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L1[00:00:47] ***
Kolatra is now known as Kolatra[away]
L2[00:01:40] <GeoDoX> Is there a way to use
that?
L3[00:01:44] <LatvianModder> Hovering?
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L5[00:02:16] <GeoDoX> Yes, I'm trying to
check hovering on a custom GUI element but I don't know when to
call the check or where
L6[00:02:17] <LatvianModder> Like.. Current
item your mouse is over in container or smth?
L7[00:02:21] <LatvianModder> Ah
L8[00:02:41] <GeoDoX> I have access to a
container though
L9[00:02:55] <GeoDoX> If that helps
L10[00:02:57] <LatvianModder> That is
stored in GuiScreen / GuiContainer
L11[00:03:09] <LatvianModder> But i think
those are protected fields
L12[00:03:26] <GeoDoX> Yes, but I'm drawing
over it, and I need to check the hover of that
L13[00:04:10] <GeoDoX> Like, I'm rendering
into the corner of each Slot in the GuiContainerCreative
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L15[00:04:32] <GeoDoX> and I need to check
the hover of the corner of that slot where I'm rendering to
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L20[00:09:37] <Dagarath> Just
doublechecking, to set an itemstacks metadata I just have to
.setItemDamage ?
L21[00:09:49] <xaero> you're in a
GuiScreen? IIRC there's a series of onMouse* methods you can
override
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L24[00:11:06] <xaero> (which conveniently
should give you x/z positions as well)
L25[00:12:55] <williewillus> Dagarath:
yes
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L28[00:16:00] <GeoDoX> I'm not in
GuiScreen
L29[00:16:17] <GeoDoX> Can I simply extend
it to use the methods?
L30[00:16:30] <fry> "help me, I'm
trapped in a GuiScreen"
L31[00:16:40] <GeoDoX> lol
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L33[00:17:25] <sham1> Better than being
trapped in Gui
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L36[00:21:33] <GeoDoX> So?
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L44[00:28:32] <xaero> you made me check...
are you ina Gui at least? Take a look at GuiButton#drawScreen
L45[00:29:13] <GeoDoX> I'm not
L46[00:29:24] <xaero>
s/drawScreen/drawButton/
L47[00:29:27] <GeoDoX> Can I be? :P
L48[00:29:37] <GeoDoX> I can't use a
GuiButton
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L54[00:30:24] <GeoDoX> I don't think?
L55[00:30:58] <killjoy> a player (name) can
have multiple textures (type, url). a texture can have multiple
meta (key, val)
L56[00:31:07] <GeoDoX> I mean, I guess I
could, but I don't need to
L57[00:31:46] <sham1> combained query I
see
L58[00:31:54] <killjoy> this is aview
L59[00:32:12] <sham1> Don't think there is
anything else
L60[00:32:16] <xaero> no, it doesn't need
to be a GuiButton, but the logic is in there (and the calling
class)
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L62[00:32:32] <sham1> But how do you access
the texture with player
L63[00:32:46] <sham1> Do you use the player
name as the shared field?
L64[00:32:51] <killjoy> I was thinking of
making it display as a tree.
L65[00:32:53] <killjoy> no, I use
uuid
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L67[00:32:58] <sham1> Good
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L69[00:33:17] <GeoDoX> So if I simply
extend it, and instantiate it when I need to, it will handle the
hovering and everything for me?
L70[00:33:25] <killjoy> right now though,
the uuid is part of the url
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L72[00:33:30] <killjoy> that will hopefully
change
L73[00:33:37] <sham1> yeah
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L75[00:33:46] <sham1> Thatbetter become a
field of its own
L76[00:33:53] <killjoy> current server has
issues with writing to an existing file.
L77[00:34:14] <killjoy> cloudflare doesn't
catch that it changed so skins can take up to 3 hours to
update
L78[00:34:37] <killjoy> I'm redesigning a
system I didn't write
L79[00:34:56] <sham1> good luck with
that
L80[00:35:06] <GeoDoX> xaero, ?
L81[00:35:15] <killjoy> I've even decided
to learn python to interact with the database and output some
json
L82[00:35:23] <killjoy> got some trouble
with cgi
L83[00:37:42] <xaero> GeoDoX: if it's a
button, maybe, but no, the logic for hovering is all in the
GuiButton class, which you'll have to replicate - what'd be
informative is if you could find what calls GuiButton.drawButton,
as that can lead to an "event" that you seek
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L86[00:40:26] <xaero> GeoDoX: but I'm
wondering if you're not in a Gui, then what is the player supposed
to be hovering over? something in the world?
L87[00:40:50] <GeoDoX> It seems like it
would be in GuiScreen xaero
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L89[00:41:09] <GeoDoX> I'm rendering on top
of the GuiContainerCreative
L90[00:41:51] <GeoDoX> I'm using a custome
class to render a custom button that renders an ItemStack
L91[00:42:12] <xaero> so a
GuiOpenEvent.Post or somesuch?
L92[00:42:39] <xaero> or a custom
GuiContainerCreative of yours?
L93[00:43:12] <GeoDoX> I haven't linked it
to anything yet, I'm just trying to do custom rendering using Open
GL right now
L94[00:43:25] <GeoDoX> I wanna keep it
client side only though
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L97[00:48:24] <xaero> but what's your
rendering hook? :P A regular RenderEvent?
L98[00:48:40] <GeoDoX> I don't have one
yet
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L100[00:49:02] <GeoDoX> I'm just trying to
code the custom button class first
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L103[00:53:06] <GeoDoX> Is there any way
you'd recommend doing it xaero?
L104[00:55:12] <xaero> nah, I've only
dabbled in Guis, but somehow you want a hook that's "rendering
now && your Gui context"
L105[00:56:07] <GeoDoX> yeah
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L107[00:56:56] <xaero> whether that be
checking Minecraft.currentScreen or the GuiOpenEvent and replacing
with your own GuiContainerCreative
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L113[01:05:45] <GeoDoX> Would it still be
client only if I override GuiContainerCreative?
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L116[01:10:16] <GeoDoX> xaero, I know some
people meantioned containers are handled server side...
L117[01:11:17] <xaero> oh yea haven't
looked into them - I've only dealt with basic client-only
Guis
L118[01:11:57] <GeoDoX> I know I'm
checking when the GuiContainerCreative is being opened... so I am
doing that
L119[01:12:22] <GeoDoX> Also, I'm using a
custom tab. Would it help if I explained the purpose of the
mod?
L120[01:12:29] <GeoDoX> Like what it
does?
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L122[01:21:30] <xaero> perhaps someone
might, but you've already reached the limits of my knowledge of
Guis :P
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L124[01:23:35] <GeoDoX> Well, I appreciate
you trying to help, and it has anyway :)
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L128[01:44:05] <Lordmau5> Hi-Ho o/
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L132[01:49:43] <Lordmau5> what the hell
have I stumbled upon
L134[01:49:45] <Lordmau5> O_o
L135[01:50:12] <Cazzar> Problem
L136[01:50:16] <Cazzar> Mod
incompatibility.
L137[01:50:34] <Lordmau5> well, it's c++
so I expected Java mods to not work
L138[01:50:51] <Lordmau5> but going by the
fact that it offers better performance than the vanilla
java-server, this really seems interesting
L139[01:50:59] <Cazzar> That's the problem
that I have with most custom servers.
L140[01:51:20] <McJty> Interesting project
though
L141[01:51:29] <Lordmau5> Thing is, it'd
be stupid to consider a "Forge-Port" for that, since then
there would be code-changes on both ends
L142[01:51:42] <Lordmau5> as in "Oh,
MinecraftForge on the java-end added new patches, I have to adjust
them"
L143[01:51:58] <Lordmau5> also, a mod
would have to be written in Java + C++, or some special interpreter
on the C++ end
L144[01:52:13] <Lordmau5> it's all stupid
thoughts in the end. But for vanilla players, I could imagine that
that server is a better option
L145[01:52:26] <McJty> Integrating java
with C++ is not hard but that's not enough to make it java mod
compatible though
L146[01:52:37] <McJty> As java mods
typically use the entire Mojang + Forage Java api
L147[01:52:46] <McJty> Or a big part of it
at least
L148[01:52:55] <Lordmau5> yup
L149[01:53:20] <Lordmau5> This project
goes as far as 2013, if not even further
L150[01:53:23] <Lordmau5> how come I've
never heard of this?
L151[01:53:36] <xaero> it went by a
different name, mcserver
L152[01:53:38] <McJty> I wonder if it is
actually used a lot for vanilla servers
L153[01:53:50] <Lordmau5> 27th of July,
2013
L154[01:54:10] <Lordmau5> thing is, plugin
support. It does support LUA as a coding language for plugins
L155[01:54:21] <Lordmau5> but not the Java
way, as in, Bukkit plugins (for example) wouldn't be
compatible
L156[01:54:32] <Lordmau5> then again,
there's WorldEdit available for it since 2013, haha
L157[01:55:35] <Lordmau5> To be honest,
I'm really looking forward to having an attempt at the C++
Minecraft modding
L158[01:55:40] <Lordmau5> I doubt that's
impossible
L160[01:55:52] <Lordmau5> it's just going
to be a pain to learn yet another language from scratch...
L161[01:56:02] <Lordmau5> aah
L162[01:56:06] <Lordmau5> so they went
over from Googlecode
L163[01:56:08] <Cazzar> 274 pages of
commits on github
L165[01:56:36] <Cazzar> "The project
was created on Oct 4, 2011."
L166[01:56:55] <Lordmau5> wow
L167[01:57:02] <Lordmau5> to be honest,
I've never heard of Mc-server either
L168[01:58:08] <Lordmau5> wait wat
L170[01:58:10] <xaero> really? are you
aware of the other java clones?
L171[01:58:17] <Lordmau5> MC 1.7.3 Beta in
C#?
L172[01:58:30] <Cazzar> I remember
starting to work on that with SirCmpwn :3
L173[01:58:41] <Cazzar> Well, not
truecraft
L175[01:59:16] <Lordmau5>
interesting
L177[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160204 mappings to Forge Maven.
L178[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160204-1.8.9.zip
(mappings = "snapshot_20160204" in build.gradle).
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L181[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/
L182[02:00:28] <Lordmau5> Botania and
OpenComputers are featured on that "Hacking Minecraft"
category :D
L183[02:01:17]
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L184[02:02:07] <Lordmau5> yay, Reddit's
back up
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L203[03:01:17] <Wuppy> o/
L204[03:07:33] <Wuppy> dear lord....
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L209[03:13:18] <xaero> I'm admittedly a
dreary/drab kind of guy, but I see nothing wrong with a splash of
color now and then
L210[03:13:46] <xaero> but granted, that
is a bit more than "now and then" ...
L211[03:14:20] <Wuppy> every single place
in the city looks like that the coming week
L213[03:16:53] <xaero> ok, let me echo
your sentiments:
L214[03:16:56] <xaero> dear lord...
L215[03:17:16] <Wuppy> it will be awesome
though \o/
L216[03:17:34] <xaero> what's the
occasion?
L217[03:17:39] <Wuppy> carnaval
L218[03:18:14] <Wuppy> originally a
christian party, but now turned into a reason to dress like a
moron, drink like a crazy person and do whatever you want for a
week :P
L219[03:18:51] <xaero> hmm either time
really flies or didn't you have that a couple of months ago?
L220[03:19:13] <Wuppy> there is a 1 day
pre-party in november, but not really
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L223[03:25:59] <xaero> ok, my memory's
fuzzy but you did talk about carnaval here before once - still,
looks like fun for those into that sorta thing
L224[03:27:12] <xaero> I live in an urban
sprawl so such renovations are usually confined to a block (if
that) and limited
L225[03:27:28] <Wuppy> this is also in a
small area only
L226[03:27:29]
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L227[03:27:41] <Wuppy> but there is going
to be a parade which goes through the entire town
L229[03:29:25] <xaero> floats, nice
L230[03:29:37] <Wuppy> floats?
L231[03:30:40] <xaero> they're those
themed cars and/or balloons that are in parades
L232[03:30:41] ⇦
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L234[03:31:02] ***
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L235[03:31:07] <Wuppy> yep
L236[03:36:10] ⇦
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L241[03:44:14] <Naiten> also, these white
pixels are so annoying D:
L242[03:44:26] <Nitrodev> Hi all
L243[03:44:33] <Naiten> hi
L244[03:44:57] <Wuppy> howdy
L245[03:45:15] <Nitrodev> What whity
pixels are you talking about Naiten
L247[03:46:25] <Nitrodev> I see
L248[03:46:31] <Naiten> white pixels on
the edges of obj models
L249[03:46:42] <Nitrodev> Yeah i see
them
L250[03:47:22] <Nitrodev> Looks like you
need to slightly adjust the rotation
L251[03:47:46] <Nitrodev> Since theright
doesn't have the white pixels
L252[03:48:34] <Naiten> welp, the rotation
and white pixels are separate issues
L253[03:48:42] <Nitrodev> Oh?
L254[03:49:10] <Nitrodev> Did you test
what i said
L255[03:49:21]
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L256[03:52:20] <Naiten> what do you mean
by ' theright doesn't have the white pixels'? all of my blocks have
them
L257[03:52:54] <Nitrodev> Look at the
model
L258[03:53:24]
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L259[03:53:26] <Nitrodev> The pixels dont
go from right to left
L260[03:53:44] <Nitrodev> The start away
from the right border
L261[03:53:57] <Nitrodev> Atleast in the
pic
L262[03:57:26] <Naiten> well, that's just
a matter of viewing point. those pixels are not static
L263[03:57:44] <UnasAquila> Good morning.
Does anyone know what replaces IVillageTradeHandler in 1.8
please?
L264[03:57:46] <Nitrodev> Ah
L265[03:59:21] <Nitrodev> Then it might be
either the position of the upper part or the textures
L268[04:03:09] <Naiten> Nitrodev, i recall
investigating this earlier and it's a matter of bad UV
processing
L269[04:03:38] <Nitrodev> Uv?
L270[04:04:33] <Naiten> texture unwrap U-V
coordinates
L271[04:04:38] <Nitrodev> Ah
L272[04:04:44] <UnasAquila> thanks xaero I
will add the link to my track list. [guess ill just move it to the
end of my update todo list]
L273[04:05:02] <Nitrodev> Well i got no
experience with that so :P
L274[04:07:13] <Naiten> guess i have to
summon fry
L275[04:07:56] <Nitrodev> Yeah that's
probably your best bet
L276[04:07:58] <fry> that's not how
quaternions work
L277[04:08:30] <Naiten> indeed they
do
L279[04:09:41] <Naiten> welp
L280[04:09:43] <Naiten> wait
L281[04:10:18] <Naiten> m(
L282[04:12:08] <Naiten> somehow missed
that cos thing m(
L283[04:13:50]
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L284[04:14:02] <Nitrodev> Did it fix
it?
L285[04:14:10] <Nitrodev> And hi
McJty
L286[04:14:25] <McJty> Hi
L287[04:17:01] ⇦
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L292[04:25:00] <Ordinastie> why is it that
the signature for List.toArray() is Object[] toArray(); and not E[]
toArray(); ?
L293[04:25:00] ⇦
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L294[04:25:35] <McJty> I think that has to
do with type erasure but not 100% sure
L295[04:25:44] <McJty> i.e. generic type
is not kept at runtime
L296[04:25:56] <sham1>
Morning/g'day/evening to all you wonderful people
L297[04:26:15] <sham1> Yeah, type
erasure
L298[04:26:18] <Ordinastie> McJty, well,
either way at runtime it will be Object[]
L299[04:26:41] <sham1> You know what type
the array should contain, so you can cast it
L300[04:27:12] <Ordinastie> if you know
the type of the list, it wouldn't require a cast
L301[04:27:19] <Ordinastie> or using
<T> T[] toArray(T[] a);
L302[04:27:46] <sham1> Well it wont know
the type at runtime
L303[04:28:15] <sham1> So that's a
thing
L304[04:28:49] <Ordinastie> yes but type
erasure doesn't explain why they chose that interface
definition
L305[04:29:05] <Ordinastie> backward
compat might though
L306[04:29:51] <Naiten> Should i put my
mod on Cruse? What's the profit of that?
L307[04:30:07] <sham1> Yeah, that might be
the correct one
L308[04:30:18] <Ordinastie> Naiten,
visibility, reward program
L309[04:30:27] <sham1> Naiten, you get
curse premium for one
L310[04:30:46] <Naiten> Ordinastie, what's
that?
L311[04:30:49] <Ordinastie> sham1, wut
?
L312[04:30:53] <sham1> Reward such as
steam or even real money
L313[04:31:09] <sham1> I remember that you
get curse premium
L314[04:31:12] <Naiten> visibility = more
audience or what?
L315[04:31:14] <sham1> I'm not sure
L316[04:31:20] <Ordinastie> ah, I
misunderstood
L317[04:31:27] <Ordinastie> Naiten,
yes
L318[04:31:36] <sham1> Well that IS what
visibility means in this context...
L319[04:32:01] <Ordinastie> not a smart
audience, judging by the messages left on my mods, but still
L320[04:32:36] <sham1> We are talking
about MC playerbase here
L321[04:32:51] <Ordinastie> true
L322[04:33:10] <Ordinastie> I should
deactivate comments on curse/curseforge altogether
L323[04:34:03] <Naiten> Well, considering
MC playerbase consists mostly of school-aged, no surprise
L324[04:34:37] <sham1>
"school-aged" is a broad term
L325[04:34:56]
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L326[04:35:31] <Naiten> fry, is there any
possibility to fix obj loader UVs?
L327[04:35:53] <Keridos> I hm when I need
a full blockstate for a block, what do i specify for
getstatefrommeta and getactualstate
L328[04:35:57] <Ordinastie> question : if
you were placing a thin wall block in front of you, would you
expect it to be close to you or on the other side of the block when
placed ?
L329[04:37:08] <sham1> Close
L330[04:37:20] <sham1> Because that is how
vanilla doors work
L331[04:38:15] <Ordinastie> hum, fair
enough
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L333[04:39:11] <Ordinastie> ok, let's see
if this works
L334[04:39:18] <Ordinastie> or rather,
let's see what doesn't
L335[04:40:32] <Ordinastie> (note to self
: actually instantiate and register the blocks I want to test
><)
L336[04:41:22] <sham1> that makes it
usually easier
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L338[04:47:14] <Ordinastie> !gm
func_72833_a 1.7.10
L340[04:50:16] <Lordmau5> is that
intended?!
L341[04:50:22] <Naiten> those white spots
are not supposed to be
L342[04:50:33] <fry> mipmapping
probably
L343[04:50:35] <Lordmau5> well, either
way, it looks like you got it to work :o
L344[04:50:36] <Lordmau5> nice
L345[04:51:51] <Naiten> So what do i do
about that?
L346[04:53:12] <fry> return CUTOUT from
the Block.getRenderLayer
L347[04:53:30] <fry> or fill up the white
stuff in your texture with appropriate color
L348[04:53:54] <fry> that'll help with the
white up close too
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L351[04:59:09] <Naiten> welp, cutout also
fixed close white up too, no need to retexture everything
L352[04:59:12] <Naiten> thanks
L353[04:59:29]
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L355[05:02:03] <Lordmau5> *thumbsup*
L356[05:02:10] <Wuppy> time to write an
app for my student association :o
L357[05:02:40] <Corosus> is there any
vanilla way to track how long a player has been playing on a
server? or will i have to track this myself
L358[05:02:58] <Corosus> the player.dat
doesnt show anything obvious D:
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L364[05:22:09] <Naiten> what shaders do
you consider the best, guys? :o
L365[05:25:33] <Zaggy2048> I haven't ever
really liked anything but SEUS
L366[05:25:47] <Zaggy2048> including the
ones based on SEUS
L367[05:26:26] <Zaggy2048> but it's purely
opinion, you should form your own :P
L368[05:27:00] <Zaggy2048> the shaders mod
thread has a list of shaders, IIRC
L369[05:27:28] <Nitrodev> okay i'm
home
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L377[05:49:25] <masa> okay so I miscounted
my tool variants yesterday, it's actually 2304 variants... I was
going to try to do it using blockstates after all, but now that I
noticed that, fuck no :p
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L380[05:53:46] <Lordmau5> > tools
L381[05:53:50] <Lordmau5> >
blockstates
L382[05:53:55] <Lordmau5> wat
L383[05:54:16] <masa> you can use the
forge blockstates for items as well
L384[05:54:23] <Lordmau5> oh?
interesting
L385[05:54:24] <Keridos> hm i have a weird
issu in 1.7.10: have a debug item which changes a TESR to render
something
L386[05:54:36] <Keridos> but in SMP it
does not render it, only in singleplayer
L387[05:54:38] <ghz|afk> morning
people
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L389[05:54:48] <RANKSHANK> Yeah I do it.
The Model system has a bitch if you don't
L390[05:54:50] <Lordmau5> you need to send
the information to the client
L391[05:54:56] <masa> Keridos: well do you
sync the fields you change?
L392[05:55:00] <Lordmau5> ^
L393[05:55:03] <gigaherz> back to writing
that page on Capabilities
L394[05:55:18] <Keridos> which
fields?
L395[05:55:22] <Keridos> i sync the
TE
L396[05:55:24] <Lordmau5> the ones you
change
L397[05:55:27] <masa> well what do you
change with your debug item?
L398[05:56:40] <masa> if you do that on
the server, you need to then sync that value to the client as well.
But if it's only a debug feature anyway, you could just chnage it
on the client side
L399[05:57:31] <Keridos> i am quite
derpy
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L401[05:57:41] <Keridos> i had the wrong
check in the renderer I believe
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L403[05:58:01] <Keridos> lets check this
again
L404[05:58:09] <Keridos> I sync my TEs to
the client the whole time
L405[05:58:46] <masa> the whole time?
meaning what?
L406[05:59:10] <masa> don't tell me you
call markBlockForUpdate in your update() each tick for every
TE
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L408[06:00:47] <Keridos> no I dont
L409[06:00:57] <Keridos> but I only need
the fact that the TE is at a specific location
L410[06:01:11] <Keridos> no data from it,
just its existence should trigger the rendering
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L413[06:06:37] <masa> and how is that
different fro mthe way things usually work?
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L415[06:09:04] <Keridos> do I need to
update the blocks not only when I place them but also when a player
is nearby?
L416[06:11:10] <Keridos> meh it doesnt
render at all anymore
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L419[06:13:52] <Lordmau5> uhm, depends how
you want to do it
L420[06:14:12] <Lordmau5> going by the
fact that I assume you want to render something different based on
a specific value, going for NBT would be good
L421[06:14:25] <Lordmau5> whenever a
change happens to the block (E.g. via your debug item), update it
via. markForUpdate()
L422[06:14:36] <Lordmau5> the TESR then
handles that Tile's NBT state
L423[06:14:41] <Lordmau5> or rather the
specific value
L424[06:15:10] <Keridos> Lordmau5: nah its
just to show invisible blocks
L425[06:15:14] <Keridos> no nbt data
involved
L426[06:15:29] <Lordmau5> you said you
want to change a value in the render?
L427[06:15:40] <Keridos> no
L428[06:15:45] <Lordmau5> okay, then I
misunderstood it
L429[06:15:53] <Keridos> I just want to
render a mesh around it when the player holds a specific item
L430[06:16:11] <Lordmau5> ah
L431[06:16:21] <Lordmau5> get the local
player and check his itemstack?
L433[06:17:21]
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L437[06:18:01] <Lordmau5> oh wait, my
bad
L438[06:18:09] <Keridos> how eh, seems
fine :D
L439[06:18:18] <Lordmau5> Didn't see the !
infront of the instanceof :p
L440[06:18:27] <Keridos> ah
L441[06:18:32] <Lordmau5> and what was the
issue now again? it doesn't render at all, even with the debug tool
equipped?
L442[06:18:34] <Keridos> the block has
rendertype -1
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L444[06:18:38] <Keridos> it doesnt render
at all
L445[06:18:55] <Ordinastie> if you remove
the test, does it render ?
L446[06:18:58] <Keridos> it worked pretty
unreliable a while ago
L447[06:20:37] <Keridos> ok weird it
doesnt render at all
L448[06:21:14] <Ordinastie> is it even
called ?
L449[06:21:33] <Lordmau5> are 5 vertices
the way to do it?
L450[06:21:37] <Lordmau5> I remember only
going for 4
L451[06:21:55] <Lordmau5> at the first
part of LINE_STRIP - then again, I'm no god in rendering, so
eh...
L452[06:23:49] <Keridos> i actually had
that from another tutorial
L453[06:23:53] <Keridos> i am not good at
the rendering too
L454[06:23:59] <Keridos> but some time ago
it at least partially worked
L455[06:25:29] <Ordinastie> Keridos, can
you check it's actually called ?
L456[06:26:21] <Lordmau5> towards the
render-pros: This is how the 2nd part of his method would be
rendered in terms of the vertex-order
L459[06:27:01] <Lordmau5> I am curious as
to if that's right or not as well :D - if it's right, then I don't
understand it though...
L460[06:28:23] <Keridos> seems to never be
called ok
L461[06:28:26] <Keridos> that is
weird
L462[06:28:34] <Ordinastie> if the order
is as the image, it wouldn't render the cube he wants, but as it's
line strips, something would still be visible
L463[06:28:47] <Keridos> rendertype is -1
and the renderer is registered in my clientproxy
L464[06:28:59] <Ordinastie> is your TE
even there ?
L465[06:29:28] <gigaherz> what do you ppl
think so far?
L467[06:29:44] <gigaherz> eh oops
L469[06:29:56] <gigaherz> from the
top
L470[06:29:58] <gigaherz> ;P
L471[06:31:04] <Keridos> i get the feeling
like my idea is bugging again
L472[06:31:17] <Keridos> i once had an
issue where compiling did not update the classes compiled
L473[06:31:27] <Keridos> so basically i
was rerunning the same code the whole time
L474[06:33:09] <masa> so if I want to use
a MultiModel and then in there get the IModels for my tool, do I
need to somehow register some models or manually stitch the
textures or somehting before I can use it?
L476[06:40:13] <Lordmau5> this is what I
used back in the days when native hot-swapping wasn't a thing
L477[06:40:41] <Cazzar> I think DCEVM
still does more.
L478[06:40:57] <Lordmau5> and also why I
have a shortcut in IntelliJ to re-compile the current file :D
L479[06:41:02] <Lordmau5> Ctrl + Shift +
S
L480[06:41:35] <Ordinastie> I was never
able to make DCEVM work :(
L481[06:41:48] <Cazzar> It's easu
L482[06:41:52] <Cazzar> easy*
L483[06:43:24] <Ordinastie> it's easy when
it works, if it doesn't...
L484[06:43:58] <Ordinastie> it worked for
some random java project, but not for MC
L485[06:44:04] <Ordinastie> IIRC
L486[06:48:52] <Keridos> Lordmau5: oh that
is nice
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L490[06:51:43] <Delenas> Boop.
L491[06:56:03] <Lordmau5> MC1.8 got
support for that though
L492[06:56:17]
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L493[06:56:20] <Lordmau5> as in, without
DCEVM
L494[06:59:42] <Ordinastie> wut?
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L496[06:59:59] <Lordmau5> ye
L497[07:00:03] <Ordinastie> hotswap has
nothing to do with MC
L498[07:00:27] <Lordmau5> well, then
please explain me why I can't use it in my 1.7.10 project, whilst I
can use it in my 1.8.9 project fine
L500[07:00:38] <gigaherz> can someone give
it a read?
L501[07:00:45] <gigaherz> explains
Capabilities
L502[07:00:49] <Lordmau5> then again, it
might be that it's a combination of Java 8 + the newest IntelliJ
version that supports hot-swapping properly
L503[07:00:59] <Lordmau5> I can't remember
if my 1.7.10 project had J8 or J7
L504[07:01:07]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L505[07:03:52] <diesieben07> ugh and again
forge designs things around setting final fields -.-
L506[07:04:41] <LatvianModder> Which is
good mostly
L507[07:04:51] <diesieben07> no, it is NOT
good.
L508[07:04:55] <LatvianModder> So dumb
modders can't screw things up
L509[07:05:14] <diesieben07> it is a gross
hack, especially if the field is static
L510[07:05:18] <McJty> Never underestimate
the capability of a dumb modder to screw things up
L511[07:05:32] <LatvianModder> Like in
events, most of the fields are final, because they are not supposed
to modify them
L512[07:05:48] <diesieben07> yes, that is
the purpose of final
L513[07:06:05] <diesieben07> but with
@CapabilityInject it is designed in a way that will SET a final
field.
L514[07:07:01] <diesieben07> which is,
especially with static fields, not guaranteed to work at all by any
spec or documentation.
L515[07:08:34] <fry> there's no
"final" that I see
L516[07:08:58] <diesieben07> example in
the docs
L517[07:09:02] <diesieben07> talks about a
static final fieeld.
L518[07:09:22] <gigaherz> I didn't add
"final" to it?
L519[07:09:28] <diesieben07> no you did
not.
L520[07:09:35] <diesieben07> but whoever
made the capability system did.
L521[07:09:49] <fry> public static
Capability<IExampleCapability> INSTANCE = null;
L522[07:09:50] <diesieben07> instead of
just letting the user assign the field themselves, no idea why that
is not fine...
L523[07:10:03] <diesieben07> that is not
what it says in my docs
L524[07:10:07] <gigaherz> ah the
javadocs
L525[07:10:19] <gigaherz> for
@CapabilityInject
L526[07:10:58] <fry> yup, javadocs indeed
say final
L527[07:11:08] <fry> and they probably
shouldn't
L528[07:11:35] <diesieben07> well, the
code that sets the field is designed for it to be final
L529[07:11:40] <diesieben07> instead of
failing in that occasion
L530[07:11:57] <diesieben07> @ObjectHolder
and @ItemStackHolder do the same thing
L531[07:12:12]
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(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L532[07:12:16] <Cazzar> I don't think
ObjectHolder requires final
L533[07:12:26] <diesieben07> no but it
tells you in the docs to use it.
L534[07:12:37] <gigaherz> it's suggested
that you do
L535[07:12:57] <gigaherz> which is the
whole point of the complaint
L536[07:16:44] <fry> according to the
memory model you can only modify static final fields in the class
initializer
L537[07:17:04] <gigaherz> In C#, there's a
clear difference between "const" and "static
readonly" -- the const can be inlined, the static readonly
can't
L538[07:17:17] <gigaherz> I think java
treats them all as "const"
L539[07:17:19] <gigaherz> ?
L540[07:17:24] ***
Darkhax is now known as Darkhax_AFK
L541[07:17:54] <diesieben07> yes, static
finals can potentially all be inlined by the JVM compiler
L542[07:18:09] <diesieben07> as opposed to
non-static finals
L543[07:18:16] <diesieben07> but that is
only because people abuse setting those
L544[07:18:36] <diesieben07> so it already
breaks JVM optimizations :D
L545[07:19:04] <gigaherz> ah at jvm
level?
L546[07:19:21] <diesieben07> yes, the JVM
has a flag to trust final non-static fields
L547[07:19:29] <gigaherz> C#'s const can
be inlined at compile time, so it's suggested to avoid it for
library fields that can change between versions
L548[07:19:34] <diesieben07> it breaks way
too many libraries to be evver on by default
L549[07:19:45] <diesieben07> yes, java has
that too for Strings and numbers
L550[07:19:50] <gigaherz> aha
L551[07:20:13] <gigaherz> well I should
have known -- mc is missing all the opengl constants XD
L552[07:20:13] <diesieben07> but you can
avoid it by splitting the assignment into a static { } block
L553[07:20:18] <diesieben07> yup :D
L555[07:22:23] <diesieben07> yeah, pre
java 5 reflection was a mess
L556[07:24:36] <gigaherz> ah that page
mentions that finals are allowed to be changed as part of the
construction process
L557[07:24:40] <gigaherz> not the
constructor
L558[07:24:44] <gigaherz> it includes
deserialization and such
L559[07:24:57] <gigaherz> so
@CapabilityInject and friends are "correct behaviour"
even if ugly
L560[07:24:58] <diesieben07>
deserialization is a special case
L561[07:25:02] <diesieben07> No they are
not.
L562[07:25:08] <diesieben07>
deserialization is about nonstatic finals.
L563[07:25:14] ***
Darkevilmac is now known as DarkevilAway
L564[07:25:45] <diesieben07> and
deserilalization jumps through some sun.misc.Unsafe hoops to ensure
the memory model
L565[07:25:45] ⇦
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L566[07:25:53] <diesieben07> because
constructor-end is kind of a memory fence
L567[07:25:55]
⇨ Joins: ZaggyMobile2
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L568[07:26:02] <diesieben07> and so it has
to emulate that
L569[07:26:15] <diesieben07> and even if
setting static finals was ok,forge doesnt do that.
L570[07:27:32]
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(~Elec332@ip5456d4a5.speed.planet.nl)
L571[07:27:48] ⇦
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Poof)
L572[07:34:34] <Cazzar> This'll be
fun
L573[07:34:46] <Cazzar> Set up IntelliJ to
give javadoc warnings.
L574[07:34:55] <Lordmau5> huh?
L576[07:35:36] <diesieben07> haha
L577[07:35:38] <diesieben07> i did that
once
L578[07:35:48] <Cazzar> diesieben07: guess
what I have open in intelliJ right now :P
L579[07:36:08] <diesieben07> no idea
L581[07:36:25] <diesieben07> hehe
L582[07:36:35] <Cazzar> This will be...
fun
L583[07:36:54] <sham1> What does that
do
L584[07:37:00] <sham1> the gralde install
task
L585[07:37:15] <Cazzar> sham1: what?
L586[07:37:25] <sham1> I did not speak to
you
L587[07:37:30] <sham1> Wait
L588[07:37:31] <sham1> No
L589[07:37:35] <sham1> vbah
L590[07:37:42] <sham1> What does the
"setup" do
L591[07:37:54] <sham1> Wait
L592[07:38:06] <sham1> Did you just rename
setupDecompWorkspace?
L593[07:38:06] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
(Read error: Connection reset by peer)
L594[07:38:10] <diesieben07> sham you are
confused.
L595[07:38:16] <sham1> No shit
L597[07:38:19]
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L598[07:38:24] <sham1> That's to be
expected
L599[07:38:29] <Lordmau5> I can't actually
remember *why* I did that again
L600[07:38:32] <Cazzar> sham1: I have the
full MinecraftForge repo opened.
L601[07:38:38] <Cazzar> So it isn't
userdev, but forge dev
L602[07:38:38] <sham1> Ah
L603[07:47:29] <Keridos> i get the feeling
that my idea compiles the wrong branch for me here
L604[07:47:38] <Keridos> it compiles
master where i did the changes on develop
L605[07:49:54] <Cazzar> It compiles what
is the active branch
L606[07:49:58] <Cazzar> because, that's
what it see
L607[07:50:00] <Cazzar> sees*
L608[07:50:33] <gigaherz> whatever you
last checked out ;P
L609[07:50:40] <gigaherz> be it a branch a
commit or otherwise
L610[07:50:45] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
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L611[07:50:53] <Keridos> oh i had the
weirdest issues already
L612[07:51:39] ***
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L613[07:58:28]
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L615[07:59:25] <Lordmau5> the background
on your image host is neat
L616[07:59:41] <Cazzar> Friend did
it
L617[07:59:56] <Lordmau5> anyone I might
know? :p
L618[08:00:07] <Lordmau5> I mean, I have
made a similar part on my end, let me fetch a screenie from
somewhere
L619[08:00:11] <Cazzar> I would believe
not.
L620[08:00:42] ***
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L623[08:02:14]
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L624[08:02:40] <Lordmau5> shadow on the
image and background is stretched with blur
L625[08:03:24] <Cazzar> Do you have
twitter cards always working on your site when you use it?
L626[08:03:44] <Lordmau5> when I post the
URLs on twitter, you mean?
L627[08:03:47] <Cazzar> yeah
L628[08:04:08] <Lordmau5> yes, but you
need to check it on twitter.com, it doesn't work in any other
service, afaik
L629[08:04:10] <Lordmau5> one sec...
L631[08:04:46] <Lordmau5> in the timeline
it's not showing them
L632[08:05:20] <Cazzar> Standard twitter
looks weird
L633[08:05:36] <Lordmau5> I know xD
L634[08:05:39] <Lordmau5> Tweetdeck master
race
L635[08:06:05] <Lordmau5> it's a shame
they still don't have proper twitter-cards support
L636[08:06:09] <Lordmau5> then again, I
doubt that's going to happen...
L639[08:06:53] <Lordmau5> ye, but you
posted a video in that tweet
L640[08:06:57] <Cazzar> ohyeah
L641[08:07:03] <Lordmau5> That is handled
different
L642[08:07:06] <Keridos> apparently the
renderfunction for that TE is never called on the client although i
registered it
L643[08:09:35] <Lordmau5> you barely
tweet, Cazzar :3
L645[08:09:48] <Cazzar> Lordmau5: Don't
always have something to say
L646[08:09:59] <Nitrodev> Lordmau5, you
should look at my twiiter...
L647[08:10:06] <Lordmau5> I have more than
10-times the tweets you have xD
L648[08:10:08] <Lordmau5> one sec
L649[08:10:26] <Lordmau5> what's your
twitter handle, Nitrodev?
L650[08:10:37] <Nitrodev>
@Nitrodeveloper
L651[08:11:32] <Lordmau5> you joined
twitter 4 years after Cazzar did
L652[08:11:42] <Lordmau5> the ratio
doesn't add up xD
L653[08:11:54] <Nitrodev> yeah
L654[08:11:56] <Lordmau5> Cazzar,
anime-fan?
L655[08:11:56] <Cazzar> I've had a lot of
accounts for a while that I don't use.
L656[08:11:59] <Lordmau5> ah
L658[08:14:04] <Nitrodev> yeah you're not
a fan oof anime
L659[08:14:08] <Nitrodev> absolutely
not
L661[08:14:43] <gigaherz> any
comments?
L664[08:15:38]
⇨ Joins: Hoshiko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L665[08:15:40] <Nitrodev> ah
nightcore
L666[08:15:56] <Nitrodev> or anime music i
don't really know the difference
L667[08:17:06] <sham1> Is there?
L668[08:17:52] <Nitrodev> no clue
L669[08:19:32] <Nitrodev> Cazzar?
L671[08:20:14] <Lordmau5> Clannad OST,
nice
L672[08:21:08] <Lordmau5> I can't
automatically conclude that you're playing Osu though, since you
watch Anime, right? ;)
L673[08:21:29] <Lordmau5> On the other
hand, I wouldn't be surprised if you were, though
L674[08:21:38] <Lordmau5> were / are /
whatever
L675[08:23:04] <Cazzar> I used to
L676[08:23:18] <Lordmau5> lost interest in
it?
L677[08:23:55] <gigaherz> I loved the
original ouendan games but osu never really caught my
attention
L678[08:24:24] <Lordmau5> You also gotta
find a good mixture of song + beatmap
L679[08:24:26] <gigaherz> I guess itw as
just simply that the game didn't come with some sort of default
"campaign" to play through, and I don't really have
enough interest in the music itself to find tracks
L680[08:24:44] <Lordmau5> It's a music
rhythm game, why would there be a campaign?
L681[08:25:04] <Lordmau5> Guitar Hero's
"campaigns" aren't really campaigns per-sé either
L682[08:25:08] <Lordmau5> just sets of
tracks
L683[08:27:42]
⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L684[08:28:22] <Lordmau5> aaah I might
have something for Cazzar
L685[08:28:33] <Lordmau5> are you a fan of
the music that's being released and sold at the Comiket
events?
L686[08:28:42] ⇦
Quits: O16Nojr (webchat@82.146.89.119) (Quit: Web client
closed)
L687[08:28:48] <Cazzar> I wanted one
release from C89
L688[08:28:52] ⇦
Quits: Kilobyte (kilobyte@cucumber.kilobyte22.de) (Ping timeout:
189 seconds)
L689[08:29:36] <Lordmau5> there ya
go
L690[08:29:37]
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(~Cojo@2606:a000:1126:8048:5d58:d402:a8e1:15d1)
L691[08:30:45] ***
kroeser|away is now known as kroeser
L692[08:31:22]
⇨ Joins: Kilobyte
(kilobyte@cucumber.kilobyte22.de)
L693[08:33:56] <Keridos> material.glass
deactivates all rendering that was what happened
L694[08:34:09] <Lordmau5> nice
L695[08:40:14]
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L696[08:40:37] ⇦
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())
L697[08:41:23]
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L698[08:42:05] ⇦
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L700[08:42:54] ***
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L701[08:42:59] ⇦
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L702[08:44:13]
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L703[08:44:33] <gigaherz> [15:25]
(Lordmau5): just sets of tracks
L704[08:44:35] <gigaherz> exactly.
L705[08:44:53] <Lordmau5> what what
what?
L706[08:44:59] <gigaherz> if I find a game
that says "find your own shit"
L707[08:45:00] <gigaherz> I remove
it
L708[08:45:01] <gigaherz> ;P
L709[08:45:17] <Lordmau5> still better
than "do your own shit"
L710[08:45:31] <Lordmau5> as in, having to
map the songs yourself
L711[08:45:34] <Keridos> mmh it works now
partially
L712[08:45:47] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Quit:
Leaving)
L713[08:45:56] <Keridos> although I have
GL11.glDisable(GL11.GL_TEXTURE_2D); my quads still change their
color depending from where i look at them
L714[08:45:58] <McJty> DebugsPeople,
perhaps show us some code
L715[08:46:14] <McJty> Keridos, make sure
to use GLStateManager on 1.8.9
L716[08:46:19] <McJty> And avoid direct
GL11 calls
L717[08:46:24] <Keridos> McJty: its
1.7.10
L718[08:46:28] <McJty> ok
L719[08:46:36] <Keridos> currently
finishing the 1.7.10 build
L720[08:46:40] <Keridos> later the
1.8.9
L721[08:46:47] <Keridos> gonna try to
maintain 2 versions
L722[08:47:21] *
McJty is maintaining 2 versions of 4 mods right now
L723[08:47:36]
⇨ Joins: Curle
(~head@host81-154-121-145.range81-154.btcentralplus.com)
L724[08:47:36] <McJty> Ah 5 mods
L725[08:47:38] <Lordmau5> I dropped 1.7.10
support for my mod.
L726[08:47:46] <Lordmau5> for theg
ood
L727[08:47:48] <Curle> oi
L728[08:47:48] <Lordmau5> the good*
L729[08:47:51] <McJty> I don't do new
things in my 1.7.10 versions but I still fix bugs
L731[08:48:02] <McJty> Especially rftools
which is used in a some very popular packs
L732[08:48:04] <Lordmau5> Pretty much
that, yup
L733[08:48:13] <Keridos> i feel like
porting the mods is way more work then maintaining them
L734[08:48:14] <Lordmau5> Don't add new
features, but if major bugs occur, attempt to fix them
L735[08:48:28] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Quit: Leaving.)
L736[08:48:52] <diesieben07> DebugsPeople,
you can't use setHealth in your constructor.
L738[08:49:04] <diesieben07> wait
L739[08:49:07] <DebugsPeople> diesieben07,
I'm not
L740[08:49:13] <diesieben07> yeah i am
stupid
L741[08:49:14] <DebugsPeople> it's a
minecraft class
L742[08:49:18] <diesieben07> you must call
super.entityInit
L743[08:49:44] <DebugsPeople> stupid
me
L744[08:49:48] <DebugsPeople> I'll
check
L745[08:49:54] <DebugsPeople> (if it
works)
L746[08:49:57] <diesieben07> another
reason to not override manually.
L747[08:50:08] <DebugsPeople> how
else?
L748[08:50:16] <diesieben07> use your
ide
L749[08:50:31] <Curle> Keridos: It's a bug
in the game. Try changing your Smooth lighting settings
L750[08:50:32] <diesieben07> in the class
just type "entityInit<ctrl-space>"
L751[08:50:37] <diesieben07> and sleect
override metod
L752[08:50:40] <DebugsPeople> oh,
right
L753[08:50:55] <Keridos> Curle: can I fix
it somehow in the renderer of my TE?
L754[08:51:13] <Curle> It's a rendering
glitch in the game, only Mojang can fix it
L755[08:51:23] <Keridos> and Curle, it is
not smooth lighting
L756[08:51:25] <DebugsPeople> hm, still
doesn't spawn my entity
L757[08:51:27] <Keridos> even with it off
it still occurs
L758[08:51:30] <Curle> It happens to me on
all versions >1.5
L759[08:51:33] <McJty> Curle, that seems
weird
L760[08:51:39] <McJty> Curle, I have never
had that happen with my 1.7.10 TE's
L761[08:51:47] <McJty> They have the same
lighting from all sides
L762[08:51:56] <Keridos> it seems to be
when I look at the quads from below
L763[08:52:03] <Curle> I have it happen
with all versions, especially vanilla
L764[08:52:03] <Keridos> they go to a
darker color of yellow
L765[08:52:08] <Keridos> but all at the
same time
L766[08:52:11] <Keridos> not one of
them
L767[08:52:20] <Curle> ^ what I'm talking
about
L768[08:52:20] <McJty> Keridos, can you
show me your TE?
L769[08:52:31] <McJty> Well I have never
seen that effect
L770[08:52:45] <Curle> Look at blocks a
certain angle and everything goes black
L771[08:52:47] <Keridos> McJty: it just is
a simple light
L772[08:52:58] <Keridos> just a TE because
it needs the ability to manage data
L773[08:53:13] <McJty> Keridos, well yes,
just show me anyway. I have written a few TE's so I can perhaps see
what you forgot :-)
L774[08:53:22] <McJty> Curle, not for
me
L775[08:53:29] <diesieben07> DebugsPeople,
you mean spawn naturally?
L776[08:53:45] <DebugsPeople> no, I use
the item as a sort of "spawnegg"
L777[08:53:53] <diesieben07> show the
code
L779[08:53:56] <DebugsPeople> diesieben07,
have copied the code I need
L781[08:54:22] <McJty> Keridos, I meant
for the TESR
L782[08:54:30] <Keridos> it is the gist i
sent
L783[08:54:32] ⇦
Quits: Meow-J (uid69628@2604:8300:100:200b:6667:1:1:ffc) (Quit:
Connection closed for inactivity)
L784[08:54:35] <Keridos> a few messages
ago
L785[08:54:57] <McJty> Hmm can't find
that
L786[08:54:59] <McJty> Was I online
then?
L788[08:55:18] <McJty> ah found it
L789[08:55:25] <diesieben07> hrmm
L790[08:55:26] <diesieben07> strange
L791[08:55:52] <Ordinastie> Keridos, what
do you mean by darkening ?
L792[08:56:01] ***
amadornes[OFF] is now known as amadornes
L793[08:56:08] <Keridos> Ordinastie: they
are yellow per default
L794[08:56:18] <McJty> Keridos, try adding
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
L795[08:56:22] <Keridos> at a certain
viewing angle they go to a darker yellow
L796[08:56:34] <McJty> Keridos, at the
moment you disable texture2d
L797[08:57:06] <Ordinastie> Keridos,
that's the color of the first pixel of the fire texture (hence the
changing)
L798[08:57:07] <Keridos> trying it
now
L799[08:57:18] <Ordinastie> usually caused
by having UVs set to 0
L800[08:57:42] <Keridos> Ordinastie: i
have no texture, just vertex lines
L801[08:57:48] <Keridos> and a simple
color
L802[08:57:50] <DebugsPeople> I'm stupid,
I think
L803[08:58:01] <DebugsPeople> probably
didn't register the entity
L804[08:58:07] <Ordinastie> Keridos, draw
a full quad to check
L805[08:58:20] <Keridos> the quads are
working
L806[08:58:32] <Keridos> just when seeing
them from some angle the color changes on ALL the quadds
L807[08:59:04] <Keridos> McJty: that did
not fix it
L808[08:59:09] <McJty> ok
L809[08:59:21] <Curle> How do you get the
username of a player from EntityLivingBase?
L810[08:59:24]
⇨ Joins: Meow-J
(uid69628@2604:8300:100:200b:6667:1:1:ffc)
L811[08:59:26]
⇨ Joins: Jezza (~Jezza@185.44.151.6)
L812[08:59:35] <McJty> Curle, cast to
EntityPlayer
L813[08:59:54] <Keridos> it happens when I
look upwards
L814[08:59:56] <McJty> Keridos, can you
show two screenshots (bad and good)?
L815[09:00:00] <Keridos> ok
L816[09:00:08] <diesieben07> no need to
cast
L817[09:00:10] <diesieben07> just call
getName
L818[09:00:24] <McJty> diesieben07,
EntityLivingBase has no getName
L819[09:00:43] <diesieben07> Entity
does.
L820[09:00:53] <Curle> EntityLivingBase
does not have getName
L821[09:00:58] ⇦
Quits: Damage (webchat@253.201.115.87.dyn.plus.net) (Ping timeout:
204 seconds)
L822[09:01:09] <Lordmau5> Entity has
getName?
L823[09:01:12] <Lordmau5> that's a new one
for me as well
L824[09:01:14] <McJty> Depends on
version
L826[09:01:17] <McJty> In 1.8.9 it
has
L827[09:01:19] <McJty> But not in
1.7.10
L828[09:01:21] <McJty> Curle, what
version?
L829[09:01:22] <diesieben07> in old
versions it's getCommandSenderName
L830[09:01:41] <Lordmau5> yoo, it renders,
nice
L831[09:02:00] <Keridos> yeah, setting the
block to material.glass helped
L832[09:02:06] <Keridos> material.air
disables all rendering
L833[09:02:38] <Curle> diesie was right,
it's getCommandSenderName
L834[09:02:54] <Curle> 1.7.10, for shits
and giggles (I can't use 1.8 for the life of me)
L835[09:03:02] <DebugsPeople> diesieben07,
the super.entityInit() wasn't in because I extended Entity
L836[09:03:09] <diesieben07> wat
L837[09:03:41] <diesieben07> you dont
extend Entit
L838[09:04:32] <Curle> wat-ermelon
L839[09:06:09] <DebugsPeople> diesieben07,
I did before
L840[09:06:14] <DebugsPeople> and am now
again
L841[09:06:15]
⇨ Joins: agowa338
(~Thunderbi@p54918C57.dip0.t-ipconnect.de)
L842[09:06:42] <Keridos> McJty: you saw
the pictures?
L843[09:06:48] <Curle> I keep forgetting,
= means left-side is put to the left-side, right?
L844[09:07:03] <Curle> right-side is put
to the left-side
L845[09:07:10] <Curle> -.-
L846[09:07:22] <McJty> Keridos, yes but I
can't say I know what's wrong
L847[09:07:26] <Curle> That's what you get
for thinking
L848[09:07:28] <Keridos> ah
L849[09:07:35] <Keridos> the issue is not
that bad but it is quite weird
L850[09:07:56] <McJty> Usually when I had
that issue it was actually caused by another TESR not properly
restoring GL state
L851[09:08:06] <McJty> Maybe check if
something else isn't messing it up
L852[09:08:13] <McJty> i.e. something that
is only visible when you look up
L853[09:08:57] <McJty> It can sometimes
help to find the exact angle at which it occurs and see what block
comes into view
L854[09:11:54] ***
kroeser|away is now known as kroeser
L855[09:12:20] <Lordmau5> seems to me like
the tile is rendering it twice
L856[09:13:27] <Keridos> McJty: there is
pretty much no other tile entity there except vanilla ones
L857[09:13:53] <Lordmau5> does the order
of "popMatrix" and "popAttrib" matter,
btw?
L858[09:14:00] <Keridos> but why would it
do that when the player looks upwards
L859[09:14:06] <Lordmau5> I remember doing
pushMatrix, pushAttrib, ..., popAttrib, popMatrix
L860[09:17:58] <Keridos> Lordmau5: that
did not change anything
L861[09:18:21] <Lordmau5> welp, then I'm
out of ideas
L862[09:18:31] <Lordmau5> could you trace
down at which point the rendering starts to become
"weird"?
L863[09:18:44] <Delenas> Curle: Why not
just learn 1.8.9? MC is sticking to their guns, so..
L864[09:19:12] <Curle> Delenas: I'm
trying, but there aren't any useful tutorials or simple examples
that I can find
L865[09:19:50] <Ordinastie> Keridos, I
told you, use quads to check
L866[09:19:56] <Ordinastie> you're drawing
lines currently
L867[09:20:33] <Curle> I have a 1.8.9
workspace set up
L868[09:20:41] <Curle> But nothing to work
on/off
L869[09:20:51] <Lordmau5> what kinda stuff
are you trying to port?
L870[09:20:59] <Curle> Me?
L871[09:21:13] <Curle> Lotsa stuff
L872[09:21:14] ***
Ash|Work is now known as Ashlee
L873[09:21:33] <McJty> Curle, the initial
porting step is somewhat hard and overwhelming but after that it
goes pretty good
L874[09:22:25] <Curle> I'm not so much
worried about porting, as how to do basic stuff
L875[09:22:40] <Curle> ;-;
L876[09:23:31] <McJty> Basic stuff
like?
L877[09:23:48] <McJty> Besides rendering
the changes in 1.8.9 are not *that* big
L878[09:24:07] <yopu> I'm making a custom
compass object. Would it be easier to make my own ISmartItemModel,
or use SimpleBakedModel in some way?
L879[09:24:22] <Keridos> Ordinastie: i
just changed the bottom part to quads, looks funny now but has the
same issue
L880[09:24:28] <Keridos> seems like it is
rendering twice
L881[09:24:45] <Curle> McJty: Basic stuff
like blocks and items.
L883[09:25:13] <McJty> Curle, my tutorials
cover that
L884[09:25:25] <Ordinastie> Keridos,
screen ?
L885[09:25:26] <Curle> That is more like
it!
L886[09:25:28] <Curle> Thanks dude
L887[09:27:48] ⇦
Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit:
Poof)
L888[09:28:10] <Curle> Right, to
1.8.9!]
L889[09:28:20] <Curle> With haste :P
L890[09:29:00] <JustRamon> Does someone
know a java api for parsing atom? I wanna get updates from Mojang's
feed.
L891[09:29:28] <gigaherz> isn't it just
xml? ;P
L892[09:29:56] <gigaherz> ROME is a set of
RSS and Atom Utilities for Java that is open source under the
Apache 2.0 license.
L894[09:30:07] <Curle> Ah, the beauty of
having 2 computers :P
L895[09:30:15] <JustRamon> hmm
L896[09:30:16] <JustRamon> cool
L898[09:30:33] <Keridos> Ordinastie: of
the one with replaced quads?
L899[09:30:46] <Keridos> looks pretty much
like the original screens i sent here
L900[09:31:00] <gigaherz> that's jsut the
top 2 links from googling "java rss atom reader"
L902[09:31:31] <Keridos> the new one looks
like 2 weird formed quads have been put together inside each
other
L903[09:33:11] <Delenas> ...ITickable's
update on a tile entity should be called every tick, yes?
L904[09:33:39] <gigaherz> yes
L905[09:33:46] ⇦
Quits: Hoshiko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 189 seconds)
L906[09:33:59] <gigaherz> note however
that the client and server tick independently
L907[09:35:37] <Delenas> So as long as I
call worldObj.isRemote I'm fine?
L908[09:37:43] <gigaherz> yo udon't
"call" it, you obtain the value and test if it's true or
false
L909[09:37:44] <gigaherz> ;P
L910[09:38:09] <gigaherz> (calling is what
you do to methods and functions)
L911[09:38:37] <Curle> Delenas, do a
"if(!world#isRemote) check and yer good
L912[09:38:56] <Wuppy> hai Curle
L913[09:39:01] <Curle> :DD
L914[09:39:42] <Wuppy> what is up?
L915[09:39:48] <Wuppy> inb4 sky
L916[09:39:50] <Curle> Beginning the
porting process
L917[09:39:50]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L918[09:39:54] <Delenas> Well.. yeah.
Pardon me.
L919[09:40:14] <Curle> 1.7.10 to 1.8.9,
starting....
L920[09:40:15] <Curle> Now :3
L921[09:40:27]
⇨ Joins: untamemadman
(~untamemad@cpc87177-aztw31-2-0-cust196.18-1.cable.virginm.net)
L922[09:40:31] <Wuppy> good luck
L923[09:40:33]
⇨ Joins: MattDahEpic
(~MattDahEp@71-208-229-141.hlrn.qwest.net)
L924[09:40:38] <Delenas> So. I guess I
found out a reason why Fluxed Redstone's cables and RFTools'
generator aren't interacting with my swapper.
L925[09:40:39] <Wuppy> I'm beginning the
carnaval process
L926[09:40:47] <Delenas> The tile entity
isn't registered.
L927[09:40:50] <Curle> Carnivore*
L928[09:41:09] ⇦
Quits: PitchBright
(~PitchBrig@cpe00fc8d8a3ce3-cm00fc8d8a3ce0.cpe.net.cable.rogers.com)
(Quit: brb)
L929[09:41:17] <gigaherz> *deep resonating
voice* Welcome to the 1.8 world *coughs* *normal voice* I mean,
have fun
L930[09:41:29]
⇨ Joins: PitchBright
(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L931[09:41:35] ⇦
Quits: PitchBright
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(Client Quit)
L932[09:41:48] <Delenas> Honestly.. I
think the people waiting for 1.9 are going to be ten times as
confused.
L933[09:42:03] <Curle> I've been in the
1.8 world for ages, just haven't actually done anything yet, for
reasons of un-knowledging
L934[09:42:08] <gigaherz> yeah as if 1.8
wasn't annoying enough to port
L935[09:42:14] <gigaherz> imagine adding
on top of that, all the new mess added by 1.9
L936[09:42:15] <gigaherz> ;P
L937[09:42:19] <Delenas> Sure, there's
going to be more out there by then, but it'll.. yeah.
L938[09:42:23] <gigaherz> better to go
step by step
L939[09:42:37] <gigaherz> even if they
chose not to release
L940[09:42:47] <gigaherz> doing the model
work is already getting that stuff out of the way
L941[09:42:47] <gigaherz> XD
L942[09:42:56] <gigaherz> it's not like if
the model system is going away
L943[09:42:59] <gigaherz> or the
blockstate system
L944[09:43:21] <Delenas> Forge can adapt
to the changes Mojang already said is going to be a thing during
1.9
L945[09:43:42] <Delenas> But underlying,
it ain't disappearing.
L946[09:43:43] <Curle> Mojang is
supporting Forge for 1.9 iir
L947[09:43:44] <Curle> iirc*
L948[09:44:11] <Delenas> They've been for
a while now, haven't they?
L949[09:44:37] <Curle> Didn't a Mojang guy
start MCP?
L950[09:44:39] <Curle> Searge?
L951[09:44:44] <Keridos> Ordinastie: I
think i found it
L952[09:44:50] <Wuppy> Curle, other way
around
L953[09:44:52] <Lordmau5> ^
L954[09:44:53] <gigaherz> more like the
other way around
L955[09:44:54] <Keridos> i needed a lot
more tessellator.draw() calls
L956[09:44:58] ⇦
Quits: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
(Ping timeout: 186 seconds)
L957[09:44:59] <Lordmau5> A MCP guy didn't
start Mojang either
L958[09:45:00] <Wuppy> Mojang hired the
guys who started MCP
L959[09:45:01] <gigaherz> one of the guys
who started mcp became a mojang dude
L960[09:45:01] <gigaherz> XD
L961[09:45:03] <Keridos> it draw the
entire thing like 4 times
L962[09:45:09] <Curle> Oh, wow
L963[09:45:09] <Lordmau5> what giga said
makes sense
L964[09:45:12] <Wuppy> yep, lets write the
same thing 4 times :P
L965[09:45:27] <Delenas> Trying to blend
stuff so Forge helps them in return. They -are- trying to build
that api, after all. Surely the Mojang folk don't want to exclude
modders. That'd be MC's death.
L966[09:45:37] <gigaherz> Curle: Mojang
keeps hiring (or trying to hire) good modders ;P
L967[09:45:49] <Curle> :)
L968[09:45:52] <Lordmau5> Searge started a
Mojang that hired a MCP
L969[09:45:54] <Lordmau5> now we got it
;)
L970[09:46:10] ***
willieaway is now known as williewillus
L971[09:46:15] <Curle> gg
L972[09:46:15] <Keridos> for a full cube I
need 2 line loops and 4 line strips
L973[09:46:16] <Curle> logic
L974[09:46:18] <Curle> out the
window
L975[09:46:24] <Lordmau5> :D
L976[09:46:28] <Curle> into the shitter of
the person next door
L977[09:46:37] <Curle> down the sewers,
into the black sea
L978[09:46:40] <Curle> rip logic
L979[09:46:51] <Lordmau5> ya'rr
L980[09:47:01] <Delenas> Searge did the
MCP thing, unofficially. Then they got hired by Mojang, and got
official support so the Forge and MCP transitions weren't
nightmares
L981[09:47:35] <williewillus> mojang has
been discreetly helping modders for a much longer time before
that
L982[09:47:41] <Quetzi> official is
stretching it
L983[09:47:50] <Lordmau5> better
support
L984[09:47:51] <Quetzi> it isn't
'official' even now
L985[09:47:57] <Curle> D'ya think Lex
works for Mojang?
L986[09:48:00] <Lordmau5> it's just better
cooperation, from what I gather
L987[09:48:00] <bspkrs> it's just
"allowed"
L988[09:48:01] <williewillus> no lol
L989[09:48:18] ***
PaleOff is now known as PaleoCrafter
L990[09:48:22] <Curle> Willie, shush
:P
L991[09:48:39] <Delenas> Lex would
probably love that.
L992[09:48:57] <williewillus> it would
basically be an official endorsement of forge
L993[09:48:58] <bspkrs> I don't think he
wants to move to sweden
L994[09:49:01] <williewillus> which they
would not be willing to do
L995[09:49:06] <Lordmau5> oh ye,
Sweden
L996[09:49:18] <Lordmau5> I would be
closer to ESA this year if I would do that... where do I sign up
for Mojang?
L997[09:49:18] <Delenas> Not really.
L998[09:50:07] <williewillus> Delenas:
Forge provides full core access to change whatever the hell you
want in the game. Given the restrictive model system, and the json
items that they're bringing to MCPE/W10, you really think they
would let us have full code control?
L999[09:50:22] <williewillus> not a chance
:P
L1000[09:50:35] ***
fry is now known as fry|sleep
L1001[09:50:38] <gigaherz> nah
L1002[09:50:42] <Lordmau5> inb4 W10
Minecraft source leaks on Github
L1003[09:50:46] <Delenas> Not full
access, I think.
L1004[09:50:50] <Delenas> Just
enough.
L1005[09:50:59] <Curle> inb4 you can
decompile w10
L1006[09:51:00] <Curle> wait, you
can
L1007[09:51:10] <gigaherz> chances are
mojang's version of an "api" would be json files to
describe new blocks/items
L1008[09:51:11] <williewillus> they've
made it very clear how they envision modding in the future
L1009[09:51:14] <williewillus> jsons
everywhere
L1010[09:51:19] <gigaherz> and with any
luck, some javascript/lua to program them
L1011[09:51:33] <Skuli> mojang api
L1012[09:51:34] <Skuli> lol
L1013[09:51:56] <Delenas> I recall at one
point them stating that "once it was built, vanilla itself
would be a plugin"
L1014[09:52:06] <williewillus> yeah
that's still not there yet
L1015[09:52:29] <Delenas> So tell me..
how could they do commands? Logic? Inventory interaction? Game
rules?
L1016[09:52:35] ***
kroeser is now known as kroeser|away
L1017[09:52:39] <Skuli> Any api will be
for windows 10 version
L1018[09:52:45] <Lordmau5> Oprah giving
away JSONs - yep, that's a meme I have in my head right now
L1019[09:52:46] <Lordmau5> thank
you
L1020[09:52:56] <williewillus> Delenas:
jsons, hardcoding what you can and can't do
L1021[09:52:57] <Wuppy> has anyone here
ever used of visual studio online?
L1022[09:52:58] <Skuli> I think the java
guys are only around to keep the current userbase happy
L1023[09:53:00] <Delenas> You get some
JSON! And YOU get some JSON!
L1024[09:53:05] <williewillus> they will
NEVER EVER EVER give you code access
L1025[09:53:08] <williewillus> not
directly
L1026[09:53:09] <Skuli> Windows 10 is
where MS will be pushing any REAL changes
L1027[09:53:28] <williewillus> screw
that
L1028[09:54:13] <williewillus> someone
needs to make a mod adding all PE specific things to PC, in case
that hasn't been done already
L1029[09:54:22] <Lordmau5> You get some
Windows 10 Ads! And YOU get some Windows 10 Ads! YOU ALL get some
Windows 10 Ads! \o/
L1030[09:54:29] <Delenas> I think this is
bordering on ranting about the API now, and we should leave it
>.>
L1031[09:55:20] <Lordmau5> Windows 10 Ads
have nothing to do with the API?
L1032[09:55:28] <Delenas> Because it's
just gonna turn into a crapstorm of ranting about Microsoft and how
Win10 and yaddayadda.
L1033[09:55:32] <Lordmau5> oh ye,
that
L1034[09:55:38] <Lordmau5> let's switch
to... other... topics?
L1035[09:55:49] <Delenas> So how about
those bunnies guys
L1036[09:55:56] <Lordmau5> horses,
man
L1037[09:55:59] <Lordmau5> that's where
it's at
L1038[09:56:05] <Delenas> Nope, buns.
Cutest mob since pigs.
L1039[09:56:16] <Keridos> hm hm it still
changes the color of my lines depending on my watching angle
L1040[09:56:16] <Lordmau5> Life-goal
achieved: Frontpage on /r/techsupport
L1041[09:56:19] *
Lordmau5 puts shades on
L1043[09:57:01] <Delenas> Bunnies.
L1044[09:57:35] <Lordmau5> "How this
modder managed to ride a oversized bunny will blow your
mind!"
L1045[09:57:48] <Delenas> "A: It's
iChun. He does as he pleases."
L1046[09:58:04] <Lordmau5> *woosh*
L1047[09:58:22] <LatvianModder> Its
actually a tiny iChun
L1048[09:58:31] <LatvianModder> That
would be way better
L1049[09:58:32] <LatvianModder> :/
L1050[09:58:42] <Lordmau5> in relation to
his character size the bunny is oversized
L1051[09:58:53] <Lordmau5> also, Delenas,
that was Clickbait, not something off of a Gameshow
L1052[09:58:58] <Lordmau5> :P
L1053[09:59:17] <Delenas> A wild
LatvianModder has appeared! *throws pokeball*
L1054[09:59:49] <Lordmau5> only a
Pokeball? God, you must be poor
L1055[09:59:53] <Lordmau5>
Hyperball+
L1056[09:59:55] <Lordmau5> :D
L1057[10:00:05] <LatvianModder> *starts
to glow* No No NO NOOOOOO
L1058[10:00:08] <Delenas> Please, we're
modders.
L1059[10:00:14] <Lordmau5> Modball
L1060[10:00:16] <Delenas> Pokeballs are
the best balls evar.
L1061[10:00:20] <Lordmau5> no
L1062[10:00:21] <Wuppy> what is even a
hyperball?
L1063[10:00:22] <LatvianModder>
Actually
L1064[10:00:26] <LatvianModder> Morty
Manipulation Chip
L1065[10:00:28] <LatvianModder> :P
L1066[10:00:30] <Lordmau5> If we go by
the actual logic
L1067[10:00:39] <Wuppy> wasn't masterball
the highest rank?
L1068[10:00:41] <Lordmau5> Dirtballs will
make your captured Pokemons shiny.
L1069[10:00:54] <Delenas> DirtBall
9000?
L1070[10:00:58] <Lordmau5> Na, just a
Dirtball
L1071[10:01:03] <Lordmau5> like all those
Dirt -> Diamond crafting mods
L1072[10:01:06] <LatvianModder> Stored
only one limb of captured modder
L1073[10:01:14] <Nitrodev> hi
williewillus
L1074[10:01:15] <Delenas> Next addition
to ExtraUtilities 2 confirmed
L1075[10:01:20] <Lordmau5> lmao
L1076[10:01:21] <williewillus> hey
L1077[10:01:26] *
Naiten says 'And I like trains!'
L1078[10:01:28] <Lordmau5> also yes,
Wuppy, Masterball was the highest
L1079[10:01:31] <Lordmau5> with 100%
capture chance
L1080[10:01:31] <Naiten> wild train
passing by
L1081[10:01:33]
⇨ Joins: Aragur
(~Aragur@HSI-KBW-149-172-25-8.hsi13.kabel-badenwuerttemberg.de)
L1082[10:01:36] <williewillus> !gm
func_177971_a
L1083[10:01:45] <Wuppy> wait, that was
100%?
L1084[10:01:51] <Lordmau5> I have
mistaken the "Hyperball" for the
"Ultraball"
L1085[10:01:57] <Lordmau5> the German
name is Hyperball :3
L1087[10:02:13] <Lordmau5> ofc,
Masterball is the best one out there, which is why you only get one
in every Pokemon game
L1088[10:02:16] <Lordmau5> it's for the
legendaries
L1089[10:02:24] <Lordmau5> or rather...
it's supposed to be used for them
L1090[10:04:17] <Curle> yea
L1091[10:04:32] <Curle> Everyone used it
to catch a slowpoke to test it in my school
L1092[10:04:41] <Curle> Then couldn't get
another one
L1093[10:04:51] <Curle> rip
L1094[10:05:19] <Wuppy> rip in
pepperoni
L1095[10:05:25] <Curle> ripip
L1096[10:05:36] <Curle> riPIP boy
L1097[10:06:38]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1098[10:07:34]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L1099[10:07:51]
⇦ Quits: kyau (kyau@dark.kyau.net) (Quit: meh)
L1100[10:08:12] <Delenas> Once, I caught
a Kyogre with one. Thought I'd get the ball back if I released it.
RIP.
L1101[10:08:20] <Wuppy> xD
L1102[10:08:24] <Wuppy> double rekt
L1103[10:08:30] <Delenas> I was not a
very smart child.
L1104[10:09:07] <Delenas> To be fair, the
game never told you what happened when you release a pokemon.
L1105[10:09:16] <Wuppy> true dat
L1106[10:09:29] <PaleoCrafter> I wasted
one on a fucking Pelipper once
L1107[10:09:40] <Delenas> ...it'd
actually be kinda cool if you could re-battle said poke.
L1108[10:09:40] <Wuppy> why would you
even
L1109[10:10:00] <Delenas> Because nobody
wants to train Wingull?
L1110[10:10:02] <PaleoCrafter> I can't
remember
L1111[10:10:27] ***
kroeser|away is now known as kroeser
L1112[10:10:56]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L1113[10:11:14] <Lordmau5> logic wise,
releasing Pokemon AND losing the balls is a waste
L1114[10:11:20] <Lordmau5> our poor
environment...
L1115[10:11:24] <Curle> Guys
L1117[10:11:30] <Lordmau5> wat
L1118[10:11:41] <Lordmau5> oh neato
L1119[10:11:43] <Lordmau5> beta
website?
L1120[10:11:54] <Curle> They're remaking
it
L1121[10:11:56] <PaleoCrafter> I don't
particularly like it
L1122[10:11:59] <IoP> hacker!
L1123[10:12:00] <Lordmau5> took them long
enough to bring that thought up...
L1124[10:12:12] <gigaherz> looks
mobile-y
L1125[10:12:17] <Lordmau5> Paleo, we can
move it down to command-line design, if you are happier with that?
:)
L1126[10:12:18] <PaleoCrafter> ^
L1127[10:12:24] <Curle> I was looking
through my twitter, and mab
L1128[10:12:26] <Curle> bam*
L1129[10:12:30] <PaleoCrafter> What
gigaherz said
L1130[10:12:30] <Lordmau5> looks
bootstrapy*
L1131[10:12:34] <williewillus> me
neither
L1132[10:12:39] <williewillus> looks like
those crappy mod scam sites
L1133[10:12:57] <PaleoCrafter> On my
phone right now, it looks kinda okay on that
L1134[10:13:06] <Lordmau5> to each their
own, I like it
L1135[10:13:09] <Lordmau5> way better
than the old one
L1136[10:13:38] <Wuppy> improving
something bad does not mean it turns into something good though
:)
L1137[10:13:51] <PaleoCrafter>
Everything's an improvement compared to that old monstrosity
L1138[10:14:00] <gigaherz> Lordmau5: if
youcan tell what framework it's madewith, then your soul is already
lost
L1139[10:14:00] <gigaherz> XD
L1140[10:14:04] <Delenas> I
disagree
L1141[10:14:06] <Delenas> Hold on
L1142[10:14:19] <Lordmau5>
Bootstrap?
L1143[10:14:21] <PaleoCrafter> Is it
actually bootstrap? :P
L1144[10:14:23] <Lordmau5> Dude, I like
the simplicity of them
L1145[10:14:32] <Lordmau5> well, it
definitely looks like it, let me give it another go in the
inspector
L1146[10:14:35] <Lordmau5> (gadget,
nananana)
L1147[10:15:00] <Lordmau5> Yes, it
is.
L1148[10:15:04] <Lordmau5> container and
row, that's all I need to see
L1149[10:15:10] <Lordmau5> container and
row divs*
L1150[10:15:40] <PaleoCrafter> That's a
common practice, you know? :P
L1151[10:15:57] <Lordmau5> hmm?
L1153[10:16:06] <Lordmau5> col-xs-2
col-sm-4 col-md-3
L1154[10:16:11] <Lordmau5>
bootstrap
L1155[10:16:13] <Lordmau5> or some
bootstrap fork
L1157[10:16:29] <Lordmau5> search for
bootstrap
L1158[10:16:32] <Lordmau5> thank me
later
L1159[10:16:33] <Delenas> ^ Not an
improvement
L1160[10:16:33] <Lordmau5> :p
L1161[10:16:56] <Delenas> It's..
literally right there
L1162[10:16:58] <Delenas> In the
comment
L1163[10:16:59] <PaleoCrafter> Delenas,
I'd say it is :P
L1164[10:17:01] <Curle> haqqr
L1165[10:17:41] <Delenas> Oh god
L1166[10:17:51] <Delenas> One of my 50
tabs started playing audio *flail*
L1167[10:17:56] <PaleoCrafter> Lordmau5,
those particular cols are bootstrap yeah, but "container"
and "row" can be found elsewhere as well :P
L1168[10:18:10] <Lordmau5> *sigh* It's
the first sign of bootstrap though :D
L1169[10:18:11] <Curle> I get headaches
with more than 4 tabs open :(
L1170[10:18:25] <Delenas> So
L1171[10:18:27] <Delenas> Anyway
L1172[10:18:48] <Delenas> Apparently my
Tile entities wither aren't calling update(), ooooor they aren't
being registered
L1173[10:19:00] <Corosus> youtube is
weird, if i move a tab from one window to another, some of youtube
tabs will suddenly start playing
L1174[10:19:14] <diesieben07> Delenas,
did you implement ITickable (or IUpdatePlayerListBox)?
L1175[10:19:18] <Lordmau5> just wanted to
say that
L1176[10:19:27] <Lordmau5> what's the
difference between them btw?
L1177[10:19:37] <diesieben07> youtube is
a piece of crab, it reloads the page when i unplug my
headphones
L1178[10:19:41] <Lordmau5> When would I
need to go for IUpdatePlayerListBox?
L1179[10:19:42] <PaleoCrafter> The latter
is the old band
L1180[10:19:44] <Corosus> never heard of
that second interface...
L1181[10:19:46] <PaleoCrafter>
*name
L1182[10:19:54] <Corosus> weird @
headphones
L1183[10:19:58] <Lordmau5> old band
L1184[10:20:02] <Lordmau5> ... :D
L1185[10:20:03] <diesieben07> no it is
not the headphones
L1186[10:20:09]
⇦ Parts: Curle
(~head@host81-154-121-145.range81-154.btcentralplus.com)
())
L1187[10:20:09] <diesieben07> it's
because the audio device changes
L1188[10:20:14] <Corosus> ahhhhh
L1189[10:20:22] <PaleoCrafter> Because it
was used for the server GUI exclusively in earlier versions
L1190[10:20:25] <Lordmau5> aah
L1191[10:20:34] <diesieben07> lightbulbs
all around
L1192[10:20:42] <Delenas> Implemented
ITickable
L1193[10:20:47] <Delenas> Added a debug
log statement
L1194[10:20:50] <Delenas> Nothing.
L1195[10:20:50] <IoP> interesting. If
that's using css from bootstrap I see possible license problem in
there
L1196[10:21:01] <diesieben07> did you
choose the right tickable? there are two
L1197[10:21:16] <Delenas> Which package
do I need? o.o;
L1198[10:21:18] <diesieben07> you want
the one in util
L1199[10:21:24] <diesieben07> not client
obviously
L1200[10:21:27] <IoP> won't going to diff
minimized css-files :P
L1201[10:21:35]
⇨ Joins: Curle
(~head@host81-154-121-145.range81-154.btcentralplus.com)
L1202[10:21:38] <Delenas> Oh. Yea
L1203[10:21:39] <Curle> rip
L1204[10:21:40] <Delenas> I did
L1205[10:21:53] <Curle> Closed it while
trying to ask a question on #forgegradle :/
L1206[10:21:58] <PaleoCrafter> IoP, why?
Bootstrap's licence is pretty liberal, I think :P
L1208[10:22:47] <PaleoCrafter> Ah,
lol
L1209[10:22:58] <Curle> Okay, looks like
I'm not doing any 1.8.9 today
L1210[10:23:15] <Curle> gradle errors
out
L1211[10:23:31] <McJty> Curle, make sure
you have gradle 2.1 and not 1.2
L1212[10:23:32] <PaleoCrafter> Give it
more ram
L1214[10:23:48] <McJty> I was using old
gradle for 1.7.10 and that didn't work for 1.8.9
L1215[10:23:57] <PaleoCrafter> Also that,
yeah
L1216[10:24:13] <Curle> I removed the
gradle and let the gradlew install the new one
L1217[10:24:15] <Delenas> If all else
fails, dl the newest forge and copy the src over?
L1218[10:24:19] <Curle> Still errors,
overhead limit exceeded
L1219[10:24:28] <Curle> Asked on
#forgegradle, no answer
L1220[10:24:37] <PaleoCrafter>
ForgeGradle, not gradle, actually
L1221[10:24:51] <Delenas> Did you run
gradlew clean?
L1222[10:25:07] <Curle> Running it
now
L1223[10:25:09] <diesieben07> Curle, you
need to give it more ram.
L1224[10:25:22] <diesieben07> 1.8.9
requires at least 2 gigs to decompie
L1225[10:25:27] <Curle> I guess
Xmx?
L1226[10:25:33] <PaleoCrafter> Look at
the buildscript { dependencies { ... } } section
L1228[10:25:43] <gigaherz> yeah -Xmx3G or
similar in the gradle jvm options
L1229[10:26:16] <gigaherz> weirdly
enough
L1230[10:26:20] <gigaherz> I don't
actually need to do that
L1231[10:26:29] <williewillus> same
here
L1232[10:26:33] <gigaherz> just running
gradlew from a cmdwindow instead of an IDE, is enough
L1233[10:26:44] ***
V is now known as Vigaro
L1234[10:26:48] <gigaherz> cmd
window*
L1235[10:26:52] <Curle> CMD
L1236[10:26:52] <Curle> Yea
L1237[10:27:00] <Curle> I love the
command prompt
L1238[10:27:01] <Curle> :/
L1239[10:27:13] <gigaherz> i don't
actually do it from the command prompt, I have a
"setup.cmd" script
L1240[10:27:19] <gigaherz> that adds java
to path, then runs gradlew
L1241[10:27:19] <gigaherz> ;p
L1242[10:27:20] <PaleoCrafter> Did you
get the new MDK maybe? Could've been that they added the params to
the gradlew
L1243[10:27:40]
⇦ Quits: Aragur
(~Aragur@HSI-KBW-149-172-25-8.hsi13.kabel-badenwuerttemberg.de)
(Read error: Connection reset by peer)
L1244[10:27:55] <gigaherz> my gradle
wrapper is from december
L1245[10:27:58] *
Delenas uses ConEmu
L1246[10:28:07] *
Curle slaps Delenas
L1247[10:28:15] <Delenas> Ow.
L1248[10:28:30] <Delenas> Whyy
L1249[10:28:44] <Curle> You just went
full retard.
L1250[10:28:48] <Curle> Never go full
retard. :P
L1251[10:29:00] <Delenas> Can I go
partial retard?
L1252[10:29:09] <Curle> I suppose
L1253[10:29:11] <diesieben07> everybody
is partial retard.
L1254[10:29:22] <Curle> Just dont go
chasing headlights
L1255[10:29:26] <Delenas>
Excellent.
L1256[10:29:36] <Delenas> But they're so
bright and pretty! D:
L1257[10:30:01] <Curle> Especially when
the sun goes down
L1258[10:31:11] <Delenas> Siiiigh
L1259[10:31:54]
⇨ Joins: Mowmaster_Mobile
(~Mowmaster@2600:1014:b11e:38e:b00a:9b0b:98e6:c80a)
L1260[10:32:58]
⇦ Quits: Mowmaster
(~Mowmaster@2600:1014:b123:3060:94b8:9c43:1497:f22b) (Ping timeout:
186 seconds)
L1261[10:33:39]
⇨ Joins: PitchBright
(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1262[10:34:12] <Naiten> Yay, my mod was
approved on Curse
L1263[10:34:34] <Curle> Same, it's a
great feeling
L1264[10:35:38]
⇨ Joins: alex_6611
(~alex_6611@p5DE79F06.dip0.t-ipconnect.de)
L1265[10:36:20]
⇨ Joins: sejsel
(~sejsel@10.174.broadband5.iol.cz)
L1266[10:36:23] <Delenas> Can someone
please help me figure out why this tile entity is refusing to work.
x.x
L1267[10:36:32]
⇨ Joins: Mowmaster
(~Mowmaster@75-163-81-143.omah.qwest.net)
L1268[10:36:46] <diesieben07> show your
code.
L1270[10:36:50] ***
Vigaro is now known as V
L1271[10:36:58]
⇦ Quits: Mraof (~mraof@2601:642:4400:49a7::c294) (Ping
timeout: 186 seconds)
L1272[10:37:31] <diesieben07> your
hasTileEntity does not return true.
L1273[10:38:23] <Delenas> Ignore that,
was testing a thing. Didn't do anything.
L1274[10:38:31] <diesieben07> what didn't
do anything?
L1275[10:38:34]
⇦ Quits: Mowmaster_Mobile
(~Mowmaster@2600:1014:b11e:38e:b00a:9b0b:98e6:c80a) (Ping timeout:
186 seconds)
L1276[10:38:45] <Delenas>
hasTileEntity
L1277[10:39:00] <diesieben07> so you had
it just as plain "return true"?
L1278[10:39:12] <Delenas> Besides..
overriding an implementation and calling super should just be the
default implementation.. no?
L1279[10:39:20] <diesieben07> yes but the
default implementation is false.
L1280[10:39:33] <diesieben07> meaning
"no i do not have a TE"
L1281[10:40:16] <Delenas> ..none of the
tutorials say I needed that method?
L1282[10:40:22] <diesieben07> then the
tutorials are shit.
L1283[10:40:27]
⇨ Joins: Mraof (~mraof@2601:642:4400:49a7::c294)
L1284[10:41:45]
⇨ Joins: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1285[10:41:49] <masa> lesson: don't read
shitty tutorials
L1286[10:41:57]
⇦ Quits: Lothendal
(~Lothendal@ip5b41e87a.dynamic.kabel-deutschland.de) (Quit:
leaving)
L1287[10:42:21] <Naiten> ...MOST of
tutorials are shit...
L1288[10:42:49] <PaleoCrafter> Lesson:
don't read any tutorials xD
L1289[10:43:10] <Curle> Lesson: Don't
mod
L1290[10:43:11] <Delenas> So.. Minecraft
is reading that method, then. Fantastic.
L1291[10:43:33] <Naiten> Lesson: Go and
get a real life
L1292[10:43:46] <Delenas> But my Life has
Cinnamon
L1293[10:43:48] <Curle> Lesson: slap
Naiten
L1294[10:43:48] *
Curle slpas
L1295[10:43:56] *
Curle mispells everything
L1296[10:43:57] <Delenas> It's
delicious.
L1297[10:43:59] *
Naiten pokes Curle
L1298[10:44:01] <williewillus> most
tutorials are 1. outdated 2. wrong 3. both
L1299[10:44:11] <Delenas>
#blameWuppy
L1300[10:44:27] *
Curle slaps Naiten around a bit with a large trout
L1302[10:45:26] <Naiten> that's
gross
L1303[10:45:27] <Curle> Is that a static
text?
L1304[10:45:38] <williewillus> anyone
familiar with x86 assembly? :P
L1305[10:45:51] <Curle> It leaves goo on
his face :(
L1306[10:45:55] *
diesieben07 took 30 seconds to notice that it was tracking my mouse
and not a slow loading gif
L1307[10:46:45] *
Naiten needs a tutorial on earning money
L1308[10:47:33] <Curle> Step 1: ???
L1309[10:47:39] <Curle> Step 2:
profit
L1310[10:47:52] <IoP> Naiten: send xxx
dollars in my paypal account and I can tips which save money
L1311[10:48:19] <Curle> IoP: you are can
do grammar very best :)
L1312[10:48:56] <IoP> who stole
words?
L1313[10:49:02] *
Delenas curses about fifteen different Greek gods.
L1314[10:49:18] *
Curle curses about 219 Hindu gods
L1315[10:49:22] <masa> oh no someone on
the internet spelled something wrong or used bad grammar
L1316[10:50:18] <Delenas> why the balls
is hasTileEntity(~) not referenced ANYWHERE. Augh.
L1317[10:50:29] *
Delenas has been fighting with this for like 2 days.
L1318[10:50:40] <diesieben07> becuase you
are using the wrong version
L1319[10:50:42] <gigaherz> ?
L1320[10:50:47] <diesieben07> use the one
with an IBlockState argument
L1321[10:50:55] <diesieben07> you know,
the one thats... NOT DEPRECATED
L1322[10:51:21] <williewillus> only ones
you should be using are Block.hasTileEntity(IBlockState) and
Block.createTileEntity(IBlockState)
L1323[10:51:30] <williewillus> the rest
are old and generally should not be used
L1324[10:51:56] <diesieben07>
*createTileEntity(World, IBlockState)
L1325[10:54:09] <Curle> ;-;
L1326[10:54:20] <Delenas> welp.
L1327[10:54:28] <Corosus> yeah
registering + createTileEntity + ITickable is all i need
L1328[10:54:39] <Curle> You have to be
kidding me, I completely forgot you can have 2 different versions
on the same Eclipse process
L1329[10:56:11]
⇦ Quits: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
(Quit: Leaving)
L1330[10:56:52] <Delenas> So, thanks
diesieben07
L1331[10:56:57] <Delenas> That was it.
x.x
L1332[10:57:08] <diesieben07> np :D
L1333[10:57:43]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L1334[10:57:57] <Delenas> Now, to figure
out guis. Oh joy.
L1335[10:58:34]
⇦ Quits: Mraof (~mraof@2601:642:4400:49a7::c294) (Ping
timeout: 186 seconds)
L1336[10:58:37] <Corosus> when in doubt,
rewrite entire mod
L1337[10:59:05]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1338[10:59:17] <Delenas> Also.
L1340[11:00:45] <Corosus> hah
L1341[11:00:50] <Corosus> my gfy!
L1342[11:00:59] ***
Abrar|gone is now known as AbrarSyed
L1343[11:01:07] <Delenas> That was
you?
L1344[11:01:12] <Corosus> ya ;D
L1345[11:01:19] <Delenas> You are evil. I
like you.
L1346[11:01:23] <Corosus> nearing first
release of it
L1347[11:01:24] <Corosus> :D
L1348[11:01:54] <Corosus> i specialize in
ruining peoples hard work put into their bases
L1349[11:02:06] <Delenas> It's just..
*crack....crack... ZOMBIES BLARGH*
L1350[11:02:34] <Corosus> still cant help
but laugh at how i reacted to that
L1351[11:02:38] <gigaherz> Corosus: I
leave it said here, that I refuse to play any minecraft pack or
server that contains that type of mod
L1352[11:02:38] <gigaherz> ;P
L1353[11:02:44] <Corosus> <3
L1354[11:03:19] <Delenas> Add that to the
hardcore ender mod and force living in the end.
L1355[11:03:22] <masa> so what will that
mod be called? Invasions?
L1356[11:03:40] <Corosus> im still
undecided on it, maybe HostileWorlds_Invasions...... but its not
the cleanest name
L1357[11:04:22] <masa> The Digging
Dead
L1358[11:04:30] <Corosus> the feature is
similar to what i did in my unupdated HostileWorlds mod which is
why
L1359[11:04:31] <Corosus> hahah
L1360[11:04:34] <Corosus> decent!
L1361[11:04:34] <masa> probably would get
sued for that :D
L1362[11:04:39] <Corosus> :P
L1363[11:05:06] <Delenas> Also
L1365[11:05:50] <Corosus> hahah
yeah
L1366[11:06:13] <Delenas> I keep my tally
on "Spongebob is relevant to EVERYTHING."
L1367[11:08:41]
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L1373[11:16:58] <Delenas> o/
L1374[11:17:21]
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L1378[11:20:33] ***
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L1379[11:21:45] <Delenas> Anyone know why
JEI is adding like 500 garbage items?
L1380[11:21:52] <williewillus> debug
mode?
L1381[11:21:54] <williewillus> turn that
off
L1382[11:24:13] <Delenas> Nope. I have
the option to show unmodelled stuff on.. but that seems kinda odd
that'd be adding that.
L1383[11:25:14] <masa> and what are those
"garbage items" then?
L1384[11:25:25]
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L1385[11:26:12] <williewillus> if you
enable debug mode jei adds a bunch of fake entries
L1386[11:26:15] <williewillus> for his
own testing
L1387[11:29:53] <Delenas> Not sure how
that really helps him, but okay. They're gone now. :3
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L1389[11:31:29] <Curle> The only real
code changes I can see are the item/block stuff
L1390[11:31:45] <Curle> Looks like
this'll be relatively straight-forward :)
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L1392[11:31:59] <williewillus> are you
porting?
L1393[11:33:48]
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L1394[11:35:09] <Curle> yea
L1395[11:35:13] <williewillus> nice
L1396[11:35:21] <Curle>
registerEntityRenderingHandler is dep
L1397[11:35:23] <Curle>
Alternative?
L1398[11:35:37] <masa> woot progress,
after 6 hours of fiddling around, I have pink and black
planes
L1399[11:36:13] <diesieben07> Curle,
registerEntityRenderingHandler(MyEntity.class,
MyRenderer::new)
L1400[11:36:22] <diesieben07> where
MyRenderer has a constructor that takes a RenderManager
L1401[11:36:33] <diesieben07> or if you
dont want Java 8 use an inner class
L1402[11:36:36] <Curle> It says
registerEntityRenderingHandler is deprecated
L1403[11:36:39] <Curle> It has a line
through it
L1404[11:36:46] <gigaherz> there's an
alternative
L1405[11:36:47] <diesieben07> there is a
new version.
L1406[11:36:49] <gigaherz> which takes a
factory
L1407[11:36:52] <williewillus> use the
overload
L1408[11:37:03] <gigaherz> use the
factory one, even if you jsut return the new instance as you did
before
L1409[11:37:26] <Curle> Okay, what is the
alternative and what is a factory? :P
L1410[11:37:38] <Curle> I'm new to this
1.8 shit
L1411[11:37:39] <diesieben07>
registerEntityRenderingHandler(MyEntity.class,
MyRenderer::new)
L1412[11:37:42] <diesieben07> like i
already said.
L1413[11:37:51] <diesieben07> the 2nd arg
is a constructor reference
L1414[11:37:55] <Curle> ah
L1415[11:38:24] <williewillus> the
purpose is that the actual instantiation of the render class needs
to be deferred until MC/Forge decides when to make it
L1416[11:38:28] <diesieben07> without
java 8 you do new IRenderFactory() { createRenderFor(...) { return
new MyRenderer(manager); }
L1417[11:38:41] <williewillus> and this
is more type safe than just reflect-scanning for a constructor that
takes rendermanager
L1418[11:39:09] <Curle> :/
L1419[11:39:18] <Curle> Okay, let me get
my bearing, I'll report back
L1420[11:39:19] <Curle> :P
L1421[11:39:39]
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L1423[11:40:25] <Curle>
RenderManager?
L1424[11:40:36] <diesieben07> yes.
L1425[11:40:37] <williewillus> it's a
vanilla class
L1426[11:40:44] <Curle> Aha
L1427[11:40:49] <williewillus> all Render
objects take one in their constructor now
L1428[11:40:51] <williewillus>
afaik
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L1430[11:41:09] <Curle> Oh, you have to
be kidding me
L1431[11:41:15] <Curle> This isn't a
straight-forward port then
L1432[11:41:25] <gigaherz> ?
L1433[11:41:27] <diesieben07> sure it
is
L1434[11:41:29] <gigaherz> it'sthe
same
L1435[11:41:31] <williewillus> this is
the easy part man ;P
L1436[11:41:35] <gigaherz> just instead
of passing the rendermanager yourself
L1437[11:41:41] <gigaherz> it gets passed
to you by forge
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L1439[11:43:22] <gigaherz> lol,
dinnerbone's (or mojang's) cat puked onto the top fan of his
computer, his gtx980 died
L1440[11:43:43] <Corosus> how the fuck
does a cat decide to puke there
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L1442[11:45:49] <Curle> How would I use
this RenderManager in this syntax, then?
L1443[11:46:04] <williewillus> have a
constructor that takes RenderManager
L1444[11:46:11] <williewillus> then use
the line that diesieben07 posted
L1445[11:46:14] <williewillus> thats
it
L1446[11:46:17] <Curle> (like I said, I'm
new to this and there aren't any tutorials for this shit)
L1447[11:46:33] <williewillus> I just
told you how to do it :P
L1448[11:46:46] <diesieben07> in your
Render class you have a constructor like public
MyRender(RenderManager m) { super(m); }
L1449[11:46:59] <Curle> ^That's what I
wanted
L1450[11:47:01] <Curle> Thanks
L1451[11:47:05]
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L1452[11:47:11] <diesieben07> if that
gives you troubel then you need to learn java.
L1453[11:47:24] <williewillus> idk how
that wasn't the same as saying "have a constructor that takes
RenderManager"
L1454[11:48:42] <masa> woot it's starting
to work...
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L1456[11:50:20] <Curle> diesie, I know
java, but my mind's blank
L1457[11:50:23] <Curle> New stuff
L1458[11:50:26] <Curle> Confusing
L1459[11:50:27] <Curle> :/
L1460[11:50:40] <diesieben07> how is
"constructor" a new concept to you? :O
L1461[11:50:44] <Curle> It's nit
L1462[11:50:46] <Curle> not*
L1463[11:50:48] <Nitrodev> way put a
commentary on 1.8 blood magic
L1464[11:51:05] <Curle> The other new
stuff
L1465[11:51:20] <Curle> (everything I
used to do for rendering has changed)
L1466[11:51:24] <williewillus> lol
L1467[11:51:25] <Curle> And that's just
rendering
L1468[11:51:31] <williewillus> just the
beginning :)
L1469[11:51:34] <williewillus> ports are
fun
L1470[11:51:37] <Naiten> How do i learn
all that cool programming stuff?
L1471[11:51:50] <Curle> Anyway, I have
tae kwon-do in 10 minutes, I'll see ya later
L1472[11:52:05] <williewillus> I wonder
how many people are with me on that statement
L1473[11:52:07] <williewillus> probably
none
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L1475[11:52:21] <williewillus> Naiten:
what stuff?
L1476[11:52:27] <Naiten> all stuff
L1477[11:52:32] <Corosus> updating mc
mods drive me to alcoholism
L1478[11:52:33] <Naiten> cool programming
stuff
L1479[11:52:45] <Curle|TKD> Naiten: I
learn by immersion
L1480[11:52:53] <Curle|TKD> And small
amounts of getting shouted at by diesie
L1481[11:52:54] <Curle|TKD> :3
L1482[11:52:56] <williewillus> I'm
comfortable enough with 1.8 ports that they start to be fun
L1483[11:53:01] <williewillus> esp
Botania
L1484[11:53:09] <Kolatra> I'm really
enjoying 1.8 now.
L1485[11:53:17] <williewillus> porting
that was really fun, not in the sarcastic way
L1486[11:53:19] <Corosus> 1.8.x itself is
nice yeah
L1487[11:54:22] <Curle|TKD> I'm glad my
colleague made a json generator for all block types :P
L1488[11:54:29] <Corosus> hahaha yeah
that helps
L1489[11:55:06] <Corosus> i cant remember
how much i enjoyed it at first, but after 6 years of doing it it
gets tiring
L1490[11:55:22] <williewillus> I hope you
are using the foreg json format
L1491[11:55:32] <williewillus> if you do
it right you should have almost nothing inside models/block
L1492[11:56:27] <Corosus> curious, got an
example of the differences?
L1493[11:56:35] <Corosus> i barely do
block work but it might help
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L1495[11:57:24] <williewillus> forge json
removes the requirement to have a separate file for every model.
For example if I wanted a normal 6 sided same texture block in
vanilla I would have to make a block json whose parent is cube_all,
and give it a texture. With the forge format you do that in the
blockstate json directly
L1496[11:57:39] <williewillus> you end up
saving a lto of jsons, especially if you have a lot of block
types
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L1498[11:58:25] <Corosus> hmmmmm, sounds
handy ya
L1499[11:58:59] <DebugsPeople>
williewillus, do you have to register the standard item as a
variant?
L1500[11:59:08] <williewillus> what do
you mean standard item
L1501[11:59:19] <williewillus> like
standard_item.json?
L1502[11:59:20] <williewillus> no
L1503[11:59:31] <DebugsPeople> the base
item
L1504[11:59:41] <williewillus> yeah, no
that's just so the transforms are inherited so we don't have to
rewrite it every time
L1505[12:00:09] <DebugsPeople> as in :
"remotecontrol4ch" and "remotecontrol4ch_on"
both ModelLoader.setCustomModelResourceLocation(i, 0, new
ModelResourceLocation(loc, "inventory"));
L1506[12:00:24] <williewillus> yes
L1507[12:00:26] <DebugsPeople> do I have
to register both
L1508[12:00:27] <DebugsPeople> ok
L1509[12:00:32] <williewillus> as far as
the modelloader is concerned they're different models
L1510[12:00:49] <williewillus> heh just
ran a find on the botania assets, 719 jsons including some
animation stuff and sounds.json
L1511[12:00:56] <williewillus> would be a
LOT more if we didn't use forge format
L1512[12:01:04] <williewillus> probably
into the thousands
L1513[12:01:42] <masa> hmm, now to figure
out how the hell to use the TRSR stuff for my item...
L1514[12:01:44]
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L1515[12:01:53] <williewillus> what do
you need to accomplish?
L1516[12:03:04] <masa> I want to make the
modules a little bit thicker and then to position them on the base
item so that it is centered ie. sticking out the same amount on
both sides
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L1518[12:03:31] <masa> and also, I want
to use the same module model for all the tools, but they are in
different positions on different tool types
L1519[12:03:35] <williewillus> are these
dynamic?
L1520[12:04:19] <masa> yeah I just
managed to get the basis of my Model stuff working so that it
generates them using an ISmartItemModel o nthe fly
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L1522[12:04:34] <masa> I used the forge
DynBucket code as a basis
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L1524[12:05:46] <Lordmau5> modding is a
pain ;_;
L1525[12:06:31] <masa> so I guess
basically in the IModel#bake method when I generate the models, I
would then also need to transform them appropriately
L1526[12:07:23] <masa> speaking of which,
I need to change the way I generate the models since they are not
currently based on a json so the base rtansformation is also
completely wrong ie. the default one
L1527[12:08:30] <williewillus> use
perspectiveawaremodels to transform the pieces around
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L1529[12:08:44] <williewillus> i think
thatll work
L1530[12:08:48] <williewillus> ask fry
when he comes back :P
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L1532[12:10:16] <masa> hmm so... where
and how wil I feed it the transfromation I want..
L1533[12:11:21] <masa> so in the
handlePerspective() method I would need to return the proper matrix
with the model?
L1534[12:11:59] <masa> hmm but...
L1535[12:12:03] <williewillus> yes
L1536[12:12:09] <williewillus> you can
get a matrix from trsr
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L1538[12:12:33] <masa> but doesn't that
one get called each frame?
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L1540[12:12:35] <diesieben07> fuck yes i
fixed it.
L1541[12:12:40] <williewillus> yes
L1542[12:12:57] <williewillus> item
models are not multithreaded and lazy like block models are
L1543[12:13:03] <masa> well that seems
redundant, I just need to transform the models when I first
generate and cache it
L1544[12:13:07] <diesieben07> whoops, no
i didn't.
L1545[12:13:09] <williewillus> then do
that :P
L1546[12:13:13] <Ordinastie> where is the
default empty list ?
L1547[12:13:22] <williewillus>
ImmutableList.of() :P
L1548[12:13:22] <DebugsPeople>
williewillus, is onItemRightClick being called twice when clicking
on a block?
L1549[12:13:32] <williewillus>
DebugsPeople: probably once on client and once on server
L1550[12:13:49] <DebugsPeople> strange,
why only when clicking on a block
L1551[12:13:52] <Ordinastie>
williewillus, thanks, I can never remember it
L1552[12:14:11] <williewillus> ?
L1553[12:14:20] <williewillus> a lot of
things are called on both sides
L1554[12:15:11] <DebugsPeople> nope, also
does it when using @SideOnly(Side.CLIENT)
L1555[12:15:23] <PaleoCrafter>
Ordinastie, you obviously need more immutability in your code then
>:D
L1557[12:15:51] <williewillus> do NOT use
sideonly directly
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L1559[12:15:59] <Ordinastie>
DebugsPeople, @SideOnly doesn't do what you think AT ALL
L1560[12:16:02] <williewillus> ^
L1561[12:16:07] <williewillus> use remote
checks
L1562[12:16:10] <DebugsPeople> ok
L1564[12:16:26] <DebugsPeople> wait, I
already have that
L1565[12:16:30] <mikebald> @SideOnly
makes it so that code exists on that particular side, right?
L1566[12:16:37] <DebugsPeople>
if(worldIn.isRemote)
L1567[12:16:39] <williewillus> only on
that PHYSICAL side
L1568[12:16:46] <williewillus> isRemote
checks LOGICAL side
L1569[12:16:54] <williewillus> the two
are really, really different
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L1571[12:17:09] <DebugsPeople> can you
take a look at the link?
L1572[12:17:22] <MattDahEpic> is there an
easy way to give a survival player creative flight?
L1573[12:17:22] <Lordmau5> hey guys, got
a quick question
L1575[12:17:43] <Lordmau5> (fake
blocks)
L1576[12:17:46] <DebugsPeople> Lordmau5,
don't ask to ask ;)
L1577[12:17:52] <Lordmau5> I didn't ask
to ask
L1578[12:17:53] <williewillus> it looks
fine to me
L1579[12:17:56] <Lordmau5> I just
prepared you for the question
L1580[12:17:59] <williewillus>
DebugsPeople: why are you doing it clientside?
L1581[12:18:00] <Lordmau5> check the
glass, willie
L1582[12:18:08] <Lordmau5> or was that
towards Debugs?
L1583[12:18:10] <LatvianModder>
DebugsPeople: wow that is a bad code, sorry
L1584[12:18:19] <DebugsPeople> :(
L1585[12:18:20] <LatvianModder> step 1 -
turn isRemote into !isRemote
L1586[12:18:28] <LatvianModder> step 2 -
get rid of state
L1587[12:18:32] <williewillus> Lordmau5:
i think you have to override one of the billion is<X>Cube
methods. but I don't remember which one
L1588[12:18:35] <williewillus> ask fry
later :P
L1589[12:18:41] <Lordmau5> Hmm
alrighty
L1590[12:19:02] <Ordinastie>
isOpaque
L1591[12:19:11] <DebugsPeople>
LatvianModder, what should I replace it with? just the nbt
tag?
L1592[12:19:19] <Lordmau5> gash
L1593[12:19:19] <LatvianModder> just the
nbt
L1594[12:19:19] <Lordmau5> no
L1595[12:19:20] <williewillus>
DebugsPeople: ooooh yeah fields in Item objects are always bad.
That "state" variable will apply to ALL occurences of
this item
L1596[12:19:21] <williewillus> ever
L1597[12:19:21] <Lordmau5> isFullCube was
it
L1598[12:19:21] <LatvianModder> and
ClientTickHandler.remoteActive8Ch = state
L1599[12:19:26] <LatvianModder> can you
link me that?
L1600[12:19:41] <DebugsPeople> that will
be cut out, does nothing
L1601[12:19:48] <LatvianModder> nvm found
it
L1602[12:19:57] <LatvianModder> ah
L1603[12:20:04] <Lordmau5> numbers in a
class name?
L1604[12:20:06] <williewillus> that state
variable needs to go away
L1605[12:20:06] *
Lordmau5 shivers
L1606[12:22:03] <DebugsPeople>
williewillus, gone
L1607[12:22:27] <williewillus> if you
have !isRemote and get rid of state it shuold work now
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L1623[12:39:03] <masa> yay now my tools
render al lthe modules and their own head texture correctly based
on the state of the tool \o/
L1624[12:39:18] <masa> only the
transformation stuff left to do for the rendering part of
them
L1625[12:41:32] <masa> hmm hmm, maybe I
should set up a blockstates file for the head, the rod, and each
module type, then I could do and allow resource pack makers to
adjust the transformations via that
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L1631[12:59:49] <tterrag> gigaherz: lex
commented on your stuff :P
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L1639[13:10:31] <Javaschreiber> Hi, is
there a way to force minecraft to render a TileEntity, even though
it's not within the field of view?
L1640[13:11:01] <LatvianModder> yes
L1641[13:11:11] <LatvianModder> check
TileEntity.getRenderBoundingBox or smth
L1642[13:11:14] <LatvianModder> somewhere
on bottom
L1643[13:11:29] <Javaschreiber> thx
L1644[13:11:44] <LatvianModder> a client
side only method, you can return INFINITE_something box
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L1649[13:12:55] <Javaschreiber> Is this
for 1.8? Because I'm still working on 1.7.10.
L1650[13:13:12] <LatvianModder> both, I
think
L1651[13:13:17] <masa> no it's also in
1.7.10
L1652[13:13:18] <LatvianModder> its
definetly in 1.7.10
L1653[13:13:40] <Javaschreiber> Found it,
thanks.
L1654[13:14:14] <LatvianModder> you can
return just INFINITE_EXTENT_AABB, if you dont want to do any fancy
calculations
L1655[13:15:13] <PaleoCrafter> eh, just
use the bounds of your actual model
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L1657[13:15:26] <PaleoCrafter> an
infinite box is rather suboptimal :P
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L1668[13:44:10] <MattDahEpic> is there an
easy way to give a survival player creative-like flight?
L1669[13:44:42] <williewillus>
player.capabilities.canFly
L1670[13:44:45] <williewillus> or
something like that
L1671[13:44:55] <williewillus> must be
set on both sides
L1672[13:44:57] <diesieben07>
player.capabilities.allowFlying
L1673[13:45:40] <diesieben07> and you can
call sendPlayerAbilities on the server to update the client
L1674[13:46:02] <williewillus> til theres
a method to do that :P
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L1679[13:51:56] <Mraof> I tend to
overoptimize in places where it doesn't really matter
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L1681[13:52:19] <Mraof> For example, in
drawScreen in a GuiScreen
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L1684[13:52:46] <masa> hmm, canI have a
json model without a texture, or should I just use a dummy texture
like the missing texture in it?
L1685[13:53:09] <masa> well actually
nm
L1686[13:53:11] <williewillus> why do you
want something without a texture, to retexture it later?
L1687[13:53:26] <masa> I was going to use
the blockstate so I can have the actual textures
L1688[13:53:33] <williewillus> i think
builtin/missing maps to the missing texture, but then again so does
anything else
L1689[13:53:41] <masa> yeah basically for
the transformations
L1690[13:54:46] <LatvianModder> 21:52:00
<Mraof> I tend to overoptimize in places where it doesn't
really matter
L1691[13:54:46] <LatvianModder> You. I
like you.
L1692[13:54:51] <masa> hmm now that I
think about it, my IModel is messed up since it has hardcoded
texture dependencies
L1693[13:55:11] <williewillus> masa: hows
that messed up? :P
L1694[13:55:36] <LatvianModder> And
optimizations Always matters
L1695[13:55:44] <LatvianModder> You might
not see it instantly. but it does
L1696[13:56:38] <Mraof> Okay
L1697[13:57:19] *
PaleoCrafter mutters something about premature
optimisation
L1699[13:57:34] <LatvianModder> :D
L1700[13:58:06] <LatvianModder> How about
we change that in 1.8.9?
L1701[13:58:23] <PaleoCrafter> I'll have
the nice looking code, thanks :P
L1702[13:58:34] <LatvianModder>
Shoo
L1703[13:58:50] <LatvianModder> I know
modders are stubborn, but if won't all optimize our code, we will
end up with another 1.7.10
L1704[13:59:05] <williewillus> 1.7.10 was
rendering shit
L1705[13:59:06] <PaleoCrafter> and
generally, unless you have numbers, there ain't no reason to
optimise :P
L1706[13:59:08] <diesieben07> saying not
to use lambdas if you care about performance is a blanket statement
as as such wrong
L1707[13:59:08] <williewillus> that has
been optimized
L1708[13:59:11] <williewillus> ^^^
L1709[13:59:15] <masa> williewillus: well
I guess it isn't really...
L1710[13:59:25] <williewillus> in certain
situations lambdas can be faster than anons
L1711[13:59:27] <diesieben07> there are
places where lambdas are faster and there are places where they
aren't
L1712[13:59:41] <williewillus> and the
way they implemented it they should never be slower
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L1714[13:59:53] <williewillus> streams
have overhead but lambdas should not do worse than anon
classes
L1715[14:00:06] <PaleoCrafter> ^
L1716[14:00:15] <PaleoCrafter> it's the
streams API that's slow
L1717[14:00:15] <diesieben07> its also
about the problem you have
L1718[14:00:18] <LatvianModder> Except
minecraft is built on Java 6
L1719[14:00:25] <williewillus> wat
L1720[14:00:32] <PaleoCrafter> it's not
really feasible unless you have large amounts of data
L1721[14:00:36] <PaleoCrafter> wat²
L1722[14:00:39] <williewillus> that's
irrelevant to our discussion
L1723[14:00:39] <diesieben07> if you want
to process 10.000 entries, a parallel stream will probably be fser
than just a for loop
L1724[14:00:46] <diesieben07> but if you
haave just 10, its the opposite
L1725[14:00:54] <PaleoCrafter> ^
L1726[14:01:58] <williewillus> anyways,
most of the time modded performance problems are due to a small
pool of mods being incredibly dumb
L1727[14:01:58] <sham1> But if you want
to use parallel streams, just remember that the stuff might and
propably is out of ordere
L1728[14:02:09] <williewillus> of
course
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L1730[14:02:24] <diesieben07> if you want
to use parallel streams, do so with immutable data and pure
functions
L1731[14:02:30] <diesieben07> otehrwise
you are just shooting yourself in the foot.
L1732[14:02:44] <williewillus> ive never
seen a modded server profiling that was a bunch of "small
things piling up" its always been that one or two machines
killing everything
L1733[14:02:46] <sham1> parallel stuff is
always in the process of shooting yourself into foot
L1734[14:02:49] <sham1> Just like
regex
L1735[14:02:54] <williewillus> not
really, if you're smart about it
L1736[14:03:10] <tterrag> LatvianModder:
I like how you cut out the rest of that conversation where skyboy
agreed with me
L1737[14:03:11] *
mikebald thought sham1's spelling of order was a subtle joke, like
saying "out of odrer" but then I realized there's only an
extra e.
L1738[14:03:13] <PaleoCrafter> sham1,
streams actually retain order if the collection wishs to, I think
:P
L1739[14:03:42] <LatvianModder> tterrag:
I dont remember, I just took the piece that wasnt like 1000000
lines long
L1740[14:03:48] <sham1> But parallel
streams execute the operations parallel so they can be executed out
of order :P
L1741[14:03:56] <williewillus>
depends
L1742[14:03:56] <sham1> And as an added
bonus, they are lazy
L1743[14:04:09] <williewillus> when you
call parallelStream() the streams API makes no guarantee it'll
actually use threads
L1744[14:04:10] <PaleoCrafter> doesn't
matter if the outcome is correct? :P
L1745[14:04:55] <LatvianModder> Java 8 is
scary
L1746[14:05:09] <PaleoCrafter> if you
have side effects it's a different problem altogether ;)
L1747[14:05:27] <LatvianModder> now, back
to making a bloody model for every material item
L1748[14:05:48] <LatvianModder> why do
they all have to be the same? can't there just be an basic_item and
basic_3d_item or smth
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L1750[14:06:00] <PaleoCrafter> hm?
L1751[14:06:26] <LatvianModder> sec
L1752[14:06:49] <sham1> If you are doing
side effects while using streams, then I just have to ask why
L1754[14:07:14] <LatvianModder> all item
models look the same, yet they still have to have those extra
inventory / rotation things
L1755[14:07:22] <LatvianModder> can't I
just make a parent model that does this?
L1756[14:07:27] <williewillus>
LatvianModder: yes?
L1757[14:07:32] <PaleoCrafter> so no
problem with order either, sham1 :P
L1759[14:08:01] <LatvianModder>
williewillus: err.. was that a question.. or..
L1760[14:08:06] <williewillus> everything
inherits from that
L1761[14:08:09] <williewillus> or
standard_tool
L1762[14:08:22] <sham1> unless you are
doing list.fold(null, (acc, current) -> current); in order to
get the last element ;P
L1763[14:08:23] <LatvianModder> so, I do
have to make my own
L1764[14:08:32] <LatvianModder> why
minecraft / forge doesnt have defaults?
L1765[14:08:46] <williewillus> if you use
the forge blockstates there is
L1766[14:08:50] <williewillus> but I
don't want to use that for items
L1767[14:08:58] <williewillus> and mojang
doesn't have their own defaults
L1768[14:09:03] <williewillus> (they just
paste it into every file)
L1769[14:09:11] <LatvianModder> yeah,
thats why I was confused
L1770[14:09:20] <PaleoCrafter> again, not
really, as the order will ultimately be retained :P
L1772[14:09:45] <LatvianModder> and why
do they do that? is it because "Simply because Mojang."
or there is a good reason for that
L1773[14:09:55] <williewillus> probably
to faciliatate resource pack creation
L1774[14:10:02] <williewillus> you can
edit the transforms right there
L1775[14:10:17] <LatvianModder> oh,
tterrag how did you get history that far?
L1776[14:10:23] <tterrag> quassel
L1777[14:10:29] <LatvianModder> I'd have
to scroll for years
L1778[14:10:37] <sham1> not for
years
L1779[14:10:42] <sham1> Just a
month
L1780[14:10:58] <tterrag> it wasn't that
long ago either
L1781[14:11:06] <LatvianModder> I once
tried to find me in tfox's twitter followers.. I just left mouse
scrolling to bottom until PC crashed
L1782[14:11:07] <Mraof> Before I took
over Scapecraft, it had 185378 lines of code (excluding
models)
L1783[14:11:13] <PaleoCrafter> and you
can search :P
L1784[14:11:18] <Mraof> Now it has 20745
lines (excluding models)
L1785[14:11:39] <Mraof> And more stuff
than it had before
L1787[14:11:47] <PaleoCrafter> well, what
version did you take it over from? :P
L1788[14:11:59] <sham1> Best way to
search: /*your string here*
L1789[14:12:11] <Mraof> Hmm?
L1790[14:12:23] <Mraof> It was for 1.6.4
before, I took it over when updating to 1.7
L1791[14:12:52] <PaleoCrafter> ah, well,
then that doesn't make a lot of a difference I think
L1792[14:12:57] <Mraof> Yeah
L1793[14:13:35] <Mraof> The reason I only
ended up with a tenth of the code is because I threw out all the
old code because it was terrible, besides the models
L1794[14:14:12] <Mraof> And there was a
seperate class for every block and item
L1795[14:14:39] <Mraof> Every weapon
extended ItemSword and had code obviously copied from ItemSword in
it for some reason
L1796[14:14:56] <Mraof> And other bad
stuff
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L1799[14:16:03] <Mraof> There are a lot
of mobs so I didn't rewrite all those classes, but I made some
major changes to all of them, vim regex and macros were really
useful for that
L1800[14:18:53] <Mraof> Oh, sorry for
complaining about the old code, it was just a pain to deal
with
L1801[14:19:40] <williewillus> cleaning
is always great
L1802[14:19:57] <williewillus> until you
realize you accidentally rewrote everything and broke
everything
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L1808[14:26:19] <LatvianModder>
williewillus: ow. I did that like few days ago.. still hurts
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L1811[14:30:27] <MattDahEpic> is there a
way to specify a container item-like second output to a
IRecipe?
L1812[14:30:47] <tterrag> use container
items?
L1813[14:31:27] <diesieben07> Irecipe has
getRemainingItems
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L1820[14:40:46] <BastetFurry> Any way of
getting the players chat line before it enters
CommandHandler.executeCommand()? I need to check for commands
before they get sorted out because they not being registered.
L1821[14:40:59] <BastetFurry> *are
L1822[14:40:59] <diesieben07> uhm,
what?
L1823[14:41:07] <diesieben07> why would
you not register commands?
L1824[14:41:21] <BastetFurry>
diesieben07: Because of dynamic creation
L1825[14:41:28] <yopu> Can I do texture
cropping in the json definition of an item model?
L1826[14:41:43] <Delenas> BastetFurry:
CommandEvent?
L1827[14:41:44] <yopu> Or do I need
separate files?
L1828[14:41:55] <diesieben07> you can
register commands dynamically?
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L1830[14:42:16] <BastetFurry>
diesieben07: I have a plugin in ye olde Canary that executes
external scripts with dynamicaly loaded commands and i want to port
it.
L1831[14:42:21] <Delenas> Explain exactly
what you're up to.
L1832[14:42:26] <Delenas> Command syntax
for one.
L1833[14:42:31] <diesieben07> uhhh
L1834[14:42:51] <diesieben07> again, you
can register new command whenver you like
L1835[14:43:05] <diesieben07> you can
also remove them, but that requires some reflection
L1836[14:43:20] <LatvianModder>
actually
L1837[14:43:24] <LatvianModder> Well, yes
it does
L1838[14:43:29] <Delenas> And you can't
offer a prefix? Like /modid <everything else>
L1839[14:43:36] <LatvianModder> BUT, I
did it in a cool way for my Permissions mod
L1840[14:44:08] <LatvianModder> Delenas:
yeah, but how about player vs op commands?
L1841[14:44:14] <LatvianModder> one
command would have to be both
L1842[14:44:32] <LatvianModder> its
always better to have more commands, as long as their ID isnt too
generic
L1843[14:45:09] <Delenas> At that point,
wouldn't you have the same entrypoint anyway?
L1844[14:45:26] <Delenas> I mean, you're
pre-parsing the command.
L1845[14:46:04] <Delenas> In any case-
pretty sure you're after CommandEvent
L1846[14:46:22] <Delenas> That or
ServerChatEvent. Maybe.
L1847[14:46:31] <diesieben07> that only
fires for already registered commands
L1848[14:46:48] <BastetFurry>
ServerChatEvent only fires for chat, /whatever gets sorted
out
L1849[14:47:14] <LatvianModder>
unregistring commands is a little.. hard
L1850[14:47:16] <LatvianModder> you
see
L1851[14:47:40] <LatvianModder> in
command handler, there is not only a Map<String, Command> but
also List<Command>.. WHICH MAKES NO SENSE
L1852[14:48:07] <LatvianModder> It coudve
been like.. LinkedHashSet or smth
L1853[14:48:20] <LatvianModder> so the
entries dont repeat at least
L1854[14:48:25] <LatvianModder> But NO!
#rant
L1855[14:48:28] <diesieben07> wat.
L1856[14:48:39] <diesieben07>
LinkedHashSet is kinda like... THE worst collection :D
L1857[14:48:51] <diesieben07> also, it is
a Set.
L1859[14:49:59] <LatvianModder> this is
what I do in EnkiTools and in FTBU now too
L1860[14:50:06] <LatvianModder> (since it
adds Ranks and Permissions very soon)
L1861[14:50:19] <sham1> Linked
sets!=
L1862[14:50:25] <sham1> Why
L1863[14:50:26] <Curle|TKD> oo
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L1866[14:51:05] <BastetFurry> Apropos
Permissions, is it normal that the debug server crashes horrible if
i place ForgeEssentials in the mods dir? :)
L1867[14:51:11] <LatvianModder> Ive never
used a LinkedHashSet, only seen it in action in
ForgeChunkManager
L1868[14:51:28] <LatvianModder> yes
L1869[14:51:31] <LatvianModder> :P
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L1873[14:57:41] <Curle> Have they changed
all methods in Block?
L1874[14:57:45] <Curle> Nothing
works!
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L1885[15:11:11] <DebugsPeople> what would
be the best way to store an entity pointer in an item
L1886[15:11:19] <masa> UUID
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L1889[15:16:36] <Curle> ForgeDirection
has been removed, is there anything similar?
L1890[15:17:42] <TehNut> EnumFacing
L1891[15:18:40] <Curle> Well, there goes
my marbles
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L1894[15:20:07] <masa> ? :D
L1895[15:20:19] <DebugsPeople> masa, how
do you get the entity by UUID?
L1896[15:23:00] <masa> depends how you
want to get them
L1897[15:23:19] <masa> ie. from a box of
certain size of the entire world
L1898[15:23:24] <masa> *or
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L1900[15:25:55] <masa> and obviously you
can only get entities that are currently loaded
L1901[15:26:07] <Curle> How to get an
item's texture?
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L1903[15:26:19] <Curle> IIcon is gone
:/
L1904[15:26:30] <Curle> I'm going to be
asking a lot of questions it seems
L1905[15:26:43] <masa> get from where/for
what?
L1906[15:26:47] <masa> you use models in
1.8
L1907[15:27:09] <Curle> o.o
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L1910[15:29:17] <thecodewarrior> It takes
a lot of getting used to but it's not too bad.
L1911[15:30:52] <Curle> that is one giant
mindfuck wall of text O_O
L1912[15:30:56] <Curle> Okay
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L1916[15:36:12] <Curle> Is it possible to
get a BlockPos from X and Z?
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L1918[15:38:57] <masa> new BlockPos(x, y,
z) ?
L1919[15:39:06] <thecodewarrior> You mean
the top block of the world at that point?
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L1921[15:41:24] <Curle> yep
L1922[15:41:32] <Curle> HighestY
L1923[15:41:42] <DebugsPeople> Curle, do
you want to go up or down?
L1924[15:41:52] <DebugsPeople> I guess
from the top is down
L1925[15:42:01] <Curle> Highest
(up)
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L1927[15:42:16] <Curle> highest available
y is what it's used for
L1928[15:42:38] <Curle>
world.getChunkFromBlockCoords(x, z).getTopFilledSegment() + 16; is
what i have
L1929[15:43:05] <DebugsPeople> you could
iterate through the block pos' from the top and check if it'S not
air
L1930[15:43:05] <Curle> that function
needs a blockpos
L1931[15:43:39] <masa>
World#getTopSOlidOrLiquidBlock() is also a thing
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L1933[15:44:45] <masa> well if you need
to get a chunk, then the y is irrelevant
L1934[15:44:56] <Curle> That's my
point
L1935[15:45:01] <masa> just give it a new
BlockPos(x, 0, z)
L1936[15:46:13] <masa> there is also
getChunkFromChunkCoords so you don't need the BlockPos fiddling in
the middle
L1937[15:46:38] <masa>
getChunkFromBlockPos(BlockPos pos) call that anyway
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L1939[15:46:48] <thecodewarrior> How do
you (if you do) organize your block classes? mine generally end up
just a pile of crap from me shoving in methods willy-nilly.
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L1943[15:47:21] <Curle> variables,
constructors, methods
L1944[15:47:28] <Curle> in order of
usefulness
L1945[15:47:58] <masa> well I have my
base block class for my mod which all other extend, then I have one
for blocks with tile entity and then further for blocks with an
inventory
L1946[15:48:06] <Curle> Don't have any
examples because all classes i have are shoving errors at me
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L1948[15:48:40] <Curle> the vicious cycle
of 1.8 modding
L1949[15:48:53] <thecodewarrior> I wish
you could just drag stuff around in the... oh my gosh YOU CAN!!!!
you can drag methods around in eclipse's outline!!!
L1950[15:48:56] <Curle> code > error
> error > error to infinity
L1951[15:49:47] <masa> oh wow, til
L1952[15:50:06] <Curle> take that, IDEA
fanboys
L1953[15:51:00] <gigaherz> back
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L1955[15:53:44] *
Delenas ponder. Reading through that doc.. how are block stuffs
done for inventories now?
L1956[15:54:05] <masa> like what?
L1957[15:54:15] <masa> nothing really
changed for inventories
L1958[15:54:22] <Delenas> Nono
L1959[15:54:32] <Delenas> For the icon
for a block
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L1961[15:54:38] <masa> models
L1962[15:54:40] <Delenas> I got
items.
L1963[15:55:07] <Delenas> So.. in
blockstates, have an inventory variant?
L1964[15:55:13] <masa> you have
blockstate which points to models
L1965[15:55:31] <masa> oh right block
model for inventory variant
L1966[15:55:51] <thecodewarrior> For
catwalks, should I have the different materials (steel, stone,
wood, custom 1/2/3) be used to craft the catwalk or a decoration
you craft and apply. Crafting will be harder, but the decoration
means it'll require iron even for the wooden ones...
L1967[15:56:12] <masa> you register one
variant of your block model using
ModelLoader.setCustomModelResourceLocation()
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L1971[15:58:13] <Delenas> Hmm.
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L1974[15:59:31] <Delenas-> I have
confusion
L1975[15:59:41] <Delenas-> Blocks can't
be registered with ModelLoader..?
L1976[16:00:35] <TehNut> that's for
inventory and held models
L1977[16:00:43] <Delenas-> wait. Derp. I
may just have forgotten about my resourcepack.
L1978[16:01:20] *
Delenas- trying to get a block to show something in the
inventory
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L1982[16:03:45] <masa>
ModelLoader.setCustomModelResourceLocation() with the item you get
from the block
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L1985[16:09:55] <Delenas> item from the
block? What.
L1986[16:09:59] <Delenas> It's just a
block.
L1987[16:10:09] <MattDahEpic>
Item.getItemForBlock
L1988[16:10:18] <MattDahEpic> or
something of the type
L1989[16:10:23] <SSBlur>
Item.getItemFromBlock(Block b)
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L1991[16:11:14] <MattDahEpic> is there
any reason why my items wouldn't be showing up in my creative
tab?
L1992[16:11:49] <SSBlur> Did you use
setCreativeTab?
L1993[16:11:53] <diesieben07> overridden
getSubItems to do nothing?
L1994[16:11:54] <diesieben07> or
that.
L1995[16:12:12] <SSBlur> Also, if
multiple items per variable ^
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L1997[16:12:47] <MattDahEpic> i overrode
getsubitems to return the list of items and used
setCreativeTab
L1998[16:13:08] <Delenas> repo?
L1999[16:13:09] <diesieben07> show your
getSubItems
L2000[16:13:27] <SSBlur> Okay, why are
you returning a list form getSubItems?
L2002[16:13:42] <SSBlur> You should be
adding ItemStacks to the existing list.
L2003[16:13:52] <MattDahEpic> SSBlur, i
am
L2004[16:13:58] <SSBlur> Ah, okay
L2005[16:14:14] <SSBlur> Suppose the
phrasing threw me off
L2006[16:14:21] <masa> hm, how do I get
the transforms from a json model and apply the to ItemLayerModel()
that runs in my IModel bake()?
L2007[16:14:21] <diesieben07> that is not
the signature for getSubItems....
L2008[16:14:25] <diesieben07> use
@Override
L2009[16:14:52] <thecodewarrior> Any
reason I might not be able to cast ItemBlockCatwalk.class (extends
ItemBlock) to Class<? extends ItemBlock>?
L2010[16:15:19] <SSBlur> No, that seems
to be the right function.
L2011[16:15:29] <SSBlur> How do you mean
that is the wrong signature?
L2012[16:15:30] <Delenas> You don't
cast?
L2013[16:15:42] <diesieben07> getSubItems
takes 4 args.
L2014[16:15:55] <masa> no it
doesn't...
L2015[16:16:06] <diesieben07> wait
L2016[16:16:11] <diesieben07> i was
thinking of somethign else
L2017[16:16:39] <SSBlur> So, is the
Enumeration set up properly?
L2018[16:16:53] <diesieben07> you shoudl
still use @Override
L2019[16:17:05] <SSBlur> Yes, you should
use @Override
L2020[16:17:13] <SSBlur> But that is not
the problem here.
L2021[16:17:17] <diesieben07> also are
you sure RingkyDinks.tab is not null at the time of the
constructor
L2022[16:17:51] <SSBlur> That would throw
an exception, setCreativeTab doesn't nullcheck, does it?
L2023[16:18:02] <diesieben07> it does
not.
L2024[16:18:07] <diesieben07> null means
no tab
L2025[16:18:15] <SSBlur> Oh, doy
L2026[16:18:23] <SSBlur> Forgot it was an
assignment function.
L2027[16:18:32] <SSBlur> Potentially,
then.
L2028[16:19:53] <thecodewarrior> Any
reason my cast might not be working?
L2030[16:20:27]
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L2032[16:20:47] <SFSorrow_> Hi.
L2033[16:21:09] <diesieben07>
MattDahEpic, yep, you initialize the tab after the Items. hence
when the Items are constructed the tab field is still null.
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L2036[16:24:14] <thecodewarrior> It's
weird, ItemCloth.class works, and they both have identical
inheritance.
L2037[16:24:39] <diesieben07> can you
show the item class and your attempt?
L2038[16:24:51] <SSBlur> Anyone know if
there is a trick to the returns in getModel? I am trying to return
the models of other items, I am hoping I would not have to bind
each and every model to this item to do it that way?
L2039[16:25:01] <SSBlur> Sorry if I
phrased that odd.
L2040[16:25:13] <diesieben07> which
getModel are you talking about?
L2041[16:25:46] <SSBlur> Item >
ModelResourceLocation getModel(ItemStack s, EntityPlayer p, int
u)
L2043[16:26:04] <MattDahEpic> is
required-after:modid@*; a valid version spec for any version of mod
modid?
L2044[16:26:07] <diesieben07> well,
that's a *location* not an actual model
L2045[16:26:17] <diesieben07> so you can
just give a vanilla model there
L2046[16:26:17] <SSBlur> I understand
this
L2047[16:26:57] <SSBlur> However, it is
not working as expected, I was inquiring about its nature before
spending a while debugging
L2048[16:27:00] <diesieben07>
MattDahEpic, just required-after:modid should be fine
L2049[16:27:34] <diesieben07> it should
work fine, what have you tried to return there?
L2050[16:28:20] <diesieben07>
thecodewarrior, weird, where exactly do you get the error?
L2051[16:29:21] <thecodewarrior> In
BlockCatwalk. the constructer ... Class<ItemBlockCatwalk>) is
undefined
L2052[16:30:07] <diesieben07> no idea
man
L2053[16:30:13] <thecodewarrior> k.
:(
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L2056[16:32:37] <thecodewarrior> I just
checked, and it works in BlockExtended, just not BlockCatwalk...
weird.
L2057[16:33:03] <LatvianModder>
diesieben07: but. where did clazz go in BlockBase?
L2058[16:33:24] <DebugsPeople> how do you
put a local message in chat?
L2059[16:33:31] <diesieben07>
nowhere?
L2060[16:33:33] <LatvianModder> define
local
L2061[16:33:43] <LatvianModder> like,
only for client player?
L2062[16:33:45] <DebugsPeople> only
visible for the current player
L2063[16:33:47] <DebugsPeople> yeah
L2064[16:33:56] <LatvianModder> depends
on side
L2065[16:34:05] <diesieben07> so you are
on the client? then just
Minecraft.getMinecraft().thePlayer.addChatMessage
L2066[16:34:07] <Delenas> Also, to the
folks using Fluxed Redstone- it doesn't check sides. Only if the
tile implements IEnergyConnection. Fair warning
L2067[16:34:16] <LatvianModder> if its
server side, just send to player you are dealing with, otherwise
what diesieben07 said
L2068[16:34:27] <DebugsPeople> ok,
thx
L2069[16:34:33] <LatvianModder> if you
really need it to be safe, you can use proxy too
L2070[16:34:50] <diesieben07> uh that
wont really help you here
L2071[16:35:07] <LatvianModder> well, it
wont crash
L2072[16:35:17] <LatvianModder> it wont
send the message. but it wont crash on server side
L2073[16:35:33] <diesieben07> imho
crashing on a bug is much better than silently ignoring
L2074[16:35:47] <LatvianModder> ok,
true
L2075[16:36:01] <LatvianModder>
sometimes
L2076[16:36:14] <LatvianModder> not in
FTBU's Server Info, for example
L2077[16:36:26] <thecodewarrior> Well, I
fixed it. Just make it Class<?> and cast at the last second.
Unsafe I know, but screw it, I don't care.
L2078[16:36:39] <LatvianModder> Its not
my fault some mod authors have a bad getCommandUsage() so I try {}
it
L2079[16:36:52] <diesieben07> define
"bad" :D
L2080[16:36:59] <LatvianModder> contains
'%'
L2081[16:37:03] <Delenas> ..
thecodewarrior, please tell me you at least check the type
L2082[16:37:10] <LatvianModder> that Will
crash ChatComponentTranslated
L2083[16:37:28] <LatvianModder> I added a
special check for that, but still
L2084[16:37:39] <diesieben07> oh
L2085[16:37:43] <thecodewarrior> Like
instanceof, but with the Class object? I don't know how, so
no.
L2086[16:37:44] <diesieben07> yeah,
but... why is that your fault? :D
L2087[16:37:48] <diesieben07> it should
crash vanilla as well
L2088[16:37:53] <LatvianModder> it
can't
L2089[16:38:06] <LatvianModder> see, the
getCommandUsage() should return lang key
L2090[16:38:13] <LatvianModder> not an
actual text
L2091[16:38:15] <diesieben07> I
know.
L2092[16:38:30] <diesieben07> so having a
raw % in there is not right, but why does that not crash
vanilla?
L2093[16:38:32] <LatvianModder> but most
just put text there
L2094[16:38:45] <LatvianModder> because
vanilla doesnt have it
L2095[16:39:02] <LatvianModder> oh, you
mean, /help and stuff? guess again. Thats the reason it crashes in
every modpack
L2096[16:39:07] <diesieben07> eh, vanilla
also feeds it into ChatComponentTranslation
L2097[16:39:20] <diesieben07> so faulty
mods will not just crash with your mod
L2098[16:39:27] <diesieben07> it's their
fault, you shouldn't be babysitting them
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L2100[16:39:45]
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L2101[16:39:50] <LatvianModder> Just try
it. try /help morpheus (Q already fixed this I think, but im not
sure if it made into Infinity or smth)
L2102[16:39:59] <LatvianModder> Thats not
how modding works
L2103[16:40:02] <diesieben07> i believe
you
L2104[16:40:06] <diesieben07> but yes,
that is how it works
L2105[16:40:28] <diesieben07> you should
make it blow up with a huge message about "mod X is broken,
yell at the author".
L2106[16:40:30] <diesieben07> not your
fault.
L2107[16:40:46] <LatvianModder> I could
go and hunt down every mod that uses %, OR I can just add try {}
catch {} and people wont report ME for I have fixed it on my
end
L2108[16:40:55] <diesieben07> you have
fixed nothing
L2109[16:40:58]
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L2110[16:41:17] <diesieben07> i say:
try-catch it, in the catch print out huge message about which mod
is broken, then rethrow.
L2111[16:41:25] <thecodewarrior> ^
this
L2112[16:41:39] <diesieben07> if people
report it to you, direct them at the modders who broke it
L2113[16:41:44] <diesieben07> otehrwise
it's never goign to get fixed.
L2114[16:41:51] <diesieben07> ignoring
errors is never a good idea.
L2115[16:42:02] <LatvianModder> See.. in
error log, it shows that it crashes at
ftb.utils.api.guide.ServerGuideFile, what user thinks is "Oh,
this is FTBU's fault! Must report to him them", and I dont
blame them. But, as you know, its not my mod that is crashing
L2116[16:42:03] <thecodewarrior> Except
in the case of IOException. :P
L2117[16:42:13]
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L2118[16:42:16] <diesieben07> as i said,
log it properly
L2119[16:42:24] <diesieben07> but don't
just ignore it
L2120[16:42:28] <LatvianModder> I mark
broken entries in Guide as red
L2121[16:42:37] <LatvianModder> Thats as
passsive agressive as I go :P
L2122[16:42:43] <diesieben07> well, your
choice
L2123[16:42:48] <diesieben07> i say it's
bad
L2124[16:42:55]
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L2125[16:43:04] <diesieben07> when things
are broken it is better to crash than to try and continue
L2126[16:43:34] <LatvianModder> lemme
check if I print the error or not
L2127[16:43:47] <LatvianModder> ah, I do
not, because it was Really really spammy
L2128[16:44:02] <LatvianModder> Im gonna
think of a better way to print this, in like a one like or
smth
L2129[16:44:03] <diesieben07> hence:
crash
L2130[16:44:05]
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L2131[16:44:13] <KaseiFR> Given a mod jar
file, does someone knows how to detect clientside only mods?
L2132[16:44:23] <diesieben07> if you
start up a huge modpack there are tons and tons of errors in the
console, i do not get it
L2133[16:44:27] <diesieben07> like,
people make up your mnd
L2134[16:44:32] <diesieben07> either
there is an error, then crash
L2135[16:44:34] <KaseiFR> I'm trying to
disable them automatically when deploying a modpack ^^
L2136[16:44:38] <diesieben07> otehrwise
don't spam the log
L2137[16:44:54] <diesieben07> KaseiFR,
forge already ha sa mechanism to do so, modders just need to use
it.
L2138[16:45:14]
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L2139[16:45:34] <KaseiFR> That's what I
heard, but some don't ><
L2140[16:45:50] <diesieben07> there is
not really a way to detect them automatically
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L2142[16:47:02] <KaseiFR> I was hoping
for something I missed in mcmod.info... Thanks anyway
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L2144[16:47:43] <diesieben07> well, that
thing is what i was talking abotu
L2145[16:47:48] <diesieben07> mods jsut
don't use it.
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L2147[16:48:33] <masa> use what?
L2148[16:48:38]
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L2149[16:49:07] <diesieben07>
clientSideOnly marker in @Mod
L2150[16:49:31] <masa> well didn't even
know about it... :p
L2151[16:50:15] <masa> oh wait I have it
on my todo list
L2152[16:50:22]
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L2153[16:50:26] <masa> I guess it was
mentioned recently
L2154[16:51:25] <masa> bleh frickin model
system and transformations, so frickin complicated I can't make
heads or tails out of it
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L2156[16:52:12] <masa> like, where
exactly do the transformations defined in the json models actually
get applied to the model?
L2157[16:52:50] <masa> and how can I
steal those transformations from a json model and use them on other
models I make with ItemLayerModel()?
L2158[16:54:06] <masa> or I guess
alternatively how should I get an I[Flexible]BakedModel from said
json model so that I can merge the quads to other models?
L2159[16:54:14] <masa> or what the hell
am I supposed to do... :D
L2160[16:55:00] <masa> I have my tools
with al lthe parts and modules rendering correctly based o nthe
tool's data, but they all use the default identity(?)
transformation
L2161[16:55:52] <diesieben07>
ModelLoaderRegistry.getModel will give you an IModel for any model
in the assets
L2162[16:55:58] <diesieben07> wether it's
a vanilla json model or whatever
L2163[16:56:20] <diesieben07> this model
will include the transformations if it's a wrapped vanilla
model
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L2165[16:57:05] <masa> yes I tried using
that, but it still resulted in the same default transformation,
although I called getDefaultState() on it, so I guess that will get
me the default?
L2166[16:57:35] <masa> but there isn't
anything else in IModel to get the transformations?
L2167[16:58:12] <masa> there is just the
bake() but that then needs the IModelState which would then
actually include said transformations, right?
L2168[16:58:17] <masa> so where do I get
that from?
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L2170[16:58:21] <diesieben07> no the
vanilla transformations are not accessible afaik
L2171[16:58:40] <diesieben07> the vanilla
transformations are separate from the IModelState
L2172[16:58:45] <masa> hmm
L2173[16:59:06] <masa> and "vanilal
transformation" means anything in jsons, even forge
blockstates json?
L2174[16:59:49] <diesieben07> No, it
means the stuff in the MODEL json
L2175[16:59:59] <diesieben07> the
blockstate json is something else again
L2176[17:00:04] <diesieben07> because
that is not actually part of the model
L2177[17:00:08] <diesieben07> it is
something *applied* to the model
L2178[17:00:15] <masa> humm
L2179[17:00:17] <masa> sooo
L2180[17:00:24] <diesieben07> the stuff
in the model json is not supposed to be modfied
L2181[17:00:31] <diesieben07> its jsut
part of the definition of how the model looks
L2182[17:00:49] <diesieben07> the stuff
in the blockstate is then a definition of how this model should be
rendered, eg rotated
L2183[17:01:13] <diesieben07> (this is
all how I understand it :D)
L2184[17:02:22] <masa> well you can
change the rotations etc. i nthe jsons so isn't that also how it
will be rendered? :p
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L2186[17:02:33] <diesieben07> which jsons
are you talking about now?
L2187[17:02:42] <masa> I HAVE NO
IDEA
L2188[17:02:44] <masa> :D
L2189[17:02:53] <diesieben07> lol
L2190[17:03:24] <masa> well liek I have a
couple of "parent models" that have separate
transformations for tools and a couple of other items so that they
look ok in first and third person
L2191[17:03:51] <masa> meaning that my
forge blockstate then says "model": "item_tool"
for example
L2192[17:04:02] <diesieben07> ok so the
transformations are in your model
L2193[17:04:08] <masa> yes
L2194[17:04:29] <diesieben07> ok
L2195[17:04:32] <diesieben07> now what is
your issue?
L2197[17:04:39] <masa> for example that
one
L2198[17:05:09] <masa> now I would like
to get tha tsame rtansformation applied to models I'm generating
with ItemLayerModel() for my "ender tools"
L2199[17:05:58] <diesieben07> is that
ItemLayerModel based on that item_tool.json model?
L2200[17:06:00] <masa> but I donät know
how I can get that out of any model in my bake() method
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L2203[17:06:38] <masa> basically that
stuff in there
L2204[17:07:41] <diesieben07> uhm
L2205[17:08:05] <diesieben07> i don't
even see where that rod model for example comes from
L2206[17:08:28] <masa> nowhere, it is
geenrated fro mthe texture
L2208[17:08:52] <masa> so they all render
like that atm
L2209[17:09:07] <masa> the default
rtansformation is along the player's hand and inside it
L2210[17:09:20] <diesieben07> sooo
ok
L2211[17:09:31] <diesieben07> the
ItemLayerModel has nothing to do with that item_tool.json model,
right?
L2212[17:09:42] <diesieben07> but you
want it to be transformed like that json model.
L2213[17:09:44] <diesieben07>
correct?
L2214[17:09:47] <masa> atm that is
correct
L2215[17:10:01] <masa> so I want to be
able to define the transformations in jsons, and then just piece
together the different parts
L2216[17:10:39] <masa> but I have no idea
how I should handle the transformation things that comes and goes
bethween the bake() etc. calls
L2217[17:10:42] <diesieben07> that won't
work
L2218[17:10:53] <diesieben07> because the
transformations need to be on the final model, not the parts
L2219[17:10:58] <masa> what won't?
L2220[17:11:03] <masa> oh?
L2221[17:11:15] <diesieben07> you need to
stitch them together first, then transform the reslt
L2222[17:11:26] <diesieben07> at least
that's what my intuituin says
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L2224[17:11:59] <masa> hmm, but iwant to
have slightly different scale on some of them, so I need to have
that done before I merge them
L2225[17:12:15] <diesieben07> scale is ok
i guess :D
L2226[17:12:23] <masa> for example the
modules would be slightly thicker so they stick out a little
L2227[17:13:06] <diesieben07> anyways,
you can apply a TRSR to the ItemLayerModel by just passing it to
bake as the model state
L2228[17:13:38] <masa> right, but how
would I get said TRSR based on an existing json model?
L2229[17:14:17] <diesieben07> sec
L2230[17:15:51] <diesieben07> well, so
here is the thing
L2231[17:16:28] <diesieben07> forge has a
wrapper (ModelLoader.VanillaModelWrapper) for vanilla models
(called ModelBlock). this wrapper is the only non-hacky way you get
access to vanilla models
L2232[17:16:39] <diesieben07> and it does
not expose the transforms defined in the json
L2233[17:16:46] <diesieben07> so the
answer is: using reflection or not at all.
L2234[17:17:02] <masa> O_o
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L2236[17:17:39] <diesieben07> just define
it again as a TRSR
L2237[17:17:47] <diesieben07> vanilla
Models don't use TRSR anyways
L2238[17:17:50] <diesieben07> so you'd
have to convert
L2239[17:18:30] <masa> hmm so even if I
had the models all done in json, if I piece them together myself,
would they still have the default transformation? Or would the
IFlexiblebakedModel version already have the json transformations
applied?
L2240[17:19:23] <masa> emaning that I
wouldn't use ItemLayerModel, but would fetch the existing baked
models
L2241[17:19:25] <diesieben07> think of
the transformations in the model (!) json as part of the
model
L2242[17:19:46] <masa> so the baked model
does have them?
L2243[17:19:50] <diesieben07> so if you
have a vanilla model as part of an ItemLayerModel that part would
have the translations applied
L2244[17:19:54] <diesieben07> i
THINK.
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L2246[17:20:17] <masa> hmm, well I guess
I'll have to keep fiddling around tomorrow...
L2247[17:20:23] <diesieben07>
actually
L2248[17:20:31] <diesieben07>
ItemLayerModel doesn't actualyl combine any models does it?
L2249[17:20:39] <diesieben07> all this
time I thougth of MultiModel
L2250[17:21:02] <masa> way too tired now,
it's 01:20 already and I have an excercise i nthe morning...
L2251[17:21:09] <diesieben07>
ItemLayermodel doesn't give a crap about your models, it just wants
your textures
L2252[17:21:14] <masa> yes
L2253[17:21:33] <diesieben07> yeha you
need to define your transformations as a TRSR in code then.
L2254[17:21:54] <masa> so either I have
to get the transformations from somewhere or I need to use already
baked models and take the quads from them?
L2255[17:22:13] <diesieben07> it depends
on what you wnat.
L2256[17:23:47] <thecodewarrior> Where's
the best place to find bored texture artists?
L2257[17:23:57]
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L2259[17:25:09] <Flashfire> How can I
save negative integers as part of an NBT int array?
L2260[17:25:23] <diesieben07> just like
any other integers.
L2262[17:25:37] <masa> yeah, integer is
signed in java
L2263[17:25:39] <Flashfire> I had -24 and
it came up as 8388590
L2264[17:25:47] <Flashfire> And -18 came
up as 8388560
L2265[17:25:49] <diesieben07> then you
did something wrong
L2266[17:26:05] <Flashfire> Alright, good
to know the NBT isn't the problem
L2267[17:26:19] <diesieben07> are you
using the ICrafting syncing in a container?
L2268[17:26:22] <diesieben07> actualyl
no
L2269[17:26:24] <diesieben07> thats not
it
L2270[17:26:44] <Flashfire> This is
worldsaveddata actually
L2271[17:26:46] <masa> my derpy debug mod
might be useful when dealing with NBT
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L2273[17:26:54] <masa> oh well never mind
then :D
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L2281[17:33:38] <thecodewarrior> Where
might I find bored texture artists? I've got several catwalk
textures that I am absolutely failing at making.
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L2283[17:35:09] <gigaherz> I can do
industrial stuff a bit, but I'm not a real artist
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L2286[17:36:49] <thecodewarrior> Yeah,
the industrial stuff is already done from the old version, though
there will be a couple other things I need done. It's the wood and
stone catwalks I'm having trouble with.
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L2290[17:43:25] <MattDahEpic> is there a
method in Item for when the item enters or exits the
inventory?
L2291[17:43:46] <diesieben07> No
L2292[17:44:20] <MattDahEpic> is there a
way to call a method when that happens?
L2293[17:44:38] <diesieben07> the
inventory meaning the players? or any?
L2294[17:44:40] <diesieben07> and
why?
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L2298[17:48:36] <Delenas> o/
L2299[17:49:00] <MattDahEpic>
diesieben07, i need to run a method that sets a player uuid into
the item nbt and im not going to use a right click to do it
L2300[17:49:50] <diesieben07> you want
the UUID of the player who created the item i assume??
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L2302[17:51:17] <MattDahEpic> i want the
uuid of the player who's inventory the item is in
L2303[17:51:31] <MattDahEpic> like the
baubles onEquipped and onUnequipped methods
L2304[17:51:42] <diesieben07> uhm
L2305[17:51:53] <diesieben07> not sure
that is possible
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L2308[18:01:37] <smbarbour> There is
certainly some event that occurs when a player picks something up
off the ground, even if it isn't Forge-added (vanilla achievements
work on this)
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L2310[18:07:41] <Delenas> MattDahEpic,
you could check it on item update..
L2311[18:08:22] <MattDahEpic> is there a
way to see if it's the first tick something is in an
inventory?
L2312[18:09:02] <Delenas> There's
PlayerDropsEvent
L2313[18:09:22] <Delenas> Also
PlayerEvent.ItemPickupEvent
L2314[18:09:27] <Delenas> Try
those?
L2315[18:09:43] <Zaggy2048> could just
use onUpdate
L2316[18:09:49] <Zaggy2048> or whatever
that method is called
L2317[18:09:56] <Zaggy2048> (I haven't
used it in a long time :P)
L2318[18:10:33] <masa> yeah the pickup
and drop event only work if the item comes/goes from EntityItem
form
L2319[18:11:00] <masa> if you take it
from an inventory then you have to use the onUpdate() I
think...
L2320[18:13:30] <Delenas> Related- is
there a method to use when a player first loads their
inventory?
L2321[18:20:59] <SFSorrow_> Maybe
something to do with the inventory achievement?
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L2323[18:24:03] <Delenas> Erm. How to
better word it..
L2324[18:24:21] <Delenas> Kinda like the
LoggedInEvent, but.. any time a player is created.
L2325[18:24:25] <SFSorrow_> Sorry, guess
I didn't quite catch your drift?
L2326[18:24:33] <SFSorrow_> Oh.
L2327[18:26:36] <Delenas> I have an item
that applies an effect once, but I reaaaaaaally don't want to
resort to using onUpdate to check every single tick.
L2328[18:28:51] <Delenas> I mean.. I
suppose I could hook to PlayerRespawn and PlayerLoggedIn events,
but that might not catch everything..
L2329[18:31:42] <tterrag> Delenas: what
do you mean "created"?
L2330[18:33:48] <Delenas> Ah. Change
dimensions, logged in, respawned, etc etc. Any time their
player.dat file is loaded.
L2331[18:35:45] <tterrag> and you want
to...add an effect every time that happens?
L2332[18:35:48] <tterrag> why?
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L2334[18:42:04] <masa> does entity
constructing event fire for players?
L2335[18:42:13] <masa> that should do
it
L2336[18:42:22] <gigaherz> yes it
does
L2337[18:42:28] <gigaherz> that's the
main way to attach IEEPs
L2338[18:42:33]
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L2339[18:43:07] <Delenas> tterrag,
enchanted thing. Can potentially modify player capabilities
L2340[18:44:19] <tterrag> ok, well cloned
players should keep their capabilities no?
L2341[18:45:13] <tterrag> so really all
you need to worry about is when the item is put in/out of the
inventory
L2342[18:48:34]
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L2343[18:48:42] <Delenas> I'm finding
no
L2344[18:49:01] <gigaherz> capabilities
have the same issue as IEEPs, yo uneed to manually copy over on
clone
L2345[18:49:03] <gigaherz> (I tested
it)
L2346[18:49:09] <tterrag> what?
L2347[18:49:10]
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L2348[18:49:14] <tterrag> capabilities
are written in writeEntityToNBT
L2349[18:49:18] <tterrag> so that makes
no sense
L2350[18:49:29] <Delenas> On setting
player.capabilities.allowFlying, world reload it's reset
L2351[18:49:31] <gigaherz> I made a
capability that counts the number of times the player jumps
L2352[18:49:39] <gigaherz> before death
-> 50, after death -> 0
L2353[18:49:53] <gigaherz> oh wait
L2354[18:49:56] <gigaherz> you mean THOSE
capabilities
L2355[18:50:14] <Delenas> Yus.
L2356[18:50:24] <gigaherz> yeah nevermind
then
L2357[18:50:26] <gigaherz> ;P
L2358[18:50:43] *
gigaherz grumbles about having two things called capabilities, that
can apply to the same thing
L2359[18:51:09]
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L2360[18:51:21] <Delenas> You were
talking about the block/tile capabilities?
L2361[18:51:36] <VikeStep> MattDahEpic,
why do you need to store the player that has an item in their
inventory? There might be another way to do it
L2362[18:52:10] <Delenas> Vike: I'd
imagine something similar to BloodMagic tools
L2363[18:52:28] <VikeStep> yeah, I see
there are reasons for it, but maybe there is an alternative
approach
L2364[18:52:29] <MattDahEpic> VikeStep,
im making a ring that sets a value when it enters a player
inventory and needs to unset it when it leaves
L2365[18:52:30] <VikeStep> depending on
what it is
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L2367[18:52:48] <Delenas> Can you be more
specific?
L2368[18:52:58] <VikeStep> what
value?
L2369[18:53:18] <VikeStep> maybe instead,
when you want to check that value, you just check if the item is in
the given players inventory
L2370[18:53:24] <VikeStep> rather than
getting the player from the item
L2372[18:54:15] <VikeStep> what isn't
working FusionLord?
L2373[18:54:25] <VikeStep> those
underlines are because intellij thinks they are spelling
mistakes
L2374[18:54:26] <FusionLord> my ATs
L2375[18:54:33] <VikeStep> is it not
transforming
L2376[18:54:38] <FusionLord> no
L2377[18:55:20] <VikeStep> did you add
the AT to your build.gradle
L2378[18:56:05]
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L2379[18:56:06] <FusionLord> nope... I'll
brb to let you know if it worked thanks :P
L2380[18:56:24] <MattDahEpic> VikeStep,
lets assume player.capabilities.allowFlying
L2381[18:56:35] <VikeStep> ahhh, I
see
L2382[18:57:20] <VikeStep> Well, with a
lack of event the best you can do is run the check every tick for
the player
L2383[18:57:38] <VikeStep> or make a PR
to forge if you can make a good use case and reason for it
L2384[18:58:09] <VikeStep> depends on
whether you are worried about the added overhead from the
former
L2385[18:58:44] <FusionLord> add events
for all of the things :P jk
L2386[18:59:36] <gigaherz> [01:51]
(Delenas): You were talking about the block/tile
capabilities?
L2387[18:59:49] <gigaherz> the new
capability system added by forge can be applied to entities,
tileentities, and itemstacks
L2390[19:00:42] <FusionLord> is there
somewhere I can read about capabilities... I know nothing about
them
L2391[19:00:50] <gigaherz> FusionLord:
check my link ;P
L2392[19:01:04] <VikeStep> FusionLord,
they are the new IEEP
L2393[19:01:09] <gigaherz> note that
"player.capabilities.allowFlying" is a different kind of
capabilities
L2394[19:01:09] <gigaherz> ;P
L2395[19:01:33] <FusionLord> gigaherz, I
was just reading it :P
L2396[19:01:59] <FusionLord>
IExtendedEntityProperties?
L2397[19:02:12] <MattDahEpic> VikeStep,
the only thing im worried about is since i can check if its the
first update, how do i know if it's the last update?
L2399[19:02:18] <gigaherz> ;P
L2400[19:02:24] <FusionLord> haha I was
right
L2402[19:02:28] <VikeStep> MattDahEpic,
check if its not in the inventory any more
L2403[19:02:34] <gigaherz> whiel I was at
it ;P
L2404[19:02:36] <VikeStep> if it isn't
then set flying to false
L2405[19:02:45] ***
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L2406[19:03:34] ***
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L2407[19:05:20] <FusionLord> that momentt
that your computer is going so fast you cannot scroll up in the
log... #FastComputerProblems...
L2408[19:06:53] <VikeStep> pretty sure
any computer from the last 10 years can write a program which can
log that fast
L2409[19:07:00] ***
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L2410[19:07:26] <VikeStep> although,
depends on the log in your case
L2411[19:08:18] <FusionLord> !gf
currentBlock
L2412[19:09:37] <FusionLord> does !gf
work for all mappings?
L2413[19:09:43] <tterrag> all
fields
L2414[19:10:09] <FusionLord> yeah I got
that tterrag, but for all mcpMappings?
L2415[19:10:17] <FusionLord>
versions
L2416[19:10:20] <tterrag> no
L2417[19:10:23] <tterrag> current version
only
L2418[19:10:26] <tterrag> specify a
version at the end
L2419[19:11:00] <FusionLord> so 2014+
?
L2420[19:11:06] <Flashfire> Is there
something wrong with ByteBufUtils.WriteVarShort?
L2421[19:11:26] <VikeStep> Flashfire,
what isn't working?
L2422[19:11:32] <tterrag> FusionLord:
what?
L2423[19:11:48] <Flashfire> -22 turns
into 8388586
L2424[19:11:49] <VikeStep> FusionLord,
add the mc version name after you call !gf
L2425[19:12:08] <VikeStep> you need a
signed short
L2426[19:12:15] <VikeStep> that is an
unsigned short
L2427[19:12:17] <FusionLord> ok so i will
work for any 1.8.9 mappings
L2428[19:12:21] <Flashfire> Oh
L2429[19:12:41] <Flashfire> There isn't
anything like that in the write functions
L2430[19:12:48] <Flashfire> Only int and
short and both are signed
L2432[19:13:41] <Flashfire> Do I have to
use a string?
L2433[19:14:27] <VikeStep> Flashfire,
when you read it, you can read it as signed
L2434[19:14:33] <FusionLord> derp
IntelliJ kept the cached Class opened rather than the new
pointer
L2435[19:14:35] <FusionLord> sorry
L2436[19:14:42] <VikeStep> writing it
isn't the issue
L2437[19:15:04] <Flashfire> Oh, I
see
L2438[19:15:07] <Flashfire> Thank
you
L2439[19:15:38] <VikeStep> Flashfire, it
may use Two's Complement notation, so double check that
L2440[19:16:10]
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L2441[19:17:55] <Flashfire> Am I supposed
to use ByteBufUtils or the ByteBuf object?
L2442[19:18:18] <VikeStep> ByteBufUtils
adds some methods that may be useful
L2443[19:18:18] <Flashfire> I tried
reading with ByteBuf what I wrote in ByteBufUtils and I got another
weird number
L2444[19:19:02] <Flashfire> I tried
writing and reading and my client froze but that may just be a
fluke
L2446[19:20:40] <Flashfire> Yeah it still
doesn't seem to give me the right number
L2447[19:21:00] <VikeStep> Flashfire, I
just checked and can confirm that 8388586 in binary is the twos
complement representation of -22
L2448[19:21:09] <VikeStep> so you can do
a little math to convert it over
L2449[19:21:34] <VikeStep> there is
probably a library somewhere for that
L2450[19:21:48] <Flashfire> I'll have to
look it up, I forget how to do that stuff
L2451[19:22:36] <VikeStep> basically,
convert to binary, flip all the bits, add 1, then back to
decimal
L2452[19:22:45] <Flashfire> Ah
L2453[19:22:55] <Flashfire> Yeah it's
coming back to me now
L2454[19:23:00] <VikeStep> you add 1
because negative numbers start at -1, not -0
L2455[19:25:23] <VikeStep> you can use ~
operator to flip all the bits
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L2458[19:27:54] <Flashfire>
Short.reverseBytes seems like it should work but I get -5377
instead of -22
L2459[19:30:27] <VikeStep> wait... are
you casting to short?
L2460[19:30:35] <VikeStep> or reading it
and keeping it as int
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L2462[19:31:39] <Flashfire> I casted it
to a short to do that
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L2465[19:36:12] <Flashfire> Ok I'm really
not sure how to do this
L2466[19:36:21] <VikeStep> alright, so I
just realised that the value you have doesn't make any sense
L2467[19:36:31] <VikeStep> because it is
a 24 bit two's complement number
L2468[19:37:31] <Flashfire> :/
L2469[19:37:52] <VikeStep> and in that
case, casting it to short makes perfect sense because it is a 32
bit value
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L2472[19:40:06] <Flashfire> With ~8388586
& 0xff I got 21
L2473[19:40:29] <Flashfire> Does that
mean take that, multiply by -1 and subtract 1?
L2474[19:40:57] <VikeStep> that works I
guess
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L2476[19:41:17] <VikeStep> why are you
doing &0xFF?
L2477[19:41:35] <VikeStep> that means
that you will not be able to read positive values
L2478[19:41:51] <VikeStep> oh yeah...
positive values may not work with the whole overflow thing as
well
L2479[19:41:59] <Flashfire> This issue
only happens with negatives
L2480[19:42:10] <Flashfire> I can use a
boolean to only do the calculation for negatives
L2481[19:42:31] <VikeStep> anyways, I was
looking through ByteBufUtils and it seems that it only writes 24
bit values
L2482[19:42:35] <VikeStep> for
writeVarShort
L2483[19:42:38] <VikeStep> this might be
a bug
L2484[19:42:46] <Flashfire> Oh, I
see
L2485[19:42:50] <VikeStep> acutally
L2486[19:42:53] <VikeStep> I know
why
L2488[19:43:11] <VikeStep> it writes it
twice
L2489[19:43:41] <VikeStep> so you should
use ByteBufUtils readVarShort
L2490[19:43:45] <VikeStep> since it
handles that properly
L2491[19:44:21] <Flashfire> That's what
I've been using
L2492[19:44:26] <Flashfire> It did not
handle it properly
L2493[19:45:27] <VikeStep> I'm confusing
myself right now, maybe someone else can figure out why it's not
working
L2494[19:45:34] <VikeStep> also I need to
get back to work
L2495[19:46:16] <Flashfire> Yeah,
probably a good idea
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L2501[20:02:00] <FusionLord> was just
gonna ask shde something :P
L2502[20:02:15] <FusionLord> guess that
was 14minutes ago
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L2511[20:16:00] <FusionLord> I'm betting
it has to do with isFoot, case sensitivity -.-
L2512[20:16:28] <TehNut> all fields in
the json should be lowercased
L2513[20:16:43] <FusionLord> yeah it was
just a typo :P
L2514[20:18:58] <FusionLord> Teh is there
a way to rotate based on two state properties?
L2515[20:19:30] <tterrag> use the forge
format
L2516[20:19:32] <tterrag> not
vanilla
L2517[20:19:52] <FusionLord> i am I
think.... I have
L2518[20:19:53] <FusionLord>
"forge_marker": 1,
L2519[20:19:53] <TehNut> that is forge
format
L2520[20:21:06] <tterrag> ok, then it's
easy, just apply rotations in each state
L2521[20:21:38] <FusionLord> so
"Y": 180 ... that doesn't seem to be working
L2522[20:21:56] <tterrag> lowercase
y
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L2524[20:22:13] <FusionLord> right
L2525[20:22:15] <tterrag> what you have
in the paste should work
L2526[20:22:18] <FusionLord> that wasn't
cp
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L2528[20:22:35] <tterrag> but if it's
facing south 180 rotation will add up to 0
L2529[20:22:42] <FusionLord> it does I
was rotating by 90 not 180
L2530[20:22:43] <Delenas> Fusion: You're
asking for if two states are equal, do a rotation?
L2531[20:22:51] <FusionLord> fail
L2532[20:23:18] <FusionLord> no Delenas
it is working as intended just I wasn't rotating by the correct
value
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L2537[20:27:46] <FusionLord> I need to
translate in my blender
L2538[20:27:48] <Delenas> \o/
L2539[20:27:51] <FusionLord> lol
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L2543[20:29:39] <Delenas> y'know. If
Mojang could add a gamerule for weather, that'd be awesome.
L2544[20:29:43] <FusionLord> I had it
working well at one point as 1 single obj, now i have seperated the
obj into 2 because tthere was a bug in the breaking animation with
models that extend past 1m^3 #BlameShadeKiller666
L2545[20:31:26] <FusionLord> Delenas, why
don't you?
L2546[20:32:10]
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L2548[20:33:42] <Delenas> Because vanilla
should've had that crap ten versions ago. Eh.
L2549[20:34:10] <Delenas> I'm not into
injecting into vanilla code to poke around weather. Nope.
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L2552[20:39:38] <tterrag> yeah it
wouldn't really be easy
L2553[20:39:43] <tterrag> there's no
events for weather or anything
L2554[20:40:09] <tterrag> easiest way I
can see is to replace every world's WorldInfo with a wrapper
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L2557[20:41:18] *
Delenas can barely manage rendering. God forbid overriding vanilla
stuff with injections and whatnot.
L2558[20:41:30] <Delenas> I mean. I'm
pretty decent at reflection, but still.
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L2560[20:43:28] <tterrag> you keep using
that word "injections"
L2561[20:43:33] <tterrag> I don't think
it means what you think it means
L2562[20:44:13] <tterrag> create class
extending WorldInfo -> passthrough all methods except
isRaining() -> reflect World.worldInfo
L2563[20:44:36] <Delenas> I am known to
misuse words, yes.
L2564[20:45:26] <Delenas> Makes it a
paint o read long documentation like the Capability stuff
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L2568[20:53:58] <Drullkus> Can I render
both a TESR and a IBakedModel on the same block?
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L2571[21:20:55] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L2572[21:21:05] <Dagarath> Curious if
there is a way to get the unlocalized name from a localized name...
I know how to do it the other way around
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L2574[21:23:11] <Flashfire> Do you not
have access to the block or item to use getUnlocalizedName?
L2575[21:23:38] <tterrag> Dagarath:
that's not how localizing works...also what would be the point of
that
L2576[21:25:52] <Dagarath> ok well how
about the unlocalized name from the game registry names? since many
items differ entirely (like diamond_hoe vs item.hoeDiamond)
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L2578[21:26:12] <TehNut> registry name
-> item/block -> getUnlocalizedName(ItemStack)
L2579[21:26:35] <Dagarath> pffff yea,
glad I didnt think of that super simple method, lol Thanks
TehNut
L2580[21:26:38] <tterrag> or just
stack.getUnlocalizedName :P
L2581[21:26:46]
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L2582[21:26:52] <Dagarath> get the item
first, then the name from it...duh lol
L2583[21:27:07] <Dagarath> Sometimes I
swear my
L2584[21:27:15] <Dagarath> my brain is in
my butt
L2585[21:29:11] <TehNut> Why do you want
the unlocalized name?
L2586[21:29:23] <FusionLord> is there a
way to set a model to nothing but no have a cubeall with missing
texture render
L2587[21:29:29] <FusionLord> in
blockstate.json
L2588[21:29:52]
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L2589[21:29:52] <tterrag> make a model
that renders nothing
L2590[21:32:42]
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L2592[21:34:18] <Dagarath> Well I dont
exactly need the unlocalized name, was planning to print out
display names for a list, now...well I can just do that directly
lol
L2593[21:34:35] <Dagarath> I derped so
hard lol
L2594[21:34:42] <FusionLord> tterrag,
turns out the rotations are not stacking, the bottom one is taking
over
L2595[21:34:52] <Dagarath> I've been
using GameData to make itemstacks all day
L2596[21:38:56] <tterrag> FusionLord:
they should stack
L2597[21:39:03] <tterrag> if they don't
then what's the point of that
L2598[21:39:11] <FusionLord> welp they
aren''t ;(
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L2602[21:51:44] <Flashfire> What json
files do I need for a block that is handled by a custom state
mapper?
L2603[21:52:39] <Flashfire> In my ide my
blocks work but as a jar it looks for json models and can't find
them and I get a missing texture
L2604[21:54:07] <tterrag> make sure you
aren't using any uppercase names
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L2607[21:58:11] <Flashfire> I'm not using
any uppercase names :/
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L2609[22:00:51] <killjoy> has anyone used
tablist plus?
L2610[22:02:20] <FusionLord> who wrote
the forge blockstate variant?
L2611[22:02:30] <killjoy> fry I
think
L2612[22:02:58] <FusionLord> think I
might just make 4 moodels instead of recycling the two
L2613[22:03:08] <FusionLord> may make it
easier
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L2621[22:19:49] <killjoy> Does anyone
know how to handle a multipart/form-data http request using python
and cgi?
L2622[22:20:58] <VikeStep> MattDahEpic,
you should profile it to see if it takes too long
L2623[22:21:01] <VikeStep> it might not
take long at all
L2624[22:21:33] <MattDahEpic> it doesnt
but with a large modpack i dont want to take too long
L2625[22:21:52] <VikeStep> you can make
it so that it only calls every 20 ticks
L2626[22:22:09] <VikeStep> or 10 ticks if
you want it that fast
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enough.)
L2628[22:22:22] <VikeStep> you could also
probably cache the playerEntityList
L2629[22:23:15] <killjoy> Is django worth
it for a simple file upload?
L2630[22:23:26]
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L2632[22:24:40] <VikeStep> I was looking
into it once but then realised I could just use urllib for what I
want without bothering with installing the library
L2633[22:24:42] <killjoy> This is
server-side. I'm receiving requests, not sending them.
L2634[22:24:46] <VikeStep> ah
L2635[22:25:10] <VikeStep> there is also
Flask if you wanted it
L2636[22:25:15] <killjoy> Doesn't python
have built-in support for multipart anyway?
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L2639[22:32:55] <killjoy> wow, there's a
stackexchange for everything
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L2672[23:52:07] <Ri5ux> !gm
renderParticle 1.7.10
L2673[23:52:15]
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L2674[23:52:27] <Ri5ux> !gm
renderParticle
L2675[23:53:21] <xaero> is that, uh, a
legal subset of javascript? wtf
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L2677[23:56:57] <xaero> that totally
remembers me of the wat talk hehe
L2678[23:57:07] <xaero> reminds*
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