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L1[00:00:13] <infinitefoxes_> williewillus: it doesn't work too well for low-res textures from what I've seen
L2[00:00:19] <infinitefoxes_> too little data, it just turns into a solid color
L3[00:00:30] <williewillus> yeah i see those in the log
L4[00:00:52] <williewillus> "x caused miplevel to drop"
L5[00:01:19] <williewillus> usually from mods stitching tiny 8x8 icons instead of pdading things out to 16
L6[00:02:39] <infinitefoxes_> wasn't talking about 8x8 specifically
L7[00:02:43] <infinitefoxes_> more or less just vanilla's textures
L8[00:03:02] <tterrag> that just means it only mips 3 levels
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L10[00:03:27] <tterrag> because in 8x you can't mip the 4th level that would be 0x0 :P
L11[00:03:56] <williewillus> mipping is the one that smooths grass and leaves so they don't look like shit from 10 chunks away right?
L12[00:04:04] <infinitefoxes_> yep
L13[00:04:26] <tterrag> and for those kinds of blocks (mostly single-color noise) it works great
L14[00:04:29] <tterrag> anything with detail, it's crap
L15[00:04:46] <tterrag> the interpolation just loses all the detail at the first mip level
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L23[00:23:42] <VikeStep> so, I was testing around in atom with a java linter, and it wants to know what classpath to look for, for external libs
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L25[00:23:58] <VikeStep> is there a .classpath file that can be generated or something like that?
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L27[00:29:03] <xaero> maybe you can snatch something from the eclipse/idea files, but the debug log probably has a classpath (build with --debug)
L28[00:32:57] <VikeStep> oh yeah, good idea
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L30[00:34:03] <xaero> each sourceSet has a property called compileClasspath/runtimeClasspath which may work for printing
L31[00:34:15] <xaero> println "sourceSets.main.compileClasspath"
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L34[00:36:37] <xaero> a thread is saying `println "sourceSets.main.compileClasspath.asPath"` will get you a single string instead of the file collection
L35[00:36:49] <xaero> multiple ways to skin a cat ^^
L36[00:38:14] <xaero> (not that I'd approve of skinning cats ¬_¬ )
L37[00:46:54] <VikeStep> that is one big classpath :P
L38[00:55:02] <xaero> heh
L39[00:55:11] <xaero> what's the length if you don't mind opening a repl?
L40[00:56:05] <xaero> groovy has a string length function if you went that route
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L48[01:21:46] <VikeStep> xaero, my classpath is 9769 characters
L49[01:22:44] <VikeStep> I think the linter I was using cooked itself though
L50[01:22:50] <VikeStep> because it no longer lints as it takes too long
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L52[01:27:36] <xaero> lol
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L63[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160220 mappings to Forge Maven.
L64[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160220-1.8.9.zip (mappings = "snapshot_20160220" in build.gradle).
L65[02:00:16] <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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L72[02:14:21] <sham1> Meh
L73[02:14:28] <sham1> Using Gradle with Android is confusing
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L77[02:21:47] <VikeStep> so, how could I go about running something before gradle build runs?
L78[02:21:57] <VikeStep> or do I just need to make another task and run both each time
L79[02:23:15] <sham1> probably
L80[02:23:20] <sham1> WHy
L81[02:23:35] <VikeStep> I'm trying to see if I can make a mod in Jython
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L83[02:23:41] <VikeStep> not for anything practical, just to see if I can
L84[02:23:55] <VikeStep> and I wanted to run the jython compile stuff before building
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L86[02:34:07] <VikeStep> I have to say though, jython is pretty cool, it has a REPL and everything
L87[02:34:20] <VikeStep> and you can interact with ArrayList's like python lists
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L95[02:57:46] <Wuppy> morning :)
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L104[03:37:00] <Nitrodev> morning Wuppy
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L106[03:39:19] <Wuppy> hey Nitro what're you up to
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L115[03:55:47] <Zorn_Taov> hey wuppy, do you know of a way to get a texture from a block in 1.8.9?
L116[03:55:57] *** kroeser|away is now known as kroeser
L117[03:56:08] <Wuppy> no clue, haven't really done anything in 1.8.9 yet
L118[03:56:16] <Zorn_Taov> dang
L119[03:56:28] <Wuppy> now if you want some help with the Unity particle system I can help out though :P
L120[03:57:09] <Zorn_Taov> :P
L121[03:57:31] <Zorn_Taov> trying to update my beds to 1.8.9, and I'm stuck trying to figure this out
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L125[04:03:24] <Zorn_Taov> ....wait what
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L129[04:09:47] <bilde2910> lol :P https://puu.sh/neIuV.png
L130[04:12:40] <LatvianModder> you cant avoid that
L131[04:13:17] <LatvianModder> those are usually libraries doing this
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L136[04:27:44] <Zorn_Taov> com.sun.jna.Native
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L139[04:33:31] <Wuppy> just saw a 2 second video of Minecraft... now I want to play it again xD
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L163[05:21:15] <Cazzar> I really should Look into what Vulkan is like to program with
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L169[05:29:50] <Wuppy> every graphics programmer in my school is going crazy about vulkan
L170[05:29:54] <Wuppy> and I can't be arsed :P
L171[05:33:35] <Cazzar> Wuppy: Vulkan itself, has caused a massive uproar in the graphics programming :P
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L173[05:34:38] <Wuppy> I'm not a graphics programmer though :P
L174[05:34:52] <Wuppy> but from what I've heard, vulkan is huge
L175[05:35:00] <Cazzar> It's like a new OGL
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L180[05:52:30] <Javaschreiber> I've got a Block which appearance differs based on it's metadata/IBlockState. As block in the world, this works fine, but in the inventory it just displays the default model. I'm trying to register the models via ModelBakery.registerItemVariants(), but it now can't find the corresponding blockstate.json. I thought that the general blockstate is enough.
L181[05:52:47] <sham1> no
L182[05:53:13] <Pennyw95> It's deprecated
L183[05:53:47] <Javaschreiber> The ModelBakery.addVariantName()-Method is deprecated
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L187[06:04:21] <Nepharius> how do you destroy worn armour by commands? damageItem() and setItemDamage() don't seem to work right
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L189[06:05:26] <sham1> Those are not commands
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L193[06:10:32] <Nepharius> they're not? what are the respective commands then?
L194[06:17:01] <sham1> Show us what you have tried
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L196[06:17:14] <sham1> That's like the first thing you should do when asking a question
L197[06:19:23] <Nepharius> gimme a second
L198[06:20:16] <sham1> Also, you can "destroy" an item by setting its itemstack to null
L199[06:21:32] <Nepharius> http://pastebin.com/XSH9Xvxy
L200[06:21:51] <sham1> Where do you get player from
L201[06:22:35] <sham1> And this is a style thing but you do not usually capitalize variables
L202[06:22:48] <Nepharius> public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack)
L203[06:22:58] <sham1> Just paste in the whole method
L204[06:23:06] <Nepharius> kk
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L207[06:26:31] <Nepharius> http://pastebin.com/XSH9Xvxy
L208[06:27:31] <sham1> You should test if the world is a server world
L209[06:28:07] <Lumien> Does calling ServerConfigurationManager.recreatePlayerEntity with conqueredEnd set to true do anything besides keeping all the players stuff?
L210[06:28:19] <Lumien> (Is that safe to use as a way to "teleport" a player back to spawn)
L211[06:28:21] <UnasAquila> are not all worlds server worlds since 1.6?
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L213[06:28:38] <sham1> What?
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L216[06:31:02] <UnasAquila> back in 1.6 they combined the client and server
L217[06:31:28] <sham1> First of all, the "merge" you are talking about happened in 1.3
L218[06:32:04] <sham1> Second of all, all it did was make it so that the internal server on MC became uniform with the dedicated one
L219[06:32:14] <sham1> So you can do the same things on it
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L221[06:32:20] <UnasAquila> really that long ago bad memory sometimes
L222[06:32:34] <sham1> They made it so that singleplayer is just multiplayer with one person connected
L223[06:36:49] <Nepharius> at the moment the armour get's replaced by a new one istead of getting destroyed
L224[06:36:57] <Nepharius> gets*
L225[06:37:14] <sham1> set the itemstack to null
L226[06:37:22] <Nepharius> tried that
L227[06:37:28] <Nepharius> same problem
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L229[06:37:48] <sham1> Show the code where you have attempted that
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L232[06:41:15] <Nepharius> http://pastebin.com/nHZ11dGp
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L236[06:49:49] <UnasAquila> set the slot to null not the itemstack
L237[06:50:08] <UnasAquila> check if the itemstack is 0 then null the slot
L238[06:50:28] <sham1> mmmm
L239[06:50:39] <sham1> That's how it should be done
L240[06:50:57] <sham1> I myself thought that it gives you a direct reference you can change willy nilly but apparently not
L241[06:51:51] <OrionOnline> How is everybody?
L242[06:51:57] <sham1> somehow
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L245[06:53:13] <OrionOnline> So did something change with Models between Forge Versions 1677 and 1744?
L246[06:53:17] <UnasAquila> good thankyou OrionOnline! yourself?
L247[06:53:22] <OrionOnline> My custom models are not working anymore
L248[06:53:49] <OrionOnline> UnasAquila, I am doing decent, studying and trying to find out why my ItemModels are just failing to grab the right texture of the second layer
L249[06:55:48] <UnasAquila> Haven't touched on models yet sorry I can't be of any help there.
L250[06:56:39] <OrionOnline> No problem
L251[06:56:44] <OrionOnline> Fry, you there??
L252[06:58:22] <fry> yes
L253[06:59:02] <OrionOnline> did something change regarding LayeredModels and their baking process?
L254[06:59:12] <OrionOnline> For some reason i can only see the last model i baked
L255[06:59:25] <OrionOnline> Regardless of it being the texture i want on that layer or not
L256[06:59:30] <OrionOnline> It worked fine in 1677
L257[06:59:38] <OrionOnline> But it is borked in 1744
L258[06:59:51] <fry> try reducing the version range
L259[07:00:31] <OrionOnline> Will try, which one should i choose?
L260[07:00:37] <OrionOnline> like 1700 a good one?
L261[07:00:53] <fry> https://en.wikipedia.org/wiki/Binary_search_algorithm
L262[07:01:27] <OrionOnline> Okey let see then
L263[07:02:56] <Wuppy> binary search <3
L264[07:03:05] <Wuppy> I love that algorithm :
L265[07:03:06] <Wuppy> :P
L266[07:03:56] <VikeStep> alright, I give up, I can't even get a compiled hello world .class that works from Jython
L267[07:04:13] <VikeStep> so much for that idea
L268[07:05:27] <Nepharius> thanks guys, looks like it works
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L271[07:13:22] <MalkContent> what was this redstone thing called? something starting with ch
L272[07:14:16] <MalkContent> nvm. charset. i need to buy a rubberduck...
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L288[08:25:15] <daywalker> hi someone know of a simple capability implementation for a tileentity with an inventory?
L289[08:25:52] <OrionOnline> Implement IInventory and return an InvWrapper has capability
L290[08:25:57] <OrionOnline> Forge has it pre baked it.
L291[08:26:05] <OrionOnline> in*
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L293[08:26:53] <daywalker> i thought it replaces the implements IInventory
L294[08:27:15] <daywalker> it says so in readthedocs.org i think
L295[08:27:29] <daywalker> soory im a noob :D
L296[08:28:32] <daywalker> i need an example on git or something
L297[08:29:27] <gigaherz> it replaces it for the user
L298[08:29:41] <gigaherz> but if you want to be compatible with older mods and such, you still need IInventory ;P
L299[08:30:11] <gigaherz> for someone who asks your te
L300[08:30:13] <gigaherz> they can do
L301[08:30:24] <gigaherz> if(hasCapability(item handler)) getCapability(item handler)
L302[08:30:37] <daywalker> oh so the capability is more like a wrapper?
L303[08:30:44] <gigaherz> depends on thecase
L304[08:30:52] <gigaherz> you CAN do IItemHandler without IInventory
L305[08:31:28] <gigaherz> all you have to do is return true from hasCapability, and return an IItemHandler reference from getCapability
L306[08:31:41] <gigaherz> InvWrapper+IInventory is just one of many ways to achieve that
L307[08:32:22] <gigaherz> another option is to have a "inventory = new ItemStackHandler(slots)" field, and return it from getCapability
L308[08:33:00] <gigaherz> (without implementing IInventory)
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L310[08:34:28] <gigaherz> then you may want different sub-inventories per side
L311[08:34:32] <daywalker> hmm thanks for trying to help but unfortunatly im such a noob i still dont get it. i need example code..
L312[08:34:47] <gigaherz> which means you'd return different objects based on the side specified in getCapability/hasCapability
L313[08:34:56] <sham1> https://github.com/sham1/SpatialCondenser/blob/master/src/main/java/sham1/spatialcondencer/machine/tileentity/SpatialScannerTileEntity.java
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L315[08:35:01] <sham1> Look at that
L316[08:35:23] <sham1> And for stuff where you need IInventory (Containers/GuiContainers come to mind) also take a look at this
L317[08:35:31] <sham1> https://github.com/sham1/SpatialCondenser/blob/master/src/main/java/sham1/spatialcondencer/common/SpacialCommonInventory.java
L318[08:35:52] <sham1> That's how I use mine
L319[08:36:48] <daywalker> oh nice the part with the gui was the most confusing thanks
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L321[08:40:57] <gigaherz> UGH
L322[08:41:03] <gigaherz> the rf api in neotech is different than the one I use
L323[08:41:15] <gigaherz> they changed the methods in the EnergyStorage class
L324[08:41:30] <gigaherz> so it crashes when trying to use neotech in my dev env
L325[08:42:10] <gigaherz> (the made the methods return themselves, for chaining, which the other RF api doesn't have)
L326[08:42:14] <gigaherz> they*
L327[08:45:43] <gigaherz> hmm?
L328[08:46:02] <gigaherz> there was an official release of the cofh rf api for 1.8.9?
L329[08:46:07] <sham1> WAT
L330[08:46:11] <sham1> STOP THE PRESSES
L331[08:46:46] <gigaherz> https://github.com/CoFH/RedstoneFlux-API/tree/1.8/
L332[08:47:01] * gigaherz updates
L333[08:47:35] <gigaherz> \o/ https://github.com/CoFH/CoFHLib/tree/1.8
L334[08:49:12] <PaleoCrafter> "EnumFacing still sucks and this is a giant ridiculous leap backwards, but so it goes."
L335[08:49:43] ⇨ Joins: whitephoenix (~whitephoe@67-42-85-206.tukw.qwest.net)
L336[08:49:52] <gigaherz> XD
L337[08:51:02] <MalkContent> ?
L338[08:51:29] <gigaherz> one of the main reasons cofh didn't want to update
L339[08:51:44] <gigaherz> was ForgeDirection.UNKNOWN doesn't have a direct equivalent in EnumFacing
L340[08:51:48] <whitephoenix> It only makes sense to use metadata for two blocks if they are functional identical right?
L341[08:51:58] <gigaherz> whitephoenix: wat?
L342[08:52:15] <whitephoenix> I'll give an example
L343[08:52:39] <PaleoCrafter> you have the least amount of effort if they are functionally identical
L344[08:52:43] <whitephoenix> I have two blocks, one is a berry bush that has no berries, the other is one that has berries and can be harvested via right click
L345[08:53:11] <whitephoenix> The function of the non-berry one is to use updateTick to grow berries after a while
L346[08:53:34] <whitephoenix> the function of the berry one is to when right clicked be swapped out with the non-berry one, play a sound, and give the player items
L347[08:53:50] <whitephoenix> would it make sense to use metadata?
L348[08:53:54] <PaleoCrafter> yes
L349[08:54:00] <whitephoenix> Alright thanks
L350[08:54:18] <gigaherz> the "use metadata" bit bothers me
L351[08:54:20] <gigaherz> you use blockstates
L352[08:54:28] <gigaherz> metadata is just how you persist those blockstates
L353[08:54:28] <gigaherz> XD
L354[08:54:53] <whitephoenix> I'm reading a book for 1.7
L355[08:55:13] <PaleoCrafter> get the 1.8 version :P
L356[08:55:47] <whitephoenix> I don't know how, I told the author about it, he said he didn't know either
L357[08:55:57] <Wuppy> hai
L358[08:56:02] <Wuppy> there is a 1.8 version of the book :)
L359[08:56:12] <whitephoenix> Oh hi, yeah I don't know how to get it though :/
L360[08:56:16] <Wuppy> and I tried writing an update guide but it got waaaaaaay too big
L361[08:56:24] <sham1> Just FYI
L362[08:56:28] <Wuppy> so instead it's a second edition
L363[08:56:57] <whitephoenix> Syncing it on kindle didn't update it, redelivering didn't update it, and registering it didn't have an option to update it so I have no idea
L364[08:57:14] <sham1> Forge's official documentation at mcforge.readthedocs.org is nowadays prefered over the 2*10^64 different forge tutorial sites
L365[08:57:53] <PaleoCrafter> they're distinct articles on Amazon
L366[08:58:21] <whitephoenix> "Visit our website and register this book at informit.com/ register for convenient access to any updates, downloads, or errata that might be available for this book."
L367[08:59:25] <Wuppy> whitephoenix, I tired writing an update to the book you have, but that go so big it was impossible to finish (40 pages by chapter 8 or so)
L368[08:59:41] <Wuppy> so instead it's a different edition of the book
L369[08:59:48] <whitephoenix> So I have to buy it again?
L370[09:00:37] <Wuppy> different editions of books are unfortunately not free :<
L371[09:01:05] <MalkContent> now you know the pain of any little kid that bought a book for a game before the internet
L372[09:01:46] <gigaherz> MalkContent: before the internet, the game didn't change on you ;P
L373[09:01:55] <MalkContent> there you were, had your dream equip for diablo 2 all picked out and then the patches made all your late night scribbles turn useless
L374[09:01:57] <gigaherz> you got a game, you were stuck with what you got
L375[09:01:58] <MalkContent> :D i beg to differ
L376[09:02:00] <gigaherz> bugs or no
L377[09:02:09] <MalkContent> patches came through gaming magazines
L378[09:02:12] <sham1> Modding existed before the Internet
L379[09:02:27] <gigaherz> ah right pc gaming was invented before the internet
L380[09:02:31] <gigaherz> I wasthinking console, for some reason
L381[09:02:34] <gigaherz> XD
L382[09:02:38] <sham1> PEASANT
L383[09:02:56] <whitephoenix> "Hey bro you want me to mail you a floppy with this sick mod I made? It adds cats to pong!"
L384[09:03:01] <gigaherz> wat?
L385[09:03:09] <gigaherz> my earliest gaming memories were on a 286 machine
L386[09:03:15] <MalkContent> that's more realistic than you think white
L387[09:03:17] <gigaherz> playing some educational disney game
L388[09:03:18] <sham1> T'was a joke
L389[09:03:33] <gigaherz> whitephoenix: pretty much
L390[09:03:43] <gigaherz> xcept you'd hand out floppies at school
L391[09:03:46] <sham1> Less pong and more cats
L392[09:04:03] <whitephoenix> The modding for the first real pc game spacewars for the pdp-1 was actually pretty popular
L393[09:04:16] <sham1> Because people in MIT knew programming
L394[09:04:57] <sham1> PDP-1 looks kinda cool actually
L395[09:05:19] <sham1> But so does Atari 8800
L396[09:05:52] <sham1> Anyway
L397[09:06:27] <sham1> I don't understand just how adopting a vanilla solution is a "step backwards" considering that it is a fucking enum value
L398[09:07:00] <PaleoCrafter> EnumFacing doesn't have an "unknown" value
L399[09:07:03] <sham1> I know
L400[09:07:10] <sham1> I remember that shitstorm
L401[09:07:20] <gigaherz> and people do think that "null" or "Optional.absent" are lesser alternatives
L402[09:07:21] <sham1> I just don't understand just why it is useful
L403[09:07:30] <sham1> Optional.empty*
L404[09:07:41] <gigaherz> ah absent must have been another language then
L405[09:07:42] <gigaherz> XD
L406[09:07:45] <gigaherz> anyhow
L407[09:07:54] <gigaherz> someone said, null is not UNKNOWN
L408[09:07:59] <gigaherz> because null means uninitialized
L409[09:08:00] <PaleoCrafter> other library :P
L410[09:08:07] <PaleoCrafter> empty is J8, absent is Guava
L411[09:08:10] <gigaherz> while unknown means don't care
L412[09:08:14] <gigaherz> ah XD
L413[09:08:30] <sham1> Well you can also interpit null as "don't care"
L414[09:08:46] <gigaherz> yes but they had different code paths for null, apparently
L415[09:08:49] <sham1> Or just give a direction anyway because for instance in cross-dimentional stuff it matters none
L416[09:08:59] <PaleoCrafter> Optional obviously is the best solution
L417[09:09:03] <sham1> Ye
L418[09:09:07] <sham1> Or Option ;)
L419[09:09:16] <sham1> Or shall we say Maybe
L420[09:09:19] <PaleoCrafter> Mebbe
L421[09:09:37] <gigaherz> Maybe<EnumFacing>?
L422[09:09:46] <sham1> Mayb-monad
L423[09:09:51] <sham1> Maybe*
L424[09:10:08] <sham1> That in Java8 and Guava are Optional and in Scala is Option
L425[09:10:12] <gigaherz> C#'s nullable syntax is
L426[09:10:13] <gigaherz> type?
L427[09:10:16] <gigaherz> so you can have like
L428[09:10:21] <gigaherz> int? value;
L429[09:10:24] <gigaherz> which means
L430[09:10:27] <gigaherz> Nullable<int> value;
L431[09:10:32] <sham1> Because naming your monad Optional instead of Maybe kinda makes sense
L432[09:10:37] <gigaherz> and Nullable<T> has .HasValue, and .Value
L433[09:10:46] <sham1> I swear
L434[09:11:05] <Wuppy> wow... I just broke my window xD
L435[09:11:07] <sham1> If I ever go into coding in C#, I will make sure to not capitalize any method name like that
L436[09:11:08] <gigaherz> and nullable==null istrue if nullable .HasValue would return false
L437[09:11:15] <Wuppy> the thingy that makes sure it doesnt move around broke off :<
L438[09:11:22] <gigaherz> sham1: then you'll be shamed and made fun of, by everyone else
L439[09:11:34] <sham1> It looks silly
L440[09:11:38] <gigaherz> like you'd be if you did TitleCase methods in java
L441[09:11:40] <Wuppy> sham1, why do people use captial letters for functions inc#?
L442[09:11:42] <Wuppy> it's BSB
L443[09:11:45] <gigaherz> only because you are used to it
L444[09:11:47] <Wuppy> BS*
L445[09:11:52] <PaleoCrafter> gigaherz, Nullable ain't a monad though
L446[09:11:54] <sham1> They use it because Microsoft does it
L447[09:11:58] <gigaherz> Wuppy: it's just a different coding style
L448[09:12:05] <gigaherz> I actually PREFER it
L449[09:12:10] <sham1> Why
L450[09:12:19] <gigaherz> it differerntiates variables from non-variables
L451[09:12:29] <Wuppy> ^ that is a valid poitn
L452[09:12:29] <gigaherz> anything that's not a variable, gets TitleCased
L453[09:12:35] <gigaherz> variables get camelCased
L454[09:12:44] <gigaherz> note that
L455[09:12:47] <gigaherz> nullable.HasValue
L456[09:12:49] <sham1> But how do you differentiate between methods and classes
L457[09:12:50] <gigaherz> is a property, not a variable
L458[09:12:50] <Wuppy> however, it makes the difference between classes and methods less
L459[09:12:51] <PaleoCrafter> think of functions as just another type of variable :P
L460[09:12:53] <gigaherz> it has getter and setter
L461[09:12:59] <sham1> Meh
L462[09:13:02] <gigaherz> sham1: I do not.
L463[09:13:07] <Wuppy> yeah, technically functions are variables
L464[09:13:08] <Wuppy> sort of
L465[09:13:11] <gigaherz> the IDE colors them differently ;P
L466[09:13:25] <sham1> I'd rather not think about my functions as table lookups thank you very much
L467[09:13:27] <Wuppy> especially in C++ you can consider functions as variables
L468[09:13:34] <sham1> Function pointers
L469[09:13:43] <gigaherz> C# can auto-box functions as lambdas
L470[09:13:49] <gigaherz> it still uses the "." notation
L471[09:13:50] <sham1> So can C++
L472[09:13:58] <gigaherz> unlike java that needs :: notation
L473[09:14:10] <gigaherz> SomeFunction(object1.Method)
L474[09:14:18] <gigaherz> ===
L475[09:14:21] <sham1> And in Haskell constants might as well just be functions that ever return one thing
L476[09:14:27] <gigaherz> SomeFunction(v => object1.Method(v))
L477[09:14:48] <sham1> Hmm
L478[09:14:55] <sham1> IRC ate my message
L479[09:15:08] <sham1> Is there a way I can escape forward slashes
L480[09:15:14] <gigaherz> that soundsl ike "god ate my homework" excuse
L481[09:15:14] <gigaherz> ;P
L482[09:15:28] <gigaherz> ./
L483[09:15:29] <PaleoCrafter> sham1, some clients support //
L484[09:15:32] <sham1> /
L485[09:15:33] <gigaherz> or ctrl-enter
L486[09:15:36] <sham1> Yeah, that does it
L487[09:15:40] <sham1> Thank you Hexchat
L488[09:15:43] <gigaherz> or alt+255
L489[09:16:00] <sham1> /v -> method object1 v
L490[09:16:07] <sham1> OOP in haskell everyone
L491[09:16:27] <gigaherz> that looks a lotl ike an actual lamda calculus expression
L492[09:16:31] <PaleoCrafter> isn't it a backslash anyway? :P
L493[09:16:40] <gigaherz> \x. a x
L494[09:16:43] <sham1> Wait
L495[09:16:45] <sham1> Yes
L496[09:16:59] <sham1> I am dumb sometimes
L497[09:17:04] <sham1> Yeah
L498[09:17:04] <PaleoCrafter> gigaherz, what do you expect, it's Haskell after all :P
L499[09:17:06] <sham1> It is \v
L500[09:17:13] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files/2282927
L501[09:17:18] <gigaherz> PaleoCrafter: ofc ;P
L502[09:17:27] <gigaherz> my mod now uses the 1.8.9 RF API ;P
L503[09:17:40] <PaleoCrafter> hm, does C#/.NET have "native" currying capabilities?
L504[09:17:41] ⇦ Quits: Ekho (~Ekho@2602:304:b01b:3c90:69b4:ac17:86ba:ba62) (Quit: An alternate Timeline has just been created in which I didn't leave. but here, I left you. I'm sorry.)
L505[09:17:41] <sham1> I'd really like to see a CurseForge upload API
L506[09:17:43] <sham1> That I can use
L507[09:17:55] <sham1> to upload my JARs
L508[09:18:00] <gigaherz> hmmm
L509[09:18:08] <whitephoenix> Does F3+T reload lang files too?
L510[09:18:11] <gigaherz> currying means partial function instantiation?
L511[09:18:15] <sham1> ye
L512[09:18:23] <gigaherz> I don't think so...?
L513[09:18:30] <gigaherz> but well
L514[09:18:33] <gigaherz> "native" is complicated
L515[09:18:34] <gigaherz> XD
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L517[09:18:47] <sham1> And then you just make everything point-free and make your code extremely unreadable
L518[09:18:56] <gigaherz> you can't just do x = y(1), if y has more than one arg
L519[09:19:00] <gigaherz> but you can do
L520[09:19:15] <gigaherz> x = (a,b)=>y(1,a,b)
L521[09:19:29] <PaleoCrafter> "point-free" is so counterintuitive, because you compose with a dot ._.
L522[09:19:29] <gigaherz> but that's not really the same
L523[09:19:29] <sham1> And from there reduce
L524[09:19:41] <sham1> It refers to mathematics
L525[09:19:48] <sham1> Not the composition operator :P
L526[09:19:52] <PaleoCrafter> yeah, I know
L527[09:20:17] <sham1> Read it from back to front
L528[09:20:27] <sham1> to get the order where everything is executed
L529[09:20:53] <gigaherz> yeah there isn't a partial application feature in the language itself
L530[09:21:10] <sham1> Well that sucks
L531[09:21:12] <gigaherz> it's not a functional language
L532[09:21:13] <gigaherz> ;P
L533[09:21:21] <sham1> What about F# then
L534[09:21:25] <gigaherz> F#may
L535[09:21:28] <gigaherz> never used F#
L536[09:21:34] <sham1> j
L537[09:21:39] <sham1> MEEP
L538[09:21:44] <sham1> I was on the wrong window
L539[09:21:57] <sham1> Damn it vim
L540[09:22:13] <gigaherz> ewh
L541[09:22:16] <gigaherz> F# is ugly
L542[09:22:54] <gigaherz> apparently, it's primarily functional, but has optional mutable values
L543[09:23:04] <sham1> Kinda like Scala in that regard
L544[09:23:12] <sham1> Except that it tries to be even more functional
L545[09:23:17] <gigaherz> yes but in order to change a mutable you do
L546[09:23:19] <gigaherz> x <- value
L547[09:23:33] <gigaherz> there's a special arrow operator for it >_<
L548[09:23:38] <sham1> I'd like to see you using IORef then
L549[09:23:56] <PaleoCrafter> kinda like binding in Haskell's do, gigaherz :P
L550[09:24:03] <sham1> >>= everyday
L551[09:24:18] <sham1> And of course
L552[09:24:26] ⇨ Joins: MindWorX (~MindWorX@0x3ec639b7.inet.dsl.telianet.dk)
L553[09:24:29] * gigaherz stays with imperative oop languages like C# and Java
L554[09:24:45] <sham1> I'd call C# and Java more multi-paradigm nowadays
L555[09:25:00] <gigaherz> they are still imperative though
L556[09:25:09] <sham1> sure
L557[09:25:21] <gigaherz> everything else is added on top
L558[09:25:48] <sham1> Also, I like how I decided to name myown toy language Copper and now I cannot be clever and use .cu as my file extention because CUDA
L559[09:25:49] <MindWorX> What's the easiest way for map makers to protect blocks? I've been using Thaumcraft warding, but it's limited to blocks. Not even stairs can be protected.
L560[09:25:50] <gigaherz> like C#'s async/await making it asynchronous, but it's not like it magically makes C# a language on the same category as VHDL/Verilog
L561[09:26:25] <gigaherz> MindWorX: adventure mode?
L562[09:26:27] <sham1> Or Javascript ( ͡° ͜ʖ ͡°)
L563[09:26:38] <MindWorX> Well, it needs to be a regular survival map.
L564[09:26:39] <whitephoenix> How difficult would it be to keep track of the number of trees burned down by a player?
L565[09:26:48] <whitephoenix> that face is horrifying in irc
L566[09:26:57] <gigaherz> MindWorX: adventure mode makes the players unable to break things you didn't mark as breakable
L567[09:27:04] <MindWorX> Hmm
L568[09:27:11] <gigaherz> and unable to place things you didn't mark as "ableto place on X"
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L570[09:27:36] <MindWorX> Didn't know there was more to it. I thought it just forced you to use the right tools.
L571[09:27:37] <gigaherz> note that they can still make paintings and item frames pop off
L572[09:27:45] <gigaherz> what adventure mode does is
L573[09:27:49] <gigaherz> it disables breaking/placing
L574[09:27:58] <gigaherz> but it adds certain NBT tags to items
L575[09:28:08] <gigaherz> that can be used to explicitly allow tools to break certain things
L576[09:28:14] <gigaherz> and explicitly allow blocks to be placed on things
L577[09:29:00] <gigaherz> of course if what you want is to protect a specific structure, but allow things like dirt to work like usual in the outside
L578[09:29:10] <gigaherz> that requires a bit more effort, I suppose
L579[09:29:14] <MindWorX> Yeah
L580[09:29:43] <gigaherz> there's mods that can disallow placing/breaking blocks in certai nchunks
L581[09:30:11] <gigaherz> I don't remember any name, but I know they exist
L582[09:30:11] <gigaherz> XD
L583[09:30:38] <PaleoCrafter> FTBUtilities does it, I think
L584[09:30:58] <LatvianModder> Well. More or less
L585[09:31:02] ⇨ Joins: Elucent (~elucent__@12.164.194.130)
L586[09:31:28] <LatvianModder> It has chunk protection / faction type side. but that just protects you from others placing blocks in your chunk
L587[09:31:34] <PaleoCrafter> ah
L588[09:31:51] <PaleoCrafter> you have a ping on FTBUtilities, don't you? :P
L589[09:31:57] <LatvianModder> Ofc :P
L590[09:32:31] <Elucent> anyone here know what i'm doing wrong? it's my first time using forge events, and i'm getting a nullpointerexception on line 15 http://pastebin.com/GxwNXgNp
L591[09:32:47] <LatvianModder> FTBL FTBLib FTBU FTBUtilities FTBUtils Lat LatBlocks LatCoreMC Latvian Modder Silicio XPT XPTeleporters
L592[09:32:47] <LatvianModder> All the words that ping me :P
L593[09:32:49] <PaleoCrafter> interesting, Haskell does in fact not allow lowercase type names or uppercase function names :O
L594[09:33:15] <gigaherz> doesn't "Modder" cause false positives?
L595[09:33:38] <gigaherz> Elucent:
L596[09:33:41] <PaleoCrafter> might be "Latvian Modder"?
L597[09:33:42] <gigaherz> inv[i] may be null
L598[09:33:43] <LatvianModder> I dont mind being pinged 5 tiems a day by that word :P
L599[09:33:52] <gigaherz> empty slots are null
L600[09:34:11] <Elucent> gigaherz: oh, duh, somehow i didn't see that. thanks!
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L609[09:52:47] <UnasAquila> anyone know how long minecraftforge website id going to be down?
L610[09:52:59] <sham1> wat
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L612[09:53:40] <Elucent> is there an alternative to if (itemstack != null) ?
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L615[09:55:24] <PaleoCrafter> Optional.ofNullable(itemstack).ifPresent, lol
L616[09:56:54] <MattDahEpic> is there an iterator for all enchantments anywhere?
L617[09:57:02] <Elucent> hmmm still not working
L618[09:57:38] <sham1> How are enchantments stored
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L620[09:57:45] <sham1> In a list or what
L621[09:58:06] <gigaherz> NBT
L622[09:58:14] <gigaherz> there's a tag list of enchantments in there
L623[09:58:26] <gigaherz> wait
L624[09:58:36] <gigaherz> you mean the actual enchantment "sources"
L625[09:58:48] <sham1> He probably wants to iterate through all possible enchantments
L626[09:59:11] <gigaherz> Enchantment.enchantmentsList
L627[09:59:25] <gigaherz> it's private though
L628[09:59:38] <sham1> Enchantment.enchantmentList.iterator() ;)
L629[09:59:42] <sham1> He did ask for the iterator
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L632[10:00:02] <gigaherz> yeah but it's a private list ;P
L633[10:00:18] <sham1> Well it's a static field isn't it
L634[10:00:41] <sham1> MyReflectionHelperClass.getEnchantmentList().iterator() ;)
L635[10:02:30] <gigaherz> ah
L636[10:02:30] <gigaherz> enchantmentsBookList
L637[10:02:33] <gigaherz> that one is public
L638[10:02:38] <gigaherz> and it contains all the enchantments XD
L639[10:02:59] <gigaherz> well, the vanilla book enchantments
L640[10:03:09] <gigaherz> anything added afterward won't be there
L641[10:03:10] <gigaherz> XD
L642[10:03:31] <Elucent> i'm trying to make an item that reduces incoming damage by 25% when in the inventory
L643[10:03:46] <Elucent> is there a better way to do this without using events?
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L645[10:05:08] <sham1> not really
L646[10:06:05] <gigaherz> nope
L647[10:06:13] <UnasAquila> player.inventory.hasItem(youritem)
L648[10:06:15] <gigaherz> well you could apply resistance effect
L649[10:07:31] <Elucent> unasaquila: is there a way i could call that and then find the corresponding itemstack? i need to test some nbt data
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L651[10:09:19] <masa> you probably want your own method to search for your item then
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L653[10:09:43] <masa> teher is a method in vanilla that gets the slot number, but if I remember right it is protected or private
L654[10:09:55] <sham1> Like that's an issue
L655[10:10:01] <masa> well sure
L656[10:10:27] <masa> but that only exists in InventoryPlayer anyway, so a custom method could be used for other inventories as well
L657[10:10:35] <Elucent> well, i currently have a for loop that just checks each itemstack in the inventory
L658[10:10:47] <masa> yep
L659[10:10:52] <Elucent> but i have to make sure that the itemstack isn't null
L660[10:11:08] <Elucent> and when i test itemstack != null, nothing after that point ever happens
L661[10:11:18] <masa> huh?
L662[10:12:06] <Elucent> here's my current loop http://pastebin.com/qkmjYVRR
L663[10:12:33] <Elucent> p is just event.entityLiving cast to entityplayer after i check that event.entityliving instanceof entityplayer
L664[10:12:57] <Elucent> when i check this in-game, i get the first message for each entry, but never the second
L665[10:13:31] <masa> why do you use chat for debugging anyway? seems more cumbersome than the console
L666[10:13:49] <Elucent> it makes it so i can see it easier in game, just personal preference
L667[10:14:27] <masa> ok
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L669[10:14:55] <masa> ah, EntityPlayer3GetInventory seems to only return the armorInventory (wtf)
L670[10:15:13] <UnasAquila> your checking for an empty inventory slot?
L671[10:15:17] <masa> * EntityPlayer#getInventory
L672[10:15:22] <Elucent> that would probably explain a few things
L673[10:15:53] <masa> Elucent: just use the player.inventory which is an InventiryPlayer ie. IInventory
L674[10:15:58] <Elucent> i'll try p.inventory.mainInventory
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L676[10:17:27] <Elucent> seems to be working :D
L677[10:17:32] <Elucent> thanks guys
L678[10:18:13] <masa> here are some of my inventory helpers: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/InventoryUtils.java#L594
L679[10:18:17] <whitephoenix> I'm not sure how many random ticks I should wait to set my plant to be harvestable
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L689[10:34:54] <infinitefoxes_> How do I know if my code is running on the client or server without a world object?
L690[10:35:22] <gigaherz> depends
L691[10:35:23] <MattDahEpic> infinitefoxes_, FMLCommonHandler.INSTANCE.getSide or something like that
L692[10:35:35] <gigaherz> infinitefoxes_: what DO you have?
L693[10:35:39] <gigaherz> do you have an entity? if so
L694[10:35:42] <gigaherz> entity.worldObj
L695[10:35:48] <gigaherz> do you have a tileentity? te.worldObj
L696[10:35:48] <infinitefoxes_> no, I don't have an entity
L697[10:35:49] <tterrag> the real question is why you need the side outside of world context
L698[10:36:01] <gigaherz> then what event areyou handling?
L699[10:36:14] <UnasAquila> World world = Minecraft.getMinecraft.theWorld
L700[10:36:17] <tterrag> because the side has a very different meaning
L701[10:36:20] <tterrag> UnasAquila: yeah no
L702[10:36:28] <gigaherz> UnasAquila: that sortof implies client ;P
L703[10:36:36] <gigaherz> if you do that from the server trhread, you are doing it wrong
L704[10:37:52] <infinitefoxes_> gigaherz: FML's preInit
L705[10:37:54] <sham1> try { Minecraft.getMinecraft() } catch (ClassNotFoundException ex) { System.out.println("We on server"); } /s
L706[10:37:56] <infinitefoxes_> I should've been more specific
L707[10:38:00] <gigaherz> there's no sides in preinit
L708[10:38:04] <infinitefoxes_> client versus dedicated servers :p
L709[10:38:09] <gigaherz> uh
L710[10:38:17] <gigaherz> that's the OTHER kind of side
L711[10:38:21] <gigaherz> use the client proxy
L712[10:38:23] <gigaherz> eh
L713[10:38:24] <gigaherz> the proxy*
L714[10:38:24] <tterrag> event.getSide()
L715[10:38:30] <tterrag> but yeah that's PHYSICAL side
L716[10:38:30] <MattDahEpic> ^
L717[10:38:36] <gigaherz> just call proxy.doSomething()
L718[10:38:41] <gigaherz> and implement client-specific stuff only in the client
L719[10:38:47] <tterrag> http://mcforge.readthedocs.org/en/latest/concepts/sides/
L720[10:38:49] <gigaherz> and server-specific stuff only in the server proxy.
L721[10:39:00] <infinitefoxes_> well I have code that I don't want running on the integrated server
L722[10:39:06] <infinitefoxes_> but I do want running on dedicated servers
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L724[10:39:11] <gigaherz> wat
L725[10:39:13] <gigaherz> wait
L726[10:39:26] <gigaherz> what kindof code would you NOT want in the integrated servers?
L727[10:39:38] <sham1> Dedicated server code :P
L728[10:40:07] <gigaherz> yeah but
L729[10:40:22] <gigaherz> there's like, 2 things I can imagine being dedicated-only:
L730[10:40:41] <gigaherz> 1. things that mess with the dedicated server gui somehow, or
L731[10:40:45] <gigaherz> 2. remote administration tools
L732[10:41:07] <gigaherz> anything else, including backup mods, protection mods, and such, can be applied to a LAN world also
L733[10:41:18] <infinitefoxes_> we have a seperate mod that allows dedicated servers for our mod to be listed online
L734[10:41:19] <infinitefoxes_> it's opt-in
L735[10:41:23] <infinitefoxes_> but it makes no sense on the integrated server
L736[10:41:24] <gigaherz> aha
L737[10:41:28] <gigaherz> so it is a separate mod
L738[10:41:32] <gigaherz> then use the server procy
L739[10:41:34] <gigaherz> proxy*
L740[10:41:45] <infinitefoxes_> won't that still cause it to run on the integrated server?
L741[10:41:46] <gigaherz> eh
L742[10:41:49] <gigaherz> separate feature*
L743[10:41:52] <gigaherz> no
L744[10:41:57] <gigaherz> server proxy runs only in dedicated servers
L745[10:42:01] <gigaherz> client proxy runs in client jars
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L747[10:42:17] <gigaherz> IIRC, there's no integrated server yet when the preinit code runs
L748[10:42:18] <gigaherz> XD
L749[10:42:33] <gigaherz> it's all run from either Minecraft.run or MinecraftServer.run
L750[10:42:41] <gigaherz> the former gets the client proxy
L751[10:42:45] <gigaherz> the latter gets the server proxy
L752[10:42:48] <infinitefoxes_> so just for clarification
L753[10:42:55] <infinitefoxes_> the server proxy is only used on dedicated servers?
L754[10:42:58] <gigaherz> yes
L755[10:43:08] <gigaherz> if your mod is loaded in a server jar
L756[10:43:13] <gigaherz> fml injects the server proxy instance
L757[10:43:17] <gigaherz> if your mod is loaded in a client jar
L758[10:43:25] <gigaherz> fml injects the client proxy instance
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L760[10:43:38] <gigaherz> (my OCD just came.)
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L763[10:44:22] <infinitefoxes_> ah, that makes sense
L764[10:44:31] <infinitefoxes_> I've always confused the server proxy more or less as a common proxy
L765[10:44:35] <infinitefoxes_> as that's the only way I've ever used it
L766[10:44:41] <gigaherz> yeah because of tutorials ¬¬
L767[10:44:53] <gigaherz> that's why I moved away from client+common
L768[10:45:06] <gigaherz> these days I have a custom ISidedProxy interface
L769[10:45:07] *** Jared is now known as Jared|Away
L770[10:45:08] <infinitefoxes_> what's wrong with the client/common package structure?
L771[10:45:09] <infinitefoxes_> it works fine imo
L772[10:45:19] <gigaherz> and I implement ClientProxy + ServerProxy
L773[10:45:21] <gigaherz> well
L774[10:45:25] <gigaherz> IMO
L775[10:45:32] <gigaherz> client-specific code belongs in the client proxy
L776[10:45:36] <sham1> Which I explain in my doc which still is not released...
L777[10:45:37] <gigaherz> server-specific code belongs in the server proxy
L778[10:45:43] <gigaherz> anything common just goes in the main @Mod class.
L779[10:45:51] <gigaherz> there's no reason for a common proxy
L780[10:45:54] <gigaherz> just call it directly
L781[10:46:10] <gigaherz> now you CAN structure it that way
L782[10:46:13] <gigaherz> i just don't see the point
L783[10:46:18] <gigaherz> it adds unnecessary indirection
L784[10:46:26] <gigaherz> whcih has a tendency to make the code harder to read
L785[10:46:39] <gigaherz> there's no benefit to having a common proxy class, over like, a separate method in the @Mod class
L786[10:46:58] <gigaherz> common: MyMod.doSometyhing()
L787[10:47:03] <gigaherz> client: ClientProxy.doSomething()
L788[10:47:10] <gigaherz> server: ServerProxy.doSomething()
L789[10:47:13] <infinitefoxes_> my mod class just calls the preInit() and init() functions in my proxies
L790[10:47:18] <infinitefoxes_> which initialize's my mod's content and what not
L791[10:47:23] <gigaherz> ewh
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L793[10:47:33] <gigaherz> yeah in your case
L794[10:47:51] <gigaherz> you'd want to have a ServerProxy class that also inherits from CommonProxy
L795[10:48:41] <gigaherz> I'd just never put things like item/block registrations, or recipe registrations, in a separate class ;P
L796[10:48:55] <gigaherz> IF I would move them away from the main @Mod class
L797[10:49:21] <gigaherz> it would be to put each block/item registration code inside the block/item itself (as a method, not inside the constructor ;P)
L798[10:50:48] <infinitefoxes_> pretty sure if anyone saw how I registered my blocks I'd be shot on sight
L799[10:51:07] <infinitefoxes_> but feel free to scream at me anyways https://gist.github.com/Collin1971/553cbf460d70594ec334
L800[10:51:13] <gigaherz> meh, can't be worse than putting the registerBlock/registerItem inside the constructor
L801[10:51:16] <gigaherz> and we didn't shot those
L802[10:51:16] <gigaherz> ;p
L803[10:51:38] <infinitefoxes_> myBlock = registerBlock("name", new Blockwhatever(), CreativeTab.tabBlocks);
L804[10:51:39] <infinitefoxes_> etc
L805[10:51:41] <infinitefoxes_> made sense to me
L806[10:51:58] <gigaherz> yeah that's not too bad
L807[10:52:12] <gigaherz> note that the "name" arg is not necessary anymore
L808[10:52:24] <gigaherz> you can make use of the setRegistryName feature
L809[10:52:44] <gigaherz> and call registerBlock without a name arg (it will get the name from the object.getRegistryName)
L810[10:52:47] <infinitefoxes_> is there any reason to use setRegistryName versus passing an arg?
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L812[10:53:01] <gigaherz> tidyness?
L813[10:53:15] <gigaherz> it was added because people insisted on using getUnlocalizedName().substring(5)
L814[10:53:27] <gigaherz> because they thought hardcoding strings was ugly
L815[10:53:30] <gigaherz> but that's way worse
L816[10:53:30] <gigaherz> XD
L817[10:53:39] <gigaherz> so now you could do like
L818[10:54:01] <gigaherz> MyBlock() { setRegistryName("x"); setUnlocalizedName(MODID + ".x"); }
L819[10:54:02] <gigaherz> and then
L820[10:54:07] <gigaherz> registerBlock(new MyBlock());
L821[10:54:52] <gigaherz> or
L822[10:55:09] <gigaherz> MyBlock(String name) { setRegistryName(name); setUnlocalizedName(MODID + "." + name); }
L823[10:55:15] <gigaherz> if you want the class to be reusable ;P
L824[10:55:29] <infinitefoxes_> ah so then unlocalzied names have nothing to do with registry names then
L825[10:55:32] <infinitefoxes_> should've guessed that
L826[10:56:16] <gigaherz> yeah they are exclusively for the lang files
L827[10:56:36] <gigaherz> and it's best if they contain the modid, because lang files are all mashed together into one
L828[10:56:40] <gigaherz> without "domains"
L829[10:56:48] <gigaherz> so if some other mod also has an "item.ring.name" in it
L830[10:56:54] <gigaherz> their translation may overwrite yours
L831[10:57:22] <PaleoCrafter> sometimes that actually is positive though, imagine a mod not adding localisation whatsoever :D
L832[10:57:24] <gigaherz> while "item.yourmod.ring.name" shouldn't get replaced xcept by resourcepacks that do it on purpose
L833[10:57:48] <infinitefoxes_> I was looking into prefixing my lang entries with my modid
L834[10:57:55] <infinitefoxes_> like, mymod:item.whatever.name
L835[10:57:57] <infinitefoxes_> would that work fine?
L836[10:58:03] <gigaherz> yeah but it's ugly
L837[10:58:06] <gigaherz> just do
L838[10:58:08] *** Mine|dreamland is now known as minecreatr
L839[10:58:15] <gigaherz> setUnlocalizedName(MODID + ".whatever")
L840[10:58:30] <gigaherz> comes out as item.modid.whatever.name / tile.modid.whatever.name
L841[10:58:33] <LatvianModder> isnt it better MODID + ":whatever" ?
L842[10:58:41] <LatvianModder> its doesnt matter much actually
L843[10:58:41] <infinitefoxes_> yeah, of course
L844[10:58:50] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/lang/en_US.lang
L845[10:59:00] <gigaherz> LatvianModder: I don't like seeing random ":"s in the lang file
L846[10:59:07] <gigaherz> if you use ":" there
L847[10:59:09] <gigaherz> it looks like
L848[10:59:18] <gigaherz> item.modid:blockname.name
L849[10:59:22] <gigaherz> which is weird
L850[10:59:22] <gigaherz> ;P
L851[10:59:24] <LatvianModder> I know, I myself am trying to move to .
L852[10:59:30] <gigaherz> look at my link
L853[10:59:40] <LatvianModder> But you know, because its modid:blockid
L854[10:59:43] *** big_Xplo|AFK is now known as big_Xplosion
L855[10:59:43] <gigaherz> that's how it looks if you follow that for ALL the strings
L856[10:59:44] <gigaherz> XD
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L859[11:02:08] <sham1> Hmm
L860[11:02:22] <sham1> MC is weird in its language file naming
L861[11:02:28] <sham1> "eo_UY"
L862[11:03:01] <sham1> The hell does UY stand for
L863[11:03:57] *** fry is now known as fry|sleep
L864[11:04:01] <gigaherz> 2-letter country code
L865[11:04:12] <gigaherz> en_US -> english, of the United States
L866[11:05:03] <Elucent> eo_UY appears to be esperanto in uruguay
L867[11:05:05] <PaleoCrafter> apparently Esperanto has a Uruguayan variant?
L868[11:05:11] <PaleoCrafter> yeah :D
L869[11:05:19] <gigaherz> https://docs.moodle.org/dev/Table_of_locales
L870[11:05:36] <gigaherz> it'snot mc-specific
L871[11:05:51] <gigaherz> lots of software uses ll_CC format
L872[11:06:03] <gigaherz> ll_CC.encoding@variant
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L875[11:06:18] <gigaherz> https://www.gnu.org/software/gettext/manual/html_node/Locale-Names.html
L876[11:06:23] <PaleoCrafter> sure, I think sham is just confused by Uruguay :P
L877[11:07:00] <gigaherz> I guess
L878[11:07:05] <gigaherz> and esperanto doesn't help
L879[11:07:05] <gigaherz> XD
L880[11:07:30] *** SnowShock35 is now known as zz_SnowShock35
L881[11:07:30] <gigaherz> eo_UY looks like HDD corruption of "en_US"
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L891[11:32:07] <LexMobile> Anyone else having issues connecting to the forge forums?
L892[11:32:16] <diesieben07> yup
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L894[11:35:07] <sham1> Yeah, getting confused by uruguay
L895[11:35:24] <sham1> Because Esperanto has no country code, it would make sense for it to be eo_EO
L896[11:35:43] <gigaherz> technically it shouldbe just "eo"
L897[11:35:45] <gigaherz> country code is optional
L898[11:35:56] <gigaherz> "en" means english
L899[11:36:06] <gigaherz> "en_GB" means "english (of GB)"
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L901[11:36:20] <gigaherz> so esperanto would just be "eo" alone, without _XX
L902[11:37:30] <sham1> but at the same time it breaks the uniform naming system
L903[11:37:36] <sham1> Without the country code
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L905[11:38:12] <sham1> Although it could be eo_UN concidering that it is the international auxiliry language
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L907[11:40:17] <gigaherz> sham1: that's actually part of the standard
L908[11:40:49] <gigaherz> at least for http language requests
L909[11:41:07] <sham1> What?
L910[11:41:10] <sham1> eo_UN?
L911[11:41:10] <gigaherz> in my browser I have in order
L912[11:41:13] <gigaherz> no
L913[11:41:20] <gigaherz> just "eo"
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L916[11:41:39] <gigaherz> in my firefox I have
L917[11:41:40] <sham1> Well ofc
L918[11:41:45] <sham1> It is part of the ISO standard
L919[11:41:51] <gigaherz> en-us > en > es-es > es
L920[11:41:57] <gigaherz> as my preferred languages
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L923[11:43:13] <sham1> Mine is en-gb -> en
L924[11:43:23] <sham1> And just that
L925[11:44:25] <sham1> Because it is very obvious if the site is finnish, therefor I don't bother adding that
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L929[11:47:59] <infinitefoxes_> oh huh, the forge forums are dead
L930[11:48:29] <infinitefoxes_> ... and 3 seconds of scrolling up would've told me that
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L932[11:51:33] <LexMobile> Aparently they moved the vps and the dns is propgoating
L933[11:51:40] <LexMobile> So ya.... fun...
L934[11:52:17] <diesieben07> i assume "they" means your hoster
L935[11:52:21] <diesieben07> so, fun indeed
L936[11:52:43] ⇨ Joins: killjoy (~killjoy@71.65.255.183)
L937[11:53:20] <sham1> Sounds like fun /s
L938[12:01:17] <MattDahEpic> is there a way to tell if you are running on a dedicated vs integrated server?
L939[12:01:30] <diesieben07> yes, but why? :D
L940[12:01:50] <MattDahEpic> cause i need to do different stuff depending on it
L941[12:01:57] <diesieben07> why? :D
L942[12:02:12] <diesieben07> i ask because usually that is a bad idea
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L944[12:03:30] <MattDahEpic> -_- im need a command to only run on dedicated server
L945[12:03:37] <killjoy> Isn't there a MinecraftServer.isIntegrated?
L946[12:04:01] <gigaherz> MattDahEpic: call something through the proxy
L947[12:04:07] <gigaherz> but only implement it on the server proxy
L948[12:04:17] <diesieben07> MinecraftServer#isDedicatedServer
L949[12:04:22] <gigaherz> Yourmod.proxy.handleThisCommand(x)
L950[12:05:04] <killjoy> yeah, you should use a proxy
L951[12:05:26] <diesieben07> for a conditinoal command? no.
L952[12:05:35] <killjoy> class ServerProxy extends CommonProxy
L953[12:06:13] <killjoy> What just happened? Marc changed his twitter avatar
L954[12:06:28] <killjoy> marc_irl is now mark irl
L955[12:07:46] <Wuppy> he figured out there was a spelling mistake in his name? :P
L956[12:07:54] <killjoy> no, that was a spelling mistake on my part
L957[12:07:59] <killjoy> his avatar is him irl
L958[12:08:02] <killjoy> so a photo
L959[12:08:30] ⇦ Quits: Wastl2 (~Wastl2@f052239254.adsl.alicedsl.de) (Quit: Lost terminal)
L960[12:08:42] <killjoy> https://twitter.com/Marc_IRL
L961[12:11:15] <killjoy> Hm.. how many issues with other mods do you think I would have if I ported the skin change feature of the windows 10 edition to a mod?
L962[12:11:55] *** willieaway is now known as williewillus
L963[12:12:54] <Nitrodev> hi willie
L964[12:14:03] <tterrag> killjoy: what's it do?
L965[12:14:16] <killjoy> let me take some screenshots
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L967[12:15:24] *** Abrar|gone is now known as AbrarSyed
L968[12:15:56] <MattDahEpic> dang im a mere 20 cursepoints short of getting the fo4 season pass
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L971[12:16:54] <killjoy> http://imgur.com/a/MOysh
L972[12:17:04] <killjoy> main menu, clicking your character is the same as clicking skins
L973[12:17:19] <killjoy> in the skins, clicking custom opens a file chooser
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L977[12:19:54] <MattDahEpic> is there a good way to parse mod details when i have a straight up mod jar?
L978[12:20:11] <killjoy> using the mcmod.info
L979[12:21:11] <RANKSHANK> killjoy sounds like a time consuming port :P
L980[12:21:36] <killjoy> I already have most of it done. I'm just thinking about this frontend
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L983[12:25:15] <RANKSHANK> as in the button on the main menu or something else?
L984[12:27:03] <killjoy> I want to put the character there like bskprscore
L985[12:27:52] <Wuppy> we have a 50 inch multi touch tablet we can work with.... I must have this :P
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L988[12:29:32] <killjoy> huh?
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L991[12:30:31] <Wuppy> killjoy, what's unclear about that?
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L993[12:30:47] <killjoy> was that in response to me?
L994[12:31:07] <Wuppy> nope
L995[12:31:20] <Wuppy> apprenalty we have one of those at our school and they're reserved for us
L996[12:31:21] <killjoy> then what must you have?
L997[12:31:25] <MattDahEpic> the chrome material design flag is pretty good
L998[12:31:28] <Wuppy> that 50 inch multi touch tablet
L999[12:31:30] <Wuppy> to work with
L1000[12:31:33] <killjoy> it was unclear
L1001[12:33:36] <williewillus> if only there's a dark theme material
L1002[12:33:38] <williewillus> is there?
L1003[12:33:53] <Wuppy> I didn't even know there were 50" multi touch tablets, must be incredibel to use
L1004[12:34:38] <sham1> And annoying
L1005[12:34:57] <Wuppy> why?
L1006[12:35:16] <RANKSHANK> killjoy ahh fair enough... does the character in bskprscore have functionality (ie opens a menu) or is it just vanity?
L1007[12:35:23] <killjoy> no
L1008[12:36:30] <sham1> Annoying to hold
L1009[12:36:46] <Wuppy> sham1, 50 inch... you don't hold that
L1010[12:36:53] <sham1> 50 inches is 1.27 m
L1011[12:37:03] <Wuppy> exactly, you dont hold that
L1012[12:37:11] <sham1> And it would be difficult to use as well because it is so big
L1013[12:37:12] <killjoy> it goes on a desk
L1014[12:37:21] <sham1> Not ergonomic
L1015[12:37:28] <killjoy> possibly propped up
L1016[12:37:43] <Wuppy> if you put a tablet on a desk, that's fine to play with
L1017[12:38:13] <killjoy> wuppy, what's the dpi?
L1018[12:38:22] <killjoy> (ppi?)
L1019[12:38:22] <Wuppy> I don't know about that tbh
L1020[12:38:30] <killjoy> reso?
L1021[12:38:37] <Wuppy> dunno :<
L1022[12:38:51] <killjoy> you could be making a big deal out of 800x600
L1023[12:39:08] <Wuppy> with 50 inch and 800 px you can count them from a mile away
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L1025[12:40:26] <Wuppy> and if that's the case I'll just work with the Vive or Oculus :P
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L1039[13:05:46] <MattDahEpic> what's the commandline arg for loading a coremod in dev?
L1040[13:06:10] <gigaherz> -Dfmlsomething ...
L1041[13:06:21] <killjoy> of course
L1042[13:06:24] <MattDahEpic> all of them are -Dfml.something
L1043[13:06:49] <gigaherz> -Dfml.coreMods.load=mypackage.mycoremod.MyCoreModLoadingPlugin
L1044[13:06:54] <gigaherz> from: http://www.minecraftforge.net/wiki/Core_Mod#Development
L1045[13:08:18] <LexMobile> -.-
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L1047[13:09:01] <sham1> I concur with lex here
L1048[13:09:08] <Wuppy> anyone here want to test my game?
L1049[13:09:35] <williewillus> sure :D
L1050[13:09:43] <sham1> what platform
L1051[13:09:47] <williewillus> this is the windows platform one? I'll test it on mobile :P
L1052[13:10:45] <Wuppy> williewillus, you have a windows phone?
L1053[13:10:48] <sham1> If it is for windows, I'll pass
L1054[13:10:49] <Wuppy> sham1, I'll build for pc as well :)
L1055[13:10:55] <williewillus> one of the few lol
L1056[13:11:11] <Wuppy> perfect, I don't have one so I can't test that well :P
L1057[13:11:15] <Wuppy> sham1, what build do you wnat?
L1058[13:11:28] <sham1> Latest preferably
L1059[13:11:37] <Wuppy> platform
L1060[13:11:58] <sham1> Windows 10
L1061[13:12:02] <sham1> desktop
L1062[13:13:49] <Wuppy> dammit my windows uwp build is breaking atm because it's missing the sdk
L1063[13:14:17] <MattDahEpic> lex how would you suggest doing https://github.com/MattDahEpic/MDECore/blob/1.8.8/src/main/java/com/mattdahepic/mdecore/asm/TickrateTransformer.java#L32 then
L1064[13:14:41] <sham1> What does that even do
L1065[13:14:53] <Wuppy> what sham1?
L1066[13:15:01] <sham1> Asking matt
L1067[13:15:06] <sham1> I know what Win10 SDK is :P
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L1069[13:15:24] <MattDahEpic> that changes the milliseconds between ticks to either slow down or speed up the tickrate
L1070[13:15:30] <killjoy> looks like it
L1071[13:16:02] <Wuppy> sham1, here's a pc build: https://dl.dropboxusercontent.com/u/59067404/Temp/Defender%20of%20the%20Exosphere%200.1%20Windows.zip
L1072[13:16:13] <Wuppy> and williewillus I'll get you a windows phone build asap :)
L1073[13:16:14] <sham1> Dankon
L1074[13:16:45] *** DRedhorse is now known as DRedAway
L1075[13:16:46] <Wuppy> any and all feedback is very welcome :)
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L1077[13:17:59] <sham1> So it is an "avoid everything" game
L1078[13:18:12] <Wuppy> the first level is
L1079[13:19:52] <sham1> 2 levels
L1080[13:20:07] <sham1> Also, as a request
L1081[13:20:11] <sham1> Well
L1082[13:20:12] <sham1> No
L1083[13:20:14] <Wuppy> just 2 levels atm
L1084[13:20:16] <sham1> I can bind it myself
L1085[13:20:32] <sham1> Wait no
L1086[13:20:34] <Wuppy> hmm?
L1087[13:20:44] <sham1> I'd like to use my left mouse button for firing
L1088[13:20:50] <sham1> But it does not let me bind that
L1089[13:20:56] <Wuppy> really?
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L1091[13:21:05] <sham1> wait
L1092[13:21:09] <sham1> I got it working
L1093[13:21:16] <Wuppy> the really as in, would you really want that?
L1094[13:21:23] <Wuppy> I tried that initially and it didn't work too well
L1095[13:21:26] <RANKSHANK> MattDahEpic lol tickrate manipulation :P
L1096[13:21:31] <sham1> No need to reach for space
L1097[13:21:33] <Nitrodev> Wuppy, what did you use to make that game?
L1098[13:21:36] <Wuppy> Unity
L1099[13:21:52] <Nitrodev> ah
L1100[13:22:21] <MattDahEpic> RANKSHANK, i made the inception bullet dodging with arrows and it looks super cool
L1101[13:23:07] <RANKSHANK> MattDahEpic that's insane haha does it sync properly?
L1102[13:23:26] <Wuppy> what the hell, the windows sdk is bugging :V
L1103[13:23:42] <gigaherz> wait you change the tick rate? so... you can slow down a whole server? XD
L1104[13:24:16] <whitephoenix> I think I'll try to contribute to multimc
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L1106[13:26:21] <Wuppy> sham1, any other feedback?
L1107[13:26:35] <sham1> The graphics options do nothing
L1108[13:26:45] <Wuppy> it's a mobile game
L1109[13:27:06] <sham1> IKR
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L1111[13:30:13] <whitephoenix> How bad is it that I still use visual studio 2010 ultimate?
L1112[13:30:49] <sham1> not at all bad
L1113[13:30:59] <Wuppy> williewillus, at some point I'll get the sdk to work :<
L1114[13:31:00] ⇦ Quits: GhostfromTexas (~GFt@cpe-97-99-171-244.tx.res.rr.com) ()
L1115[13:31:02] <sham1> Although Visual Studio Community is prefered
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L1117[13:31:46] <whitephoenix> That is such a big download though, and I doubt visual studio code is much of a replacement
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L1119[13:32:00] <gigaherz> vscode is an editor
L1120[13:32:04] <gigaherz> it may replace notepad++ or such
L1121[13:32:07] <gigaherz> not VS itself
L1122[13:32:21] <gigaherz> VS Community is the way to go
L1123[13:32:34] <sham1> Nothing can replace Vim though :P
L1124[13:33:03] <whitephoenix> I use sublime for everything that vs2010, intellij, or pycharm can't cover
L1125[13:33:35] <sham1> pycharm's intellij
L1126[13:33:46] <williewillus> not really, the tooling is different
L1127[13:33:51] <sham1> Or rather Jetbrain product
L1128[13:34:12] <whitephoenix> Being a student gets you a bunch of free license keys from jetbrains
L1129[13:34:21] <sham1> I can't get behind using whitespaces to have my blocks
L1130[13:34:27] <sham1> I need my curlies
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L1132[13:35:08] <sham1> although again, vim
L1133[13:35:08] <whitephoenix> I agree, I like python but curly braces would be better
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L1135[13:36:17] <Wuppy> for a windows phone build I assume I need to build for ARM, right?
L1136[13:36:27] <gigaherz> yeh
L1137[13:36:37] <gigaherz> can't you build universal though?
L1138[13:36:39] <LexMobile> MattDahEpic: you dont you aproach the object you want to slow down not the world
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L1140[13:37:05] <sham1> Let me lend you an ARM Wuppy :p
L1141[13:37:10] <williewillus> i think so
L1142[13:37:11] <Wuppy> :P
L1143[13:37:13] <williewillus> UWP ARM
L1144[13:37:20] <LexMobile> Or if you ABSOLUTLY MUST have it then you make a pr to forge and defend your case
L1145[13:37:29] <williewillus> it should make an appx I can sideload, or something
L1146[13:37:48] <Wuppy> great, 398 errors
L1147[13:37:59] <sham1> :D
L1148[13:39:31] <whitephoenix> I've been thinking about putting a general purpose rPi server in my pc case
L1149[13:40:15] <whitephoenix> but know me I'd probably never use it
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L1151[13:46:42] <Wuppy> it seems like it's pretty much missing everyhting :o
L1152[13:47:00] <Wuppy> Severity Code Description Project File Line Suppression State
L1153[13:47:00] <Wuppy> Error CS0246 The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?) Guardian of the Exosphere C:\Users\Jimmy\Downloads\Guardian of the Exosphere 0.1\Guardian of the Exosphere\MainPage.xaml.cs 5 Active
L1154[13:49:30] <Wuppy> :O it fixed itself
L1155[13:49:44] <sham1> heh
L1156[13:50:45] <williewillus> lol
L1157[13:51:03] <Wuppy> williewillus, do you need a zip with the exe to install on windows phone?
L1158[13:51:50] <williewillus> UWP apps are .appx packages
L1159[13:51:59] <williewillus> like android apks
L1160[13:52:01] <williewillus> and I sideload them
L1161[13:52:01] <Wuppy> ah mkay, gotta figure out how to make one of those then
L1162[13:53:46] <whitephoenix> You still looking for feedback?
L1163[13:54:47] <Wuppy> certainly, the more the better
L1164[13:54:59] <Wuppy> alright, I think I got this building to a .appx now
L1165[13:55:06] * Wuppy crosses fingers
L1166[13:55:40] <whitephoenix> There's a flashing line in the background, and it seems like the background should move just a bit slower to me
L1167[13:56:20] <Wuppy> yep, already got the first part as feedback, will fix
L1168[13:56:25] <Wuppy> and I'll tweak the speed a bit
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L1170[13:56:28] <Wuppy> anything else?
L1171[13:56:46] <whitephoenix> It would be cool if the ship point towards the mouse, but that's probably not in the time budget
L1172[13:57:00] <whitephoenix> Meaning it rotates to follow the mouse
L1173[13:57:34] <Wuppy> like tilt up and down a bit?
L1174[13:57:55] <whitephoenix> Yeah
L1175[13:58:04] <Wuppy> wouldn't that make shooting hard?
L1176[13:58:28] <whitephoenix> Well maybe, you point with the mouse where you want to shoot anyways
L1177[13:58:34] <whitephoenix> and a shooting sound effect would add quite a bit in my opinion
L1178[13:58:43] <Wuppy> williewillus, this _should_ work: https://dl.dropboxusercontent.com/u/59067404/Temp/Guardian%20of%20the%20Exosphere_0.0.1.0_Master_Test.zip
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L1180[13:58:52] <Wuppy> whitephoenix, yep, shooting sfx are very high on my list
L1181[13:59:21] <whitephoenix> One more thing, the lasers starting off slow is a little weird to me
L1182[13:59:51] <whitephoenix> And maybe they could spawn a few pixels higher
L1183[14:00:12] <whitephoenix> That's about it though, it's really cool
L1184[14:00:17] <Wuppy> awesome, thanks :)
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L1186[14:01:38] <MalkContent> is setting unlocalized names still necessary?
L1187[14:01:46] ⇨ Joins: Katrix (~Katrix@2a02:fe0:cb10:2650:3dee:7372:aa77:73b)
L1188[14:01:56] <MalkContent> or does that get set when you register the item
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L1190[14:02:33] <PaleoCrafter> it is, MalkContent
L1191[14:02:40] <PaleoCrafter> registry name != unlocalised name
L1192[14:02:49] <MalkContent> kk
L1193[14:03:25] <Necr0> anybody here who has/knows a nice bitmasking helper i can use?
L1194[14:03:54] <sham1> Why do you need a helper
L1195[14:04:00] <MalkContent> sidenote: would be neat if GameRegistry.registerItem would return the item
L1196[14:04:04] <PaleoCrafter> yeah, the language should be helper enough :P
L1197[14:04:57] <PaleoCrafter> why would it, MalkContent? :P
L1198[14:05:27] <MalkContent> because it would help me cram more stuff in one line the way i do it :D
L1199[14:06:09] <gigaherz> just make GameRegistry.registerItem the outer expression?
L1200[14:06:24] <MalkContent> when you initialize the item, i could say (public static Item) myitem = GameRegistry.register(myItem etc)
L1201[14:06:24] <gigaherz> GameRegistry.registerItem(field = newItem().blah.blah.blah());
L1202[14:06:43] <MalkContent> would that not return true?
L1203[14:06:53] <gigaherz> no, = operator returns the rvalue
L1204[14:07:00] <gigaherz> that's why ou can do
L1205[14:07:03] <gigaherz> a=b=c=d=0;
L1206[14:07:33] <MalkContent> i thought evaluating (a = b) would return true if you successfully assigned b to a
L1207[14:07:40] <MalkContent> maybe i'm mixing things up
L1208[14:07:58] <Wuppy> does that one work williewillus?
L1209[14:08:00] <sham1> It will if b is boolean
L1210[14:08:02] <gigaherz> nopw, the only way an = can fail is by throwing an exception
L1211[14:08:02] <gigaherz> XD
L1212[14:08:06] <sham1> Which it will be in C and C++
L1213[14:08:14] <sham1> Because non-0 value
L1214[14:08:15] <PaleoCrafter> how would it not return true in that case, MalkContent?
L1215[14:08:38] <PaleoCrafter> the assignability would be determined at compile time
L1216[14:08:49] <MalkContent> idk. a = (cast) b with a bad cast? :|
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L1218[14:09:20] <gigaherz> that throws an exception for bad cast
L1219[14:09:23] <gigaherz> the = doesn't care
L1220[14:09:23] <gigaherz> XD
L1221[14:09:30] <PaleoCrafter> that would cast before even trying the assignment and hence crash :P
L1222[14:09:47] <MalkContent> welp. i don't know where i got the idea from. not complaining if a = b returns a :)
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L1224[14:13:34] <mikebald> MalkContent if you're doing return a=b; it's setting a to b and returning a... if you want to return whether they're equal it's return a == b;
L1225[14:13:43] <mikebald> erm, seeing b to a
L1226[14:13:47] <mikebald> *setting
L1227[14:14:30] <PaleoCrafter> No, it actually sets a to b :P
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L1229[14:14:56] <MalkContent> thankfully i was aware of the a == b thingy ;P
L1230[14:15:05] <mikebald> PaleoCrafter oh duh; yeah =D
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L1234[14:17:21] * mikebald reads up; huh, yeah context is important.
L1235[14:17:55] <sham1> yes
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L1240[14:28:19] <gigaherz> GAH stupid ARK
L1241[14:28:27] <gigaherz> does not warn about missing mods when you open a singleplayer game
L1242[14:28:35] <gigaherz> so i just lost a shitton of stuff
L1243[14:28:40] <gigaherz> have to restore a backup ¬¬
L1244[14:30:36] <UnasAquila> does the lang file get appended to the original?
L1245[14:31:03] ⇨ Joins: riderj (~riderj@157.62.94.10)
L1246[14:31:34] <gigaherz> lang files are loaded into a map
L1247[14:31:45] <gigaherz> each successive lang file replaces anything that was already in the map
L1248[14:32:20] <UnasAquila> so uniquness is very important then :) thanks for responce
L1249[14:32:31] ⇨ Joins: PieGuy128 (~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca)
L1250[14:33:15] <gigaherz> yes that's why we always suggest using setUnlocalizedName(MODID+".itemname")
L1251[14:33:47] ⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1252[14:41:45] <killjoy> mobile mc can't be modded, right?
L1253[14:41:55] <killjoy> pe that is
L1254[14:42:01] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-139-233.lns20.syd7.internode.on.net)
L1255[14:42:02] <williewillus> it can be "modded"
L1256[14:42:10] <williewillus> but nowhere near the level PC can be
L1257[14:42:25] <killjoy> I found a mod showcase of bspkrscore. The video is showing it on android
L1258[14:42:30] <williewillus> lol
L1259[14:42:36] <williewillus> porbably using that hack port of pc to android
L1260[14:42:42] <killjoy> and the description links to 9minecraft
L1261[14:42:46] <williewillus> *of a java runtime
L1262[14:42:51] <williewillus> or some trickery with remote desktop
L1263[14:45:20] *** amadornes[Streaming] is now known as amadornes
L1264[14:45:32] <killjoy> didn't bspkrs say he was going to split the main menu players into a separate mod?
L1265[14:45:41] <killjoy> I think someone suggested it named Spotlight
L1266[14:46:08] <Mraof> I hate websites like 9minecraft
L1267[14:46:18] <williewillus> Wuppy: 1. the framerate is pretty low (~20 ish) 2. there's some input lag possibly related to the low framerate 3. the stars in the bg kinda look out of place, I cant really articulate why, but something about how they're layered doesn't give the depth I want out of it. 4. maybe the asteroids could spin/wobble a little more, they kinda look a bit static
L1268[14:46:48] <williewillus> this is on a L950 btw (SD808, 3G ram)
L1269[14:48:14] <williewillus> can't pass the first level due to input lag so no comments on the second one
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L1272[14:50:19] <Pennyw95> finally 1.8.9 :D http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2485826-thaumaturgical-knowledge-a-mod-focused-on
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L1274[14:51:55] <Jezza> Have access transformers changed?
L1275[14:51:58] <killjoy> no
L1276[14:52:05] <killjoy> your field might have
L1277[14:52:11] <Jezza> Also, FG's error message is not helpful.
L1278[14:52:24] <Jezza> I corrected them with the mappings I'm using
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L1280[14:53:01] <Jezza> http://i.imgur.com/ZD4RbW4.png
L1281[14:53:10] <Jezza> That's the deobf name
L1282[14:53:33] <williewillus> you use the SRG name I thought
L1283[14:53:34] <sham1> Don't use ATs
L1284[14:53:34] <killjoy> you're supposed to use the srg name
L1285[14:53:40] <sham1> Is the only change
L1286[14:53:43] <diesieben07> :D
L1287[14:53:56] <killjoy> AT = asm. asm = bad
L1288[14:53:56] <Jezza> I have another AT file that uses the srg name
L1289[14:54:27] <williewillus> just had a crazy idea, what if the Botania GG used machine learning over the course of all of its fights to learn what kinds of attacks are used against it and automatically adapts/learns defenses against them?
L1290[14:54:32] <sham1> ATs are really not ASM
L1291[14:54:36] <diesieben07> they are.
L1292[14:54:38] <williewillus> they are
L1293[14:54:43] <sham1> Are they?
L1294[14:54:46] <diesieben07> Yes.
L1295[14:54:47] <killjoy> it's abstracted
L1296[14:54:50] <williewillus> FML does it
L1297[14:54:58] <diesieben07> check AccessTransformer class :D
L1298[14:55:00] <killjoy> it modifies the bytecode
L1299[14:55:24] <sham1> Well I shall take my increased knowledge and spread the word
L1300[14:55:37] <killjoy> ATs are just safer
L1301[14:55:39] <diesieben07> wat.
L1302[14:55:46] <diesieben07> safer than what?
L1303[14:55:53] <killjoy> than doing it yourself
L1304[14:55:59] <killjoy> asm is easy to mess up
L1305[14:56:00] <diesieben07> so reflection? no :D
L1306[14:56:02] <Jezza> Reflecting in.
L1307[14:56:09] <diesieben07> oh the ASM, yes dont do that :D
L1308[14:56:21] <killjoy> at is only faster
L1309[14:56:28] <sham1> Wrong
L1310[14:56:31] <Jezza> Both ASM and Reflection are bad, but ASM is the lesser of two evils.
L1311[14:56:33] <killjoy> but it's negligible
L1312[14:56:33] <sham1> Totaly wrong
L1313[14:56:43] <diesieben07> someone should make it so that ATs only modify bytecode in the dev env and when you build your mod it uses invokedynamic
L1314[14:56:54] <diesieben07> but that would need java 7
L1315[14:56:56] <diesieben07> i cry
L1316[14:56:59] <sham1> That would require java7 yeh
L1317[14:57:05] <killjoy> update your mc launchers
L1318[14:57:07] <diesieben07> would be fancy though
L1319[14:57:12] <killjoy> *mac launchers
L1320[14:57:17] <diesieben07> its not about us.
L1321[14:57:19] <Jezza> *cough* Java 8 *cough*
L1322[14:57:22] <sham1> It's about the user
L1323[14:57:28] <williewillus> Jezza: mojang is on java 6
L1324[14:57:30] <Jezza> Updating java is the best thing you can do
L1325[14:57:31] <williewillus> so forge is as well
L1326[14:57:36] <sham1> Who is dumb as a box of rocks
L1327[14:57:48] <Jezza> People complain about java, and yet they're using versions 6 years old
L1328[14:57:52] <killjoy> tell the users to update their launcher
L1329[14:58:00] <RANKSHANK> but a box of rocks has potential
L1330[14:58:06] <williewillus> sham1: because people have toasters and mojang wants to support toasters
L1331[14:58:14] <sham1> Depends on how high they are
L1332[14:58:29] <RANKSHANK> lol
L1333[14:58:30] <sham1> If the box of rocks is 1 meter above ground, it has potential indeed
L1334[14:58:30] <williewillus> that's why we're usign a 13 year old version of OpenGL and 9 year old version of java
L1335[14:58:32] <RANKSHANK> took me a second
L1336[14:58:37] <tterrag> >implying java 7+ is more resource intensive
L1337[14:58:42] <tterrag> what?
L1338[14:58:47] <diesieben07> it's the opposite :D
L1339[14:58:50] <Jezza> :D
L1340[14:59:07] <Jezza> Hm
L1341[14:59:14] <Jezza> Just using the srg name didn't wokr.
L1342[14:59:15] <diesieben07> so, use reflection
L1343[14:59:17] <Jezza> work*
L1344[14:59:19] <diesieben07> or MethodHandles.
L1345[14:59:28] <Jezza> MethodHandles are amazing.
L1346[14:59:29] <diesieben07> MethodHandles would mean same speed as a direct field access
L1347[14:59:30] <killjoy> diesieben07, +1
L1348[14:59:33] <sham1> There really is no difference now is there
L1349[14:59:44] <diesieben07> what difference?
L1350[14:59:48] <sham1> They get optimized into direct field accesses so...
L1351[14:59:57] <Jezza> There's a massive difference with MethodHandles and reflection
L1352[14:59:59] <diesieben07> yep, you get the same x86 code in the end
L1353[15:00:04] <sham1> You said "reflection or MethodHandles"
L1354[15:00:04] <killjoy> cast to an interface
L1355[15:00:08] <sham1> They do the same thing
L1356[15:00:13] <Jezza> Nopes
L1357[15:00:13] <diesieben07> no they do not.
L1358[15:00:14] <killjoy> no dev time dirty jars
L1359[15:00:16] <sham1> Differently
L1360[15:00:26] <diesieben07> reflection = native calls mosst of the time
L1361[15:00:35] <Jezza> MethodHandles compile straight into INVOKEVIRTUAL call sites
L1362[15:00:38] <diesieben07> methodhandles = optimized into normal java bytecode which then gets jitted
L1363[15:00:42] <Jezza> It
L1364[15:00:47] <Jezza> It's basically as if you
L1365[15:00:51] <sham1> It gives us the same resault so for the matter of discussion the difference is not nessessary to discuss
L1366[15:00:55] <Jezza> you've called the method normally*
L1367[15:01:07] <Jezza> That's stupid logic
L1368[15:01:08] <diesieben07> if the matter of discussion is "but reflectino is slow" then it is relevant ;)
L1369[15:01:35] <sham1> "That's stupid logic"
L1370[15:01:37] <sham1> Thanks, I try
L1371[15:01:41] <Jezza> You could make a massive rube goldburg machine to open a door, and yet you could just open it normally, and you're reasoning is it does the same thing, therefore equal to.
L1372[15:02:01] <killjoy> make it a breakfast machine
L1373[15:02:03] <sham1> as far as the door is concerned
L1374[15:02:11] <Jezza> Either way, my AT still doesn't work.. :?
L1375[15:02:11] <sham1> It gets opened
L1376[15:02:13] <killjoy> and all it does is shoot you
L1377[15:02:13] <Jezza> :/*
L1378[15:02:28] <sham1> It does not care if you or a goldburg machine opens it
L1379[15:02:41] <Jezza> No, but the process takes time.
L1380[15:02:41] <williewillus> why do you need to know if the tess is drawing anyway :P
L1381[15:02:46] <killjoy> me staring out with asm https://www.youtube.com/watch?v=X8pXoJRBt7g
L1382[15:02:55] <RANKSHANK> I swear we have this discussion daily :D
L1383[15:03:01] <Jezza> Not a massive need
L1384[15:03:08] <Jezza> If I can't get it, I'll just leave it
L1385[15:03:11] ⇦ Quits: sciguyryan (~sciguyrya@95.211.148.215) (Remote host closed the connection)
L1386[15:03:36] <Jezza> Basically to stop stupid devs attempting to draw at the same time.
L1387[15:03:39] <Jezza> As I said
L1388[15:03:42] <Jezza> I can do without it
L1389[15:03:45] <Jezza> So, I'm not fussing
L1390[15:03:51] <Jezza> They deserve exceptions.
L1391[15:04:19] *** helinus is now known as helinus|off
L1392[15:06:03] <sham1> But yeah, as far as the door is concerned, it does not matter what opens it but if it gets opened at all
L1393[15:06:17] <williewillus> yeah that kind of thing should not be guarded imo
L1394[15:06:26] <williewillus> just let them have their ISE
L1395[15:06:31] <Jezza> We weren't debating the opening of the door, we were debating about the speed of the process.
L1396[15:06:42] <williewillus> lol
L1397[15:06:54] <sham1> It gets the job done
L1398[15:06:58] <Jezza> Yeah, I think I just might.
L1399[15:07:01] <sham1> And in case of reflection and the stuff
L1400[15:07:11] <Jezza> Doesn't mean it's a good solution.
L1401[15:07:11] <sham1> It is couple of clock cycles more
L1402[15:07:21] <Jezza> Get 20 devs thinking that
L1403[15:07:28] * diesieben07 points at MethodHandles again
L1404[15:07:29] <sham1> Unnoticable unless you are doing it a lot
L1405[15:07:31] <sham1> Ye
L1406[15:07:33] <Jezza> And boom, you've got a problem.
L1407[15:07:41] <diesieben07> sham, rendering DOES happen a lot ;)
L1408[15:07:43] <Jezza> "I'll do it just this once"
L1409[15:07:46] <diesieben07> he has a point.
L1410[15:07:52] <Jezza> 19 other devs thought the same thing.
L1411[15:08:39] <sham1> Well they can use MethodHandles then and the problem goes away
L1412[15:08:48] <sham1> Every 20 of them
L1413[15:09:03] <Jezza> Problem is about 2 of them know about it.
L1414[15:09:03] <williewillus> can't you cache your reflection and that would save time as well?
L1415[15:09:19] <Jezza> Because the rest of them still think that any solution is a good solution.
L1416[15:09:22] <diesieben07> you mean cache the Method object?
L1417[15:09:23] <sham1> It would save on the lookup time of the reflection stuff
L1418[15:09:34] <diesieben07> if so, that is already a given :D
L1419[15:09:34] <williewillus> does it help much?
L1420[15:09:36] <sham1> But actual invication
L1421[15:09:37] <diesieben07> definitely
L1422[15:09:40] <Jezza> Well, it's not a method.
L1423[15:09:41] <diesieben07> looking up the method is SLOOOW.
L1424[15:09:45] <williewillus> the Field object
L1425[15:09:46] <diesieben07> well, method, field
L1426[15:09:46] <williewillus> same thing
L1427[15:09:47] <diesieben07> same deal
L1428[15:09:50] <Jezza> lol
L1429[15:09:57] <sham1> Method is just a table lookup
L1430[15:10:04] <williewillus> how do you actually use methodhandles
L1431[15:10:15] <sham1> Very convoludedly
L1432[15:10:19] <Jezza> Yeah
L1433[15:10:25] <diesieben07> to access privates you first have to look it up using reflection
L1434[15:10:28] <Jezza> It can be abit of a mess.
L1435[15:10:30] <Jezza> a bit*
L1436[15:10:33] <diesieben07> because by default MethodHadnles dont give you private access
L1437[15:10:35] <sham1> A bit!?
L1438[15:10:39] <sham1> That's being generous
L1439[15:10:41] <williewillus> I'm currently doing cached reflection but the project can use java 7/8
L1440[15:10:49] <killjoy> https://docs.oracle.com/javase/7/docs/api/java/lang/invoke/MethodHandle.html
L1441[15:10:58] <Jezza> A bit of a mess.
L1442[15:11:03] <diesieben07> williewillus, https://github.com/diesieben07/SevenCommons/blob/1.7/src/main/java/de/take_weiland/mods/commons/internal/CommonMethodHandles.java
L1443[15:11:33] <Wuppy> williewillus, very strange that it's so heavy... I'll have to look into that :<
L1444[15:11:44] <diesieben07> the important bits: the fields holding the methodhandle must be static final and you need to use invokeExact
L1445[15:11:53] <williewillus> Wuppy: have you tried it with UWP on desktop?
L1446[15:11:55] <diesieben07> otherwise it's not gonna be much faster than reflection
L1447[15:12:08] <williewillus> why is that?
L1448[15:12:08] <Wuppy> not yet, I'll start optimizng tomorrow
L1449[15:12:16] <Wuppy> not something you do in the evening :P
L1450[15:12:18] <sham1> because optimization
L1451[15:12:57] <diesieben07> it needs to be static final so the JVM can inline the whole thing
L1452[15:13:01] <Wuppy> really surprising it's that slow though... there's only ever a few things in the game
L1453[15:13:05] <diesieben07> you need to use invokeExact so the types match
L1454[15:13:16] <diesieben07> and it won't do any type checking / casting etc
L1455[15:13:34] <sham1> @PolymorphicSignature
L1456[15:13:45] <diesieben07> well, invoke is also polymorphic
L1457[15:13:56] <diesieben07> but it will analyze the incoming args first
L1458[15:14:03] <diesieben07> and generate a new MethodHandle if needed
L1459[15:14:55] <sham1> Which isn't wished for obvious reasons
L1460[15:14:57] <sham1> Also
L1461[15:15:12] <sham1> Why the hell did I have to manually mount /boot/ to update GRUB2
L1462[15:16:18] <sham1> Gentoo pls
L1463[15:16:26] <MattDahEpic> NaNNaNNaNNaNNaN batman
L1464[15:17:10] <sham1> Array.join("" - 1, 15) + " batman!"
L1465[15:17:18] <sham1> I think it went like that
L1466[15:17:31] <diesieben07> he used 16
L1467[15:17:32] <diesieben07> but yes :D
L1468[15:17:40] <Wuppy> ^ that joke
L1469[15:17:41] <Wuppy> was awesome
L1470[15:17:58] <PaleoCrafter> Might also give you 16 empty objects, you never know with JS xD
L1471[15:18:26] <sham1> "Array.join is not a function" Thanks Node
L1472[15:18:55] <diesieben07> Arrays maybe?
L1473[15:19:04] <sham1> "Arrays is not defined"
L1474[15:19:08] <diesieben07> fun times.
L1475[15:19:51] <sham1> Array(15).join("" - 1)*
L1476[15:19:53] ⇦ Quits: whitephoenix (~whitephoe@67-42-85-206.tukw.qwest.net) (Ping timeout: 198 seconds)
L1477[15:19:54] <sham1> I'm sorry
L1478[15:20:27] <sham1> http://i.imgur.com/a21u0de.png
L1479[15:20:44] <PaleoCrafter> Disappointing
L1480[15:20:54] <sham1> Javascipt pls
L1481[15:21:30] <Wuppy> javascript :'(
L1482[15:21:33] <Wuppy> makes me cry every time
L1483[15:21:47] <sham1> I never understood these languages with weak type systems
L1484[15:22:23] <Wuppy> same
L1485[15:22:39] <sham1> At least with type inference the types are still enforced
L1486[15:22:53] <AtomicStryker> its a religion of sorts
L1487[15:22:53] <diesieben07> learn all about week type's here: https://www.destroyallsoftware.com/talks/useing-youre-types-good
L1488[15:22:58] <AtomicStryker> you gotta have FAITH the code will work
L1489[15:23:30] <killjoy> What's the latest fg1.2 forge version?
L1490[15:23:48] <AtomicStryker> isnt it "using"
L1491[15:23:56] <AtomicStryker> i instantly dont trust that article
L1492[15:24:13] <diesieben07> its a joke.
L1493[15:24:20] <AtomicStryker> oh i didnt even see the second one
L1494[15:24:27] <diesieben07> you're type's good
L1495[15:24:28] <diesieben07> :D
L1496[15:24:40] <AtomicStryker> chicken chicken was better
L1497[15:26:28] <diesieben07> ok what. with the new capabilities, IStorage.writeNBT and readNBT are never called from aynwhere
L1498[15:26:29] <diesieben07> wtf?
L1499[15:27:13] <sham1> the grammar mistakes make that perfect
L1500[15:27:21] ⇦ Quits: Katrix (~Katrix@2a02:fe0:cb10:2650:3dee:7372:aa77:73b) (Ping timeout: 186 seconds)
L1501[15:27:43] ⇨ Joins: Katrix (~Katrix@2a02:fe0:cb10:2650:c195:2b28:57f4:c9a8)
L1502[15:28:01] <PaleoCrafter> Nothing in Capability is ever called by default, diesieben07
L1503[15:28:03] <PaleoCrafter> It's horrible
L1504[15:28:08] <diesieben07> the fuck?!
L1505[15:28:25] <sham1> indeed
L1506[15:28:27] <diesieben07> ok you need INBTSerializable on the capability provider
L1507[15:28:31] <diesieben07> da hell is this system :O
L1508[15:28:35] <sham1> Yet it is never used
L1509[15:28:44] <AtomicStryker> what are you talking about, 1.9?
L1510[15:28:46] <sham1> Explain yourself Lex
L1511[15:29:10] <williewillus> no the capability system
L1512[15:29:27] <williewillus> technically, 1.9 looks fine besides model transformations changing completely :P
L1513[15:29:32] <williewillus> to support dual wielding
L1514[15:29:41] <AtomicStryker> oh that will be a thing?
L1515[15:29:48] <AtomicStryker> did they finally add dynamic lights?
L1516[15:29:56] <williewillus> no
L1517[15:30:01] <AtomicStryker> BLAST
L1518[15:30:08] <diesieben07> haha
L1519[15:30:11] <PaleoCrafter> Still your job to do that :P
L1520[15:30:12] <diesieben07> insert stewie voice
L1521[15:30:26] <AtomicStryker> the one thing
L1522[15:30:33] <AtomicStryker> the ONE thing people want to dual wield for
L1523[15:30:36] <AtomicStryker> and it isnt added
L1524[15:30:50] <tterrag> look on the bright side, your mod can be way cooler now :P
L1525[15:30:57] <williewillus> hhe
L1526[15:31:03] <AtomicStryker> psh i have transcended normal coolness
L1527[15:31:03] <williewillus> *heh "bright"
L1528[15:31:10] <AtomicStryker> i am mint cool
L1529[15:31:18] <fry> diesieben07: thanks for that video :P
L1530[15:31:25] <diesieben07> lol yw
L1531[15:31:49] <PaleoCrafter> the capability stuff really could have a better API
L1532[15:32:31] <PaleoCrafter> having INBTSerializable on the provider rather than the actual implementation is stupid
L1533[15:33:08] <diesieben07> who made this thing again?
L1534[15:33:12] <PaleoCrafter> Lex
L1535[15:33:20] <diesieben07> eh no it was a pr wasnt it?
L1536[15:33:42] <diesieben07> (as seen by the existence of javadocs :D)
L1537[15:33:56] <PaleoCrafter> Nah, only the specific caps were
L1538[15:34:26] <PaleoCrafter> I think cpw started a draft, Lex wasn't satisfied with it and rolled his own
L1539[15:34:43] <diesieben07> hm
L1540[15:35:55] <cpw> wut?
L1541[15:36:14] <PaleoCrafter> I might be misinformed :P
L1542[15:36:16] <RANKSHANK> o?
L1543[15:36:29] <LatvianModder> o.
L1544[15:36:33] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 186 seconds)
L1545[15:36:54] <cpw> you might be
L1546[15:37:07] <cpw> why should everyone who wants to use a capability have to know how to read/write it?
L1547[15:37:20] *** PaleoCrafter is now known as PaleOff
L1548[15:37:40] <fry> lol
L1549[15:37:45] <fry> run away! :P
L1550[15:37:45] ⇦ Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186 seconds)
L1551[15:37:49] <sham1> Well they are never read/written
L1552[15:37:57] <diesieben07> they are, just not through IStorage
L1553[15:37:59] <LatvianModder> *grabs popcorn*
L1554[15:38:05] <diesieben07> which makes that thing kinda pointless
L1555[15:38:11] <sham1> ^
L1556[15:38:12] <cpw> depends on the capability
L1557[15:38:16] <LexMobile> Its how it is deal with it
L1558[15:38:22] <RANKSHANK> *hands LativianModder a cold one
L1559[15:38:35] <cpw> but that
L1560[15:38:38] <cpw> 's *why* it's that way
L1561[15:38:40] ⇨ Joins: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1562[15:39:02] <cpw> i was gonna take a stab at doing rf that way
L1563[15:39:10] <cpw> but that's not gonna happen now :(
L1564[15:39:13] <diesieben07> it depends? how? a usage search for IStorage.writeNBT comes up empty
L1565[15:39:19] <tterrag> https://github.com/HenryLoenwind/mves
L1566[15:39:23] <tterrag> RF-esque energy using caps :P
L1567[15:39:38] *** PaleOff is now known as PaleoCrafter
L1568[15:40:02] *** tterrag is now known as tterrag|away
L1569[15:41:31] <sham1> it could be made so that the default capabilityhandlers have the capability stuff auto-saved and loaded when needed and for custom ones have them handle those themselves
L1570[15:41:58] <LatvianModder> I still dont unsterstand what Capabilities are and why everyone needs to use them now...
L1571[15:41:59] <LexMobile> Thats essentially how it works
L1572[15:42:26] <cpw> that's the idea sham1
L1573[15:42:38] <diesieben07> yes, but for them to handle themselves they need to receive callbacks. which they do through INBTSERializable
L1574[15:42:42] <cpw> the capability provides a standard way. you can customize it if you want
L1575[15:42:48] <LexMobile> Caps are loosly coupled sided versions of all the apis your te used to have to hard implement
L1576[15:42:55] <LexMobile> How is that hard to understand?
L1577[15:42:56] <diesieben07> my original question was, what is the purpose of IStorage?
L1578[15:43:24] <LexMobile> To serlaize and deseralize the cap
L1579[15:43:37] <diesieben07> but it is never called from anywhere.
L1580[15:43:40] <LexMobile> Similair to isenbtserializeable but not on the object itself
L1581[15:43:44] <LexMobile> Yes it is
L1582[15:43:46] <sham1> But it is never done it seems like
L1583[15:43:50] <LexMobile> Its called from mod code
L1584[15:43:53] <sham1> It is?
L1585[15:44:03] <diesieben07> i am thouroughly confused now.
L1586[15:44:09] <sham1> So am I
L1587[15:44:33] <sham1> So, it is the mod which ahould call it
L1588[15:44:36] <LexMobile> IItemHander MYSHIT = ITEMCAP.getInstance ()
L1589[15:44:43] <LexMobile> ToNBT:
L1590[15:45:24] <Wuppy> I always love Lexs code examples xD
L1591[15:45:32] <LexMobile> Nbt.set ("myshit", ITEMCAP.storage ().tonbt (MYSHIT))
L1592[15:45:40] <RANKSHANK> the linebreak killed me
L1593[15:45:48] <LexMobile> FromNBT:
L1594[15:45:56] <RANKSHANK> xD
L1595[15:46:38] <LexMobile> ITEMCAP.storage ().fromnbt (nbt.get ("myshit") ), MYSHIT)
L1596[15:46:52] <Wuppy> lol
L1597[15:46:56] <LexMobile> How complicated is that to understand?
L1598[15:47:06] ⇦ Quits: alex_6611 (~alex_6611@p5DE7B321.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L1599[15:47:13] <diesieben07> it's not complicated, i am just wondering why it is not automated.
L1600[15:47:20] <sham1> To be fair, it was never clarified like that anywere
L1601[15:47:34] <diesieben07> and why there is a secondary systme (which is automated) through the provider implementing INBTSerializable
L1602[15:47:59] <LexMobile> Because thats a secondary system which is not automated
L1603[15:48:08] <cpw> diesieben07, the automatic system, can it cover EVERY POSSIBLE WAY PEOPLE DO NBT?
L1604[15:48:08] <LexMobile> Thats has nothing to do with caps
L1605[15:48:18] <cpw> yes? or no?
L1606[15:48:33] <diesieben07> for capabilities, imho, yes. it's up to the cap how it saves itself
L1607[15:48:53] <cpw> and how widely adopted would an automagic thing be?
L1608[15:48:57] <cpw> be realistic here
L1609[15:49:07] <LexMobile> Nbtserialzeable has ABSOLUTLY NOTHING to do with caps
L1610[15:49:21] <cpw> ?
L1611[15:49:22] <diesieben07> but it is used by them?!
L1612[15:49:29] <diesieben07> it's not automagic in any way.
L1613[15:49:43] <cpw> it's used to provide a default serializer isn't it?
L1614[15:49:44] <diesieben07> INBTSerializable on the provider is just like IextendedEntityProperties in a way
L1615[15:49:46] <LexMobile> It is PURELY a unified way of serializing all the shit that can be to and from nbt
L1616[15:49:48] * cpw needs to look again
L1617[15:50:10] <diesieben07> maybe i do not understand this whole system properly
L1618[15:50:13] <LexMobile> I write the interdace thats the intention
L1619[15:50:18] <LexMobile> They are seperate
L1620[15:50:55] <LexMobile> Its used by caps because that SMALL part (the custom ones from the event) needed a to/from
L1621[15:51:01] ⇦ Quits: Jezza (~Jezza@185.44.151.6) (Quit: GLORIOUS SLEEP SHALL RULE US ALL)
L1622[15:51:04] <LexMobile> And i didnt want to write another one
L1623[15:51:20] <diesieben07> that is all crystal clear :)
L1624[15:51:44] <LexMobile> Then what the fuck are you bitching about
L1625[15:52:27] <diesieben07> i am not bitching. i am trying to understand this new system you designed
L1626[15:52:38] <diesieben07> and i am askign why there are two systems for saving capaabilities to NBT
L1627[15:52:43] <diesieben07> and so far i dont get it.
L1628[15:52:52] <LexMobile> There isnt
L1629[15:53:05] <LexMobile> There is one thing for saving X to mbt
L1630[15:53:16] <LexMobile> By asking X to serialize ITSELF
L1631[15:53:30] <fry> (INBTSerializable)
L1632[15:53:32] <diesieben07> CapabilityDispatcher checks if the ICapabilityProvider implements INBTSerializable. then there is IStorage.
L1633[15:53:43] <LexMobile> the other serializes an arbitrary interface that you dont want to expose internal shit in
L1634[15:53:56] <LexMobile> Yes thats for providers
L1635[15:53:59] <cpw> ok diesieben07
L1636[15:54:05] <LexMobile> Thinknof providers as sub-tile entities
L1637[15:54:07] <cpw> two audiences
L1638[15:54:19] <cpw> there's a guy writing a general purpose provider
L1639[15:54:20] <cpw> ok
L1640[15:54:21] <diesieben07> so if i have a TE and I add a cap to it, to my own TE. and then i save it like you said above using capstorage()toNbt
L1641[15:54:29] <diesieben07> wil it then not save TWICE? because the cap itself also saves?
L1642[15:54:35] <LexMobile> No
L1643[15:54:39] <LexMobile> The cap doesnt save
L1644[15:54:43] <LexMobile> Thats the fuclkng point
L1645[15:54:51] <diesieben07> if it's provider implements INBTSerializable then yes it does.
L1646[15:54:57] <LexMobile> No
L1647[15:54:59] <sham1> You explicitly save the cap
L1648[15:55:01] <LexMobile> On your own shit
L1649[15:55:05] <AndersBillLind> Is 3 the max number of enchantments for a sword?
L1650[15:55:06] <LexMobile> There isnt any dispatcher
L1651[15:55:12] <sham1> You need to tell the cap to save
L1652[15:55:15] <sham1> and to load
L1653[15:55:20] <diesieben07> switch clicked.
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L1655[15:55:24] <diesieben07> thanks, i get it
L1656[15:55:39] <sham1> T'was a nice explonation Lex, thanks
L1657[15:55:40] <diesieben07> that was my misconceptino, for my own caps I am the dispatcher
L1658[15:55:53] <LexMobile> Dispatchers are PURELY FOR EXTERNAL MODS to add shit to classes they do NOT own
L1659[15:56:08] <diesieben07> yeah, i meant i am the *provider*
L1660[15:56:09] <LexMobile> If you use that event to attach tonyour own class youre a moron
L1661[15:56:09] <diesieben07> not dispatcher
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L1664[15:58:34] <sham1> Welp for items you don't need to use it
L1665[15:59:51] <LexMobile> Items are special seince there singeltons
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L1667[16:00:14] <LexMobile> So the init caps function forces you tonuse something serializeable
L1668[16:00:33] <LexMobile> So our implememtatiom in itemstack can read/write
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L1670[16:02:26] <cpw> ok. so don't confuse the "capabilitydispatcher" stuffs with what you do in a mod
L1671[16:02:47] <cpw> that's so we can have common code for attaching "capability handling" to entities, itemstacks and tileentities
L1672[16:03:22] <sham1> And as far as using the readNBT with IItemHandler, it will only bring suffering unless you have ModifiableItemHandler
L1673[16:03:30] <LexMobile> The event and dispatcher is for attaching your shit to not your shit
L1674[16:03:37] <cpw> yes
L1675[16:03:40] <diesieben07> i know.
L1676[16:03:50] <cpw> and that's where the nbtserializable stuff is
L1677[16:03:59] <cpw> so we don't have to dupe that code 3 times
L1678[16:04:22] <diesieben07> i know. i just found (and still kinda find) it confusing that the saving mechanism for a capability changes depending on whther you have it attached to your own thing or someone else's
L1679[16:04:36] <sham1> I like how similar the capabilities are to IEEPs
L1680[16:04:39] <cpw> huh?
L1681[16:04:55] <diesieben07> if i want to write a capability that i can use myself AND attach to other peopls stuff
L1682[16:04:55] <sham1> Except th not really
L1683[16:04:57] <cpw> if you're a provider: you get called through your storage, with an nbt. save to the nbt
L1684[16:05:00] <diesieben07> i have to write the nbt stuff twice
L1685[16:05:06] <diesieben07> once in the provider and once in th ISTorage
L1686[16:05:07] <cpw> if you're a consumer, you call your capabilities
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L1688[16:05:45] <cpw> wtf? your provider should have no nbt code in it?
L1689[16:05:51] <fry> hmm, I don't see the need for code duplication
L1690[16:06:03] <fry> ^
L1691[16:06:15] <diesieben07> yes if i attach soething to a foreign thing and want to save to nbt my provider needs to implement INBTserializable
L1692[16:06:26] <cpw> no it doesn't?
L1693[16:06:31] <diesieben07> then how do I save?
L1694[16:06:33] <cpw> you provide a storage for that
L1695[16:06:40] <fry> ICapabilityProvider is simply something that stores the reference at runtime
L1696[16:06:42] <diesieben07> which never gets called from forge cde.
L1697[16:06:42] <cpw> it'll get handed the cap instance
L1698[16:06:46] <fry> (from my understanding)
L1699[16:06:46] <cpw> NO
L1700[16:06:50] <cpw> because the MOD will call it
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L1702[16:06:59] <cpw> see sample above from lex
L1703[16:07:00] <diesieben07> so i have to rely on everyone calling my cap?!
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L1705[16:07:07] <cpw> yes of course you do
L1706[16:07:07] <diesieben07> i am talking about a cap that i attach to someone else.
L1707[16:07:09] <cpw> that's the design
L1708[16:07:12] <PaleoCrafter> that's bs
L1709[16:07:26] <cpw> well, the caps won't work if the consumers don't use them
L1710[16:07:35] <PaleoCrafter> if you attach a cap to a vanilla object you wouldn't get saved to NBT
L1711[16:07:41] <diesieben07> ^ that.
L1712[16:07:43] <LexMobile> Jesus christ
L1713[16:07:46] <cpw> hah
L1714[16:07:54] <LatvianModder> I like potatoes.
L1715[16:07:55] <PaleoCrafter> hence you implement INBTSerializable in your ICapabilityProvider
L1716[16:08:00] <sham1> I like trains
L1717[16:08:12] <LexMobile> I dont have the battery to tell you how dumb you are
L1718[16:08:18] <LexMobile> So for now dont use it
L1719[16:08:22] <fry> ICapabilityProvider is not something that you create for a capability
L1720[16:08:41] <fry> it's a holder for arbitrary capabilities
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L1722[16:08:57] <diesieben07> AttachCapabilitiesEvent.addCapability takes an ICapabilityProvider.
L1723[16:08:58] <sham1> Eg tileentity is one
L1724[16:09:02] <PaleoCrafter> ^
L1725[16:09:04] <Thutmose> is there any way to get something that renders via a render layer on a player to render in first person view? or alternately, does anyone have a link to the needed gl translations/rotations to make something render as a held object. I want to render the player holding an entity
L1726[16:09:06] <diesieben07> so if you want to attach to somene else you do need to impleement it.
L1727[16:09:10] <sham1> It just stores the caps that may be present
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L1729[16:10:13] <sham1> Like te is an Icapabilityprovider and it may have for instance iitemhandler
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L1731[16:10:33] <LexMobile> Yss because you need an instance that is explicitly associated with that object you are attaching to but you cant edit its getcaps function
L1732[16:10:44] <williewillus> Thutmose: render layers aren't triggered in first person, youll have to use another render event
L1733[16:10:48] <sham1> Indeed
L1734[16:10:48] <LexMobile> Hence the delegates gather up providers and itterate thorugh them
L1735[16:10:56] <diesieben07> yes that all makes perfect sense.
L1736[16:11:07] <LexMobile> If that provider needs to sotre data it can optin to store it
L1737[16:11:16] <LexMobile> Then its treated just like a tile entity
L1738[16:11:24] <LexMobile> Tile entities have serialize functions
L1739[16:11:47] <diesieben07> why is that separate from IStorage, that is my only question
L1740[16:11:47] <LexMobile> Istorage and iprovidrr
L1741[16:11:55] <LexMobile> Are two seperate users
L1742[16:12:08] <LexMobile> Because how the fuck should buildcraft
L1743[16:12:17] <LexMobile> Know that ypur bc energy
L1744[16:12:24] <LexMobile> Is stored as liquid purple?
L1745[16:12:24] <sham1> Storage stores the internals about how it gets stored (the cap)
L1746[16:12:31] <diesieben07> it doesn't need to.
L1747[16:12:39] <LexMobile> Yes it does
L1748[16:12:53] <Thutmose> do any of the render events already have the hand rotation/translation stuff done? render hand used to I think?, but last time I checked that was gone
L1749[16:12:54] <LexMobile> Err not it doesnt
L1750[16:12:57] <LexMobile> However
L1751[16:13:17] <sham1> While provider gives you a specific instance of that cap when requested
L1752[16:13:18] <LexMobile> It needs to provide a sane easy way for modders to store thendrfault implemntstiom
L1753[16:13:19] <diesieben07> i do undersstand how this API is intended. the prvoider youattach is like a secondary TE
L1754[16:13:47] <LexMobile> Typically
L1755[16:13:51] <diesieben07> acutally i do get it now
L1756[16:13:54] <LexMobile> The api isnt making any providers
L1757[16:13:59] <LexMobile> At all
L1758[16:14:05] <diesieben07> in my provider i would then call getStorage on my cap if i wanted to
L1759[16:14:12] <diesieben07> like i would do normally in my own TE if it was my own cap
L1760[16:14:13] <LexMobile> Yes
L1761[16:14:17] <Thutmose> so far I have this working at least third player: http://imgur.com/HCmhGoM
L1762[16:14:22] <diesieben07> yep, you can go do useful things with your battery now :p
L1763[16:14:39] <LexMobile> And battery is dead it ahut off backloght
L1764[16:14:43] <LexMobile> Time for me to go
L1765[16:15:12] <williewillus> Thutmose: RenderHandEvent is still in
L1766[16:15:34] <Thutmose> oh? I didn't see it when I was looking earlier...
L1767[16:15:43] <Thutmose> that was a couple months ago though
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L1769[16:16:10] <Thutmose> ahh yes, it seems it was re-added
L1770[16:16:31] <fry> it was there in 1.8
L1771[16:17:34] <Thutmose> I used to use it for this, then at one point it went poof, maybe it was only gone for one or two versions or something went funny with my environment?
L1772[16:18:24] ⇨ Joins: laci200270 (~laci20027@78.92.233.232)
L1773[16:18:33] <laci200270> hi everyone
L1774[16:18:37] <laci200270> who uses idea?
L1775[16:18:45] <sham1> many peoples
L1776[16:18:58] <laci200270> for me the fun toolbar gone..
L1777[16:19:04] <laci200270> *run
L1778[16:19:09] <sham1> How
L1779[16:19:16] <sham1> Did you manage
L1780[16:19:19] <sham1> to do that
L1781[16:19:47] <williewillus> View menu
L1782[16:19:58] <williewillus> has all the display options
L1783[16:20:10] <laci200270> http://imgur.com/8kR3ZOf i am seeing this now
L1784[16:20:47] <williewillus> View->nagivation bar
L1785[16:20:47] <diesieben07> view > Tool windows > run
L1786[16:20:49] <diesieben07> also, update
L1787[16:21:38] <laci200270> thank you diesieben07
L1788[16:24:00] <laci200270> also lwjgl is pretty fun :D
L1789[16:25:19] <sham1> LWJGL 2 or 3
L1790[16:25:27] <laci200270> 3
L1791[16:25:39] <laci200270> i started to make a game
L1792[16:29:07] <williewillus> diesieben07: what is the difference between methodhandles.publicLookup nad lookup
L1793[16:29:32] <diesieben07> lookup gives you access to everything the current scope has access to (e.g. private methods in the class you call it from)
L1794[16:29:39] <diesieben07> publicLookup just gives you public methods
L1795[16:29:58] <diesieben07> unless you use unreflect with an object that has setAccessible(true) on it
L1796[16:30:08] <diesieben07> then both will grant you access, so i use public because its a shared object
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L1799[16:35:38] ⇨ Joins: FallingD (~FallingD@77.243.189.229)
L1800[16:37:25] <FallingD> hi got a bit of a weird bug, my mod isn´t being loaded. i am on version 1.8 of mc and 1563 of forge. i have a bytecode transformer that is being loaded (according to the logs) but the actual mod isn´t being loaded and there is no error message in the logs when starting up
L1801[16:37:50] <diesieben07> outside dev?
L1802[16:37:56] <FallingD> yes
L1803[16:38:03] *** bilde2910|away is now known as bilde2910
L1804[16:38:04] <FallingD> everything works fine if i launch mc from intellij
L1805[16:38:37] <diesieben07> you need FMLCorePluginContainsFMLMod: true in your meta inf
L1806[16:38:52] <tterrag|away> you need the contains mod flag in your manifest
L1807[16:38:53] <diesieben07> also don't make a coremod :d
L1808[16:38:57] <tterrag|away> https://github.com/SleepyTrousers/EnderCore/blob/master/build.gradle#L80
L1809[16:38:59] <tterrag|away> ignore derpy formatting
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L1811[16:39:11] <sham1> First rule of coremods is don't make a coremod
L1812[16:39:44] <FallingD> do you know an alternative to making a coremod :P
L1813[16:39:54] <tterrag> ...don't?
L1814[16:39:59] <sham1> ^
L1815[16:40:06] <gigaherz> option 1: try to do it with reflection, class wrappers and such
L1816[16:40:07] <bilde2910> Is anyone else experiencing an inability to install Java? The JDK installed simply doesn't do anything
L1817[16:40:20] <bilde2910> installer*
L1818[16:40:32] <gigaherz> option 2: PR to forge and make your case for why the changes are needed
L1819[16:40:37] <diesieben07> FallingD, it depends on what you are doing with your coremod.
L1820[16:41:02] <sham1> There usually is a better way
L1821[16:41:05] ⇨ Joins: sciguyryan (~sciguyrya@95.211.140.206)
L1822[16:41:05] <FallingD> i am adding one line to a method in the EntityPlayerSP class
L1823[16:41:12] <gigaherz> what for?
L1824[16:41:29] <diesieben07> also there is no such thing as a "line" in editing base classes.
L1825[16:41:31] <sham1> In fact, I'd say there is 99% of cases when you think you need coremod but you dont
L1826[16:41:34] <gigaherz> that what we are asking
L1827[16:41:44] <diesieben07> (that sentence already disqualified you for making a coremod :P)
L1828[16:41:45] <FallingD> want a event that is fired whenever the client sends a chat message to the server
L1829[16:42:00] <diesieben07> you can do that without any asm
L1830[16:42:04] <FallingD> i am adding what in normal java, is one line
L1831[16:42:18] <diesieben07> in normal java i can write an entire program in one line.
L1832[16:42:31] <sham1> There is no such thing as "line" in java bytecode ASM
L1833[16:42:40] <sham1> But why
L1834[16:42:48] <sham1> That kinda defeats the point
L1835[16:43:13] <bilde2910> I did that in a normal mod
L1836[16:43:16] <gigaherz> import java.lang.*; class Program { public static void main(String[] args) { System.out.println("Hello, world!"); } }
L1837[16:43:17] <bilde2910> I'll see if I can dig up the code.
L1838[16:43:24] <sham1> You can do it
L1839[16:43:27] <sham1> But why
L1840[16:43:34] *** kroeser is now known as kroeser|away
L1841[16:43:36] <sham1> Also, you don't need to include java.lang :P
L1842[16:43:48] <gigaherz> XD
L1843[16:44:04] <gigaherz> I just dumped it from my brain as it came, didn't verify
L1844[16:44:20] <gigaherz> but year now that you mention it
L1845[16:44:28] <gigaherz> I don't actually recall ever seeing lang imported
L1846[16:44:30] <gigaherz> XD
L1847[16:44:37] <sham1> Because there is no need to do so
L1848[16:44:42] <RANKSHANK> lol
L1849[16:44:51] <gigaherz> yeah I got it ;P
L1850[16:44:56] <sham1> Everything par from subpackages of java.lang gets automatically included
L1851[16:46:46] <williewillus> there is also an event for client sending chat to srever I thought
L1852[16:46:50] <williewillus> if there isn't make it one
L1853[16:46:59] <bilde2910> FallingD, I did something similar in a tweaker mod http://puu.sh/nfmeI.png
L1854[16:47:06] <bilde2910> Just don't use coremod for such a task
L1855[16:47:32] <tterrag> uh
L1856[16:47:36] <williewillus> or just pr a damn event
L1857[16:47:38] <tterrag> tweakers and coremods are more or less the same
L1858[16:47:41] <williewillus> ^
L1859[16:47:41] <tterrag> it's still ASM
L1860[16:47:53] <bilde2910> That's true actually
L1861[16:47:54] <FallingD> williewillus, there was an PR for exactly this a while back
L1862[16:47:59] <bilde2910> But I don't think you can do this task with reflection
L1863[16:48:00] <williewillus> and?
L1864[16:48:01] <FallingD> lex didn´t see a ussage for it
L1865[16:48:46] <tterrag> link?
L1866[16:48:56] <tterrag> it's possible whoever made the PR never explained it properly
L1867[16:49:00] <FallingD> bilde2910, how is what you did there different from a coremod?
L1868[16:49:00] <williewillus> this one https://github.com/MinecraftForge/MinecraftForge/pull/1580
L1869[16:49:06] <williewillus> and yeah it wasn't exaplined very well
L1870[16:49:10] <FallingD> exactly
L1871[16:49:10] <bilde2910> FallingD, it apparently isn't
L1872[16:49:15] <bilde2910> I.. thought it was,.
L1873[16:49:16] <williewillus> I think lex thought it was asking for cline tcommand handlers which already exist
L1874[16:49:42] <FallingD> bilde2910, ok cause that is nearly identical to what i did
L1875[16:49:57] <bilde2910> I see.
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L1877[16:51:41] <diesieben07> FallingD, subscribe to ClientConnectedToServerEvent. event.manager.channel() will give you the netty channel. do channel.pipeline().addFirst("mymod:packetcatcher", new OutputChannelHandlerAdapter()). in there override the write method, check if its a C01PacketChatMessage. if so, you have your event.
L1878[16:51:56] <diesieben07> not exaclty the cleanest code but better than ASM.
L1879[16:52:09] ⇦ Quits: yurikoster1 (~yurikoste@179.228.232.248) (Ping timeout: 186 seconds)
L1880[16:52:17] <sham1> And if not C01PacketChatMessage, let is proceed as normal
L1881[16:52:28] <sham1> Just to clarify
L1882[16:52:39] <FallingD> damn, thanks guys
L1883[16:53:52] <sham1> We try to get people from using ASM for nothing
L1884[16:55:42] <bilde2910> I'm writing this down for future reference as well.
L1885[16:56:54] *** bilde2910 is now known as bilde2910|away
L1886[16:58:08] <RANKSHANK> sham1 prevents people from spamming crashes from stray core mods. They're quiet and no one knows who/what to fix most of the time
L1887[16:58:23] <RANKSHANK> especially when people love bogging minecraft with metric shit tons of mods
L1888[16:58:24] <diesieben07> best javadoc ever created. https://git.io/v2kuW
L1889[16:59:08] <fry> https://github.com/diesieben07/CameraCraft3/blob/master/src/main/java/de/take_weiland/mods/cameracraft/api/camera/Camera.java#L127
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L1892[16:59:46] <diesieben07> shuu :D
L1893[17:00:00] <diesieben07> i need to fix that indentation tho
L1894[17:02:00] <sham1> That javadoc is really telling :P
L1895[17:02:46] <sham1> But does it really need to be more complex
L1896[17:02:54] <sham1> It tells you what it is
L1897[17:03:31] <diesieben07> well, it should tell you kinda what you can do with this thing :d
L1898[17:03:34] *** MrKickkiller is now known as MrKick|Away
L1899[17:04:43] <sham1> You can take photos
L1900[17:04:52] ⇦ Parts: Thutmose (~elpat@cpe-193-199-193-104.caribcable.com) ())
L1901[17:05:35] <diesieben07> yes, but for example it needs to state that itsnot a video camera :D
L1902[17:05:41] <diesieben07> becuase that is a separate thing that i havent done yet
L1903[17:06:21] <fry> CameraButNotReally
L1904[17:06:21] <sham1> A video camera is just a camera that takes a picture every 24th of a second /s
L1905[17:06:37] <williewillus> thats true though
L1906[17:06:41] <williewillus> its just encoded differently
L1907[17:06:58] <sham1> I added the /s for 24 FPS
L1908[17:07:11] <diesieben07> meh :D
L1909[17:08:39] <PaleoCrafter> sham1, everybody knows the true cinematic feeling is at 23fps :3
L1910[17:08:53] <sham1> 48 FPS
L1911[17:09:03] <sham1> Twice the cinematic feel
L1912[17:09:04] <sham1> Wait wat
L1913[17:09:21] <diesieben07> stupid legacy stuff
L1914[17:09:39] <diesieben07> its based on mains frequency :D
L1915[17:09:55] <sham1> I just like my fps to be 60 or above
L1916[17:10:06] <sham1> And I don't get people who said that the Hobbit looked weird
L1917[17:10:11] <fry> TV is, cinema isn't, afaik :P
L1918[17:10:11] <RANKSHANK> mains freq is stupid stable though
L1919[17:10:16] <diesieben07> right
L1920[17:10:36] <diesieben07> cinema is 24fps and it looks okish because motion blur
L1921[17:10:42] <diesieben07> but yeah, i am not a fan :D
L1922[17:10:56] <sham1> You'd think that 60 FPS would look better than 24 for a movie goer
L1923[17:10:58] <sham1> It is smoother
L1924[17:11:22] <PaleoCrafter> The hobbit did look a bit weird, it wasn't due to the framerate though
L1925[17:11:32] <sham1> Meh
L1926[17:11:41] <diesieben07> that one scene above in the tree tops was horrible
L1927[17:11:49] <diesieben07> looked like out of a 10 year old computer game
L1928[17:11:53] <sham1> Bad CGI?
L1929[17:12:03] <diesieben07> yep
L1930[17:12:35] <PaleoCrafter> It looked to bloomy in places as well
L1931[17:12:46] <fry> there was plenty of bad CGI in hobbit
L1932[17:12:54] <fry> but 48fps was amazing
L1933[17:12:57] <sham1> Well CGI is very easy to fuck up
L1934[17:13:03] <RANKSHANK> ^
L1935[17:13:05] <sham1> I thought that the Hobbit is 60
L1936[17:13:12] <RANKSHANK> especially next to live actors
L1937[17:13:33] <fry> the nice flyover through the nazgul castle or whatever that was was very smooth and satisfying
L1938[17:13:39] <PaleoCrafter> Recently watched it again, the liquid gold looks fake as fuck
L1939[17:13:39] <sham1> Jurastic park anyone
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L1943[17:14:09] <PaleoCrafter> What about it? :P
L1944[17:14:09] <sham1> That movie definetly had some nice CGI for the time
L1945[17:14:30] <PaleoCrafter> It mostly had a lot of animatronics :P
L1946[17:14:40] <sham1> It also had CGI
L1947[17:14:43] <fry> CGI is good there though, yes
L1948[17:14:47] <diesieben07> this is what i meant: https://youtu.be/FGmeA6CSIBY?t=124
L1949[17:14:49] <fry> it holds up today
L1950[17:14:52] <sham1> Well it is not overdone
L1951[17:15:28] <sham1> And I know I will be crusified for this, I dont think that the CGI for the Star Wars prequels looked that bad
L1952[17:15:35] <sham1> It was decent
L1953[17:16:10] <fry> acting killed the prequels, not CGI :P
L1954[17:16:20] <sham1> More like bad direction
L1955[17:16:29] <RANKSHANK> that and a certain comic relief
L1956[17:16:32] <PaleoCrafter> CGI added afterwards killed the original series ;)
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L1958[17:17:02] <sham1> Well Jar-Jar's role did get reduced after Phantom Menace
L1959[17:17:24] <sham1> To the point where the only thing he did in III was approve of the empire
L1960[17:17:34] <RANKSHANK> that's because he was the true phantom menace
L1961[17:17:40] <RANKSHANK> maul was a side plot
L1962[17:17:44] <RANKSHANK> ;)
L1963[17:18:01] <sham1> I thought that Phantom Menace meant Anakin but meh
L1964[17:18:10] <PaleoCrafter> Jar Jar actually is a sith mastermind
L1965[17:18:22] <RANKSHANK> It is known
L1966[17:18:24] <sham1> Palpatine was the puppet the whole time
L1967[17:18:35] <RANKSHANK> sham1 interesting idea lol
L1968[17:19:01] <illyohs> I dont think it was acting that killed it it was the script imo
L1969[17:19:02] <sham1> Probably discussed in Star Wars X
L1970[17:19:19] <sham1> The dialogue was stilted yes
L1971[17:19:52] <sham1> But as far as it goes, the coreography was very much better than on the original
L1972[17:19:57] <sham1> s
L1973[17:20:50] <sham1> Like the fight between Obi-wan and Anakin was much better in III than IV
L1974[17:20:53] <sham1> IHMO
L1975[17:21:00] <sham1> IMHO*
L1976[17:21:46] <fry> it's not about the fight in IV-VI, it's about the dialog :P
L1977[17:21:53] <sham1> I know
L1978[17:22:09] <illyohs> PaleoCrafter: https://www.youtube.com/watch?v=k7Uc84U04Sk
L1979[17:22:27] <sham1> But to be fair, the original trilogy while classics and very fantastic movies, have aged A LOT
L1980[17:22:56] <sham1> Being made in the 70's definetly has it's ups and downs
L1981[17:23:51] <PaleoCrafter> Stuff tends to age, yes :P
L1982[17:24:02] <sham1> Yes
L1983[17:24:12] <fry> I have no idea what you're talking about :P
L1984[17:24:36] <sham1> I'm just rambling at this point
L1985[17:24:42] <sham1> I have no point I am doing
L1986[17:24:50] <gigaherz> fights these days are a lot more choreographed than they used to be
L1987[17:24:58] <sham1> ye
L1988[17:25:10] <fry> not in VII they are not :P
L1989[17:25:24] <gigaherz> I meant generally in movies
L1990[17:25:47] <sham1> I've yet to see VII seeing as I am waiting for blue-ray
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L1992[17:26:03] <fry> I see you like to live dangerously
L1993[17:26:20] <fry> gigaherz: watch some old kung-fu movies :P
L1994[17:26:38] <sham1> Karate kid movies come to mind
L1995[17:27:07] <sham1> But why is the most recent one called "Karate Kid" yet the kid is thought Kung-fu
L1996[17:27:57] <PaleoCrafter> Because you can't tell it apart anyway as an outsider? :P
L1997[17:28:49] <sham1> It still is false advertisement
L1998[17:30:13] <PaleoCrafter> The trailer for the new Godzilla also made me think that Bryan Cranston would be a major character, but then he died after five minutes
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L2000[17:30:27] <PaleoCrafter> Life's just not fair
L2001[17:31:00] <sham1> Similarly how in MGS2 you see from trailers that Snake would be the main guy, yet he gets replaced by Raiden
L2002[17:33:22] <sham1> Although Raiden is a cool charecter so I am not mad
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L2004[17:34:23] <PaleoCrafter> Anyways, I just don't watch trailers anymore
L2005[17:34:43] <sham1> They just spoil stuff
L2006[17:34:59] <RANKSHANK> aka the whole plot
L2007[17:35:03] <RANKSHANK> in 30 secs
L2008[17:35:12] <PaleoCrafter> No need to get your hopes up high and you'll actually be able to enjoy the few good scenes they spoil
L2009[17:35:51] <sham1> I myself have just grown bored of movies
L2010[17:36:07] <sham1> There are so many that come out yet 90% of them is shite
L2011[17:36:24] <williewillus> lol everyone that's playing ftb unstable right now is like "we don't have ways to move spawners"
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L2013[17:36:31] <williewillus> everyone forgot about the life aggregator
L2014[17:36:34] <RANKSHANK> I don't watch many, would recommend deadpool though
L2015[17:36:39] <PaleoCrafter> I try to enjoy those other 10% :P
L2016[17:36:41] <williewillus> including me, because it was completely broken oops
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L2018[17:37:15] <sham1> Deadpool is "No fourth wall - the movie"
L2019[17:37:16] <PaleoCrafter> I'll finally watch deadpool in a week xD
L2020[17:37:29] <sham1> From what I've heard
L2021[17:37:49] <PaleoCrafter> Anyways, sleepy time
L2022[17:37:56] <RANKSHANK> night
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L2025[17:39:10] <MattDahEpic> is it even worth the bytes to test for mods in zips anymore?
L2026[17:40:05] <sham1> Not like using Zips is that intensive
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L2041[18:11:16] <MattDahEpic> how would i get a ModMetadata from a File i know is a valid mod?
L2042[18:13:25] <diesieben07> MetadataCollection.from
L2043[18:13:33] <diesieben07> give that the mcmod.info
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L2070[19:09:37] <Josephur> Anyone know a mod with a tpx command similar to Mystcraft for 1.8.9?
L2071[19:10:12] <Josephur> I'm trying to do a Garden of Glass server for 1.8.9, generated the world in single player, but the spawn point is in the overworld, not in the garden of glass demension, and I seem to have no commands to teleport between dimensions :(
L2072[19:10:39] <TehNut> Garden of Glass is it's own dimension..?
L2073[19:11:01] <Josephur> Well I thought it did because I generated a map using SP, copied it over and pointed to it.. maybe I'm wrong and did something stupid.
L2074[19:11:08] <Josephur> Let me double check :)
L2075[19:11:38] <Josephur> (watch it be that I copied over the wrong world, heh)
L2076[19:14:11] <williewillus> Josephur: it's its own worldtype
L2077[19:14:18] <williewillus> you need to select it when making the world
L2078[19:14:24] <williewillus> or on server.properties
L2079[19:14:26] <gigaherz> doens't server.properties have a worldtype?
L2080[19:14:36] <Josephur> I've never used the server.properties world type
L2081[19:14:42] <Josephur> I'd rather do that than generate in SP and try to make it work in MP
L2082[19:14:50] <Josephur> perhaps I should give that a shot!
L2083[19:15:37] <williewillus> set it to "botania-skyblock" in server.properties
L2084[19:16:03] <Josephur> is it world-type= ?
L2085[19:16:10] <Josephur> (I've never used it before so I'm guessing?)
L2086[19:17:16] <Josephur> I see.. level-type=DEFAULT
L2087[19:17:22] <Josephur> that must be it.....
L2088[19:17:33] <williewillus> yup
L2089[19:17:43] <Josephur> ok fingers crossed, lets see if it generates :D
L2090[19:19:07] <MattDahEpic> how would you get the File of a loaded mod when you have it's modid
L2091[19:21:26] <RANKSHANK> as in the instance?
L2092[19:21:37] <MattDahEpic> as in the modid-version.jar file
L2093[19:21:50] <MattDahEpic> the literal jarchive of the mod
L2094[19:22:33] <williewillus> Josephur: does it work?
L2095[19:22:33] <Josephur> level-type did the trick :)
L2096[19:22:35] <williewillus> nice
L2097[19:22:38] <Josephur> yes indeed
L2098[19:22:49] <Josephur> and easier than spawning a world in on single player, copying over the data files.. etc
L2099[19:23:12] <Josephur> I really do need to find a mod with a tpx like command though
L2100[19:23:30] <Josephur> or for all I know 1.8.9 has a way to do it with all the new commands that I don't know about
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L2102[19:24:04] <MattDahEpic> ForgeEssentials and my library mod have /tpx equilivents
L2103[19:24:19] <Josephur> we're going to try a mixture of Botania Garden of Glass and the new ExNihilo2 :)
L2104[19:24:22] <MattDahEpic> vanilla tp doesnt like crossing dimensions
L2105[19:24:27] <Josephur> too bad hardcore quest mod book isn't ported yet :)
L2106[19:24:52] <Josephur> MattDahEpic: I shall check those out.
L2107[19:25:25] <Josephur> Essentials appears to be 1.7.10 only
L2108[19:25:39] <Josephur> Is your lib 1.8.9 compat?
L2109[19:25:43] <MattDahEpic> yup
L2110[19:25:47] <Josephur> What's it called?
L2111[19:25:58] <MattDahEpic> http://minecraft.curseforge.com/projects/mattdahepic-core/files
L2112[19:26:38] <Josephur> you know what, I found that earlier, and added it, but did not see the command (I didn't look that hard though)
L2113[19:26:46] <MattDahEpic> its /mde tpx
L2114[19:26:48] <Josephur> ah
L2115[19:26:51] <Josephur> ty :)
L2116[19:27:16] <Josephur> I'll add it when there's not 10 people already connected :)
L2117[19:27:34] <Josephur> Is it server side only ?
L2118[19:28:10] <MattDahEpic> it doesnt do anything on the client, so technically yes
L2119[19:28:27] <MattDahEpic> you only need it clientside if you have any of my other stuff
L2120[19:28:37] <Josephur> ok I shall try it that way first :)
L2121[19:29:40] <Josephur> I made my first forge 1.8.9 block today, had to re-learn a lot :/
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L2123[19:34:02] <Josephur> Lumien: There's an issue with Random-Things and Garden of Glass in 1.8.9, crashes always during World Gen, temporarily disabling Random Things, generating world, then re-enabling the mod seems to solve the issue. I've submitted it as an issue on Github
L2124[19:34:32] <RANKSHANK> MattDahEpic think I found it FMLCommonHandler.instance().findContainerFor("modname").getSource()
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L2127[19:42:17] <tterrag> gigaherz: can I extend a class from a struct?
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L2129[19:43:21] <gigaherz> tterrag: not really
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L2131[19:43:45] <gigaherz> but you can have an inline struct inside a class
L2132[19:44:04] <gigaherz> and get to the pointer of the struct itself
L2133[19:44:06] <tterrag> wait
L2134[19:44:08] <tterrag> I think I see th eissue
L2135[19:44:38] <tterrag> no :(
L2136[19:47:52] <tterrag> gigaherz: http://ideone.com/6uyNDi
L2137[19:47:54] <tterrag> y
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L2139[19:48:53] <gigaherz> tterrag: struct can't inherit from class either
L2140[19:48:59] <Lordmau5> I'm getting angry at modding again :<
L2141[19:49:02] <Lordmau5> also \o
L2142[19:49:07] <tterrag> why not? I thought a struct was just a class that defaulted public
L2143[19:49:24] <gigaherz> more like class is a struct that has visibility
L2144[19:49:41] <Lordmau5> is there anything special to where fluid-textures need to be and what they need and what-not?
L2145[19:49:50] <Lordmau5> mine doesn't want to render, urgh... >_>
L2146[19:50:41] <williewillus> no, they're just...textures :P
L2147[19:50:55] <Lordmau5> having my fluid like this: https://i.lordmau5.com/1456019449-679
L2148[19:51:10] <Lordmau5> there's no error about the texture not loading or so, but it's not being rendered ingame
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L2150[19:52:18] <tterrag> gigaherz: it doesn't even work with a class
L2151[19:52:20] <williewillus> what is your getRenderType
L2152[19:52:37] <gigaherz> tterrag: oh I see
L2153[19:52:39] <gigaherz> silly me
L2154[19:52:41] <gigaherz> you are missing "virtual"
L2155[19:52:46] <tterrag> what
L2156[19:53:04] <Lordmau5> what render type?
L2157[19:53:08] <gigaherz> C++ isn't like java: you can't override things that aren't explicitly marked as virtual
L2158[19:53:09] <Lordmau5> I don't have a Block for it
L2159[19:53:15] <Lordmau5> it shouldn't be placed in-world (for now)
L2160[19:53:16] <gigaherz> they just don't get included in the virtual method table
L2161[19:53:51] <Lordmau5> files are in assets\ffs\textures\blocks\power\fluid\...
L2162[19:53:52] <tterrag> it worked for another class
L2163[19:53:54] <tterrag> well whatever
L2164[19:53:57] <tterrag> yeah I guess that worked
L2165[19:54:07] <gigaherz> http://ideone.com/Hx2RHx
L2166[19:54:31] <gigaherz> the struct-class thing does work
L2167[19:54:37] <gigaherz> it was just a matter of not using virtual ;P
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L2169[19:54:57] <tterrag> now, how the hell do you do constructors with a template -.-
L2170[19:55:03] <gigaherz> ?
L2171[19:55:22] <tterrag> error: invalid use of template-name 'LinkedList' without an argument list|
L2172[19:55:27] <williewillus> Lordmau5: is it missing texture?
L2173[19:55:28] <tterrag> if I specify <T> it says T isn't a thing
L2174[19:55:35] <tterrag> so what does it want
L2175[19:55:35] <williewillus> when you register the fluid, it should stitch the textures to the atlas
L2176[19:55:38] <Lordmau5> it's no texture at all
L2177[19:55:50] <williewillus> where are you rendering it?
L2178[19:56:12] <Lordmau5> well, I'm initializing the Fluid textures in a FluidHelper clas
L2179[19:56:14] <Lordmau5> class*
L2180[19:56:28] <Lordmau5> which is initiated at TextureStitchEvent.Post
L2181[19:56:40] <Lordmau5> I just put some sout there to get the fluid name, so let's see...
L2182[19:56:44] <tterrag> Post is *after* stitching
L2183[19:56:54] <tterrag> if you are trying to stitch textures in .Post....you're gonna have a bad time
L2184[19:57:22] <Lordmau5> why is it working for stuff like lava then?
L2185[19:57:50] <gigaherz> tterrag:http://ideone.com/zdxtNJ
L2186[19:57:51] <Lordmau5> Oil renders fine...
L2187[19:57:53] <gigaherz> oops
L2188[19:57:59] <gigaherz> tterrag: http://ideone.com/zdxtNJ
L2189[19:58:01] <williewillus> vanilla textures are registered very early
L2190[19:58:05] <williewillus> move your fluidhelper to pre
L2191[19:58:07] <williewillus> itll work
L2192[19:58:07] <tterrag> gigaherz: I'm defining it outside the class definition
L2193[19:58:12] <shadowfacts> gah, TileEntity#onLoad doesn't really work because the chunk isn't loaded at that point, which ends up causing a StackOverflowError for me: https://gist.github.com/shadowfacts/72d9a64084a84214c927
L2194[19:58:13] <gigaherz> tterrag: ah
L2195[19:58:19] <Lordmau5> why does Oil render fine then, williewillus ?
L2196[19:58:24] <tterrag> you know, like you're supposed to (I think?)
L2197[19:58:32] <tterrag> heck if I know
L2198[19:58:41] <williewillus> because it registers its textures at the right time
L2199[19:58:47] <williewillus> just try moving it to Pre
L2200[19:58:54] <Lordmau5> the initTextures?
L2201[19:58:56] <williewillus> yes
L2202[19:59:00] <shadowfacts> which means I still need to check for the first tick in update
L2203[19:59:09] <gigaherz> tterrag: refresh: http://ideone.com/zdxtNJ
L2204[19:59:12] <williewillus> shadowfacts: submit an issue :P
L2205[19:59:16] <williewillus> or comment on the one already there
L2206[19:59:18] <williewillus> I think there's one already
L2207[19:59:26] <Lordmau5> well, I don't have a TextureMap availablwe
L2208[19:59:33] <williewillus> the event gives you one
L2209[19:59:50] <williewillus> event.map.registerSprite
L2210[20:00:05] <Lordmau5> TextureStitch.Pre, gotcha
L2211[20:00:09] <Lordmau5> thought you meant actual preInit lmao
L2212[20:00:18] <Lordmau5> so wait
L2213[20:00:24] <shadowfacts> heh, there already is one which has existed for over a month >.>
L2214[20:00:26] <Lordmau5> I register my stuff fluid textures in there or what?
L2215[20:00:39] <gigaherz> tterrag: keep in mind, templates aren't like generics, when the compiler instantiates a concrete type, it generates the actual specializations as needed (in machine code), and then links it in
L2216[20:00:46] <tterrag> why the hell do I need to redefine the template -.-
L2217[20:00:48] <gigaherz> so if you move a method away from the class declaration
L2218[20:00:55] <williewillus> Lordmau5: do whatever you need to do, you just need to get the atlas everything you want stitched in TextureStitchEvent.PRE
L2219[20:01:01] <gigaherz> you must either specialize it
L2220[20:01:06] <gigaherz> or declare it as a template
L2221[20:01:13] <Lordmau5> yo neat
L2222[20:01:13] <Lordmau5> thanks
L2223[20:01:44] <gigaherz> tterrag: like this http://ideone.com/LtjFcW
L2224[20:01:56] <gigaherz> either you put a concrete type in there, or you re-declare it as template
L2225[20:02:00] <gigaherz> C++ doesn't know any better
L2226[20:02:07] <gigaherz> that's why most people don't bother with it
L2227[20:02:16] <gigaherz> and just put the bodies inside the class{} block
L2228[20:02:21] <Lordmau5> thanks, williewillus ! https://i.lordmau5.com/1456020111-680
L2229[20:02:22] <Lordmau5> :)
L2230[20:02:36] <williewillus> nice
L2231[20:02:36] <tterrag> pretty sure my prof wants it this way
L2232[20:02:39] <tterrag> so whatever
L2233[20:02:42] <gigaherz> unless they explicitly want to keep the implementations in some .cpp file
L2234[20:03:09] <Fendirain> Getting a crash from EffectRender: http://pastebin.com/NLj58V7J -- https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/treeChopper.java#L103 -- Not really sure why, Both input values are valid.
L2235[20:03:34] <gigaherz> tterrag: oops forgot the "template<>" line
L2236[20:03:42] <gigaherz> specializations still need to be explicit about it
L2237[20:03:42] <gigaherz> XD
L2238[20:03:47] <LexMobile> Back, battery at 60% dies still being a herpderp?
L2239[20:04:08] <gigaherz> if a battery dies at 60%, it's time to change the battery
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L2241[20:04:17] <gigaherz> means the remaining 60% is effectively dead
L2242[20:04:26] <gigaherz> 2 out of the 3 cells are dead and it's running off the last one
L2243[20:04:33] <Fendirain> The fun of batterys.
L2244[20:04:35] <LexMobile> diesieben not dies
L2245[20:04:46] <gigaherz> ah sorry ;P
L2246[20:05:13] <williewillus> Fendirain: where's the actual exception part?
L2247[20:05:21] <williewillus> that tells you what kind of exception go tthrown
L2248[20:05:32] <gigaherz> diesieben hasn't spoken in 3 hours
L2249[20:06:00] <tterrag> undefined reference to `LinkedList<StudentInfo>::LinkedList()'
L2250[20:06:02] <tterrag> -_-
L2251[20:06:16] <Fendirain> Ah, my bad, Meant to copy the whole log for the paste.
L2252[20:06:18] <gigaherz> is your body in a separate file?
L2253[20:06:22] <tterrag> yes
L2254[20:06:26] <gigaherz> yeah that won't work
L2255[20:06:30] <tterrag> what
L2256[20:06:33] <gigaherz> either you specialize explicitly, or you #include it
L2257[20:06:41] <tterrag> #include what
L2258[20:06:47] <gigaherz> wherever the body is
L2259[20:06:49] <gigaherz> basically
L2260[20:07:05] <williewillus> shadowfacts: someone submitted an issue report to me regarding a crash in the botania GoG worldtype...is this you or thaumcraft? http://pastebin.com/Q3AEW0VL
L2261[20:07:12] <tterrag> who designed this?
L2262[20:07:14] <gigaherz> templates only get their code generated if someone make use of a specialization within the same "compilation unit"
L2263[20:07:19] <williewillus> seems like a bunch of mods don't like worldgenning in a non-overworld worldtype :P
L2264[20:07:23] <tterrag> "you should separate your declarations and implementations, unless you're doing templates then screw everything"
L2265[20:07:27] <gigaherz> someone back inthe 80s
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L2267[20:07:40] <gigaherz> or whenever C++ was created
L2268[20:07:51] <gigaherz> back when having a code dictionary was unthinkable
L2269[20:08:03] <gigaherz> the compiler works in "compilation units"
L2270[20:08:12] <gigaherz> that's a .cpp file, and anything it includes
L2271[20:08:23] <gigaherz> templates get generates only WHEN they are used
L2272[20:08:32] <gigaherz> the first time thecompiler sees Something<type>
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L2275[20:08:45] <gigaherz> it will generate any necessary code it has previously seen in thesame compilation unit
L2276[20:08:59] <gigaherz> it does not know anything about other compilation units
L2277[20:09:09] <gigaherz> then when it's done compiling all units
L2278[20:09:17] <williewillus> how is 1.9 looking lex
L2279[20:09:19] <gigaherz> the build script usually links them together into one executable
L2280[20:09:28] <gigaherz> and THAT's when your error comes in
L2281[20:09:40] <Fendirain> http://pastebin.com/tgcCRayu -- (Mostly) Full log
L2282[20:09:40] <shadowfacts> williewillus: I'd guess Thaumcraft because it looks like it's checking a block in the world during generation, triggering chunk generation, causing it to check for the block, triggering chunk gen, and so on
L2283[20:09:43] <gigaherz> the linker can't find any generated code for the method, because no one caused it to generate
L2284[20:09:56] <gigaherz> or in other words, templates are "lazy code generation"
L2285[20:10:13] <shadowfacts> actually, hmm
L2286[20:10:26] <shadowfacts> I dunno, mabye I borked something in the 1.8.9 update, lemme check
L2287[20:10:30] <williewillus> Fendirain: you are accessing client code from the server thread
L2288[20:10:35] <williewillus> big no no :P
L2289[20:11:03] <Fendirain> Ah, Strange. Not sure why it was working previously.
L2290[20:11:16] <williewillus> 0.o
L2291[20:11:17] <Fendirain> Must of forgotten something.
L2292[20:11:24] <williewillus> that should have crashed immediately on dedicated servers
L2293[20:11:25] <Lordmau5> huh
L2294[20:11:32] <Lordmau5> williewillus, however, the flowing texture = the still texture?
L2295[20:11:40] <Lordmau5> I checked the files, they are different. I'm registering different ones as well
L2296[20:11:49] <Lordmau5> or rather, different ResLocations
L2297[20:12:16] <williewillus> hm idk
L2298[20:12:25] <williewillus> you used getStill and getFlowing?
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L2300[20:12:55] <shadowfacts> williewillus: pretty sure it's on Thaumcraft's side, I just checked and my flat bedrock code works fine
L2301[20:16:19] <Lordmau5> uhm, why would I need to use that :3
L2302[20:16:29] <williewillus> 0.o
L2303[20:16:32] <williewillus> how are you rendering them right now?
L2304[20:16:38] <williewillus> fluids that is
L2305[20:16:40] <Lordmau5> I'm calling the super() with "name, still, flowing"
L2306[20:16:48] <Lordmau5> and my fluid is extending the Forge Fluid class
L2307[20:16:57] <Lordmau5> so those variables should be set accordingly, right?
L2308[20:17:04] <williewillus> I mean how are you rendering it such that you think the flowing matches the still?
L2309[20:17:29] <shadowfacts> williewillus: adding a dimension whitelist feature, which should fix it
L2310[20:17:43] <williewillus> GoG isnt a dimension
L2311[20:17:47] <williewillus> It's a world type
L2312[20:17:49] <Lordmau5> because other fluids like Water or Oil render with still + fluid (top of the fluid in tank is still, sides are flowing)
L2313[20:17:53] <Lordmau5> still + flowing*
L2314[20:17:57] <Lordmau5> but my fluid is rendering still on all sides
L2315[20:18:12] <williewillus> how are you rendering it?
L2316[20:18:39] <shadowfacts> well, that fixes a different issue xD
L2317[20:18:44] <Lordmau5> I'm getting the fluid texture via. the fluidhelper
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L2319[20:19:00] <Lordmau5> which saved the TAS in maps
L2320[20:19:07] <Fendirain> In the above breakFurthestBlock() I am using the effectRenderer as well and it isn't crashing.
L2321[20:19:16] <hasunwoo> How to draw world overlay like chunk boundary?
L2322[20:19:20] <Lordmau5> FLUID: ffs:blocks/power/fluid/metaphased_RF_Flow
L2323[20:19:31] <Lordmau5> so there's that. it get's loaded properly, a "getFlowing" one is there...
L2324[20:19:40] <Fendirain> and it should be running server side as well.
L2325[20:20:04] <Lordmau5> oh my god you serious, give me a sec
L2326[20:20:08] <williewillus> Lordmau5: which class is it in?
L2327[20:20:18] <williewillus> Fendirain: it shouldn't be, and you shouldn't be betting on it
L2328[20:20:18] <Lordmau5> Give me one more try, I think I found the issue
L2329[20:20:20] <Lordmau5> :P
L2330[20:20:23] <Lordmau5> I'll show it in a sec
L2331[20:20:29] <williewillus> touching the class "Minecraft" anytime you're on the serverside is a recipe for disaster
L2332[20:20:47] <williewillus> in addition to that, particles don't spawn serverside like that
L2333[20:20:57] <Fendirain> I'm just confused, But I am planning on correcting it with adding (world.isRemote)
L2334[20:21:11] <williewillus> that wouldn't do anything :P
L2335[20:21:17] <williewillus> your class will bomb the dedicated server
L2336[20:21:38] <Fendirain> This sometimes working / sometimes not thing is fun.
L2337[20:21:55] <williewillus> no, you need to read this :D http://mcforge.readthedocs.org/en/latest/concepts/sides/
L2338[20:22:11] <williewillus> using Minecraft on the server side is indicative of a bad understanding of sides
L2339[20:22:34] <Lordmau5> welp, nevermind, that's not fixing it...
L2340[20:22:45] <Lordmau5> so I was pretty sure it was this line here: https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/FluidHelper.java#L47
L2341[20:22:51] <Lordmau5> but changing that to fluid.getFlowing() didn'T fix it...
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L2343[20:25:15] <Fendirain> Ah, I see the issue. I am still learning all this, So excuse my ignorance.
L2344[20:25:24] <williewillus> it's fine :P
L2345[20:25:29] <williewillus> its a common beginners mistake
L2346[20:25:44] <williewillus> the part that bites is that testing in singleplayer won't reveal the issue
L2347[20:25:49] <williewillus> you'll only see it in the dedicated server
L2348[20:26:06] <williewillus> maybe sometimes in SP if you're unlucky
L2349[20:26:16] <Fendirain> Which is exactly my issue.
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L2351[20:26:26] <hasunwoo> How to draw world overlay like world border
L2352[20:26:37] <Fendirain> I will make a point to testing dedicated more often.
L2353[20:28:25] <RANKSHANK> I think that's actually lucky if you get it on SP since you can fix it while it's nice n' fresh
L2354[20:28:42] <williewillus> hasunwoo: RenderWorldEvent/RenderWorldLastEvent
L2355[20:30:08] <hasunwoo> thanks
L2356[20:30:41] <hasunwoo> Do i have to translate to world's actual coordnate?
L2357[20:31:33] <williewillus> i think so
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L2359[20:32:52] <Fendirain> Know any good tutorials on Packet Handling?
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L2361[20:36:45] <hasunwoo> http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with
L2362[20:37:00] <hasunwoo> Use IMessage instead of netty directly
L2363[20:37:21] <hasunwoo> /
L2364[20:37:44] <hasunwoo> Fendirain
L2365[20:38:19] <Fendirain> Thanks, This will be fun. I have been avoiding it since now.
L2366[20:38:51] <hasunwoo> Oh i am sorry
L2367[20:38:53] <hasunwoo> http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
L2368[20:38:58] <williewillus> there's this one too https://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L2369[20:40:59] <Fendirain> Just to be sure, Is the correct solution to my issue?
L2370[20:41:38] <williewillus> ?
L2371[20:42:41] <Fendirain> The running client code incorrectly issue above.
L2372[20:43:03] <hasunwoo> I don't know what you are trying to achieve
L2373[20:43:24] <williewillus> Fendirain: yes that's why it crashed
L2374[20:43:45] <williewillus> the effectrenderer got messed around with by the server thread and didn't like it
L2375[20:44:03] <williewillus> if itwas on the dedicated server the class would've crashed immediately on loading
L2376[20:44:20] <williewillus> or maybe when that method is called, don't remember the details
L2377[20:44:30] <hasunwoo> Create own effect packet
L2378[20:44:41] <Fendirain> What is the correct way to do it?
L2379[20:44:42] <hasunwoo> That will solve your problem
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L2381[20:44:50] <Fendirain> Ah, Ya, Thats what I figured.
L2382[20:44:58] <hasunwoo> Make packet handler at client side
L2383[20:45:05] <Fendirain> Just wanted to make sure I'm not going the wrong direction.
L2384[20:45:21] <hasunwoo> And handle effect stuff in handler
L2385[20:47:56] <williewillus> you can also call the serveside particle spawning, if other players need to see it
L2386[20:48:14] <williewillus> but usually a packet to the client is the better choice
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L2393[21:06:52] <Fendirain> Know any mods that show good example of them being used?
L2394[21:07:02] <Fendirain> (On github)
L2395[21:07:18] <williewillus> packets in general?
L2396[21:07:34] <Fendirain> Yep.
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L2398[21:08:46] <williewillus> https://github.com/sinkillerj/ProjectE/tree/MC18/src/main/java/moze_intel/projecte/network
L2399[21:08:59] <Fendirain> Thanks for all the help.
L2400[21:08:59] <gigaherz> I used packets in my mods, but I don't know that'd I'd say my use of the packets are specifically "good examples"
L2401[21:09:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/network
L2402[21:09:26] <Fendirain> As long as it isn't a mess and hard to follow it should be fine.
L2403[21:09:39] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/network
L2404[21:09:49] <sinkillerj> Packets can be have a bit of a learning curve, but you will get them pretty fast
L2405[21:09:53] <williewillus> the PE ones are generally clean and get the point across
L2406[21:09:57] <gigaherz> well
L2407[21:10:19] <gigaherz> I like tothink I write good code
L2408[21:10:31] <gigaherz> maybe not perfect or not beautiful
L2409[21:10:42] <Fendirain> Looking at gigaherz for a second already helped quite a bit.
L2410[21:11:15] <Fendirain> With both of these I should get a good enough understanding.
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L2419[21:45:28] <VikeStep> so, IntelliJ 16 has support to select which threads to resume on when you break in debugging
L2420[21:46:04] <VikeStep> Which would mean you could break on the server thread and have the client thread still running
L2421[21:49:03] <VikeStep> more info: https://www.jetbrains.com/idea/nextversion/
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L2439[22:41:52] <Zorn_Taov> "Could not load model definition for variant bedcraftbeyond:SbedItem#inventory " :T what is this I don't even
L2440[22:42:07] <Zorn_Taov> what am I missing here
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L2444[22:45:17] <RANKSHANK> net.minecraftforge.fml.common.asm.BlamingTransformer#orphanNaughtyClasses BAHAHA how haven't I seen this earlier
L2445[22:47:59] <gigaherz> Zorn_Taov: depends
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L2448[22:48:19] <gigaherz> do you have ModelLoader.setCustomModelResourceLocation in your client proxy, called during preinit?
L2449[22:49:03] <Zorn_Taov> no, none of the tutorials have said to do so x.x
L2450[22:49:19] <gigaherz> you using one of those outdated ones that give you an ItemMesher thing?
L2451[22:49:57] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L187
L2452[22:50:00] <gigaherz> thisi s how you do it right
L2453[22:50:18] <gigaherz> if you look above that line
L2454[22:50:31] <gigaherz> I have a whole bunch of functions that wrap that, for different specific uses
L2455[22:50:40] <gigaherz> feel free to steal that stuff if you want it
L2456[22:50:54] <Zorn_Taov> yeah, I'm using getItemModelMesher x.x
L2457[22:51:00] <Zorn_Taov> during init
L2458[22:51:04] <gigaherz> yeah that's the old version
L2459[22:51:06] <Zorn_Taov> cuz that's what wuppy says
L2460[22:51:12] <gigaherz> from early 1.8
L2461[22:51:21] <Zorn_Taov> natch
L2462[22:51:21] <gigaherz> this changed around 8 months ago
L2463[22:51:40] <Zorn_Taov> it ok if I nab some of those register methods from ya?
L2464[22:51:45] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L2465[22:51:50] <gigaherz> yeah just said so ;p
L2466[22:51:55] <Zorn_Taov> awesome
L2467[22:51:59] <gigaherz> you may want to take a look at that link
L2468[22:52:52] <Zorn_Taov> thank you
L2469[22:55:28] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L2470[22:57:30] <gigaherz> so... anyone got a Linux Mint iso during the 20th?
L2471[22:57:30] <gigaherz> http://blog.linuxmint.com/?p=2994
L2472[22:57:47] ⇨ Joins: Haos (~haos@67.177.185.71)
L2473[22:57:49] <gigaherz> they apparently got hacked and some links got trojaned
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L2502[23:02:01] <RANKSHANK> odd timing for mass decon lol
L2503[23:02:21] <gigaherz> that was simply a netsplit
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L2505[23:02:29] <gigaherz> one of the servers died, and the network was split in two
L2506[23:02:51] <gigaherz> meh I'll jump into bed
L2507[23:02:52] <gigaherz> night
L2508[23:02:56] *** gigaherz is now known as ghz|afk
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L2510[23:11:57] <mikebald> there was a message earlier about scheduled maintenance so... no biggie.
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L2512[23:13:32] <Zorn_Taov> ghz|afk: you still around?
L2513[23:18:13] <RANKSHANK> he went to bed :P
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L2515[23:19:27] <Zorn_Taov> margle
L2516[23:19:32] <Zorn_Taov> I think I got it
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L2518[23:21:05] <RANKSHANK> well if you don't there's plenty around with some java knowledge to share :P Unless it has to do with the unmentionables ;)
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L2521[23:28:50] <dagarath> Is there any intelligent way to let my block fill other mods buckets or will I have to add every type of bucket individually?
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L2523[23:30:15] <Fendirain> I think I have a "good" understanding of Packets now, and have it all working (On a dedicated server as well).
L2524[23:31:20] <Fendirain> Thanks for the help (Whom of which have most likely left by now).
L2525[23:34:33] ⇦ Quits: szszss (~szszss@114.111.166.131) (Ping timeout: 186 seconds)
L2526[23:39:07] <RANKSHANK> dagarath There's a fluid capability that's been added. or being added
L2527[23:39:18] <RANKSHANK> it's up to the other mods to support this though
L2528[23:39:55] <dagarath> Apparently I can get a list of valid fluids from getFluidForFilledItem(container) soo I'll go with that for now
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