer.MAX_VALUE).
L795[07:41:30] <diesieben07> and only play
the sound when you set the item in use
L796[07:41:35] <diesieben07> Naiten, it is
called for me.
L797[07:42:09] <Flenix> oooh smart, yeah
I'l try that
L798[07:42:36]
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L801[07:44:40] <Naiten> diesieben07, can
help me out with smart models maybe? :c
L802[07:44:40] ⇦
Quits: Wuppy29 (~Jimmy@5072be60.static.ziggozakelijk.nl) (Quit:
Leaving)
L803[07:45:18] <diesieben07> well, i can
try. describe your issue :)
L804[07:45:28]
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L806[07:47:40] ⇦
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L809[07:48:48] <Naiten> and idk how to set
things up...
L810[07:49:28] <diesieben07> do you have
the matrix figured out already?
L811[07:49:45] <diesieben07> and i assume
you are storing which part / rotation you need in the
IBlockState?
L812[07:50:11] ⇦
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())
L814[07:50:24] <Naiten> i can calculate
translations and rotations and figure matrix out later, i can't
manage blockstates and smartmodels atm...
L815[07:50:49] <diesieben07> what do you
mean you can't manage?
L816[07:50:53] <Naiten> nope, i don't, i
just want to apply any matrix at first
L817[07:51:11] <Naiten> idk what to do
with smart models >_>
L818[07:51:45] ⇦
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L819[07:52:19] <diesieben07>
ISmartBlockModel just means you can have your model react to the
IBlockState
L820[07:52:46] <diesieben07> so it's not
just "ok this block renders as this" but the Model can
actually see "oh, so this IBlockState has property
"rotation" set as "xyz" so I'm gonna rotate
myself"
L821[07:53:03] <diesieben07> I shouldn't
say "rotate myself", since it's actually producing a 2nd
model, models are immutable.
L823[07:54:18] <diesieben07>
razer...
L824[07:54:37] <Cazzar> The only reason I
use this keyboard, is that it is the only mech one I have.
L825[07:54:50] <Cazzar> Synapse is a
broken POS, but I need it for something to work on my system.
L826[07:55:35] <diesieben07> i bought a
razer headset once. never again
L827[07:55:37]
⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L828[07:56:00] ***
amadornes[OFF] is now known as amadornes
L829[07:56:07] <Naiten> welp, i just want
a way to harcode block rendering
L830[07:56:40] <diesieben07> not gonna
happen :D
L831[07:56:52] <diesieben07> forge won't
let you destroy people's performance.
L832[07:57:08] <Naiten> ISBRH had perfect
performance.
L833[07:57:18] <Naiten> And was great in
matters of coding.
L834[07:57:22] <unascribed> (except as it
stands the path of least resistance for his rails is TESR, which is
the absolute worst as far as performance goes)
L835[07:57:30] <McJty> You can still use
ISBRH, just have to make ISBM's of them
L836[07:57:30] <Dark> i have to admit the
new system trades ram performance for cpu
L837[07:57:34] <McJty> Works perfectly
fine
L838[07:57:59] <diesieben07> i am
currently trying to figure out how to simply apply a TRSR to a
model
L839[07:58:02] <McJty> But you should
first see if there are no other solutions (for most cases there
are)
L840[07:58:27] <Cazzar> ... why am I
listening to Babymetal again
L841[07:58:49] <diesieben07> fry ?
:D
L842[08:01:01] <Naiten> looks like 'forge'
and 'simple way' are not coexistable
L843[08:01:31] <Dark> I would just make
the ISmartModel
L844[08:01:35] <Dark> i've been told there
not that hard
L845[08:01:43] <Dark> if you prefab it out
you only have to do it once
L846[08:01:57] <diesieben07> yes, making a
model is not hard
L847[08:02:07] <diesieben07> the question
is how do you simply rotate a model
L848[08:02:12] <Dark> it has to be easier
than hardcoding .obj files
L849[08:02:22] <Naiten> That's what my
initial question was about >_> //mean smartmodel
L850[08:02:47] <McJty> Dark, if you just
have a static model then I recommend simply using an OBJ exported
by (for example) blender or similar
L851[08:02:51] <McJty> That's by far the
easiest way
L852[08:03:05] <Dark> McJty talking about
generating a .obj with code vs loading it from file
L853[08:03:26] <McJty> Then a ISBM should
suffice
L854[08:03:52] ⇦
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L855[08:03:56] <diesieben07> ok, Naiten,
how do you currently get your models in the game?
L856[08:04:02] <diesieben07> or do you not
have that at all yet?
L857[08:04:07] <Naiten> via
blockstate
L858[08:04:13] <Naiten> it's 'easy'
L859[08:04:33] <diesieben07> so you have a
json model?
L860[08:04:47] <Naiten> I have .obj model
and .json blockstate
L861[08:05:12] <K-4U|College> So uhm.. Can
i get json models to have transparency?
L862[08:05:19] <gigaherz> sure
L863[08:05:29] <gigaherz> the model
doesn't care
L864[08:05:39] <gigaherz> transparency is
a combination of the texture having transparent pixels
L865[08:05:49] <McJty> Make sure you
render it in the correct block layer though
L866[08:05:50] <gigaherz> and the block
model saying it has to be rendered on the translucent layer
L867[08:05:58] <gigaherz> and the
block*
L868[08:06:02] <gigaherz> not block
model
L869[08:06:12] ***
MrKick|Away is now known as MrKickkiller
L870[08:06:41] *
Naiten pokes Fry
L871[08:06:59] <Wuppy> hot damn,
downloading 90Mbps atm :O
L872[08:07:03] <gigaherz> weirdly
enough
L873[08:07:12] <gigaherz> TRANSLUCENT is
the default value returned b y getBlockLayer
L875[08:08:02] <diesieben07> because i
think i know how to do it now :P
L876[08:08:25] <McJty> gigaherz, SOLID is
default
L877[08:08:35] <Naiten> diesieben07, no.
And how TE is relevant?
L878[08:08:41] <gigaherz> McJty: wait
yes
L879[08:08:42] <diesieben07> its not about
the TE
L880[08:08:47] <gigaherz> I'm looking at
my base block not Block
L881[08:08:47] <gigaherz> XD
L882[08:08:47] <diesieben07> it's about
the getExtendedState
L883[08:09:15] <LatvianModder>
getActualState is for rendering?
L884[08:09:28] <gigaherz> LatvianModder:
mostly but not only
L885[08:09:44] <LatvianModder> And what is
getExtendedState for?
L886[08:09:45] <gigaherz> getActualState
is used by rendering, but also things like isSideSolid
L887[08:09:52] <McJty> As I understand it
getActualState is usually used in blockstates for controlling
rendering and getExtendedState is used in ISBM's
L888[08:10:02] <gigaherz> getExtendedState
is exclusively so blocks can return an extended block state
L889[08:10:07] <gigaherz> that supports
IUnlistedProeprties
L890[08:10:13] <gigaherz> and that one IS
exclusively for rendering
L891[08:10:41] <gigaherz> the basic
idea:
L892[08:10:55] <gigaherz>
getStateFromMeta/getMetaFromState --> general state, that gets
stored
L893[08:11:07] <gigaherz> getActualState
-> context-based state taken from neighbours or TileEntity
data
L894[08:11:26] <gigaherz> getExtendedState
-> support method to allow assigning IUnlistedProperties based
on context
L895[08:11:39] <LatvianModder> im just
making tech mod for 1.8.9 and there I will probably need many
rotations etc
L896[08:11:48] <diesieben07> Naiten,
basiclly in getExtendedState return ((IExtendedBlockState)
this.state.getBaseState()).withProperty(OBJModel.OBJProperty.instance,
new new OBJModel.OBJState(Lists.newArrayList(OBJModel.Group.ALL),
true, <YOUR_TRSR>))
L897[08:11:53] <LatvianModder> also, can
block model be bigger than 1x1x1 cube?
L898[08:12:00] <diesieben07> that SHOULD
work provided the block has an OBJ model
L899[08:12:11] <gigaherz> LatvianModder:
it shouldn't be
L900[08:12:19] <gigaherz> it's possible to
draw it bigger, yes, but it will cause lighting issues
L901[08:12:25] <LatvianModder> Lasers. But
I will probably use TESR
L902[08:12:36] <gigaherz> ah
L903[08:12:39] <gigaherz> lasers would be
ok
L904[08:12:43] <gigaherz> since they'd
draw without lighting
L905[08:13:06] <K-4U|College> gigaherz:
Because i have issues now with a texture being completely
transparant, not being transparent
L907[08:13:21] <gigaherz> K-4U|College:
override getBlockLayer in your block
L908[08:13:31] <gigaherz> return
EnumWorldBlockLayer.TRANSLUCENT from it
L909[08:14:15] <LatvianModder> that is
equvalent to what used to be block rendering type or smth. 0 -
normal, 1 - opaque, 2 - ice or smth
L910[08:14:18] <gigaherz> note that
translucent objects make use of the sorting system and have a much
higher performance cost when used in large numbers
L911[08:14:32] <gigaherz> LatvianModder:
sortof, yes
L912[08:14:32] <LatvianModder> or just 0
and 1. I dunno. rendering in 1.7.10- was weird
L913[08:14:57] <gigaherz> Minecraft (now)
has 3 rendering layers
L914[08:14:58] <LatvianModder> Enums
everywhere ftw
L915[08:15:15] <gigaherz> SOLID (or you
could call that opaque),
L916[08:15:15] <K-4U|College> Well, i just
want it NOT to render that part
L917[08:15:15] <SkySom> When in doubt,
Enums out!
L918[08:15:21] <K-4U|College> because it's
missing in the texture
L919[08:15:28] <gigaherz> for blocks that
have no transparency
L920[08:15:36] <gigaherz> these are drawn
with blending and alpha testing off
L921[08:15:39] <gigaherz> for faster
drawing
L922[08:15:58] <gigaherz> CUTOUT and
CUTOUT_MIPPED
L923[08:16:05] <gigaherz> which enable
alpha testing but NOT alpha blending
L924[08:16:14] <gigaherz> one of them also
enables mip mapping
L926[08:16:41] <K-4U|College> ty
gigaherz
L927[08:16:49] <gigaherz> they are drawn
after the solid ones, and for fragments that have alpha < a
threshold, the pixel isn't drawn
L928[08:17:08] <gigaherz> so they allow
"cutout" effects, without requiring blending since
transparency is either fully on, or fully off
L929[08:17:12] <gigaherz> and the final
type
L930[08:17:14] <gigaherz> is
TRANSLUCENT
L931[08:17:33] <gigaherz> which is
full-blown transparency, including geometry sorting
L932[08:17:35] <LatvianModder> which
allows 0-1 alpha
L933[08:17:40] <LatvianModder> yeah
L934[08:17:52] <gigaherz> because the
order in which polygons are drawn matters
L935[08:18:03] <gigaherz> it has to sort
the data before drawing
L936[08:18:33] <LatvianModder> basically,
SOLID = only 1F alpha, CUTOUT and CUTOUT_MIPPED = 1F or 0F,
TRANSLUCENT = 0F to 1F
L937[08:18:38] <gigaherz> to make it a bit
less slow Minecraft only sorts when you cross chunk boundaries (and
maybe the chunk you are inside of)
L938[08:18:47] <gigaherz> but that causes
visible issuesi n some cases
L939[08:19:12] <LatvianModder> like ice
split in chunks
L941[08:19:17] <gigaherz> LatvianModder:
that's the values that get written, your textures an still have
other alpha values, they will jsut get ignored ;P
L942[08:19:18] <K-4U|College> There we go
:P
L943[08:19:31]
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L944[08:19:48] <LatvianModder> I ment the
texture values. Fine. 0 - 255. Happy? :P
L945[08:19:57] <gigaherz> K-4U|College: ah
cutout may be enough for you?
L946[08:20:16] <K-4U|College> Yep, i did
it at cutout and it's fine :)
L947[08:20:18] <gigaherz> LatvianModder
that's not what I meant
L948[08:20:27] <gigaherz> I meant that
your texture can have a 126 in it
L949[08:20:45] <gigaherz> if you draw
using the solid layer, it will just be ignored
L950[08:20:52] <LatvianModder> I
know
L951[08:20:56] <gigaherz> if you draw
using cutout, it will only be ignored if < threshold
L952[08:21:06] <gigaherz> and so on
L953[08:21:18] <LatvianModder> Thats what
I just said. its either just 1, 0 or 1 or 0-1
L954[08:27:47] <Naiten> diesieben07,
java.lang.ClassCastException:
net.minecraft.block.state.BlockState$StateImplementation cannot be
cast to net.minecraftforge.common.property.IExtendedBlockState
D:
L955[08:28:18] <sham1> you check if it is
an instance...
L956[08:28:32] <sham1> Really now
L957[08:28:36] <diesieben07> no
L958[08:28:51] <diesieben07> override
createBlockState
L959[08:28:55] <gigaherz> Naiten: you'll
have to return an extendedblockstate from createblockstate
L960[08:29:04] <diesieben07> return new
ExtendedBlockState(this, new IProperty[0], new
IUnlistedProperty[]{OBJModel.OBJProperty.instance});
L961[08:29:11] *
Naiten sighs
L962[08:29:13] <Naiten> okay
L963[08:29:25] <diesieben07> replace the
first IProperty array with any nromal properties your block
has
L964[08:29:27] ***
Vigaro is now known as V
L965[08:29:40] <gigaherz> I don't really
like the extended blockstate stuff
L966[08:29:42] <gigaherz> it feels
wrong
L967[08:29:52] <sham1> he still will need
to check the instance :P
L968[08:30:01] <gigaherz> no he
won't
L969[08:30:10] ⇦
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L970[08:30:21] <gigaherz> you know it's
extended since you created it
L971[08:30:31]
⇨ Joins: gr8pefish (~gr8pefish@24.121.80.148)
L972[08:30:31] <diesieben07> the whole
system is nice in concept
L973[08:30:31] <sham1> assuming he wants
to do some other unlisted properties
L974[08:30:44] <diesieben07> but since it
has to hack around so many vanilla limitations it is ugly in a lot
of places
L975[08:30:47] <gigaherz>
this.blockState.baseState is an instance of
ExtendedBlockState.StateImplementation
L976[08:32:04] <Naiten> but i don't have
any properties...
L977[08:32:21] <diesieben07> then leave it
as the empty array.
L978[08:32:47] <diesieben07> although then
i wonder how you intend to make the rail pieces rotate.
L979[08:33:12] <Naiten> i'll figure that
out later >_<
L980[08:33:26] <sham1> :P
L981[08:33:27] <Naiten> i'm just trying to
rotate the damn thing _anyhow_
L982[08:33:45]
⇨ Joins: Cojo
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L983[08:34:15] <Naiten> so do i leave
getExtendedState as it was?
L984[08:34:31] <diesieben07> yes
L985[08:34:53] ⇦
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L989[08:41:24] ***
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L990[08:44:22] <Nitrodev> hi willie
L991[08:44:31] ⇦
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L992[08:45:47] <williewillus> heyo
L993[08:45:54] <Naiten> welp
L994[08:46:03] <williewillus> Naiten: any
progress?
L996[08:46:28] <williewillus> ah,
nice
L997[08:46:29] <diesieben07> well, at
least it is rotating :D
L998[08:46:33] <Naiten> hi williewillus.
Yes, thanks to diesieben07
L999[08:46:42] ***
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L1001[08:46:52] <williewillus> you used
the IPerspectiveAwareModel to apply the matrix using extended
states and stuff?
L1002[08:46:53] <diesieben07> i will
always help the magic train man
L1003[08:47:06] <Naiten> Waat?
Magic?
L1004[08:47:13] <diesieben07> wait you
can use that with blocks willie?
L1005[08:47:36] <williewillus> i've never
tried, but I don't see why not
L1006[08:47:41] <williewillus> how is it
working right now?
L1007[08:47:44] <diesieben07> well, i
checked the code it doesn't seem that way
L1008[08:47:45] <williewillus>
unpackedbackedquad?
L1009[08:47:47]
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L1010[08:47:51] <diesieben07> nope,
ObjState
L1011[08:47:54] <Nitrodev> dafuq is
that?
L1012[08:47:54] <williewillus> ah
L1013[08:47:58] <Nitrodev> Naiten
L1014[08:47:58] ***
mumfrey is now known as Mumfrey
L1015[08:48:00] <williewillus> that's
probably better anyway
L1016[08:48:01] <diesieben07> has a way
to apply a TRSR
L1017[08:48:27] <Naiten> Nitrodev, my
future railway
L1018[08:48:34] <Nitrodev> oh
L1019[08:48:43] <Wuppy> o___0 my internet
is online but both of my browsers cant seem to get to
google.com
L1020[08:48:48] <Nitrodev> making another
train mod?
L1021[08:49:19] <diesieben07> Naiten,
anyone who can make such pretty models is a wizard to me
L1022[08:49:20] <Naiten> Nitrodev,
porting extremely another train mod from 1.7.10
L1023[08:49:29] <Nitrodev> Ah
L1024[08:50:19] <Naiten> diesieben07,
welp, models are mostly courtesy of DayDieCast, i did math and
animations though
L1025[08:50:31] <diesieben07> ah :D
L1026[08:50:55] <Naiten> and i'll
remember that >> diesieben07> i will always help the magic
train man
L1027[08:51:00] <Naiten> ;D
L1028[08:51:02] <diesieben07> :)
L1029[08:51:05] <sham1> I wish I could do
graphics :(
L1030[08:51:37] <williewillus> Naiten:
that screenshot from 1.7 looks great by the way, let us know when
you're done porting :p
L1031[08:51:58] <sham1> Tomorrow I have a
maths test :P
L1032[08:52:03] <sham1> Fun times
L1033[08:52:07]
⇨ Joins: grondag
(~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net)
L1034[08:52:25] <Naiten> williewillus,
welp. The only problem i was stuck was block rendering, trains are
fine, but they need tracks to ride...
L1035[08:52:43] <williewillus> they could
just fly
L1036[08:52:44] <williewillus> :p
L1037[08:53:02] <sham1> They would not be
trains at that point anymore
L1038[08:53:06] <sham1> But flying
trains
L1039[08:54:00] <diesieben07> take my
money!
L1040[08:54:16] <sham1> Do maglevs count
for you
L1041[08:55:14] <diesieben07> actualyl i
changed my mind
L1042[08:55:17] <Naiten> they still have
tracks though
L1043[08:55:18] <diesieben07> trains are
boring without tracks
L1044[08:55:35] <sham1> but maglevs are
so expensive and silent
L1045[08:55:43] <sham1> What's not to
like
L1046[08:56:01] <williewillus> ive never
actually seen a maglev irl
L1047[08:56:05] <williewillus> yay US
:p
L1048[08:56:09] <sham1> me neither
L1049[08:56:38] <sham1> But that is
because while half the year it is propably cold enough for the
stuff to float here, it still would be bloody expensive
L1050[08:56:49] <williewillus> who was
that guy in here that got kotlin to run in dev env?
L1052[08:57:43] <sham1> Who doesnt
L1053[08:58:41] <Naiten> my so does
not..
L1054[08:59:25] <LatvianModder> so.. so
happens that your so doesnt like trains. #so
L1055[08:59:40]
⇨ Joins: Brokkoli
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L1056[09:00:07] <sham1> I don't
understand why so many tech sites nowadays have adopted io as their
TLD
L1057[09:00:16] <sham1> And why most of
them have to do with javascript
L1058[09:00:24] <sham1>
#confirmationbias
L1059[09:00:31] <diesieben07> it's hip
and fancy.
L1060[09:01:12]
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L1061[09:02:01] <Naiten> Another good
question - how do i call model rendering twice or more for one
block?
L1062[09:02:12] <sham1> umn
L1063[09:02:13] <sham1> Why
L1064[09:02:16] <Naiten> with different
TRSR
L1065[09:02:27] <diesieben07> you would
have one model that contains both
L1066[09:02:44] <diesieben07> forge has a
class MultiModel, I am not sure if that is what you need
though
L1067[09:03:03] <Naiten> but i have
splined tracks of variable length and form D:
L1068[09:03:08] <williewillus>
submodels
L1069[09:03:22] <williewillus> but don't
think that'll work if you're already using a smartmodel
L1070[09:03:31] <Naiten> i'm not
L1071[09:04:31] <williewillus> maybe have
a smartmodel and bake the OBJ's yourself, then mash them together
and cache them
L1072[09:04:32] <williewillus> idk
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L1075[09:05:28] <diesieben07> no need to
do that really
L1076[09:05:33] <diesieben07> MultiModel
should cover you
L1077[09:06:14] <diesieben07> you can
give it as many models as you like and a IModelState for every one
of them, where IModelState is the OBJState you already used before
in getExtendedState
L1079[09:06:57] <Naiten> how do i use
MultiModel?
L1080[09:07:03]
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L1081[09:07:10] <diesieben07> you would
probably need to make a ICustomModelLoader
L1082[09:07:38] <diesieben07> and then
from there query for the OBJModel
L1083[09:07:42] <diesieben07> and combine
it with the TRSRs
L1084[09:08:30] <Naiten> omg D: how do i
make custom model loader?
L1085[09:09:51] <diesieben07> you
implement that interface
L1086[09:09:56] <diesieben07> should be
pretty straightforward
L1087[09:10:02] <diesieben07> then
register it using ModelLoaderRegistry
L1088[09:10:02] <Naiten> i'm about to say
'screw it' to splined tracks and go back to pre-defined segments
D:
L1089[09:10:03] <williewillus> it's not
as difficult as it sounds, but I can't come up with a good
explanation right now xP
L1090[09:10:15] <diesieben07> the
interface is just 2 methods
L1091[09:10:27] <diesieben07> one: can
you load this resurce? the other: load this resource (=produce a
model)
L1092[09:10:40] <diesieben07> in your
case you'd not actually load anything from disk
L1093[09:10:46] <diesieben07> but just
create a MultiModel instance
L1094[09:14:41] <LatvianModder> when java
compiles code, does it automatically covnert int to Integer when
used in maps?
L1095[09:14:41] <LatvianModder> i.e.
Map<Integer, Object> map; ... map.get(10);
L1096[09:14:49] <diesieben07> yes.
L1097[09:15:00] <LatvianModder> But to
new Integer(int) or Integer.valueOf(int)?
L1098[09:15:05] <diesieben07> it's called
autoboxing, it's just wrapping it with a Integer.valueOf call
L1099[09:15:12] <LatvianModder> ah, ok,
then good
L1100[09:15:43] <LatvianModder> because
values 0-128 are cached iirc
L1101[09:15:53] <williewillus> hehe
L1102[09:15:57] <diesieben07> yes, but do
not rely on that. ever.
L1103[09:16:04] <williewillus> there's
always that trick where you reflect hack the int array
L1104[09:16:07] <williewillus> :p
L1105[09:16:18] <diesieben07> or even
Boolean.FALSE
L1106[09:16:20] <diesieben07> even more
fun :D
L1107[09:16:57] <LatvianModder> I dont
even use that.. Only place when I use Boolean not boolean, is when
I need a value that can also be null
L1108[09:17:09] <diesieben07> yea
L1109[09:17:47] <McJty> Or when you need
to store it in a collection of any kind. Like Map
L1110[09:17:50] <LatvianModder> I love
boolean's hash code - return value ? 1231 : 1237;
L1111[09:18:09] <tterrag|ZZZzzz> You
should use TIntObjectMal anyways :p
L1112[09:18:14] <tterrag|ZZZzzz>
map*
L1113[09:18:37] <LatvianModder> Tint
Object
L1114[09:18:49] <diesieben07> both those
numbers are primes :D
L1115[09:18:53] <diesieben07> which is
always nice in hashing
L1116[09:19:25] <LatvianModder>
hashCode() returns 0 always!!
L1117[09:20:01] <diesieben07> great
hashing :D
L1118[09:20:06] <LatvianModder> mhm
:D
L1119[09:22:27] *
Naiten decided to install and play the last update of his mod
released a year ago. Nostalgy hittin'
L1120[09:22:41] <Naiten> it was so
beautiful
L1121[09:22:46] *
Naiten drops a tear
L1122[09:22:52] <LatvianModder> lol
L1123[09:22:54] <williewillus> how do you
specify mod loading order dependencies again?
L1124[09:23:03]
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L1125[09:23:03] <williewillus> this
system is so old and needs to be redone >.>
L1126[09:23:57] <LatvianModder> .. In
1.8.9
L1127[09:24:07] <williewillus> ?
L1128[09:24:21] <LatvianModder> dont redo
your mod on the old version
L1129[09:24:26]
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L1130[09:24:27]
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L1131[09:24:30] <williewillus> what are
you talking about
L1132[09:24:41] <LatvianModder> oh its
natien talking
L1133[09:24:51] <LatvianModder> bloody
IRCCloud nicknames, both of you are the same purple :D
L1134[09:24:53] <williewillus>
"required-after:Baubles,after:Thaumcraft" crashes
me
L1135[09:25:03] <LatvianModder> umm, its
a ; not ,
L1136[09:25:07] <LatvianModder> I
think
L1137[09:25:07] <williewillus> oh
lol
L1138[09:25:12] <Nitrodev> maybe let the
second after go?
L1139[09:25:28] <williewillus> I was
saying that syntax needs to be redone because it's legacy from the
modloader days
L1140[09:25:31] <williewillus> and that
was a LONG time ago
L1141[09:26:00]
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L1142[09:26:03] <LatvianModder> I thought
natien said "I played my mod, this system is old and needs to
be redone" :P
L1143[09:26:23] <LatvianModder> because
you both are purple, I dont bother reading nickaname, just look at
the color :D
L1144[09:26:51]
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L1145[09:27:06] <williewillus> thats
exactly why i turned off color nicks
L1146[09:27:08] <williewillus> :p
L1147[09:27:15] <williewillus> I'm red,
everyone eles blue, pings green
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L1150[09:28:22] <Nitrodev> same for
me
L1151[09:29:00] <Nitrodev> but for me it
already was like that so :P
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L1155[09:36:33] <williewillus>
diesieben07: is there a way to know if a player is within loaded
distance of a TE? something like entity.getTrackingPlayers but for
TE's
L1156[09:37:22]
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L1157[09:37:29] <williewillus> or
whatever that call was to get tracking players :p
L1158[09:37:40] <diesieben07> not without
reflection
L1159[09:37:51] <williewillus>
>.<
L1160[09:38:10] <diesieben07>
WorldServer#getPlayerManager().getPlayerInstance(chunkX, chunkZ,
false).playersWatchingChunk
L1161[09:38:34] <diesieben07>
PlayerManager.PlayerInstance is non-public and playerWatchingChunk
is also private
L1162[09:41:50] <LatvianModder>
williewillus: just scan with AABB
L1163[09:41:51] <LatvianModder> :P
L1164[09:42:12] <diesieben07> yeah
no
L1165[09:42:12] <LatvianModder>
worldObj.getEntitiesWithinAABB or smth
L1166[09:42:22] <diesieben07> that's
neither accurate nor fast :D
L1167[09:42:45] <LatvianModder> well..
then getServerConfigurationManager().playerEntityList just run
trough that
L1168[09:42:52] <williewillus> i haev a
TE that sends S35UpdateTileEntity to nearby players. I want changes
to be visible from pretty far away clientside (at least 64 blocks)
but it vomits errors if the client sets view distance low
L1169[09:42:55] <diesieben07> even worse
of an idea
L1170[09:43:34] <williewillus> though, I
guess the server wouldn't even be aware of the client's view
dist
L1171[09:43:44] <williewillus> idk how
vanilla TE's don't error when server view dist is higher than
client
L1172[09:43:58] <LatvianModder>
diesieben07: Ok, but how Vanilla command blocks do that, huh? there
might be few tousand command blocks that run @p or @e[more
data]
L1173[09:44:01] <diesieben07> because
they don't send based on radius
L1174[09:44:05] <tterrag|ZZZzzz> ^
L1175[09:44:15] <diesieben07>
LatvianModder, that is something else entirely.
L1176[09:44:16] <tterrag|ZZZzzz> desc
packets have access to tracking info
L1177[09:44:29] ***
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L1178[09:44:44] <LatvianModder> bad
vanilla.
L1179[09:44:45] <williewillus> thats
strange then, I get clientside NPE's occassionally when I have the
client set to a render view distance
L1180[09:44:53] <williewillus> *low
L1181[09:44:59] <Nitrodev> diesieben07,
was it you who gave me info on the item having an inv?
L1182[09:45:03] <diesieben07> yes because
you send based on radius
L1183[09:45:04] <LatvianModder> Why do
they even restrict that? Its like. some evil hack mod is going to
use it
L1184[09:45:09] <diesieben07> vanilla
knows the client view distance
L1185[09:45:17] <williewillus> even in
dedicated server?
L1186[09:45:22] <diesieben07> yes
nitro
L1187[09:45:23] <diesieben07> yes
willie.
L1188[09:45:39] <Nitrodev> okay then i
have aquestion
L1189[09:45:56] <Nitrodev> you told me
about a method i need to override
L1190[09:45:58] <Nitrodev> what was
it?
L1191[09:46:19] <diesieben07>
canTakeStack in a Slot class
L1192[09:46:22] <tterrag|phone> something
something capabilities
L1193[09:46:25] <diesieben07> and then
call the method in that ItemInventory class
L1194[09:47:14] <williewillus> is calling
world.isBlockLoaded(pos, false) constantly bad? I read the code and
it seems like it loads the chunk to check it if you pass false
:p
L1195[09:47:48] <Nitrodev> in the vanilla
slot class?
L1196[09:47:50] <tterrag|phone> There's
no way that method loads chunks
L1197[09:47:56] <tterrag|phone> That
would be pointless
L1198[09:48:04] <williewillus> it doesn't
if you pass true
L1199[09:48:06] <diesieben07> yes
Nitrodev
L1200[09:48:11] ***
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L1201[09:48:17] <williewillus> but yeah I
just read it and it calls provideChunk if you pass false :p
L1202[09:48:18] <Nitrodev> okay
L1203[09:48:48] <tterrag|phone> !gm
isBlockLoaded
L1204[09:48:55] <LatvianModder> Who needs
chunkloaders when you can just spam vanilla world methods,
eh?
L1205[09:49:09] <tterrag|phone>
weird
L1206[09:49:21] <tterrag|phone> Just use
the single arg version though
L1207[09:49:37] <diesieben07>
williewillus, it checks chunkExists first, which is false ifthe
chunk is not loaded
L1208[09:49:44] <diesieben07> so if the
chunk is not loaded the method is definitely false
L1209[09:49:50] <diesieben07> the 2nd arg
only plays a role if it IS loaded.
L1210[09:50:11] <williewillus> I needed
the false version clientside because chunkExists always returns
true on the client :D but yeah serverside should use the one arg
version
L1211[09:50:55] <diesieben07> hah
L1212[09:50:57] <LatvianModder> ~_~
L1213[09:51:10]
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L1214[09:51:27] <LatvianModder> always
true? it doesnt, I use it in my FTBU minimap, and for chunks that
arent rendered on client side it returns false
L1215[09:51:48] <diesieben07>
ChunkProviderClinet.chunkexists is indeed always true
L1216[09:51:51] <Nitrodev> i feel like my
brain is sleeping right now
L1217[09:51:53] <williewillus>
ChunkProviderClient#chunkExists(int, int): boolean -> returns
true always
L1218[09:52:01] <LatvianModder> huh
L1219[09:52:14] <LatvianModder>
weeeird
L1220[09:52:21]
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L1221[09:52:22] <LatvianModder>
#WhyMojangWhy
L1222[09:52:29] <williewillus> idk
L1223[09:53:25] ***
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L1224[09:53:35] <williewillus> on a more
serious why mojang note, why is yOffset no longer a field?
L1225[09:54:10] <diesieben07> because it
really doesn't make sense for it to be
L1226[09:54:22] <williewillus> then how
will player size changing mods like morph work anymore?
L1227[09:54:27] <diesieben07> idk
L1228[09:54:51] <Nitrodev> diesieben07,
i'm guessing that i need to make my inventory class extend the Slot
class?
L1229[09:54:59]
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L1230[09:55:01] <diesieben07> wat.
L1231[09:55:02] <diesieben07> no.
L1232[09:55:10] <Nitrodev> oh
L1233[09:55:37] <Nitrodev> then i'm still
confused
L1234[09:55:51] <diesieben07> show what
you have currently.
L1235[09:56:23] <LatvianModder> Youve
never made an inventory?
L1236[09:56:43] <Nitrodev> i have made a
block with it
L1237[09:56:43] <Wuppy> I should play my
global game jam game.... haven't done that yet
L1238[09:57:04] <LatvianModder> Wuppy
\o/
L1239[09:57:14] <Wuppy> hey :)
L1240[09:57:26] <Nitrodev> okay i updated
the git repo
L1241[09:57:35] <LatvianModder> What I do
mostly is dev a game for about 3-5 hours and the click play for the
first time :D
L1242[09:57:39] <diesieben07> link
pls
L1244[09:58:00] <Nitrodev> the commits in
"Progress"
L1245[09:58:12] <Nitrodev> except for the
init folder
L1246[09:58:32] <Wuppy> LatvianModder, I
did test the game quite a bit, but never properly played it
myself
L1247[09:58:39] <LatvianModder> ah
L1248[09:58:39] <Wuppy> didn't have even
the slightest bit of time for that
L1249[09:58:48] <LatvianModder> you have
a link to it?
L1250[09:58:52]
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L1251[09:58:54] <diesieben07> Nitrodev,
uhm, nothing in there does anything...
L1252[09:59:06] <Nitrodev> no
kidding
L1254[09:59:25] <Nitrodev> i'm still
thinkking about what you mentioned
L1255[09:59:31] <diesieben07> which
part?
L1256[09:59:36] <Nitrodev> that's why no
much progress
L1257[09:59:45] <Nitrodev> the part we
just talked about
L1258[09:59:55] <diesieben07> well that
is kinda the least important part ...
L1259[10:00:28] <Nitrodev> okay but is
that the only part that's different from the block inv?
L1260[10:00:45] <diesieben07> No.
L1261[10:00:58] <diesieben07> you need an
IInventory implementation that actually does something
L1262[10:01:02] <diesieben07> yours right
now does nothing.
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L1265[10:05:01] <Nitrodev> alright then
i'll make the inventory class complete and i'll come back
L1266[10:05:09] <Nitrodev> but for
now
L1267[10:05:15] ***
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L1268[10:06:38] <masa> I also have some
item based inventory code
L1269[10:06:38]
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L1270[10:06:49] <masa> probably a lot
messier than what diesieben07 has though...
L1271[10:07:00] <diesieben07> hehe
L1272[10:07:07] <masa> but I have a bag,
that stores memory cards, which then store the items :p
L1273[10:07:11] <diesieben07> mine works
in any inventory even :P
L1274[10:07:52] <masa> and it also has
callbaks so that yoy can move the bag around in the inventory while
it's open, it just disables the slots while tha bag is not
acecssible ie. in the cursor
L1275[10:08:25] <diesieben07> Oh, that is
fancy
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L1277[10:08:39] <diesieben07> mine just
blocks the slot of the contained item
L1278[10:08:44] <masa> heh
L1279[10:09:08] <diesieben07> i might
snag that functionality at some point :D
L1280[10:09:16] <masa> I have a
completely custom slotClick to go with it, since my inventoeies
also support stacks larger than vanilla
L1281[10:09:37] <diesieben07> oh
god
L1283[10:10:38] <diesieben07> fun.
:D
L1284[10:10:56]
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L1286[10:11:23] <masa> the max stack size
is based on the tier of the memory cards, so you could just disable
the recipies for anything larges than 6 B (max stack size 2^6 = 64)
if you think that is too "op"
L1287[10:11:33] ***
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L1288[10:11:43] <Nitrodev> Alright, sorry
my trashes began to smell
L1289[10:12:02] <masa> although currently
there is no option to specify if it should allow stacks larger than
ItemStack#getMaxStackSize
L1290[10:12:32] <masa> ie. a 6 B card
stil lallows a stack of non-stackable items up to 64 too :p
L1291[10:12:45] <gigaherz> my inventory
browser block is based around itemstacks larger than max
L1292[10:12:54] <Nitrodev> we know
L1293[10:12:59] <gigaherz> in fact, I
even have custom packets to transfer the stackSize > 127
;P
L1294[10:13:22] <masa> me too :p
L1296[10:13:25] <boboch3> Hello guys. i'm
trying to create a sitable block but I got an issue. The first time
I interact with my block the player is teleported back on his
previous location and the second time I right click this time he is
well sitted. I debug this mess and didn't found from where the
problem is. Here is my code : block =>
http://pastebin.com/kGWGpXmC and sittableUtils =>
http://pastebin.com/yC0x5Tm4 Thanks in advance for
any help
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L1300[10:14:50] <Nitrodev> masa that
looks really cool
L1301[10:14:55] <Nitrodev> ender utils
was it?
L1303[10:15:43] <masa> yep
L1304[10:17:15] <masa> yesterday I
started porting it to 1.8.9
L1306[10:17:49] <masa> took some 12+
hours to get it error-free in the ide and then to launch
L1307[10:19:17] <Nitrodev> nice
L1308[10:19:29] <gigaherz> I still have
my item duplication issue in my inventory browser
L1309[10:19:36] <gigaherz> and I have no
idea how to even start debugging that
L1310[10:19:36] <gigaherz> XD
L1311[10:19:47] <Nitrodev> Now i don't
think i need to have markDirty anywhere in my inventory class
right?
L1312[10:19:55] <Nitrodev> considering an
item doesn't have a TE
L1313[10:20:01] <Nitrodev> or isnt
rather
L1314[10:20:25] <gigaherz> if you only
use the IInventory for a Container, andit's not in a
TileEntity
L1315[10:20:31] <gigaherz> then yeah you
don't need markDirty
L1316[10:20:35] <Nitrodev> okay
L1317[10:20:51] <diesieben07> nitro if
you use my implementation markDirty is actualyl needed.
L1318[10:21:14] <Nitrodev> yeh i know
becuase it's one of the methods inside the IIventory
L1319[10:21:26] <Nitrodev> so if i remove
the method it just errors
L1320[10:21:33] <Nitrodev> and demands me
to implement it
L1321[10:21:45] <Nitrodev> but i don't
think anything needs to go int he method right?
L1322[10:21:50] <gigaherz> that's because
it's in the interface
L1323[10:21:53] <gigaherz> you NEED to
have the method
L1324[10:21:56] <gigaherz> you jsut can
leave it blank
L1325[10:22:08] <Nitrodev> i've learned
java
L1326[10:22:10] <Nitrodev> i know
L1327[10:22:19] <masa> depends how you
implement your inventory class
L1328[10:22:27] <diesieben07> yes there
neeeds to be soething in it
L1329[10:22:32] <diesieben07> read the
inventory class i linked.
L1330[10:22:36] <masa> I use markDirty()
to save teh stuff to the containing itemstack
L1331[10:22:41] <Nitrodev> link it
again?
L1333[10:23:27] <Nitrodev> thanks
L1334[10:25:45] <boboch3> hello
diesieben07, have you an idea about my issue?
L1335[10:26:30]
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L1336[10:26:33] *
diesieben07 boots up magic crystal ball
L1337[10:26:40] <diesieben07> sorry, it's
broken.
L1338[10:26:51] <diesieben07> you will
have to communicate your issue the traditional way.
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L1340[10:27:10] *
diesieben07 beats joke to death
L1341[10:27:15] <shadekiller666> whats
wrong with your crystal ball?
L1342[10:27:20] <boboch3> I did it
:p
L1343[10:27:28] <LatvianModder> You did
the ball?
L1344[10:27:29] <shadekiller666> you
should call the glass blower, he might know how to help
L1345[10:27:32] <boboch3> Here again just
for you :) Ii'm trying to create a sitable block but I got an
issue. The first time I interact with my block the player is
teleported back on his previous location and the second time I
right click this time he is well sitted. I debug this mess and
didn't found from where the problem is. Here is my code : block
=>
http://pastebin.com/kGWGpXmC and sittableUtils =>
http://pastebin.com/yC0x5Tm4 Thanks in adv
L1346[10:27:32] <boboch3> ance for any
help
L1347[10:27:48] <Nitrodev> diesieben07,
so the implementation you gave the link to is the one i should
use?
L1348[10:28:03] <diesieben07> yes
L1349[10:28:23] <diesieben07> it will
need some adaption of course since it uses various other stuff from
my library
L1350[10:28:38] <Nitrodev> yeah i saw
that
L1351[10:28:42] <diesieben07> boboch3,
only sit the player on the server.
L1352[10:28:58] <LatvianModder> a.k.a
if(!worldObj.isRemote)
L1353[10:29:11] <boboch3> I try to add a
check on world.isremote but nothing happen when I do that :s
L1354[10:29:32] <Nitrodev> i'm just
confused about th e NBT stuff
L1355[10:29:34] <diesieben07> show taht
attempt.
L1356[10:29:40] <diesieben07> the NBT
stuff?
L1357[10:29:41] <boboch3> I tryed it into
the block interact method and on my utils
L1358[10:29:56] <diesieben07> youhave to
make sure you return true even when on the cleint from
onBlockActivated
L1359[10:30:03] <diesieben07> otherwise
it will not be called ont eh server at all.
L1361[10:30:20] <Nitrodev> that's just an
example
L1362[10:30:27] <diesieben07> what about
it?
L1363[10:30:33] <Nitrodev> i know that
that method is overridden from TE class
L1364[10:30:37] <masa> no
L1365[10:30:50] <Nitrodev> excuse
me?
L1366[10:30:56] <masa> it's just a method
that writes the inventory contents to a compound tag
L1367[10:31:09] <diesieben07> that class
does not extend TileEntity
L1368[10:31:14] <diesieben07> it is a
standalone class
L1369[10:32:16] <Nitrodev> i know
that
L1370[10:32:33] <Nitrodev> but the
readFromNBT method COMES from a class that extends TE
L1371[10:32:55] <diesieben07> No.
L1372[10:33:10] <Nitrodev> what?
L1373[10:33:19] <masa> Nitrodev:
basically what you are doing is this: you need the class that
implements IInventory, so that the container can access the
inventory using the getStckInSlot() etc methods. That class then
internally stores the items in an array of ItemStacks, Now
obviously you then also need to store the ItemStacks into your bag
item's NBT tag, otherwise the items would vanish as soonas you
close the gui/cont
L1374[10:33:25] <masa> ainer and the
inventory insatnce thus disappears
L1376[10:34:25] <masa> so you could name
those NBT methods whatever you want, you just need something in
that class that reads and writes the ItemStacks ie. the items in
the inventory to and from the bag item
L1377[10:35:00] <diesieben07> boboch3, is
the entity registered?
L1378[10:35:07] <Nitrodev> so i have to
manually srite the methods?
L1379[10:35:10] <Nitrodev> in my case
that is
L1381[10:35:24] <masa> yes, unless you
steal the code from someone else :p
L1382[10:35:38] <Nitrodev> ah
L1383[10:35:40] <Nitrodev> i see
L1384[10:35:48] <boboch3> diesieben07,
-_- why I always forget those kind of stuff.... I'm going to
register it but it will work for sure
L1385[10:36:46] <Nitrodev> well those two
methods do look really like the readfromnbt methods for my crate
TE
L1386[10:36:49]
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L1387[10:37:02] <diesieben07> well, yes
because they encode an inventory into NBT
L1388[10:37:16] <diesieben07> there
aren't many fundamentally different ways to do that.
L1389[10:37:22] <Nitrodev> yeah
L1390[10:37:24] <masa> ok now some
questions of my own: how should I organize the blocks and the
blockstate properties in my mod? i was thinking that I would have
the mahine/block type be in the meta like it was in 1.7.10, so that
the blockstate you get from World#getBlockState() actually defines
which type of machine it is
L1391[10:37:38] <Nitrodev> i think i also
need to remove a line from my code so it fits the bag inv
L1392[10:37:44] <masa> and then the stuff
that mostly affects rendering, like the rotation and the on/off
state would be in the TE
L1394[10:38:01] <Nitrodev> that should go
right?
L1395[10:38:13] <Nitrodev> since my
iteminv doesnt extend TE
L1396[10:38:19] <diesieben07> yes
L1397[10:38:36] <masa> what is lvt?
L1398[10:38:38] <Nitrodev> okay
good
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L1400[10:38:56] <Nitrodev> that was
before i noticed the javadocs etc.
L1401[10:39:02] <Nitrodev> old crappy var
names
L1402[10:39:25] <Nitrodev> i've slowly
been replacing those
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L1404[10:40:39] <Nitrodev> i just need to
figure out the writeTONBBT method
L1405[10:40:48] <Nitrodev> like what it
does exactly
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L1407[10:42:23] <diesieben07> which part
do you not understand?
L1408[10:42:29] <boboch3> diesieben07,
thanks a lot it works now
L1409[10:43:01] <Nitrodev> the entire
method
L1410[10:43:08] <Nitrodev> this nbt stuff
is new to me
L1411[10:43:45] <diesieben07> well, it
basically creates a list and then stores each Slot into the
list
L1412[10:43:48] <Nitrodev> but mostly the
last line of code
L1413[10:43:57] <diesieben07>
nbt.setTag?
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L1415[10:44:02] <Nitrodev> yeah
L1416[10:44:22] <Nitrodev> i see it in
the vanilla classes
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L1418[10:44:32] <diesieben07> well, nbt
is of type NBTTagCompound
L1419[10:44:47] <Nitrodev> i know
L1420[10:44:52] <diesieben07>
NBTTagCompound is an NBT data type which is basically a Map
L1421[10:45:05] <diesieben07> you can
store otehr NBT data by a String ke
L1422[10:45:07] <diesieben07> *key
L1423[10:45:08] <Nitrodev> okay
L1424[10:45:10]
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L1426[10:45:39] <diesieben07> so that
line basically says store "list" into "nbt"
under the name Inventories.NBT_KEY (which is constant)
L1427[10:46:02] <Nitrodev> yeah but i'm
just wondering what the Constant is
L1428[10:46:11] <Nitrodev> like what I
should put there
L1429[10:46:20] <Nitrodev> it's a string
yes
L1430[10:46:29] <diesieben07> just the
name you want the inventory to store as
L1431[10:46:34] <diesieben07> it would
appear in the ItemStack NBT data
L1432[10:46:43] <diesieben07> so
something like "myMod.bagInv" would work
L1433[10:46:59] <Nitrodev> ah
L1434[10:47:07] <masa> I just use
"Items", heh
L1435[10:47:35] <diesieben07> i try to
keep everything that is in "public space" namespaced
:D
L1436[10:47:49] <Nitrodev> public
space?
L1437[10:48:07] <diesieben07> space where
everyone can put things
L1438[10:48:09] <PaleoCrafter> Global is
a better word maybe
L1439[10:48:10] <masa> yeah, well, if
someone overrides a tag in MY item without namespacing their stuff,
then I'll go yell at them
L1440[10:48:12] <diesieben07> e.g
unlocalized names
L1441[10:48:14] <diesieben07> ItemStack
data
L1442[10:48:15] <diesieben07> etc.
L1443[10:48:46] <Nitrodev> ah
L1444[10:49:13] <Nitrodev> is every
single method in your example/doc necessary for this?
L1445[10:49:21] <masa> but yeah, on some
of my items I use a wrapper compound tag by the name of the item,
although engluish localised, like "HandyBag"
L1446[10:50:02] <diesieben07> you mean
the ItemInventory?
L1447[10:50:13] <diesieben07> yes, all
that is in there has a point and functionality.
L1448[10:50:35] <Nitrodev> Wooo....
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L1470[11:13:18] <raoulvdberge> is there a
way to check for low redstone power on a block in 1.8.9?
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L1472[11:15:06] <masa> you mean
isProvidingWeakPower()?
L1473[11:15:12] <raoulvdberge> yes.
L1474[11:15:19] <raoulvdberge> I only
find isBlockPowered in world
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L1476[11:15:47] <masa> or
isBlockPowered()
L1477[11:16:08] <raoulvdberge> yeah but
that checks for strong power too
L1478[11:16:46] <masa> yep
L1479[11:16:58] <masa> depends what you
want to do exactly
L1480[11:16:59] <raoulvdberge> i need to
check for redstone that didn't go through blocks
L1481[11:17:33] <masa> so
isProvidingStrongPower()?
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L1489[11:39:13] <infinitefoxes_> Is there
a built-in way for me to sync the entirety of my custom container
to the client?
L1490[11:40:20] <LatvianModder> in
1.8.9?
L1491[11:40:23] <LatvianModder> or
1.7.10?
L1492[11:40:31] <infinitefoxes_>
1.8.9
L1493[11:40:41] <LatvianModder> there are
those IInventory.setField()
L1494[11:40:45] <gigaherz> container you
mean the TileEntity?
L1495[11:40:54] <gigaherz> or the actual
Container for t he gui?
L1496[11:40:58] <LatvianModder> You can
send like progress bars with those
L1497[11:41:11] <gigaherz> the*
L1498[11:41:25] <infinitefoxes_> I have a
container for my custom inventory, it's not a tile entity
L1499[11:41:47] <infinitefoxes_> on death
I remove every item and such, but it doesn't sync to the
client
L1500[11:42:21] <gigaherz> let's be more
precise please
L1501[11:42:27] <gigaherz> what holds
your custom inventory?
L1502[11:42:50] <gigaherz> because the
one thing called container in mc
L1503[11:43:13] <gigaherz> is the
Container class that is used only during Gui
L1504[11:46:06] <infinitefoxes_> I have
an inventory implementing IInventory, a container implementing
ContainerPlayer, and an inventory GUI
L1505[11:46:13] <infinitefoxes_> at least
that's what I think you're asking
L1506[11:46:26] <diesieben07>
ContainerPlayer? Why??
L1507[11:46:53] <infinitefoxes_> My
inventory is an addition to the vanilla one, it adds extra
slots
L1508[11:47:09] <diesieben07> i wouldnt
use a custom container then
L1509[11:47:21] <diesieben07> enhance the
vanilla one using events
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L1511[11:50:59] <infinitefoxes_> I'm not
entirely sure events can get me what I need
L1512[11:51:45] <diesieben07> you wish to
add new Slots to the player inventory. PlayerOpenContainer can do
that for you.
L1513[11:51:54] <diesieben07>
PlayerOpenContainerEvent that is
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L1516[11:57:51] <infinitefoxes_> the
complexity is a bit more than just adding slots
L1517[11:58:19] <infinitefoxes_> and I'd
prefer not to change how it's being done currently
L1518[11:58:32] <infinitefoxes_> as,
well, it works with no issues
L1519[11:58:51] <diesieben07> it works
without issues in your constrained testing without any other
mods.
L1520[11:59:03] <diesieben07> one thing i
can immediately think of that will most likely cause problems:
TinkersConstruct
L1521[11:59:09] <diesieben07> and there
are many mods that use it's inventory-tab API.
L1522[11:59:16] <infinitefoxes_> uh
L1523[11:59:33] <infinitefoxes_> I don't
replace the inventory
L1524[11:59:37] <diesieben07> then
what?
L1525[11:59:41] <infinitefoxes_> see the
tabs at top
L1526[11:59:59] <infinitefoxes_> They're
two seperate GUIs
L1527[12:00:07] <diesieben07> not opened
with e then?
L1528[12:00:21] <infinitefoxes_>
yup
L1529[12:00:32] <diesieben07> ah, sorry.
i misunderstood then.
L1530[12:00:46] <diesieben07> so what
exactly is your issue now?
L1531[12:01:14] <infinitefoxes_> when I
clear my inventory upon death, the client is never notified of
it
L1532[12:01:54] <masa> do you clear it
before the player dies? where is the inventoru stored?
L1533[12:01:57] <diesieben07> how is your
IInventory attached?
L1534[12:02:01] <diesieben07> to the
player?
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L1536[12:02:43] <infinitefoxes_> masa: I
clear it when EntityLivingDeath is fired
L1537[12:03:03] <diesieben07> if you are
using IExtendedEntityProperties (wich you should) you should not
have to do that manually.
L1538[12:03:11] <diesieben07> since IEEPs
vanish on death by defult
L1539[12:03:23] <PaleoCrafter>
capabilities would be an option too, nowadays :P
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L1541[12:03:57] <masa> and does someone
actually know how to use those?
L1542[12:04:07] <diesieben07> Yes
L1543[12:04:09] <diesieben07> it is not
that hard :P
L1544[12:04:18] <sham1> umn, yes
L1545[12:04:21] <sham1> it is
L1546[12:04:26] <diesieben07> what? no
:D
L1547[12:04:29] <masa> well I haven't
even looked to be honest
L1548[12:04:30] <PaleoCrafter> it's a
little convoluted
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L1550[12:04:48] <diesieben07> things can
have Capabilities.
L1551[12:04:57] <diesieben07> you can
attach new ones using the attach event
L1552[12:05:14] <PaleoCrafter> (or
directly in the object if you own it)
L1553[12:05:26] <diesieben07> yea
L1554[12:05:34] <lha97> Hello everyone, I
have some trouble with forge in my dev environement. As far as it
looks like the player that is reliable for an explosion does not
get damaged by the explosion. Same issue with vanilla TNT. Is it a
vanilla thing or a forge 11.14.4.1563 thing?
L1556[12:05:49] <diesieben07> your
Capability is defined by a Capability<T> object
L1557[12:06:01] <diesieben07> where T is
the type of the actual Capability instance
L1558[12:06:09] <diesieben07> and the
Capability object is the identifier
L1559[12:07:21] <lha97> forgot to add
that I am running minecraft 1.8 in the dev environement, might be
helpful
L1560[12:07:27] <PaleoCrafter> imo it's a
little counter-intuitive that the provider has to implement
INBTSerializable, not the actual implementation
L1561[12:07:49] <PaleoCrafter> lha97,
test it in vanilla
L1562[12:08:46] <diesieben07>
PaleoCrafter, uhm... what?
L1563[12:08:56] <diesieben07> actually
nvm
L1564[12:09:00] <PaleoCrafter> :P
L1565[12:09:36] <infinitefoxes_> I'm
using something similar, but not Forge's impl
L1566[12:09:40] <infinitefoxes_> one
sec
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L1569[12:10:57] <infinitefoxes_> But,
from what I can tell, it's similar to Forge's
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L1571[12:12:13] *
diesieben07 cringes hard
L1572[12:12:36] <PaleoCrafter>
amazing
L1573[12:13:02] <sham1> what is the
cringe
L1574[12:14:01] <PaleoCrafter> >
SidedObject
L1575[12:14:29] <sham1> Oh god
L1576[12:14:32]
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L1577[12:15:04] <sham1> Just why
L1578[12:15:33] <diesieben07> "Let's
write fancy enterprise-grade Java!"
L1579[12:15:41] <williewillus> oh yeah I
tried porting that
L1580[12:15:43] <williewillus> i noped
out
L1581[12:15:45] <williewillus> ;p
L1582[12:15:48] <sham1> my youtube video
crached that
L1583[12:16:01] <sham1> Even my youtube
player did not agree with this design choise
L1584[12:16:38] <sham1> And my youtube
player is very tolerant concidering it is mine
L1585[12:24:02]
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L1586[12:24:29]
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L1588[12:25:30] <williewillus> don't
question it ;p
L1589[12:26:41] <diesieben07> it has
fancy names, ok? :D
L1590[12:28:42] <infinitefoxes_>
sorry
L1591[12:28:57] <infinitefoxes_> I get it
can be super needlessly complex
L1592[12:29:09] <infinitefoxes_> I didn't
write it
L1593[12:29:22] <diesieben07> all you
need is implement IExtendedEntityProperties :D
L1594[12:29:25] <williewillus> as is the
case with most util mods, in my opinion :p
L1595[12:29:36] *
diesieben07 hopes that does not apply to his
L1596[12:29:53] <PaleoCrafter> yours is
awesome, diesieben07 :P
L1597[12:29:59] <diesieben07>
tihihi
L1598[12:30:02] <PaleoCrafter> at least
API wise ;)
L1599[12:30:07] <williewillus> :P
L1600[12:30:11] <sham1> Well this person
*IS* diesieb
L1601[12:30:17] <sham1> The ultimate
guide person of this channel
L1602[12:30:18] <diesieben07> yeah i for
some reason like writing javadocs.
L1603[12:30:49] <williewillus> It's
probably just me but I just cringe when I see a new modder
immediately start prematurely extracting things into their useless
core lib which just adds another dep jar
L1604[12:30:58] <PaleoCrafter> yet
another proof that you are in fact not human
L1605[12:31:01] <diesieben07> that is
true.
L1606[12:31:09] <diesieben07> to both of
you
L1607[12:31:11] <Nitrodev> willie i have
no idea what you just said
L1608[12:31:44] <sham1> williewillus,
we've all been there though
L1609[12:31:50] <williewillus> New
modders that love to immediately split their mod into two:
<name>Core, and <actualnameofmod>
L1610[12:31:59] <williewillus> yeah
xD
L1611[12:32:13] <PaleoCrafter> the first
thing I did as new modder was writing an actual GUI system xD
L1612[12:32:43] <williewillus> the first
thing I did as a new modder was coremod, no kidding. 0/10 would not
do again
L1613[12:32:59] <infinitefoxes_> that
util project has been around for a long while
L1614[12:33:13] <gigaherz> the first
thing I did..... try to figure out how to setup forge back on the
days before gradle
L1615[12:33:14] <gigaherz> ;P
L1616[12:33:19] <PaleoCrafter> hehe
L1617[12:33:22] <infinitefoxes_> before
IExtebdedEntity whatever was added, iirc
L1618[12:33:27] <gigaherz> myfirst
achievement was get a working dev environment
L1619[12:33:29] <gigaherz> XD
L1620[12:33:47] <williewillus> yeah
legacy code is hard :p
L1621[12:33:51] <williewillus> AM2 still
has ASM to strip thaumcraft interfaces off its items
L1622[12:33:57] <williewillus> even
though @OPtional has been a thing for years
L1623[12:34:08] <sham1>
wwwwwwwwwwwwwwwwwwwwwwwwwwww
L1624[12:34:08] <gigaherz> I started my
magic mod in 1.4.7
L1625[12:34:18] <sham1> God damn it wrong
window
L1626[12:34:29] <PaleoCrafter> I'm kinda
glad that I only real got into modding in 1.5 :D
L1628[12:34:36] <gigaherz> that's how the
staff looked back then!
L1629[12:34:49]
⇨ Joins: GUIpsp
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L1630[12:34:52] <sham1> Still better than
what I can do
L1631[12:35:00] <PaleoCrafter> still more
impressive than 1.8, hurr durr
L1633[12:35:22] <gigaherz> then I added
some animation
L1634[12:35:55] <williewillus> how did
you even render that back in the day
L1635[12:36:03] <gigaherz>
IItemRenderer
L1636[12:36:08] <williewillus> how old
are those?
L1637[12:36:10] <Nitrodev> i didnt do
core mods
L1638[12:36:18] <Nitrodev> i kind of
thought they woul d be hard
L1639[12:36:23] <gigaherz> ?
L1640[12:36:34] <williewillus> Nitrodev:
do you mean util "core" mods or ASM
"coremods"?
L1641[12:36:45] <williewillus> i was
asking how long IItemRenderer has existed
L1642[12:36:51] <PaleoCrafter> Nitrodev,
you're still in the beginner stage, I'd say :P
L1643[12:36:54] <williewillus> I've
actually only done real rendering work in 1.8
L1644[12:37:04] <gigaherz> IItemRenderer
was like a TESR but for itemstacks
L1645[12:37:05] <williewillus> I have
looked at ISBRH's and noped out though
L1646[12:37:13] <gigaherz> you'd draw
using opengl
L1647[12:37:13] <williewillus> and
RenderBlocks in 1.7
L1648[12:37:13] <Nitrodev> PaleoCrafter,
i know
L1649[12:37:17] <gigaherz> or
tesellator
L1650[12:37:35] <gigaherz> that's why
people are so annoyed at 1.8 rendering
L1651[12:37:46] <gigaherz> it went from
being able to draw *anything* as an item
L1652[12:37:49] <gigaherz> to just satic
models
L1653[12:37:56] <gigaherz> static
L1654[12:38:38] <williewillus> :P
L1655[12:38:54] <williewillus> still
gotta figure out how to stuff an ASM into an ItemStack to use the
AnimationAPI on the lexicon
L1656[12:38:54] <gigaherz> and I
partially a gree with that
L1657[12:39:02] <williewillus> i'm 95%
sure it's possible
L1658[12:39:04] <williewillus> but no
time
L1659[12:39:08] <gigaherz> things like
the botania book were straightforward
L1660[12:39:49] <williewillus> one might
argue itll be saner after I finish it, theoretically one could
change the model as well as the animation it makes when
opening
L1661[12:39:50] <PaleoCrafter> hm, I
can't seem to find the repository where I used GMCP :/
L1662[12:39:51] <williewillus> using just
a respack
L1663[12:40:12] <williewillus> the
animations are defined in Json and can be overridden using
RP's
L1664[12:40:32] <gigaherz> as much as I
like the model system
L1665[12:40:44] <gigaherz> I do believe
the lack of customized item rendering is a big loss
L1666[12:40:48] <sham1> Who was talking
about someone making turing-complete JSON
L1667[12:40:54] <sham1> I remember that
being a thing
L1668[12:40:57] <williewillus> mojang
is
L1669[12:41:00] <williewillus> lol
L1670[12:41:00] <gigaherz> but it's for
the best, it avoids crappy moders misusing the feature
L1671[12:41:23] <PaleoCrafter> sham1, the
article was taken down
L1672[12:41:32] <sham1> d'aww
L1673[12:42:07] <sham1> it would be
interesting AND stupid
L1676[12:42:11] <gigaherz> there's still
some of those
L1677[12:42:11] <gigaherz> XD
L1678[12:42:27] <gigaherz> wait it's gone
nm
L1679[12:42:36] <williewillus> either way
the ability to replace block shapes is great, I just hope people
start making use of it. I want to but I can't model for shit
L1680[12:42:44] <Nitrodev> PaleoCrafter,
what language is that?
L1681[12:42:48] <Nitrodev> besides
english
L1682[12:42:55] <PaleoCrafter> JSON
turned into a programming language
L1683[12:42:57] <sham1> JSON
L1684[12:42:58] <williewillus> lol
L1685[12:42:59] <sham1> Ye
L1686[12:43:03] <Nitrodev> Oh
L1687[12:43:07] <Nitrodev>
interesting
L1688[12:43:10] <sham1> Now imagine that
being XML
L1689[12:43:11] <PaleoCrafter> sham1, did
you know that Scala's type system is turing complete? :P
L1690[12:43:32] <gigaherz> sham1: there
ARE things like that
L1691[12:43:36] <gigaherz> using xml in
an executable way
L1692[12:43:36] <sham1> I just assume
everything we use in computer science is or has been turing
complete at some point
L1693[12:43:40] <gigaherz> it's less bad
than it sounds
L1694[12:43:41] <gigaherz> XD
L1695[12:43:47] <gigaherz> <program
name="">
L1696[12:43:53] <gigaherz>
<class></class>
L1697[12:43:58] <gigaherz>
<method></method>
L1698[12:44:05] <PaleoCrafter> yeah,
programming in XML would still be kind of reasonable, I think
L1699[12:44:09] <gigaherz> it gets ugly
when you get into expressions
L1700[12:44:21] <williewillus> command
blocks are turing complete right? I don't remember if they were or
just close
L1701[12:44:45] <sham1> Well, you would
get nice lexers for your XML-based programming languages
L1702[12:44:52] <sham1> Seeing as there
are so many parsers
L1703[12:45:44] <sham1> Well MC could
propably be very turing completable seeing as you have a lot of
space for your tape
L1704[12:45:47] <gigaherz> <set
target="a"><add><value
ref="b"/><call "c" arg1="d"
/></add></set>
L1706[12:46:22] <Nitrodev> turing?
L1707[12:46:29] <williewillus> wow
:p
L1708[12:46:36] <PaleoCrafter>
considering you can place redstone (which is Turing complete),
command blocks are also Turing complete ;)
L1709[12:46:41] <gigaherz> Nitrodev:
turing-complete means that it can run any program that a turing
machine can run
L1711[12:46:54] <sham1> Alan Turing
L1712[12:47:08] <sham1> basically the
father of the modern computer science
L1713[12:47:30] <Nitrodev> isnt he the
inventor of the turing test?
L1714[12:47:38] <williewillus>
probably
L1715[12:47:39] <sham1> same man
L1716[12:47:41] <williewillus> ;p
L1717[12:47:43] <Nitrodev> ah
L1718[12:47:43] <gigaherz> turing test
was a thought experiment
L1719[12:47:55] <Nitrodev> testing if a
robot could be a human
L1720[12:48:01] <gigaherz> it's funny how
people actually try to use it IRL
L1721[12:48:02] <Nitrodev> or act like
one rather
L1722[12:48:06] <sham1> Thus being
contenplated in philosophy class
L1723[12:48:08] <williewillus> I wonder
how bad the lag is in that BASIC world
L1724[12:48:11] <gigaherz> while it was
NEVEr meant to be used that way
L1725[12:48:15] <williewillus> since he
doesnt use the 1.9 command blocks
L1726[12:48:22] <sham1> Same with
schrödinger's cat
L1727[12:48:23] ***
AbrarSyed is now known as Abrar|gone
L1728[12:48:33] <gigaherz> yep
L1729[12:48:58] <diesieben07>
williewillus, he mentiones it at the end. it gets horrible, becuase
he has tons and tons of armorstands
L1730[12:49:29] <sham1> Armourstands, the
modifiable NBT storage of the command block world
L1731[12:49:37] <diesieben07> :D
L1732[12:49:55] <sham1> Can also be used
to store armours
L1733[12:51:50]
⇦ Quits: Hea3veN (~Hea3veN@190.247.248.80) (Quit: Lost
terminal)
L1734[12:52:23]
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L1736[12:53:12] <sham1> "Magic the
Gathering"
L1737[12:53:14] <sham1> Ok, I quit
L1738[12:53:29] <williewillus> lol
L1739[12:54:16] <diesieben07> haha
L1740[12:54:19] <diesieben07>
"sendmail config"
L1741[12:54:25] <sham1> And apparently
CSS+HTML5
L1742[12:54:42] <sham1> Not so far from
turing complete XML after all
L1743[12:54:53] <diesieben07> meh, quite
a ways
L1744[12:55:01] <diesieben07> since all
the "magic" lies in the CSS
L1745[12:55:25] <LatvianModder> Did I
miss a rant about rendering things in 1.8? Darn
L1746[12:55:45] <sham1> Nothing's
stopping you of using CSS with any arbitrary XML file ;P
L1747[12:56:04] <gigaherz> but if you use
xml, you may want to use xslt instead?
L1748[12:56:21] <williewillus>
LatvianModder: not really
L1749[12:56:40] <Nitrodev>
pokemon...
L1750[12:56:42] <Nitrodev> wtf
L1751[12:56:50] ***
Darkhax_AFK is now known as Darkhax
L1752[12:56:57] <sham1> Pokémon
Yellow
L1753[12:57:01] <LatvianModder> Nitrodev:
you are playing PocketMorty too?
L1754[12:57:04] <LatvianModder> :P
L1755[12:57:12] <sham1> Turing
completeness
L1756[12:57:23]
⇨ Joins: McJty
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L1757[12:57:30] <Nitrodev> the
what?
L1758[12:57:31] <gigaherz> LatvianModder:
how much money have you spent on that game so far?
L1759[12:57:45] <gigaherz> I heard the
game gets impossible without microtransactions
L1760[12:57:48] <sham1> You can show the
Twitch chat inside Pokémon Yellow
L1761[12:58:22] <sham1> Also, something
about Scala type system
L1762[12:58:24] <PaleoCrafter> I'm
supposed to do French homework, instead I'm watching a MIDI player
"programmed" in Pokémon Yellow
L1763[12:58:34] <sham1>
"French"
L1764[12:58:50] <PaleoCrafter> eh, that
accent on Pokémon has to suffice xD
L1765[12:59:24] <sham1> why French
L1766[12:59:32] <williewillus> who was it
that got kotlin to run in modded?
L1767[12:59:59] <PaleoCrafter> sham1, why
not? :P
L1768[13:00:08] <PaleoCrafter> modmuss50,
I think, williewillus
L1769[13:00:17] <PaleoCrafter> (sorry for
the ping :P)
L1770[13:01:10] <sham1> Also, mediawiki
templates
L1771[13:01:11] <sham1> Jeez
L1772[13:01:30] <PaleoCrafter> that isn't
quite as surprising, I think
L1773[13:01:45] <williewillus> modmuss50:
how'd you include the kotlin library in the build?
L1774[13:02:03] <modmuss50> one sec let
me grab a link, it was a pain
L1775[13:02:05] <sham1> He propably had
it a dependency
L1776[13:02:10] <LatvianModder> gigaherz:
none. Im a pro :D
L1777[13:02:31] <williewillus> sham1: but
gradle eneds to know how to compile it and all that as well
L1779[13:03:02] <LatvianModder> Boooo.
Why use something like that when you can.. not? :P
L1780[13:03:14] <PaleoCrafter> any word
on if/when Kotlin will compile to Java 8 bytecode?
L1781[13:03:27] <modmuss50> It also
includes forgelin
L1782[13:03:39] <sham1> LatvianModder,
because some people like other languages
L1783[13:03:59] <modmuss50> I used it so
I could give it a test and see what is like
L1784[13:04:08] <williewillus> i was just
wondering, because the clojure library is also just one jar
:p
L1785[13:04:23] <sham1> I wonder how many
JARs Frege is...
L1786[13:05:09] <sham1> Assuming I could
even get it work as it seems like it does not have classes
L1787[13:05:12] <PaleoCrafter> one?
:P
L1788[13:05:16] <sham1> I the way that
would be required
L1789[13:05:46] <PaleoCrafter> Frege's
Prelude is probably one JaR
L1790[13:05:58] ***
Abrar|gone is now known as AbrarSyed
L1791[13:06:08] <sham1> Most likely
L1792[13:06:32] ***
Mraoffle is now known as Mraof
L1793[13:06:59] <sham1> because having
something haskell in the JVM to rival Clojure and Scala is always a
good thing
L1794[13:07:18] <williewillus> i thought
haskell wasn't feasible on jvm
L1795[13:07:19] <PaleoCrafter> nah, they
have different scopes :P
L1796[13:07:37] <sham1> Well Frege is not
a straight port
L1797[13:07:47] <sham1> More like
something that was influenced by haskell
L1798[13:07:59] <sham1> So much that is
has almost identical syntax but whatever
L1799[13:08:29] <PaleoCrafter> does Frege
have any Java interop whatsoever? :D
L1800[13:08:35] <sham1> Yes
L1802[13:08:49] <sham1> And other way
around
L1803[13:09:44] <sham1> Altough... data
Integer = native java.math.BigInteger where
L1804[13:09:44] <sham1> pure native abs
:: Integer -> Integer
L1805[13:09:44] <sham1> pure native
negate :: Integer -> Integer
L1806[13:09:44] <sham1> pure native
valueOf java.math.BigInteger.valueOf :: Long -> Integer
L1807[13:09:57] <sham1> That is kinda
annoying
L1808[13:10:17] <williewillus> wat
:D
L1809[13:10:31] <sham1> A typeclass
L1810[13:10:59] <sham1> not even
L1811[13:11:03] <PaleoCrafter> I need to
dive back into Haskell, but I don't really want to do so without
any real application :/
L1812[13:11:27] <PaleoCrafter> just a
data type? :P
L1813[13:11:34] <williewillus> I want to
get good at clojure :p
L1814[13:11:35] <sham1> ye
L1815[13:11:39] <sham1> Got mixed
up
L1816[13:11:48] <sham1> I just want to
try new languages and experiences
L1817[13:11:55] <sham1> I tried some
lisp
L1818[13:12:11] <gigaherz> I prefer to
design languages and such
L1819[13:12:16] <gigaherz> then I can
decide they are bad ;p
L1820[13:12:20] ***
AbrarSyed is now known as Abrar|gone
L1821[13:12:44] <sham1> Well I also have
a "own language" under construction
L1822[13:12:50] <sham1> As something to
experiment with
L1823[13:12:53] <sham1> Like with
everything else
L1824[13:14:17] ***
Keridos|away is now known as Keridos
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L1826[13:14:35] ***
PaleoCrafter is now known as PaleOff
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⇨ Joins: Samario
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L1828[13:15:59] <williewillus> problem
with clojure: all the good editing plugins are in emacs not vim
>.>
L1829[13:17:16] <Ivorius> >
emacs
L1830[13:17:19] <sham1> Well Emacs is
more lisp oriented
L1831[13:17:21] <Ivorius> > vim
L1832[13:17:26] <sham1> Speaking of
Vim
L1833[13:17:31] <sham1> I am trying to
learn it
L1834[13:17:45] <sham1> and just
installed vimium
L1836[13:17:50] <Ivorius> Use this
L1837[13:17:58] <williewillus> cVim is a
better chrome plugin than vimium imo
L1838[13:18:27] <Ivorius> Also it's not
worth it :P
L1839[13:18:54] <Ivorius> vim is most
useful at making the dev feel important and skilled
L1840[13:19:01] <Nitrodev> i wonder how
hard it would be to learn two programming languages at once
L1841[13:19:03] <Ivorius> Which I guess
has its own merits, but I'd rather program fast
L1842[13:19:10] <williewillus> Nitrodev:
depends on what the two are
L1843[13:19:18] <Ivorius> Depends
entirely on your skill level Nitrodev
L1844[13:19:22] <Nitrodev> java and that
what Ivorius meantioned
L1845[13:19:27] <Nitrodev> well
L1846[13:19:40]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
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L1847[13:19:42] <Nitrodev> i've been
programming since 2014
L1848[13:19:43] <Ivorius> vim is not a
language
L1849[13:19:43] <sham1> did Ivorius
mention a programming language?
L1850[13:19:45] <Ivorius> It's a text
editor :P
L1851[13:19:50] <Nitrodev> but it's been
on and off programming
L1852[13:19:54] <Ivorius> Focus on one
thing at once then
L1853[13:19:57] <Nitrodev> oh
L1854[13:20:28] <Ivorius> vim and emacs
are mostly obsolete now
L1855[13:20:36] <Ivorius> But they were
big once and have tons of plugins
L1856[13:20:42] <Ivorius> And the
followers are fanatics :P
L1857[13:21:04]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L1858[13:21:22] <williewillus> :p
L1859[13:21:49] <williewillus> not a
fanatic, but not having to use your mouse like ever is really
great
L1860[13:22:01] <williewillus> I haven't
touched my mouse once since I sat down about an hour ago
L1861[13:22:19] <Ivorius> What's a
mouse
L1862[13:22:21] <Nitrodev> what?
L1863[13:22:30] <Nitrodev> is that even
possible?
L1864[13:22:36] <williewillus> yes
L1865[13:22:38] <Ivorius> I swear
touchpads are better for working
L1866[13:22:44] <williewillus> touchpads
are terrible
L1867[13:22:48] <Ivorius> haha
L1868[13:22:52] <Ivorius> Say that to my
face
L1869[13:22:58] <McJty> I hate
touchpads...
L1870[13:23:01] <McJty> Give me a mouse
any day :-)
L1871[13:23:02] <Ivorius> And notice how
I won't do anything
L1872[13:23:04] <williewillus> Nitrodev:
tiling window manager like i3 + cVim
L1873[13:23:05] <Ivorius> Because Idgaf
:P
L1874[13:23:06] <sham1> touchpads are
impresise
L1875[13:23:11] <Ivorius> lol
L1876[13:23:14] <williewillus> all I need
is a vim plugin for IDEA
L1877[13:23:15] <Ivorius> shrug
L1878[13:23:17] <williewillus> but
haven't found a nice one yet
L1879[13:23:21] <Ivorius> I'm the one
saving time so
L1880[13:23:22] <Ivorius> Whatever
L1881[13:23:33] <Ivorius> Any advantage I
can get as a programmer over my competition :P
L1882[13:23:36] <diesieben07> for
scrolling they are nice :)
L1883[13:23:43] ***
PaleOff is now known as PaleoCrafter
L1884[13:23:45] <diesieben07> on a
webpage that is
L1885[13:23:52] <Mraof> I have a vim
plugin for IDEA
L1886[13:23:57] <diesieben07> or rather,
small scroll amounts
L1887[13:24:07] <williewillus> Mraof: how
well does it work?
L1888[13:24:11] <Mraof> Pretty well
L1889[13:24:16] <Ivorius> Touchpads are
horrible at most games
L1890[13:24:21] <Ivorius> But amazing for
working
L1891[13:24:25] <Mraof> It has some
flaws, but it's good enough
L1892[13:24:30] <diesieben07> not for all
types of work
L1893[13:24:41] <Ivorius> Like? :P
L1894[13:24:44] <diesieben07> but
anything typing intensive: yes.
L1895[13:24:56] <diesieben07> but you
wouldn't want to operate photoshop or inkscape or X with a
touchpad
L1896[13:24:56] <McJty> Well when I mod I
usually work with GIMP and Blender too
L1897[13:24:59] <McJty> Try doing those
with a touchpad
L1898[13:25:11] <Ivorius> No, I have a
graphics pad for that :P
L1899[13:25:27] <Ivorius> Mice are shit
at drawing too
L1900[13:25:27] <Ivorius> so
L1901[13:25:28] <diesieben07> not
everyone is a spoiled brat ok? :P
L1902[13:25:32] <diesieben07> /s
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L1904[13:25:44] <Ivorius> Nevermind the
fact I bought it from the money I earned programming
L1905[13:25:53] *
diesieben07 was joking
L1906[13:25:56] <MattDahEpic> is there a
callback for when a sound finishes playing?
L1907[13:26:07] <Ivorius> Yeah, but not
everyone might be aware
L1908[13:26:14] <diesieben07> what for
matt?
L1909[13:26:19] <Ivorius> And I'm very
invested in the opinions of random 16 years olds over the internet
:P
L1910[13:26:34] <MattDahEpic>
diesieben07, i have a long sound and i want to move the player when
the sound finishes
L1911[13:26:51] <PaleoCrafter> isn't it
common sense that all Mac users are spoiled brats no matter what?
:P
L1912[13:27:01] <Ivorius> /kick
PaleoCrafter
L1913[13:27:12] <MattDahEpic> and that
everyone who drives a bmw cant use a turn signal?
L1914[13:27:29] <Nitrodev> my teacher
drives one
L1915[13:27:32] <Nitrodev> and he uses
it
L1916[13:27:47] <sham1> Hmm
L1917[13:27:57] <Isi> "What's a turn
signal?" - Every BMW driver ever
L1918[13:28:05] <sham1> Apparently I
cannot click on youtube videos without my mouce...
L1919[13:28:08] <sham1> meh
L1920[13:28:29] <PaleoCrafter> love you
too, Ivorius <3
L1921[13:28:30] <williewillus> it annoys
me when websites are coded strangely and cVim's hinting doesn't
work on them
L1922[13:28:39] <diesieben07>
MattDahEpic, use a counter for that, because well, moving the
player is serverside anyways.
L1923[13:28:51] <williewillus> then I
have to use the inferior mouse to CLICK it what a foreign
idea
L1924[13:28:54] <williewillus> ;P
L1925[13:29:09] <diesieben07> you could
use an ITickableSound and check isSoundPlaying every tick, but then
you'd have to trust the client in when to teleport
L1926[13:29:12] <sham1> I can use cVim
after I have opened the youtube video
L1927[13:29:24] <sham1> But I cannot
activate the video without using the mouse
L1928[13:29:41] <MattDahEpic>
diesieben07, hmm i already have an ITickableSound
L1929[13:30:02] <diesieben07> and
also
L1930[13:30:05] <diesieben07> what if the
sound is off
L1931[13:30:10] <diesieben07> then the
sound is not played at all
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L1940[14:03:55] <masa> so can I set
properties in the "regular" BlockState that are not
touched by getMetaFromState/getStateFromMeta but only by
getActualState?
L1941[14:04:19] <masa> or I guess I even
have to set them if I want them available?
L1942[14:04:32] <masa> or how did those
IUnlistedProperties work exavtly?
L1943[14:06:32]
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L1944[14:06:38] <diesieben07> you set
them in getActualState
L1945[14:06:57] <diesieben07> it is
called with the state as decoded by getMetaFromState to be
"enhanced" with additional data, such as fence
connectinos
L1946[14:07:10] <masa> but do they need
to be in the BlockState?
L1947[14:07:17] <diesieben07> yes.
L1948[14:07:29] <masa> I can't just call
withProperty without them being there righ? yeah ok
L1949[14:07:35] <diesieben07> yes.
L1950[14:07:44] <diesieben07> extended
state / unlisted properties is for rendering only. an unlisted
property is the same as a normal properties but their values are
not enumerated
L1951[14:07:49] <diesieben07> so you can
put any objec tin
L1952[14:08:58] <sham1> This is bloody
amazing
L1953[14:09:05]
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L1954[14:10:34] <masa> so even unlisted
properties go in the BlockState initially then?
L1955[14:11:03] <masa> hmm, does JEI not
show stuff based on the getSubBlocks()?
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L1957[14:11:22] <masa> or does it omit
broken modeled items with sub blocks
L1958[14:11:41] <diesieben07> Yes, they
do
L1959[14:11:49] <diesieben07> but you
have to use ExtendedBlockState
L1960[14:11:59]
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L1961[14:12:06] ***
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L1962[14:12:21] <gigaherz> everything
that the blockstate may contain, goes on the createBlockState
L1963[14:12:37] <masa> ok
L1964[14:12:48] <gigaherz> normal
properties with "new BlockState", unlisted ones with
"new ExtendedBlockState"
L1965[14:13:19] ***
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L1966[14:13:28] <Wuppy> pink cookies
really are the bestest cookies <3
L1967[14:14:13]
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L1969[14:14:22] <Wuppy> because
non-dutchies dont know this
L1971[14:15:37] <PaleoCrafter> ?
L1972[14:15:48] <Flenix> wait... you call
cakes cookies over there? That's weird coz Americans call biscuits
cookies, you call cakes cookies and we call soft large biscuits
cookies... What really IS a cookie o.o
L1973[14:16:36] <Wuppy> PaleoCrafter,
nope, we have that as well
L1974[14:16:50] <Wuppy> these taste a bit
like strawberry
L1975[14:16:58] <gigaherz> Flenix: a
cookie is "a sweet biscuit" based on google
L1976[14:16:58] <PaleoCrafter> well, just
a different topping :P
L1977[14:17:11] ***
Abrar|gone is now known as AbrarSyed
L1978[14:17:19] <Wuppy> the topping is
what makes the cookie though
L1979[14:18:36] <gigaherz> it's funny
because the one word we translate from spanish into
"cookie"
L1980[14:18:45] <gigaherz> is the kind
that non-american english calls "biscuit"
L1981[14:18:48] <Flenix> Huh. here, all
biscuits are sweet, cookies are specifically soft. Either that or
we're all eating certain types of people ;)
L1982[14:18:59] <gigaherz> Flenix:
see
L1983[14:19:03] <gigaherz> that's what I
meant
L1984[14:19:13] <gigaherz> the word in
spanish we translate to mean "cookie" is
"galleta"
L1985[14:19:18] <gigaherz> which
specifically refers to the hard kind
L1986[14:19:30] <Flenix> Odd... what do
you call the soft kind then?
L1987[14:19:31] <Wuppy> in dutch we have
"galletten" which are a specific kind of hard cookie,
they are awesome
L1988[14:19:37] <gigaherz> depends
L1989[14:19:40] <gigaherz> but not
galleta
L1990[14:19:41] <gigaherz> ;p
L1991[14:19:45] <Wuppy> we can
everythings cookies
L1992[14:19:52] <PaleoCrafter> in German,
it sort of is the other way around, a cookie is the crispy variant
while a biscuit is a bit softer
L1993[14:19:57] <Wuppy> it's only a cake
when it's a log-shaped thing
L1994[14:20:21] <gigaherz> but the word
"bizcocho"
L1995[14:20:25] <gigaherz> which is the
closest to biscuit
L1996[14:20:32] <Flenix> Most
"cakes" here are round, but usually quite big. What you
originally linked wuppy we'd call a fairy cake
L1997[14:20:36] <gigaherz> refers to the
soft stuff you use to make cakes
L2000[14:21:45] <PaleoCrafter> yeah,
that'd be biscuit here as well, gigaherz
L2002[14:22:22] <Wuppy> that's a
tarte
L2003[14:22:33] <Wuppy> -e
L2004[14:22:37] <gigaherz> Wuppy: stop
copying links off google search results
L2005[14:22:37] <gigaherz> XD
L2006[14:22:42] <PaleoCrafter> ^
L2007[14:22:43] <Wuppy> woops
L2008[14:22:52] <gigaherz> or get a
de-googler extension
L2009[14:23:03] <gigaherz> that lets you
copy the actual url
L2010[14:23:05] <Wuppy> hehe that's a
cool name for an extension
L2011[14:23:10] <Flenix> Oddly enough,
that site asked me to accept cookies.
L2012[14:23:22] <gigaherz> accept cookies
as hard biscuits
L2013[14:23:22] <gigaherz> ;P
L2014[14:23:25] <Wuppy> lol
L2015[14:23:26] <PaleoCrafter> Wuppy,
you're quite efficient at derailing the channel :P
L2016[14:23:40] <Wuppy> xD I seem to do
that quite often dont I
L2017[14:23:50] <Wuppy> suddenly cookies
are the most important thing in Minecraft
L2018[14:24:00] <Flenix> I've got a bag
downstairs fresh from the shop that says "triple chocolate
cookies" on. Later tonight im'a put on whatever anime I find
on netflix and eat them, but they'll basically melt in my mouth coz
they're so soft :)
L2019[14:24:01]
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L2020[14:24:05] <gigaherz> we should
makeit an official term
L2021[14:24:10] <gigaherz> that when the
channel goes off-topic
L2022[14:24:13] <gigaherz> we call it
"wuppy-topic
L2023[14:24:20]
⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L2024[14:24:20] <Wuppy> xD I'm fine with
that
L2025[14:24:21] <sham1> oh wow
L2026[14:24:37] <Wuppy> but yeah... I
seem to have lost my ability to properly link shit after working 42
hours over the weekend
L2027[14:24:44] <gigaherz> Flenix: so you
are eating cakes, for the rest of us ;p
L2028[14:25:07] <sham1> hmm, apparently
gt switched tab
L2029[14:25:08] <sham1> Good to
know
L2030[14:25:33] <PaleoCrafter> oh yeah,
link me that game again, Wuppy
L2031[14:25:45] <Flenix> Suppose so :P
but yeah they're like round, about the size of your hand and half
an inch thick, full of chunks of chocolate and stuff and soft, but
not like squidgy soft like sponge from cakes is
L2033[14:26:21] <PaleoCrafter> what's an
inch? :P
L2034[14:26:40] <PaleoCrafter> also,
which one are you in that picture, Wuppy? :P
L2035[14:26:43] <Wuppy> yes
L2036[14:27:14] <Wuppy> there was a
description given on facebook where I was "general
disaporval"
L2037[14:27:20] <sham1> >inch
L2038[14:27:32] <sham1> We international
here
L2040[14:29:20] <sham1> My brain is
tyring to get out of my skull
L2041[14:29:33] <PaleoCrafter> go attend
a doctor immediately
L2042[14:29:33] <masa> oh shoot, JEI
doesn't have the mouse wheen scrolling slot click functionality...
THIS IS A CRIME
L2043[14:29:48]
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L2044[14:30:05] <PaleoCrafter> wat,
masa?
L2045[14:30:31]
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L2047[14:31:33] <sham1> There are people
who say that the imperial units are easier for normal people
L2048[14:31:35] <sham1> I dunno
L2049[14:31:50] <sham1> That video shows
how illogical it is
L2050[14:31:56] <sham1> But if illogical
stuff makes sense
L2051[14:31:57] <sham1> ...
L2052[14:32:01] <PaleoCrafter>
"normal" people, lol
L2053[14:32:51] <Wuppy> imperial units
are bloody stupid
L2054[14:34:03] <sham1> gah
L2055[14:34:10]
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L2056[14:34:11] <sham1> My instinct to
press Ctrl+S
L2057[14:34:52] <Wuppy> I'm starting to
get sleep headaches again :V
L2058[14:34:58] <Wuppy> really should
sleep more :P
L2059[14:35:19] <PaleoCrafter> sham1,
quite annoying sometimes, isn't it?
L2060[14:35:30] <sham1> indeed
L2061[14:35:31] <masa> PaleoCrafter: NEI
had that where if you scroll over itemstacks, it would transfer one
item into the other inventory or from the other inventory,
depending on if you scroll up or down
L2062[14:35:39] <PaleoCrafter> for some
reason, I don't press ctrl + s after every fucking change in
blender, but I do in every other software
L2063[14:35:52] <Wuppy> heh,
blender
L2064[14:36:00] <PaleoCrafter> and I have
the strange ability to randomly close blender
L2065[14:36:10] <Wuppy> again, heh,
blender
L2066[14:36:14] <masa> well, all my
blocks/blockstate are now working I think
L2067[14:36:20] <sham1> What about
blender
L2068[14:36:27] <masa> except there are
still no models and textures on anything
L2069[14:36:36] <PaleoCrafter> oh that
feature, I always assumed its InvTweaks xD
L2070[14:36:44] <Wuppy> why oh why
blender
L2071[14:36:55]
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L2072[14:37:04] <PaleoCrafter> blender is
fine :P
L2073[14:37:22] <gigaherz> I find blender
to be rather user-unfriendly
L2074[14:37:24] <Wuppy> maya is
better
L2075[14:37:30] <gigaherz> anything
beyond importing and exporting as-is, escapes me
L2076[14:37:30] <gigaherz> ;P
L2077[14:37:31] <Flenix> As giga
said.
L2078[14:37:37]
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L2079[14:37:43] <PaleoCrafter> it has a
steep learning curve, yes :D
L2080[14:37:45] <Flenix> So many times in
blender I've accidentally opened an interface to just scream and
close blender and reopen it to get rid of it
L2081[14:37:50] <masa> oh was it
invtweaks? I don't even know for sure tbh :D
L2082[14:38:00] <PaleoCrafter> I think it
actually was NEI
L2083[14:38:01] <masa> let's see if it
comes back with inv tweaks
L2084[14:38:06] <masa> oh ok
L2085[14:38:11] <Flenix> I've all but cut
it from my modelling system now, I use sketchup instead, much
easier but doesn't triangulate, so I use blender for that bit
L2086[14:38:38] <PaleoCrafter> Wuppy, not
everybody has access to that, you know :P
L2087[14:38:48] <Flenix> Actually, you
do
L2088[14:38:53] <Wuppy> you certainly
do
L2089[14:38:53] <Flenix> Just sign up for
a students license ;)
L2090[14:38:53] <gigaherz> I create the
models in Rhinoceros
L2091[14:39:00] <gigaherz> it's not good
for modelling
L2092[14:39:07] <gigaherz> but I don't
"model" with it
L2093[14:39:11] <Wuppy> Flenix, you can
get one when youre not a student?
L2094[14:39:12] <gigaherz> I construct
models
L2095[14:39:15] <gigaherz> face by
face
L2096[14:39:19] <Flenix> for free? Huh,
didn't know that
L2097[14:39:23] <gigaherz> from polygons
and wireframe
L2098[14:39:36] <Wuppy> Flenix, that was
a question, not a statement
L2099[14:39:39] <Flenix> I got a student
license when I used it for one lesson at uni (on a music course...)
- but noticed you can put in any details and it gives you one
L2100[14:39:47] <Wuppy> :o
L2101[14:39:50] <gigaherz> you can always
get things "for free"... you just haveto be less ethical
about it
L2102[14:39:51] <gigaherz> ;P
L2103[14:39:52] <Flenix> It doesn't check
to see if you're really a student, you just put in any university
and get a 3 year license
L2104[14:39:56] <PaleoCrafter> I'm not a
student yet, you know, Flenix :P
L2105[14:40:01] <Flenix> Doesn't matter
;)
L2106[14:40:07] <PaleoCrafter> oh
L2107[14:40:10] <PaleoCrafter> cool
thing
L2108[14:40:15] <PaleoCrafter> but I'll
stick with Blender :P
L2109[14:40:16] <Flenix> I think there's
a few feature restrictions, but it won't be anything effecting
anyone in minecraft
L2110[14:40:21] <Wuppy> oh yeah... Paleo
is still in high school, I still cannot even :o
L2111[14:40:22] <Flenix> Blender is
easier anyway, believe it or not
L2112[14:40:32] <gigaherz> wait you are
not a student *yet*?
L2113[14:40:35] <Flenix> 3DS Max is quite
good (and can be got in the same way) but Maya makes Blender look
like techne.
L2114[14:40:37]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L2115[14:40:49] <PaleoCrafter> well,
gigaherz, not a student as in attending Uni :P
L2116[14:40:56] <gigaherz> ah
L2117[14:41:04] <MattDahEpic> not a
*paying* student
L2118[14:41:18] <gigaherz> because when
Is tarted being student at like 3 years old
L2119[14:41:25] <gigaherz> I didn't stop
being a student until I got my title
L2120[14:41:37] <MattDahEpic> the title
of gigaherz
L2121[14:41:42] <MattDahEpic> :P
L2122[14:41:48] <gigaherz> informatics
engineering
L2123[14:42:03] <Wuppy> I've got a while
to go before mine
L2124[14:42:10] <gigaherz> just got the
200eur piece of paper the other day
L2125[14:42:27] <Wuppy> 200 euros for a
piece of paper?
L2126[14:42:36] <gigaherz> well
technically two pieces of paper
L2127[14:42:38] <gigaherz> one with the
title
L2128[14:42:41] <MattDahEpic> inb4 last
tree on earth
L2129[14:42:42] <gigaherz> and the
european supplement
L2130[14:42:42] <Flenix> If that were
true for me I'd be a student forever
L2131[14:42:44] <Wuppy> you had to pay
that?
L2132[14:42:45] <PaleoCrafter>
MattDahEpic, education's free in Germany :P
L2133[14:42:47] <Flenix> dropout
ftw.
L2134[14:42:48] <gigaherz> yup
L2135[14:42:55] <Wuppy> why
L2136[14:42:56] <gigaherz> getting the
actual title is expensive
L2137[14:43:01] <Wuppy> strange
L2138[14:43:02] <gigaherz> it's how it
works in spain
L2139[14:43:08] <Wuppy> spain is cool
though :)
L2140[14:43:16] <gigaherz> once you
passed all the classes and got all the credits
L2141[14:43:29] <Wuppy> PaleoCrafter,
education used to be semi-free but new studnest got fucked over
bad
L2142[14:43:29] <gigaherz> you have to
pay to get your title printed and signed
L2143[14:43:44]
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L2144[14:43:53] <Wuppy> it used to be
2000 a year and you'd get 300 a month if you lived in a dorm
L2145[14:43:53] <MattDahEpic> and to
breathe
L2146[14:43:56] <Wuppy> now you get
0
L2147[14:44:05] <PaleoCrafter> Bavaria
was the last federal state to drop the fees, iirc
L2148[14:44:07] <Wuppy> but I still get
the 300 \o/
L2149[14:44:22] <gigaherz> for me it was
like 1000/year, publish university
L2150[14:44:26] <gigaherz> public*
L2151[14:44:28] <gigaherz> but
L2152[14:44:32] <gigaherz> it's not
measured "per year"
L2153[14:44:33] <Wuppy> otherwise I'd be
unable to live though
L2154[14:44:36] <PaleoCrafter> I probably
won't get any money, my parents earn too much ...
L2155[14:44:41] <gigaherz> each class has
a number of credits assigned to it
L2156[14:44:48] <gigaherz> and the price
is per credit
L2157[14:45:05] <gigaherz> and that price
changes depending on how many times you fail
L2158[14:45:10] <Wuppy> interesting
system :o
L2159[14:45:19] <gigaherz> first time,
the government pays up to 80%
L2160[14:45:34] <gigaherz> third time,
the government pays nothing
L2161[14:45:36] <MattDahEpic> so if
you're taking more than one class at a time it costs more to live
there?
L2162[14:45:43] <Wuppy> they should do
that here
L2163[14:45:56] <gigaherz> so it can be
up to 6000/year if you suck at it
L2164[14:45:57] <gigaherz> XD
L2165[14:46:31] <gigaherz> MattDahEpic:
that's just for taking the classes, living in a dorm is extra
L2166[14:46:47] <gigaherz> most people
rent a flat nearby
L2167[14:46:53] <gigaherz> it's more
cost-effective if you share it
L2168[14:47:02] <PaleoCrafter> apparently
"long-time" students have to pay 500€+ in some federal
states here
L2169[14:47:40] <MattDahEpic> the
parent's basement of college?
L2170[14:47:42] <PaleoCrafter> education
is such a mess in Germany :/
L2171[14:47:45] <Wuppy> shit.... I
installed a font a few days ago and forgot its name
L2172[14:47:59] <PaleoCrafter> Wuppy,
take a look at your download history? :P
L2173[14:48:01] <Wuppy> reinstalled my pc
and can't find it anymore
L2174[14:48:03]
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L2175[14:48:17] <Wuppy> PaleoCrafter,
I've downloaded 200+GB today
L2176[14:48:32] <LatvianModder> Wuppy:
and idea if its possible to get client's modlist from server
side?
L2177[14:49:42] <PaleoCrafter> oh
lol
L2178[14:50:44] <Wuppy> woohoo foun d
it
L2179[14:51:24] <Wuppy> Anonymous Pro is
a great font
L2180[14:51:45]
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L2181[14:53:18]
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L2182[14:57:36] <PaleoCrafter>
LatvianModder, I don't think FML stores the mod list anywhere
L2183[14:59:10] <MattDahEpic>
PaleoCrafter, Loader.instance().getModList() ?
L2184[14:59:17] <PaleoCrafter> that's
client-side
L2185[14:59:18] <diesieben07> that is
serverside
L2186[14:59:28] <MattDahEpic> which is
it
L2187[14:59:31] <diesieben07> or rather
it gives the list for whatever physical side you are on
L2188[14:59:34] <PaleoCrafter> ^
L2189[15:00:05] <PaleoCrafter> you
*could* in theory store your own player -> mod list map in a
NetworkCheckHandler if you get a hold of the
NetworkDispatcher
L2190[15:00:13]
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L2191[15:00:29] <diesieben07> i have
poked the code before for like 20 minutes, i dont think there is a
way to get to the dispatcher in the NCH
L2192[15:00:45] <PaleoCrafter> yeah, I
don't see anything as well
L2193[15:01:29]
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L2194[15:03:35] <tterrag|phone>
diesieben07: I feel like I've asked this before - but do you know
of a good pattern to process a bunch of tasks and pass the returned
value from the previous to the next?
L2195[15:03:37] <PaleoCrafter> hm... the
NetworkManager (which should give you access to the
NetworkDispatcher, right?) appears to be instantiated in
NetworkSystem
L2196[15:03:45] ***
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L2198[15:04:12] <PaleoCrafter> and you
can get the NetworkSystem from MinecraftServer
L2199[15:04:20] <diesieben07> tterrag,
asynchonously? or synchronously?
L2200[15:04:23] <tterrag> async
L2201[15:04:31] <diesieben07> hmm, maybe
Forkjoin?
L2202[15:04:38] <diesieben07> which is
Divide and conquer basically
L2203[15:04:39] <masa> so what do I use
to do stuff when a block is being broken, while it is still in the
world?
L2204[15:04:41] <tterrag> O_O
L2205[15:04:47] <tterrag> explain
L2206[15:04:48]
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L2207[15:04:48] <minecreatr> is there any
way to get a VertexFormat from an IBakedModel?
L2208[15:05:03] <PaleoCrafter> I think
all IBakedModels are IFlexibleBakedModels, minecreatr
L2209[15:05:09] <gigaherz> only if it's
an IFlexibleBakedModel
L2210[15:05:28] <gigaherz> yeah forge
makes vnailla models into flexible models
L2211[15:05:40] <diesieben07> well,
Forkjoin is for things like "sort this list with as many
threads as you can". it splits the work into subtasks until
it's small enough
L2212[15:05:41] <gigaherz> and then all
the models loaded through the custom model loading system are also
flexible models
L2213[15:05:43] <PaleoCrafter> thought
so, so you can (somewhat) safely cast to that
L2214[15:05:45] <diesieben07> and then
runs the whole thing in parallel
L2215[15:05:55] <gigaherz> however, you
*can* use modelbake event to inject non-flexible models
L2216[15:05:56] <tterrag> yeah, that's
not ideal
L2217[15:06:05] <diesieben07> or if its
really just "run this task, then run this, then this":
CompletableFuture
L2218[15:06:05] <tterrag> the case at
hand is a set of http requests that need to be run in a specific
order
L2219[15:06:10] <diesieben07> which is
basically a promise
L2220[15:06:14] <gigaherz> but you'd have
to purposefully do that
L2221[15:06:20] <minecreatr> are there
any non flexible models?
L2222[15:06:25] <tterrag> I'd have to
rewrite my whole API to accept futures though
L2223[15:06:30] <gigaherz> in forge,
no
L2224[15:06:35] <PaleoCrafter> Futures
are the future though
L2225[15:06:38] <gigaherz> but a 3rdparty
mod could inject them
L2226[15:06:43] <diesieben07> you can do
CompletableFuture.supplyAsync(supplier).thenAccept(consumer).thenRun(runnable)
etc.
L2227[15:06:49] <gigaherz> however
L2228[15:06:49] <tterrag> hmm
L2229[15:06:56] <tterrag> how does one
get a CompletableFuture
L2230[15:07:00] <tterrag> oh it's
static
L2231[15:07:00] <gigaherz> non-flexible
models can be assumed to be Attributes.DEFAULT_BAKED_FORMAT
L2232[15:07:01] <tterrag> ok
L2233[15:07:06] <gigaherz> so it's still
fine
L2234[15:07:09] <gigaherz> you can just
do
L2235[15:07:35] <gigaherz> IVertexFormat
= (model instanceof IFlexibleBakedModel) ?
((IFlexibleBakedModel)model).getVertexformat() :
Attributes.DEFAULT_BAKED_FORMAT;
L2236[15:07:40] <gigaherz> eh
L2237[15:07:43] <gigaherz> vertexFormat =
(model instanceof IFlexibleBakedModel) ?
((IFlexibleBakedModel)model).getVertexformat() :
Attributes.DEFAULT_BAKED_FORMAT;
L2238[15:08:19] <minecreatr> what is the
best way to generate a flat quad like for an item?
L2239[15:08:33] <PaleoCrafter> item's
arent flat quads ;)
L2240[15:08:35] <gigaherz> items are not
flat quads ;P
L2241[15:08:45] <gigaherz> they have two
flat quads (front and back)
L2242[15:08:51] <gigaherz> + the edge
around them to give them thickness
L2243[15:08:52] <PaleoCrafter> move that
apostrophe xD
L2244[15:08:54] <tterrag> diesieben07:
easy way to convert a callable into a supplier?
L2245[15:09:10] <tterrag> I mean I can
write it myself
L2246[15:09:15] <tterrag> but guava must
have something for that
L2247[15:09:24] <diesieben07> not really,
guava doesn't know java 8
L2248[15:09:30] <tterrag> er
L2249[15:09:33] <diesieben07> and
Supplier for CompletableFuture is java 8
L2250[15:09:40] <tterrag> wait
L2251[15:09:42] <tterrag> I can't use
java8
L2252[15:09:45] <diesieben07> sure you
can.
L2253[15:09:48] <tterrag> no, I
can't
L2254[15:09:53] <tterrag> or, won't
L2255[15:09:58] <diesieben07> see, that
is something else.
L2256[15:10:05] <diesieben07> your loss
then :P
L2257[15:10:05] <tterrag> whatever
L2258[15:10:07] <tterrag> point is, it's
not an option
L2259[15:10:16] <diesieben07> yes it is
;) anyways.
L2260[15:10:21] <diesieben07> the closest
thing to CompletableFuture is ListenableFuture from guava
L2261[15:10:31] <tterrag> yeah I've been
trying to use that
L2262[15:10:33] <tterrag> but it's
annoying
L2263[15:10:33] <diesieben07> but it's
not nearly as nice since it doesn't have chainging
L2264[15:10:59] ***
willieaway is now known as williewillus
L2265[15:11:10] <PaleoCrafter> chainging
= method chaining with side effects xD
L2267[15:11:18] <tterrag> hmm
L2268[15:11:41] <PaleoCrafter> is
retrolambda an option? :P
L2269[15:11:52] <diesieben07> god
pre-java 8 is so ugly.
L2270[15:12:25] <tterrag> PaleoCrafter:
sure, but that doesn't mean CompletableFuture will magically
exist
L2271[15:12:26] <williewillus>
minecreatr: see ItemModelGenerator
L2272[15:12:32] <williewillus> which is
how builtin/generated models are made
L2273[15:12:55] <PaleoCrafter> but your
code will at least be comprehensible :P
L2274[15:13:21] <diesieben07> also
Futures.chain is no longer
L2275[15:13:40] <diesieben07> ah,
Futures.transform
L2276[15:14:46] <PaleoCrafter> Wuppy, why
must your game be so large D:
L2277[15:15:31] <PaleoCrafter> didn't you
think of your fellow human beings without shitty internet (although
that's on the verge of humanity, I suppose)
L2278[15:19:27]
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L2279[15:23:46] <tterrag> why are
generics always so stupid
L2280[15:24:22] <williewillus>
"backwards compat" :D
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L2282[15:24:43] <killjoy> It's why
<?> is not allowed in groovy'
L2283[15:24:52] <tterrag> I have a
constructor CallableFuture(Future<Callable<T>>)
L2284[15:24:58] <tterrag> and a class
whcih implements Callable<T>
L2285[15:25:00] <tterrag> and a Future of
that class
L2286[15:25:03] <tterrag> but no
dice
L2287[15:26:07] <tterrag> is this a
compiler bug or something? I really don't get it, this should
work
L2288[15:26:25] ***
kroeser is now known as kroeser|away
L2289[15:27:05] <PaleoCrafter> tterrag,
welcome to the world of variance (or lack thereof) ;)
L2290[15:27:16] <tterrag> what
L2291[15:27:17] <tterrag> The constructor
CallableFuture<CreationsUploadsResponse>(Future<Callable<CreationsUploadResponse>>)
is undefined
L2292[15:27:30] <tterrag> public
CallableFuture(Future<Callable<T>> future) {
L2293[15:27:32]
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L2294[15:27:34] <tterrag> WHAT IS GOING
ON
L2295[15:27:48] <PaleoCrafter> you have
to use something like Future<? extends Callable<T>> or
something
L2296[15:27:55] <williewillus> ^
L2297[15:28:02] <tterrag> why? it matches
exactly?
L2298[15:28:03] <williewillus> T is an
exact tpye bound
L2299[15:28:31]
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L2300[15:28:53] <tterrag> whatever
L2301[15:28:54] <tterrag> that
works
L2302[15:28:57] <PaleoCrafter> Java
doesn't have definition side variance (Generic defining that if B
is a subtype of A, Generic<B> also is a subtype of
Generic<A>)
L2303[15:29:23] ***
zz_SnowShock35 is now known as SnowShock35
L2304[15:29:45] <PaleoCrafter> that's an
example for covariance, contravariance would be B is a supertype of
A, Generic<B> is a subtype of Generic<A>
L2305[15:31:36] <PaleoCrafter> and if you
think contravariance is useless, think about functions (you take a
Consumer<Mammal> for example, but that could just as well be
a Consumer<Animal>, but not a Consumer<Cat>)
L2306[15:32:15] <williewillus> is there
any use for contravariance when defining types though? I mean
everywhere that's not a method signature :p
L2307[15:32:39] <PaleoCrafter> well, I
mean function types :P
L2308[15:33:03] <PaleoCrafter> Consumer
(or anything in java.util.function) would be contravariant in the
argument types
L2309[15:33:07]
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L2310[15:36:19] <PaleoCrafter> alas, Java
doesn't allow this, but Kotlin and Scala (guess which one did it
first *cough*) do
L2311[15:37:05]
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L2313[15:38:02] <williewillus> in clojure
java interop the answer online appears to be "just ignore the
generic type"
L2314[15:38:06] <williewillus> fair
neough :p
L2315[15:38:13]
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L2316[15:40:10] <tterrag> diesieben07: I
am starting to regret this endeavor
L2317[15:40:12] <HassanS6000> why is der
no Items.lapis
L2318[15:40:15] <HassanS6000> what is it
called
L2319[15:40:22] <PaleoCrafter> lapis is a
dye
L2320[15:40:24] <PaleoCrafter> iirc
L2321[15:40:25] <Lordmau5> \o
L2322[15:40:42] <williewillus> yeah lapis
is Items.dye
L2323[15:41:01] <HassanS6000> oh right,
ty PaleoCrafter
L2324[15:41:05] <Drullkus> It's subid
4
L2325[15:41:08] <Lordmau5> Why do I still
mod minecraft whilst I hate it with a despair?
L2326[15:41:11] <Drullkus> its subid is
4*
L2328[15:41:20] <williewillus> Lordmau5:
because you actually love it :p
L2329[15:41:23] <Lordmau5> no
L2330[15:41:30] <Lordmau5> this shitty
fake renderer is killing me slowly
L2331[15:41:32] <killjoy> Is there a way
to get an awt frame from Display?
L2332[15:41:32] <williewillus> how is
your port going btw
L2333[15:41:38] <williewillus> fake
renderer?
L2334[15:41:46] <Lordmau5> for my tank
frame blocks
L2335[15:41:55] <williewillus> I thought
you solved that
L2337[15:41:59] <Lordmau5> nope
L2338[15:42:02] <Lordmau5> well,
technically, yes
L2339[15:42:04] <Lordmau5> but then
again, no
L2340[15:42:05] <williewillus> what is
wrong with them?
L2341[15:42:11] <Lordmau5> Chisel stuff
isn't rendering properly
L2342[15:42:21] <Lordmau5> don't forward
me to the chisel irc, we went through that.
L2343[15:42:26] <williewillus> ?
L2344[15:42:32]
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L2345[15:42:33] <williewillus> they have
their own special mechanisms
L2346[15:42:34] <Lordmau5> It has
something to do with the other blocks using ISBMs differently
L2347[15:42:37] <williewillus> ^
L2348[15:42:42] <tterrag> you're not
respecting extended state
L2349[15:42:46] <Lordmau5> I *am*
L2350[15:42:50] <tterrag> if you were,
chisel would work
L2351[15:42:52] <PaleoCrafter> killjoy, I
don't think so
L2352[15:42:55] <Lordmau5> I adjusted the
code properly
L2353[15:43:04] <williewillus> post it
because I haven't seen it :p
L2354[15:43:08] <Lordmau5> if it is
supposed to work, then I'm definitely missing something
*somewhere*. But I can't figure out where
L2355[15:43:10] *
Drullkus slowly walks away from all of this 'Chisel not rendering
with FFS tanks in 1.8'
L2356[15:43:14] <tterrag> chisel doesn't
hack around anything, it's a standard ISBM using extended
states
L2357[15:43:24] <Lordmau5> Give me a
second, I'll pull up a 2nd branch
L2358[15:44:25] <masa> okay I fixed some
remaining issues with the blocks.. so now I should get started on
the models and textures I guess...
L2359[15:44:39] <williewillus> masa: now
begins the fun ;D
L2360[15:44:54] <diesieben07> tterrag,
java 8 :)
L2361[15:44:57] <diesieben07> that's the
only way
L2362[15:45:00] <diesieben07> or
retrolambda
L2363[15:45:04] <tterrag> not gonna
happen
L2364[15:45:08] <tterrag> I'll just go
back to the old way
L2365[15:45:12] <diesieben07> may i ask
the reasons?
L2366[15:45:25] <PaleoCrafter>
retrolambda is a bitch to proguard, btw
L2367[15:45:26] <tterrag> the mod is
targeted at young kids. I'm not adding any more install steps if I
can help it
L2368[15:45:40] <diesieben07> how is java
8 an install step?
L2369[15:45:41] <tterrag> the % who only
have java 7 is probably >50
L2371[15:46:01] <Lordmau5> there ya go,
that's the current state of it.
L2372[15:46:06] <tterrag> it's more
headaches to support, and more kids who will give up in
frustration
L2373[15:46:27] <diesieben07> well, if it
is kinds that young that they dont know how to set up java, they
most likely have not set up their computer anyways
L2374[15:46:35] <diesieben07> so it is
not up to them to update java.
L2375[15:46:41] <Lordmau5> up to their
parents
L2376[15:46:47] <Lordmau5> which means,
you get headaches through their parents, haha
L2377[15:46:49] <Lordmau5> same
result
L2378[15:46:51] <tterrag> they might not
have - but parents who are only vaguely familiar with computers
could be an issue
L2379[15:46:51] <PaleoCrafter> reponsible
parents keep their children's Java up-to-date xD
L2380[15:46:52] <Lordmau5> :P
L2381[15:46:56] <diesieben07> AND: young
kids will use the officail launcher
L2382[15:46:58] <diesieben07> which comes
with java 8.
L2383[15:46:59] <PaleoCrafter> can't let
them live with an EOL product
L2384[15:47:02] <tterrag> *on
windows
L2385[15:47:21] <Lordmau5> williewillus,
that branch up there :3
L2386[15:47:23] <diesieben07> i dont see
this as an issue, still
L2387[15:47:29] <diesieben07> but... oh
well. as i said your loss
L2388[15:47:34] <PaleoCrafter> I think
the Mac launcher also works?
L2389[15:47:34] <Lordmau5> moving over to
J8, you mean?
L2390[15:47:36] <Lordmau5> and ditching
J7?
L2391[15:47:46] <Lordmau5> I did that
with some fancy Lambda code. I don't regret it
L2392[15:47:48] <tterrag> PaleoCrafter:
they don't have the java wrapping launcher out for mac I don't
think
L2393[15:48:07] <PaleoCrafter> I just
remember some tweets by Dinnerbone :D
L2394[15:48:15] <PaleoCrafter> maybe it
was beta testing the launcher though
L2396[15:48:35] <williewillus> that
fake_state is not completely filled with the info it needs
L2397[15:48:51] <PaleoCrafter> but
really, as we've established earlier, only spoiled brats use Mac
anyway, and I doubt the parents who introduce their children to
Linux don't know how to update to Java 8 ;)
L2398[15:48:53] <williewillus> in other
words, the fake_state has not gotten its unlisted properties filled
in
L2399[15:49:35] <williewillus> what's a
frameblockaccesswrapper? 0.o
L2400[15:50:36] <Lordmau5> world
wrapper
L2401[15:50:39] <Lordmau5> I had that in
the 1.7.10 one as well
L2403[15:50:51] <Lordmau5> the fake state
has the information it needs
L2404[15:55:17] <tterrag> just because
there is RenderContextList doesn't mean it has any data
L2405[15:55:31] <tterrag> expand it
L2406[15:55:34] <williewillus> i don't
know how their extended state works so I can help there :p
L2408[15:57:06] <Lordmau5> here you
go
L2409[15:57:23] <williewillus>
"Optional.absent()"
L2410[15:57:41]
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(~killjoy@2606:a000:1118:c049:b172:4c6f:8692:910a) (Ping timeout:
198 seconds)
L2411[15:58:27] ***
AbrarSyed is now known as Abrar|gone
L2412[15:58:58] <williewillus>
unfortunately, i don't know how to get the data it needs from the
stack into the fake state, tterrag probably does :P
L2413[16:00:22] <tterrag> yeah the map is
empty
L2414[16:00:31] <tterrag> wait no
L2415[16:00:33] <tterrag> it's not,
nevermind
L2416[16:00:34] <tterrag> hm
L2417[16:00:36] <tterrag> where is the
crash again?
L2418[16:00:41] <Lordmau5> it's not a
crash
L2419[16:00:44] <Lordmau5> it's just not
rendering the block
L2420[16:00:51]
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(Read error: Connection reset by peer)
L2421[16:00:52] <tterrag> you'll have to
debug with chisel in your environment
L2422[16:00:59]
⇨ Joins: psxlover
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L2424[16:01:13] <tterrag> look at
ChiselTextureCTM#getSideQuads
L2425[16:01:33] <Lordmau5> which
class?
L2426[16:01:39] <tterrag> ...
L2427[16:01:40] <Lordmau5> ah found
it
L2428[16:01:53] <Lordmau5> which
package*, I'm sorry
L2429[16:01:58] <Lordmau5> but ye, found
it
L2430[16:02:16] <tterrag> ctrl+shift+T
-> ChiselTextureCTM -> enter
L2431[16:02:25] <tterrag> idk IDEA
equivalent but I"m sure there's something
L2432[16:02:53] <PaleoCrafter> ctrl +
n
L2433[16:03:05] <Lordmau5> works,
ty
L2434[16:03:26] <Lordmau5> dropping a
breakpoint into that method doesn't call it at all
L2435[16:03:38] <Lordmau5> except when
it's trying to render the item state (waila, inventory, ...)
L2436[16:05:20] <tterrag> that would be a
problem then
L2437[16:05:25] <williewillus> wait where
do you call getExtendedState on the fake state?
L2438[16:05:28] <williewillus> I can't
find it
L2439[16:05:41] <tterrag> I'd check
ModelChiselBlock#handleBlockState then
L2440[16:06:18] <Lordmau5> not being
called either \o/...
L2441[16:06:47]
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closed the connection)
L2443[16:06:59] <williewillus> like i
said where do you do getExtendedState on the fake state?
L2444[16:07:01] <tterrag> Lordmau5: then
you have the wrong model instance
L2445[16:07:37] <PaleoCrafter> fancy,
tterrag
L2446[16:07:49] <williewillus> I'll try
getting botania platforms to render chisel models in the near
future and maybe I can get some insight into this :p
L2447[16:07:57] <Lordmau5>
TileEntityTankFrame#getBlockState
L2448[16:08:16] <Lordmau5> damn, tterrag
, that looks nifty
L2449[16:08:34] <tterrag> yeah
L2450[16:08:46] <tterrag> once I'm done
writing this for the creatubbles mod, I'll definitely port it over
to a generic screenshot uploader
L2451[16:08:48] <tterrag> could be
useful
L2452[16:09:04] <Lordmau5> it's not even
doing it properly when I go for
"getBlockModelShapes().getModelForState(fake_state);"
L2453[16:09:22] <tterrag>
getModelForState will probably fail if you pass it an extended
state
L2454[16:09:51] <Lordmau5> but...
what
L2455[16:10:07] <Lordmau5> what is the
point of the TileEntityTankFrame#getBlockState ->
getExtendedState then?
L2456[16:10:33] <minecreatr>
williewillus, we basicly just use an Ismart model, you can handle
that, only other thing is your blocks would have to implement
IFacade
L2457[16:10:36] <Lordmau5> aaaah, here we
go, that's a crash
L2458[16:10:46] <williewillus> what is
IFacade :p
L2459[16:10:58] <tterrag> Lordmau5: you
need to call handleBlockState on the model with the extended
state
L2460[16:11:02] <williewillus> ^
L2461[16:11:03] <tterrag>
blockmodelshapes is just a simple map lookup
L2462[16:11:05] <tterrag> instance
based
L2463[16:11:10] <tterrag> you have to
pass the EXACT state
L2464[16:11:13] <williewillus> wait but I
think he does that already
L2465[16:11:16] <williewillus> in the
smartmodel though
L2466[16:11:26] <williewillus> should it
be done in the block
L2467[16:11:33] <tterrag> it won't
matter, if he's passing an extneded state to BlockModelShapes
L2468[16:11:36] <Lordmau5> so what I do
is, I pass the normal state to the
getBlockModelShapes().getModelForSatte
L2469[16:11:38] <Lordmau5> State*
L2470[16:11:39] <tterrag> because he
won't get a chisel model
L2471[16:11:45] <tterrag> yes
L2472[16:11:46] <minecreatr>
williewillus, I IFacade is used to check if a block should connect,
so the facade returns the block state of the chisel block it is
mimicking, so the model knows to connect
L2473[16:11:48] <Lordmau5> and when doing
the instanceof ISBM, I handle the extended state?
L2475[16:12:06] <gigaherz> someone who
doesn't know how IEEPs can read it and say if I'm missing
something? ;P
L2476[16:12:13] <tterrag> gigaherz: I
still think that class is overkill
L2477[16:12:15] <tterrag> and a bit ugly
too >.>
L2478[16:12:31] <gigaherz> :/
L2479[16:12:40] <gigaherz> how's it
ugly?
L2480[16:12:49] <tterrag> formatting
wise, and a bit code-wise
L2481[16:12:55] <tterrag> the way you
pass IEEP -> handler -> IEEP
L2482[16:12:57] <tterrag> is a bit
roundabout
L2483[16:13:10] <gigaherz> o_O
L2484[16:13:20] <gigaherz> the
what?
L2485[16:13:29] <tterrag> I find it hard
to read
L2486[16:13:34] <tterrag> it doesn't
highlight what is necessary
L2487[16:14:01] <tterrag> people should
know how to save/read from NBT (or we should have a page dedicated
to that)
L2488[16:14:06] <gigaherz> where else
would you put the event handlers?
L2489[16:14:06] <tterrag> that is useless
in this page
L2490[16:14:07] <tterrag> etc
L2491[16:14:23] <PaleoCrafter> why is it
using two spaces for indentation? D:
L2492[16:14:26] <tterrag> ^
L2493[16:14:32] <gigaherz> because the
docs style guide suggests so
L2494[16:14:39] <Lordmau5> going by the
logic that I understood, this implementation should work
L2496[16:14:50] <Lordmau5> I'll try, and
I'll report in a sec
L2497[16:14:54] <gigaherz> "Please
use TWO SPACES to indent, not tabs."
L2498[16:15:03] <gigaherz> I specifically
turned it from 4 to 2 because of that ;P
L2499[16:15:16] <tterrag> ah, yeah
L2500[16:15:18] <Lordmau5> tterrag,
L2501[16:15:19] <Lordmau5> you are a mad
man
L2502[16:15:22] <tterrag> it looks much
better in the mkdocs css
L2505[16:15:35] <Lordmau5> you are
L2506[16:15:37] <Lordmau5> such a mad
man
L2507[16:15:39] <Lordmau5> and I love
you
L2508[16:15:46] <tterrag> woop
L2509[16:15:54] <tterrag> good to know
that it's possible lol
L2511[16:15:59] <tterrag> now I can steal
your code for EnderiO
L2512[16:16:01] <Lordmau5> so in the end
I use this, lol
L2513[16:16:11] <Lordmau5> it seems the
FrameBlockAccessWrapper is not needed
L2514[16:16:17] <tterrag> really?
L2515[16:16:20] <tterrag> hm
L2516[16:16:27] <gigaherz> hmm now that I
read that again
L2517[16:16:31] <gigaherz> says that
titles should use title-case
L2518[16:16:32] <tterrag> I suppose yes,
since models don't have world access anymore
L2519[16:16:32] <Lordmau5> my tile has 2
methods now, getBlockState() and getExtendedBlockState
L2520[16:16:36] <gigaherz> i made them
sencence-cased
L2521[16:17:10] <tterrag> Lordmau5: wait,
no, you need the wrapper to get the initial IBlockState from the
camo block
L2522[16:17:18] <PaleoCrafter> gigaherz,
you should be consistent with the empty lines between methods
L2523[16:17:20] <tterrag> if the block
tries to access itself from the world it will crash
L2524[16:17:20] <Lordmau5> not
really
L2525[16:17:23] <tterrag> yes, you
do
L2526[16:17:38] <PaleoCrafter> just
because they somewhat are related doesn't mean they should be
clumped together in that ugly way :P
L2528[16:18:05] <Lordmau5> that's what I
have in my tile class
L2529[16:18:07] <Lordmau5> and that
works
L2530[16:18:17] <gigaherz> I know, I did
that way to emphasize the grouping for the comments
L2531[16:18:19] <Lordmau5> I'm apparently
not using the FBAW anywhere
L2532[16:18:23] <gigaherz> but I guess
that can be changed ;p
L2533[16:18:50] ***
williewillus is now known as willieaway
L2534[16:18:59] <Lordmau5> then again, I
assume I know where you think I should use it
L2536[16:19:15] <Flenix> Is there an
event to hide the players arms specifically, so I can re-add custom
arms that do what I need? I found one to hide the whole player, but
I'd rather just edit the arms so mods adding hats or whatever are
unaffected.
L2537[16:20:03] <gigaherz> Flenix:
there's an entity rendering layer
L2538[16:20:05] <gigaherz> that draws the
arms
L2539[16:20:09] <gigaherz> IIRC
L2540[16:20:17] <gigaherz> well, in third
person
L2541[16:20:26] <gigaherz> for first
person... I'm not sure if it can be done
L2542[16:20:27] <PaleoCrafter> Lordmau5,
why's your code full of curses?
L2543[16:20:35] <Flenix> 3rd is the
important part, I can fake it easily in 1st
L2544[16:20:43] <Lordmau5> huh?
L2545[16:20:43] <Flenix> as you don't see
the arm anyway when you're holding an item :P
L2546[16:20:49] <PaleoCrafter> FFS is all
over the place
L2547[16:20:59] <tterrag> Lordmau5: works
for now
L2548[16:21:06] <Lordmau5> It's crap, but
it's definitely working.
L2549[16:21:16] <Lordmau5> up until
someone finds a better implementation, this should work
L2550[16:21:17] <tterrag> but as soon as
a block assumes it exists in that position, you'll crash with a CCE
etc
L2551[16:21:25] <Lordmau5> hmm
L2552[16:21:33] <Lordmau5> I'll leave the
FrameBlockAccessWrapper in for now then
L2553[16:23:01]
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L2554[16:25:10] <Lordmau5> urgh
L2555[16:25:23] <Lordmau5> tterrag,
perhaps there has to be a need for a proper world-wrapper
L2556[16:25:35] <Lordmau5> for certain
methods I need to override, like getPlayerRelativeBlockHardness or
similar
L2557[16:27:13] <Lordmau5> either way,
dropping to bed
L2558[16:27:25] <Lordmau5> dead-tired,
this will be finished tomorrow and I'll be glad that things worked
out, finally
L2559[16:27:41] <Lordmau5> how did you
get the idea for the normal and extended block state btw, tterrag
?
L2560[16:27:53] <tterrag> what?
L2561[16:28:05] <Lordmau5> that I need to
get the model from the block state, but handle it via. the extended
block state
L2562[16:28:11] <Lordmau5> as in, why I
couldn't get the model from the extended state?
L2563[16:28:14]
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L2564[16:28:16] <tterrag> because I know
how BlockModelShapes works
L2565[16:28:19] <Lordmau5> ah
L2566[16:28:57]
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L2567[16:30:10] <Flenix> gigaherz, I
can't find anything on specifically rendering arms - I found hand,
helmet and capes but that's it. Don't suppose you have any idea
where to look?
L2568[16:30:18]
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L2570[16:32:08] <masa> can I somehow
easily repeat stuff in the blockstate file, or replace occurences?
I have a few blocks that have variants named like
"block.0", "block.1" etc
L2572[16:34:44] <PaleoCrafter> how so?
:P
L2573[16:34:56] <diesieben07> make a
progressbar instead :D
L2574[16:35:03] <PaleoCrafter> nothing of
that *really* needs to be async ;)
L2575[16:35:04] <tterrag> diesieben07:
plan on it
L2576[16:35:16] <tterrag> PaleoCrafter:
unless you want a 10 second pause when opening the GUI, yes it
does
L2577[16:35:17] <tterrag> lol
L2578[16:35:35] <PaleoCrafter> you could
be loading one thing a tick or something :P
L2579[16:35:46] <tterrag> sure, I could
schedule tasks
L2581[16:36:50] <PaleoCrafter> my point
just is that the user can't really tell whether it's actually async
:P
L2582[16:37:00] <tterrag> no
L2583[16:37:08] <tterrag> that's not
really the point though?
L2584[16:37:11] <tterrag> why would the
user care?
L2585[16:37:55] <PaleoCrafter> well,
you're talking about async stuff when you post your gifs, but for
alle we know, it could be synchronous :P
L2586[16:38:15] <tterrag> this is a
programmer channel
L2587[16:38:25] <tterrag> what is your
point? lol
L2588[16:39:16] <PaleoCrafter> don't
trust anything on the Internet :P
L2589[16:39:50] <Ordinastie> tterrag, are
you stiching all the screen shots into a single sheet ?
L2590[16:40:37] <tterrag> Ordinastie:
scaled versions, yes
L2592[16:40:52] <tterrag> so that I don't
use up all the VRAM in one go?
L2593[16:41:00] <tterrag> screenshots are
massive
L2594[16:41:15] <tterrag> and rebinding
for each thumbnail render would be madness
L2596[16:41:38] <tterrag> it wasn't that
hard really
L2597[16:41:44] <tterrag> (and yes I know
it needs localization, in good time)
L2598[16:41:46] <xaero> masa: sounds like
a job for your text editor's find/replace?
L2599[16:41:52] <diesieben07> stitching
same-size things is easy :D
L2600[16:42:13] <tterrag> diesieben07:
well, they aren't same-size to begin with
L2601[16:42:20] <diesieben07> but the
thumbnails are.
L2602[16:42:24] <diesieben07> are they
not?
L2603[16:42:26] <tterrag> but yeah, once
I manipulate them a bit, they are all inscribed into 128x
squares
L2604[16:42:33] <diesieben07> then its
easy :D
L2605[16:42:35] <PaleoCrafter> getRect
xD
L2606[16:42:36] <tterrag> quite
L2607[16:42:52] <tterrag> what about
it
L2608[16:43:04] <PaleoCrafter> well,
getRect -> get rect -> get rekt :P
L2609[16:43:05] <tterrag> rect ==
IIcon
L2610[16:43:07] <tterrag> more or less
:P
L2611[16:43:08] <tterrag> OH
L2612[16:43:09] <tterrag> hehe
L2613[16:43:19]
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L2614[16:43:49] <Ordinastie> well, back
to my slabs, and the idiotic vanilla implementation...
L2615[16:43:52] <raoulvdberge> what is
the best way if a block is a liquid?
L2616[16:44:04]
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L2617[16:44:10] <raoulvdberge> preferably
cross mod compatible, so no checks on Blocks.lava and
Blocks.water
L2618[16:44:18] <raoulvdberge> * to check
if ^^
L2619[16:44:29] <diesieben07>
block.getMaterial().isLiquid?
L2620[16:44:30] <PaleoCrafter>
FluidRegistry.lookupFluidForBlock
L2621[16:44:32] <Ordinastie> if you sink,
it's liquid
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L2623[16:44:33] <PaleoCrafter>
maybe?
L2624[16:44:36] <gigaherz> better?
L2627[16:45:26] <diesieben07> yeah what
paleo said
L2628[16:47:08] <gigaherz> oops I got
sidetracked halfway to changing the titles
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L2630[16:47:52] <tterrag> is there any
util code in vanilla for drawing a rect outline?
L2631[16:47:53] <tterrag> not
filled
L2632[16:48:31] <PaleoCrafter> don't
think so
L2633[16:48:59] <PaleoCrafter>
considering that all rectangles are textured anyway
L2634[16:49:01]
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L2635[16:49:19] <tterrag> not true
L2636[16:49:22] <tterrag>
Gui.drawRect
L2637[16:49:33] <PaleoCrafter> oh,
right
L2638[16:49:56] <gigaherz> tterrag:
should I take this chance to squash the commits? or is that not
part ofthe forge workflow?
L2639[16:50:10] <tterrag> gigaherz:
squish them to be reasonable
L2640[16:50:10]
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L2641[16:50:15] <tterrag> distinctly
separate commits can stay separate
L2642[16:50:24] <tterrag> but "fix
thingy" should be squished into its parent
L2643[16:50:57]
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L2645[16:51:17] <PaleoCrafter> actually,
vanilla sort of has something to draw the outlines xD
L2646[16:51:25] <raoulvdberge>
diesieben07: thanks
L2647[16:51:38] <PaleoCrafter> call
drawHorizontalLine and drawVerticalLine twice xD
L2648[16:52:47]
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L2649[16:53:34] <tterrag> PaleoCrafter:
where is that?
L2650[16:53:35] <gigaherz> okay
force-pushed after a couple squishings
L2651[16:53:38] <PaleoCrafter> Gui
L2652[16:53:52] <PaleoCrafter> oh, it's
protected and not static :/
L2653[16:53:59] <tterrag> I have an
instance
L2654[16:54:15] <tterrag> but those
methods suck lol
L2655[16:54:19] <tterrag> why not
GL_LINE?
L2656[16:54:21] <tterrag> *sigh*
L2657[16:54:32] <gigaherz> because
GL_LINES doesn't do large pixels
L2658[16:54:38] <tterrag> sure it
does
L2659[16:54:39] <tterrag>
GL_LINE_WIDTH
L2660[16:54:41] <PaleoCrafter> Mojang
probably doesn't understand anything but GL_QUADS :P
L2661[16:54:47] <gigaherz> that's
unsupported on any modern hardware, afaik
L2662[16:54:54] <tterrag> what
L2663[16:55:00] <PaleoCrafter> working
just fine over here, gigaherz :P
L2664[16:55:00] <gigaherz> or was it only
on ogl3+
L2665[16:55:12] <gigaherz> or was it only
on direct3d?
L2666[16:55:14] *
gigaherz shrugs
L2667[16:55:34] <gigaherz> orm aybe it
was wide lines with antialiasing... :/
L2668[16:55:34]
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L2669[16:56:09] *
gigaherz double-shrugs
L2671[16:56:25] <gigaherz> at the very
least, it is supported by opengl 4.5 ;P
L2672[17:03:59]
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L2678[17:15:28] <gigaherz> so,
again
L2679[17:15:38] <gigaherz> can someone
who hasnt' done IEEPs yet read this
L2683[17:16:44] <techkid6> Hey, I'm
trying to get the name of an item... is this the best approach?
Item.itemRegistry.getNameForObject(player.getHeldItem());
L2684[17:16:56] <gigaherz> that's the
registration name
L2685[17:17:03] <gigaherz> so that you
can later obtain the Item based on that name
L2686[17:17:28] <gigaherz> also, it takes
an Item instance, not an ItemStack
L2687[17:18:08] <techkid6> registration
name? essentially I'm trying to get "minecraft:stone" out
of it
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L2690[17:18:14] <gigaherz> aha
L2691[17:18:15] <techkid6> or at the bare
minimum, "stone"
L2692[17:18:19] <gigaherz> then yes
that's almost it
L2693[17:18:25] <gigaherz> xcept youcan't
use the itemstack directly
L2694[17:18:35] <techkid6> Oh? ok..
L2695[17:18:52] <gigaherz>
Item.itemRegistry.getNameForObject(player.getHeldItem().getItem());
L2696[17:18:57] <gigaherz> but make sure
to check for nulls first
L2697[17:19:07] <gigaherz> and you may as
well store the stack in a variable first ;P
L2698[17:19:10] <techkid6> so just make
sure his hand is not empty?
L2699[17:19:18] <gigaherz> yeap
L2700[17:19:29] <techkid6> gigaherz: I
figured I /should/ but I didn't really want to :) alright
thanks
L2701[17:19:48] <gigaherz> when in doubt,
check for nulls
L2702[17:20:00] <techkid6> wait... so
hand item won't automatically be air then?
L2703[17:20:00] <gigaherz> if the IDE
tells you the check is unnecessary, then /shrug ;P
L2704[17:20:08] <gigaherz> air? no why
would it ever be air?
L2705[17:20:12] <gigaherz> "no
item" is null, not "air"
L2706[17:20:24] <techkid6> I know some
past servermods have treated it as item id 0
L2707[17:20:26] <techkid6> (air)
L2708[17:20:58] <techkid6> wait, it
didn't
L2709[17:21:03] <techkid6>
nevermind!
L2710[17:21:40] <gigaherz> you were
probably thinking about blocks in the world, those do get set to
air
L2711[17:21:41] <gigaherz> ;P
L2712[17:22:10] <techkid6> bingo
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L2714[17:23:20] <techkid6> gigaherz:
also... how will that item name be formatted?
L2715[17:23:30] <gigaherz> ?
L2716[17:23:43] <gigaherz>
Item.itemRegistry returns a ResourceLocation object
L2717[17:23:55] <techkid6> like... will
getNameForObject return "stone" or
"minecraft:stone"
L2718[17:23:57] <gigaherz> if you
.toString that, it wil lreturn something like
"domain:item"
L2719[17:24:04] <techkid6> right
L2720[17:24:17] <gigaherz> if you use
resloc.getPath() or whatever the name was, it would return
"stone"
L2721[17:24:50] <techkid6> Right
thanks
L2722[17:25:02] <gigaherz> np
L2723[17:27:57] <HassanS6000> How would I
go about adding an anvil "recipe" or making an item
repairable in an anvil? Especially for armor.
L2724[17:27:59] <masa> hum, so do I need
the inventory variant in my blockstate json? I see some examples
that have it and some don't
L2725[17:28:36] <masa> currently my
blocks render ok in worold, but pink/black cubes in inventory and
in hand
L2726[17:28:59] <masa> HassanS6000: anvil
event?
L2727[17:29:28] <HassanS6000> masa, ur
pink/black cubes are because u did not add an item model json
L2728[17:29:44] <HassanS6000> u need 3
JSONs, one blockstate, one block, one item
L2729[17:29:55] <HassanS6000> masa,
actually figured my issue out
L2730[17:30:27] <gigaherz> masa: forge
makes it so that you can specify any arbitrary variant string when
registering the item form
L2731[17:30:50] <TehNut> When were the
fields in AnvilRepairEvent made final?
L2732[17:31:17] <gigaherz>
ModelLoader.setCustomModelResourceLocation(... , new
ModelResourceLocation(...,
"prop1=value1,prop2=value2,..."));
L2733[17:31:51] <gigaherz> the default
way is to call that with "inventory"
L2734[17:31:57] <gigaherz> which will
look for the "inventory" variant in the json
L2735[17:32:04] <gigaherz> if there are
no blockstates
L2736[17:32:12] <gigaherz> then
"normal" is an alias for "inventory"
L2737[17:32:16] <gigaherz> but only when
there are no blockstates
L2738[17:32:48] <masa> oh, so I need to
call that custom model resource location for all my blocks?
L2739[17:32:57] <gigaherz> yes.
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L2741[17:33:00] <masa> wtf
L2742[17:33:05] <gigaherz> anything that
needs a model in inventory form
L2743[17:33:25] <gigaherz> and if you
have "subitems" in item form
L2744[17:33:26] <techkid6> Also... is
there a javadoc anywhere?
L2745[17:33:43] <gigaherz> you needto
call it once for each meta value that needs its own model
L2746[17:34:21] <masa> ok so I'll first
try to finish the blocks... so I have to call that in preInit,
right?
L2747[17:34:29] <gigaherz> yup alongside
items
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L2749[17:35:28] <masa> when you say
"registering the item form", what exactly does that mean?
Do I have to register an ItemBlock for each block separately?
L2750[17:35:42] <gigaherz> no
L2751[17:35:44] <gigaherz> I mean
that
L2752[17:35:57] <gigaherz> any block that
wil lever be an inventory item
L2753[17:36:03] <gigaherz> alongside the
actual items
L2754[17:36:13] <gigaherz> needs
ModelLoader.setCustomMRL called
L2755[17:36:17] <masa> ok
L2756[17:36:23] <gigaherz> that includes
each separate subitem
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L2758[17:37:05] <masa> how are sub block
now handled, I still don't see anything but the meta 0 variant of
my blocks in the creative menu and in JEI
L2759[17:37:21] <masa> although I have
overridden getSubBlocks
L2760[17:37:22] <gigaherz> that's because
any block with subblocks does need their own ItemBlock
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L2762[17:37:35] <gigaherz> that overrides
getMetadata(ItemStack) with something that returns anything other
than 0
L2763[17:37:40] <TehNut> masa: You have
an ItemBlock with setHasSubTypes() right?
L2764[17:38:31] <masa> yep
L2765[17:38:42] <gigaherz> do you
override getMetadata(ItemStack) ?
L2766[17:38:47] <masa> do I need to have
the subtypes in that ItemBlock class too?
L2767[17:38:57] <gigaherz> yes,
getSubBlocks on the block does nothing afaik
L2768[17:39:10] <masa> so it's legacy
weight now?
L2769[17:39:26] <gigaherz> not
exactly
L2770[17:39:30] <gigaherz> you can use a
common ItemBlock
L2771[17:39:36] <gigaherz> that does call
getSubBlocks
L2772[17:39:43] <gigaherz> so that you
can share it for multiple blocks
L2773[17:39:50] <masa> so I have
overridden getMetadata to return the amage int that it gets
in
L2774[17:39:57] <gigaherz> yep
L2775[17:39:58] <masa> ah, right
L2776[17:40:14] <masa> so the trick is
the getSubItems in the ItemBlock?
L2777[17:40:21] <gigaherz> yep
L2778[17:40:21] <masa> that I don''t have
atm
L2779[17:40:23] <masa> ok
L2780[17:40:30] <gigaherz> and in the
constructor, setHasSubtypes
L2781[17:40:40] <masa> that it has
already
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L2785[17:41:47] <gigaherz> masa: ah, I
see it now
L2786[17:41:57] <gigaherz>
ItemBlock#getSubItems already calls getSubBlocks
L2787[17:42:09] <gigaherz> the key is
just setHasSubtypes + getMetadata
L2788[17:43:29] <masa> uh crap
L2789[17:43:38] <masa> so why doesn't it
work then...
L2790[17:44:15] <masa> do I need to do
something else with the ItemBlock other that give the .class of it
to the registerBlock()
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L2792[17:45:47] <Keridos> does block
rendering work via the jsons in MC 1.8?
L2793[17:46:56] <gigaherz> yo ucould say
so
L2794[17:47:02] <gigaherz> the rendering
uses baked models
L2795[17:47:08] <gigaherz> the models are
baked FROM the json files
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L2799[17:52:10] <thecodewarrior> Is there
a place where I could submit a little nitpick about forge? I would
love to have the ±AXIS javadoc on EnumFacing like we had for
ForgeDirection.
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L2801[17:52:41] <gigaherz> there's the
official issue tracker
L2803[17:53:07]
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L2804[17:53:15] <gigaherz> just make sure
to make your case properly about why you'd like that added
L2805[17:54:21] <xaero> you might have
better chance if you submitted a PR adding that javadoc
though
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L2807[17:55:17] <thecodewarrior> Ok, I
should look into how to do that kind of thing. Is there a way to
have a forge and mod dev environment in parallel?
L2808[17:55:24] <xaero> wait, EnumFacing
is vanilla isn't it? Add javadoc via the bot
L2809[17:57:02] <masa> oh FFS ;_; I
didn't override getSubBlocks, because I had an extra argument to
the method from before when I had custom block stuffs :D
L2810[17:57:34] <masa> and I didn't
notice that it didn't have the @Override anntoation because it has
the @SideOnly annotation so that distracted me from looking closer
:D
L2811[17:58:17] <xaero> thecodewarrior:
use sm/sf/sp with same mcp name but your own comment in
MCPBot_Reborn, whichever command is appropriate, and the bot will
use your new comment
L2812[17:59:24] <thecodewarrior> What is
MCPBot_Reborn? How do I does?
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L2814[18:00:49] <xaero> msg
"help" to it and it'll give you a URL
L2815[18:01:20] <xaero> Forge derives
deobf names and javadoc for vanilla methods/fields/params from
it
L2817[18:03:03] <tterrag> that's exactly
what I wanted
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L2822[18:11:31] <masa> gigaherz: ok so
when I have the custom MRL call, which MRL should I be giving it?
just "inventory"? And then I have to have an
"inventory" variant in the same blockstate json?
L2823[18:11:35] <xaero> gigaherz: just a
minor typo in your IEEP doc, "e.wasDeath" - but I just
skimmed, haven't read in depth
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L2826[18:16:51] <PitchBright> o/
L2827[18:16:59] <PitchBright> java newb
question...
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L2829[18:17:31] <PitchBright> is there a
way I can change some of the properties of Material wood… for
instance I would like to set it to require a tool to harvest
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L2832[18:23:25] <gigaherz> [00:57]
(masa): and I didn't notice that it didn't have the @Override
anntoation because it has the @SideOnly annotation
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L2834[18:23:30] <gigaherz> you shouldn't
be using @SideOnly in your code
L2835[18:23:30] <gigaherz> ,p
L2836[18:23:42] <gigaherz> unless the
method makes use of a class not present in both jars
L2837[18:24:02] <gigaherz> [01:11]
(masa): gigaherz: ok so when I have the custom MRL call, which MRL
should I be giving it? just "inventory"? And then I have
to have an "inventory" variant in the same blockstate
json?
L2838[18:24:12] <gigaherz> for standard
blocks without blockstates, pretty much
L2839[18:24:30] <masa> I should omit
SideOnly from methods that in vanilla have it?
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L2841[18:25:00] <gigaherz> yeah
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L2843[18:25:35] <gigaherz> you don't need
to copy any @SideOnly, unless the method or class references a type
or method that doesn't exist in both jars
L2844[18:25:57] <masa> mmkay
L2847[18:26:26] <gigaherz> this is all
you need for a plain block without blockstates
L2848[18:29:22] <masa> hrm, I got it to
render, but it uses the model from the meta 0 variant
L2849[18:29:45] <gigaherz> you'll have to
register each separate meta
L2850[18:29:54] <gigaherz> and point it
to a different variant string
L2851[18:30:06] <masa> so it needs the
fully qualified variant string?
L2853[18:30:24] <masa> ie. with facing
and all
L2854[18:30:43] <masa> ok, well
crap
L2855[18:30:50] <gigaherz> if you want
each subblock to have a different model, yes.
L2856[18:31:07] <masa> which is the
default facing? north?
L2857[18:31:25] <gigaherz> probably
L2858[18:31:53] <gigaherz> you could
obtain it with like, Block.getDefaultState().withProperty
L2859[18:32:02] <masa> bleh
fudge...
L2860[18:32:09] <gigaherz> I think
toString on the IBlockState returns that?
L2861[18:32:18] <shadekiller666> masa, if
by "default" you mean "the one that most blocks use
as 'default'", then yes, but down is ordinal 0
L2862[18:32:42] <masa> I'll have to add a
new property too for my furnace... unless, using a ISBM would get
me around that?
L2863[18:32:50] <shadekiller666> north is
index 0 for the HORIZONTALS
L2864[18:33:19] <masa> well eyah I mean
the facing that is used in the inventory, so that I can see the
front face of my blocks
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L2867[18:34:20] <shadekiller666> then yes
its north
L2868[18:34:33] <masa> so if I have
multiple different machines i nthe same block class, how should I
handle a furnace that needs 4 different "on/off" states,
but the other machines donät use any on/off states?
L2869[18:34:57] <shadekiller666>
uhh
L2870[18:34:59] <gigaherz> my suggestion
would be to split them ;P
L2871[18:35:14] <shadekiller666> well,
vanilla uses 1 block per on/off state
L2872[18:35:17] <gigaherz> at least split
the furnace fro mthe rest
L2873[18:35:20] <masa> hm
L2874[18:35:25] <gigaherz> or yeah
L2875[18:35:26] <masa> ok then...
L2876[18:35:28] <gigaherz> you could have
two sub-machines
L2877[18:35:33] <gigaherz> furnace_off,
and furnace_on
L2878[18:35:37] <shadekiller666> which is
kinda a cheaty way around meta but whatever
L2879[18:35:42] <gigaherz> in the type
enum
L2880[18:36:07] <masa> well it is
furnace_on, furnace_nofuel, furnace_slow, furnace_fast :D
L2881[18:36:07] <Ordinastie> or don't use
states at all
L2882[18:36:16] <Ordinastie> you already
have the TE, why bother ?
L2883[18:36:18] <masa> bleh first one was
off
L2884[18:36:27] <tterrag> easier for
models?
L2885[18:36:41] <Ordinastie> oh right
people use that shit -_-
L2886[18:36:45] <masa> Ordinastie: then
what did you suggest?
L2887[18:36:48] <gigaherz> yeah it may be
easier to handle those by cheating in the subtype enum
L2888[18:36:49] <gigaherz> ;p
L2889[18:37:42] <masa> but then I would
have to be constantly setting the blockstate from the TE...
L2890[18:37:46] <masa> bleh
L2891[18:37:50] <tterrag> no
L2892[18:37:52] <tterrag> you use
getActualState
L2893[18:37:55] <Ordinastie> masa,
storing that data inside the TE directly, but apparently that
"marvelous" of a system that are the models make it even
more painful to use TE data for them
L2894[18:38:00] <masa> oh right
L2895[18:38:20] <gigaherz> Ordinastie:
not really
L2896[18:38:27] <gigaherz> you are just
biased against the model system
L2897[18:38:36] <gigaherz> all you ahve
to do is override getActualState
L2898[18:38:42] <masa> wel lthe only
problem is that the variants need to be fully qualified and shared
or whatever
L2899[18:38:49] <gigaherz> and return
state.withProperty(whatever, tileentity.value)...
L2900[18:39:10] <gigaherz> but yes
L2901[18:39:15] <masa> Ordinastie: the
model system is awesome in itself, once you just learn to use
it...
L2902[18:39:18] <gigaherz> the blockstate
system makes subblocks more annoying
L2903[18:39:24] <masa> yep
L2904[18:39:31] <gigaherz> probably best
to take the chance to split them
L2905[18:39:42] <masa> wasted block IDS
here I come!
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L2907[18:39:44] <gigaherz> make it an
instance value instead of metadata
L2908[18:39:52] <gigaherz> new
BlockMachineWahtever(1) XD
L2909[18:39:53] <Ordinastie> getting use
to eating shit doesn't make it better ;)
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L2911[18:39:57] <Ordinastie> *
L2912[18:40:00] <Ordinastie> *taste
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L2914[18:40:21] <masa> what is wrong with
the models? they are a huge improvement over teh old shit
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L2916[18:40:29] <gigaherz> n othe problem
is you got used to the flavour of shit from older versions
L2917[18:40:34] <gigaherz> so now real
food tastes weird to you
L2918[18:40:35] <gigaherz> ;P
L2919[18:40:36] <masa> haha
L2920[18:40:57] <Ordinastie> they're
badly design, the code that renders them is even worse
L2921[18:41:27] <Ordinastie> it's ok from
a resourcepack maker perspective, but for a modder, they're juste a
pain to work with
L2922[18:42:09] <masa> and still they
allow for really cool stuff that wasn't feasible before, and the
performance is much better usually
L2923[18:42:52] <Ordinastie> I'll keep
using my system anyway
L2924[18:44:41] <masa> yay now all the
models are working \o/
L2925[18:45:00] <masa> I'll just have to
split the furnace to get the on states for that working
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L2933[18:51:36] <masa> so there is no way
to nest properties in the blockstate, or is that allowed?
L2934[18:52:31] <masa> ie. how should I
define the textures for the different machine types if they all
have an on and off state?
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L2936[18:54:18] <gigaherz> masa:
well
L2937[18:54:31] <gigaherz> one way to do
it is by using intermediate texture "names" (which I like
to call channels)
L2938[18:54:35] <gigaherz> so like
L2939[18:54:42] <gigaherz>
"type": {
L2940[18:55:44] <gigaherz>
"type1": { "textures": { "front" :
"#machine1" } ... }, ...
L2941[18:55:45] <gigaherz> }
L2942[18:55:50] <gigaherz>
"state": {
L2943[18:55:56] <gigaherz>
"on": { "textures": {
L2944[18:56:05] <gigaherz>
"machine1": "machine 1 texture on",
L2945[18:56:10] <gigaherz>
"machine2": "machine 2 texture on",
L2946[18:56:11] <gigaherz> etc
L2947[18:56:13] <gigaherz> }
L2948[18:56:48] <gigaherz> so when you
have "type1" and "on", the model will have
like
L2949[18:57:14] <gigaherz>
"front"->"machine1"->"machine 1
texture on", and it will resolve to the right texture
L2950[18:57:20] <gigaherz> that does mean
you may have a lto of intermediate names
L2951[18:57:24] <gigaherz> lot*
L2952[18:57:36] <masa> okay..
L2953[18:57:51] <gigaherz> the
alternative is to not share IDs ;P
L2954[18:58:05] <gigaherz> or use smart
block models
L2955[18:58:07] <masa> ugh
L2956[18:58:14] <masa> hmm
L2957[18:58:19]
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L2959[18:58:42] <masa> but smart block
models would take away the customization possibility from resource
pack makers right?
L2960[18:59:03] <masa> or at least limit
it
L2961[18:59:22] <gigaherz> yes
L2962[18:59:24] <masa> not that that's a
huge concern for me but still
L2963[18:59:33] <gigaherz> well
L2964[18:59:43] <gigaherz> you could go
through the custom model loader system
L2965[19:00:01] <gigaherz> and define
each machine state as a separate model json file
L2966[19:00:08] <gigaherz> but meh,
that'd be ugly
L2967[19:00:14] <gigaherz> since you'd
lose the blockstates
L2968[19:00:30] <gigaherz> so you'd need
one file per model
L2969[19:01:03] <masa> yeah no thanks
:D
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L2971[19:02:38] <thecodewarrior> What
version of forge did all the WorldRenderer stuff get deobfuscated
in? It doesn't seem to be deobfuscated in recommended but it is in
a mod with an older version of forge.
L2972[19:03:06] <gigaherz> cna't
remember
L2973[19:03:08] <gigaherz> somewhere in
1.8.8
L2974[19:03:29] <gigaherz> the methods
should be present in the recommended 1.8.9
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L2976[19:04:25] <thecodewarrior> Not
unless I'm doing it wrong. It's still stuff like
`worldrenderer.func_181668_a(3,
DefaultVertexFormats.field_181705_e);`
L2977[19:05:10] <masa> that's just the
mappings though, right?
L2978[19:05:32] <masa> so change the
mappings to the latest and re-run setup?
L2979[19:05:41] <gigaherz> yep
L2980[19:05:51] <gigaherz> that means the
build.gradle references ancient mappings
L2981[19:05:54] <gigaherz> !!latest
1.8.9
L2982[19:05:55] <MCPBot_Reborn> ===
Latest Mappings ===
L2983[19:05:55] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2984[19:05:56] <MCPBot_Reborn> 1.8.9
snapshot_20160201
L2985[19:07:14] <thecodewarrior> So do I
not just update the minecraft version in the build.gradle and do
gradle setupDeompWorkspace and gradle eclipse
L2986[19:07:35] <thecodewarrior> Just
spotted the mappings line... TIL
L2987[19:12:31]
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L2991[19:20:10] <kashike> is the forge
maven repo having issues today?
L2992[19:21:39]
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L2993[19:22:17] <infinitefoxes_> isn't
there a way to increase my tile entity's renderer's size?
L2994[19:22:24] <infinitefoxes_> i.e.
whatever's determining whether or not MC should render it
L2995[19:22:29] <infinitefoxes_> I think
it's culling out my renderer
L2996[19:23:38] <thecodewarrior>
getRenderBox or something of that sort in the TE. It still seems to
cull behind you regardless though.
L2997[19:24:23] <infinitefoxes_> ah,
that's it
L2998[19:24:25] <masa>
getRenderBoundingBox()
L2999[19:24:31] <infinitefoxes_>
thanks
L3001[19:27:00] <masa> gigaherz: I got
the on/off state textures working now too, thanks for the
help!
L3002[19:27:12] <gigaherz> :) np
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L3009[19:51:22] <gigaherz> masa: wtf are
the thigns with lights?
L3010[19:51:23] <gigaherz> XD
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L3014[19:57:36] <masa> which
things?
L3015[19:57:46] <masa> the beacon-lloking
things?
L3016[19:57:49] <gigaherz> the blocks on
the left
L3017[19:57:50] <gigaherz> yeah
L3018[19:57:58] <masa> "Energy
Bridge"
L3019[19:58:25] ***
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L3020[19:58:46] <masa> the idea is that
many of my items use "ender charge", and you can get that
by melting ender pearls or eyes of ender, but you can also build an
energy bridge, which will "suck the charge" out of ender
crystals in the end
L3021[19:59:37] <gigaherz> lol
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L3025[20:00:24] <masa> what's lol about
it? :D
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L3028[20:03:39] <killjoy> Has anyone used
a FileChooser in mc?
L3029[20:04:05] <tterrag> yep
L3030[20:04:22] <killjoy> I have, but it
always appears behind the mc window
L3031[20:04:41] <killjoy>
*JFileChooser*
L3032[20:05:29] <tterrag>
dialog.setModal(true);
L3033[20:05:29] <tterrag>
dialog.setAlwaysOnTop(true);
L3035[20:05:47] <killjoy> don't
exist
L3036[20:05:48] <tterrag> like that
L3037[20:05:59] <killjoy> oh
L3038[20:08:52] <masa> heh looking at my
old player.me posts, the first port I did back in feb-march of last
year took me about a month to do :D
L3039[20:10:00] <masa> this time around I
have most of the stuff working after two days, except item models
are still missing
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L3041[20:12:20] <williewillus> you get
better at ports the more you do ;)
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L3045[20:15:12] <killjoy> tterrag,
doesn't work
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L3056[20:28:44] <Me_> Hello?
L3057[20:29:08] <diesieben07> Hello
L3058[20:29:16] <Me_> Finally :P
L3059[20:29:30] <Me_> Took me so long to
figure out why I couldn't talk
L3060[20:29:37] <gigaherz> webchat?
L3061[20:29:42] <Me_> Yup :P
L3062[20:31:08] <Me_> I'm having trouble
figuring out how to get my IDE to use my Minecraft account. I have
set my session and username in the program arguments, but when I
run it, in the console it says that it "Completely ignored
arguments: [--session, <My_Session_ID>]"
L3063[20:31:15] <Me_> Any ideas?
L3064[20:31:20]
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L3065[20:31:33] <tterrag> session isn't
an arg
L3066[20:31:35] <tterrag> it's
--password
L3067[20:32:31] <Me_> But I thought that
the launcher did the password stuff and just sent a session? Also
in the tutorial they use session... :/
L3068[20:32:38] <Me_> (Trying password
rn)
L3070[20:33:37] <gigaherz> Me_: there's
no "launcher" in the IDE
L3071[20:33:46] <diesieben07>
DrDisconsented, define evaluate to null
L3072[20:33:52] <gigaherz> forge has to
connect itself
L3073[20:33:59] <gigaherz> so it needs
the password
L3074[20:34:28] <gigaherz> maybe it would
have been possible to require people to login first with the
launcher, but it would be rather annoying
L3075[20:34:43] <Me_> Oh ok, well that
worked Thank you so much!
L3077[20:37:05] <gigaherz>
DrDisconsented: side note, the blockstate constructor is variadic,
you don't have to specify "new IProperty[]"
manually
L3078[20:37:07] <diesieben07> don't init
the block in it's own static init
L3079[20:37:21] <diesieben07> because
then the block constructor runs before the other static variables
are initialized
L3080[20:37:30] <gigaherz> also
L3081[20:37:45] <techkid6> Hey.. back
with items, is there an easy way to see what slot an item is in?
(or what slot the user is selected?)
L3082[20:37:46] <gigaherz> you are only
adding the PROPERY_ENUM propery, but not the FACING opne, in your
createBlockState
L3083[20:38:11] <DrDisconsented> I know
that, I was just trying to figure out why I was getting that
NPE.
L3084[20:38:20] <gigaherz> yeah and
diesieben07 answered that
L3085[20:38:28] <gigaherz> I'm just
giving other remarks
L3086[20:38:28] <gigaherz> ;P
L3087[20:39:16] <gigaherz> the crystal
only worked because you were lucky.
L3088[20:40:50] <gigaherz> you just
simply can't rely on statics while initializing another
static.
L3089[20:41:09] <DrDisconsented> So I
need to instance the block just before I give to the registry
correct?
L3090[20:41:14]
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L3091[20:41:54] <DrDisconsented> Thats
not right... the constructor is protected
L3092[20:43:25] <diesieben07> make it not
protected then.
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L3096[20:48:15] <williewillus> also ITEP
is a legacy class don't extend that
L3097[20:48:29] <DrDisconsented> Whats
used instead?
L3098[20:48:39] <williewillus> nothing,
you just override the methods in BLock
L3099[20:48:46] <DrDisconsented>
Cool
L3100[20:48:51] <williewillus>
hasTileEntity(IBlockState), createTileEntity(IBLockState)
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L3102[20:50:14] <diesieben07>
DrDisconsented, it is impossible that that produces that stack
trace.
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L3104[20:53:38] <DrDisconsented> Well I
don't know what to say diesieben07 because thats what I got
L3105[20:53:57] <diesieben07> again,
impossible :D
L3106[20:54:01] <diesieben07> that crash
points to line 47
L3107[20:54:03] <diesieben07> which is a
comment.
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L3111[20:56:23] <techkid6> What the heck
forge..
L3112[20:56:45] <williewillus>
what?
L3113[20:57:06] <Dagarath> I have an
issue with this.container in a GuiContainer always being null, is
there a way to actually reference the container?
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L3115[20:57:24] <techkid6> I'm trying to
just get the slot in my hotbar I've selected
L3116[20:57:38] <techkid6> and there
doesn't seem to be a straightforward way to do that besides
iterating the whole inventory
L3117[20:57:45] <diesieben07>
player.inventory.currentItem
L3118[20:57:50] <williewillus> lol
there's definitely a way
L3119[20:57:51] <williewillus> ^
L3120[20:57:57] <Dagarath> that is the
container?
L3121[20:58:08] <diesieben07> no that was
for techkid
L3122[20:58:11] <Dagarath> ohh lol
L3123[20:58:15] <diesieben07> wait your
turn :P
L3124[20:58:23] <Dagarath> sorry sounded
relevant =P
L3125[20:58:29] <diesieben07>
GuiContainer does nto have a field "container"
L3126[20:58:42] <williewillus> most guis
choose to have their own container field though
L3127[20:58:43] <diesieben07> there is
"inventorySlots", which points to whatever you initialize
it to using the constructor
L3128[20:59:06] <Dagarath> OH i see I did
that LOl..in my proxy I should be able to actually put a reference
in from the server side though no?
L3129[20:59:07] <diesieben07> so if it's
null, then I am afraid it is your fault :P
L3130[20:59:14] <diesieben07> uhhh
what.
L3131[20:59:20] <williewillus> wat
L3132[20:59:40] <Ordinastie> to further
emphase it : WAT?
L3133[20:59:40] <DrDisconsented>
hnngg
L3134[20:59:42] <williewillus> if you're
doing container stuff everything should be done for you through
guihandler
L3135[20:59:43] <Dagarath> In common
proxy, which is where the gui is called, can I actually put in my
container there rather than calling the container seperately?
L3136[20:59:43] <DrDisconsented> I am an
idiot
L3137[20:59:49] <DrDisconsented> thanks
for putting up with me diesieben07
L3138[20:59:50] <williewillus> you don't
call anything
L3139[20:59:55] <Dagarath> or rather my
GuiHandler not my proxy
L3140[21:00:11] <diesieben07> you create
a COntainer in getServerGuiElement
L3141[21:00:20] <Dagarath> Well ok let me
instead tell my problem, I need the container info on the client
for updating it
L3142[21:00:22] <diesieben07> then you
create a Container in getCLinetGuiElement AND a GuiContainer (using
that container)
L3143[21:00:43] <diesieben07> the linkup
between the two will be handled by FML / vanilla
L3144[21:00:58] <techkid6> diesieben07:
Thanks so much.
L3145[21:01:07] <techkid6> I JUST found
that as I was scrubbing through the source
L3146[21:01:23] <Dagarath> hmm ok well I
am already doing that, so if I put my own public methods in the
container, how am I to call them? Having problems wrapping my head
around that
L3147[21:01:36] ***
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L3148[21:02:18] <diesieben07> call them
from where? what for?
L3149[21:02:39] <Dagarath> Call the
container method from the gui
L3150[21:02:57] <diesieben07> well,
inventorySlots points to the container
L3151[21:03:11] <Dagarath> but it is not
the container directly? or is it?
L3152[21:03:15] <diesieben07> yes it
is.
L3153[21:03:23] <diesieben07> you
probably need a cast since it's of type Container, not
HoweverYourContainerClassIsCalled
L3154[21:03:24] <Dagarath> Ok thank you
that is what I was confused about
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L3156[21:07:51] <Dagarath> is there
anything that does RGB conversion to int for drawGradientRect or do
I have to reverse the calculation myself?
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L3158[21:08:28] <diesieben07> use hex
notation, 0xRRGGBB
L3159[21:08:37] <Dagarath> oh alright
thanks
L3160[21:08:38] <diesieben07> where each
two go from 0 to FF
L3161[21:09:13] <Dagarath> yea I do know
hex color
L3162[21:09:24]
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L3163[21:09:43] <Dagarath> except
replacing -1130706433 with 0x00FF00 doesnt work? lol
L3164[21:10:35] <diesieben07> because
that is nt the same number :P
L3165[21:10:57] <Dagarath> What I want is
to be able to choose what the -blahblah number is, I have NO idea
what that means in color value
L3166[21:11:23] <Dagarath> oh nm it is
working now lol
L3167[21:11:41] <diesieben07> windows
calculator works wonders:D
L3168[21:11:47]
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L3169[21:12:00] <Dagarath> durrhhh I
didnt even think of that lol
L3170[21:14:21] <tterrag> google as
well
L3171[21:14:24] <tterrag> or wolfram
alpha
L3172[21:14:27] <tterrag> many things
:P
L3173[21:14:58]
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L3174[21:15:03] <Dagarath> yea many
things I don't know about, windows calc sucks wont take 0s as first
entry lol
L3175[21:15:29] <tterrag> because 0xFF00
and 0x00FF00 are identical
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L3183[21:48:35] <infinitefoxes_>
Dagarath: not sure if I'm late, but the color codes you're seeing
in the decompiled codebase are hex colors in decimal form
L3184[21:48:48] <infinitefoxes_> a google
search can find you a decimal -> hex converter
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L3187[21:58:57] <Keridos> how do block
updates work in MC1.8?
L3188[21:59:10] <williewillus> same as
they always have
L3189[21:59:10] <williewillus>
afaik
L3190[21:59:15] <Keridos> hm
L3191[22:00:26] <Keridos> ok now this is
tricky, I have a config that tells my client if a specific block
should be rendered, how would I do that with the jsons?
L3192[22:01:06] <williewillus> is this
just "render normally" vs "don't render at
all"?
L3193[22:01:16]
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L3195[22:04:25] <williewillus> if so just
override getRenderType in the block to return 3 for normal, -1 when
disabled
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L3198[22:12:29] <Keridos> ok thanks
L3199[22:12:57] <Keridos> ah nvm I meant
should shouldSIideBeRendered
L3200[22:13:19] <williewillus>
shouldSideBeRendered will still work
L3201[22:13:24] <Keridos> is there any
extensive tutorial for blockstates and the jsons and how that works
compared to old rendering of standard blocks?
L3203[22:13:44] <williewillus> im glad
you asked xD
L3204[22:16:37] <Keridos> ah thanks a
lot
L3205[22:17:13] <Keridos> are MC 1.8.9
builds compatible to older 1.8 version worldwise?
L3206[22:17:19] <williewillus> should
be
L3207[22:24:26] <Keridos> MC 1.8.x uses
BLockStates when running but saves meta in the world?
L3208[22:24:55] <McJty> Keridos, actually
also in memory it is kept as meta
L3209[22:25:08] <McJty> Keridos, unless
you actually querry it
L3210[22:25:12] <McJty> With
getBlockState
L3211[22:25:19] <Keridos> ok, guessing
that will change in 1.9?
L3212[22:25:39] <McJty> Well blockstates
are not that efficient to store as that
L3213[22:25:45] <McJty> A number is still
the best way
L3214[22:26:03] <McJty> What I hope that
changes is that blockstates get assigned ID's just like regular
blocks so that there is no waste
L3215[22:26:18] <McJty> But still in
memory a chunk will always be stored as an array of integers
L3216[22:26:22] <McJty> Otherwise it
can't be fast enough
L3217[22:26:32] <williewillus> yea 1.8 is
just a transitional stage
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L3219[22:30:54] <Keridos> McJty: but it
removes the limit of 4 bit values?
L3220[22:30:58] <williewillus> no
L3221[22:31:03] <williewillus> it's an
abstraction
L3222[22:31:12] <williewillus> but the
possibility is tehre
L3223[22:31:22] <williewillus> they might
change the world format to accommodate more metas
L3224[22:31:51] <Keridos> currently my
renders need data from my tile entities since I cannot store all
the data i need in the block itself
L3225[22:31:51] <McJty> Keridos, not at
the moment but in 1.9 I hope they do
L3226[22:32:00] <williewillus> that is
what getActualState is for
L3227[22:32:05] <McJty> Keridos, there
will not be a 4 bit meta limit but a 64K ID limit instead
L3228[22:32:11] <williewillus> you get to
add proeprties to your IBlockState that aren't saved to meta
L3229[22:32:19] <McJty> Where blocks that
don't need the usual meta only take one slot instead of 16 as they
do now
L3230[22:32:30] <McJty> And blocks that
need 32 can get 32
L3231[22:32:44] <Keridos> Ok so I can
just add them and query the TE for the info then?
L3232[22:32:47] <Keridos> that is
good
L3233[22:33:15] <Keridos> is there a way
of applying filters to the textures like you could do in the ISBRH
in 1.7?
L3234[22:33:21] <williewillus>
filters?
L3235[22:33:28] <Keridos> or for a
colored block would I need to create 16 different textures?
L3236[22:33:33] <williewillus> oh
that
L3237[22:33:38] <williewillus> you use
colormultiplier like you always have
L3238[22:33:39] <Keridos> yeah I used a
filter to dye it accordingly
L3239[22:33:49] <williewillus> there's a
section on that in the gist
L3240[22:33:56] <williewillus> ctrl+f
"colormultiplier"
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L3242[22:34:27] <Keridos> ah ok, guessing
while needing reworking of the entire rendering system of my mod it
might make things easier
L3243[22:34:41] <williewillus> :D
L3244[22:34:57] <Keridos> I can just use
complete textures now and they will probably be rotated
correctly?
L3245[22:35:11] <williewillus> once I get
this all figured out, people could potentially replace the first
person lexica botania's entire opening animation and model with
their own
L3246[22:35:22] <williewillus> compelte
textures?
L3247[22:35:30] <Keridos> currently I
have a rotatable block that has a 20 line section of rotating
textures for each side according to rotation
L3248[22:35:31] <Keridos> yeah
L3249[22:35:51] <williewillus> idk what
that means, without knowing what the block does
L3250[22:35:52] <Keridos> i have 3
textures, top, side and bottom
L3251[22:36:14] <williewillus> and the
block rotates to face the 6 sides?
L3253[22:36:39] <Keridos> just take a
look at that
L3254[22:36:55] <williewillus> wow that's
just to render a block that faces 6 directions?
L3255[22:37:09] <Keridos> yes, since I
have different textures for different meta
L3256[22:37:23] <williewillus> that'll be
easy in json, here lemme whip up an example
L3257[22:37:27] <Keridos> and it
includings the colorMultiplayer
L3258[22:37:40] <Keridos> its ugly but it
actually works pretty well
L3260[22:42:14]
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L3262[22:46:46] <williewillus> maybe the
reason i'm so comfortable with 1.8 models is because I never
touched rendering much at all in 1.7, never had to do an ISBRH or
anything, so I can't complain about change ;p
L3263[22:47:00] <williewillus> though
looking at RenderBlocks in 1.7 I'm glad I didn't have to..
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L3265[22:52:56] <Keridos> wow thanks
again
L3266[22:53:11] <Keridos> uah it still is
a lot of work for me to port this mod though
L3267[22:53:23] <williewillus> hehe it'll
be okay
L3268[22:53:24] <Keridos> I guess I made
about 10-20% of the required changes
L3269[22:55:22] <williewillus> what
mod?
L3270[22:56:45] ***
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L3271[22:56:50] <TheSecretPanda> I hate
math with a passion. :/
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L3273[22:57:33] <killjoy> I ported a mod
a while ago. I think I still haven't made the transfer to
GlStateManager completely
L3274[22:57:37] <TheSecretPanda> I'm
trying to figure out how to get the hypotenuse of a triangle with
just the inner angle. :/
L3275[22:57:50] <williewillus> i think i
got the port thing figured out
L3276[22:58:21] <williewillus>
TheSecretPanda: that makes no sense, if you just have the inner
angle you can have infinite hypoteni
L3277[22:58:46] <TheSecretPanda> I know.
But.. How to word precisely.
L3278[22:58:48] <williewillus> if you
just scale up for example the 3-4-5 the angles are the same but the
hypot is longer
L3279[22:59:13] <TheSecretPanda> I have a
car that can turn 360. I want to be able to know the slope of the
car, if lets say it's rotated 347*
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L3283[23:00:58] <TheSecretPanda> I can
figure out the lengths if I have all 3 angles, can't I?
L3284[23:01:06] <williewillus> no
L3285[23:01:12] <williewillus> similar
triangles all of the same angles
L3286[23:01:13] <TheSecretPanda> ...
Well...
L3287[23:01:16] <williewillus> yet
there's infinitely many of them
L3288[23:01:21] <williewillus> you're
looking for trig
L3289[23:01:28] <williewillus> but idk
how to visualize your exact scenario
L3290[23:01:35]
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L3291[23:01:39] <killjoy> SohCahToa
L3292[23:01:54] <TheSecretPanda>
williewillus, gimme a second. I can visualize it. :D
L3293[23:01:59] <thecodewarrior> ^ this,
so useful
L3294[23:02:11] <thecodewarrior>
*SohCahToa
L3295[23:02:22] <TheSecretPanda> It is,
but will it complete a triangle with just 1 angle?
L3296[23:02:31] <killjoy> No.
L3297[23:02:34] <thecodewarrior> No, that
is mathmatically impossible
L3298[23:02:36] <killjoy> you need
3
L3299[23:02:46] <TheSecretPanda> Okay, so
if I have all 3, what do I do?
L3300[23:02:47] <fry> you need at least 1
side
L3301[23:02:49] <killjoy> 2 lengths and
an angle
L3302[23:03:00] <TheSecretPanda> I can't
get any lengths. :(
L3303[23:03:05] <TheSecretPanda> Unless
I'm looking at it wrong.
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L3305[23:03:06] <williewillus> you said
you wanted to go angle -> slope right?
L3306[23:03:08] <williewillus> that's
trig
L3307[23:03:12] <williewillus> hold on
drawing a pic
L3308[23:03:42] <killjoy> slope is easy
because you already have 1 angle
L3309[23:03:43] <killjoy> 90
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L3311[23:04:01] <TheSecretPanda> Yes...
But slope requires rise/run, and I have nothing for any side.
L3312[23:04:09] <TheSecretPanda> Just the
angle of rotation of the player.
L3313[23:04:12] <williewillus> you can
make up that
L3314[23:04:14]
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L3315[23:04:16] <williewillus> for your
own mathematical purposes
L3316[23:04:20] <killjoy> you have the
eye height
L3317[23:04:52] <killjoy> <1 + <2 +
<3 = 360
L3318[23:05:18] <thecodewarrior> Just
make the run = 1, then you calculate the rise, and bam, you've got
the slope. slope is the same regardless of run.
L3319[23:05:20] <TheSecretPanda> I can
figure all the angles. Just slope..
L3320[23:05:23] <williewillus> yes
L3321[23:05:28] <williewillus> what
thecodewarrior said
L3322[23:05:34] <williewillus> i just
drew a picture of that :p
L3323[23:06:07] <TheSecretPanda> so:
sin(x) = opp/1?
L3324[23:06:37] <TheSecretPanda> ex:
sin(347) = opp/1 [After converting 347 -> 90* complement]
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L3329[23:07:41] <TheSecretPanda> So
instead: tan(x) = opp/1?
L3330[23:08:01] <williewillus> yes that
would work too
L3331[23:08:04] <fry> welcome to
trigonometry 101 with modders
L3332[23:08:09] <williewillus> lol
L3333[23:08:10] <TheSecretPanda>
lol
L3334[23:08:16] <fry> 101 :P
L3335[23:08:32] <TheSecretPanda> So,
figure out how to convert x -> 90 complement, then plug it in,
then tada?
L3336[23:08:33] <thecodewarrior> So trig
5?
L3337[23:08:34]
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L3339[23:09:03] <TheSecretPanda> Nah,
trig 1!
L3340[23:09:17] <thecodewarrior> No, trig
0b101 = trig 5.
L3341[23:09:33] <TheSecretPanda> trig
(3!-1)
L3342[23:09:37] <TheSecretPanda> = trig
5
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L3344[23:10:16] <thecodewarrior> I don't
know what that means, I just know that 101 is 5 in binary...
L3345[23:10:26] <TheSecretPanda> 3! =
6
L3346[23:10:30] <TheSecretPanda> 6 - 1 =
5
L3347[23:11:10] <thecodewarrior> Why 3!,
where did that come from...
L3348[23:11:28] <TheSecretPanda> Hey, can
someone isolate a variable? b/a = (b/c)/(a/c)
L3349[23:11:32] <fry> welcome to discrete
mathematics 101 with modders
L3350[23:11:38] <TheSecretPanda> xD
L3351[23:11:59] <TheSecretPanda> Fry,
welcome to WhateverAnyoneCanConjureUpIn#MinecraftForge 101 with
modders
L3352[23:12:14] <IoP> TheSecretPanda:
multiple both sides with zero. All done.
L3353[23:12:20]
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L3354[23:12:30] <TheSecretPanda> Nono.
Like an actual answer, that would suffice all 3 with something
other than 0
L3355[23:12:41] <TheSecretPanda>
s/suffice/satisfy
L3356[23:12:44] <TheSecretPanda> Awe.
:(
L3357[23:13:51] <thecodewarrior> I keep
ending up with an identity...
L3358[23:14:54] <xaero> it looks like
you're scaling both numerator and denominator by 1/c
L3359[23:15:41] <TheSecretPanda> I am...
But I need atleast one variable isolated.
L3360[23:16:01] <TheSecretPanda> Because
tan(x) = sin(x)/cos(x)
L3361[23:16:02] <thecodewarrior> an
online algebra calculater either craps out because it finds an
identity or gives me 0/0...
L3362[23:16:13] <TheSecretPanda> Then
it's not possible. :/
L3363[23:16:17] <TheSecretPanda>
Urgh
L3364[23:16:33] <thecodewarrior> What are
you trying to find and what do you have.
L3365[23:17:04] <TheSecretPanda> I am
trying to find slope of a top-down car (2D), via the current
rotation (out of 360*)
L3366[23:17:52] <thecodewarrior> what do
you mean slope of a top-down car?
L3367[23:18:36] <TheSecretPanda> 1
sec
L3369[23:19:16] <xaero> but think if that
even makes sense, simplified it's like saying a/2 = a
L3370[23:19:33] <Keridos> does 1.8 still
have the bounding boxes like they were in 1.7.10 or is that also
changed except for the enumfacing and blockpos stuff?
L3371[23:20:46] <thecodewarrior>
sin(angle) = opposite with adjacent = 1, meaning that the slope is
sin(angle)
L3372[23:21:29] <thecodewarrior> sin(x) =
o/a => a*sin(x) = o => (a=1) sin(x) = o
L3373[23:21:55] <TheSecretPanda> mkk, so
will that work for full 360?
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L3375[23:22:40] <TheSecretPanda> Because
apparently sin(90) = 0.893996663600579
L3376[23:22:52] <fry> what exactly do you
mean by "slope"?
L3377[23:23:05] <TheSecretPanda> I need
to be able to move the player's x and y, based on the
rotation.
L3378[23:23:10] <thecodewarrior> Is it in
radians or degrees.
L3379[23:23:16] <TheSecretPanda>
degrees
L3380[23:23:18] <TheSecretPanda> It's
correct.
L3381[23:23:25] <TheSecretPanda> Just
need the rise over run now.
L3382[23:23:43] <fry> x += cos(angle) *
speed; y += sin(angle) * speed;
L3383[23:24:14] ***
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L3384[23:24:23] <thecodewarrior> Nope,
your sine function is operating in radians. sin(90rad) = 0.89...
sin(90deg) = 1
L3385[23:24:54] <thecodewarrior> wait,
messed up, tan(angle) = o
L3386[23:24:54] <TheSecretPanda>
Oh?
L3387[23:24:56] <williewillus> Keridos:
they got rid of the factory method for AABB
L3388[23:25:00] <williewillus> now you
just do new AxisAlignedBB
L3389[23:25:04] <williewillus> simple
find and replace
L3390[23:25:31] <thecodewarrior> S = O/H
C = A/H T = O/A
L3391[23:25:56] <TheSecretPanda> fry:
move(Math.cos(getRotation()*getSpeed()),
Math.sin(getRotation()*getSpeed())); //This?
L3392[23:26:09] <TheSecretPanda> Assuming
that's in the player class.
L3393[23:26:26] <Keridos> williewillus:
ah that was what my IDE was complaining about probably
L3394[23:26:41] <Keridos> it felt pretty
weird in 1.7.10 though
L3395[23:26:43] <fry> move the speed out
of the sin/cos
L3396[23:27:02] <TheSecretPanda> Then
that'll be it?
L3397[23:27:11] <fry> probably
L3398[23:27:27] <fry> assuming rotation
is in the correct units
L3399[23:27:40] <TheSecretPanda> I have
it setup for degrees.
L3400[23:27:49] <TheSecretPanda> I'll let
ya know in a second.
L3401[23:29:20] <TheSecretPanda> Mhmm..
No movement. Urgh gotta check rendering.
L3402[23:31:38] <TheSecretPanda> Ah. If
speed weren't 0. xD
L3403[23:32:07] <GeoDoX> gigaherz, you
around?
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L3405[23:33:11] <TheSecretPanda>
Uhm...
L3406[23:33:19] <TheSecretPanda> fry,
would you be available to look at code?
L3408[23:34:57]
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L3409[23:36:32] <thecodewarrior> McJty
didn't like it... he was like, "oh no, I'm outa
here"
L3410[23:36:41] <TheSecretPanda> xD
L3411[23:36:55] <TheSecretPanda> I'm
pretty sure that a car isn't supposed to move like that.
L3412[23:37:02] <TheSecretPanda>
Especially if fry is any good at math. xD
L3413[23:37:12] <Keridos> wee, managed to
at least update all my block classes, now these just need th
jsons
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⇦ Parts: TSP|bcItlooksCool
(~TheSecret@c-68-53-45-139.hsd1.tn.comcast.net) ())
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(~TheSecret@c-68-53-45-139.hsd1.tn.comcast.net)
L3417[23:38:37] <TSP> too long of a name.
xD
L3418[23:38:51] <fry> TSP: your angles
are in degrees, Math expects radians
L3419[23:39:06] <Keridos> argh what have
they done to the tesselator in 1.8?
L3420[23:39:12] <TSP> So, when getting
rotation return rotation*(Math.PI/180);
L3421[23:40:13] <TSP> That's somewhat
better. :/ I think
L3422[23:40:31] <TSP> 0* is straight up,
correct?
L3423[23:41:36] <fry>
Math.toRadians
L3424[23:41:56] <thecodewarrior> Keridos:
Go with worldRenderer... look in
RenderGlobal.drawOutlinedBoundingBox
L3425[23:42:02] <TSP> But that formula is
correct?
L3426[23:42:07] <sham1> 0 degress is
straight up depending on where you count from
L3427[23:42:15] <williewillus> Keridos:
read the gist lol
L3428[23:42:17] <thecodewarrior> you can
to .tex(u,v) for texture coordinates too.
L3429[23:42:18] <williewillus> it's at
the bottom
L3430[23:42:29] <williewillus> ctrl f
"changes to tessellator"
L3431[23:43:02] <williewillus> actually
"tessellator changes from 1.7"
L3432[23:43:26] <TSP> 46.79999...
apparently stops the car from moving.
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L3435[23:43:54] <TSP> 52.5 has the same
result.
L3436[23:47:08] <thecodewarrior> What
method is called when a block is placed, but after the TE is
created?
L3437[23:47:38] <TSP> 34.5-55.5 the car
stops...
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L3439[23:49:50] <williewillus>
thecodewarrior: onLoaded, i think
L3440[23:49:52] <williewillus> in
TE
L3441[23:50:18] <thecodewarrior> I want
to do it in the block though, the TE is generic and shared across
several blocks.
L3442[23:55:41] <thecodewarrior> Anybody
else find that (when appropriate) doing things at whatever pace
happens makes them a ton more enjoyable? At one point I was in the
mentality of "if I get more done I'll be more satisfied",
I've since realized that three hours doing things slowly is more
enjoyable in the end than an hour of full-force "DO THIS FAST
SO I CAN MOVE ON AND DO ANOTHER THING FAST SO I CAN...".
L3443[23:57:05] <williewillus>
depends
L3445[23:57:22] <williewillus> if I'm in
that relaxed state I can find that 3 hours have passed and I'm in
the exact same place I started
L3446[23:57:40] <Keridos> meh why does
the guihandling stuff still use x,y,z not blockpos
L3447[23:57:54] <TSP> So here's a
question
L3448[23:58:02] <williewillus> because
it's not x y z
L3449[23:58:07] <williewillus> those are
passed directly to you
L3450[23:58:12] <williewillus> you can
stuff whatever numbers in there you want
L3451[23:58:16] <williewillus> and FML
couldn't care less
L3452[23:58:19] <TSP> If i commited
something, then reverted that commit, how do I get the code from
the commit back?
L3453[23:58:36] <williewillus> checkout
that commit?
L3454[23:58:43] <Keridos> IGUIhandler has
this public Object getServerGuiElement(int ID, EntityPlayer player,
World world, int x, int y, int z);
L3455[23:58:46] <TSP> Actually, I think
this is it: Revert "Revert "Fixing
Derpus""
L3456[23:58:52] <Keridos> this is what is
irritating me
L3457[23:59:00] <williewillus> Keridos:
it's just namned that way because that's a common use case
L3458[23:59:00] <Keridos> pretty much
everything just uses blockpos
L3459[23:59:01] <TSP> Ahhh. Better.
L3460[23:59:02] <LatvianModder> So, in
1.9 gui code will be json models too, or that will only be an
option, not requirement?
L3461[23:59:09] <Keridos> williewillus: i
mean the parameters
L3462[23:59:15] <thecodewarrior> that's a
good point, sometimes you aren't in the mentality to get anything
done, that would then not be an appropriate time to do things at
whatever pace you want. because the pace you want/will happen is no
pace.
L3463[23:59:18] <williewillus> it's not
blockpos
L3464[23:59:22] <williewillus> because
its not coordinates
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L3466[23:59:37] <Keridos> what is it
then?
L3467[23:59:42] <williewillus> anything
you put in it
L3468[23:59:50] <williewillus> you call
player.openGui
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L3470[23:59:55] <Keridos> ithe javadoc
tells me it is the position though
L3471[23:59:56] <williewillus> and the
guihandler gets your args to that
L3472[23:59:58] <williewillus> it's
not