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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?
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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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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
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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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
L220[06:32:17] ***
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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
L228[06:37:34] ⇦
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L229[06:37:48] <sham1> Show the code where
you have attempted that
L230[06:39:45] ⇦
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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
L243[06:52:10]
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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??
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?
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
L269[07:06:39]
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L270[07:13:06] ***
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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...
L273[07:15:30] ⇦
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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*
L292[08:26:29] ***
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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)
L309[08:34:02]
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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
L314[08:34:59]
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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
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
L320[08:39:19] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Quit:
Leaving)
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
L332[08:47:01] *
gigaherz updates
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
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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 //
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
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] ⇦
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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
L516[09:18:44] ⇦
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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#
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
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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!
L601[09:34:24] ⇦
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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
L611[09:53:40]
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L612[09:53:40] <Elucent> is there an
alternative to if (itemstack != null) ?
L613[09:54:46]
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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
L619[09:57:45]
⇨ Joins: szszss (~szszss@114.111.166.128)
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
L630[09:59:56] ⇦
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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?
L644[10:04:09] ⇦
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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
L650[10:08:57] ⇦
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L651[10:09:19] <masa> you probably want
your own method to search for your item then
L652[10:09:36]
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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?
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
L668[10:14:47] ⇦
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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
L675[10:16:01]
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L676[10:17:27] <Elucent> seems to be
working :D
L677[10:17:32] <Elucent> thanks guys
L679[10:18:17] <whitephoenix> I'm not sure
how many random ticks I should wait to set my plant to be
harvestable
L680[10:19:39]
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L684[10:27:35] ***
AshUK is now known as AshSad
L685[10:28:53]
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L686[10:31:44] ***
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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
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
L723[10:39:08] ***
AshSad is now known as AshTrain
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
L746[10:42:14] ⇦
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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
L759[10:43:36] ⇦
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L760[10:43:38] <gigaherz> (my OCD just
came.)
L761[10:44:19]
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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
L792[10:47:28]
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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
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?
L811[10:52:57] ⇦
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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
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
L857[11:00:51] ⇦
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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
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
L873[11:06:10] ⇦
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L874[11:06:15] ***
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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"
L882[11:09:46] ⇦
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L891[11:32:07] <LexMobile> Anyone else
having issues connecting to the forge forums?
L892[11:32:16] <diesieben07> yup
L893[11:32:40] ⇦
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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)"
L900[11:36:14]
⇨ Joins: Elucent (~elucent__@12.164.194.130)
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
L904[11:37:41] ***
Kolatra is now known as Kolatra[away]
L905[11:38:12] <sham1> Although it could
be eo_UN concidering that it is the international auxiliry
language
L906[11:38:19] ⇦
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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"
L914[11:41:21] ⇦
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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
L921[11:42:36] ***
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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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L927[11:45:13] ***
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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
L931[11:49:55]
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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
L943[12:02:19] ***
AshTrain is now known as Ashport
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] ⇦
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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] ***
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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] ***
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L968[12:15:56] <MattDahEpic> dang im a
mere 20 cursepoints short of getting the fo4 season pass
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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
L981[12:22:37] ⇦
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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?
L989[12:29:50]
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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
L1045[13:08:18] <LexMobile> -.-
L1046[13:08:57]
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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
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
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] ***
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L1075[13:16:46] <Wuppy> any and all
feedback is very welcome :)
L1076[13:17:45]
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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?
L1090[13:20:57]
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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
L1105[13:25:27] ***
Seppon is now known as Noppes
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
L1110[13:29:45]
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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 :<
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L1115[13:31:02] <sham1> Although Visual
Studio Community is prefered
L1116[13:31:44]
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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
L1131[13:34:35] ***
Jared|Away is now known as Jared
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
L1139[13:36:46] ***
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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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⇨ Joins: MoxieGrrl
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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
L1169[13:56:28]
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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
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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
:)
L1185[14:01:25]
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L1186[14:01:38] <MalkContent> is setting
unlocalized names still necessary?
L1187[14:01:46]
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L1188[14:01:56] <MalkContent> or does
that get set when you register the item
L1189[14:02:24]
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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? :|
L1217[14:09:14]
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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
L1228[14:14:45]
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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
L1231[14:15:48]
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L1234[14:17:21] *
mikebald reads up; huh, yeah context is important.
L1235[14:17:55] <sham1> yes
L1236[14:17:57]
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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]
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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] ***
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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
L1270[14:48:43]
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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
L1279[14:52:41] ***
MrKick|Away is now known as MrKickkiller
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
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
L1441[15:10:58] <Jezza> A bit of a
mess.
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
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
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]
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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
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
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
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.
L1654[15:55:23] ***
Keridos is now known as Keridos|away
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
L1662[15:58:26]
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L1663[15:58:28]
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(~Dr.Benway@host242-50-dynamic.0-87-r.retail.telecomitalia.it)
(Quit: Leaving)
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
L1666[15:59:53] ***
Jared|Away is now known as Jared
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
L1669[16:02:11]
⇨ Joins: Dr_Benway
(~androirc@host242-50-dynamic.0-87-r.retail.telecomitalia.it)
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
L1687[16:05:35]
⇨ Joins: turmfalke_
(~turmfalke@p54A68BFB.dip0.t-ipconnect.de)
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
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)
L1700[16:06:50] <cpw> because the MOD
will call it
L1701[16:06:52]
⇨ Joins: yurikoster1
(~yurikoste@179.228.232.248)
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?!
L1704[16:07:05]
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(~androirc@host242-50-dynamic.0-87-r.retail.telecomitalia.it) (Read
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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
L1721[16:08:52]
⇨ Joins: Thutmose
(~elpat@cpe-193-199-193-104.caribcable.com)
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
L1728[16:09:45] ***
Ashport is now known as Ashlee
L1729[16:10:13] <sham1> Like te is an
Icapabilityprovider and it may have for instance iitemhandler
L1730[16:10:16] ***
bilde2910 is now known as bilde2910|away
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
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
L1768[16:16:03]
⇨ Joins: Fendirain
(~Fendirain@2602:30a:c0e7:11a0:b013:3718:3850:8483)
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
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
L1797[16:34:07] ***
AbrarSyed is now known as Abrar|gone
L1798[16:34:10]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
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
L1809[16:38:59] <tterrag|away> ignore
derpy formatting
L1810[16:39:01] ***
tterrag|away is now known as tterrag
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
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?
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.
L1876[16:50:49]
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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.
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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] ***
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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
L1890[16:59:21] ***
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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] ***
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L1899[17:04:43] <sham1> You can take
photos
L1900[17:04:52]
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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
L1940[17:13:58]
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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
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
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
L1999[17:30:18]
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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
L2101[19:23:34] ***
williewillus is now known as willieaway
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?
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 :/
L2122[19:30:18]
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(~Fendirain@2602:30a:c0e7:11a0:b013:3718:3850:8483)
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()
L2125[19:37:14]
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(~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L2126[19:40:49]
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(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L2127[19:42:17] <tterrag> gigaherz: can I
extend a class from a struct?
L2128[19:42:26]
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L2129[19:43:21] <gigaherz> tterrag: not
really
L2130[19:43:24]
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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 :(
L2137[19:47:54] <tterrag> y
L2138[19:48:00] ***
willieaway is now known as williewillus
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
L2148[19:51:10] <Lordmau5> there's no
error about the texture not loading or so, but it's not being
rendered ingame
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
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
L2168[19:54:48]
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closed the connection)
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?
L2186[19:57:51] <Lordmau5> Oil renders
fine...
L2187[19:57:53] <gigaherz> oops
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
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
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
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
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
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
L2240[20:04:11]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 194 seconds)
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
L2266[20:07:30]
⇨ Joins: agowa339
(~Thunderbi@p54918D3F.dip0.t-ipconnect.de)
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>
L2273[20:08:33]
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L2274[20:08:33] ***
agowa339 is now known as agowa338
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
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?
L2299[20:12:50] ***
DarkevilAway is now known as Darkevilmac
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
L2318[20:18:57]
⇨ Joins: hasunwoo (~hasunwoo@39.7.59.246)
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.
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...
L2341[20:22:51] <Lordmau5> but changing
that to fluid.getFlowing() didn'T fix it...
L2342[20:23:49]
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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.
L2350[20:26:20] ***
Abrar|gone is now known as AbrarSyed
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
L2358[20:32:33]
⇦ Quits: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Quit: WeeChat
1.3)
L2359[20:32:52] <Fendirain> Know any good
tutorials on Packet Handling?
L2360[20:35:58]
⇨ Joins: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
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
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
L2380[20:44:42]
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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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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"
L2402[21:09:26] <Fendirain> As long as it
isn't a mess and hard to follow it should be fine.
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
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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?
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?
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
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L2470[22:57:30] <gigaherz> so... anyone
got a Linux Mint iso during the 20th?
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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
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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).
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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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