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L1[00:00:36] ⇦
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L2[00:01:03] <SomeGuyInATree> Well, the
RfTools house (And the chunk therein) in every village across my
server stays loaded..
L3[00:02:05] <SomeGuyInATree> I've been
wondering for the past week why I've had 1,500 villagers & 2.2k
chunks loaded within opis and after resetting dynmap just before,
they are the first thing rendered.
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L22[01:08:30] <unascribed> should Neoteric
also attempt to renew your session if it's invalid, or should that
be the user's decision/job
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L24[01:14:44] <killjoy> Someone wanna help
me with some homework?
L25[01:14:59] <killjoy> I need to find out
about optical disk tech being developed
L26[01:15:06] <killjoy> but my google-fu is
failing me
L27[01:16:58] <killjoy> I found a thing
called Freeze Ray, but it seems like only Blu Ray discs for cold
storage
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L36[01:36:33] <Nitrodev> Hi
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L46[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160207 mappings to Forge Maven.
L47[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160207-1.8.9.zip
(mappings = "snapshot_20160207" in build.gradle).
L48[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/
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L66[03:04:43] <ThePsionic> Um wow
L67[03:04:57] ⇨
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L68[03:04:58] <ThePsionic> My first mod
that I haven't updated in like 4 months has over 650
downloads
L69[03:05:18] <ThePsionic> On CurseForge,
at least
L70[03:05:27] <Wuppy> congrats mate
:)
L71[03:06:05] <ThePsionic> And 180 clicks
through adfoc.us
L72[03:06:40] <ThePsionic> The only reason
I know this is because someone left a comment on my mod yesterday
and I got an e-mail
L73[03:07:17] <LatvianModder> Nice
L74[03:09:11] <ThePsionic> And a whole 11
reward points too
L75[03:10:07] <Wuppy> and I was just
partying all day :P
L76[03:10:19] ⇨
Joins: Naiten (~Naiten@82.162.0.37)
L77[03:10:19] <LatvianModder> You are
always partying :D
L78[03:10:26] <ThePsionic> lel
L79[03:10:33] <Wuppy> true dat
L80[03:10:48] <ThePsionic> I am a
functioning adult, I think
L81[03:10:55] <ThePsionic> Just yesterday I
opened a savings account
L82[03:11:18] <Wuppy> also people, don't
forget to drink when you dance/move a lot in a warm place...
dehydration is not fun :V
L83[03:17:21] <sham1> Drink some water next
time
L84[03:17:40] <Wuppy> I did that after
nearly falling over :P
L85[03:17:52] <sham1> drink more
watere
L86[03:18:01] <fuj1n> How would I go about
getting the block texture coordinates based purely on
metadata?
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L90[03:20:40] <sham1> what have you
tried
L91[03:20:45] <sham1> Also, what
version
L92[03:24:01] <SomeGuyInATree> What's the
best way to get certain blocks in an aabb/area around the player
[1.7.10]?
L93[03:24:37] <fuj1n> 1.8.9, trying to
render a block texture in 2D into a gui
L94[03:25:13] <sham1> You can get a
blockstate depending on the metadata as long as you know what block
you are trying to do
L95[03:26:20] <fuj1n> Could you please
point me to a method? I do have an instance of the block passed
into my method
L96[03:27:11] <sham1>
Block#getStateForMeta...
L97[03:27:18] <sham1> or FromMeta
rather
L98[03:27:25] <sham1>
getStateFromMeta
L99[03:28:03] <fuj1n> But how would I go
about getting the texture coordinates from just the block
state?
L100[03:31:09]
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L101[03:31:45] <fuj1n>
BlockRenderDispatcher.getModelFromBlockState requires the world and
the position, and overrides the state with the actual state unless
the world provided is the debug world
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L103[03:38:58] <PitchBright> anybody know
off the top of their head… if there's a way to detect which side of
the block a player is clicking on?
L104[03:40:14] <TehNut> Yes
L105[03:40:23] <TehNut> Are you using the
interaction event or the block class?
L106[03:40:41] <TehNut> PitchBright:
^
L107[03:41:54] <TehNut> Eh, for Block
class, override onBlockActivated and use the EnumFacing param
L108[03:42:15] <PitchBright> not sure how
I want to go about it… to be honest. I've got an idea where I'd
like to make a tool that the player can click on vanilla dirt with…
and that converts it to a stair block I created. But with the stair
blocks using meta for direction… I'm guessing I need to know which
side of the dirt block the player is clicking on, in order to
change it to the right-facing stair
L109[03:42:16] <TehNut> For event
(PlayerInteractEvent), it's event.face
L110[03:42:27] <PitchBright> i'm totally
open to suggestions on a better way though.
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L112[03:43:03] <TehNut> Oh if you're doing
it from the item it's onItemUse with the EnumFacing param
L113[03:43:05] <sham1> AFAIK you can get
it in item as well
L114[03:43:21] <PitchBright> I'm making
dirt stairs XD
L115[03:43:34] <sham1> You don't need
tools for that
L116[03:43:48] <PitchBright> oh?
L117[03:43:59] <sham1> you just build
them
L118[03:44:13] <PitchBright> you mean
player crafts and places?
L119[03:44:32] <sham1> no
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L122[03:51:14] <PitchBright> nice
L123[03:51:16] <PitchBright> :)
L125[03:52:26] <PitchBright> I'm assuming
since I can't change dirt blocks behaviour without ASM or stuff
that's waaaay over my head...
L126[03:52:38] <PitchBright> I'd have to
do some SetBlock action
L127[03:52:47] <sham1> you can substitute
blocks
L128[03:53:20] <PitchBright> without a
tool or item though?
L129[03:53:28] <Ordinastie> the main
benefit of my stairs it not really the texture, it's the code
needed to make them :
http://puu.sh/mYYgf.png
L130[03:53:34] <Nitrodev> damn, my item is
destroying the things i put in it
L131[03:54:16] <sham1> PitchBright,
pardon?
L132[03:54:24] <sham1> You can change
blocks using the World
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L134[03:54:46] <sham1> nd you can use your
own block to randomly tick and see if it should have grass on
it
L135[03:55:21] <PitchBright> i've got it
doing the random tick thing, for grassification
L136[03:55:24] <Nitrodev> masa, you
here?
L137[03:55:40] <PitchBright> but i'm not
sure what you mean by "using the World"
L138[03:56:00] <PitchBright> bear with me,
i'm pretty noob
L139[03:56:45] <sham1> I cannot bear,
seeing as I am not a bear
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L141[03:57:28] <sham1> What minecraft
version did you use again
L142[03:57:33] <PitchBright> 1.7.10
L143[03:57:43] <sham1> First of all,
why
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L145[03:57:55] <sham1> Second of all,
World#setBlock is your friend
L146[03:58:03] <PitchBright> because
that's version my server runs on
L147[03:58:17] <sham1> And it runs on
1.7.10 because...
L148[03:58:27] <sham1> FFS, 1.8.x is
almost 2 years old
L149[03:58:42] <PitchBright> because it's
got a hundred mods most of which aren't 1.8.x
L150[03:58:45] <PitchBright> kew?
L151[03:59:45] <PitchBright> okay… so you
were saying… "don't need tools"… World#setBlock is the
key
L152[03:59:57] <PitchBright> players use
bare hands and dirt becomes stairs… via WorldsetBlock
L153[04:00:06] <PitchBright>
correct?
L154[04:00:56] <Ordinastie> why not use
recipe for them and simply use the block as any other block ?
L155[04:02:06] <PitchBright> i would like
to do it in-game… versus crafting and gui
L156[04:02:19] <PitchBright> but ya… dirt
stair crafting and player-placement is the easy route for
sure
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L158[04:02:58] <Ordinastie> no gui
involved, use regular crafting table
L159[04:03:15] <PitchBright> that has a
gui xD
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L161[04:03:35] <Ordinastie> but you don't
handle that
L162[04:03:48] <PitchBright> it's less
immersive
L163[04:03:50] <Ordinastie> but if you
really don't want to, then yes, override onItemUse for your item
and set the block there
L164[04:03:52] <PitchBright> less
"in-gamey"
L165[04:04:13] <PitchBright> aight kew…
item it is
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L169[04:06:29] ***
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L170[04:09:31] <Lumien> Does the srgExtra
"method" still exist in fg ? The shading tutorial
references it but my gradle doesn't seem to know it
L171[04:11:24] <Ministry> Is there a tool
similar to BDCraft Cubik for doing 3D blocks/items that isn't
arse?
L172[04:11:41] <Lumien> Oh it's
addExtraSrgLine now
L173[04:11:54] <TehNut> Ministry:
Crayfish's Model Creator
L175[04:12:13] <TehNut> it's pretty
nifty
L176[04:12:14] <Ministry> Checking :)
thanks.
L177[04:12:37] <PaleoCrafter> Cubik is
nice D:
L178[04:12:49] <Ministry> You can't resize
the window and it has no undo/redo \:
L179[04:12:58] <Ministry> unless I'm
missing something.
L180[04:13:20]
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L181[04:13:52] <PaleoCrafter> I haven't
used it in some time, but I'm 100% certain it has both :P
L182[04:14:41]
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L183[04:14:56] <sham1> just use
blender
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L185[04:18:41] <sham1> Or something
similar
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L197[05:00:27] <SwordKorn20> Morning
all
L198[05:01:57] <JustRamon> Morning
L199[05:02:08]
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L200[05:03:14] <sham1> good day
L201[05:07:34] <masa> Nitrodev: I am now.
And I spotted the possible causes to your problem already last
night, but you left before I could tell you
L202[05:07:46] <Nitrodev> oh
L203[05:07:58] <masa> did you do any
changes since the last commit on github?
L204[05:08:04] <masa> to the inventory
stuff anyway
L205[05:08:34] <Nitrodev> i don't think so
but let me check
L206[05:09:12] <masa> the cause might be
atm that the item are stored in your bag, but it just doesnät read
them back when you open it again :p
L207[05:09:52] <masa> you could check that
if you want using my debug mod, but it would just be for... pure
interest(?)
L208[05:10:27] <SwordKorn20> Anyone have
any idea why my ore dict ingots don't count as valid repair
materials for TC in 1.8.9?
L209[05:10:38] <Nitrodev> well my
inventory class is now upto date
L210[05:10:43] <Nitrodev> to the
repo
L211[05:10:57] <sham1> maybe TiC does not
use OreDict
L213[05:11:08] <masa> so the problem I
spotted are these:
L214[05:11:13] <SwordKorn20> I double
checked it sham1 and they seem to do so
L215[05:11:16] <masa> GuiHandler client
side: isRemote needs to be true
L216[05:11:22] <sham1> Please don't
ping
L217[05:11:37] <sham1> When it is obvious
from context who you are talking to
L218[05:11:57] <SwordKorn20> ?
L219[05:12:02] <masa> and then to the
bottom of the InventoryBag constructor add a call to
this.readFromContainerItemStack()
L220[05:12:46] <SwordKorn20> sham1: would
you rather I spoke to you seperately?
L221[05:12:52] <Nitrodev> okay done
those
L222[05:13:01] <sham1> no
L223[05:13:06] <masa> then time to test if
it's still broken..
L224[05:13:10] <sham1> But it was obvious
who you were talking to
L225[05:13:14] <sham1> So no need to ping
there
L226[05:13:26] <SwordKorn20> Oh OK I'll
bare that in mind. Still fairly new to the chat
L227[05:13:32] <sham1> Only if the chat is
going particularly fast
L228[05:13:34] <masa> don't tell me you
have actual sound notifications on :D
L229[05:13:38] <sham1> No
L230[05:13:45] <sham1> It still flashes on
the task bar
L231[05:13:49] <sham1> Making it
obnoxious
L232[05:13:50] <masa> haha
L233[05:13:53] <SwordKorn20> lol
L234[05:13:55] <sham1> And I see it on
every screen of mine
L235[05:14:21] <Nitrodev> didn't change
much masa
L236[05:14:23] <masa> I just get the
colored nick and if I'm on a different channel, then the channel
number gets color indication
L237[05:14:28] <masa> oh? :/
L238[05:14:39] <Nitrodev> yeah
L239[05:14:51] <SwordKorn20> Well I took a
closer look at TiC on GitHub the other day to try and get some
inspiration from the code and it appears that they re-register
everything a second time as a material
L240[05:14:52] <masa> well now I'd like
you to check it with my debug mod... :p
L242[05:15:20] <Nitrodev> Oh?
L243[05:15:33] <masa> it will show you
what data there is on the bag's NBT
L244[05:15:42] <masa> makes it a LOT easer
to debug things like this
L245[05:16:13] ***
kroeser|away is now known as kroeser
L246[05:16:36] <SwordKorn20> Maybe if I
register them again as mat* that could work
L247[05:16:43] <SwordKorn20> Into the ore
dict
L248[05:17:16] <masa> the basics of it for
this are: throw the mod in mods/, then put a blaze rof on your
hotbar to the left of your bag and then right click with the blaze
rod, and it will dump the NBT to the console
L249[05:17:23] <masa> *rod
L250[05:17:35] <SwordKorn20> That's really
clever masa!
L251[05:17:50] <masa> it has been rather
handy yes :p
L252[05:17:57] <Nitrodev> Uhhh
L253[05:18:25] ⇦
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L255[05:18:41] <Nitrodev> when i try to go
into a world
L256[05:18:56]
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L257[05:19:02] <masa> uhh what...
L258[05:19:11] <Nitrodev> Yeah
L259[05:19:35] <killjoy> Looks like
someone added an abstract method and the implementing class isn't
overriding it
L260[05:19:52] <SwordKorn20> Are you using
deobf decomp version or full jar?
L261[05:20:04] <masa> seems like full jar
from the filename
L262[05:20:09] <masa> try the deobf
version?
L263[05:20:11] <Nitrodev> ^
L264[05:20:19] <Nitrodev> how?
L265[05:20:26] ⇦
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L266[05:20:31] <Nitrodev> nvm
L267[05:20:35] <masa> it's as a
"related file" in the curseforge page
L268[05:21:06] <Nitrodev> i foun dit
L269[05:22:22] <masa> why would the
regular version not work, aren't mods nowadays supposed to work
from the regular version too in dev, through some magic?
L270[05:22:28] <LatvianModder> So.. Was
"submodel" in blockstates a thing since beginning or was
added recently?
L271[05:22:33] <Nitrodev> okay i have
it
L272[05:23:04] <Nitrodev> item.bag.name
(constructio:bag - 4102:0) no NBT data
L273[05:23:09] <sham1> It has been there
for decent while
L274[05:23:10] <Nitrodev> that's what chat
says
L275[05:23:21] <Nitrodev> same as the
console
L276[05:23:35] <LatvianModder> Mine doesnt
seem to work :/
L277[05:23:37] <Nitrodev> no difference if
i put an item inside the bag
L278[05:23:48] <sham1> Care to show your
blockstate json
L279[05:24:07] <SwordKorn20> It should but
it might need the dev version to run your code in line with
his
L281[05:24:45] <sham1> That's not how it
works
L282[05:24:59] <sham1> You use submodels
like regular models
L284[05:25:11] <LatvianModder> I followed
this ^
L285[05:25:31] <SwordKorn20> You should
make a blockstates folder and create a variants section that calls
the block json for the relevant cable
L286[05:25:36] <sham1> Well it clearly
does not have submodel under model
L287[05:25:42] <sham1> er
L288[05:25:52] <sham1> Er
L289[05:25:56] <sham1> Hmm
L290[05:26:14] <masa> Nitrodev: hmm well
then... I'd start putting debug print statements inside the
writeToContainerItem() and setInventorySlotContents() etc methods
to track down hwat happens and what doesn't
L291[05:26:23] <LatvianModder> The rest
works, it just doesnt add extra models
L292[05:26:38] <LatvianModder> And it
doesnt print any errors
L293[05:26:45] <PitchBright> thanks TehNut
, your EnumFacing suggestion works perfectly
L294[05:26:50] <SwordKorn20> Oh I see what
you're trying to do now Lat
L295[05:26:58] ***
PaleOff is now known as PaleoCrafter
L296[05:27:08] <SwordKorn20> You're trying
to update the connections as a sub model
L297[05:27:09] <LatvianModder> Making a
cable in 1.8.9, its a pain :P
L298[05:27:29] <LatvianModder> And without
custom model loader
L299[05:27:33] <SwordKorn20> Might be
worth taking a look at Electric Advantage by DrCyano
L300[05:28:12] <SwordKorn20> He's managed
it
L301[05:28:14] <LatvianModder> I think ill
take a look at ComputerCraft's network cable
L302[05:28:18] <SwordKorn20> I'll get you
a link
L303[05:28:25] <SwordKorn20> Oh that would
work too yeah
L304[05:28:47] <SwordKorn20> OpenComputers
might be good to check as well. That has a cable in
L305[05:29:06] <masa> LatvianModder: you
need to have a name for you submodel I believe
L306[05:29:19] <SwordKorn20> You mean at
registry?
L308[05:29:22] <Nitrodev> well
thewritetocontaineritemstack is working
L309[05:30:17] <masa> well try to print
out the container stack too, if that's nul lthen it obviously won't
write to anything really.. at which point did you add the
print?
L310[05:30:48] <masa> I'd put one in the
beginning of writeTo and then on inside the if statement where it
actually writes it
L311[05:30:49] <Nitrodev> under the both
if statements
L312[05:30:58] <masa> mmkay
L313[05:31:43] <masa> so you eman it
executes the RandomUtils.writeItemsToContainerItem() call?
L314[05:31:45] <Nitrodev> i added a print
to the method itself as well
L315[05:31:54] <Nitrodev> oh let me check
that
L316[05:32:15] ***
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L317[05:32:18] <SwordKorn20> You calling
removeStackFromSlot()?
L318[05:32:44] <SwordKorn20> Daft question
but I had issues with that
L319[05:32:52] <Keridos> wow
L320[05:32:58] <Keridos> rendering is
really annoying in big modpacks
L321[05:33:13] <SwordKorn20> Really? Which
one you trying?
L322[05:33:14] <Keridos> is there a way to
reset the Gl11 and tesselator to the vanilla MC settings?
L323[05:33:37] <SwordKorn20> What you
trying to render?
L324[05:33:51] <Keridos> i try to render
Lines and linestrips per tesselator and I get really weird
flickering and coloring in a bigger modpack
L325[05:34:13] <SwordKorn20> Sounds like
you have texture overlays in the block space
L326[05:34:23] <Keridos> sounds like
something else is not correctly changing rendering settings
L327[05:34:30] <Keridos> didnt happen that
much in my dev env
L328[05:34:35] <Nitrodev> yeah the method
in RandomUtils works as well
L329[05:34:39] <masa> which MC
version?
L330[05:34:49] <Nitrodev> 1.8.8
L332[05:34:57] <masa> no to Keridos
:p
L333[05:35:00] <Nitrodev> oh
L334[05:35:01] <Keridos> its 1.7.10
masa
L335[05:35:05] <masa> mmkay
L336[05:35:16] <Keridos> but still would
be pretty much the same in 1.8 i guess
L337[05:35:21] <Keridos> TESR havent
changed much
L338[05:35:42] <SwordKorn20> When you say
it flickers, does it randomly change position as well or not?
L339[05:35:45] <Keridos> no
L340[05:36:02] <Keridos> it is in the
correct position, just the whole block changes color and alpha
slightly
L341[05:36:08] <SwordKorn20> What other
mods are installed if I may ask?
L342[05:36:11] <Keridos> when there is
multiple rendered
L343[05:36:14] <Keridos> oh a lot
L344[05:36:20] <Keridos> about 80 mods or
so
L345[05:36:39] <Keridos> that is why I
asked if there was a way to reset the rendering settings to vanilla
MC
L346[05:36:47] <SwordKorn20> It's
plausible that another mod could be messing with your
rendering
L347[05:37:14] <Ministry> My 3D block
renders the side of the block next to it transparent so I can see
through the edge of the world, something I'm missing?
L348[05:37:37] <SwordKorn20> Have you
changed tyhe render type in the block class?
L349[05:38:02] <Nitrodev> One if
statement's not returning tru masa
L350[05:38:15] <Ministry> It's redner type
3
L352[05:38:39] <masa> Nitrodev: which
one?
L353[05:38:43] <SwordKorn20> Override the
boolean isOpaqueCube() and return false. Try that
L354[05:38:49] <Nitrodev> if (slotNum
>= invSlots && slotNum <= 127)
L355[05:38:58] <Nitrodev> on the
RandomUtils class
L359[05:39:38] <Nitrodev> that one
L360[05:39:49] <SwordKorn20> Very nice
Lat!
L361[05:39:58] <Ministry> SwordKorn20:
Perfect :) thanks!
L362[05:40:06] <SwordKorn20> No worries
man :)
L363[05:40:11] <Keridos> SwordKorn20: it
is rendertype -1, for a TESR
L364[05:40:11] <masa> Nitrodev: oh that
one.. that is actually specific to my mod, the "extra
slots" part of that write method :p
L365[05:40:13] <Keridos> it renders
L366[05:40:15] <Keridos> that is the
thing
L367[05:40:16] <PaleoCrafter> Looks good,
Naiten :P
L368[05:40:19] <Nitrodev> oh
L369[05:40:27] <SwordKorn20> Keridos: It
was block side
L370[05:40:29] <Nitrodev> well then that
isn't it
L371[05:40:31] <Ministry> Is it? "The
type of render function called. 3 for standard block models, 2 for
TESR's, 1 for liquids, -1 is no render"
L372[05:40:35] <Keridos> just in bigger
modpacks the opacity and color of the lines are all over the
place
L373[05:40:47] <PaleoCrafter> Keridos, you
don't have textures when you're just drawing lines, right?
L374[05:40:53] <Keridos> yes
L375[05:41:16] <PaleoCrafter> Do you
disable GL_TEXTURE_2D?
L376[05:41:22] <Keridos> PaleoCrafter:
yes
L377[05:41:26] <masa> Nitrodev: it is for
situations where I may use the same "memory card" where I
store my items, inside different items which have a different
number of inventory slots. So that keeps the ones that are not
accessible in the current inventory, otherwise those
"hidden" items would get destroyed when the inventory
writes its contents
L378[05:41:27] <SwordKorn20> If it's just
the block being rendered, I'd just call 3 for render type
L380[05:42:33] <masa> Nitrodev: did you
print out the containerStack reference in that write method? is it
for sure not null there?
L381[05:42:36] <SwordKorn20> So you're
calling 2 in the block class for rendering?
L382[05:42:38] ⇦
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L384[05:43:04] <PaleoCrafter> SwordKorn20,
this is 1.7...
L385[05:43:13] <Nitrodev> sorry
where?
L387[05:43:29] <Nitrodev> that?
L388[05:44:05] <masa> inside that method,
print out the containerStack that comes in to the method, it can't
be null
L389[05:44:08] <PaleoCrafter> Creative use
of try-finally btw xD
L390[05:44:11] <SwordKorn20> PaleoCrafter:
Keridos' code you mean?
L391[05:44:16] <PaleoCrafter> Yes
L392[05:44:29] ***
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L394[05:44:39] <SwordKorn20> Wasn't 1.7
only 1 or 0?
L395[05:45:16] <Nitrodev>
1xitem.bag@0
L396[05:45:24] <Nitrodev> when i put grass
inside the bag
L397[05:45:49] <PaleoCrafter> No, 1.7 was
one render type for every "model" in vanilla or ISBRH
from mods (and -1 for TESR only)
L398[05:46:04] <Nitrodev> or anything for
that matter
L399[05:46:15] <SwordKorn20> Ah thanks for
clarifying
L400[05:46:54] <masa> and still the blaze
rod tells you that there is no NBT?
L401[05:47:19] <Nitrodev> yup
L402[05:47:29] <masa> uhh wtf
L403[05:47:37] <Nitrodev> yeah
L404[05:47:40] <SwordKorn20> So it's 2 for
TESR's in 1.8?
L405[05:47:49] <Nitrodev> i've had this
problem with blocks before
L406[05:48:04] <PaleoCrafter> Keridos, I
don't see any blatant mistake in the code, but more mods should
have this issue if one of them doesn't reset the state
properly
L407[05:48:20] <masa> well next, chech
when and how many times the write methods get called, they should
only be called on the server side and once per some change in the
_bag_ inventory
L408[05:48:49] <SwordKorn20> Gah! This
ingot thing is a pain to fix! lol!
L409[05:48:54] <PaleoCrafter> 2 for
"only TESR" yes
L410[05:49:02] <SwordKorn20> Thanks
L411[05:49:27] <SwordKorn20> Keridos: Are
you writing for 1.8 or 1.7?
L412[05:49:34] <Keridos> both
L413[05:49:42] <Nitrodev> wait is it
becuase the other write method isnt used?
L414[05:49:51] <PaleoCrafter> You could
try resetting the colour in the tessellator, Keridos, maybe that
fixes it
L415[05:49:55] <Nitrodev> the one above
the one where the most code is
L416[05:50:16] <PaleoCrafter> Although the
tessellator should reset itself with every draw call, iirc
L417[05:50:20] <SwordKorn20> If he's
calling -1 in 1.8, that'll have no rendering at all though
L418[05:50:38] <PaleoCrafter> It *is*
rendering though ...
L419[05:51:01] <SwordKorn20> Strange
L420[05:51:21] <masa> Nitrodev: well if
you look at the method signatures and the smaller method, it only
uses "Items" as the default tag for the NBT key where the
items will get stored
L421[05:51:32] <Nitrodev> masa it's
calling the methods three times
L422[05:51:34] <Nitrodev> okay
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L424[05:51:43] <masa> so as long as the
tagName comes from the inventory correctly, then it's fine
L425[05:51:47] <SwordKorn20> Is it trying
to overlay two instances at once? That might explain it
L426[05:51:56] <Keridos> SwordKorn20: the
mod is not fully ported to 1.8 yet
L427[05:52:28] ***
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L428[05:53:24] <Nitrodev> and as i said it
gets called 3 times
L429[05:53:43] <masa> at each
change?
L430[05:54:16] <Nitrodev> yeah
L431[05:54:23] <PaleoCrafter> Why do you
enable blending btw, Keridos?
L432[05:54:29] <Keridos> was just a
test
L433[05:54:29] <Nitrodev> i put somethign
in: three calls
L434[05:54:33] <Nitrodev> same iwht
removing
L435[05:55:07] ⇦
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L436[05:55:25] <masa> hmm
L437[05:55:38] <PaleoCrafter> Well, you
should definitely remove it or add the proper blend func, otherwise
you'll get glitches :P
L438[05:57:20] ⇦
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L440[06:02:49] ***
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L441[06:03:48] <SwordKorn20> Sounds like
you may have found it Paleo
L442[06:04:50] <SwordKorn20> If I
registered all my ingots a second time to the ore dict as matIngots
could that possibly help TiC to recognise them as more than just an
item?
L443[06:06:59] ⇦
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L445[06:07:38] <PaleoCrafter> Try it,
SwordKorn20 :P
L446[06:09:01]
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L447[06:09:12] <SwordKorn20> It's because
the TiC smeltery returns my ingots when cast in that way and they
currently don't class as repair materials despite the ingot being
ore dicted
L448[06:09:43] ***
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L451[06:16:32] <SwordKorn20> Dang it
L452[06:16:35] <SwordKorn20> Didn't
work
L453[06:17:00] <SwordKorn20> Is there a
way to stop the smeltery returning my ingots in favour of TiC's
ingots?
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L457[06:22:11] <SwordKorn20> I kinda want
to leave them ore dicted if possible so my ingots can be
smelted
L458[06:22:41] <SwordKorn20> Or maybe have
a method that disables mine from registering if TiC is
present
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L462[06:45:40] <SwordKorn20> Anyone know
how to make smelting recipes using ore dict?
L463[06:45:51] <SwordKorn20> I tried a way
but it didn't work
L464[06:51:09] <masa> Nitrodev: I fixed
it
L465[06:51:14] <Nitrodev> oh?
L466[06:51:48] <masa> still no frickin
idea why it doesn't work in the current code, I verified that it
actually writes to the stack that the inventory has
L467[06:52:03] <masa> but somehow that is
not the actual stack that is in the player's inventory it
seems
L468[06:52:18] <masa> so I added the UUID
and host inventory hook to it, that I'm using myself
L469[06:52:47] <masa> I submitetd a
PR
L470[06:53:13] <masa> you also had a
typo/bug in one of the UUID methods, it always returned null
:p
L471[06:53:41] <Nitrodev> which one?
L472[06:53:49] <masa> well I fixed that
too
L473[06:53:57] <Nitrodev> oh
L474[06:54:05] <masa> yeah so you should
see the PR
L475[06:55:22] <Nitrodev> i merged
L476[06:57:17] <Nitrodev> okay done
L477[06:57:35] <masa> should work now,
right?
L478[06:57:52] <Nitrodev> let me try
L479[06:58:47] <Nitrodev> yup
L480[06:58:53] <Nitrodev> your debug mod
confirms
L481[06:59:27] <Nitrodev> Thanks
L482[07:00:04] <masa> there is still the
issue I believe that you can lift the bag while it is open?
L483[07:00:28] <masa> or did it then clear
the slots?
L484[07:00:36] <masa> I didn't even test
that
L485[07:00:42] <Nitrodev> i need to test
that
L486[07:01:16] <Nitrodev> yup still
can
L487[07:01:17] <masa> it should be getting
the bag from the inventory so it might actually clear the slots
while the bag is in the cursor
L488[07:01:47] <Nitrodev> no
L489[07:01:51] <Nitrodev> it's not
clearing the slots
L490[07:01:54] <masa> so if there are
items in the bag, do they stay o nthe slots while you lift the
bag?
L491[07:01:57] <masa> mmkay
L492[07:02:05] <Nitrodev> yeah they
stay
L493[07:02:21] <Nitrodev> but seeing as i
can put the bag inside itself:P
L494[07:02:22] <masa> oh right I think I
had that hooked in my slotClick
L496[07:03:42] <masa> tha tis the idea,
but don't use that code because it again uses my modular inventory
classes
L497[07:04:42] <masa> the other option is
that you have a custom Slot class where you check if the item in
the slot is one of your bags, and then return false from the
canTakeStack() for that slot
L498[07:04:53] ⇦
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L499[07:05:13] <Lordmau5> Did #1730 really
just fix droppers not dropping, fry?
L500[07:06:01] <Lordmau5> Who found out
that they were not dropping? Some issue on GitHub or did you find
it out yourself? - I#m curious :3
L501[07:06:09] <fry> forums
L502[07:06:12] <Lordmau5> ah
L503[07:06:30] <Lordmau5> Might show that
not a lot of people use them?
L504[07:06:45] <Lordmau5> As in, that
other options are available when having certain mods
installed
L506[07:08:18] <Lordmau5> I don't get the
logic behind changing the "false" to "true" at
that specific line, btw
L507[07:08:25]
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L508[07:08:45] <Lordmau5> oooh no
nvm
L509[07:08:48] <Lordmau5> offset pos,
interesting
L510[07:09:02] <Lordmau5> So it still
dropped into inventories infront of itself, but not into the
world?
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L512[07:14:24] <Nitrodev> so masa how
would i use that slotCLick method for the check if the item i
clicked is the ba
L513[07:14:26] <Nitrodev> g
L514[07:14:37] <Nitrodev> since i find
making a custom slot class a bit too ahrd
L515[07:14:50] <Nitrodev> hard*
L516[07:15:04] <PitchBright> is there a
way to detect what block a player has right-click with an empty
hand?
L517[07:15:22] <Nitrodev> events
L518[07:15:38]
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L519[07:15:40] <PitchBright> thanks
Nitrodev !
L520[07:15:42] <Nitrodev> if you want for
a ccustom one do onBlockActivated on the block class
L521[07:16:08] <PitchBright> awesome
L522[07:16:13] <PitchBright> I'll give it
a whirl :)
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L526[07:21:33] <SwordKorn20> I fixed
it
L527[07:21:44] <SwordKorn20> With the help
of the guys on TiC irc
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L530[07:23:34] <masa> Nitrodev: it might
actually work if you just change the
this.inventoryItemModular.getModularItemStack() calls into
this.bagInv.getContainerStack(); and then the read call to also be
from the bagInv
L531[07:24:11] <Nitrodev> okay
L532[07:24:12]
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L533[07:24:49] <masa> but a custom slot is
really simple as well
L535[07:25:09] <masa> an example where I
just override one method
L536[07:25:38] <masa> so it depends on how
you want the bag to work
L537[07:25:46] <Malrama> Hey guys oe quick
question. I am new to modding minecaft and I created a new block
(pretty easy). Now I want to make this block placeable on water
blocks. How to do so? could not find any information on google or
java doc.
L538[07:26:11] <Malrama> Just like
lilipads do
L539[07:26:17] <masa> do you want it to be
"locked" ie. not liftable while it is open, or hat the
bag inventory just clears while it is lifted up
L540[07:26:54] <masa> Malrama: well you
answered your own question pretty much :p
L541[07:27:07] <Malrama> masa: hmm?
L542[07:27:15] <masa> just look at what
lilipads do
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L544[07:27:47] <Malrama> masa: :O they
extend BlockBush
L545[07:28:04] <masa> which is basically
ray trace when a player right click, and if the
MovingObjectPosition hit type is a block, and that block is water,
then place it offset by one fro mthat position
L546[07:28:32] <masa> or if yo uwant to
replace said water block, then don't offset
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L548[07:28:55] <masa> Malrama: look at the
item, not the block
L549[07:29:06] <masa> the item is what the
player right cliks with
L550[07:29:39] <Malrama> masa: I will take
a look.
L552[07:30:34] <Nitrodev> okay i'll just
do the item inv the custom slot way
L553[07:30:39] <masa> that is pretty close
to what you are looking for too
L554[07:30:46] <Nitrodev> since the
clearing isnt what i want :P
L556[07:31:59] <masa> so make a custom
slot class, and a simple way is to override the canTakeStack() and
return false if the stack in the slot is not null, and the item is
your bag item
L557[07:32:29] <masa> which means you
can't move any of you bag items i nthe inventory while the bag is
open
L558[07:33:14] <masa> if you only want to
lock the open vag, then add a UUID aparameter to tyour slot's
construct, and check if the item i nthe slot has a UUID, and if
that UUID matches the one you give it, then return false
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L561[07:33:32] <masa> or you could add a
reference to the container and take the UUID from there, either
way
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L563[07:34:12] <ghz|afk> or you can do
like ender storage, and allow moving the ender backpacks into the
ender packpack :D
L564[07:34:32] <Nitrodev> giga i'm
confused as it is
L565[07:34:32] <masa> yes but since this
bag is not ender, it will eat itelf :p
L566[07:34:38] <Nitrodev> don't make it
worse
L567[07:34:43] <ghz|afk> sorry
L568[07:34:46] ***
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L569[07:34:48] <gigaherz> just woke
up
L570[07:34:53] <masa> Nitrodev: what he
said is how it works now anyway :D
L571[07:34:55] <gigaherz> my dream-brain
is still semi-awake
L572[07:36:04] <Nitrodev> true
L573[07:37:19]
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L574[07:37:36] <Nitrodev> well i need to
go out for a walk so i'll be back in 30ish minutes
L575[07:37:43] <Nitrodev> See ya.
L576[07:37:46] ⇦
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L577[07:38:35] <Malrama> ItemStack is just
"more Items" right? So like an array of Items?
L578[07:39:32] <Pennyw95> it's a wrapper
around Item, that can store quantity and metadata of the item it
wraps
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L581[07:41:26] <gigaherz> Malrama: even
just one item is still an ItemStack
L582[07:41:42] <gigaherz> the Item class
is only a "manager" for itemstacks of that type
L583[07:41:58] <SwordKorn20>
LatvianModder: How's the cables coming along?
L584[07:42:30] <gigaherz> this is the same
for blocks and the Block class
L585[07:42:39] <gigaherz> which is a
"manager" for blocks of its type
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L587[07:44:45] <LatvianModder> Slowly
:P
L588[07:44:53] <LatvianModder> Trying to
make them multiparts
L589[07:45:07] <SwordKorn20> You looked at
the MCMulitpart mod?
L590[07:45:34] <LatvianModder> I dont have
net on my pc
L591[07:45:38] <LatvianModder> Only phone
:D
L592[07:45:49] <SwordKorn20> Ah
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L594[07:45:55] <LatvianModder> But I have
those mods in my DevEnv
L595[07:46:09] <LatvianModder> Its.. More
complicated than I thought
L596[07:46:23] <SwordKorn20> They made the
methods OTT?
L597[07:46:39] <SwordKorn20> Or does it
rely on blockstate changes?
L598[07:49:33] <SwordKorn20> Also, glad I
finally fixed mt TiC bug! Means I can get back to working on the
new features tomorrow!
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L603[07:57:29] <Seremis> Does ForgeGradle
actually use the .csv files for deobfuscating? I can´t seem to find
some of the fields in the fields.csv file
L604[07:58:02] <Seremis> Like, when I try
to find the ´captureDrops´ field from Entity.java, it isn´t
there
L605[07:59:41] <Corosus> i cant find any
existance of the field 'captureDrops'
L606[07:59:49] <Corosus> oh wait
L607[08:00:22] <Corosus> if its not found
in any way, its forge added
L608[08:00:35] <Corosus> forge added stuff
doesnt exist in the srg naming system
L609[08:00:37] <Seremis> Are there any csv
files for that?
L610[08:00:50] <Corosus> they dont need to
exist in them, they never change
L611[08:00:59] <Corosus> since they arent
in mc vanilla source code
L612[08:01:05] <Seremis> ah, ok
L613[08:01:12] <Seremis> that makes
sense
L614[08:01:52] <Seremis> so they would
have the same name when I run minecraft outside of the dev
environment?
L615[08:02:25] <Corosus> yup
L616[08:02:30] <Seremis> ok, thanks
L617[08:02:35] <Corosus> np
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L620[08:05:11] <Nitrodev> Okay i'm
back
L621[08:05:49] <Nitrodev> And i need some
confirmation on UUIDs
L622[08:06:01] <Nitrodev> are they the
same as tagcompounds?
L623[08:08:41] <Nitrodev> i'm guessing
no
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L627[08:12:08] <SwordKorn20> UUIDs are
128-bit values and the meaning of each bit is defined by several
variants
L628[08:13:00] <SwordKorn20> Usually best
presentend in Hex
L629[08:13:11] <SwordKorn20>
de305d54-75b4-431b-adb2-eb6b9e546014
L630[08:13:16] <SwordKorn20> As an
example
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L632[08:13:52] <PitchBright> Nitro, the
right-clicking event worked!
L633[08:14:20] <PitchBright> I can detect
the blocks i'm right clicking with it
L634[08:14:33] <masa> Nitrodev: UUID is a
way to uniquely identify things, like the name suggests
L635[08:15:01] <masa> so in this case the
bag is given a UUID so it can be distinguished from any other
bags
L636[08:15:16] <Nitrodev> okay PitchBright
glad to help.
L637[08:15:18] <masa> and that UUID is
simply stored as two longs inside the bag's NBT
L638[08:15:18] <PitchBright> the funny
thing is, the block I wanted to detect is the water block, but it's
considered air
L639[08:15:29] <PitchBright> xD
L640[08:15:37] <SwordKorn20> Are you
looking for flowing or source Pitch?
L641[08:15:52] <PitchBright> source
L642[08:16:13] <SwordKorn20> I think
source blocks class as air as players can pass through them
L643[08:16:21] <PitchBright> like the
player is right clicking it with an empty hand, as though he would
drink from it using his hand
L644[08:16:26] <Nitrodev> I'm just
wondering about what you told be to "lock" the bag when
it's open
L645[08:16:33] <masa> PitchBright:
onItemUse() doesn't fire on non-solid blocks I think... or at least
not for stuff like fluids, you need to ray trace it
separately
L646[08:16:40] <PitchBright> yeah, I think
you're right SwordKorn20
L647[08:17:07] <masa> and the vanilal ray
tracing does not catch non-source fluid blocks
L648[08:17:15] <PitchBright> ahh… ray
trace.. I'll have to learn about that
L649[08:17:30] <PitchBright> i've not
played with anything like that before
L651[08:17:50] <masa> there is an
example
L652[08:18:07] <PitchBright> oooh the
MovingObject stuff
L653[08:18:15] <K-4U> How do i rotate a uv
mapping in the json?
L654[08:18:21] <K-4U> *json model
definition?
L655[08:18:28] <Nitrodev> yeah but masa he
needs an empty hand to right click the water with
L656[08:18:45] <masa> well then you just
call that from the event handler
L657[08:19:12] <Nitrodev> good point
L658[08:19:44] <PitchBright> okay cool
cool… I'll see if I can wrap my head around the MovingObject
stuff...
L659[08:19:46] <PitchBright> thanks
guys!
L660[08:20:02] <masa> anyway,
MovingObjectPositon is quite a strange name imo... :p
L661[08:20:14] <PitchBright> "it's
there but it's not" ?
L662[08:20:53] <masa> a better name might
be something like RayTraceTarget
L663[08:21:11] <masa> I wonder what it is
called in the original code
L664[08:21:24] <PitchBright> well when you
put it like that, it does help me to understand what it does a bit
better
L665[08:22:03] <masa> basically you can
see what the player is pointing at: blocks, entities or
nothing
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L667[08:23:29] <Curle> o//
L669[08:24:15] <masa> no..
L670[08:24:30] <Nitrodev> i mean the if
statement not the entire class
L671[08:24:34] <Curle> You're saying that
if there's anything in the slot, you can't use it
L672[08:24:41] <masa> or what are you
trying to prevent exactly with that?
L673[08:25:07] <Curle> Looks like it could
inhibit TiCon's pickaxe's right-click feature
L674[08:25:22] <Nitrodev> well the bag
being able to be picked up while the bag is open
L675[08:25:36] <masa> yeah no, that is the
wrong method for it too
L676[08:25:48] <masa> canTakeStack() I
beleive is that one
L677[08:25:59] <masa> isItemValid()
determines if you can PUT stuff in that slot
L678[08:26:27] <Curle> I remember putting
my tool bag into itself in 1.2.5 and losing everything :P
L679[08:26:33] <Curle> Good idea!
L681[08:26:47] <Nitrodev> yeah
L682[08:26:53] <Nitrodev> that's what i
currently have
L683[08:26:58] <covers1624> is there any
special flags i need in my blockstate json for my
ItemBlock's?
L684[08:27:23] ⇦
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L685[08:27:44] <masa> depends on the
block
L686[08:28:10] <covers1624> like ores,
multiple variants
L687[08:28:26] <masa> you might vant an
"inventory" variant, or you might want to point your
setCustomModelResourceLocation() into an existing specific
variant
L688[08:29:31] <masa> so if you have a
variant like "ore" then I think all you need is to call
setCMRL for each meta for the correct variant
"ore=myore1" etc
L689[08:30:18] <covers1624> i already do
that, but i dont get any texture just debug on the items
L690[08:30:37] <covers1624> no model
errors either
L691[08:30:51] <masa> they are fine
in-world?
L692[08:30:54] <covers1624> yes
L693[08:31:08] <masa> show the item model
registration code
L694[08:31:08] <Nitrodev> masa, how do i
check in the canTakeStack method, if the stack in question is the
bag
L695[08:32:20] <Nitrodev> since i can't
check if the stack is my item
L696[08:32:34] <Nitrodev> hold on
L697[08:33:11] <masa> well you could check
for the item, not the stack itself
L698[08:33:13] <Nitrodev> yeah no
L699[08:33:17] <Nitrodev> i tried
L700[08:33:28] <masa> or you can use the
UUID to check for the exact bag in question
L701[08:33:54] <masa> UUID uuid =
NBTUtils.getUUIDFromItemStack(stack, "UUID",
false);
L702[08:33:55] <masa> return uuid == null
|| uuid.equals(this.container.containerUUID) == false;
L704[08:34:18] <masa> you then just need
to store a reference to the container in your SLot class
L705[08:35:10] <Curle> wharblgarbl
L706[08:35:15] <Curle> can't figure out
fluids
L707[08:35:19] <masa> covers1624: O_O why
the hell are you using the unlocalizedname to identify the block
;_;
L708[08:35:21] <Curle> Can't find
examples
L709[08:35:30] <covers1624> substring of
it
L710[08:35:36] <covers1624> so no tile. at
the staryt
L711[08:35:54] <SomeGuyInATree> What's the
best way to determine if an entity has been nametagged or
not?
L712[08:36:20] <Nitrodev> where the fuck
do i write that last line?
L713[08:36:21] <Curle> If it can
despawn
L714[08:36:21] <Curle> :23
L715[08:36:28] <Nitrodev> that one that
returns
L716[08:36:52] <masa> SomeGuyInATree:
there is a tag for it I think
L717[08:37:07] <masa> Nitrodev: both of
those lines go in the canTakeStack() method
L718[08:37:36] <covers1624>
SomeGuyInATree, start by looking at how a nametag is applied in the
nametag item class and go from there
L719[08:37:41] <Nitrodev> you do realize
that the only param that method has is the ENtitytPlayer one
right?
L720[08:38:35] <Nitrodev> or do i
init/define the variables in the class?
L721[08:38:49] <masa> hmm right, well then
add ItemStack stack =
this.inventory.getStackInSlot(this.slotIndex); as the first
line
L722[08:39:05] <masa> this is not rocket
science :p
L723[08:39:44] <masa> this is quantum
physics
L724[08:39:50] <Nitrodev> yeah
L725[08:40:00] <gigaherz> nah it's closer
to making cooking recipes
L726[08:40:04] <Nitrodev> now the
rest?
L727[08:40:53] <Curle> masa: quantum
modding; the mod is either broken or incomplete or both at the same
time :3
L728[08:40:58] <masa> those three lines
should be the only things in your canTakeStack(), and possibly a
call to super, although I think it's always true so no point in
that
L729[08:41:15] <Nitrodev> those
three?
L730[08:41:40] <masa> yes, first that
stack line, then the other two I posted earlier
L731[08:41:49] <gigaherz> Curle: a mod
exists in a superposition of "working" and
"crashing", and it only collapses into either state when
a player observes it
L732[08:42:09] <masa> gotta go for a
moment, brb
L733[08:42:37] <Curle> nice one, giga
:3
L734[08:42:42] <covers1624> ^
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L737[08:48:59] <Curle> Anyone done fluids?
Can't find actual examples anywhere for 1.8
L738[08:49:08] <covers1624> one sec
L739[08:49:17] <Curle> The forge tests
don't have the class I need
L740[08:49:22] ***
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L741[08:49:44] <Nitrodev> what class DO
you need then?
L742[08:50:01] <Curle> ~Liquid
L743[08:50:29] <Curle> <? extends
BlockFluid>
L744[08:50:57] <Nitrodev> well
L746[08:52:01] ⇦
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L747[08:52:27] <Curle> Exactly what I was
looking for
L748[08:52:31] <Curle> Thanks
L749[08:52:37] <covers1624> no
problem
L750[08:56:49] <Curle> Getting there,
fluids done
L751[08:56:51] ⇦
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L752[08:57:15] <Nitrodev> Nice
L753[09:01:04] <Curle> Having a bit of
trouble with figuring out this RenderManager shit
L754[09:01:29] <Curle> ClientRegistry is
throwing out Deprecated bs
L755[09:01:47] <Curle> RenderingRegistry,
even
L756[09:01:49] <Curle> ;-;
L757[09:02:06] <fry> read the
javadocs
L758[09:02:09] <covers1624> for the
fluid
L759[09:02:39] <Curle> no, for an
entity
L760[09:02:55] <covers1624> ah
L761[09:02:56] <diesieben07> use the
register method that takes a factory
L763[09:03:08] <diesieben07> if you can
use java 8, you can just do register(MyEntity.class,
MyRenderer::new)
L764[09:04:13] <Curle> ^ I have java
7
L765[09:04:21] <Nitrodev> why
L766[09:04:25] <Curle> IRenderFactory?
;-;
L767[09:04:38] <Curle> nitrodev: My
computer has an inherent issue with java 8
L768[09:04:46] <diesieben07> dafuq
L769[09:04:49] <Nitrodev> Oh
L770[09:04:58] <diesieben07> anyways, do
new IRenderFactory() { ... } the
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L773[09:07:32] <Nitrodev> look who's
back
L774[09:08:05] <masa> who?
L775[09:08:15] <masa> (I have joins
disabled)
L776[09:08:15] <Nitrodev> You
L777[09:08:19] <masa> *ignored
L778[09:08:21] <masa> oh :D
L779[09:08:24] ⇦
Quits: Pennyw95
(~Dr.Benway@host84-156-dynamic.16-79-r.retail.telecomitalia.it)
(Ping timeout: 198 seconds)
L780[09:08:40] <Curle> :D#
L781[09:08:51] <covers1624> oh masa, do
you see anything wrong with the way i register the variants?
L782[09:08:59] <gigaherz> Curle: out of
curiosity, what issue do you have with java8?
L783[09:09:00] <Curle> masa, you are a
godsend!
L784[09:09:02] <Nitrodev> btw this:
uuid.equals(this.container.containerUUID) is still erroring with
cannot resolve symbol
L785[09:09:13] <Nitrodev> on the
containe
L786[09:09:15] <Nitrodev> r
L787[09:09:22] ***
Ekho_ is now known as Ekho
L788[09:09:30] <Curle> I have a
non-removable virus in my startup folder that breaks everything if
java 8 is present
L789[09:09:42] <Curle> idgaf, to be
honest
L790[09:09:57] <masa> Nitrodev: like I
said, you need to add the container field to your Slot class and
pass it through the constructor
L791[09:10:02] <gigaherz>
non-removable?
L792[09:10:04] <gigaherz> o_O
L793[09:10:11] <Nitrodev> Oh
L794[09:10:20] <Curle> deleting it does
nothing, no av can get rid of it
L795[09:10:25] <Curle> like i said,
idgaf
L796[09:10:33] <shadowfacts> backup your
data and wipe the computer?
L797[09:10:35] <covers1624> Crule, tried
malwarebytes, glaryutilities, avg?
L798[09:10:39] <gigaherz> not even offline
scanning the drive with another computer?
L799[09:10:42] <diesieben07> you should
not "idgaf" about a virus...
L800[09:10:52] <Curle> malwarebytes,
avast, avg, avira, etc
L801[09:10:53] <masa> Nitrodev: and make
it ContainerBag and not just Container, because that uuis field is
oly in your bag container
L802[09:11:02] <Nitrodev> oh yeah i just
realized
L803[09:11:14] <gigaherz> there ARE some
viruses that are known to disable the AV scanning features
L804[09:11:22] <gigaherz> but they are
usually removable offline
L805[09:11:28] <Curle> they see it,
alright, but can't remove it
L806[09:11:28] <Nitrodev> now i just need
to figure out how to pass this
L807[09:11:44] <masa> just add a
ContainerBag parameter to the SLot constructor
L808[09:11:53] <Nitrodev> i know
L809[09:11:57] <Curle> Mostly because it
falls under "cleanup" and 99% of avs need you to pay
something like £150/yr for that shit
L810[09:12:05] <masa> and then when you do
addSlotToContainer(new SlotCustomWhateevr(..., this));
L811[09:12:16] <Nitrodev> Ah
L812[09:12:19] <Curle> But also because
it's not deletable
L813[09:12:26] <Curle> meh
L814[09:12:29] <gigaherz> Curle: get some
linux-based AV scanning usb disk, and run it as a boot disk, that
shoudl be a viable cleanup method
L815[09:12:29] <gigaherz> ;P
L816[09:13:50] <Nitrodev> but do i do that
to ONLY the machine slot?
L817[09:13:53] <Nitrodev> s
L818[09:13:56] <Curle> FixItStick comes to
mind :3
L819[09:14:15] <Curle> All it does as far
as I can tell is stop me using java 8
L820[09:14:19] <masa> Nitrodev: you need
that custom slot for the player inventory slots
L821[09:14:30] <Nitrodev> Oh yeah of
course
L822[09:14:31] <masa> because those are
the ones where the bag is obviously going to be in
L823[09:15:00] <Nitrodev> but i doubt it
will make a difference even if i add it to the bag inv itself
right?
L824[09:15:00] <masa> so actually it
should be enough to do it for the hotbar slots
L825[09:15:13] <masa> yeah it
shouldn't
L826[09:15:28] <Curle> rip, my dad just
broke my multimeter probe :P
L827[09:15:46] <covers1624> rip
L828[09:15:47]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L829[09:15:55] <Nitrodev> your what?
L830[09:16:17] <Curle> metal thingy that
connects to a plastic thingy that measures electricity 'n
stuff
L831[09:16:31] <Curle> he took the metal
thingy out and it's broken
L832[09:16:33] <Curle> :(
L833[09:16:39] <Nitrodev> oh
L834[09:17:01] <Nitrodev> Oh boy
L835[09:17:14] <Nitrodev> array out of
bounds
L836[09:17:18] <Curle> now there's a small
metal thingy on my floo
L837[09:17:21] ⇦
Quits: dagarath (~dagarath@209-197-147-61.cpe.distributel.net)
(Ping timeout: 186 seconds)
L838[09:17:25] ⇦
Quits: fuj1n (~fuj1n@101.190.36.69) (Quit: Sleep)
L839[09:17:49]
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(~JC52@host86-168-195-1.range86-168.btcentralplus.com)
L840[09:17:50] <Curle> sadface
L841[09:17:53] <JC52> o/ b
L843[09:18:08] <Nitrodev> well that error
is familliar to me
L844[09:18:35] <diesieben07> show your
slot class
L845[09:18:40] <JC52> Is it looking for
more than one item?
L847[09:18:52]
⇨ Joins: DebugsPeople
(~DebugsPeo@ipbcc31838.dynamic.kabel-deutschland.de)
L848[09:19:23] <masa> uh what, how is
index 10 out of bounds for the player inventory?
L850[09:19:32] <Nitrodev> no idea
L851[09:19:46] <masa> Nitrodev: wrong
paramater
L852[09:19:46] <Nitrodev> i just updated
the repo
L853[09:19:50] <Nitrodev> oh?
L854[09:19:52]
⇨ Joins: dagarath
(~dagarath@209-197-147-61.cpe.distributel.net)
L855[09:20:11] <Nitrodev> over
where?
L856[09:20:14] <diesieben07> just do
this.getStack()...
L857[09:20:43] <masa> this.slotNumber
needs to be this.getSlotIndex()
L858[09:20:56] <masa> oh right
L859[09:21:01] <masa> or that :D ^
L860[09:21:10] <Nitrodev> well i did what
you said
L861[09:21:57] ***
willieaway is now known as williewillus
L862[09:22:07] ⇦
Quits: Naiten (Naiten@5.143.103.250) (Read error: Connection reset
by peer)
L863[09:22:23] <Nitrodev> thank you
L864[09:23:12] <Nitrodev> and putting bags
within other bags iwth items works aswell
L866[09:23:39] <masa> you might want to
disable bag-ception though
L867[09:23:48] <Nitrodev> why?
L868[09:23:54] <fry>
model.bake(state)
L869[09:23:59] <masa> if they are nested
too deep, minecraft will throw up becaue the NBT gets too
complex
L870[09:24:08] <fry> williewillus: also,
did you look at the thingy I did for armor models?
L871[09:24:18] <williewillus> yeah,
haven't updated forge yet, but thanks
L872[09:24:22] <Nitrodev> but that's the
players fault
L873[09:24:25] <Nitrodev> not mine
L874[09:24:28] <williewillus> also, the
item transforms for non-first person are off
L875[09:24:37] <williewillus> at line
68-70
L876[09:24:48] <masa> Nitrodev: good
attitude... :D
L877[09:24:55] <Nitrodev> i know :D
L878[09:25:11] <fry> don't use
getItemCameraTransforms
L879[09:25:17] <fry> it's deprecated for a
reason
L880[09:25:18] <masa> then it would also
be the players' fault if they put the bag inside itself, so why not
allow that too? ;p
L881[09:25:22] <Nitrodev> but if people
complain about it after the release (if i will ever release this)
i'll disable it
L882[09:25:25] <williewillus> i want to
get the original transforms out of the json though
L883[09:25:39] <williewillus> the lexicon
should act like a standard mode in every situation other than 1st
person
L884[09:25:42] <williewillus> *model
L885[09:26:03] <fry> either cast the
original model to IPerspectiveAwareModel, and use that
L886[09:26:16] <fry> or get original
IModel with perspective transforms
L887[09:26:22] <fry> and use its
getDefaultState
L888[09:26:34] <williewillus> also, when I
bake the first person model, what matrix do I return with it?
identity?
L889[09:26:43] <fry> (you can get it by
using ModelLoaderRegistry.getModel(MRL of the variant))
L890[09:27:23] <fry> if you want to use
the json - get the matrix via one of the 2 ways
L891[09:27:30] <williewillus> kk
L892[09:27:34] <fry> and don't force
identity or anything else
L893[09:28:08] <masa> why wasn't fry
around (or why didn't I ping) when I wasted two days with my tools
:D
L894[09:28:28] <williewillus> lol
L895[09:28:30] <masa> or was it even
more
L896[09:28:40] <williewillus> what did you
waste time on? 0.o
L898[09:29:02] <masa> that si the end
result :D
L899[09:29:10] <masa> beauty isn't
she
L900[09:29:27]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L901[09:29:28] <williewillus> fry: would
it be safer to get the original IModel, since the bakedmodel isn't
guaranteed to be perspectiveaware (or is it?)
L902[09:29:47] <Nitrodev> masa, what are
those things?
L903[09:30:43] <fry> IModel's state won't
neccesarily have perspective values too (if they're absent in the
json)
L904[09:30:45] <masa> they define the
module model scale and rtansformation for my tools
L906[09:30:53]
⇨ Joins: MindWorX
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L907[09:30:55] <fry> the benefit is that
you don't need to check/cast anything
L908[09:31:56] <MindWorX> I've noticed
most mods look a like with regards to interface and item slots. Are
there an interface api of sorts?
L909[09:32:12] <williewillus> how do I go
IModelState -> Matrix4f though?
L910[09:32:16] <williewillus> IModel only
has getDefaulState
L911[09:32:32] <williewillus> oh,
apply
L912[09:32:32] <williewillus> derp
L913[09:32:42] <covers1624> rip
L914[09:32:49] <williewillus> not sure
what to
L915[09:32:55] ⇦
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L916[09:34:00] <masa> MindWorX: do you
eman the vanilal inventory/gui look?
L917[09:34:11] <fry> williewillus: look at
IPerspectiveAwareModel.getTransforms(IModelState)
L918[09:34:42] <williewillus> thanks
L919[09:34:52] <MindWorX> masa, Yeah,
basically just something I can move something from my inventory
into slots. Like machines.
L920[09:35:00] <fry>
*IPerspectiveAwareModel.MapWrapper.getTransforms(IModelState)
L921[09:35:11] <MindWorX> I'm guessing the
graphics is handmade, but I was curious if there was an api for the
actual implementation. :)
L922[09:35:39]
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L923[09:35:51] ⇦
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L924[09:35:53] <masa> MindWorX: well the
background texture is really the only visual thing there, and that
can be whatever you want it to be. Other than that, there is just
the Container and the GuiContainer and then the backing IInventory
implementation
L925[09:36:11] <MindWorX> Alright, I'll
google those, thanks. <3
L926[09:37:09]
⇨ Joins: Raspen0
(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L927[09:37:23] <masa> hmm, I would link my
mod, but most of it has lots of custom stuff mixed in :D
L929[09:37:35] <masa> wel lthere you go
anyway
L930[09:37:46] <Nitrodev> damn my pixel
art skills
L931[09:39:32] <Nitrodev> even though i
can easily color my items based on the meta but it's still
impossible for me to try and MAKE a bag that's white
L932[09:40:32] <williewillus> hm is there
a dummy map where you can say "just return this value for all
keys"
L933[09:40:40] <gigaherz> Nitrodev: want
me to try? ;P
L934[09:40:55] <Nitrodev> Nah i'll try for
myself first
L935[09:41:18] ⇦
Parts: RANKSHANK
(~Michael@ppp121-44-54-147.lns20.syd4.internode.on.net)
())
L936[09:41:25] <gigaherz> i'm tempted to
try regardless so we cancompare the results
L937[09:41:32] <gigaherz> I don't think of
myself as a pixel artist either
L938[09:41:33] <gigaherz> ;P
L939[09:41:33] <fry> williewillus: don't
use perspective transforms like that; append that matrix to
whatever state you're using
L940[09:44:31] <masa> there needs to be
documentation how to actually do this model rtansformation stuff
;_;
L941[09:44:37] <Nitrodev> drat
L942[09:45:39] <williewillus> masa:
modders that struggle through the initial phase of no documentation
should help document :P
L943[09:45:42] <williewillus> since they
know best
L944[09:45:50] <Nitrodev> if this works i
will be extremely surprised
L945[09:45:52] <williewillus> I intend to
do so after I get this animation thing figured out ;p
L946[09:46:08] <masa> good :)
L947[09:46:31] <Nitrodev> i actually NEVER
have comments on my code
L948[09:46:34] <Nitrodev> don't ask
why
L949[09:46:44] <Nitrodev> i just don't
find it usefull atm
L950[09:46:49] <masa> would be nice if the
people who actually make the system would also document it... nudge
nudge ;p
L951[09:48:00] <Nitrodev> YUS
L952[09:48:07] <Nitrodev> my crafting of
the bags work aswell
L953[09:48:16] <Nitrodev> that was really
easy
L954[09:48:59] <Nitrodev> well compared to
the stuff needed to have the bags even WORK
L956[09:49:35]
⇨ Joins: MacGregor
(~chatzilla@chello084115169095.graz.surfer.at)
L957[09:49:42] <Nitrodev> o/
L958[09:49:48] <Katrix> Question, is
FMLModDisabledEvent implemented, and if it is. Should is be used in
a different way than the other FML events?
L959[09:50:09] <MacGregor> hi everyone, so
i was wondering is there a non-installer forge version like .jar or
.zip which i can load with MagicLauncher?
L960[09:50:25] <Curle> You can extract it
from the installer
L961[09:50:27] <gigaherz> non-installer,
yes
L962[09:50:30] <Curle> "Extract
client"
L963[09:50:32] <Curle> iirc
L964[09:50:33] <gigaherz> the
"universal" link is exactly that
L965[09:50:37] <Wuppy> olla
L966[09:50:43] <Curle> WUPPEY :D
L967[09:50:44] <gigaherz> if they can load
into magic launcher
L968[09:50:45] <gigaherz> no idea
L969[09:51:18] <Curle> also, forge doesn't
use jars
L970[09:51:22] <MacGregor> gigaherz: i
tried it, it says OK in the magic launcher but if i add mods that
require forge i get the notification "no forge"
L971[09:51:23] <gigaherz> Magic Launcher
and similar alternative launchers are not officially supported by
Forge
L972[09:51:28] <Curle> it uses a json
launch with it's own libraries
L973[09:51:36] <gigaherz> it's designed
for the official launcher
L974[09:51:38] <Curle> amirite?
L975[09:51:48] <gigaherz> Curle: it does
use its own jar
L976[09:51:52] <Nitrodev> Now it's time to
draw
L977[09:51:52] <gigaherz> but in the
official launcher
L978[09:52:05] <gigaherz> it sets up a
"version"
L979[09:52:22] <gigaherz> that configures
an alternative "startup class" which patches MC before
loading
L980[09:52:27]
⇨ Joins: Mowmaster
(~Mowmaster@67-3-165-201.omah.qwest.net)
L981[09:52:29] <gigaherz> (on the
fly)
L982[09:52:42] <gigaherz> last time I used
Magic Launcher
L983[09:52:49] <gigaherz> it was still
designed for jar injection
L984[09:52:52] <gigaherz> which not a
thing anymore
L985[09:53:09] <gigaherz> so I have no
idea if it can even work
L986[09:53:19] <Wuppy> I should be smart
and take a na
L987[09:53:20] <Wuppy> nap
L988[09:53:25] <MacGregor> gigaherz:
that's quite unfortunate, because unlike the official launcher i
know how to load mods in Magic Launcher
L989[09:53:35] <gigaherz> MacGregor:
that's no problem ;P
L990[09:53:44] <gigaherz> loading mods in
any modern version of forge is quite straightforward
L991[09:53:45] <Wuppy> however, I'll start
drinking now and go into the city in 2 hours :P
L992[09:53:54] <JC52> !gp p_i45629_1_
1.8.9
L993[09:54:16] <gigaherz> you just drop
them onto the "mods" folder
L994[09:54:21] <gigaherz> my process is
usually:
L995[09:54:37] <MacGregor> gigaherz: i
need to load them in minecraft 1.8 though, no i know how to set up
a profile in the official launcher to use 1.8 but i how do i tell
the mods that that's the profile i want them to be applied to
L996[09:54:48] <MacGregor> because
personally I do like to play 1.8.9 now and then
L997[09:54:50] <gigaherz> step 1: install
forge
L998[09:55:00] <masa> MacGregor: if you
don't depend on magic launcher specifically for anything, then I
would warmly recommend you check out MultiMC 5
L999[09:55:05] <gigaherz> step 2: edit the
forge profile, or create a new one
L1000[09:55:08]
⇦ Quits: UnasAquila
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error: Connection reset by peer)
L1001[09:55:16] <williewillus> does guava
have something to zip two iterables into a map?
L1002[09:55:19] <gigaherz> step 3:
specify the forge version from the versions dropdown
L1003[09:55:49]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com)
L1004[09:56:03] <gigaherz> and check the
"Game Directory" option
L1005[09:56:04] <masa> MacGregor: in teh
vanila launcher, you would create separate directories for each
"version" or instance you want to play, and then you set
the game directory in each profile's settings
L1006[09:56:09] <gigaherz> and put the
location where you want to keep the files in it
L1007[09:56:25] <gigaherz> for me, it's
"H:\Minecraft\<some name that identifies the
instance>"
L1008[09:56:33]
⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
(Ping timeout: 186 seconds)
L1009[09:56:35] <gigaherz> then start
this profile once
L1010[09:56:38] <gigaherz> so it creates
the mods folder
L1011[09:56:45] <gigaherz> which would be
in
L1012[09:56:51] <gigaherz> <profile
directory>\mods
L1013[09:56:56] <gigaherz> and drop your
mods in it
L1014[09:57:11] <gigaherz> and start the
profile again to load with the mods
L1015[09:57:36] <gigaherz> it takes only
a few minutes to setup, and once you do it once, it comes easy
afterward
L1016[09:57:43] <Curle> jc52: what are
you doing with a tall grass generator?
L1017[09:57:49] <JC52> shh
L1018[09:58:33] <MacGregor> gigaherz: so
what exactly does the appdata/roaming/.minecraft folder do where i
usually go to install mods in connection with all of that?
L1019[09:58:45] <gigaherz> MacGregor:
that's the default location
L1020[09:58:49]
⇨ Joins: Cobbleopolis
(~Cobbleopo@2602:302:d104:c430::2d)
L1021[09:58:54] <gigaherz> if you don't
check "game directory" in the profile
L1022[09:59:02] <Curle> !gf
field_150604_aj
L1023[09:59:05] <gigaherz> the saves,
mods, screenshots, resource packs, etc
L1024[09:59:07] <Curle> ?
L1025[09:59:14] <Curle> !gf
field_150604_aj 1.7.10
L1026[09:59:14] <gigaherz> go in
<appdata>\.minecraft
L1027[09:59:19] <Curle> ahh
L1028[09:59:27] <gigaherz> if you DO
specify a "game directory" in the profile
L1029[09:59:31] <gigaherz> it will change
where those things are saved
L1030[09:59:36] <gigaherz> which makes
your life much easier
L1032[09:59:58] <gigaherz> Nitrodev:
could be worse
L1033[10:00:14] <gigaherz> I'd add some
darker gray on the edges
L1034[10:00:53] <JC52> noice
L1035[10:01:01] ***
K-4U is now known as K-4U|Off
L1036[10:01:28] <Nitrodev> now it's time
to make 15 more
L1037[10:01:49] <gigaherz> why 15
more?
L1038[10:03:26] <williewillus> maybe make
the neck of the bag a pixel shorter, it kinda looked like some kind
of bottle at first glance
L1039[10:04:26] <gigaherz> adding a cord
overlay could also help
L1040[10:04:36] <gigaherz> (around the
neck)
L1041[10:04:47] <gigaherz> and I say
overlay because that way you couldcolorize the bag without changing
the tone of the cord
L1042[10:06:26] <Katrix> anyone know if
FMLModDisabledEvent is implemented and usable yet?
L1043[10:06:27] <MacGregor> gigaherz: so
i can i just tell forge to install to the profile's gamedir? I made
a new one but am unsure since I don't see a 1.8.jar in it
L1044[10:07:15] <Curle> 16 batgs
L1045[10:07:17] <Curle> bags*
L1046[10:07:19] <Curle> 16 colors
L1047[10:07:26] <Nitrodev> yeah^
L1048[10:07:40] <Nitrodev> and yes i know
i could put every one on ONE file
L1049[10:07:42] <Curle> Like Ender
Pouches then
L1050[10:07:44] <Nitrodev> but that's too
hard
L1051[10:07:48] <gigaherz> MacGregor: no,
oyu install forge first
L1052[10:08:00] <gigaherz> and then
create or edit a profile and choose the forge version from the
dropdown
L1053[10:08:18] <gigaherz> you won't see
jars in the profile directory
L1054[10:08:29] <gigaherz> they are all
stored in a shared location in
<appdata>\.minecraft\versions
L1055[10:08:48] <gigaherz> what matters
is that the profile indicates the right version of forge
L1056[10:08:50] ***
fry is now known as fry|sleep
L1057[10:08:54] <williewillus> fry: the
map I get back from
MapWrapper.getTransforms(IModel.getDefaultState) is empty 0.o the
json is a normal vanilla json, with its transforms inherited from
its parent
L1058[10:09:10] <fry|sleep> how're you
getting the model?
L1059[10:09:23] <williewillus>
ModelLoaderRegistry.getModel
L1060[10:09:42] <fry|sleep> what do you
pass?
L1061[10:10:26] <williewillus>
IPerspectiveAwareModel.MapWrapper.getTransforms(ModelLoaderRegistry.getModel(new
ModelResourceLocation("botania:lexicon_default",
"inventory")).getDefaultState());
L1062[10:10:39] <williewillus> returns an
empty map (prints out "{}")
L1063[10:10:43] <MacGregor> gigaherz: so
once i run the forge windows isntaller version i get a 1.8-forge
version in the versions folder but it doesn't seem to be available
as option in the profile drop down versions thingy
L1064[10:10:59] <gigaherz> did you reload
the launcher after installing?
L1065[10:11:33] <MacGregor> nope, trying
that now
L1066[10:11:35] <fry|sleep> and is that
variant defined in a blockstate json, or in a normal item
json?
L1067[10:11:35] <gigaherz> I can see
things like "release 1.8.9-forge1.8.9-11.15.1.1732"
L1068[10:11:39] <gigaherz> in the
dropdown
L1069[10:11:58] <gigaherz> which reminds
me I should cleanup the versions XD
L1070[10:12:07] <gigaherz> I have like 3
dozen separate versions of forge XD
L1071[10:13:36] <MacGregor> gigaherz: I
got the forge version now, so can I drop mods requiring forge into
the gamedir now?
L1072[10:14:04] <gigaherz> yes
L1073[10:14:11] <gigaherz> you may want
to start forge once
L1074[10:14:16] <williewillus> fry|sleep:
normal vanilla item json
L1075[10:14:17] <gigaherz> for it to
create the mods folder and such
L1076[10:14:23] <williewillus> transforms
are inherited from parent
L1077[10:16:25] <fry|sleep> hmm,
ItemLayerModel doesn't store them right now apparently
L1078[10:17:31] <gigaherz> bb in a
bit
L1079[10:17:51] <fry|sleep> or, more
specifically, transforms specified in vanilla fashion don't present
themselves in IModelState this way
L1080[10:21:00] <Nitrodev> i actually
need to update to 1.8.9
L1081[10:21:10] <Nitrodev> since my mod
is currently in 1.8.8
L1082[10:22:08]
⇨ Joins: Pennyw95
(~Dr.Benway@host84-156-dynamic.16-79-r.retail.telecomitalia.it)
L1083[10:22:27] <Nitrodev> hi
Pennyw95
L1084[10:22:32] <Pennyw95> hey :)
L1085[10:23:14] <LatvianModder> Nitrodev:
OR you can just add acceptableMinecraftVersions in @Mod
L1086[10:23:32] <Nitrodev> but my mod is
being DEVELOPED in 1.8.8
L1087[10:23:35] <LatvianModder>
[1.8.8,1.9) iirc
L1088[10:23:49] <LatvianModder> Then just
update forge
L1089[10:23:55] <Nitrodev> yeah i
will
L1090[10:24:12] <Nitrodev> i'm actually
going to do that now
L1091[10:24:25] <Nitrodev> before i get
to the blockstates i need for my storage blocks
L1092[10:26:32] <Nitrodev> was there a
way to update it through the build.gradle?
L1093[10:27:01] <Pennyw95> change the
version inside build.gradle, then gradlew
setupDecompWorkspace
L1094[10:27:28] <Nitrodev> okay on
it
L1095[10:27:45] <Nitrodev> drat it
failed
L1096[10:27:52] <LatvianModder> gradlew
setupDecompWorkspace idea
L1097[10:27:55] <LatvianModder> Or
eclipse
L1098[10:28:01] <Nitrodev> okay now it's
doing it
L1099[10:28:02] <LatvianModder> It needs
to update those too
L1100[10:29:06] <Nitrodev> the console is
showing two download links
L1101[10:29:18] <Nitrodev> both related
to realms
L1102[10:29:23] <Nitrodev> dafuq
L1103[10:29:45] <LatvianModder> I just do
this - download latest sdk forge
L1104[10:29:57] <LatvianModder> And
copy-paste build.grade
L1105[10:30:21] <LatvianModder> To make
sure its 100% updated. Sometimes not only forge version
changes
L1106[10:30:27] <MacGregor> gigaherz:
thanks! i got it to work
L1107[10:31:27] <Nitrodev> hello?
L1110[10:32:14] <Pennyw95> What model do
you think is better? I want to use that texture, and it is quite
"techy/wiry" so I find the pedestal model a little
inconsistent...but then those bars...idk if I should come up with
something else...what do you think?
http://imgur.com/a/pQJK0
L1111[10:33:07] <Pennyw95> maybe a could
come up with a cube that holds the item in the middle or
something...
L1112[10:34:15]
⇨ Joins: Cojo
(~Cojo@2606:a000:1126:8048:38fd:6d9b:908:7437)
L1113[10:36:31] <Nitrodev> okay the
setupDecompWorkspace failed
L1114[10:36:38] <Nitrodev> at
decompileMc
L1115[10:37:26] <Pennyw95> more info
pls
L1116[10:37:37] <Pennyw95> what's written
just below?
L1118[10:37:55] <Nitrodev> that's the
entire log
L1119[10:38:04] <Pennyw95> java heap
space..eh
L1120[10:38:12] <Pennyw95> gradle needs
more ram
L1121[10:38:21] <Nitrodev> huh
L1122[10:39:09] <Nitrodev> how do i add
more then?
L1123[10:40:19] <Pennyw95> if go to your
\user folder, there should be a .gradle folder inside
L1124[10:40:34]
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L1125[10:40:59] <Nitrodev> okay i'm in
it
L1126[10:41:09] <Pennyw95> create a new
file called gradle.properties
L1127[10:41:17] <Pennyw95> with
.properties being the extension
L1128[10:41:36] <Pennyw95> then paste
this inside
L1129[10:41:38] <Pennyw95>
org.gradle.java.jvmargs="-Xmx3G"
L1130[10:41:40]
⇨ Joins: Javaschreiber
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L1131[10:41:57] <Nitrodev> okay got
it
L1132[10:42:02] <Pennyw95> try
again
L1133[10:42:17] <Nitrodev> on it
L1134[10:43:09] <Nitrodev> GC overhead
limit exceeded
L1135[10:43:14] <Nitrodev> same
place
L1136[10:44:08] <Pennyw95> uhm
L1137[10:44:27] <Pennyw95> let's try this
one...if it doesn't work I can't help you
L1138[10:44:38] <Pennyw95> open
gradlew.bat inside your forge folder with notepad
L1139[10:45:08] <Nitrodev> wait hold
on
L1140[10:46:35] <Nitrodev> okay inside my
mod project folder?
L1141[10:46:50] <Pennyw95> yes
L1142[10:46:54]
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L1143[10:47:16]
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(heldplayer@mrwhite.specialattack.net)
L1144[10:47:24] <Nitrodev> alright i have
it open
L1145[10:47:27] <Pennyw95> you should
have lies similar to set DEFAULT_JVM_OPTS=
L1146[10:47:37] <Pennyw95> lines
L1147[10:47:52] <Nitrodev> yeah
L1148[10:47:59] <Pennyw95> what do you
have?
L1149[10:48:04] <Nitrodev> set
DEFAULT_JVM_OPTS=
L1150[10:48:26] <Pennyw95> add
"-Xmx3G"
L1151[10:48:34] <Pennyw95> so that in the
end you have
L1152[10:48:39] <Pennyw95> set
DEFAULT_JVM_OPTS="-Xmx3G"
L1153[10:48:44] <Nitrodev> done
L1154[10:48:47] <Pennyw95> try
again
L1155[10:49:42] <Nitrodev> nope
L1156[10:49:44] <Nitrodev> same
again
L1157[10:49:51] <Nitrodev> > GC
overhead limit exceeded
L1158[10:49:59] <Pennyw95> christ
L1159[10:50:01] <Nitrodev> on the task
decompilemc
L1160[10:50:14] <Pennyw95> with 'gradlew
setupDecompWorkspace'?
L1161[10:50:29] <Flashfire> Is
World.markBlockRangeForRenderUpdate supposed to update blocks where
setBlockState with flag 0 has been used?
L1162[10:50:41] <Flashfire> It doesn't
seem to be working for me and I am using it on the client
side
L1163[10:50:58] <Nitrodev> yeah
L1164[10:51:12] <Pennyw95> I don't know
then...sorry man
L1165[10:51:15] <Nitrodev> okay
L1166[10:51:55] <williewillus> Flashfire:
why are you using setblockstate 0? that doesn't send it to
clients
L1167[10:52:05] <williewillus> generally
you want 2 for worldgen-ish things
L1168[10:52:10] <Flashfire> I used a
packet to send to client
L1169[10:52:19] <williewillus> uh
why
L1170[10:52:38] <Flashfire> Because the
client side isn't involved in the code that updates the block
states
L1171[10:52:50] <Flashfire> I need to
send the block positions
L1172[10:53:05] <Ordinastie> that doesn't
answer why you use flag 0
L1173[10:53:17] <Flashfire> I'm using
blockstate 0 so the generation doesn't take so long that my mod
crashes on a server on generation
L1174[10:53:28] <Flashfire> 160 seconds
becomes 40 seconds
L1175[10:53:37] <williewillus> if your
worldgen takes so long on flag 2 then you're doing something
wrong
L1176[10:53:51] <Flashfire> It's just a
lot of generation
L1177[10:54:11] <Ordinastie> you should
split the generation over time
L1178[10:54:24] <Flashfire> I generate on
populate chunk so I can't really help it
L1179[10:54:51] <Ordinastie> wut ? are
you saying that one chunk takes 40s ? ><
L1180[10:54:55] <williewillus> also, what
you are thinking of doing is a terrible idea
L1181[10:55:03] <Flashfire> No I'm saying
all chunks take 40s total
L1182[10:55:03] <williewillus>
markBlockRangeForRenderupdate
L1183[10:55:10] <williewillus> on
worldgen
L1184[10:55:11] <Flashfire> What do I do
instead then?
L1185[10:55:22] <williewillus> use
setblockstate 2 and o[ptimize your generation
L1186[10:55:26] <williewillus> like any
other normal mod would
L1187[10:55:28] <williewillus> and
vanilla
L1188[10:55:33] <Flashfire> before when I
went here I was told to use flag 0 to speed it up
L1189[10:55:40] <williewillus>
?shrug
L1190[10:56:01] <williewillus> are you
just sending a torrent of packets with markblockforrenderupdate
then?
L1191[10:56:02] <Flashfire> Not sure how
I would optimize it enough to make a difference
L1192[10:56:12] <Flashfire> No, not that
many
L1193[10:56:40] <Flashfire> Almost always
less than 10, usually less than 6
L1194[10:57:10]
⇨ Joins: c64cosmin (c64cosmin@86.125.241.39)
L1195[10:57:24] <williewillus> and this
is on the entire generated region?
L1196[10:57:35] <Flashfire> Per
chunk
L1197[10:57:37] ***
K-4U|Off is now known as K-4U|Mobile
L1198[10:59:04] <Curle> shit son
L1199[10:59:11] <JC52> It's kicking off
:P
L1200[11:01:02] ***
Abrar|gone is now known as AbrarSyed
L1201[11:01:15] <Flashfire> What's the
difference between flags 2 and 3?
L1202[11:02:20] <williewillus> 2 won't
cause a block update
L1203[11:02:28] <williewillus> that whole
flags thing is kinda oversimplified
L1204[11:02:30] <williewillus> it's a
bitfield
L1205[11:02:31]
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L1206[11:02:33] <Flashfire> Ok
L1207[11:03:01] <Flashfire> How much
slower does a world generator become from using world.setBlockState
outside of the chunk?
L1208[11:03:15] <Nitrodev> Pennyw95,
maybe i should just update the project the same way you do
it.
L1209[11:03:36] <williewillus> 3-bit wide
bitfield, highest order bit controls "prevent from being
rerendered if this is client world", middle bit controls
"send to client", lowest bit controls "cause block
update"
L1210[11:03:39] <Pennyw95> Hm? how do I
do it?
L1211[11:03:46] <williewillus> Flashfire:
not sure, the vanilla just uses setblockstate 2
L1212[11:03:59] <Flashfire> Default seems
to be 3
L1213[11:04:08] <Nitrodev> you told me
you donwload the mdk and copy paste the build.gradle
L1214[11:04:33] <Flashfire> But could
that be my problem, setting block states in adjacent chunks?
L1215[11:04:36] <Pennyw95> wait, what
have you being doing till now then??
L1216[11:04:44] <williewillus> Flashfire:
wait you're doing that? that's the problem
L1217[11:04:52] <williewillus> accessing
adjacent chunks causes those to be generated
L1218[11:04:57] <williewillus> and then
those causes others to generate
L1219[11:04:59] <williewillus> etc.
etc.
L1220[11:05:00] <Flashfire> So it takes
multiple times as long?
L1221[11:05:18] <JC52> It can cascade to
infinitum
L1222[11:05:35] <Curle> Ooh, look at
Jenny with her fancy vocabulary :P
L1223[11:05:43] <JC52> shh
L1224[11:05:44]
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0.9.92 [Firefox 44.0/20160123151951])
L1225[11:06:24] <williewillus> yeah
setblockstate generates the chunk if the position you want doesnt
exist yet, and your generatoer then runs on that chunk, which then
touches other chunks, etc. all in a single tick
L1226[11:06:24] <Nitrodev> Nothing
really
L1227[11:06:43] <williewillus> im not
sure how vanilla handles that
L1228[11:07:37] <Flashfire> Can I
setblockstate from a different chunk to a chunk that's already
loaded?
L1229[11:08:05] <williewillus> yes that
should be safe. maybe consider using the structure system if you're
generating something huge. what is it you're making?
L1230[11:08:22] <Flashfire> I'll show you
a picture (not entirely up to date)
L1231[11:08:31] <williewillus>
net.minecraft.world.gen.structure seems to be how MC generates huge
things that cross chunk boundaries
L1233[11:09:18] <Flashfire> I wanted to
use that originally but I just couldn't understand it
L1234[11:09:45] <williewillus> yeah using
the structure system seems to be better for that kind of worldgen.
unfortunately idk how to use it
L1235[11:09:49] <Flashfire> I really
tried but I couldn't figure out how I would make something of my
own out of it
L1236[11:09:54] <williewillus> maybe
someone here has
L1237[11:10:03] <Flashfire> I don't plan
on switching at this point
L1238[11:10:25] <Curle> Are there really
no forgedocs for 1.8.9?
L1239[11:10:28] <Curle> o-o
L1240[11:10:30] <Nitrodev> SHIT
L1241[11:10:35] <Nitrodev> still nothing
Pennyw95
L1242[11:10:43] <williewillus> Curle:
they're in your workspace
L1243[11:10:43] <JC52> You havent!
L1244[11:10:49] <Curle> Oh?
L1245[11:10:58] <williewillus> Flashfire:
well...then you have to reimplement the partial generation thing
they use
L1246[11:11:02] <Flashfire> Would it be a
good idea to have a map for chunks where I have a list of blockpos
mapped to block state and when the chunk loads iterate through
it?
L1247[11:11:06] <williewillus> or some
other way to generate it perchunk
L1248[11:11:09] <williewillus> not
really
L1249[11:11:14] <williewillus> I still
say learn the structure system
L1250[11:11:33] <Flashfire> My world
generator is too complex at this point
L1251[11:11:33] <williewillus> it doesn't
look too difficult
L1252[11:11:40] <williewillus>
how??
L1253[11:11:49] <Curle> williewillus:
Where, in the workspace?
L1254[11:11:57] <Flashfire> To adapt it
to the structure system I still don't understand would change it so
much
L1255[11:12:09] <Flashfire> It doesn't
work with pieces really
L1256[11:12:17] <williewillus> well
that's a problem
L1257[11:12:26] <williewillus> yours
specifically :P
L1258[11:12:34] <Flashfire> Pieces
wouldn't work well for this kind of structure
L1259[11:12:40] <Flashfire> It's a maze
inside
L1260[11:13:29] <williewillus> the center
piece could all be one piece, those cylinders can be separate
pieces
L1261[11:14:01] <Pennyw95> idk then
Nitrodev
L1262[11:14:01] <williewillus> either
way, the solution is find out a way to do per-chunk generation.
don't do the send packet for render update, that's unreliable
L1263[11:14:04] <williewillus> and
probably very laggy
L1264[11:14:08]
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L1265[11:14:10] <williewillus> chunk
updates are expensive
L1266[11:14:21] <Flashfire> I didn't
update the chunk though, just a block range
L1267[11:14:27] <Curle> Can't find
anything relating to the javadocs in my workspace :/
L1268[11:14:30] <williewillus> that's a
chunk section
L1269[11:14:46] <williewillus> even if
you do markBlockRange(pos, pos.add(1, 1, 1)) it redraws the whole
16x16x16 section
L1270[11:15:03] <Curle> 16^3?
L1271[11:15:09] <Curle> Shouldn't it be
16^?
L1272[11:15:09] <Flashfire> So in my case
what would be the best way to store block states with
positions?
L1273[11:15:21] <williewillus> why do you
need to do that?
L1274[11:15:44] <Flashfire> So when an
adjacent chunk loads I can set the states without regenerating
everything
L1275[11:15:50]
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L1276[11:16:12] <williewillus> not
sure
L1277[11:16:18] <williewillus> that's
precisely what the structure system does
L1278[11:16:26] <williewillus> so idk how
you would implement that again
L1279[11:16:35] <Flashfire> Ok
L1280[11:17:23]
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L1283[11:20:28] <michse12> hello
guys
L1284[11:20:54] <michse12> im searching
for an forge alternative to the bukkit plugin
"Heroes"
L1285[11:21:50]
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L1286[11:22:11] <Curle> I love how I'm
hacking together all the broken code
L1287[11:22:14] <Curle> And it's
working
L1288[11:22:23] <Curle> I really need to
optimize this shit
L1289[11:22:24] <Curle> :P
L1290[11:22:43] <williewillus> anyone
know how CurseForge actually works?
L1291[11:22:51] <Curle> How'd you
mean?
L1292[11:23:10] <williewillus> my botania
port got rejected for being "unoriginal" :P even though
it's there simply for curse launcher users (since people
asked)
L1293[11:23:18] <williewillus> and it's
not official so it can't get uploaded to the official project
L1294[11:23:44] <Curle> port?
L1295[11:23:50] <Curle> Iirc botania has
a stable release for 1.8.9
L1296[11:23:55] <williewillus> not
stable
L1297[11:23:57] <williewillus> my port
:P
L1298[11:24:08] <Curle> oh, gg
L1300[11:25:00] <michse12> anyone?
L1301[11:25:31] <williewillus> michse12:
what is it?
L1302[11:26:12] <michse12> does anyone
know an forge alternative to the "heroes" bukkit
plugin?
L1303[11:26:24] <Ordinastie>
williewillus, what does the rejection text actually say ?
L1304[11:26:24] ***
amadornes is now known as amadornes[Streaming]
L1305[11:26:45] <williewillus> michse12:
as in what is this plugin
L1307[11:27:05] <williewillus> This
appears to be another author's work with no changes to make it
unique. The original author should upload it on his or her
own."
L1308[11:28:09] <Ordinastie> that's
doesn't sound like an automatic response, did you mention you got
approved by the orignal author ?
L1309[11:28:40] <michse12> i hope i got
the question right... The plugin implemens some sort of
class-system like in common MMRPGS
L1310[11:28:42] <williewillus> I said it
would become official soon, and I also pasted the relevant part of
the botania license pertaining to distribution
L1311[11:28:55] <williewillus> and
justified how I fulfilled that part
L1312[11:28:56] <williewillus> idk
L1313[11:29:52] <Curle> !gm
func_181089_f
L1314[11:30:18] <Curle> lamd$b?
L1315[11:31:04] <Flashfire> @williewillus
How many ms should a structure generation take at the most?
L1316[11:31:08]
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L1317[11:31:19] <williewillus> not sure,
i've never used it
L1318[11:31:27] <Flashfire> Ok
L1319[11:31:48] <Flashfire> I'm trying to
benchmark it but I have nothing to compare to
L1320[11:31:56]
⇦ Parts: Krrast_
(~Krrast@pool-96-238-93-6.nrflva.fios.verizon.net)
(Leaving))
L1321[11:33:39] <Ordinastie> Flashfire,
it shouldn't even be noticeable
L1322[11:33:53] <Curle> ^
L1323[11:34:12] <Flashfire> Wouldn't that
depend on the structure?
L1324[11:34:38] <williewillus> well ocena
monuments are enormous and I
L1325[11:34:42] <williewillus> ve never
had lag with those
L1326[11:34:43]
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L1327[11:34:51] <williewillus> or those
new end cities
L1328[11:35:03] <Flashfire> I see
L1329[11:35:14] <williewillus> it seems
the structures just batch up a ton of setblockstate 2 calls
together
L1330[11:35:31] <williewillus> and makes
sure they stay within a bounding box
L1331[11:35:36] <Curle> my Teleporter is
flipping it's shit with my custom portal :/
L1332[11:35:38] <Ordinastie> is it even
possible to have different localization for subblocks without a
specific ItemBlock ?
L1333[11:35:53] <Flashfire> I tried not
generating anything outside the chunk but it still took 70s
L1334[11:36:06] <Flashfire> Crashed the
server of course
L1335[11:36:20] <williewillus> what are
you generating lol
L1336[11:36:21] <diesieben07> Ordinastie,
you cant have subblocks without ItemBlock period
L1337[11:36:27] <williewillus> like any
intensive calculations?
L1338[11:36:31] <diesieben07> because
Item.getMetadata is 0 by default
L1339[11:36:43] ***
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L1340[11:36:44] <Flashfire> Well the
structure is a self building maze
L1341[11:37:11] <Flashfire> So it
recursively creates "path" objects that set blockstates
in a relative 3d array of blockstates
L1342[11:37:12] <michse12> williewillus:
i hope i got the question right... The plugin implemens some sort
of class-system like in common MMRPGS
L1343[11:37:14]
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L1344[11:37:35] <Ordinastie> diesieben07,
gah, I'm dumb, I already have the ItemBlock covered, I can just
forward to the block :x
L1346[11:37:52] <williewillus> none on
1.8 yet
L1347[11:38:39] <Flashfire> Would it
benefit to generate the structure before chunk population and just
build it on population?
L1348[11:38:48] <Ordinastie> except I do
need a specify method for it
L1349[11:40:18] <williewillus>
possibly
L1350[11:40:23] <williewillus>
@flash
L1351[11:42:06] <DebugsPeople> what's the
proper way to register keybinds in 1.8
L1352[11:42:43] <diesieben07> make a new
instance of KeyBinding and register it with
ClientRegistry.registerKeyBinding
L1353[11:43:21] <Curle> Can't find any
1.8.9 mods that add dimensions
L1354[11:43:21] <Curle> ffs
L1355[11:43:26] <Curle> :3
L1356[11:43:42]
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L1357[11:44:53] <Girafi> Curle, RF Tools
Dimensions & Thaumcraft do.
L1358[11:45:23] <DebugsPeople>
diesieben07, how do you make the KeyHandler?
L1359[11:45:49] <Curle> Thaumcraft adds a
dimension?
L1360[11:45:51] <Curle> Since when?
L1361[11:45:53] <diesieben07> you mean
you want a callback when the key is pressed?
L1362[11:46:01]
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L1363[11:46:19] <JC52> eldtrich
L1364[11:46:24] <williewillus> keys
havent changed in 1.8
L1365[11:47:31] <DebugsPeople> yeah
L1366[11:47:43] <DebugsPeople> the
callback
L1367[11:48:20] <diesieben07> check in
ClientTickEvent if it's pressed
L1368[11:48:30] <Unh0ly_Tigg> So, I'm
working on a small update for my website, but I'm running into a
weird issue. I've got this white strip at the top I don't know
where it's coming from:
http://i.imgur.com/gLtUVYD.png .
and when I open the dev tools and highlight the body tag, nothing
exists in that space:
http://i.imgur.com/H2yNtx6.png .
Does anyone know what might be causing this?
L1369[11:48:59]
⇨ Joins: ghowden (~ghowden@publicuhc.com)
L1370[11:49:04] <Unh0ly_Tigg> I know it's
not a forge/minecraft issue, but I'm wondering if anyone here knows
what might be going on.
L1371[11:50:12] <Curle> ga_code?
L1372[11:50:21] <diesieben07> html
element can also have style,
L1373[11:50:25] <Curle> It adds a white
strip for me
L1374[11:51:33] <Unh0ly_Tigg> well,
adding a margin-top and a padding-top of 0 to html via css doesn't
change anything.
L1375[11:51:54] ***
kirby|gone is now known as mrkirby153
L1376[11:52:01] <diesieben07> would be
nice to see the css
L1377[11:52:26] <Rushmead> body{ margin:
0; padding: 0; }
L1378[11:52:30] <gigaherz> :3
L1379[11:52:40] <gigaherz> helped my
flatmate with some stuff for his job
L1380[11:52:48] <gigaherz> and I got
gifted Scrap Mechanic in return
L1381[11:53:10]
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L1383[11:53:48] <Curle> ThaumCraft isn't
open-source, ffs
L1384[11:53:59] <Curle> noice, giga
L1385[11:54:57] <Unh0ly_Tigg> Rushmead,
nope, didn't work.
L1387[11:57:23] <masa> I always use this
in the beginning of my css: * { margin: 0; padding: 0; }
L1388[11:57:37] <masa> and then add then
for everything as they need them
L1389[11:58:17] <Unh0ly_Tigg> that didn't
work either...
L1390[11:58:23] <diesieben07> oh
god
L1391[11:58:23] <diesieben07> thats awful
:D
L1392[11:58:29] <diesieben07> unh0ly, not
really sure, i suspect something with the float maybe? not
sure.
L1393[11:58:40] <diesieben07> why is the
header even floating?
L1394[11:58:59] <Unh0ly_Tigg> that fixed
it... -_-
L1395[11:59:11] <diesieben07> removing
the float?
L1396[11:59:15] <Unh0ly_Tigg> yep
L1397[11:59:54] <Curle> minced :P
L1398[12:00:12] <diesieben07> well, so if
header is floating, then it's height is 0...so... not sure
man
L1399[12:00:21] <masa> what is
awful?
L1400[12:00:35] <Curle> Huzzah, they
fixed my CurseForge account
L1401[12:00:43] <Curle> Now
The_Curle
L1402[12:00:44] <Curle> :DD
L1403[12:00:48] <diesieben07> setting
everything to 0 margin/padding
L1404[12:00:57] <diesieben07> use a
normalize css
L1406[12:01:17] <diesieben07> aha
:D
L1407[12:01:23] <diesieben07> floats are
a pain in the butthole
L1408[12:02:01] <Unh0ly_Tigg> I do have a
normalize css. I'm using the v1.1.0 one from
git.io/normalize.
L1409[12:02:16] <diesieben07> i saw
L1410[12:02:19] <diesieben07> i was
talking to masa
L1411[12:02:41] <masa> well without
setting them to 0 everything has stupid default padding and marging
everywhere and everything is all fucked up
L1412[12:02:42] <Unh0ly_Tigg> oh
L1413[12:02:51] <diesieben07> its not
fucked up.
L1414[12:02:55] <diesieben07> they are
reasonably defaults :D
L1415[12:03:03] <masa> not for me they
aren't
L1416[12:03:04]
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L1417[12:03:28]
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L1418[12:03:35] <diesieben07> except that
moment when you then try to use a WHATEVER element somewhere and it
breaks because you did not consider it.
L1419[12:04:03]
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L1420[12:04:23] <shade_phone>
Hello?
L1421[12:04:25]
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L1422[12:04:32] <Curle> Its me.
L1423[12:04:40] <Rushmead> I was
wondering
L1424[12:04:48] <JC52> Is it me you're
looking for?
L1425[12:04:51] <Curle> :33
L1426[12:05:13] <Unh0ly_Tigg>
shade_phone, reading you loud and clear!
L1427[12:05:50] <shade_phone> Awesome...
can never tell with IRCCloud
L1428[12:05:59]
⇨ Joins: ghowden (~ghowden@publicuhc.com)
L1429[12:06:03] <masa> 5 more items on my
TODO list for this 1.8.9 port...
L1430[12:06:13] <Curle> 3 for me :3
L1431[12:06:22] <Curle> 1. finish porting
2. Optimize code 3. carry on
L1432[12:06:37] <JC52> keep calm
L1433[12:06:48] <Unh0ly_Tigg> I've got
about 1000+ items I need to finish before this mod is ready for
public release...
L1434[12:06:48] <masa> keep calms and
continue coding
L1435[12:06:51] <masa> -s
L1437[12:08:19] <Lumien> Is there a
client side equivalent of onNeighborBlockChange ?
L1438[12:09:30] <masa> umm,
onNeighborBlockChange ? :p
L1439[12:09:36] ***
Mine|dreamland is now known as minecreatr
L1440[12:10:02] <Lumien> That doesn't get
called client side
L1441[12:10:22] <Curle> Shitting heck,
there are dev builds
L1442[12:10:40] <JC52> ^ that's new
L1443[12:10:41] <williewillus> i dont
think there's an equivalent
L1444[12:11:22] <williewillus>
markblockforupdate is called on both sides
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L1446[12:11:49] <williewillus> but that
probably isnt what you want it just triggers a rerender
L1447[12:12:11] <Lumien> Yeah, i want to
trigger a re-render when a neighbor block changes
L1448[12:12:49] <shade_phone> fry|sleep:
ive noticed that the obj loader had an issue with applying
TRSRTransformations if OBJProperty is present (someone mentiomed
that it forgets about any other blockstate properties) and im not
sure how to fix it, how does the b3d loader apply the TRSRs for
things like PropertyDirection when B3DProperty is present in
handleBlockState?
L1449[12:13:28] <williewillus> Lumien:
does markblockforupdate serverside work?
L1450[12:13:36] <williewillus> i *think*
that sends a rerender to client
L1451[12:14:01]
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L1452[12:14:05] <shade_phone> there is
markBlockRangeForRenderUpdate()
L1453[12:14:09]
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L1454[12:14:11] <Lumien> it might
actually
L1455[12:14:17] <Lumien> thanks, will try
it
L1456[12:14:25] <williewillus>
shade_phone: that only has an effect clientside
L1457[12:16:45] <shade_phone> True
L1458[12:17:21] <williewillus>
diesieben07: you said that the server is aware of all clients'
clientside view distances - where is that checked? 0.o
L1459[12:17:38] <williewillus> I meant
dedicated server, not SP
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L1461[12:19:04] <diesieben07> actually i
might have been wrong about that.
L1462[12:20:04] <williewillus> i'm just
wondering how the client doesn't throw errors all over when the
client view dist is smaller than the server's
L1463[12:20:10] <masa> well doesn't it
somehow have to know which chunks to send, or does it send all
chunks based on the server side view distance?
L1464[12:20:24] <williewillus> it sends
purely ased on serverside view distance
L1465[12:20:26] <williewillus> in
server.properties
L1466[12:20:31] <williewillus> not sure
what the client does with them
L1467[12:20:50] <diesieben07> it just
loads but doesnt render them probably
L1468[12:21:05] <diesieben07> yes it just
sends all chunks based on the server distance
L1469[12:21:15] <masa> wouldn't it maybe
not add them to the world or at least prune them soon after?
L1470[12:21:32] <diesieben07> the client
does never unload chunks on its own
L1471[12:21:37] <diesieben07> its only
told by the server
L1472[12:21:44] <masa> what? O_o
L1473[12:22:09] <williewillus> yeah
L1474[12:22:21] <williewillus> the server
has to send the client an empty packet to unload its chunks
L1475[12:23:05] <masa> so if that packet
gets lost the client side is leaking chunks quite happily?
L1476[12:23:24] <williewillus> probably
?shrug
L1477[12:23:25]
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L1478[12:25:32] <masa> does someone know
a good way to change the stackSize text rendering?
L1479[12:26:01] <masa> now that NEI isn't
a thing, I guess i could override the RenderItem instance in the
GuiContainer
L1480[12:26:09]
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L1481[12:26:14] <williewillus> i wouldn't
count on that
L1482[12:26:19] <masa> but, it doesn't
know about the slot it is rendering for
L1483[12:26:25] <williewillus> overriding
a field like that is always meh
L1484[12:26:38] <williewillus> better to
compose it but even then meh
L1485[12:26:40] <PaleoCrafter> masa,
Item.getFontRenderer
L1486[12:26:46] <masa> well for the
duration of drawScreen at least
L1487[12:27:05] <masa> PaleoCrafter: that
would mean they need to be my items?
L1488[12:27:27] <PaleoCrafter> oh, yeah,
I assumed that's given :P
L1489[12:28:01] <masa> no this is just my
GUI where i want to change the rendering
L1490[12:28:27] <PaleoCrafter> ah, then
you can just take over the item rendering :P
L1491[12:28:58] <masa> right, but that
leaves the proglem that it doesn't know about the slot :/
L1492[12:29:20] <PaleoCrafter> I mean
completely take over the rendering :P
L1493[12:29:25] <williewillus> if its
your own gui you can just ake it all over
L1494[12:29:39] <masa> I think I'll have
to
L1495[12:30:09] <masa> in 1.7 I couldn't
because it would break NEI because it uses ASM hacks to inject
itself intothe drawScreen :/
L1496[12:30:30] <PaleoCrafter> hehe
L1497[12:30:33] <Ordinastie>
Ordinastie> hum, I have an ArrayIndexOutOfBoundException when
inside RegionRenderCache.getBlockState(BlockPos pos) :x
L1498[12:30:37] <masa> but it did provide
a nice method to override the itemrender, which was
slot-aware
L1499[12:30:49] <Ordinastie>
<Ordinastie> I think because I try to get stuff outside the
cache
L1500[12:30:49] <Ordinastie>
<Ordinastie> but I don't really go that far away from the
original pos
L1501[12:30:49] <Ordinastie>
<Ordinastie> like I render the block 0,56,1 and fails at
-3,56,1
L1502[12:31:00] <Ordinastie> if anybody
has an idea
L1503[12:32:44] <Nitrodev> Pennyw95, you
here?
L1504[12:32:51] <masa> hm, so if i
"override" a private method, then the original will still
get called from that overridden class, right?
L1505[12:33:18] <Pennyw95> yes
L1506[12:33:31] <Nitrodev> the
decompworkspace works now
L1507[12:33:36] <masa> bleh I hate
private methods ;_;
L1508[12:34:00] <Pennyw95> ah, nice
L1509[12:34:04] <Pennyw95> what did you
change?
L1510[12:34:06] <Nitrodev> i needed to
add org.gradle.jvmargs=-Xmx3G to the properties file
L1511[12:34:11] <PaleoCrafter> you could,
technically, AT it :P
L1512[12:34:15] <Nitrodev> note the
citation marks are gone
L1513[12:34:27] <Pennyw95> oh, my
bad
L1514[12:34:49] <williewillus> masa:
private methods are not subject to inheritance at all
L1515[12:34:56] <Nitrodev> it's fine,
fellas at #ForgeGradle helped me
L1516[12:35:11] <williewillus>
"overriding" them is impossible since they aren't even
virtual
L1517[12:35:34] <williewillus> I believe
they're invoked using invokespecial
L1518[12:35:58] <Nitrodev> what is the
naming rule for packages?
L1519[12:36:22]
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L1520[12:36:22] <masa> mmkay, not exactly
sure what that means :p
L1522[12:36:59] <Nitrodev> okay
L1523[12:37:21] <williewillus> masa:
constructors and private methods are called in a way that doesn't
care at all about "overriding" ,even if a subclass has a
method with the exact same signature
L1524[12:37:50] <diesieben07> they are
basically like static methods, which method is called is determined
at compile time
L1525[12:37:57] <masa> right, so the
subclass's method is completely separate and only available there
and possible to sub-sub-classes?
L1526[12:38:14] <diesieben07> private
methods are private. only the class itself can call it.
L1527[12:38:51] <masa> well it means that
I need to override drawScreen as well :/
L1528[12:38:51]
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L1529[12:39:08] <diesieben07> or use an
AT
L1530[12:39:09]
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L1531[12:39:40] <williewillus> does
AT-ing a private method to public reroute all the invokespecial
calls to it to invokevirtual?
L1532[12:39:43] <diesieben07> yes
L1533[12:39:46] <PaleoCrafter> hm...
should it be forge's job to transfer capabilities on players?
L1534[12:39:48] <williewillus> nice
L1535[12:39:55] <PaleoCrafter> (i.e. on
clone)
L1536[12:39:55] *
diesieben07 did that
L1537[12:39:58]
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L1538[12:40:15] <masa> hmm actually... I
thought of an evil workaround, maybe :D
L1539[12:40:18] *
Curle doesn't give a shit
L1540[12:40:20] <Curle> :3
L1541[12:40:21]
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L1542[12:42:41] <Pennyw95> texures?
aren't restricted to 16x res, right?
L1543[12:42:58] <masa> nope
L1544[12:43:19] <Pennyw95> If I make my
image with 20x nobody would care, righgtg?
L1545[12:43:27] <masa> but they are in my
game though ;D
L1546[12:43:34] <PaleoCrafter> Pennyw95,
MC would care
L1547[12:43:41] <PaleoCrafter> the
dimensions must be powers of two
L1548[12:43:56] <masa> I can't stand
higher resolution resource packs, or anything other than vanilla
actually
L1549[12:44:05] <Pennyw95> ah, so Ic an
either have 16x or 32x?
L1550[12:44:21] <PaleoCrafter> and every
other power of two, yes :P
L1551[12:44:22] <Nitrodev> do 16x it's
easier on your pixel art skills :P
L1552[12:44:34] ***
K-4U|Mobile is now known as K-4U
L1553[12:44:36] <Pennyw95> my pixel art
skills are close to null
L1554[12:44:45] <Nitrodev> me too
:P
L1555[12:44:48] <PaleoCrafter> (although,
might actually be limited to numbers bigger than 16, who
knows)
L1556[12:44:52] <masa> I have one item
texture in my mod that is 32x ;_;
L1557[12:45:01] <Pennyw95> it sucks to
rely on other people to get good art but heh
L1558[12:45:12] <masa> just couldn't fit
it in 16x, unless I'd had just thrown away all the detail
L1559[12:45:14] <Nitrodev> well i've
never heard of any textures being smalelr than 16x
L1560[12:45:33] <PaleoCrafter> creating
something on 16x16 that looks nice actually requires a lot of skill
:P
L1561[12:45:34] <masa> there are 8x packs
I believe, might be smaller as well
L1562[12:45:39] <Pennyw95> a 8x
texturepack can exist
L1563[12:45:46] <Nitrodev> then again the
items would have to be pretty simple/ugly if they were 4x4 or
8x8
L1564[12:45:54] <masa> :p
L1565[12:46:08]
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L1567[12:46:19] <masa> lets do 1x1
textures, then my art skills won't stick out so badly ;D
L1568[12:46:26]
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L1570[12:46:45] <Pennyw95> I've
noticed....I gave "pro" softwares like gimp and krita a
shot but I really can't even find the pencil...and go back to
paint.net
L1571[12:46:53]
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L1572[12:47:05] <masa> I love gimp at
least when making mc textures
L1573[12:47:08] <Pennyw95> after all,
paint.net should be good for 16x stuff
L1574[12:47:19] <masa> I know all the
keybinds I need when doing normal stuff
L1575[12:47:25] <masa> so it's really
fast
L1576[12:48:05] <Pennyw95> I only need
one texture...then I can finally release
L1577[12:48:07]
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L1578[12:48:09] <masa> N, O, R, U, shift
+ O, ctrl + shift + A, ctrl + , etc
L1579[12:48:47] <masa> ctrl + x, ctrl +
v, ctrl + H, shift + E
L1580[12:48:57]
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L1581[12:49:45] <Nitrodev> all i do when
making textures is find if vanilla has same kinda of textures and
copy those
L1582[12:49:51] <Nitrodev> like with my
wooden crate
L1583[12:49:52] <Pennyw95> I also have to
choose what model to use...what are your first impressions on
those? I need to use that "techy" texture so I thought a
simple pedestal would be inconsistent, but I'm not too fond of the
spider-like look the other model has...
http://imgur.com/a/pQJK0
L1584[12:50:30] <Nitrodev> is that an
item holder pedestal?
L1585[12:50:40] <Pennyw95> it is
L1586[12:51:15] <Pennyw95> maybe I could
a cube skeleton, and render the item inside it..mh
L1587[12:51:25]
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L1588[12:51:37] <Nitrodev> then the
spider-like would be better
L1589[12:51:42] <Nitrodev> atleast that's
my opinion
L1590[12:51:57]
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L1592[12:52:45] <Pennyw95> well I think
the concept is cool but the current one with bars is ugly
L1593[12:53:35] <Nitrodev> but it kinda
makes more sense to have bars
L1594[12:53:47] <Nitrodev> but hey you're
the dev so you got the final choice
L1595[12:54:18]
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L1596[12:54:48] <Pennyw95> well,
sometimes a fresh pair of eyes helps...when you know too much yor
judgement might get hindered
L1597[12:56:17] <Lumien> Okay so
markBlockForUpdate only actually re renders the chunk if the block
at the position changed
L1598[12:56:38] ***
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L1599[12:56:47] <Curle> :D
L1600[12:56:59] <Curle> I'm teaching
someone modding
L1601[12:57:01] <Curle> huzzah
L1602[13:01:13] <Nitrodev> Oh
L1603[13:01:20] <Nitrodev> one of your
kids?
L1604[13:04:12] <Pennyw95> I guess some
32x texture won't hit the performance so much, would they?
L1605[13:05:16] <gigaherz> nah
L1606[13:05:35] <gigaherz> it may look
out of place if it's like, in the inventory or in a block
L1607[13:05:56] <Pennyw95> no, they're
letters
L1608[13:05:56] <LatvianModder> finally
back to pc
L1609[13:06:05] <Pennyw95> they'll float
with a tesr
L1610[13:06:45] ***
Darkhax_AFK is now known as Darkhax
L1611[13:09:08] <masa> awww yeah I
thought some more even hackier shit to do this, I'm loving it
<3
L1612[13:10:29] <Curle> o/ lat
L1613[13:10:37] <Curle> You're + ?
L1614[13:10:37] <Curle> :D
L1615[13:10:52] <LatvianModder> o/
L1616[13:10:54] <LatvianModder> aye
L1617[13:10:54]
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L1620[13:12:37] <PaleoCrafter> you're
doing way better than the Yogscast, gigaherz
L1621[13:12:52] <gigaherz> that's easy
though
L1622[13:12:54] <gigaherz> XD
L1623[13:12:58] <PaleoCrafter> true
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L1625[13:15:24] <MalkContent> is this
multipart capability thing in forge yet?
L1626[13:15:50] <PaleoCrafter>
capabilities - yes
L1627[13:15:53] <PaleoCrafter> multipart
- no
L1628[13:15:53] <PaleoCrafter> :P
L1629[13:15:59] <Malrama> Are there any
good modding minecraft 1.8.9 guides out there? I found an
incomplete one but it stoped on creating blocks, which is not
really hard.
L1630[13:16:05] <gigaherz> nope the only
capability integrated in forge is IItemHandler
L1631[13:16:06] <MalkContent> or a better
question: is there a list of forge capabilities somewhere?
L1632[13:16:14] <gigaherz> yes:
IItemHandler.
L1633[13:16:18] <Malrama> I really want
to lean how to mod minecraft as I am pretty good in java
L1634[13:16:19] <MalkContent> a,
right
L1635[13:16:23] <MalkContent>
thanks
L1636[13:16:26] <Curle> guis
L1638[13:16:32] <gigaherz> I explain it
in here
L1639[13:16:36] <Curle> how do
reflection?
L1640[13:16:43] <PaleoCrafter> people
kinda failed on suggesting other caps xD
L1641[13:17:11] <gigaherz> Malrama: there
aren't many good tutorials for 1.8.9 yet
L1642[13:17:15] <gigaherz> but it's
almost ideantical to 1.8
L1643[13:17:18] <MalkContent> well if
IItemHandler doesnt work for barrels
L1644[13:17:22] <gigaherz> so any
tutorial for 1.8 should work as a good "base"
L1645[13:17:27] <MalkContent> I suggest a
barrel cap :P
L1647[13:17:29] <tterrag|ZZZzzz>
>_>
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L1649[13:17:37] <PaleoCrafter> why
wouldn't they, MalkContent? :P
L1651[13:17:49] <gigaherz> but it's
somewhat incomplete
L1652[13:18:01] <gigaherz> I'm trying to
help ;P
L1653[13:18:04] <Malrama> gigaherz: yeah
but its not worth to learn modding for older versions. I did one
small mod for minecraft 1.7.10 but its seems to have changed a lot
in 1.8.9
L1654[13:18:17] <gigaherz> yes
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L1656[13:18:22] <gigaherz> but most of
the changes were between 1.7 and 1.8
L1657[13:18:27] <gigaherz> 1.8 to 1.8.9
is close
L1658[13:18:39] <MalkContent> last i
checked it didn't have anything treating barrel like storage
specially
L1659[13:19:04] <PaleoCrafter> that's the
point, it's as general purpose as possible :P
L1660[13:19:11] <gigaherz> IItemHandler
needs to be implemented by mods
L1661[13:19:17] <gigaherz> that's the
"missing step"
L1662[13:19:25] <Curle> I have 3 errors
left in my port :DD
L1663[13:19:33] <MalkContent> true
L1664[13:19:36] <gigaherz> I'm not sure
if there's any auto-IItemHandler-er for IInventory tiles
L1665[13:19:45] <MalkContent> but it does
not offer a good way to deal with barrels yet
L1666[13:19:51] <gigaherz> but it would
be easy to do if not
L1667[13:19:53] <MalkContent> how to you
query the contents of a barrel
L1668[13:19:59] <MalkContent> return an
oversized stack?
L1669[13:19:59] <gigaherz> uh
L1670[13:20:04] <gigaherz> no
L1671[13:20:12] <gigaherz> return as many
stacks as the barrel has capacity
L1672[13:20:12] <Nitrodev> alrighty now i
got every storage unit item done
L1673[13:20:17] <gigaherz> like you'd do
for a chest
L1674[13:20:20] <MalkContent> say
"there's x full stacks in there, but you only may access stack
0"
L1675[13:20:33] <Nitrodev> well except
the one that uses my to be custom ore as a crafting material
L1676[13:20:37] <Nitrodev> and
texture
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L1678[13:21:07] <tterrag> gigaherz: most
barrels work by storing a "dummy" stack (since stack size
is a technical byte) and then storing the true stack size
separately
L1679[13:21:40] <gigaherz> ah
L1680[13:21:47] <gigaherz> well then it's
even easier ;p
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L1683[13:23:02] <MalkContent> I'd love at
least a barrel flag that all barrels could use
L1684[13:23:03] <Nitrodev> those*
L1685[13:23:15] <gigaherz> that'd be
pointless, MalkContent
L1686[13:23:28] <gigaherz> why would you
want to treat barrels separately?
L1687[13:23:47]
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L1688[13:23:55] <gigaherz> a pipe/hopper
isn't going to extract more than one "standard stack" at
a time
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L1690[13:24:33] <MalkContent> one
example: steves factory manager and jabba barrels back in the
day
L1691[13:24:41] <gigaherz> something oyu
could do
L1692[13:24:44] <gigaherz> is have an
"insert" slot
L1693[13:24:47] <gigaherz> that is always
empty
L1694[13:24:57] <gigaherz> an extract
slot that is always full (as full as possible)
L1695[13:24:59] <MalkContent> factory
manager could only see 1 stack at it's regular stack size
L1696[13:25:09] <gigaherz> and then N
extra slots for the remainder of the capacity, that can't be
extracted from
L1697[13:25:26] <MalkContent> just one
example of a mod interacting derpily with a barrel
L1698[13:25:50] <MalkContent> or say, if
you get a tc golem, tell it to keep 3 stacks worth of cobble in a
barrel
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L1700[13:26:01] <MalkContent> or a
turtle
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L1702[13:26:11] <MalkContent> it sees 1
stack
L1703[13:26:52] <MalkContent> I'll have a
look at the itemhandler again, maybe I'm just being stupid
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L1707[13:28:20] <MalkContent> in any case
the multipart capability is gonna be lovely to have :)
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L1709[13:28:58] <PaleoCrafter> multiparts
themselves won't be capabilities, as far as I'm aware :P
L1710[13:29:24] <PaleoCrafter>
capabilities are just required to be able to do anything with
multiparts
L1711[13:29:39] <MalkContent> idk what it
was called again. it had a capability and a mod
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L1713[13:30:30] <MalkContent> the point
being that modders would only have to deal with a single api when
going "i guess, this pipe/tube/whatever only fills the middle
of the block and people can place chisel n bits around
it"
L1714[13:31:07] <PaleoCrafter> yeah,
that's what capabilities are for
L1715[13:31:55] <MalkContent> so that's
gonna be lovely to have then :P
L1716[13:31:56] <PaleoCrafter>
externally, you only know about the stuff that's accessible from
the sides
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L1718[13:32:47] <MalkContent> ?
L1719[13:33:08] <MalkContent> a.
L1720[13:33:11] <masa> MalkContent: I'm
not sure, but I think the getStackInSlot() in IItemHandler was
allowed to return oversized satcks, ie. as large as there actually
are items? But the extract and insert methods need to respect the
maxStackSize
L1721[13:33:58] <masa> so getStackInSlot
is just for querying contents
L1722[13:34:12] <masa> but I need to
check that myself soon when I get to porting stuff to using
IItemHandler
L1723[13:34:38] <MalkContent> yea but
returning oversized stacks there is gonna potentially explode an
unexpecting mod
L1724[13:35:03] <tterrag> I wouldn't be
surprised if mods expect byte-sized stack sizes
L1725[13:35:08] <tterrag> I mean, that's
what vanilla expects
L1726[13:35:35] <MalkContent> paleo, you
were the rendering guy, no?
L1727[13:35:55] <PaleoCrafter> uhm... I
know a bit of rendering, but fry is commonly considered "the
rendering guy" :P
L1728[13:36:00] <MalkContent> a,
right
L1729[13:36:37] <MalkContent> anyways
item stacks on the ground are still having their item icons in a
neat row, instead of the icons being cluttered around a bit
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L1731[13:38:25] <Curle> i have 2 errors
left in my port
L1732[13:38:27] <Curle> And they will not
go away :(
L1733[13:38:29] <williewillus> wasnt
there a boolean switch somewhere to control that
L1734[13:38:32] <williewillus> the
clumping
L1735[13:38:49] <PaleoCrafter> do they
randomly move or what, Curle? oo
L1736[13:39:26] <williewillus> ah
RenderEntityItem.shouldSpreadItems
L1737[13:39:44] <williewillus> but it
seems to be unused?
L1738[13:39:59] <masa> the javadoc for
getStakInSlot() says that the stack size may be greater than the
max stack size
L1739[13:40:24] <masa> and if someone
starts using this new interface and doesn't properly handle large
stacks, then that is thei fault
L1740[13:41:17] <Curle> I fix one error,
and another pops up in another class
L1741[13:41:35] <gigaherz> Curle: enable
parallel compilation, then
L1742[13:41:50] <Curle> To fix that
error, I have to revert the other error, but the other error was to
do with the thing I changed first!
L1743[13:41:51] <gigaherz> IDEa by
default compiles one file at a time, and will stop at the first
error
L1744[13:41:58] <Curle> There's no
winning with java
L1745[13:42:02] <gigaherz> uh
L1746[13:42:09] <gigaherz> if oyu have
"circular errors" your design is wrong lol
L1747[13:42:10] <gigaherz> XD
L1748[13:42:32] <Curle> Tell me something
I don't know
L1749[13:42:44] <Curle> It works, at
least, if I ignore the error :P
L1750[13:42:55] <gigaherz> ....?
L1751[13:43:04] <gigaherz> how can it
possibly "work" if you ignore an error?
L1752[13:43:05] <Curle> May have to
change 3/4 of the mod though :P
L1753[13:43:18] <gigaherz> or is it not a
compile-time error?
L1754[13:43:30] <gigaherz> do you use the
word "error" to refer to exceptions?
L1755[13:43:32] <Curle> Nope
L1756[13:43:40] <Curle> Hard to
explain
L1757[13:44:01] <Curle> Turbo-typing mode
engage!
L1758[13:44:11] <gigaherz> oyu can turn
it off?
L1759[13:46:45] <Curle> what, turbo
typing or the error?
L1760[13:46:50] <Curle> :P
L1761[13:50:39] ***
amadornes[Streaming] is now known as amadornes
L1762[13:51:09] <Javaschreiber> Am
currently porting my mod to 1.8.9 (from 1.7.10). They really
changed a lot...
L1763[13:51:27] <gigaherz> yep
L1764[13:51:34] <RANKSHANK> Does anyone
here know how Lex wants the test mods packaged for the PR's?
L1765[13:52:10] <gigaherz> the debug
"mods" usually look like a single .java file with a bunch
of nested classes
L1766[13:52:35] <Curle> AHA
L1767[13:52:37] <Curle> 1 error
left!
L1768[13:52:43] <Wuppy> \o/
L1769[13:52:46] <Wuppy> congrats :)
L1770[13:53:26] <Curle> Javaschreiber: I
am porting to 1.8.9 from 1.7.10, nearly finished :D
L1771[13:53:28] <Curle> It can be
done!
L1772[13:54:06] <Curle>
#moreinspirationalthanshielabeouf
L1773[13:54:08] <gigaherz> ofc it can be
done
L1774[13:54:08] <gigaherz> ;P
L1775[13:54:12] <Javaschreiber> Congrats!
I'm having trouble sorting out the whole rendering stuff. Am
currently only fixing the BlockPos and EnumFacing stuff.
L1776[13:54:22] <gigaherz> if Tinker's
construct did it, you can do it too!
L1777[13:54:22] <gigaherz> ;p
L1778[13:54:29] <Javaschreiber> I
guess.
L1779[13:55:25] <RANKSHANK> Yeah I know
what to write for barebones mod; I just have no idea where it's
meant to be placed in the fork
L1780[13:56:07] <Curle> PRs?
L1781[13:56:44] <gigaherz> Javaschreiber:
best thing to do for porting, is ask here ;P
L1782[13:57:12]
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L1783[13:57:55] <RANKSHANK> Curle Pull
Requests
L1784[13:59:36] <williewillus> if botania
did it you can do it too!
L1785[13:59:37] <williewillus> (tm)
L1786[13:59:56] <shadowfacts> If willie
can port over 9000 mods, you can port just one!
L1787[14:00:03] <williewillus> *4
:P
L1788[14:00:14] <Javaschreiber> I heard
that there is a new Bucket system, so that I don't have to write my
own BucketFillEvent handler. Does anyone know which class I should
have a look at?
L1789[14:01:24] <gigaherz>
DynBucket
L1790[14:01:39] <Javaschreiber> In which
packet is it?
L1791[14:01:43] <PaleoCrafter> the bucket
stuff only is for the models though
L1793[14:01:59] <gigaherz> check the
testmod i nthe forge repo as an example of it
L1794[14:02:16] <tterrag> williewillus:
could you squash your sides PR, and add it to the index?
L1795[14:02:21] <tterrag> it looks good
but it won't show up on rtd :P
L1796[14:02:37] <tterrag> gigaherz: I
added a few more notes to your PR, fix those and I'll merge
L1797[14:03:55] <gigaherz> thx, on
it
L1798[14:04:30] <tterrag> gigaherz: you
should probably also squash a bit
L1799[14:04:54] <tterrag> 2 commits, one
for IEEP/WSD and one for caps
L1800[14:05:20] <gigaherz> will do
L1801[14:05:41] <masa> alright, stack
size rendering done, now 4 items left on the TODO list...
L1802[14:07:11] <williewillus> tterrag:
done
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L1810[14:16:03] <gigaherz> tterrag:
done
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L1813[14:16:45] <Curle> I can't figure
out why this line is erroring
L1814[14:17:18] <sham1> So, when will
that side doc be ready ;)
L1815[14:17:18] <diesieben07> define
"erroring"
L1816[14:17:29] <gigaherz> what error,
exactly?
L1817[14:17:32] <diesieben07> also,
copypasta code.
L1818[14:17:35] <diesieben07> gtfo
L1819[14:18:08] <Curle> diesie: it's a
nether portal clone, shush
L1820[14:18:18] <diesieben07> that is not
an excuse.
L1821[14:18:42] <Curle> Hey, I was lazy,
code optimization is later, I need to get it working first
L1822[14:18:58] <diesieben07> this is not
about optimization
L1823[14:19:00] <diesieben07> i can't
read that shit
L1824[14:19:05] <diesieben07> if you want
help, code properly :D
L1825[14:19:26] <Curle> :/
L1826[14:20:14] <sham1> Messing with
tracers is harder than expected
L1827[14:20:22] <PaleoCrafter> you might
even be able to understand the issue yourself if you know what all
the stuff means :P
L1828[14:21:20] <Curle> I know what it
means, I know what it does
L1829[14:21:40] <Curle> I just don't know
why it's telling me it's not available for Block
L1830[14:21:55] <PaleoCrafter> then go
learn Java
L1831[14:21:58] <Curle> It's in a
BlockPortal class, it's returning the block I'm using there
L1832[14:22:25] <diesieben07> you 100% do
NOT understand that class
L1833[14:22:36] <diesieben07> or you are
a genious and shoud not be wasting your time with modding a stupid
game
L1834[14:22:48] <Curle> diesie, gtfo
:)
L1835[14:22:56] <diesieben07> no.
L1836[14:23:55] <diesieben07> if you
write shit code, deal with being shit on :P
L1837[14:23:58] <sham1> why should he
leave
L1838[14:24:08] <PaleoCrafter>
*shat
L1839[14:24:19] <diesieben07>
shiuttated
L1840[14:25:14] <sham1> shat*
L1841[14:25:26] <diesieben07> gtfo
L1842[14:25:30] <PaleoCrafter>
*defecated
L1843[14:25:33] <sham1> no
L1844[14:26:13] <sham1> I dont deserve to
get the fuck out
L1845[14:26:26] <Curle> Okay
L1846[14:26:31] <Curle> I fixed it
L1847[14:26:47] <Curle> Had to change the
type of 3 classes :3
L1848[14:28:11] <masa> hmm so, are
capabilities required/recommended for IItemHandler, or can I just
implement the interface in my TileEntities? or both?
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L1850[14:29:17] <PaleoCrafter> the
former
L1851[14:29:54] <masa> required?
L1852[14:30:06] <PaleoCrafter> yeah
L1853[14:30:15] <masa> hm
L1854[14:30:25] <PaleoCrafter> it isn't
really *required*, but it doesn't make much sense without
capabilities xD
L1855[14:30:40] <masa> why not?
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L1857[14:31:35] <masa> because everyone
is only querying for it via capabilities?
L1858[14:31:37] <PaleoCrafter> well, for
one, the hooks for the hopper etc. don't take the TE implementing
it into account
L1859[14:31:42] <PaleoCrafter> yeah
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L1861[14:31:45] <masa> mmkay
L1862[14:32:20] <masa> well time for some
food, then I'll have to try to figure out the capabilities
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L1867[14:39:52] <gigaherz> my doc was
just merged \o/
L1868[14:39:52] <gigaherz> ;P
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L1871[14:41:37] <PaleoCrafter> ^
tterrag
L1872[14:41:43] <tterrag> probably
L1873[14:42:05] <tterrag> I'll go through
and improve formatting later
L1874[14:42:35] <PaleoCrafter> and I'd
put the "Concepts" section right after Getting
started
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L1876[14:45:10] <masa> gigaherz: thanks!
:p
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L1887[15:07:51] <LexDesktop> !gm
func_177958_n
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L1889[15:07:59] <LexDesktop> !gm
func_177956_o
L1890[15:08:09] <LexDesktop> !gm
func_177952_p
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L1900[15:26:16] <gigaherz> ah I wasn't
aware that those existed
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L1905[15:33:10] <sham1> Welp, at least
you can use IItemHandler with IInventory
L1906[15:33:30] <sham1> Which is good as
you need IInventory for GUIs
L1907[15:33:33] <sham1> And
containers
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L1912[15:44:17] <LexDesktop> not
nessasarily
L1913[15:44:36] <LexDesktop> but the
point is to move away from those.
L1914[15:45:20] <diesieben07> but then we
need a rewrite of Container, Slot, GuiContainer, etc.
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L1917[15:45:47] <sham1> The container
stuff is the bare minumum you should use IInventory and
ISidedInventory for
L1918[15:45:58] <LexDesktop> Most likely
yes, but there should be ways of doing it with a wrapper
L1919[15:46:19] <sham1> BTW tterrag, I
just did some changes so now my proxy doc can be pulled
L1920[15:47:06] <LexDesktop> your objects
themselves shouldnt need to have IInv anymore, its not a perfect
solutiuon but for the parts where you CAN get away from not having
it, you should avoid the old shit.
L1921[15:47:19] <sham1> mmm
L1922[15:47:43] <diesieben07> not sure
how you'd implement IInventory on top of IItemHandler, since IINv
needs shiit like setStackInSlot
L1923[15:47:47] <diesieben07> which you
simply cannot do with IItemHandler
L1924[15:48:11] <diesieben07> or rather,
not straightfoward
L1925[15:48:18] <LexDesktop> which is the
point of it.
L1926[15:48:23] <diesieben07> i
know
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L1929[15:54:16] <masa> hmm right, so I
need to keep IInventory still
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L1933[15:58:03] <LexDesktop> You
shouldn't implement it on your TE
L1934[15:58:18] <LexDesktop> But yes
you'll probably still need it as vanilla is shit.
L1935[15:58:24] <sham1> You could have
the IInventory be a common implementation then
L1936[15:58:35] <sham1> For all stuff in
your mod
L1937[15:58:46] <sham1> You just need the
capability instance to access the items
L1938[15:58:49] <masa> uh what... how do
I do containers and GUIs if I don't have the IInventory they need
to access the stuff?
L1939[15:58:56] <gigaherz> in one of my
mods
L1940[15:59:05] <gigaherz> Ideasigned an
"automation API" before I learned about
IItemHandler
L1941[15:59:13] <gigaherz> I made a
wrapper inside my container
L1942[15:59:18] <gigaherz> that calls the
api
L1943[15:59:33] <gigaherz> well, two
wrappers
L1944[15:59:42] <LexDesktop> IInventory
is a less sane IItemHandler something that has acces sto internal
data.
L1945[15:59:46] <gigaherz> basically all
calls to "setstackinslot" on the client expose a fake old
iinventory
L1946[15:59:51] <LexDesktop> Do you need
to write a wrapper that has access to the itnernal data
L1947[15:59:54] <LexDesktop> its not
fucking hard...
L1948[15:59:55] <gigaherz> and on the
server, they do "insertItem"
L1950[16:02:01] <gigaherz> it's not an
exact match with IItemHandler though so the links may not be useful
to you
L1951[16:02:02] <gigaherz> ;p
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L1954[16:04:14] <masa> why do you have
isUeableByPlayer() and isItemvalidForSLot() return false?
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L1956[16:04:34] <gigaherz> because I'm
not making use of that
L1957[16:04:49] <gigaherz> I override
item removal/insertion
L1958[16:05:13] <gigaherz> on the mouse
event
L1959[16:05:37] <masa> mmkay
L1960[16:05:38] <gigaherz> the inventory
wrappers are mostly there just for the display
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L1962[16:07:03] <gigaherz> quirks of
trying to implement a scrollable inventory similar to the AE2
interface panels
L1963[16:07:06] <tterrag> bit off topic -
but anyone in here good with C++? I am not...and I have two classes
in it this semester (not intros)
L1964[16:07:16] <gigaherz> I know some
C++
L1965[16:07:24] <sham1> ^
L1966[16:07:30] <gigaherz> haven't really
done much with C++11/14/17
L1967[16:07:36] <gigaherz> but I can
defend myself
L1968[16:07:42] <tterrag> I don't think
I'm using much from 11
L1969[16:07:44] <sham1> I also know
something, but if it has to do something with templates, I'm
out
L1970[16:07:51] <tterrag> let me set up a
git repo for this project :P
L1971[16:07:53] <gigaherz> i can do
templates
L1972[16:07:55] <tterrag> it does have
something to do with templates lol
L1973[16:07:58] <MoxieGrrl> How do you
defend yourself with C++?
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L1975[16:08:04] <sham1> Pointers
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L1977[16:08:14] <sham1> They can be used
to hurt
L1978[16:08:30] <gigaherz> MoxieGrrl:
"program this or die" -> I might survive
L1979[16:08:36] <gigaherz> hence, I can
defend myself
L1980[16:08:37] <MoxieGrrl> Heh.
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L1984[16:13:02] <tterrag> gigaherz: the
task - as typical of midlevel CS courses, is to implement sorting
algorithms again, but in this case I have to count the operations
it took
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L1988[16:13:50] <tterrag> I'm sure I'm
doing a lot of stupid stuff but all I have to go on atm is the
official spec
L1989[16:15:40] <williewillus> i think
opcount can just be a member instead of a pointer. but I'm a c/cpp
beginner too so ignore me :P
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L1991[16:16:35] <tterrag> it needs to be
a pointer so that it's updated in-place
L1992[16:16:41] <tterrag> I don't want to
have to query it
L1993[16:16:53] <tterrag> it may make my
life easier to require a getter though :P
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L1995[16:18:29] <gigaherz> tterrag: since
you already have the getter, the pointer seems meaningless ;P
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L1997[16:18:35] <tterrag> true
enough
L1998[16:18:36] <tterrag> I'll change
it
L1999[16:18:58] <gigaherz> counting
operations seems weird though
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L2001[16:19:06] <gigaherz> what do they
consider an operation?
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L2003[16:19:56] <tterrag> I assume a
comparison
L2004[16:21:16] <tterrag> gigaherz: repo
udpated
L2005[16:21:18] <tterrag> this is my
error now
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L2007[16:21:42] <tterrag> sec...
L2009[16:22:03] <tterrag> which...I have
NO clue what that means
L2010[16:23:32] <williewillus> lol that
mangled name
L2011[16:23:33] <gigaherz> in general
terms, it means the linker couldn't find the symbol
L2012[16:23:41] <gigaherz> but
L2013[16:23:47] <gigaherz> i'm not sure
what's causing it
L2014[16:23:48] <tterrag> do I need to
redef the constructor?
L2015[16:24:00] <mikebald> looks like it
can't find the default constructor & deconstructor...
disclaimer: not a C++ expert
L2016[16:24:19] <tterrag> they are
defined in SOrter though
L2017[16:24:22] <tterrag> and they are
not virtual :(
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L2019[16:24:50] <mikebald> the
deconstructor is virtual
L2020[16:25:13] <gigaherz> eh
L2021[16:25:14] <gigaherz> no they are
not
L2022[16:25:15] <tterrag> right...
L2023[16:25:16] <gigaherz> they are
declared
L2024[16:25:18] <gigaherz> but not
defined
L2025[16:25:25] <tterrag> well they don't
do anything
L2026[16:25:29] <gigaherz> they don't
have a body
L2027[16:25:31] <tterrag> how can I just
say " do nothing " :P
L2028[16:25:35] <williewillus> {}
L2029[16:25:35] <gigaherz> that means
they are defined externally
L2030[16:25:37] <tterrag> same as java?
{}
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L2032[16:25:38] <gigaherz> {}
L2033[16:25:39] <gigaherz> yes
L2034[16:25:41] <tterrag> mk
L2035[16:25:56] <tterrag> wow it
built
L2036[16:25:57] <tterrag> magical
L2037[16:26:10] <williewillus> gigaherz:
would it be bad practice to just put {} in the header? :P haven't
had enough c++ experience to know
L2038[16:26:18] <williewillus> or should
everything strictly be split
L2039[16:26:21] <Gorzoid> could some1
tell me how to add an if(staticfunc()) return; in bytecode for a
class trnsformer
L2040[16:26:26] <gigaherz> depends on the
case
L2041[16:26:27] <gigaherz> for
templates
L2042[16:26:29] <Gorzoid>
*transformer
L2043[16:26:31] <gigaherz> it's pretty
much required
L2044[16:26:38] <gigaherz> there's two
ways to work with templates
L2045[16:26:41] <williewillus> Gorzoid:
what method are you hooking?
L2046[16:26:50] <gigaherz> either you
define everything in the header and let the compiler resolve
duplicates
L2047[16:27:05] <gigaherz> or you split
into .h and .cpp
L2048[16:27:14] <Gorzoid> williewillus:
net.minecraft.server.MinecraftServer.run
L2049[16:27:15] <gigaherz> but then you
have to explicitly define each specialization
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L2051[16:27:25] <gigaherz> otherwise the
code won't be generated for it
L2052[16:27:25] <williewillus> uhhhh WHY
are you hooking that method??
L2053[16:27:46] *
mikebald didn't realize you could actually define methods in the
header files... never tried that before; neat.
L2054[16:27:47] <Gorzoid> trying to stop
server from ticking unless i want it to tick
L2055[16:27:48] ***
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L2056[16:27:54] <williewillus> that's not
where the ticking happens
L2058[16:28:45] <Gorzoid> and i looked at
it in mcp
L2059[16:28:46] <williewillus> not
everything you see is a good example
L2060[16:28:54] <gigaherz> Gorzoid:
"if <cond> return;" would actually quit the game
though
L2061[16:28:54] <gigaherz> XD
L2062[16:29:02] <gigaherz> if you exit
the run() function, the game exits
L2063[16:29:08] <gigaherz> (IIRC)
L2064[16:29:11] <sham1> Anyway tterrag, I
did some changes to my doc page stuff, you may want to take a
look
L2065[16:29:24] <williewillus> yes
L2066[16:29:33] <williewillus> that run()
is the actual server thread
L2067[16:29:38] <williewillus> returning
that kills the server
L2068[16:29:46] <Gorzoid> oh ye em
continue; then?
L2069[16:30:09] <gigaherz> that would be
a way, but then you'd cause the server to have a busy loop
L2070[16:30:26] <gigaherz> which would
mean it uses 100% of the cpu all the time
L2072[16:30:38] <gigaherz> depending on
where you place the continue;
L2073[16:30:45]
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L2074[16:30:51] <gigaherz> still
L2075[16:31:02] <tterrag>
what...happened..
L2076[16:31:02] <gigaherz> I haveto
wonder why would you want the server to "not tick"?
L2077[16:31:19] <gigaherz> tterrag: you
may have forgot to initialize something
L2078[16:31:24] <Gorzoid> i want to make
a mod that lets you step through redstone ticks
L2079[16:31:29] <gigaherz> C/C++ doesn't
just initialize everything to 0
L2080[16:31:31] <Gorzoid> like stepping
through a program in debug mode
L2081[16:31:37] <gigaherz> you have to
assign things manually
L2082[16:31:40] <gigaherz> in the
constructors
L2083[16:31:41] <tterrag> right
L2084[16:31:45] <tterrag> thanks
L2085[16:31:55] <tterrag> my thru20
should have had ={0}
L2086[16:32:02] <gigaherz> and yes -- in
the constructors
L2087[16:32:05] <gigaherz> you can't
do
L2088[16:32:06] <williewillus> Gorzoid:
not sure how viable that is, redstone is incredibly
buggy/undeterministic, and if you stopped the server from ticking
that would prevent players from moving as well
L2089[16:32:09] <gigaherz> int
field=0;
L2090[16:32:13] <gigaherz> in a
class
L2091[16:32:38] <Gorzoid> so would it
work better if i modified the class that all redstone blocks using
extend?
L2092[16:33:03]
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L2093[16:33:16] <williewillus> I'm not
sure
L2094[16:33:27] <williewillus> redstone
doesn't tick itself, it uses scheduled world updates
L2095[16:34:06] <gigaherz> \o/ I narrowed
down my item duplication bug
L2096[16:34:11] <tterrag> gigaherz: my
fillArrayAscending method in main.cpp doesn't seem to work
L2097[16:34:19] <tterrag> it stays as all
zeros
L2098[16:34:26] <gigaherz> now I know
100% sure that it happens on shift-clicking, when it removes from a
container without a full stack XD
L2099[16:35:09] <gigaherz> "ret[i] =
++i;"
L2100[16:35:17]
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L2101[16:35:18] <gigaherz> I believe this
is not fully defined
L2102[16:35:29] <gigaherz> this is
somethign that always confuses me
L2103[16:35:30] <Gorzoid> well if i
patched net.minecraft.block.Block.updateTick method, that would not
effect players/entities right?
L2104[16:35:38] <tterrag> sure it
is...increment and return
L2105[16:35:45]
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L2106[16:35:47] <gigaherz> you use
"i" before "++i", but I'm not sure if the first
"i" is run before or after the "++"
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L2109[16:36:07] <tterrag> would it
matter? SOMETHING should be nonzero
L2110[16:36:09] <mikebald> It's been a
while, but it looks like you're passing your array by value and not
reference...
L2111[16:36:11] <gigaherz> yeah
L2112[16:36:18]
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L2113[16:36:25] <williewillus> Gorzoid:
don't patch it in Block, patch it in each redstone block
class
L2114[16:36:35] <gigaherz> uhh
L2115[16:36:37] <Gorzoid> ugh
L2116[16:36:39] <tterrag> and how do I
pass by reference here? & doesn't work
L2117[16:36:42] <gigaherz> tterrag: check
WHERE you store the values
L2118[16:36:42] <gigaherz> XD
L2119[16:36:47] <tterrag> I thought
arrays were always by reference
L2120[16:37:00] <tterrag> gigaherz:
what?
L2121[16:37:10] <gigaherz>
"ret" is a local variable
L2122[16:37:11] <gigaherz> an inline
array
L2123[16:37:16] <gigaherz> you never
write to "arr"
L2124[16:37:17] <tterrag> oh god
L2125[16:37:18] <tterrag> yeah
L2126[16:37:27] <tterrag> I originally
had the method generate the array but then realized that wasn't
possible
L2127[16:37:34] <gigaherz> well it is
possible
L2128[16:37:37] <gigaherz> with heap
allocations
L2129[16:37:39] <tterrag> no...you can't
return arrays
L2130[16:37:40] <williewillus> Gorzoid:
they override the updateTick method fully, patching it in block
would do nothing
L2131[16:37:49] <tterrag> I could use a
void* or something but I"m not gonna bother
L2132[16:37:49] <gigaherz> int *ret = new
int[size];
L2133[16:37:49] <Gorzoid> oh ye
L2134[16:37:51] <gigaherz> return
ret;
L2135[16:37:54] <Gorzoid> lol
L2136[16:38:00] <tterrag> something like
that
L2137[16:38:00] <tterrag> idk
L2138[16:38:02] <gigaherz> so long as you
delete[] it afterward
L2139[16:38:10] <williewillus> c is fun
;p
L2141[16:38:24] <tterrag> \o/
L2142[16:38:35] <tterrag> 0 ops isn't
quite true though is it :P
L2143[16:38:36] <tterrag> should be
20
L2144[16:38:58] <williewillus> we're in
architecture this semester and the first assignment everyone was
"omfg c how do I use memory" haha
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L2146[16:39:26] <tterrag> yeah well
imagine having coded in nothing but java for school for 2+
years
L2147[16:39:33] <tterrag> then suddenly
"lol we teach everything in C++ here"
L2148[16:39:38] <tterrag> ;_;
L2149[16:39:45] <williewillus> my data
structures was in java
L2150[16:39:51] <tterrag> mine too
L2151[16:39:58] <tterrag> this is
*advanced* data structures and algorithms
L2152[16:40:17] <tterrag> 320
L2153[16:40:23] <williewillus> insertion
sort in advanced data structures?
L2154[16:41:07]
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L2156[16:41:10] <gigaherz> my data
structures was in C++
L2157[16:41:15] <gigaherz> but we didn't
use templates that way
L2158[16:41:16] <gigaherz> XD
L2159[16:41:48] <gigaherz> hardcoding the
array sizes in template arguments is something I learned
separately
L2160[16:42:00] <gigaherz> and btw
L2161[16:42:01] <gigaherz> the
L2162[16:42:04] <gigaherz>
"fillArrayAscending<20>(thru20);"
L2163[16:42:08] <gigaherz> I think you
should be able to write just
L2164[16:42:13] <gigaherz>
"fillArrayAscending(thru20);"
L2165[16:42:20] <gigaherz> C++ should be
able to infer the <20> from the array
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L2167[16:42:30] <tterrag> williewillus:
first lab is a bit remedial
L2168[16:42:36] <tterrag> also I have to
do 4 algos, insertion is just the first
L2169[16:42:39] <tterrag> (and
easiest)
L2170[16:43:26]
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L2173[16:45:54] <MalkContent> does 1.8.9
have a mod with redstone yet?
L2174[16:45:58] <MalkContent> redstone
wires*
L2175[16:46:28] <PaleoCrafter>
charset
L2176[16:48:19]
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L2178[16:48:48] <gigaherz> only in
pointers
L2179[16:48:54] <gigaherz> you are
sending the classes byvalue
L2180[16:49:06] <tterrag> hmm
L2181[16:49:18] <gigaherz> use
Sorter<...>&
L2182[16:49:19] <tterrag> what's the fix,
exactly?
L2183[16:49:20] <tterrag> ah
L2184[16:49:24] <gigaherz> or
Sorter<...>*
L2185[16:49:46] <gigaherz> if the latter
then you'll have to pass &sorter to the call,
L2186[16:49:54] <gigaherz> with a
reference, this is implicit
L2188[16:50:56] <mikebald> sorting an
already sorted array? =D... quicksort loves that.
L2189[16:51:07] <gigaherz> now change the
array initialization to call rand(); and do a srand(time(NULL)); at
the beginning of the program ;P (with the appropriate includes
XD)
L2190[16:51:40] <MalkContent> thanks
Paleo
L2191[16:51:48] <PaleoCrafter> you're
welcome
L2192[16:52:40]
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L2194[16:53:03] <Gorzoid> is there a way
to update to newest forge version in gradlew? or do i need to
download it and replace the files
L2195[16:53:23] <tterrag> gigaherz: tried
to add the descending sort and everything broke
L2196[16:53:33] <gigaherz> XD
L2197[16:53:48] <gigaherz> Gorzoid: you
can change the version in build.gradle
L2198[16:53:51] <gigaherz> not
gradlew
L2199[16:53:55] <gigaherz> you should
never edit gradlew.
L2200[16:54:09] <gigaherz> build.gradle
is something you customize for your needs
L2202[16:54:13] <tterrag> repo is
updated
L2203[16:54:40] <gigaherz> heh
L2204[16:54:40] <tterrag> main.cpp has
everything relevant
L2205[16:54:43] <tterrag> sorting stuff
hasn't changed
L2206[16:55:15] <gigaherz> uh your
fillDescending... starts filling from the end also
L2207[16:55:20] <Gorzoid> so it will
autodownload newest forge version if i enter the version into
build.gradle?
L2208[16:55:21] <gigaherz> so it's still
in ascending order
L2209[16:55:21] <gigaherz> XD
L2210[16:55:22] <tterrag> oh lol
L2211[16:55:28] <tterrag> yeah well
that's one problem
L2212[16:55:34] <tterrag> what's with the
garbage data in the first array though
L2213[16:56:50] <gigaherz> no idea
L2214[16:56:53] <gigaherz> but it's in
the result
L2215[16:58:16] <tterrag> is there any
way in codeblocks to easily view the contents of a variable?
L2216[16:58:21] <tterrag> debug
mode
L2217[16:59:03] <gigaherz> no idea
L2218[16:59:08] <gigaherz> I generally
debug with VS
L2219[16:59:12] <gigaherz> and that's
just like you are used to in java
L2220[16:59:16] <gigaherz> hover over
things and it shows
L2221[16:59:28] <tterrag> I'd use VS but
I need to be able to easily port over to linux
L2222[17:00:24] <tterrag> ah, I can
L2223[17:01:32] <tterrag> ah, I screwed
up the algo
L2224[17:01:35] <tterrag> easy fix
L2225[17:01:37] <gigaherz> ;_;
L2226[17:01:39] <gigaherz> Caused by:
java.util.ConcurrentModificationException
L2227[17:01:46] <gigaherz> why can't
things be easy XD
L2228[17:01:58] <williewillus> gigaherz:
static field being accessed from both threads? :P
L2229[17:02:08] <gigaherz> nope
L2230[17:02:27] <gigaherz> I have the
inventory browser panel
L2231[17:02:38] <gigaherz> which rescans
neighbours on neighbour updates
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L2233[17:03:08] <gigaherz> but I'm
calling extractItems from within a foreach loop
L2234[17:03:11] <SwordKorn20> Good
evening all
L2235[17:03:15] <gigaherz> which causes
the neighbour to change
L2236[17:03:20] <gigaherz> I know EXACTLY
what causes it
L2237[17:03:23] <gigaherz> I just forgot
earlier
L2238[17:03:34] <gigaherz> and trusted
IDEa when it suggested tochange the "for" to
foreach
L2239[17:03:35] <gigaherz> XD
L2240[17:03:38] <gigaherz> IDEA*
L2241[17:03:52] <gigaherz> i'll have to
put some "DO NOT CHANGE BACK TO FOREACH, CAUSES
CME"
L2242[17:04:03] <williewillus> ooh yeah I
ran into that before
L2243[17:04:09] <williewillus> using a
foreach caused a desync for some reason
L2244[17:05:43] <gigaherz> so
L2245[17:05:52] <gigaherz> when I call
IItemHandler.extract
L2246[17:06:02] <gigaherz> it returns a
full stack even if only one item existed :&
L2247[17:06:04] <gigaherz> :/
L2249[17:06:11] <tterrag> \o/
L2250[17:06:23] <gigaherz> I can't
replicate if I use plain old IInventory
L2251[17:06:32] <gigaherz> only through
IItemHandler
L2252[17:07:07] <tterrag> a swap is
technically 2 operations though, right?
L2253[17:07:16] <gigaherz> depends on the
cpu
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L2255[17:07:24] <gigaherz> on the most
basic sense, it's 3
L2256[17:07:25] <tterrag> well, I'm doing
the swap manually
L2257[17:07:29] <gigaherz> temp =
A;
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L2259[17:07:31] <tterrag> yeah I guess
so
L2260[17:07:31] <gigaherz> A=B;
L2261[17:07:33] <gigaherz> B=temp;
L2262[17:07:44] <gigaherz> but x86 for
example has "xchg a,b"
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L2264[17:09:10] <tterrag> I was told we
can't use stl (for obvious reasons) but does std::swap count do you
think?
L2265[17:09:19] <gigaherz> no idea
L2266[17:09:26] <tterrag> *shrug*
L2267[17:09:29] <tterrag> I'll leave it
manual for now
L2268[17:09:48] <gigaherz>
template<typename T> void swap(T& a, T&b) { T temp =
a; a=b; b=t; }
L2269[17:09:58] <tterrag> Lo
L2270[17:09:59] <tterrag> :P
L2271[17:10:07] <gigaherz> temp*
L2272[17:11:15]
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L2274[17:12:33] <williewillus> no bounce
pads in tinkers 1.8 D:
L2275[17:12:50] <gigaherz> bounce
pads?
L2276[17:13:03] <williewillus> tinkers
1.7 had bounce pads made of slime
L2277[17:13:18] <gigaherz> never seen
them
L2278[17:13:19] <gigaherz> XD
L2279[17:13:25] <williewillus> they had
some weird properties that made them super suitable for really fast
vertical elevators
L2280[17:13:37] <tterrag>
wha...what?
L2281[17:13:44] <tterrag> error: there
are no arguments to 'srand' that depend on a template parameter, so
a declaration of 'srand' must be available [-fpermissive]|
L2282[17:13:46] <williewillus>
specifically, colliding with them from below boosted you up
insanely
L2283[17:14:05] <gigaherz> tterrag: it
means you don't have the #include
L2284[17:14:09]
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L2285[17:14:10] <tterrag> #include
what?
L2286[17:14:20] <williewillus> so I had a
128 long chute from nether portal to nether ceiling with bounce
pads on the side of the chute and it would bounce me back and forth
and up
L2287[17:14:22] <tterrag> oh
L2289[17:14:30] <tterrag> it wasn't very
clear about that >.>
L2290[17:14:33] <tterrag> I see now
L2291[17:14:35] <gigaherz> #include
<cstdlib>
L2292[17:14:47] <gigaherz> you may want
<ctime> also, for time(NULL)
L2293[17:14:55] <gigaherz> and
<cstdio> for NULL
L2294[17:14:58] <gigaherz>
apparently
L2295[17:14:59] <gigaherz> XD
L2296[17:15:12] <williewillus> c++11 has
nullptr though i thought
L2297[17:15:16] <gigaherz> yes
L2299[17:16:22] <tterrag> windows logic:
wrapped newline characters
L2300[17:17:08] <gigaherz> that's a
pre-wind10 console
L2301[17:17:11] <gigaherz> win10*
L2302[17:17:32] <gigaherz> it didn't have
a fancy buffer that remembers the lines and such
L2303[17:17:39] <gigaherz> it would jsut
write to an actual character grid
L2304[17:17:56] <gigaherz> so if the last
char was at the end of the line, and you printed a \n, it owuld
affect the next line
L2305[17:17:56] <gigaherz> XD
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L2307[17:18:08] <gigaherz> the win10
console is more linux-y
L2308[17:18:21] <gigaherz> and apparently
the insider builds are adding terminal codes
L2309[17:23:05] <tterrag> I have
powershell but I have no clue how to get codeblocks to use that
lol
L2310[17:23:20] <gigaherz> powershell is
just a shell, doesn't change the window itself
L2312[17:23:36] <tterrag> :D
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L2314[17:27:27] <gigaherz> has anyone
used IItemHandler as a "consumer" (pipe or similar) and
can confirm that the weird duplication issue I'm having is actually
my fault, and not a bug in the IItemHandler implementation?
L2315[17:27:53] <SwordKorn20> Anyone have
any experience with Tile Entities rendering fluids inside a section
of the block (kind of like the Petal Apothecary from Botania, but I
want to use a custom fluid)
L2316[17:28:21] <tterrag> it's pretty
simple no? just one quad
L2317[17:28:35] <tterrag> ask
williewillus, he is here :P
L2318[17:28:36] <williewillus> yup draw
the Fluid's icon using the tessellator
L2319[17:28:41] <williewillus> hold on
link incoming
L2320[17:28:42] <gigaherz> just ask Forge
for the fluid texture, and use it to draw a quad from your
TESR
L2322[17:30:14] <williewillus> that's not
in a tesr but same concept
L2323[17:30:34] <williewillus> and you
probably want getStill() instead of getFlowing()
L2325[17:30:42] <SwordKorn20> So I don't
have to call a TESR per say?
L2326[17:30:43] <tterrag> shouldn't the
last if block be outside the inner loop?
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L2328[17:30:58] <williewillus> well will
this liquid change?
L2329[17:31:08] <gigaherz> tterrag:
yep
L2330[17:31:09] <SwordKorn20> Only
between filled and unfilled
L2331[17:31:12] <williewillus> like for
example the cauldron's water level is hard baked into the
model
L2332[17:31:14] <tterrag> gigaherz:
O_O
L2333[17:31:37] <gigaherz> probably
copypasta from bubblesort
L2334[17:32:01] <SwordKorn20> I want the
fluid to be consumed upon completing an operation
L2335[17:32:11] <williewillus> but the
specific fluid itself
L2336[17:32:15] <williewillus> is it
always going to be that fluid?
L2337[17:32:18] <SwordKorn20> Yeah
L2338[17:32:27] <williewillus> just add a
quad in the model then
L2339[17:32:31]
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L2341[17:32:49] <williewillus> lol
L2342[17:33:00] <SwordKorn20> For the
block?
L2343[17:33:07] <SwordKorn20> I take it
I'll still need a TE
L2344[17:33:18] <gigaherz> tterrag:
lol
L2345[17:33:21] <williewillus> yeah
L2346[17:33:23] <williewillus> to store
the info
L2347[17:33:29] <williewillus> but to
render it could just use blockstates
L2348[17:33:34] <tterrag> it wasn't even
right before because it used != j
L2349[17:33:42] <tterrag> it should be !=
i (if the min is i then it's sorted)
L2350[17:33:44] <williewillus> the
cauldron's water thing is part of the bakedmodel
L2351[17:33:56] <SwordKorn20> That
simplifies things massively then! I didn't want to use a GUI for
the crafting mechanic
L2352[17:34:12] <SwordKorn20> Thanks
willie
L2353[17:34:32] <gigaherz> in-world
crafting :3
L2354[17:34:49] <SwordKorn20> Well more
like processing but I can expand upon it
L2355[17:34:52] <SwordKorn20> :)
L2356[17:35:28] <SwordKorn20> I didn't
want to rip off Botania massively but I liked the idea of dropping
things into a pool and having it made that way
L2357[17:35:37] <gigaherz> yeah
L2358[17:35:56] <gigaherz> it still
saddens me that they decided to create that brewing stand thing for
potions
L2359[17:36:01] <gigaherz> instead of
using a proper "cauldron recipe"
L2360[17:36:06] <SwordKorn20> Yeah I
agree
L2361[17:36:11] <SwordKorn20> That would
have been cool
L2362[17:36:12] <gigaherz> (not the
stupid thing they had initially)
L2363[17:36:20] <SwordKorn20> Kind of
like how Witchery does the brewing
L2364[17:36:24] <gigaherz> yup
L2365[17:36:43] <SwordKorn20> I agree
that it kind of makes the vanilla cauldron a bit useless
L2366[17:36:46] <MalkContent> or tc
alchemy
L2367[17:36:52] <gigaherz> yup
L2368[17:37:02] <gigaherz> SwordKorn20:
it's a redstone tool now
L2369[17:37:09] <gigaherz>
comparator+cauldron
L2370[17:37:11] <MalkContent> dropping
stuff into pots is all the rage amongst popular mods, its not
exactly ripping off anything x)
L2371[17:37:13] <gigaherz> which can be
moved with pistons
L2372[17:37:19] <SwordKorn20> Yeah I've
messed with the comparators to control signal
L2373[17:37:29] <SwordKorn20> It's a nice
feature
L2374[17:37:58] <SwordKorn20> But I tend
to use item frames and item positions to control comparator signals
as it's a bit easier for fine tuning signal control
L2375[17:38:06] <gigaherz> sure
L2376[17:38:38] <SwordKorn20> Well guess
I should get to making my second block state
L2377[17:38:38] <gigaherz> the point is
being able to give non-full outputs
L2378[17:38:45] <gigaherz> that can still
be toggled
L2379[17:38:47] <SwordKorn20> Yeah
L2380[17:38:53] <SwordKorn20> That is a
good feature
L2381[17:39:06] <SwordKorn20> Thanks
again williewillus for the advice
L2383[17:43:35] <tterrag> swap is your
swap function :P
L2384[17:45:42] <tterrag> hehe
L2385[17:45:44] <SwordKorn20> I take it
your j, i and min arrays are already defined elsewhere?
L2386[17:45:59] <tterrag> stupid i/j
looking too similar
L2387[17:46:02] <tterrag> look at the
second for loop
L2388[17:46:47] <SwordKorn20> You have
called the same function twice for ->op
L2389[17:47:13] <tterrag> also should be
<li[min] not <li[i]
L2390[17:47:25] <tterrag> SwordKorn20:
yes the comment explains why
L2391[17:47:47] <SwordKorn20> What's it
not doing that it should?
L2392[17:47:52] <tterrag> sorting?
L2393[17:47:52] <tterrag> lol
L2394[17:48:37] <SwordKorn20> I take it
this is part of a bigger class that already calls all the item slot
info and such
L2396[17:49:26] <tterrag> nope, that's
the entire file, it extends an abstract class but taht's it
L2397[17:49:33] <tterrag> the array is a
parameter
L2398[17:50:03] <gigaherz> for (int j = i
+ 1; i < N; i++)
L2399[17:50:13] <gigaherz> ah you already
saw that
L2400[17:50:25] <gigaherz> and the [i]
that should be [min] too
L2401[17:50:43] <tterrag> yes
L2402[17:50:45] <tterrag> see the new
paste
L2403[17:50:48] <tterrag> a few lines up
:P
L2405[17:50:54] <gigaherz> did you fox
BOTH though?
L2406[17:50:57] <tterrag> mhm
L2407[17:51:03] <gigaherz> i < N
L2408[17:51:05] <gigaherz> and ik++
L2409[17:51:07] <gigaherz> -k
L2410[17:51:09] <SwordKorn20> <
li[min]?
L2411[17:51:11] <tterrag> yes
L2412[17:51:14] <tterrag> read it
L2413[17:51:15] <tterrag> lol
L2414[17:51:30] <tterrag> SwordKorn20:
yes, if it's less than the min, then it is the new min
L2415[17:51:32] <gigaherz> oops missed
the other paste
L2416[17:51:34] <SwordKorn20> Isn't j
supposed to be higher than the min?
L2417[17:51:41] <tterrag> I'm trying to
find the min
L2418[17:51:47] <tterrag> read up on
selection sort
L2419[17:51:52] <gigaherz> not if you
sort small to big
L2420[17:52:05] <gigaherz> although
there's multiple ways to implement selection sort
L2421[17:52:09] <SwordKorn20> So you're
storing the value of min into j
L2422[17:52:10] <gigaherz> i usually did
it moving toward the end
L2424[17:52:37] <tterrag> that's the
algorithm I'm recreating
L2425[17:52:38] <gigaherz> (I'd find the
smallest in 0..N, and swpa with N+1)
L2427[17:53:20] <SwordKorn20> This looks
confusing... you doing it for a mod?
L2428[17:53:26] <gigaherz> no,
SwordKorn20
L2429[17:53:27] <gigaherz> tht's
C++
L2430[17:53:33] <tterrag> oh god, I'm
stupid
L2431[17:53:35] <tterrag> it's working
now :P
L2432[17:53:36] ***
Vigaro is now known as V
L2433[17:53:37] <tterrag> read the random
one wrong
L2434[17:53:44] <tterrag> hm...I should
probably eat
L2435[17:53:48] <tterrag> going
loopy
L2436[17:53:53] <SwordKorn20> I'm not
familiar with C++
L2437[17:54:08] <williewillus> hehe
L2438[17:54:21] ***
V is now known as Vigaro
L2439[17:54:52] <SwordKorn20> I've messed
around with D a bit
L2440[17:55:11] <SwordKorn20> But C++ I
haven't had much need for in my day to day
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L2442[17:56:11] <tterrag> gigaherz: I
think the algo on the wikipedia page is technically correct
L2443[17:56:17] <tterrag> but it doesn't
match up to the diagrams on the page
L2444[17:56:20] <tterrag> which...it
should
L2445[17:56:22]
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L2446[17:57:43] <tterrag> I'm not gonna
mess with it though
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L2451[18:02:03] <tterrag> anyways, dinner
time
L2452[18:02:06] ***
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L2462[18:07:32] <MattDahEpic> how would
one render items differently depending on their nbt data?
L2463[18:08:00] <PaleoCrafter> depends
:P
L2464[18:08:10]
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L2465[18:08:12] <MattDahEpic> on?
L2466[18:08:24] <PaleoCrafter> can be as
simple as a custom ItemMeshDefinition, but might also require a
ISmartItemModel
L2467[18:08:31]
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L2469[18:09:04] <MattDahEpic> its based
on a String in the nbt
L2470[18:09:49] <PaleoCrafter> but you
still map to a unique model json?
L2471[18:10:22] <MattDahEpic> i just
changed from meta, so yes
L2472[18:11:45]
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L2473[18:11:59] <PaleoCrafter> then
ItemMeshDefinition will suffice
L2474[18:12:54] <SwordKorn20> Evening
Paleo
L2475[18:13:29] <PaleoCrafter> Good
evening
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L2477[18:13:41] <PaleoCrafter> (more like
middle of the night for me, but whatever)
L2478[18:16:21] <MattDahEpic>
PaleoCrafter, an example?
L2480[18:18:24] ***
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L2481[18:18:25] <williewillus> ignore the
MeserhWrapper thing
L2482[18:18:32] <Vazkii> I swear to
god
L2483[18:18:32] <williewillus> a straight
lambda *should* work
L2484[18:18:36] <Vazkii> 99% of the pings
I get here are from williewillus
L2485[18:18:44] <williewillus> lol
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L2487[18:21:13] <SwordKorn20> I take it I
add methods to switch blockstates in the TileEntity for
onRightClick?
L2488[18:21:19] ***
SnowShock35 is now known as zz_SnowShock35
L2489[18:21:36] <SwordKorn20> Hey
Vazkii
L2490[18:21:43] <SwordKorn20> Gotta say
Psi looks amazing btw
L2491[18:21:43] <Vazkii> hai
L2492[18:22:23] <SwordKorn20> Been
checking it out through Dire
L2493[18:22:52] <MattDahEpic> it
certianly appeals to the coder audience
L2494[18:23:18] <williewillus>
SwordKorn20: use getActualState to read the tile entity
L2495[18:23:52] <williewillus>
blockstates don't have to always be in meta, you can use
getActualState to add properties that aren't saved to disk
L2496[18:24:02] <SwordKorn20> That will
switch the state based on a right click action?
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L2498[18:24:17] <williewillus> no
L2499[18:24:30] <williewillus> you do
that in your TE
L2500[18:24:41] <williewillus>
getActualState will read the info from your te and put it into the
IBlockState
L2501[18:24:51] <williewillus> (or
rather, youll implement that)
L2502[18:24:54] <SwordKorn20> I thought
it might be in there
L2503[18:25:33] <SwordKorn20> So my block
class with two states is enough for the block side of things
L2504[18:25:37] <SwordKorn20> Onto
TE
L2505[18:25:50] <williewillus> are you
familiar with how getActualState works?
L2506[18:25:55] <SwordKorn20> Not
yet
L2507[18:26:19] <SwordKorn20> I've been
using getStateFromMeta() for the most part
L2508[18:26:26] <williewillus> blehhh
don't do that
L2509[18:26:30] <williewillus> give your
states meaningful names
L2510[18:26:34] <williewillus> numbers
are meaningless
L2511[18:26:55] <SwordKorn20> I used meta
for my plants
L2512[18:26:58] <SwordKorn20> It was
simpler
L2513[18:27:02] <williewillus> refactor
it into states
L2514[18:27:07] <SwordKorn20> But OK I'll
try something else
L2515[18:27:30] <SwordKorn20> So I have
createBlockState
L2516[18:27:47] <williewillus> the point
of states is that you stick all the ugly, ugly number logic into
getStateFromMeta and getMetaFromState and it stays there
L2517[18:27:55] <williewillus> and
everywhere else you have meaningful names
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L2519[18:28:22] <SwordKorn20> Like growth
stage 1 for example?
L2520[18:28:40] <williewillus> yes so
have a property called "stage"
L2521[18:28:53] <SwordKorn20> Yeah I have
that. Called it FILL
L2522[18:29:10] <williewillus> anyways,
on your original question - add a property filled
L2523[18:29:19] <SwordKorn20>
"fill"
L2524[18:29:33] <SwordKorn20> Yeah I've
got that in the blockstates
L2525[18:29:35] <williewillus> and don't
touch it in getStateFromMeta or getMetaFromState, but in
block.getActualState return a state with the property filled
in
L2526[18:29:59] <SwordKorn20> So in the
constructor?
L2527[18:30:06] <williewillus> no
L2528[18:30:12] <williewillus> well in
the constructor you have to set the default state
L2529[18:30:19] <williewillus> and add
the property to createBlockState as well
L2530[18:30:29] <SwordKorn20> Yeah I have
createBlockState already
L2531[18:30:34] <williewillus> do you
have setDefaultState?
L2532[18:30:36] <williewillus> in your
ctor
L2533[18:30:42] <SwordKorn20> Not
yet
L2534[18:30:45] <SwordKorn20> Adding
now
L2535[18:30:47] <williewillus> yeah
always set default state
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L2537[18:30:52] <williewillus> on all
properties
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L2539[18:31:20] <williewillus>
setDefaultState(this.blockState.getBaseState().withProperty()..<all
your properties and default values for all of them>)
L2540[18:31:51] <williewillus> then
override getActualState fill in the value for the property, by
reading your TE
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L2542[18:32:55] <williewillus>
blockstates are more powerful than meta in this way - you can have
properties that aren't saved to meta
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L2545[18:33:08] <SwordKorn20> I may have
to look up the method...
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L2547[18:33:34] <williewillus> public
IBlockState getActualState(IBlockState state, IBlockAccess world,
BlokcPos pos)
L2548[18:34:03] <williewillus> something
like "return state.withProperty(FILLED,
<te>.filled);" null check your te before dereferencing
it
L2549[18:34:24] <SwordKorn20> Right so I
defined DefaultState as FILL, 0
L2550[18:34:38] <SwordKorn20> For
empty
L2551[18:34:44] <williewillus> is it just
empty and full?
L2552[18:34:47] <SwordKorn20> Yeah
L2553[18:34:50] <SwordKorn20> That's all
I want
L2554[18:34:51] <williewillus> use
propertybool
L2555[18:34:53] <williewillus> not
propertyint
L2556[18:35:02] <williewillus> (this is
what is known as "more meaningful" ;P)
L2557[18:35:05] <SwordKorn20> Oh OK
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L2559[18:35:53] <SwordKorn20> So this is
just going to be true or false now and default is false for empty
right?
L2560[18:36:05] <williewillus> yep
L2561[18:36:12] <williewillus> or
whatever you decide
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L2563[18:36:31] <SwordKorn20> I think as
I'm calling it fill I'll make true full and vice versa
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L2565[18:36:46] <SwordKorn20> Just need
to update the json
L2566[18:36:54] <williewillus> yup make
sure to implement getActualState
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L2568[18:37:16] <SwordKorn20> In the TE
or the Block?
L2569[18:37:28] <williewillus>
block
L2570[18:37:32] <SwordKorn20> OK
L2571[18:37:57] <SwordKorn20> Does it
need Override or not?
L2572[18:38:01] <SwordKorn20> I imagine
it would
L2573[18:38:07] <williewillus> uh it
doesn't *need* it
L2574[18:38:13] <williewillus> @Override
is just good practice
L2575[18:38:18] <SwordKorn20> OK I'll
take it out
L2576[18:38:22] <williewillus> no keep it
in
L2577[18:38:25] <williewillus> it's good
practice...
L2578[18:38:43] <williewillus> you see it
all over the place for a very good reason
L2579[18:38:55] <williewillus> you also
need to override getMetaFromState and getStateFromMeta and return
the appropriate values for those
L2580[18:39:00] <williewillus> in
addition to getActualState
L2581[18:39:15] <SwordKorn20> Oh OK I'll
put them back in
L2582[18:40:19] <williewillus> anyways as
you work with states you'll come to realize how much better they
are compared to magic number hell
L2583[18:41:09] ***
Darkhax_AFK is now known as Darkhax
L2584[18:41:12] <SwordKorn20> if I'm
making it into boolean, should I still call int for
getMetaFromState?
L2585[18:41:41] <williewillus> no, since
you aren't saving the boolean to meta
L2586[18:41:47] <williewillus> not all
properties are saved
L2587[18:41:59] <williewillus>
getMetaFromState should just be 0 (if you have no other
properties)
L2588[18:42:05] <SwordKorn20> OK
L2589[18:42:13] <williewillus> starting
to get a bit how the state system works? :P
L2590[18:42:36] <SwordKorn20> Sort
of
L2591[18:43:01] <williewillus> yeah so
since you are filling in the information for the boolean property
in getActualState then you don't save it to meta
L2592[18:44:04] <SwordKorn20> So in
getActualState I need to return state.withProperty(FILL,
<tename>.filled);?
L2593[18:44:09] <williewillus> yes
L2594[18:44:16] <williewillus> nullcheck
the te, and replace filled with whatever getter/field
L2595[18:44:19] <williewillus> that you
call it
L2596[18:45:21] <SwordKorn20> So
something like if(te != null) ...
L2597[18:45:33] <williewillus> yup
L2598[18:45:49] <SwordKorn20> Then return
statement and return false?
L2599[18:46:31] <williewillus> yes, this
is basics...:P
L2600[18:46:42] <williewillus> wait what
return false?
L2601[18:46:43] <williewillus> no
L2602[18:46:47] <williewillus> you return
a state
L2603[18:47:12] <williewillus> return
state.withProperty(FILL, te == null ? false : te.filled);
L2604[18:48:02] <SwordKorn20> Ah got
you
L2605[18:48:10] <SwordKorn20> So false :
true
L2606[18:48:13] <SwordKorn20> For the
states
L2607[18:48:22] <williewillus> ?
L2608[18:48:42] <SwordKorn20> (FILL, te
== null ? false : true);
L2609[18:48:44] <williewillus> no
L2610[18:48:54] <williewillus> that makes
no sense
L2611[18:49:07] <williewillus> look at
that line and tell me where you're reading info from the TE
:P
L2612[18:49:13] <SwordKorn20> I'm not
familiar with TE in terms of BlockState sorry
L2613[18:49:27] <SwordKorn20> Not trying
to sound dumb
L2614[18:49:35] <williewillus> no its
basic logic, you want some info from your tile entitiy
L2615[18:49:38] <williewillus> so get it
out of the TE
L2616[18:49:48] <SwordKorn20> I haven't
made the TE yet but OK
L2617[18:49:48] <williewillus> the null
check is just to prevent a crash
L2618[18:49:56] <williewillus> well
probably should make that first :P
L2619[18:50:08] <SwordKorn20> Well I'm
still building my registry class for it
L2620[18:50:12] <williewillus> 0.o
L2621[18:50:13] <SwordKorn20> Should be
done in a sec
L2622[18:50:15] <williewillus> don't
overengineer
L2623[18:51:01]
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L2624[18:51:04] <williewillus> what is a
"registry class"?
L2625[18:51:12] <SwordKorn20> Just how I
like to do things. Puts all the blocks in one main file to extend
Block and registers them in there through a single method in the
proxy
L2626[18:51:48] <williewillus> ah
L2627[18:51:59] <SwordKorn20> Just making
one for TEs
L2628[18:52:07] <SwordKorn20> Then I can
build the TE class
L2629[18:52:13] <williewillus> I thought
you were making some pointless overengineered registry thing that's
some modders do >.>
L2630[18:52:24] <SwordKorn20> Oh no
nothing that complex :D
L2631[18:52:44] <williewillus> good haha,
those usually do nothing but obfuscate the code
L2632[18:53:16] <Corosus> MOAR
ABSTRACTIONS!
L2633[18:53:57] <SwordKorn20> Yeah I've
seen them do that
L2634[18:54:05] <SwordKorn20> Never made
sense to me to do things that way
L2635[18:54:20] <williewillus> public
class MyMachine extends MyTileBaseClass<some random generic type
parameter> implements INetworkProvider, INetworkAcceptor,
IWHATEVER, IALLTHETHINGS
L2636[18:54:27] <SwordKorn20> LOL
L2637[18:54:32] <SwordKorn20> Sad but
true
L2638[18:54:33] <SwordKorn20> :P
L2639[18:54:54] <williewillus> ic2
classic uses heavy amounts reflection for network sync :P
L2640[18:55:04] *
diesieben07 mumbles about I prefixes on interfaces
L2641[18:55:08] <SwordKorn20>
HAHAHA
L2642[18:55:18] <SwordKorn20> ...
L2643[18:55:32] <SwordKorn20> The
registry methods for TE's confuse me... I'll come back to that
later
L2644[18:55:46] <williewillus>
diesieben07: well it's useful in some cases, like how would you do
IManaReceiver without the I? ManaReceivable sounds awkward
L2645[18:55:52] <williewillus> -able
doesn't always work
L2646[18:56:27] <diesieben07> uh, just
ManaReceiver? :D
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L2648[18:56:47] <SwordKorn20> Right so do
I need to implement anything special in this constructor class for
the TE or not?
L2649[18:56:54] <williewillus> that
sounds like a class though
L2650[18:56:58] <williewillus> but it's
not
L2651[18:57:07] <williewillus>
SwordKorn20: what are you talking about 0.o
L2652[18:57:07] <Corosus>
IWannaReceiveMana
L2653[18:57:11] <williewillus> lol
L2654[18:57:17] <diesieben07> why do you
care if its a class or interface?
L2655[18:57:30] <diesieben07> plus you
can clearly see it in the markings of any decent IDE
L2656[18:57:51] <williewillus> relying on
IDE markings instead of the code itself is...bleh :P
L2657[18:57:54] <SwordKorn20> I'm talking
about the main TE class for my block
L2658[18:58:09] <williewillus>
SwordKorn20: public class <whatever> extends TileEntity
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L2660[18:58:21] <diesieben07> i have yet
to experience a situation where an I prefix is actually
uuseful
L2661[18:58:26] <diesieben07> and I never
look at the IDE markings
L2662[18:58:27] <SwordKorn20> OK so I
just need to extend my registry class as normal
L2663[18:58:58] <williewillus> wat
L2664[18:59:00] <williewillus> are you
doing :P
L2665[18:59:20] <SwordKorn20> Having a
party?
L2666[18:59:30] <williewillus> what do
you mean your "registry class"?
L2667[18:59:49] <SwordKorn20> No wait...
that's just me not following my own way of doing things
L2668[18:59:51] <SwordKorn20> Duh
L2669[18:59:52] <SwordKorn20> lol
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L2672[19:00:28] <williewillus> jussst
wondering lol
L2673[19:00:47] <SwordKorn20> I stupidly
extended TileEntity in my registry class
L2674[19:00:53] <SwordKorn20> No clue why
I did that
L2675[19:00:55] <SwordKorn20> lol
L2676[19:00:57] <williewillus> yeah that
makes no sense :D
L2677[19:01:02] <williewillus> that's
what I thought was happening lol
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L2679[19:01:40] <SwordKorn20> I'm gonna
blame...
L2680[19:01:43] <SwordKorn20> ...
L2681[19:01:46] <SwordKorn20> Dang
it...
L2682[19:01:50] <SwordKorn20> I can only
blame myself
L2683[19:01:51] <SwordKorn20> LOL
L2684[19:02:38] <SwordKorn20> So do I
need anything special in here or just the methods to witch
blockstate for now?
L2685[19:02:46] <SwordKorn20>
switch*
L2686[19:02:46] <williewillus> you don't
switch blockstate
L2687[19:03:05]
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L2688[19:03:07] <williewillus> the
blockstate draws information from the TE, not the TE changes the
blockstates
L2689[19:03:21] <SwordKorn20> So my TE is
only storing the info for when it's in "true"
state?
L2690[19:03:32] <SwordKorn20> OK
L2691[19:04:29] <SwordKorn20> Let me hop
back to my block class for a sec and finish the method
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L2693[19:06:17] <SwordKorn20> Can not
resolve symbol filled. Good
L2694[19:06:24] <SwordKorn20> Now I can
break all the things
L2695[19:06:26] <SwordKorn20> :P
L2696[19:06:33] <williewillus> your IDE
doesn't autocomplete it? :P
L2697[19:06:37] <williewillus> also, you
just named that field
L2698[19:07:07] <SwordKorn20> It would
have done if it had that field already
L2699[19:07:12] <SwordKorn20> I use
IntelliJ
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L2704[19:09:02] <SwordKorn20> Forces me
to actually think about what I'm doing instead of just dropping in
the methods automatically
L2705[19:09:09] <SwordKorn20> I weirdly
prefer that
L2706[19:09:10] <SwordKorn20> lol
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L2708[19:14:31] <SwordKorn20> Nope I'm
still confuzzled... I might have to just come back to this another
time.
L2709[19:14:45] <SwordKorn20> But thanks
for your help will
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L2714[19:23:44] <tterrag|away> gigaherz:
is there any way I can get rid of the useless declarations?
L2715[19:23:53] <tterrag|away> and just
pass an instantiation into test() ?
L2716[19:23:54] <gigaherz> hm?
L2718[19:24:19] <tterrag|away> in java I
could just do new InsertionSorter(); into the function
L2719[19:24:27] <gigaherz>
test("Insertion", InsertionSorter<20>())
L2720[19:24:30] <gigaherz> without
new
L2721[19:24:44] <gigaherz>
"new" allocates in the heap
L2722[19:24:57] <tterrag|away> error:
invalid initialization of non-const reference of type
'Sorter<int, 20u>&' from an rvalue of type
'InsertionSorter<20u>'|
L2723[19:25:08] <gigaherz> hm :/
L2724[19:25:26] <tterrag|away> in passing
argument 2 of 'void test(std::string, Sorter<int, N>&)
[with unsigned int size = 20u; std::string =
std::basic_string<char>]'|
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L2726[19:25:41] <gigaherz> yeah then I
guess you can't
L2727[19:25:42] <gigaherz> XD
L2728[19:25:53] <gigaherz> ah ofc
L2729[19:26:12] <gigaherz> that syntax is
meant for making "byvalue" copies inline
L2730[19:26:15] <gigaherz> on the
function call
L2731[19:26:18] <tterrag|away> ah
L2732[19:26:24] <tterrag|away> I need to
make the param const
L2733[19:26:27] <tterrag|away> which is
doable
L2734[19:26:32] <gigaherz> you probably
aren't allowed to obtain a reference for that
L2735[19:26:40] <UnasAquila> [1.7.10] I
am using player.setSpawnChunk(new
ChunkCoordinates(player.getPlayerCoordinates()), true); but new
spawn is not being set am I missing something?
L2736[19:27:31] <gigaherz> tterrag|away:
you could also pass the type as a template arg, and do the
declaration inside test()?
L2737[19:27:45] <tterrag|away> ummm
L2738[19:28:14] <gigaherz>
test<InsertionSorter<20> >("Insertion"); //
the space between >s is important
L2739[19:28:41] <tterrag|away> hm
L2740[19:28:46] <tterrag|away> what would
the sig for that look like?
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L2742[19:29:01] <gigaherz>
template<class T> -- C++ doens't care what the type is
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L2744[19:29:16] <gigaherz> it's sortof
duck-typed
L2745[19:29:34] <tterrag|away> how do I
get the size though
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L2747[19:29:46] <gigaherz> ah you need
the size in test?
L2748[19:29:55] <gigaherz> I see
L2749[19:30:39] <tterrag> very much
so
L2750[19:30:45] <gigaherz> hmm
L2751[19:30:55] <gigaherz> aren't those
classes effectively singletons?
L2752[19:31:03] <tterrag> kinda
L2753[19:31:13] <tterrag> except not
really, because size could be anything
L2754[19:31:17] <tterrag> but the hw only
wants 20+100
L2755[19:31:27] <gigaherz> yeah but the
way templates work in C++
L2756[19:31:29] <gigaherz> you could
have
L2757[19:31:36] <gigaherz>
InsertionSorter<20>::instance
L2758[19:31:40] <gigaherz> as a
static
L2759[19:31:55] <gigaherz> and
InsertionSorter<100>::instance would be a different
value
L2760[19:32:04] <gigaherz> because they
get compiled as different classes
L2761[19:32:07] <tterrag> that sounds
ugly as hell
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L2763[19:32:11] <tterrag> how would I
even write that
L2764[19:32:25] <gigaherz> something
like
L2765[19:32:32] <gigaherz>
template<...> class InsertionSorter
L2766[19:32:32] <gigaherz> {
L2767[19:32:35] <gigaherz> };
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L2769[19:32:41] <gigaherz> eh oops
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L2771[19:33:03] <gigaherz>
template<...> class InsertionSorter { public: static
InsertionSorter<size> instance;
L2772[19:33:05] <gigaherz> };
L2773[19:33:16] <tterrag> ehh
L2774[19:33:25] <gigaherz>
InsertionSorter<size>::instance =
InsertionSorter<size>();
L2775[19:33:30] <gigaherz> or some crap
like that
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L2777[19:33:36] <gigaherz> yeah probably
best not to do it
L2778[19:33:37] <gigaherz> XD
L2779[19:33:47] <tterrag> I just want to
get rid of these declarations
L2780[19:34:00] <tterrag> setting the arg
as const causes a cascade of errors because everything else wants
const
L2781[19:34:12] <tterrag> or, doesn't,
rather
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L2783[19:34:23] <gigaherz> yeah
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L2785[19:34:40] <gigaherz> the only way I
can think of right now
L2786[19:34:48] <gigaherz> would be to
use a pointer instead of a reference
L2787[19:34:52] <gigaherz> and new
L2788[19:34:57] <gigaherz> and then
delete before returningfrom test
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L2790[19:35:09] <gigaherz>
test("Insertion", new
InsertionSorter<size>());
L2791[19:35:09] <gigaherz> ...
L2792[19:35:12] <gigaherz>
test(...)
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L2794[19:35:13] <gigaherz> {
L2795[19:35:15] <gigaherz> ...
L2796[19:35:16] <williewillus> I'm
utterly confused, how the hell do I trigger a render update from
the server
L2797[19:35:18] <gigaherz> delete
sorter;
L2798[19:35:19] <gigaherz> }
L2799[19:35:24] <williewillus> sometimes
world.markBlockForUpdate works, sometimes it doesnt
L2800[19:35:26] <williewillus> i don't
even know
L2801[19:35:34] <Lordmau5> oi
L2802[19:35:38] <Lordmau5> anyone in here
familiar with Trackmania?
L2803[19:35:54] <gigaherz> Lordmau5: I'm
familiar with the name
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L2805[19:35:59] <Lordmau5> it's a
game
L2806[19:36:04] <gigaherz> but I only
played a tiny bit of TMNations ages ago
L2808[19:36:17] <Lordmau5> I am so hyped
right now
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L2810[19:38:17] <gigaherz> I dsidn't
enjoy the game enough to be hyped about it ;P
L2811[19:38:20] <gigaherz> didn't*
L2812[19:39:01] <Lordmau5> heh
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L2818[19:53:27] <MattDahEpic> come on
switchcase! the string is final and you still want a constant
expression?!
L2819[19:53:37] <MattDahEpic> final is as
constant at you get!
L2820[19:54:05] <PaleoCrafter> Static
final is more constant :P
L2821[19:54:32] <gigaherz> no it's not
MattDahEpic ;P
L2822[19:54:36] <diesieben07> final is
not actually constant
L2823[19:54:40] <diesieben07> its
constnat within the object
L2824[19:54:41] <gigaherz> compile-time
literals are as constant as you can get
L2825[19:54:41] <gigaherz> XD
L2826[19:54:43] <diesieben07> which is
not constant :D
L2827[19:54:56] <diesieben07> string
switches are really primitive
L2828[19:54:58] <diesieben07> sadly
L2829[19:55:06] <diesieben07> it wouldnt
be much harder to make them work with non constants
L2830[19:55:12] <gigaherz> it
wouldn't
L2831[19:55:26] <PaleoCrafter> Their
bytecode is interesting xD
L2832[19:55:33] <gigaherz> all they'd
have to do is a switch on the hashcode, and then a few IFs on each
branch of the jump table
L2833[19:55:41] <diesieben07> that is
what they do right now
L2834[19:55:44] <PaleoCrafter> That's
what they do
L2835[19:55:52] <diesieben07> it doesnt
work with dynamic targets though
L2836[19:56:17] <gigaherz> well dynamic
case labels would be weird
L2837[19:56:18] <gigaherz> XD
L2839[19:56:26] <diesieben07> why
so?
L2840[19:56:26] <tterrag> yep :)
L2841[19:56:27] <tterrag> thanks
L2842[19:56:40] <gigaherz> :)
L2843[19:56:44] <PaleoCrafter> At least
it doesn't create a whole new class like switching on an enum
xD
L2844[19:56:56] <diesieben07> yeah that
is a fuckin mess :D
L2845[19:57:14] <diesieben07> that was in
their "omg lets not touch this VM thing with a 10 foot
pole" phase
L2846[19:57:16] <gigaherz> a new class?
o_O
L2847[19:57:22] <gigaherz> but but
L2848[19:57:26] <gigaherz> switch on
enum... is the same?
L2849[19:57:29] <diesieben07> no
L2850[19:57:38] <diesieben07> it holds
the constants from the enum
L2851[19:57:42] <diesieben07> whihc it
gets using reflection
L2852[19:57:44] <diesieben07> in case the
enum changes
L2853[19:57:45] <gigaherz> o_O
L2854[19:57:51] <diesieben07> they cant
just hardcode the ordinals
L2855[19:57:56] <gigaherz> not the
ordinals
L2856[19:57:58] <gigaherz> you can do it
like strings
L2857[19:58:05] <diesieben07> this was
much earlier ;)
L2858[19:58:10] <diesieben07> and that
would be way inefficient
L2859[19:58:14] <gigaherz> switch on
hashcode, then ifs for the final decisions XD
L2860[19:58:23] <gigaherz> that is
true
L2861[19:58:23] <diesieben07> separate
compilation is just a bitch
L2862[19:58:36] <gigaherz> C# has it
easier
L2863[19:58:39] <gigaherz> enums are
numbers.
L2864[19:58:40] <diesieben07> and it has
to be a separate class so that loading your class does not always
load the enum class
L2865[19:58:49] <diesieben07> but only
load it when the switch is actually ran
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L2868[20:06:00] <diesieben07> yep that is
not a constnat :D
L2869[20:06:19] <MattDahEpic> how should
i make it be one then
L2870[20:06:41] <diesieben07> static
final
L2871[20:06:45] <MattDahEpic> i cant
static it cause its an enum
L2872[20:06:55] <diesieben07> no it is a
field inside an enum
L2873[20:07:00] <diesieben07> (=inside an
object)
L2874[20:07:29] <diesieben07> why do you
even have an enum if you then use the string?
L2875[20:07:39] <diesieben07> you should
convert the string to enum as soon as you read it form
somewhere
L2876[20:07:41] <MattDahEpic> because nbt
cant store enums
L2877[20:08:03] <diesieben07> as soon as
you read it from NBT pass it to some method fromString inside the
enum then
L2878[20:08:06] <diesieben07> and deal
with that
L2879[20:08:17] <diesieben07> otherwise
thee enum is pointless
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L2899[21:04:05] <VikeStep> MattDahEpic,
maybe because on line 22 you are defaulting to a different resource
location?
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L2901[21:05:01] <VikeStep> oh wait, I
misread the code there
L2902[21:05:25] <MattDahEpic> thats
because i think you have to register the loc before you can use
it
L2903[21:05:34] <MattDahEpic> that just
gets all the dinks in the system
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L2905[21:06:29] <sciiam> Hi ! Could
someone help me find why client is unable to join server with
message Fatally missing blcoks and items but server has exact same
mods as client (except server-sid mods) ? please
L2906[21:06:56] <MattDahEpic> sciiam,
maybe the server has disabled blocks in the config that the client
is expecting to be there
L2907[21:07:06] <MattDahEpic> try making
the server/client have the same configs
L2908[21:07:24] <sciiam> In both clients
and server I've cleared all the configs..
L2909[21:07:34] <sciiam> and I checked
all versions
L2910[21:07:40] <sciiam> they all
match
L2911[21:07:45] <MattDahEpic> then
stacktraces if they throw?
L2912[21:08:17] <sciiam> seems to be
about Botany, bees and genetics
L2913[21:09:58] <MattDahEpic>
pastebin?
L2915[21:12:44] <VikeStep> sciiam, that
seems to be only part of the log
L2916[21:12:51] <VikeStep> could you
pastebin the whole log
L2917[21:12:52] <MattDahEpic> im assuming
you own the server so maybe try a new world temporarily and see if
that works?
L2918[21:13:10] <sciiam> i just delete
the world folder
L2919[21:13:24] <VikeStep> did you keep a
backup?
L2920[21:13:26] <sciiam> yes VikeStep its
partial but all before is fine
L2921[21:13:38] <VikeStep> sciiam, the
point is that before it tells us the mod versions
L2922[21:13:41] <VikeStep> and other
useful info
L2923[21:14:10] <VikeStep> but yeah, the
issue may be because it was run with a previous version of Forestry
or something along those lines and they have since removed
blocks
L2924[21:14:22] <VikeStep> or the server
was created with a newer version of the mod
L2925[21:14:33] <VikeStep> and you are on
a previous version which does not have those blocks
L2926[21:15:15] <sciiam> Actually what I
do is I clear all config and worlds on both client and server
L2927[21:15:20] <MattDahEpic> forestry
has been around so long it probably needs a rewrite to fix all of
its errors
L2928[21:15:26] <sciiam> and they both
have same mods versions
L2929[21:17:45] <sciiam> so VikeStep,
what you need is the output of the console of the client?
L2930[21:18:01] <MattDahEpic> both client
and server
L2931[21:18:36] <sciiam> k
L2932[21:19:23]
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L2933[21:19:45] <MattDahEpic> ideally on
DEBUG log level
L2934[21:23:05] <MattDahEpic> and for
those not watching, the denver broncos win the super bowl
L2935[21:24:56] <sciiam> ;)
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L2939[21:38:41] <sciiam> server-side log
is bigger than what pastbin allows me
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L2945[21:44:25] <VikeStep> sciiam,
^
L2946[21:44:30] <VikeStep> that site has
a larger limit
L2947[21:45:58] <sciiam> ok
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L2949[21:47:00] <sciiam> its actually the
file fml-server-latest.log that i was looking at
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L2956[21:59:58] <sciiam> VikeStep: seen
anything helpful in the logs?
L2957[22:00:06] <VikeStep> I'm having a
look
L2958[22:00:25] <sciiam> ok, thanks
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L2960[22:02:08] <VikeStep> these are all
server side mods? [STPPlugin, ForgeEssentials, ServerTools,
ServerTools-PERMISSION, squidless, worldedit]
L2961[22:03:18] <sciiam> yes
L2962[22:03:42] <sciiam> client has the
client version of forgeessentials
L2963[22:04:17] <sciiam> worldedit is
generated automatically by forgeessentials
L2964[22:04:22] <VikeStep> does using a
new world resolve the issue?
L2965[22:04:28] <sciiam> nope
L2966[22:05:35] <sciiam> it's as if some
items of forestry would get disabled when server initilize but
arent disabled in the client
L2967[22:08:41] <MattDahEpic> VikeStep,
any ideas why my textures wont work?
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L2970[22:11:37] <williewillus>
MattDahEpic: what textures?
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L2973[22:13:04] <williewillus> why do you
have both setcustomMRL and a custom mesher
L2974[22:13:13] <williewillus> those do
the same thing, pick one or the other :P
L2975[22:13:45] <williewillus> if you use
a custom mesher you need to do registerItemVariants with all the
ModelResourceLocations you will use so the game will load and bake
for you
L2976[22:20:06] <tterrag> gigaherz: why
is this BubbleSorter() : Sorter("Bubble"){} not
compiling?
L2977[22:20:15] <tterrag> trying to call
super constructor (whcih has a std::string param)
L2978[22:23:37] <mikebald> Is there a
Sorter constructor that takes a string?
L2979[22:24:03] <tterrag> yes
L2980[22:24:11] <tterrag> do I need to
give template args?
L2981[22:24:39] <mikebald> oh yeah, it's
a template class.. most-likely
L2982[22:24:52] <tterrag> yeah, looks
like it
L2983[22:24:53] <tterrag> ok
L2984[22:24:56] <tterrag> kinda dumb but
whatever :P
L2985[22:25:02] <tterrag> java spoiled me
I suppose
L2986[22:25:16] <mikebald> hehe yeah, C
and/or C++ does almost nothing for you by default
L2987[22:25:52] <MattDahEpic> how would
one get the missing texture texture
L2988[22:27:09] <tterrag>
include\Sorter.h|14|error: 'string' in namespace 'std' does not
name a type|
L2989[22:27:11] <tterrag> ;_; what
L2990[22:27:26] <tterrag> MattDahEpic:
TextureMap.LOCATION_MISSING_TEXTURE
L2991[22:27:50] <mikebald> I think
"some string" is a char*
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L2993[22:28:10] <tterrag> huh?
L2994[22:28:14] <williewillus> don't you
have to prepend "typename" or "class" for
templating?
L2995[22:28:17] <tterrag> full line
is
L2996[22:28:18] <tterrag> std::string
getName() { return name; };
L2997[22:28:30] <tterrag> williewillus:
for the declaration yes
L2998[22:30:36] <mikebald> Well, you're
doing Sorter<int, N>("Bubble"){} ?
L2999[22:31:02] <tterrag> yep
L3000[22:31:05] <tterrag> that error is
fixed :P
L3001[22:31:12] <tterrag> the error now
is on getName
L3002[22:31:40] <mikebald> string has a
getName? that seems odd...
L3003[22:32:37] <tterrag> no
L3004[22:32:38] <tterrag> ...
L3005[22:32:43] <tterrag> it's my
method
L3007[22:32:59] <mikebald> ah; can't
tell, not all your source files are on your github =)
L3008[22:33:02] <tterrag> last public
method
L3009[22:33:10] <tterrag> well I've just
added thisa
L3010[22:34:29] <mikebald> ah kk, not
seeing where you initialize name... I see you trying to call the
name base class in the sorter constructor; but I don't think a name
subclass exists
L3011[22:34:31] <williewillus> is the std
namespace included for you?
L3012[22:34:54] <tterrag> mikebald: last
declaration
L3013[22:34:57] <tterrag> under
private
L3014[22:35:09] <tterrag> williewillus:
I...assume so?
L3015[22:35:18] <mikebald> Yah; you're
trying to call your variable name as a class initializer in
Sorter(std::string name) : name(name){};b
L3016[22:35:49] <mikebald> you'd probably
want Sorter(std::string name) { name = ""; } or however
you want to initialize name
L3017[22:35:56]
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L3018[22:36:16] <tterrag> I have
that...
L3019[22:36:25] <tterrag> oh
L3020[22:36:29] <tterrag> well, I figured
it would work
L3021[22:36:33] <tterrag> changing the
param name doesn't seem to fix anything
L3022[22:37:26] <tterrag> aha
L3023[22:37:29] <tterrag> #include
<string>
L3024[22:37:29] <tterrag> -.-
L3025[22:38:34] <mikebald> oh; nice
catch... is that line: Sorter(std::string name) : name(name){};
valid though? if so *mind blown*
L3026[22:40:26] <tterrag> yes
L3028[22:40:40] <tterrag> see
"member initialization in constructors"
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L3032[22:43:00] <mikebald> huh... wonder
if it compiles to the same as initializing it in the body.
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L3034[22:46:13] <tterrag> likely
L3035[22:51:04]
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L3038[22:55:54] <PitchBright> it seems
onPlayerInteract event throws NPE… if I try to use that event when
the player has no item in their hand
L3039[22:56:47] <VikeStep> PitchBright,
do you have a stacktrace?
L3040[22:56:53] <PitchBright> sure
thing
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L3043[22:58:23] <VikeStep> can you
pastebin your event handler?
L3044[22:58:28] <VikeStep> the issue is
most likely in there
L3045[22:58:44] <PitchBright> kk
L3047[23:00:22] <VikeStep> which line is
line 265?
L3048[23:00:44] <PitchBright> oh
sorry
L3049[23:00:44] <PitchBright> if
(event.entityPlayer.getCurrentEquippedItem().getItem() == null)
{
L3050[23:00:59] <VikeStep> it's because
you are calling getItem()
L3051[23:01:01] <williewillus> you have
to check the stack for null
L3052[23:01:03] <williewillus> not the
item
L3053[23:01:04] <thecodewarrior>
event.entityPlayer.getCurrentEquippedItem() == null
L3054[23:01:05] <tterrag> why do you need
the MOP?
L3055[23:01:06] <VikeStep> the ItemStack
is null
L3056[23:01:21] <PitchBright> awesome,
I'll give that a whirl
L3058[23:01:48] <PitchBright> tterrag: so
I can tell if the player is clicking on a Water Block
L3059[23:02:05] <tterrag> mm, right
L3060[23:02:10] <tterrag> williewillus:
what the hell is that
L3061[23:02:16] <williewillus> Clojure
core source
L3062[23:02:25] <williewillus> Lisp
variant for the jvm
L3063[23:02:29] <tterrag> and the
point...?
L3064[23:02:31]
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L3066[23:02:49] <williewillus> of the
billions of interfaces? idk, probably some sort of performanc
eoptimization
L3067[23:03:24] <PitchBright> VikeStep:
you nailed it. Thanks man.
L3068[23:04:07] <VikeStep> it reminds me
of that thing in groovy with lots of overloads
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L3070[23:04:54] <williewillus> almost all
nonjava language implemnetations on the jvm are kinda ugly :P
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L3072[23:05:56] <VikeStep> idk about a
language named after one of my least favourite things from
javascript
L3073[23:06:15] <VikeStep> least
favourite syntactically*
L3074[23:07:19] <SomeGuyInATree> How
would one go about profiling entities memory impact?
L3075[23:07:30] <VikeStep> I personally
use VisualVM
L3076[23:07:34] <VikeStep> not sure if
that is what most people use
L3077[23:08:03] <SomeGuyInATree> I'm
talking moreso in an Opis sort of way.
L3078[23:08:34] <VikeStep> is this for
your own mod? or for you to test on a modpack
L3079[23:09:43] <SomeGuyInATree> Own mod,
but just interested in how one goes about profiling the performance
of TE/E's without the profile itself impacting tested
performance
L3080[23:10:33] <SomeGuyInATree> I've got
something somewhere killing my tps and keeping chunks loaded and
Opis doesn't work to my liking. (Or at all sometimes, it's that
laggy)
L3081[23:11:21] <MattDahEpic> you would
think that ItemStack.getItem() instanceof Item wouldnt cause null
pointers, but it do
L3082[23:11:22] <UnasAquila> !gf
func_149930_e 1.7.10
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L3084[23:12:23] <thecodewarrior>
MattDahEpic: if the itemstack is null it will
L3085[23:12:23] <VikeStep>
SomeGuyInATree, well, VisualVM allows you to do memory dumps and
analyse them
L3086[23:12:31] <VikeStep> you can see
what is taking up most of the memory
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L3088[23:13:25] <SomeGuyInATree>
Vikestep: I was going to try expand my Java knowledge by trying to
write something up myself. Just unsure how to go about it :p (I'll
VisualVM in the meantime though, Ty)
L3089[23:13:44] <tterrag> getting memory
usage from a java program isn't easy
L3090[23:13:46] <VikeStep> even I don't
programatically do memory profiling
L3091[23:13:48] <tterrag> you don't have
direct memory access
L3092[23:13:56] <tterrag> in fact, I'd
hazard a guess that it's impossible :P
L3093[23:14:01] <tterrag> that's why
there's jvm-level profilers
L3094[23:14:36] <VikeStep> tterrag, yeah,
now that I think about it, I'm not sure how Opis does it
L3095[23:15:15] <SomeGuyInATree> Well,
that's why I asked. :p Think I'll still go gander at the code in
opis and see what's going down.
L3096[23:15:21] <tterrag> opis doesn't do
memory
L3098[23:15:23] <tterrag> does it?
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L3100[23:15:44] <MattDahEpic> opis does
time to process
L3101[23:16:07] <MattDahEpic> like the
onUpdate ms length
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L3105[23:17:53] <VikeStep> yeah, it just
does CPU time, no memory stuff
L3106[23:19:17] <tterrag> tbh I don't
find opis that useful anymore
L3107[23:19:29] <tterrag> it's kinda
buggy and only really works for TEs and entities
L3108[23:19:39] <tterrag> with mods now
switching to centralized tick handlers, it's less useful
L3109[23:19:44] <tterrag> a profiler
shows you EVERYTHING
L3110[23:20:08] <VikeStep> if only
jebrains made a profiler just as good as their profilers for
C#
L3111[23:20:14] <MattDahEpic> but theres
not any good minecraft specific profiliers of any sort out
there
L3112[23:20:27] <MattDahEpic> VikeStep,
jebrains?
L3113[23:20:34] <VikeStep>
jetbrain's*
L3114[23:20:35] <tterrag> jvisualvm works
great
L3115[23:20:48] <tterrag> I was able to
optimize a huge efficiency error in chisel using it
L3116[23:20:55]
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L3117[23:20:59] <tterrag> opis would have
never shown me that other than "it's slow"
L3118[23:22:23] <MattDahEpic> opis would
tell you that the guy with 100 hidden redpower cobblegens for the
3rd time in a row should get banned (from experience)
L3119[23:22:52] <VikeStep> tterrag,
jvisualvm is the same as VisualVM I believe
L3120[23:23:00] <VikeStep> it had it's
name changed iirc
L3121[23:23:15] <MattDahEpic> is it the
one hosted on the java domain?
L3122[23:23:28] <VikeStep> yeah
L3124[23:23:55] <MattDahEpic> my only
qualm with that one is that i cant make the graphs any bigger
L3125[23:25:06] <VikeStep> there is also
a VisualGC plugin for it
L3126[23:25:11] <VikeStep> that I found
useful to look at
L3127[23:25:20] ***
Darkevilmac is now known as DarkevilAway
L3128[23:25:21] <VikeStep> it also taught
me how Java segments it's memory
L3129[23:26:54] <SomeGuyInATree> Lucky
me, It needs X11 installed..
L3130[23:29:50] <MattDahEpic> what about
the first 10 xes doesnt it need those too?
L3131[23:29:56] <MattDahEpic> :P
L3132[23:31:11] <SomeGuyInATree> Nah
:p
L3133[23:32:45]
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L3135[23:39:47] <Zaggy2048> hey fry,
what's the best way to find out if an item model is a generated
model?
L3136[23:40:12] <fry> why do you need to
find that out?
L3137[23:40:18] <Zaggy2048> TESR
L3138[23:40:28] <Zaggy2048> rendering
generated models wider
L3139[23:40:37] <Zaggy2048> so they fit
over a 0.0625 thick stick
L3140[23:41:32] <Zaggy2048> I already had
a system to check, but it got broken with 1.8.9
L3141[23:41:58] <Zaggy2048> with Forge
for 1.8.9 I mean
L3142[23:42:14] <fry> what if it's a thin
block instead?
L3143[23:42:18]
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L3144[23:42:44] <Zaggy2048> only items I
allow will be rendered on it
L3145[23:42:50] <Zaggy2048> so I don't
need to worry about that
L3146[23:43:01] <Zaggy2048> now if they
mess with the item models, that's not my fault :P
L3147[23:44:13] <fry>
"they"?
L3148[23:44:28] <Zaggy2048> resource pack
artists
L3149[23:44:46] <fry> if you have a
whitelist anyway - put "isThin" in that whitelist
L3150[23:45:09] <Zaggy2048> it's not a
strict whitelist
L3151[23:45:22] <Zaggy2048> it only
allows items whose recipe outputs in a furnace is edible
L3152[23:46:22] <Zaggy2048> the thing
that broke it is that I was adding "item/" to the
resource location for items I was checking for the generated
model
L3153[23:47:19] <Zaggy2048> but now
ModelLoaderRegistry takes ModelResourceLocations as locations
without "item/" or something
L3154[23:47:32] <Zaggy2048> so it only
gets the missing model when I get the model for an item
L3155[23:48:23] <fry> read the
javadoc
L3156[23:49:26] <Zaggy2048> yes, but what
should I do? pass the straight ModelResourceLocation, compare with
missing, then use the "item/" prefixed
ResourceLocation?
L3157[23:49:40] <Zaggy2048> seems kind of
screwy for it to behave that way if that's what becomes
necessary
L3158[23:50:37] <fry> why are you passing
MRL?
L3159[23:51:10] <Zaggy2048> because
otherwise I would be stripping information from the ItemStack ->
MRL mapping
L3160[23:51:46] <VikeStep> hmm, have a
bug at work that we can only reproduce on one computer in the
office
L3161[23:51:50] <VikeStep> this is
painful
L3162[23:51:55] <Zaggy2048> normally
"inventory" points to "item/" but it can also
be in a blockstates can't it?
L3163[23:52:03] <Zaggy2048> so I really
don't know what to do with the funciton
L3164[23:52:56] ***
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