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L1[00:00:23] <fry> it takes less than a second to stitch
L2[00:00:53] *** Ashlee is now known as Ash|Work
L3[00:01:04] <Kane_Hart> Ahh, I was just wondering always wish there was a way to some how reload it without so much time but I guess that is impossible lol
L4[00:01:22] <Kane_Hart> Best answer would be play less mods Kane :P
L5[00:03:42] <PrinceCat> Hey fry, I'm still having that problem where my block has a texture in the world and no inventory texture even though I've defined an inventory variant in the forge blockstate. Any ideas where I've gone wrong?
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L19[00:58:46] <SomeGuyInATree> Any ideas why I get a Ticking Screen client crash when I join my own server? - http://pastebin.com/LN5Ley32
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L21[01:00:21] <Hunterz> too many mods :)
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L23[01:03:16] <SomeGuyInATree> It's worked fine for months, InvTweaks was Causing DC's when opening RfTools GUIs and after my 3rd DC, no bingo client crashes. Deleting my player.dat fixed the issue but I'd prefer to find a fix without slugging out nbtedit
L24[01:06:13] <Hunterz> maybe some item in yours inventory cause crash
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L28[01:15:15] <SomeGuyInATree> Well.. I used NBTexplorer to transfer everything to a fresh player.dat and it's working fine.. So it wasn't an Inventory item :/
L29[01:22:17] <Cazzar> !gm func_76607_a 1.7.10
L30[01:22:35] <Cazzar> an AIIOB in fillChunk...
L31[01:22:53] <Cazzar> AIOOB*
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L42[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160308 mappings to Forge Maven.
L43[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160308-1.9.zip (mappings = "snapshot_20160308" in build.gradle).
L44[02:00:15] <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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L61[02:53:16] ⇨ Joins: MalkContent (MalkConten@p4FDCD921.dip0.t-ipconnect.de)
L62[02:54:11] <MalkContent> is i have a method with a multiple arguments variable like method(MyObject ...)
L63[02:55:02] <MalkContent> can I give it a mix of MyObject[] and MyObject somehow?
L64[02:55:15] <tterrag|ZZZzzz> don't think so
L65[02:55:45] <MalkContent> kay. the internet has spoken ^^ thx
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L67[03:02:43] <McJty> You actually can but you probably shouldn't
L68[03:03:04] <McJty> You'll get a list of objects that you can do type checking on to see if it is either an array or just an object
L69[03:04:59] <MalkContent> ?
L70[03:05:13] <McJty> What?
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L72[03:07:44] <MalkContent> what you say only works when it's method(Object ...) , no?
L73[03:08:13] <McJty> yes
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L75[03:13:21] <MalkContent> yea, that falls under "shouldn't" i think :D also have no control over the method
L76[03:17:23] <tterrag|ZZZzzz> remember that varargs are purely a compile-time construct
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L79[03:59:49] <MalkContent> is there a go-to method to check for itemstack item equality? something like canStack
L80[04:04:13] <MalkContent> nvm, found what I needed
L81[04:10:29] <Wuppy> PSA: don't install the Nivida GPU update which just came on the Nvidia geforce experience
L82[04:10:51] <Wuppy> I just did (with my GTX 970 + Windows 10) and managed to break my pc
L83[04:10:52] <Wuppy> had to do a system restor
L84[04:11:07] <Wuppy> might just be me or my setup, but I'd wait a little bit
L85[04:11:46] <Wuppy> o______0
L86[04:11:52] <Wuppy> I am confused now
L87[04:12:02] <Admiral_Damage> What's happened?
L88[04:12:05] <Wuppy> it has version 362.00 installed now which released on 3/1
L89[04:12:21] <Wuppy> the update it installed which broke my pc no longer seems to exist
L90[04:12:38] <Admiral_Damage> Maybe was recalled after release?
L91[04:12:47] <Wuppy> in the last 10 minutes>
L92[04:12:59] <Admiral_Damage> Is on a 980 and win7 ultimate 64, no problems here, auto updates are on
L93[04:13:26] <Wuppy> when was the latest version installed?
L94[04:13:39] <Admiral_Damage> I haven't checked, as I said, its on auto
L95[04:13:42] <Admiral_Damage> one sec
L96[04:14:10] <Wuppy> ah yeah... there was a driver release last night for Need for Speed & The Division
L97[04:14:16] <Wuppy> Be careful with 364.47
L98[04:14:49] <Admiral_Damage> "A system restart is required. Restart the system and try again." o.O
L99[04:14:59] <Admiral_Damage> Nvidia usually hotswaps drivers
L100[04:15:07] <Admiral_Damage> and I have a hotswap external utility...
L101[04:15:47] <Wuppy> it also adds support for Vulkan
L102[04:15:53] <Wuppy> so that might be why it has to restart
L103[04:16:04] <Admiral_Damage> Erm, not sure if thats why
L104[04:16:12] <Admiral_Damage> drivers crapped out today without reason
L105[04:16:21] <Wuppy> which drivers?
L106[04:16:22] <Admiral_Damage> hasnt restarted pc in.... 38 days?
L107[04:16:35] <Wuppy> you should restart your pc every day or 2 :V
L108[04:16:43] <Admiral_Damage> Pffft^
L109[04:17:05] <Admiral_Damage> That's if you have a pc with a low disk transfer rate, and everything bunged onto C:\
L110[04:17:46] <Admiral_Damage> Either way, it was a driver bug o3o.. happens every so often
L111[04:18:50] <Admiral_Damage> meh cba to restart, will check later
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L113[04:23:55] <Wuppy> Admiral_Damage, be careful
L114[04:24:02] <Wuppy> there are more who have this problem :o
L115[04:24:31] <Admiral_Damage> Believe me I think after 15 years of scraping together whatever hardware I can, writing my own drivers in some cases, I think I can manage xP
L116[04:24:39] <Wuppy> hehe
L117[04:24:50] <Wuppy> I didn't know that, but yeah.. this is not good
L118[04:25:02] <Admiral_Damage> Is it working now?
L119[04:25:11] <Wuppy> well it hasn't installed the new update
L120[04:25:19] <Wuppy> and I'm not the only one with the brick
L121[04:25:43] <Admiral_Damage> I meant describe the situation, i.e are you able to use the computer as normal...
L122[04:25:54] <auenf> geforce experience hasnt told me any updates for agest
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L124[04:26:22] <Admiral_Damage> Be patient, if it bothers you that much, download the latest update manually from the website and install it
L125[04:27:13] <Wuppy> okay, if you do restart your pc, make sure there's only a single monitor plugged in
L126[04:27:14] <auenf> ok, i remember now, i disabled auto updates for geforce experience
L127[04:27:29] <auenf> i have 353.62 installed, and it wants to update me to 353.60
L128[04:27:33] <Admiral_Damage> Dude I'm fine :P
L129[04:27:33] <Wuppy> several people are telling me multiple monitor setups are the cause
L130[04:27:38] <auenf> err, 353.30
L131[04:27:44] <Wuppy> just trying to help here :P
L132[04:27:47] <auenf> how is 353.30 an update to 353.62 ?
L133[04:28:02] <Admiral_Damage> legacy and beta
L134[04:28:25] <auenf> both are release versions
L135[04:28:27] <Admiral_Damage> I wont be restarting my pc for several days, maybe a week, so I'll be covered if they release a hot fix :P
L136[04:28:37] <auenf> however, i have optimus, so that might be different ;)
L137[04:29:30] <Admiral_Damage> 364.47 is what I am on
L138[04:29:50] <Admiral_Damage> I would expect your driver only has that issue because its windows 10
L139[04:29:59] <auenf> 362.00 is the latest it finds for me (GTX850M)
L140[04:30:15] <Admiral_Damage> Wuppy and I are on the same series of cards
L141[04:30:25] <Wuppy> 970 ftw :)
L142[04:30:29] <Admiral_Damage> +1 980
L143[04:30:43] <Wuppy> you basterd :P
L144[04:30:46] <Wuppy> I want that
L145[04:30:48] <Wuppy> but money
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L147[04:31:02] <Admiral_Damage> the 32 gb of ram is more helpful than that gpu
L148[04:31:13] <Wuppy> I have 16GB and I've never had a problem with it
L149[04:31:17] <Wuppy> 8, even
L150[04:31:41] <Admiral_Damage> It enables me to use chrome and other memory intensive things without any problems
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L152[04:31:48] <Admiral_Damage> currently 17.8gb in use
L153[04:32:00] <auenf> 32gb ram is not enough for chrome to operate correctly
L154[04:32:03] <Wuppy> I'm at 3.5
L155[04:32:05] <Admiral_Damage> It is
L156[04:32:11] <Wuppy> I've never reached the full 8GB
L157[04:32:13] <auenf> it requires all the ram in the world, then it might run correctly
L158[04:32:30] <McJty> I have 8GB and chrome works without issues
L159[04:32:32] <Admiral_Damage> 2x 3dsmax, 1x sketchup, eclipse, minecraft instance, 23 tabs in chrome, 3 screens on nvidia surround :P
L160[04:32:41] <Wuppy> jesus christ
L161[04:32:48] <Admiral_Damage> and i leave it on for months at a time
L162[04:32:54] <McJty> Chrome with 12 tabs, two intellij instances, outlook, ...
L163[04:33:00] <Wuppy> yeah in that case you need 32GB
L164[04:33:10] <Wuppy> I've generally got no more than 1 thing on
L165[04:33:11] <Admiral_Damage> Inb4 RAM process checksum in irc
L166[04:33:11] <McJty> I turn my computers off every day
L167[04:33:13] <Wuppy> well, 1 main thing
L168[04:33:20] <Wuppy> and that helps
L169[04:33:36] <TehNut> I have 24Gb and get pretty damn close to reaching it
L170[04:33:48] <McJty> I pay for my electricity and don't want to use more electricity then needed
L171[04:33:59] <McJty> (actually also even when at work)
L172[04:34:05] <Admiral_Damage> Wuppy, remember though that your problem with the drivers may just be a CRC file system fault, OR your specific OS, rarely the card model itself, :P
L173[04:34:09] <Wuppy> exactly that McJty :P
L174[04:34:24] <TehNut> pffft energy efficiency
L175[04:34:26] <TehNut> who needs it
L176[04:34:28] <Wuppy> Admiral_Damage, someone else with a GTX 660 had the same problem
L177[04:34:36] <Wuppy> 660 Ti*
L178[04:34:36] <Admiral_Damage> So?
L179[04:34:39] <auenf> the nvidia installer should md5 check the files itself
L180[04:34:42] <McJty> And as an added bonus it helps with stability of your system :-)
L181[04:34:51] <Admiral_Damage> doesn't mean everyone has it and you need to go on a PSA global alert defcon 0
L182[04:35:03] <Admiral_Damage> lmao
L183[04:35:10] <Wuppy> if there are about 4 out of 4 people who replied with them having a problem, it's worth at least mentioning it to people
L184[04:35:31] <Admiral_Damage> valid
L185[04:35:41] <Wuppy> http://nvidia.custhelp.com/app/answers/detail/a_id/4054
L186[04:35:53] <auenf> actually, i'm pretty sure the nvidia installer does do a crc style check during installs already
L187[04:36:06] <TehNut> people use the express installation?
L188[04:36:11] <Wuppy> yes
L189[04:36:14] <TehNut> ew why
L190[04:36:20] <Wuppy> easy and fast
L191[04:36:24] <auenf> to get all the 'special offers' :P
L192[04:36:43] <TehNut> cool so that's a non-issue for me :P
L193[04:36:55] <Admiral_Damage> ._. special offers, get a job, specificly programming
L194[04:37:06] <auenf> you can never get enough internet explorer toolbars aparently :P
L195[04:37:22] <TehNut> I always do custom, clean, and without all the 3d stuff
L196[04:37:25] <Admiral_Damage> wow we got off topic
L197[04:37:46] <auenf> i've seen some game special offers in some drivers
L198[04:38:13] <Admiral_Damage> There was a batman arkham knights free copy with my card, that i didnt claim, friend of mine did, he regrets it.
L199[04:38:28] <auenf> one of my cards came with dirt3
L200[04:38:50] <auenf> that has now been upgraded to a non-gfwl version thats a separate entry in steam
L201[04:41:21] <auenf> arkham knights is the 3rd one?
L202[04:41:51] <Admiral_Damage> or something like that
L203[04:41:53] <auenf> ohh, 4th, yea, that was almost as bad as simcity
L204[04:41:57] <Admiral_Damage> I don't remember the title
L205[04:42:05] <Admiral_Damage> its the one that cant run, bad port, terrible gameplay etc
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L207[04:49:47] <JamEngulfer> How would I go about syncing a more complex data structure than int between client and server?
L208[04:51:26] *** Kolatra is now known as Kolatra[away]
L209[04:52:32] <JamEngulfer> Oh wait, the answer’s packets, isn’t it?
L210[04:52:48] <Admiral_Damage> yup, afaik
L211[04:53:27] <Admiral_Damage> I'm not familiar with packets but you can set up a packet with a data structure that it is deisgned to send with params.
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L213[04:55:23] <Admiral_Damage> JamEngulfer, https://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L216[05:04:00] <JamEngulfer> Should I be doing if(!this.worldObj.isremote) on all of my update() methods?
L217[05:04:26] <McJty> If you want the code to happen only on one side
L218[05:04:28] <McJty> Which is usually the case
L219[05:04:30] <McJty> Then yes
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L221[05:04:45] <McJty> Most often you want to run only server side
L222[05:04:55] <JamEngulfer> Ok…. That’s weird
L223[05:05:16] <JamEngulfer> The serverside tileentity only starts doing update() when the GUI is opened
L224[05:05:31] <McJty> JamEngulfer, that shouldn't be
L225[05:05:35] <McJty> Can you show the code?
L226[05:05:43] <JamEngulfer> But the clientside tileentity is ticking from when the world is opened
L227[05:06:01] <McJty> Server side tile entity also ticks all the time normally
L228[05:06:42] <JamEngulfer> https://gist.github.com/anonymous/4538b53ee5c426f79e2a
L229[05:07:10] <PrinceCat> Anyone know why my block has a texture in the world but doesn't have a texture in my inventory, even though I've declared the "inventory" variant in the forge blockstate file?
L230[05:07:33] <McJty> JamEngulfer, weird. Never had a case where server side update isn't called every tick
L231[05:07:34] <PrinceCat> It's nothing special, just a test block, uses the dirt texture...
L232[05:08:00] <McJty> PrinceCat, did you do: ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));
L233[05:08:05] <McJty> Or something along those lines
L234[05:08:21] <PrinceCat> You don't need to do that with the new forge blockstates do you?
L235[05:08:28] <McJty> Yep you do
L236[05:08:34] <McJty> For the item you must do that
L237[05:08:53] <Admiral_Damage> to do the inventory in the same json, you need to add forge_marker flag and set it to 1
L238[05:08:58] <Admiral_Damage> and in variants add inventory
L239[05:09:08] <PrinceCat> Done that already Admiral_Damage.
L240[05:09:15] <McJty> Just add the line I said above
L241[05:09:28] <JamEngulfer> McJty: I linked my code btw
L242[05:09:45] <McJty> JamEngulfer, yes I saw. And I answered you already
L243[05:10:34] <JamEngulfer> Oh right
L244[05:10:41] <JamEngulfer> So the answer is “That’s weird”?
L245[05:10:45] <McJty> yes
L246[05:10:48] <JamEngulfer> oh :(
L247[05:10:49] <McJty> I don't know what's going on
L248[05:10:58] <Admiral_Damage> I'm going to stay out of this, json territory is foreign to me
L249[05:11:03] <McJty> JamEngulfer, can you show a bit more code (i.e. all of it)
L250[05:11:05] <JamEngulfer> I was almost hoping I’d gotten the check for remote wrong
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L252[05:11:31] <Admiral_Damage> I've got it working using inventory flag, in my mod atm but showing you this may confuse you more as I'm using .obj models..
L253[05:11:48] <JamEngulfer> McJty: https://gist.github.com/anonymous/0f2ea99f96f6021bd54a
L254[05:12:00] <Admiral_Damage> if you cant be bothered to figure it out, copy the item of dirt json from the vanilla
L255[05:12:58] <McJty> JamEngulfer, what's the test on line 41 for? Just curious
L256[05:13:04] <McJty> JamEngulfer, that seems to be always true
L257[05:13:45] <PrinceCat> McJty, where's a good place to put that code so it dynamically calls whenever I register a block?
L258[05:13:45] <JamEngulfer> Oh, that was just in case it was false
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L260[05:14:10] <JamEngulfer> It’s left over debugging code really
L261[05:14:12] <McJty> PrinceCat, you must call it in ClientProxy.preInit. But I don't do it automatically
L262[05:15:02] <McJty> JamEngulfer, can you show the block code too? just trying to see a hint. Also can you show your output?
L263[05:16:03] <JamEngulfer> McJty: Output: https://gist.github.com/anonymous/18a69a0449fcabb73230
L264[05:16:28] <JamEngulfer> ServerFlow starts ticking up when I right click the block
L265[05:16:57] <McJty> And the block?
L266[05:17:09] <JamEngulfer> https://gist.github.com/anonymous/1cd50426bada45faf262
L267[05:17:40] <McJty> Hmm no idea
L268[05:17:47] <JamEngulfer> lol
L269[05:21:35] <PrinceCat> Thanks for the help McJty, that was wracking my brain for ages...
L270[05:21:46] <McJty> So I'm assuming it works then?
L271[05:21:48] <PrinceCat> I'm still going to search out in some open source mods how they do it though.
L272[05:21:52] <PrinceCat> Yeah, suddenly works..
L273[05:21:59] <McJty> Ah hold on
L274[05:22:00] <PrinceCat> But I know there's a better way... I'm gonna go find it.
L275[05:22:11] <PrinceCat> I'm looking at willie's 1.8 port of Botania.
L276[05:22:19] <PrinceCat> I use it as my main open source example, he always does a good job.
L277[05:22:20] <McJty> I have a tutorial wiki: http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L278[05:22:26] <McJty> And it has a github where you can get example code
L279[05:22:30] <PrinceCat> I'm trying to find where he registers them there.
L280[05:22:33] <McJty> https://github.com/McJty/ModTutorials
L281[05:22:46] <JamEngulfer> Hmm
L282[05:22:52] <JamEngulfer> What’s the deal with proxies?
L283[05:23:09] <McJty> Proxies are a good way to get your server/client/common init in handled
L284[05:23:18] <McJty> i.e. initialization that needs to be done both server/client you put in CommonProxy
L285[05:23:22] <McJty> Client stuff in ClientProxy
L286[05:23:23] <McJty> And so on
L287[05:23:31] <McJty> This structure is commonly followed in most mods
L288[05:23:49] <PrinceCat> Good example, explore this: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/Botania.java
L289[05:23:54] <PrinceCat> Uses proxies to register everything.
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L291[05:26:01] <PrinceCat> Aha!
L292[05:26:04] <PrinceCat> McJty, found it!
L293[05:26:05] <PrinceCat> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java
L294[05:26:11] <PrinceCat> That's what I was looking for the whole time.
L295[05:26:20] <JamEngulfer> Oh I see
L296[05:26:51] <JamEngulfer> I’ve just been registering everything for both sides
L297[05:27:32] <Admiral_Damage> Was having a look at the original spyro geometry for ideas for my crystals... I knew the game was low poly but I didn't realise it was THAT low poly http://i.imgur.com/1XM2Ral.png
L298[05:28:10] <PrinceCat> Woah, where's the open source spyro geometry?
L299[05:28:14] <PrinceCat> I'd love to have a look.
L300[05:28:19] <JamEngulfer> I guess they really needed the frames
L301[05:28:26] <PrinceCat> Save the frames
L302[05:28:27] <Admiral_Damage> Errr its the world viewer
L303[05:28:48] <Admiral_Damage> be warned, you should [legally] source your own wad
L304[05:29:14] <PrinceCat> Oh yeah, of course.
L305[05:29:29] <Admiral_Damage> CrystalFissure, check his channel out
L306[05:30:22] <Admiral_Damage> I wouldn't call it open source, moreso a modification of runtime as forge is a mod api to mc
L307[05:33:39] <Admiral_Damage> I'm just looking at the gems and crystal structure, http://i.imgur.com/ImJvG6P.png this is the progress we got today
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L313[06:12:57] <Wuppy> stupid visual studio....
L314[06:13:09] <Wuppy> I had a problem with Unreal engine which was caused by visual studio
L315[06:13:30] <Wuppy> I clicked "Fix" in Visual Studio
L316[06:13:36] <Wuppy> it's solution: delete Unreal engine
L317[06:13:38] <Wuppy> :<
L318[06:13:39] <Wuppy> really
L319[06:14:37] <Nitrodev> ..
L320[06:14:39] <Nitrodev> lol
L321[06:14:49] <Wuppy> now to download 4.5GB again
L322[06:15:19] <Nitrodev> inb4 same problem again
L323[06:15:21] <Saphire> xD
L324[06:15:27] <Wuppy> if that happens I'll ragequit
L325[06:15:45] <Wuppy> I was supposed to do some work today
L326[06:15:57] <Wuppy> so far I've been sick, bricked my pc and now can't get unreal to work :|
L327[06:16:10] <Wuppy> still sick but oh well :P
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L330[06:27:50] <Wuppy> well that's nice... it's missing windows.h now :P
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L337[07:10:37] <Wuppy> people who have a gear vr, this game is really cool: http://www.landsendgame.com/
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L360[08:54:02] <inqy> RenderingRegistry.registerEntityRenderingHandler shows up as deprecated. What should I use instead?
L361[08:55:04] <masa> the factory to register the renderers
L362[08:55:07] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L89
L363[08:56:28] <inqy> Great, thank you
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L370[09:22:44] <LatvianModder> Does WorldRenderer support all GL drawable types? e.g. LINES, TRIANGLES, LINE_STRIP etc?
L371[09:24:04] <McJty> I think it just passes it straight to OpenGL
L372[09:24:05] <McJty> So it should
L373[09:24:25] <gigaherz> yeh all worldrenderer does is batch the results
L374[09:24:33] <gigaherz> either to an VBO, or to an array/displaylist
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L377[09:25:04] <gigaherz> it shouldn't care if you use quads, lines, or whatever
L378[09:25:16] <LatvianModder> Any idea where dragon renders its death animation now?
L379[09:25:22] <LatvianModder> with those beams n stuff
L380[09:26:21] *** willieaway is now known as williewillus
L381[09:26:40] <LatvianModder> oh, found it, LayerEnderDragonDeath
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L396[10:19:41] <williewillus> question on how to work around a particular issue
L397[10:19:50] <williewillus> storage drawers exposes stacks over 128 in its capas
L398[10:20:01] <williewillus> over 64*
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L400[10:20:26] <williewillus> and when i extract it caps it to the item's max size, even when simulating. I need to count everything in the drawer, how do?
L401[10:20:35] <williewillus> and still simulate the extract
L402[10:21:46] <masa> hmm? well isn't that exactly how IItemHandler is supposed to work? or is simulate supposed to not cap the stackSize?
L403[10:21:54] <williewillus> it is :P
L404[10:22:01] <williewillus> but I want to count everything
L405[10:22:27] <williewillus> hmm idk why the simulate was ther to begin with
L406[10:22:30] <masa> doesn't getStackInSlot() return the same amount that you then can extract (supposedly)?
L407[10:22:35] <williewillus> no
L408[10:22:41] <williewillus> it returns whats in the slot :P
L409[10:22:43] <masa> no?
L410[10:22:50] <williewillus> "128xtile.grass"
L411[10:23:01] <sham1> You dropped an \'
L412[10:23:10] <masa> and what do you then want to know if not what is in the slot?
L413[10:23:40] <williewillus> i could count all the stacks I guess, but for inventories with custom extract logic, idk. Might just special case the storage drawers
L414[10:24:03] <masa> how many slots does it then expose?
L415[10:24:47] <masa> does it then actually not correspond to how you can extract stuff from the slots?
L416[10:25:18] <masa> if not, then IItemHandler is completely busted..?
L417[10:25:35] <williewillus> iitemhandler is fine
L418[10:25:39] <williewillus> this is just a special case
L419[10:25:51] <masa> how so?
L420[10:26:11] <masa> if the interface is fine, then there shouldn't be any special cases
L421[10:26:29] <masa> otherwise what the hell is the point in this "fine" interface
L422[10:26:40] <williewillus> 1. storage drawers lets you store oversized stacks
L423[10:26:47] <williewillus> 2. getStackInslot gives you this oversized stack
L424[10:27:02] <williewillus> 3. extractItem caps the returned stack to the item's natural stacksize
L425[10:27:09] <williewillus> or rather
L426[10:27:14] <williewillus> his implementation of extractItem
L427[10:27:17] <williewillus> which makes sense
L428[10:27:24] <masa> and that is how it is supposed to be afaik
L429[10:27:36] <masa> and I have identiccal storage blocks myself
L430[10:27:45] <masa> well identical to that description that is
L431[10:27:48] <williewillus> so how am I supposed to use simulate to count everything
L432[10:27:59] <masa> why would you use simulate to count?
L433[10:28:10] <masa> isnät getStackInSlot() supposed to tell you what is tehre?
L434[10:28:25] <williewillus> no idea, simulate to count was in the codebase from before caps :P
L435[10:28:31] <williewillus> so I presume it was needed at some point
L436[10:28:48] <masa> the only thing is blocks that wouldn't let you extract them all... but I don't know how you would then want to display it either
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L439[10:29:25] <williewillus> i only want the count of stuff i can actually extract
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L441[10:29:48] <williewillus> might just special case this and count the stacks if I see the storage drawer capability
L442[10:29:54] <masa> in my mind getStackInSlot() is for seeing what is there, and since you are forbidden to edit those stacks in any way, that makes it even more obvious to me that that would be the intention
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L444[10:30:07] <williewillus> i know that
L445[10:30:28] <williewillus> probably gonna do that
L446[10:30:46] <masa> are there then situation with storage drawers where you can't extract the items that you see in there?
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L448[10:30:58] <masa> I haven't actually still ever used storage drawers myself >_>
L449[10:31:09] <williewillus> i just said :P getStackInSlot exposes a oversized stack. e.g. 256xtile.grass
L450[10:31:13] <williewillus> extracting only gives you 64 at a time
L451[10:31:23] <masa> yes
L452[10:32:14] <masa> I kind of dislike the limitation on extractItems() to limit it to the ItemStack#getMaxStackSize(), but on the other hand it makes sense too
L453[10:33:36] <masa> would have been nice to either have another method to extract unlimited stacks, but that would just bloat the interface, and so would another parameter to the method to indicate if that is allowed...
L454[10:36:17] <masa> williewillus: oh yeah and btw, if you special case this, then you would have to start special casing other mods too... at least mine will work the same way :p
L455[10:36:26] <williewillus> welp
L456[10:36:28] <williewillus> solution?
L457[10:37:25] <masa> hm, well one hacky/bad solution I can think of is to count using getStackInSlot(), if you can simulate the extraction and get non-null out of it? should mean that here is amount X and you can most likely extract it too?
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L459[10:37:52] <masa> personally I would just count using getStackInSLot() and that's it
L460[10:37:53] <williewillus> maybe I should flip it
L461[10:38:01] <williewillus> count by default and simulate in speicl case
L462[10:38:44] <masa> what kind of thing are you coding this for atm?
L463[10:39:08] <williewillus> corporea
L464[10:39:09] <williewillus> botania
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L466[10:39:18] <williewillus> interaction with storage drawers
L467[10:39:25] <masa> how does that work/what does it do?
L468[10:40:01] <williewillus> you have a network of corporea sparks sitting on top of inventories and various other corporea blocks. the corporea crystal cube can show the count of a certain item in the entwork
L469[10:40:10] <williewillus> the corporea index lets you request items via chat
L470[10:40:38] <masa> okay, so kind of like a botania ME-network with storage buses?
L471[10:42:40] <williewillus> meh comparison but sure ;p
L472[10:42:52] <williewillus> actually no hm I can't just count stacks
L473[10:43:00] <williewillus> if I requested 128 it would stil only give me 64
L474[10:43:34] <masa> so are you trying to see what is there, or what would the next request give you?
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L476[10:44:43] <masa> because those would be two different cases, handled with getStackInSlot() and then again simulate extractItem() respectively
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L478[10:49:48] <williewillus> yeah hmm
L479[10:50:01] <williewillus> I'm actually not sure how it worked before lol
L480[10:50:07] <williewillus> lemme check
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L487[11:10:52] <williewillus> goddammit
L488[11:10:58] <williewillus> I noticed another aesthetic difference
L489[11:11:14] <williewillus> in 1.7 the grass breaking particles use both the top and side textures now its just the side
L490[11:11:55] <sham1> you can change that
L491[11:12:03] <williewillus> not really
L492[11:12:13] <williewillus> if you change particle to the top you just get grass
L493[11:12:15] <williewillus> 1.7 had both
L494[11:12:28] <sham1> Anyway
L495[11:12:40] <sham1> I got a call to become a conscript
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L498[11:16:12] <masa> aww crap, the serializeNBT() in INBTSerializable returns a compound tag...
L499[11:16:29] <masa> I guess I'll just drop that interface and use custom methods
L500[11:17:00] <masa> otherwise I'd have to merge the compound to the TE's compound
L501[11:17:37] <masa> since the serializeNBT() also doesn't take in a compound either
L502[11:17:59] <williewillus> uh i thought that interface is generic
L503[11:18:05] <williewillus> and yeah you can emrge tag compounds
L504[11:18:08] <williewillus> NBTTagCompound.merge
L505[11:18:11] <masa> oh
L506[11:18:36] <masa> well derp... I guess I'll change that to a NBTTagList then :D
L507[11:18:59] <masa> although..
L508[11:19:06] <masa> no that won't work either
L509[11:19:15] <masa> the way I have things set up
L510[11:19:34] <masa> because I'm storing the tag name in the IItemHandler implementation
L511[11:22:09] <masa> well I'll just use merge then
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L520[11:54:08] <williewillus> derp https://gyazo.com/bb3740a2ce7e4672b267d067f2f32d78
L521[11:54:27] <sham1> I like your window manager
L522[11:56:01] <heldplayer> So minimalistic
L523[11:56:05] <williewillus> wat it just ate my bow and turned it into a boat
L524[11:56:23] <sham1> :D
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L526[12:00:51] <williewillus> what is show usages in eclipse :P
L527[12:01:04] <sham1> It shows the usages
L528[12:01:06] <williewillus> and yes I'm using eclipse because it's a pain to get mcp to work in idea
L529[12:01:09] <williewillus> I mean what is the keybinding
L530[12:01:16] <williewillus> / where can I find it
L531[12:01:20] <sham1> Ctrl+mouse 1
L532[12:01:29] <sham1> AFAIK
L533[12:01:32] <williewillus> thats declaration
L534[12:01:41] <sham1> I think there was also show usage
L535[12:01:44] <sham1> Wait no
L536[12:01:49] <sham1> Try to highlight the word
L537[12:01:49] <williewillus> oh it's called "call heirarchy" -.-
L538[12:01:52] <sham1> :P
L539[12:01:55] <sham1> ;P*
L540[12:01:58] <shadekiller666> when talking about the 1.9 forge update, what are the "rejects"?
L541[12:02:11] <sham1> The patches that are rejected
L542[12:02:13] <sham1> For now
L543[12:02:41] <shadekiller666> rejected meaning not accepted to be in the forge release?
L544[12:02:51] <williewillus> merge conflicts
L545[12:02:59] <williewillus> forge patches failing to merge into vanilla
L546[12:03:08] <sham1> They have to be handmerged
L547[12:03:12] <masa> ctrl + alt + h yeah
L548[12:03:13] <sham1> by hand
L549[12:03:16] <shadekiller666> ahh
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L551[12:05:57] <williewillus> !sm func_188450_d getName
L552[12:06:12] <williewillus> !sm func_188451_a fromString
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L554[12:14:57] <MalkContent> anyone got a bagitem which's code I could copy, preferrably with it using the new capability inventoryhandler?
L555[12:15:41] *** fry|sleep is now known as fry
L556[12:18:20] <masa> not yet... I'm currently porting my TileEntities to IItemHandler, the items will come after this...
L557[12:20:02] <williewillus> idk how the whole item thing works lol
L558[12:20:14] <williewillus> maybe charset backpacks use capas?
L559[12:20:22] <williewillus> asie's been a big pusher of capas
L560[12:20:42] <shadekiller666> !gf field_188619_b
L561[12:20:49] <williewillus> nah
L562[12:20:52] <williewillus> it uses IInventory
L563[12:21:50] <LatvianModder> so.. can caps replace IInventory or what?
L564[12:21:56] <sham1> Yes
L565[12:22:03] <williewillus> that's the purpose
L566[12:22:07] <LatvianModder> Capability usage is Still complete mystery for me
L567[12:22:10] <masa> that's kinda the whole point
L568[12:22:36] <LatvianModder> I mean... Why was this change needed?
L569[12:22:46] <masa> I'm currently ripping away all the IInventory stuff from my TEs
L570[12:22:49] <williewillus> 1. so we are not bound by vanilla interfaces
L571[12:22:56] <williewillus> 2. so te's don't implement 5 million interfaces
L572[12:23:05] <sham1> 3. as soft dependencies
L573[12:23:24] <williewillus> 4. dynamism, you can gain and lose capas at runtime
L574[12:23:35] <LatvianModder> TileMyBlock implements IEverything
L575[12:23:40] <masa> and also IItemHandler doesn't suck like IInventory does with its half a million methods
L576[12:23:45] <williewillus> yeah
L577[12:23:48] <williewillus> :P
L578[12:23:53] <LatvianModder> hm. interesting
L579[12:24:15] <LatvianModder> masa, when you are done, can you link me how a tile entity with just caps would look like?
L580[12:24:34] <masa> https://gist.github.com/gigaherz/2b38dafcccc2cd5754a4
L581[12:24:41] <masa> that's the example giga gave me
L582[12:24:42] <LatvianModder> Im looking at TileEntityFurnace, but it seems to have the old system
L583[12:24:53] <LatvianModder> ok, thanks
L584[12:25:01] <LatvianModder> Will have to make a simple 3x3 chest test or smth
L585[12:25:08] <shadekiller666> wow... the ItemCompass class is discusting looking now...
L586[12:25:25] <LatvianModder> In which mc?
L587[12:25:31] <williewillus> not really
L588[12:25:36] <williewillus> it just looks like it because it's unnamed :P
L589[12:26:14] <LatvianModder> in 1.8.9 there is no ItemCompass class.. oh well
L590[12:26:16] <williewillus> !sm func_188209_b wrapAngleTo180_int
L591[12:26:27] <LatvianModder> So things arent hardcoded anymore?
L592[12:26:41] <LatvianModder> Until now I think compass and clock had hardcoded animation
L593[12:26:50] <williewillus> there's no special model classes for them anymore
L594[12:26:51] <williewillus> so no
L595[12:26:55] <shadekiller666> 1.9
L596[12:27:05] <LatvianModder> I wanna try out 1.9 so much :D
L597[12:27:12] <LatvianModder> But gotta wait til forge :(
L598[12:27:23] <williewillus> the potions are so good and loot tables
L599[12:27:28] <williewillus> technically speaking that is
L600[12:27:32] <shadekiller666> theres no hardcoded renderer, no, but there are 33 jsons for the clock and 65 for the compass though
L601[12:27:42] <williewillus> lol
L602[12:27:51] <williewillus> progress :P
L603[12:28:08] <shadekiller666> and all that bragging they did about reducing the number of blockstate jsons...
L604[12:28:19] <LatvianModder> Why can't someone rewrite vanilla jsons to make sense?
L605[12:28:23] <williewillus> they do make sense
L606[12:28:26] <williewillus> for RP makers
L607[12:28:36] <LatvianModder> I mean. The Forte-way
L608[12:28:37] <shadekiller666> forge just has its own versions :P
L609[12:28:39] <LatvianModder> Forge*
L610[12:28:51] <williewillus> i had this discussion a couple of days ago. The forge json is not perfect. You're trading off RP customizability whenever you use forge jsons
L611[12:28:57] <Wuppy> https://www.youtube.com/watch?v=3P8AYtiaaFE
L612[12:29:01] <williewillus> it localizes everything into one file
L613[12:29:05] <LatvianModder> so people can actually look at vanilla example when they want to make a model
L614[12:29:05] <masa> you seem to forget that mojang doesn't care about modding, they just care about command blocks and resource pack makers ;D
L615[12:29:07] <Wuppy> Mount & Blade 2 first gameplay video
L616[12:29:08] <williewillus> so resource packs will conflict overriding that one file
L617[12:29:13] <shadekiller666> the new forge animation system should be able to handle the ItemOverrides nicely
L618[12:29:29] <LatvianModder> masa: true, but I care :P I would rewrite those files if someone asked :D
L619[12:29:45] <williewillus> say you have this json https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/blockstates/altGrass.json
L620[12:29:52] <williewillus> if I wanted to edit the shape of just one variant
L621[12:29:56] <williewillus> I have to override the whole file
L622[12:30:08] <shadekiller666> williewillus, forge blockstate jsons are required for some things though, like custom models
L623[12:30:15] <williewillus> that's the price of using it
L624[12:30:17] <williewillus> yeah
L625[12:30:23] <masa> LatvianModder: but what is the point in that? like willie said, all that would do is break resource packs
L626[12:30:23] <williewillus> as I said, there's a tradeoff
L627[12:30:36] <masa> I mean, normally nobody touches the vanilla jsons anyway while modding
L628[12:30:52] <LatvianModder> Hm ok
L629[12:31:02] <shadekiller666> i wonder how hard it would be to have partial replacements in the jsons
L630[12:31:02] <LatvianModder> I steal textures all the time :D
L631[12:31:20] <williewillus> forge jsons are nice for us modders, but you pay in RP conflicts :P
L632[12:31:29] <williewillus> since all changes are focused onto one file
L633[12:31:33] <LatvianModder> I dont like RPs so I dunno :P
L634[12:31:46] <shadekiller666> like if a RP has a "partial" forge blockstate json, it would use the complete one for most of the file, and just replace the portion covered in the partial
L635[12:32:13] <williewillus> we could probably make something like that, but the problem is the resource system itself doesn't support that kinda stuff
L636[12:32:47] <shadekiller666> the forge blockstates are just combiners
L637[12:32:49] <williewillus> and youd have to figure out the semantics of "when do I override vs when do I merge"
L638[12:33:08] <shadekiller666> true
L639[12:33:30] <shadekiller666> but as a concept i don't think its out of reach
L640[12:34:21] <williewillus> anyways model modifying rps are cool
L641[12:34:30] <williewillus> I play with a vanilla 3d rp and it doesnt even lag :D
L642[12:34:38] <williewillus> *I play modded 1.8.9
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L644[12:37:13] <williewillus> !sm func_184281_d fillWithLoot
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L647[12:39:38] <williewillus> !sm func_184283_b checkLootAndRead
L648[12:39:51] <williewillus> !sm func_184282_c checkLootAndWrite
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L650[12:43:55] <williewillus> !sm func_184292_a getCaptureItems
L651[12:46:34] <LatvianModder> !sm
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L653[12:47:04] <LatvianModder> I hope ya wont change any of existing names
L654[12:47:10] <williewillus> you can't
L655[12:47:15] <LatvianModder> I hate when they usually change between versions
L656[12:47:18] <williewillus> only special people can
L657[12:47:21] <LatvianModder> Na, I just chcked
L658[12:47:32] <williewillus> no, you can't :P
L659[12:47:43] <LatvianModder> Yeah.. I know
L660[12:47:51] <williewillus> we don't want another isRemote :D
L661[12:47:52] <LatvianModder> I knew it before I typed that...
L662[12:48:01] <LatvianModder> so... that changes?
L663[12:48:16] <diesieben07> someone changed it to isCleint once and there was an edit war
L664[12:48:38] <williewillus> i think around 1.6 or early 1.7
L665[12:48:48] <LatvianModder> make it "worldObj.isALocalServerButNotQuite"
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L668[12:49:20] <williewillus> or, if you follow the terminology in rtd, "isLogicalClient"
L669[12:49:26] <williewillus> :P
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L672[12:51:11] <williewillus> how can I jump to overriden versions of a method in eclipse
L673[12:52:41] <williewillus> !sm func_184287_a setLootTable
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L675[12:54:01] <williewillus> If i wanted to update the mappigns in my mcp I just replace the files in conf/ with the ones from exports right?
L676[12:56:08] <masa> williewillus: I usually do ctrl + T to get the type hierarchy
L677[12:57:01] <LatvianModder> so, when using capability itemhandler
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L680[12:57:13] <LatvianModder> I can flip my tile being inventory on and off?
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L682[12:57:35] <LatvianModder> like, I could make it a chest for 10 seconds and then.. not a chest?
L683[12:57:45] <williewillus> yup
L684[12:58:09] <williewillus> well, you're not really not a chest anymore
L685[12:58:14] <williewillus> you're just lying to the outside world
L686[12:58:20] <williewillus> abstraction :D
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L688[12:59:11] <LatvianModder> amadornes: what do you do to break block without its tile entity dropping items?
L689[12:59:18] <LatvianModder> setBlockToAir()?
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L691[12:59:32] <amadornes> removing the TE first lol
L692[12:59:57] <LatvianModder> oooh, there is world.removeTileEntity
L693[13:00:17] <LatvianModder> And I though why setTileEntity doesnt allow null :D
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L695[13:00:55] <amadornes> lol
L696[13:03:39] <LatvianModder> ok, but how will, for example, pipes know that tile entity is an item handler?
L697[13:04:13] <LatvianModder> rather, how will it choose between IInventory and ItemStackHandler?
L698[13:04:26] <amadornes> wat
L699[13:04:28] <amadornes> you don't
L700[13:04:28] <LatvianModder> do I have to check for both?
L701[13:04:32] <amadornes> IInventory is DEAD
L702[13:04:43] <LatvianModder> Its still there in code
L703[13:04:46] <amadornes> it is
L704[13:04:47] <amadornes> deprecated
L705[13:04:50] <LatvianModder> TileEntityFurnace for example
L706[13:04:53] <amadornes> and already wrapped everywhere
L707[13:05:04] <amadornes> it'd be a pita to remove all the vanilla implementations
L708[13:05:14] <amadornes> mostly because it'd be even more patches when it comes to an update
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L711[13:06:00] <LatvianModder> oh
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L713[13:06:20] <LatvianModder> Yeah I have big problems understanding these new magics called capabilities
L714[13:06:54] <williewillus> you separate the inventory from hte TE
L715[13:06:56] <williewillus> essentially
L716[13:07:14] <sham1> You don't *have* to
L717[13:07:17] <LatvianModder> Ya know, I will just check how hopper does it
L718[13:07:25] <williewillus> sham1: right, but you lie about it
L719[13:07:28] <williewillus> as with all abstractions
L720[13:07:39] <williewillus> ideally the TE no longer "is-a" inventory. it "has" an IItemHandler
L721[13:07:46] <williewillus> that manages all of it for you
L722[13:08:09] <sham1> And the items can be stored in the TE itself so you can access them
L723[13:08:19] <williewillus> my problem with capas right now is you can't seem to nest the wrappers
L724[13:08:28] <williewillus> https://github.com/MinecraftForge/MinecraftForge/issues/2533
L725[13:08:31] <LatvianModder> ok, and I now have to make a custom gui for chests?
L726[13:08:31] <williewillus> unless I'm being dumb
L727[13:08:34] <williewillus> no
L728[13:08:40] <sham1> Ne
L729[13:08:43] <LatvianModder> because previously I could just use ep.displayGUIChest(IInventory)
L730[13:09:04] <LatvianModder> which doesnt require client code
L731[13:09:10] <LatvianModder> and I use that for invsee command
L732[13:09:25] <williewillus> that is probably better left as is
L733[13:09:35] <williewillus> caps aren't the right tool for that job
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L735[13:09:42] <LatvianModder> there is no displayGUIStackHandler(itemHandler) or smth?
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L737[13:09:50] <williewillus> of course not
L738[13:09:56] <LatvianModder> |:(
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L740[13:10:00] <sham1> You do it yerselv
L741[13:10:01] <williewillus> how would it know the configuration of the slots?
L742[13:10:09] <williewillus> leave that as it is
L743[13:10:11] <LatvianModder> #NotAFanOfCaps
L744[13:10:20] <sham1> #Adapt
L745[13:10:30] <diesieben07> #hashtagssuck
L746[13:10:31] <LatvianModder> #IGuessSo
L747[13:10:43] <williewillus> #MakingjudgmentsOnSomethingBasedOnACoupleHours
L748[13:10:44] <sham1> We know they do
L749[13:10:45] <diesieben07> #pointlesscontributiononmypart
L750[13:11:07] <sham1> But we use them anyway because Twitter has conditioned us to
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L780[14:36:12] <killjoy1> Someone make a 10 hour loop of this. https://www.youtube.com/watch?v=_EGFw7aTRI8
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L785[14:40:11] <sham1> http://inception.davepedu.com/
L786[14:40:54] <Ivorius> lol flash
L787[14:40:57] <Ivorius> What year is this
L788[14:41:50] <sham1> 2016
L789[14:41:57] <sham1> Still better than applets
L790[14:44:13] <ghz|afk> why is this one NOt the default?
L791[14:44:13] <ghz|afk> http://inception.davepedu.com/noflash.php
L792[14:44:32] <sham1> Go away clippy
L793[14:44:57] <ghz|afk> https://www.smore.com/clippy-js
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L795[14:45:20] <sham1> At least it has Merlin
L796[14:45:26] <sham1> I always liked him more than clippy
L797[14:46:56] <sham1> Because he is a wizard, therefore he is awesome
L798[14:47:59] <ghz|afk> once upon a time, I made an msagent character
L799[14:48:14] <ghz|afk> animated it in macromedia flash
L800[14:48:19] <sham1> Whathave you *not* done
L801[14:48:37] <ghz|afk> I forgot how to use falsh though
L802[14:48:39] <ghz|afk> ;P
L803[14:48:46] <Ivorius> And write
L804[14:48:50] <ghz|afk> flash*
L805[14:48:58] <ghz|afk> spelling comes and goes
L806[14:49:01] <Ivorius> It's too late now
L807[14:50:51] <sham1> Spelling is hard
L808[14:51:01] <sham1> heh
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L810[14:54:24] <Flashfire> Where do you get the render factory instance for the new method for registering entities?
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L812[14:56:27] <ghz|afk> Flashfire: what?
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L814[14:56:50] <Flashfire> RenderingRegistry.registerEntityRenderingHandler
L815[14:57:01] <Flashfire> The old one will be gone in 1.9
L816[14:57:03] <ghz|afk> you just do like
L817[14:57:05] <ghz|afk> RenderingRegistry.registerEntityRenderingHandler(EntityBall.class, RenderBall::new);
L818[14:57:13] <Flashfire> Oh, I see
L819[14:57:13] <ghz|afk> or if you don't have java8
L820[14:57:20] <Flashfire> I am using Java 8 so it's fine, thanks
L821[14:57:40] <ghz|afk> you do like new Whatever() { theMethod(arg) {return new RenderYourEntity(arg); } }
L822[14:57:57] <Flashfire> Ah I see
L823[14:58:31] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L89
L824[14:59:14] <ghz|afk> yep like that ;P
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L826[15:00:08] <Flashfire> Thanks masa, I was having some trouble with it
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L848[15:45:55] <Stiforr> Is forge for 1.9 ready for building yet?
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L851[15:49:25] <fry> Are we there yet? Are we there yet? Are we there yet?
L852[15:50:40] <Stiforr> :( Just curious
L853[15:51:56] <ghz|afk> Stiforr: if it was
L854[15:52:02] <ghz|afk> there would be MDKs on the files. site
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L856[15:53:01] <Stiforr> Ok. I mean, i'm a bit unfamiliar with building the forge jar from source and i'm just making sure that i'm either doing something wrong or it's just not available yet
L857[15:53:20] <gigaherz> not ready yet
L858[15:53:32] <fry> We're not there yet :P
L859[15:53:41] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/commits/1.9
L860[15:53:57] <gigaherz> you'll notice how like 1/3rd of the commits are compilation fixes ;P
L861[15:54:10] <gigaherz> and the rest are either patch reject fixes, or forge feature fixes
L862[15:54:48] <Stiforr> Ok so I was indeed reading that right and the compilation errors i'm getting make sense. Thanks i'll keep an eye out instead of bugging you guise
L863[15:57:32] <Flashfire> @fry You probably won't care but in case you do, I found a javadoc typo in a recent commit you made https://github.com/MinecraftForge/MinecraftForge/commit/4b4146bbedf5bf16886f921d629673b6ab94e345
L864[15:57:42] <Flashfire> "may be used to determined if the entity can breathing"
L865[15:58:11] <fry> yes, there are a lot of typos
L866[15:58:42] <fry> pointing out individual ones doesn't help much :P
L867[15:58:54] <williewillus> yeah still waiting for someone to find all the typo PR's/issues
L868[15:58:56] <Flashfire> Yeah I guess you're right : P
L869[15:58:57] <williewillus> andcombine them into one
L870[15:59:02] <williewillus> THAT will get accepted
L871[15:59:06] <williewillus> all the scattered little ones won't
L872[15:59:22] <williewillus> if no one is doing that I might over my break :P
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L875[16:00:56] <Flashfire> Btw this is before 1.9 but has anyone successfully used that dynamic bucket for custom fluids?
L876[16:01:04] <Flashfire> I couldn't figure out how to get it working
L877[16:01:35] <williewillus> look at the example
L878[16:01:48] <williewillus> you just specify forge:bucket and specify the fluid ID
L879[16:02:14] <Flashfire> Oh, I didn't find the example. Thanks
L880[16:02:29] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forge/blockstates/dynbottle.json
L881[16:03:26] <Flashfire> It's a block and not an item?
L882[16:04:25] <williewillus> no?
L883[16:04:33] <williewillus> just because it's in blockstates/ doesn't mean it's a block
L884[16:04:55] <Flashfire> I thought blockstates were only for blocks. Thanks for clearing up that confusion
L885[16:05:07] <williewillus> well they are, but we don't have another folder to put item stuff in :P
L886[16:05:27] <Flashfire> Ah, I see
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L888[16:09:19] <LatvianModder> Flashfire: I dont even have models/item anymore, thanks to blockstates
L889[16:09:59] <LatvianModder> I looooove it! https://github.com/LatvianModder/Silicio/blob/1.8.9/src/main/resources/assets/silicio/blockstates/mat.json
L890[16:10:10] <LatvianModder> I previously had an item model for each item :D
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L893[16:13:19] <Flashfire> Is the bottle thing part of the bucket or is it separate?
L894[16:13:20] <williewillus> rip RP customization
L895[16:13:35] <williewillus> Flashfire: just change the textures and it'll adapt
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L897[16:13:54] <Flashfire> I mean, do I need to make the 2 items or just the one?
L898[16:14:14] <williewillus> 2 items for what? :P
L899[16:14:21] <williewillus> there's only one item here
L900[16:14:24] <Flashfire> The example has dynbucket and dynbottle
L901[16:14:31] <williewillus> dynbucket is the name of the model
L902[16:14:41] <williewillus> the item is a bottle
L903[16:14:45] <williewillus> and it looks like a bottle
L904[16:14:57] <Flashfire> Alright
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L920[16:45:10] <portablejim> Just wondering: Isn't forge changing vanilla behaviour in having shears drops saplings as well as the leaves of trees?
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L922[16:48:28] <Arctic_Wolfy> portablejim, I'm pretty sure saplings don't drop when leaves are sheared in vanilla, not 100% sure, so I would guess some thing is changing it.
L923[16:49:27] <portablejim> It is forge that is changing it, which I expect to be a bug.
L924[16:50:21] <gigaherz> if it's changing vanilla behaviour, then yes, it's a bug
L925[16:50:24] <gigaherz> but is it really forge doing it?
L926[16:50:43] <portablejim> gigaherz: yes, as far as I can tell.
L927[16:51:02] <portablejim> Leaves drop with just forge.
L928[16:51:21] <LatvianModder> 00:13:18 <williewillus> rip RP customization
L929[16:51:21] <LatvianModder> Noone is insane enough to not only rewrite vanilla models, but modded too :P
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L932[16:55:16] <gigaherz> hmm the changes to ItemShears are extensive, no idea how they work in vanilla
L933[16:58:55] <gigaherz> portablejim: well I just spent a whole shears's durability
L934[16:59:01] <gigaherz> lots of leaves, no saplings
L935[16:59:05] <gigaherz> what version of forge are you using?
L936[17:01:42] <gigaherz> 2,5 shears' worth of durability, 0 saplings dropped
L937[17:06:34] <portablejim> Was using latest 1.8. Did'nt do a proper test.
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L939[17:08:01] <Darkevilmac> Stupid question, if I'm running from a dedicated server will I ever run into a case where FML's effective side is the client?
L940[17:08:45] <gigaherz> there' no stupid question but the one that remains unasked
L941[17:08:51] <gigaherz> +s
L942[17:09:06] <gigaherz> nope
L943[17:09:12] <gigaherz> dedicated server simply has no client whatsoever
L944[17:09:16] <gigaherz> no logical client
L945[17:09:19] <gigaherz> lo physical client
L946[17:09:23] <Darkevilmac> Didn't think so, just wanted to make sure.
L947[17:09:24] <gigaherz> no*
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L949[17:10:19] <Darkevilmac> I've also noticed that when I use @SideOnly for side.client, the integratedserver (I assume) can't access those methods. Correct?
L950[17:10:51] <AlexIIL> nope
L951[17:10:58] <gigaherz> you shouldn't use @SideOnly yourself
L952[17:11:03] <gigaherz> but no that's not it
L953[17:11:22] <gigaherz> @SideOnly(CLIENT) means that FML will remove those methods/classes in the dedicated server
L954[17:11:36] <gigaherz> to avoid classloading errors due to missing types/methods
L955[17:12:02] <gigaherz> similarly, @SideOnly(SERVER) will make FML remove those methods in the client jar
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L958[17:15:12] <shadekiller666> i want to test whether or not my changes to the updated version of the obj loader work in 1.9, but can't because forge doesn't compile :P
L959[17:15:44] <gigaherz> well, patience ;P
L960[17:15:48] <shadekiller666> lol
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L962[17:26:00] <portablejim> gigaherz: I narrowed down the shears issue. It was a bug in 1.7.10 (and probably why I thought it a bug). However it seems fixed in 1.8.9.
L963[17:27:25] <masa> Arctic_Wolfy: did you solve your NBT issue?
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L965[17:29:25] <Arctic_Wolfy> masa: No, but I might know what it is.
L966[17:29:50] <masa> are you testing it in creative mode?
L967[17:29:57] <masa> I had the same issue and was banging my head agains the wall for some time because of it
L968[17:30:05] <masa> you can get around it using an event, but it should also work using the itemInteractionForEntity() in survival (or non-creative anyway)
L969[17:30:29] <masa> because n creative mode the item gets replaced after using it, so any saved NBT vanishes
L970[17:31:11] <Arctic_Wolfy> Ya, that was the problem, bu my current issue is entity path finding...
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L972[17:31:25] <masa> oh?
L973[17:33:03] <Arctic_Wolfy> Ya, I have a entity that will place a wall but I want him to step back before he places it so he won't sufficate in it, every thing works, except he won't back up when he's suppose to..
L974[17:35:44] <Arctic_Wolfy> I would do something "cheeky" like move him myself, but I'm counting on the pathfinding to finish the second time to do the placing.
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L977[17:37:40] <thecodewarrior> How many (generated) textures are too many? My current system with only 3 blocks has the equivalent of 650 16x textures. :/ Though I could get that down to 130 if I have some of the blocks share textures.
L978[17:38:08] <Admiral_Damage> What on earth...^
L979[17:38:27] <thecodewarrior> 32 combinations of each texture makes for lots of textures.
L980[17:39:00] <Admiral_Damage> cant just have one texture instance that has 2 layers pull from atlas?
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L982[17:39:58] <thecodewarrior> ?? what do you mean? I have it composite the textures when loading. Is there a way to do it without z-fighting? from both sides of the face?
L983[17:40:34] <Arctic_Wolfy> Offset it by a really small amount.
L984[17:41:19] <Admiral_Damage> not sure about the code but making 650 odd textures via generation seems a tad much..
L985[17:42:03] <fry> if you overlay 2 faces exactly, there's no z-fighting
L986[17:42:51] <thecodewarrior> What? They have pixels at the same positions though.
L987[17:43:23] <fry> exactly = same coords of all vertices
L988[17:44:09] <thecodewarrior> Yeah, but I have a pixel in the top left corner of both faces it would z-fight, correct?
L989[17:44:45] <diesieben07> No
L990[17:44:50] <diesieben07> only when they do not match exactly
L991[17:44:55] <diesieben07> which can occur due to rounding error
L992[17:45:14] <diesieben07> z-fighting is not a graphics card bug
L993[17:45:15] <Admiral_Damage> No, what I was working on, armor size 0.0F, exactly the same size verts as the body model http://i.imgur.com/4Tqlhlj.png
L994[17:45:22] <diesieben07> the thing is doing exactly what you are telling it to
L995[17:45:27] <Admiral_Damage> sorry, meant at codewarrior^
L996[17:45:34] <diesieben07> just due to roudning errors this looks not what you wnat it to look like
L997[17:45:56] <thecodewarrior> But what face shows up on top?
L998[17:46:07] <diesieben07> the one that is on top.
L999[17:46:09] <Admiral_Damage> The one rendered later,
L1000[17:46:18] <diesieben07> right
L1001[17:46:56] <thecodewarrior> Well, TIL. so if I have two faces rendered at exactly the same position they don't z-fight, and it shows the face rendered last, correct?
L1002[17:47:02] <diesieben07> yes
L1003[17:47:05] <Admiral_Damage> thecodwarrior, things arent being rendered on and off, everything is cached and pushed through opengl when the code has done it's stuff, the last texture to be present is rendered after the previous, so on top, or thats how it looks
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L1005[17:47:47] <thecodewarrior> Ok. cool.
L1006[17:48:02] <Arctic_Wolfy> Stupid AI!
L1007[17:48:03] *** Abrar|gone is now known as AbrarSyed
L1008[17:48:14] <thecodewarrior> Well, now to restructure a bit of code.
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L1010[17:49:38] <Admiral_Damage> I'm curious to know what the shapes of the textures you are manipulating here...
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L1012[17:52:16] <thecodewarrior> http://imgur.com/wGnMSLD - in the top left, they're the sides of catwalks with various stuff put on them. Currently I don't have very many textures, the 650 was theoretical.
L1013[17:54:20] <Zetty> hi all, i followed http://www.minecraftforge.net/wiki/Installation/Source to setup my dev env and now i read that i need minecraft_server.jar in order to make server mods. i noticed that gradle had a "downloadServer" task and was wondering if this means i already have the necessities to create a server mod (or is there a way for me to confirm one way or the other?)
L1014[17:57:38] <Arctic_Wolfy> Any one know why an entity would fail to move a few blocks with path finding?
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L1016[17:58:51] <thecodewarrior> Maybe it didn't want to. But besides that, I have no clue.
L1017[17:59:12] <AlexIIL> Zetty: because mods are universal you don't need to create a specialised dev environment for one or the other
L1018[17:59:43] <fry> thecodewarrior: if glDepthFunc is GL_LESS, GL_GREATER or similar, only the first face will be drawn; if it's GL_LEQUAL, GL_GEQUAL or similar, all will be drawn.
L1019[18:00:07] <thecodewarrior> Zetty: One of the options in the dev environment should be to start the server. If it isn't there the class is GradleStartServer.
L1020[18:00:29] <thecodewarrior> Cool, do you know which one is used for rendering block models?
L1021[18:01:22] <fry> I'm fairly certain it's the more useful one, at least for the non-solid layers
L1022[18:02:07] <Zetty> gotcha. i've been encountering an "Exception in server tick loop" error when my mod is on a dedicated server. when i run it through the client it loads (and works) fine. my brief googling suggested it was because it was a "client only" mod. i'll have to keep googling
L1023[18:04:03] <thecodewarrior> Does it say what exception it is?
L1024[18:05:04] <Zetty> "cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/Render"
L1025[18:05:29] <SkySom> You're calling your renders on the server side. Don't do that
L1026[18:05:39] <Zetty> AH.
L1027[18:05:46] <Admiral_Damage> Servers don't render, it may be the case that youre calling the renderers on the common proxy as well as the client proxy,
L1028[18:06:11] <diesieben07> a good read: http://mcforge.readthedocs.org/en/latest/concepts/sides/
L1029[18:06:17] <diesieben07> Zetty ^
L1030[18:06:19] <SkySom> Yeah if you're loading a class on the server side and it calls the render class
L1031[18:06:24] <SkySom> It's gonna explode
L1032[18:06:34] <Admiral_Damage> Lots of blue smoke
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L1034[18:07:14] <Zetty> thank you all for the help. i suspect that this is my issue. gonna dig into the link and work it out
L1035[18:07:21] <Flashfire> Is there a keyboard shortcut for reloading the lang files or does f3 + T do that? (didn't seem to work for me)
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L1037[18:07:58] <thecodewarrior> Make sure to right-click on your resources directory in the package explorer and refresh it. Then f3+T should work
L1038[18:08:20] <Flashfire> Alright, never thought of that, I'll try it
L1039[18:09:17] <Flashfire> Hmm didn't work. Maybe I'm just doing it wrong
L1040[18:09:59] <Admiral_Damage> Dumb question but still plausible... Did you save the .lang?
L1041[18:10:41] <Flashfire> Yes
L1042[18:11:23] <Flashfire> Does ChatComponentTranslation work for mod lang files?
L1043[18:11:38] <Flashfire> I assume it does, though I'm using it for the first time here
L1044[18:12:54] <diesieben07> yes it does
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L1046[18:13:49] <Admiral_Damage> Confirmed F3 + T works for me
L1047[18:14:05] <Flashfire> I'm restarting to confirm if I made a mistake somewhere
L1048[18:17:03] <Admiral_Damage> If the entire game freezes up for a sec, then its reloading
L1049[18:17:10] <Flashfire> Yeah it seems I did
L1050[18:17:42] <Admiral_Damage> if in doubt, F3 + H to check the unlocalized names
L1051[18:18:52] <Admiral_Damage> fry, got a question for you, tiling of UVing, can it be done or?
L1052[18:19:05] <fry> elaborate
L1053[18:19:27] <Admiral_Damage> Sec, will get image, need a texture to be out of the U and V bounds of 0-1
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L1056[18:19:59] <Admiral_Damage> http://i.imgur.com/ImJvG6P.png to http://i.imgur.com/RTJQ2gk.png
L1057[18:20:46] <fry> not easily
L1058[18:21:06] <fry> simplest solution is to split faces in the editor
L1059[18:21:19] <Admiral_Damage> Yeah that's how I got the game model to work
L1060[18:21:41] <Admiral_Damage> on the triangle faces appearing like quads
L1061[18:22:30] <Admiral_Damage> cept I was wanting to avoid splitting it the way youre talking about because it may look kinda bad as it goes further up the triangle
L1062[18:23:37] <fry> what you want isn't even linear
L1063[18:24:10] <williewillus> f3+h shows registry name, not unlocal name
L1064[18:24:45] <Admiral_Damage> meh I use both the same so
L1065[18:24:46] <Flashfire> Found my problem
L1066[18:24:56] <Admiral_Damage> o?
L1067[18:25:01] <williewillus> uhhh I hope you know the difference between the two :D
L1068[18:25:05] <Flashfire> I had .name on the end when I wasn't supposed to (almost everything else did so I didn't notice)
L1069[18:25:05] <Admiral_Damage> Yes... I do...
L1070[18:25:06] <thecodewarrior> You could probably just write a little utility to add it for you. I have so many of those.
L1071[18:25:41] <shadekiller666> in my 1.9 forge workspace i have duplicate classes (left overs from 1.8.9 + 1.9), would it be better to run gradlew clean and then gradlew setupForge again, or just run gradlew setupForge --refresh-dependencies?
L1072[18:25:59] <williewillus> i just did clean + setupForge
L1073[18:26:06] <williewillus> to switch from 1.8 to 9
L1074[18:26:09] <Admiral_Damage> Gah the slapping of slimes is really getting to me... flat worlds when testing...
L1075[18:26:09] <shadekiller666> ok
L1076[18:26:25] <shadekiller666> Admiral_Damage, /gamerule doMobSpawning false
L1077[18:26:40] <Admiral_Damage> I know..
L1078[18:26:44] <Admiral_Damage> couldnt be bothered lol
L1079[18:26:44] <shadekiller666> or use the redstone ready flatworld preset...
L1080[18:26:49] <williewillus> ^
L1081[18:26:55] <shadekiller666> then don't complain about slimes
L1082[18:27:11] <shadekiller666> if you're too lazy to implement the solution, don't complain about the problem
L1083[18:27:12] <Admiral_Damage> Wasn't serious o.o
L1084[18:27:16] <Admiral_Damage> chill
L1085[18:27:16] <williewillus> lol
L1086[18:27:23] <shadekiller666> :P
L1087[18:27:31] <masa> there is no chill on the internet
L1088[18:27:38] <Admiral_Damage> no chill only minecraft
L1089[18:27:57] <shadekiller666> there is no chill, there is only Zule!
L1090[18:28:37] <Admiral_Damage> shade btw I figured out a relatively easy way that gives the best of both worlds in modelling
L1091[18:29:01] <Admiral_Damage> sketchup for the initial modelling, easy and quick, 3ds for texturing, works like a charm, i redid that model you sent me from scratch http://i.imgur.com/ImJvG6P.png
L1092[18:29:05] <shadekiller666> what worlds?
L1093[18:29:27] <shadekiller666> nice
L1094[18:29:42] <shadekiller666> next step: write objs by hand :P
L1095[18:30:07] <Admiral_Damage> No need to as I can group select endpoints and set them to be a particular U or V
L1096[18:30:10] <Admiral_Damage> which is basicly that
L1097[18:30:20] <Admiral_Damage> bar the actual triangles
L1098[18:30:27] <shadekiller666> i know :P
L1099[18:33:27] <Admiral_Damage> spent 2 hours looking at the polygons in the spyro game files to draw inspiration from le childhood, only to find every single crystal in the game is Hexagonal...
L1100[18:34:51] <fry> https://i.ytimg.com/vi/U8A2pvxNFFA/maxresdefault.jpg ? :P
L1101[18:35:13] <Admiral_Damage> Exactly that
L1102[18:35:17] <Admiral_Damage> and I know what video that is
L1103[18:35:53] <Admiral_Damage> http://xehtari.com/uploads/images/keq9yk20151113154749.jpg that's my work for the next few hours
L1104[18:42:16] <thecodewarrior> Have any of you seen Miegakure?
L1105[18:42:51] <shadekiller666> i have seen trailers for it
L1106[18:43:05] <shadekiller666> looks interesting
L1107[18:43:19] <thecodewarrior> miegakure.com - I can't wait till it's out.
L1108[18:43:47] <shadekiller666> they claim that the game actually runs in 4D space
L1109[18:44:17] <thecodewarrior> It does. Which is what's so cool about it. A 4D game. o.O GIMME!
L1110[18:44:48] <Flashfire> I have no idea what that would even look like
L1111[18:45:08] <thecodewarrior> He eases you in with the "parallel universe" way of thinking about it, but gets on to the point where there are 4 dimensional shapes.
L1112[18:45:09] <williewillus> click the link :P
L1113[18:45:33] <Flashfire> I imagine there would be invisible sides from certain angles, and that would make sense why it's called 見え隠れ (appearing and disappearing)
L1114[18:45:47] <williewillus> and it's really the 2d representation of a 3d representation of the 4d :P
L1115[18:46:35] <thecodewarrior> And what's so cool is if you could manipulate 4d space you could make anything float. :)
L1116[18:47:53] <Flashfire> I have no idea how one would even code this
L1117[18:48:02] <thecodewarrior> Just have a curved bar, made such that in our location it would manifest as two plates, one above the other, and would have a arced bar connecting the two protruding through the fourth dimension. put it on a table, put something on the top, bam. floating.
L1118[18:48:14] <thecodewarrior> Me neither, but it's awesome.
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L1120[18:52:47] <Admiral_Damage> Singularity > 1d > 2d > 3d > 4d, where the previous can be drawn on the nex,t 4d is the space between spaces on which 3d stuff can be drawn, :P
L1121[18:52:51] <shadekiller666> if you want a challenge, make a miegakure mod for minecraft...
L1122[18:55:28] <thecodewarrior> I thought about that once. then promptly passed out.
L1123[18:55:50] <Admiral_Damage> Think of it as the amount of numbers used to describe a position
L1124[18:56:21] <Admiral_Damage> so singularity doesnt have one, 1 dimensional is, 1 distance.. 2.. 2.. etc, when you get to 4, 4th dimensional distance is the space between two 3d things on a flat plane
L1125[18:56:39] <Admiral_Damage> though theyre the same objec
L1126[18:57:28] <thecodewarrior> The easiest way I find to think about 4d points is the position and this other "depth" number associated with it. Doesn't work for solids, but for points it works fine.
L1127[18:58:12] <shadekiller666> did you know that we use 4d numbers to rotate 3d objects all the time?
L1128[18:58:53] <Admiral_Damage> Rotation doesnt really have a dimension of its own locale, its moreso an attribute that can be applied to more than 1 dimension
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L1131[19:00:05] <thecodewarrior> https://www.youtube.com/watch?v=1wAaI_6b9JE - skip to about 35 minutes to see the dimensions stuff. finally I can understand all those tesseract animations.
L1132[19:01:27] <Admiral_Damage> Probs the easiest way to draw a 4d shape on a 2d plane is to understand the 1d line, the 2d shape, the 3d object etc so, moving in the direction of triangles, line has 2 verticies, shape has 3, object has 4, 4d has 5.. if you connect the lines youll get a simplex, aka a 4d triangle
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L1135[19:04:34] <shadekiller666> great
L1136[19:04:45] <shadekiller666> setupForge didn't create the launch configs...
L1137[19:04:52] <thecodewarrior> There's a new video about Miegakure, it shows how he generates all these 4d shapes. https://www.youtube.com/watch?v=vZp0ETdD37E
L1138[19:05:06] <thecodewarrior> They're just GradleStart and GradleStartServer...
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L1140[19:07:24] <shadekiller666> whats the wrapper task for generating the forge dev env run configs?
L1141[19:10:56] <thecodewarrior> How do I instantiate a TextureAtlasSprite?
L1142[19:11:05] <Admiral_Damage> Not sure but there's a nobel prize with your name on it if you have a theory of and can prove where dark matter came from
L1143[19:11:45] <shadekiller666> thecodewarrior, you don't
L1144[19:11:56] <shadekiller666> you get one from the texturemap
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L1146[19:12:35] <thecodewarrior> But I'm putting one in the map to be stitched.
L1147[19:13:19] <shadekiller666> when?
L1148[19:14:01] <thecodewarrior> the TextureStitchEvent.Pre event. I'm using it to load the textures I use in my smart models.
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L1150[19:15:29] <shadekiller666> ok
L1151[19:15:44] <shadekiller666> you should have ResourceLocations for them then
L1152[19:15:54] <Admiral_Damage> Looking into casting the beam from the beacon block in a fixed direction for a specified distance, basicly raytrace, any idea where I should start?
L1153[19:16:06] <Admiral_Damage> (not from the beacon block, just, that particular beam)
L1154[19:16:25] <thecodewarrior> Yes. I'm just iterating over a list of ResourceLocations.
L1155[19:16:46] <shadekiller666> ok
L1156[19:17:32] <fry> implement ICustomModelLoader + IModel
L1157[19:17:42] <fry> it'll take care of loading the textures for you
L1158[19:17:57] <gigaherz> Admiral_Damage: world.raycastBlocks?
L1159[19:18:46] <thecodewarrior> I did that but this is a million times simpler. there was a whole debate and I decided to use this way. I don't want to debate it, because everyone has very valid points and it generally ends in a flame war.
L1160[19:19:39] <Admiral_Damage> gigaherz, elaborate? I've never dealt with raytrace of any kind before
L1161[19:19:55] <Admiral_Damage> Is reading beacon
L1162[19:21:03] <shadekiller666> thecodewarrior, ModelLoader.defaultTextureGetter(); (at least in 1.9, should be a thing in 1.8.9)
L1163[19:21:37] <shadekiller666> basically its calling to Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite():
L1164[19:23:29] <thecodewarrior> thanks, testing now.
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L1166[19:25:15] <thecodewarrior> nope, does that retrieve the sprite or create one? I need it to create one.
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L1169[19:26:42] <shadekiller666> after the texture map has been stitched it will return the TAS that points to the correct area in the map for the given ResourceLocation
L1170[19:28:18] <thecodewarrior> But I'm trying to inject them. http://pastebin.com/Qv51Ma5w
L1171[19:28:52] <Admiral_Damage> nope, can't get my head around this beam thing..
L1172[19:29:11] <shadekiller666> ...
L1173[19:29:49] <thecodewarrior> Admiral_Damage: do you want it to be the boxes for collision or for looking?
L1174[19:30:12] <Admiral_Damage> for visual effect
L1175[19:30:30] <Admiral_Damage> I know nothing about raytrace or beams...
L1176[19:30:38] <Admiral_Damage> barely anything about entities
L1177[19:31:37] <shadekiller666> !gm func_188532_a
L1178[19:31:53] <Admiral_Damage> Looking for this kind of result https://youtu.be/jW3HtZJzgAw?t=8m17s
L1179[19:32:10] <thecodewarrior> So, the ray is going to have to hit some box, do you want it to be the boxes used for looking a a block (like how you can look at each attachment of a itemduct seperatly) or for the collision boxes (like how stairs have multiple boxes so you can walk up them)
L1180[19:32:48] <shadekiller666> thecodewarrior, TextureMap.loadTextureAtlas()
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L1182[19:33:12] <shadekiller666> thats where the game fires TextureStitchEventPre
L1183[19:33:32] <thecodewarrior> I know, but it calls a protected method to create the atlases
L1184[19:33:55] <shadekiller666> and that is?
L1185[19:34:07] <thecodewarrior> Admiral_Damage: https://github.com/thecodewarrior/Hook-Mod/blob/master/src/main/java/com/thecodewarrior/hooks/util/HookUtil.java#L22-L120
L1186[19:34:41] <thecodewarrior> TextureAtlasSprite.makeAtlasSprite(ResourceLocation)
L1187[19:35:39] <shadekiller666> theres TextureMap.registerSprite()
L1188[19:35:46] <shadekiller666> takes a ResourceLocation
L1189[19:36:07] <thecodewarrior> Admiral_Damage: make that https://github.com/thecodewarrior/Hook-Mod/blob/master/src/main/java/com/thecodewarrior/hooks/util/HookUtil.java#L60-L131
L1190[19:36:39] <Admiral_Damage> 10 4
L1191[19:37:16] <shadekiller666> ExtendedVector?
L1192[19:37:46] <thecodewarrior> shadekiller666: Thanks! I guess the setTextureEntry is only required for custom sprite classes
L1193[19:37:56] <thecodewarrior> Lemme see. I didn't check for custom classes...
L1194[19:38:44] <thecodewarrior> Oh, that's just a class I made so I could have an extra value along with a vector. pretty useful.
L1195[19:39:23] <thecodewarrior> Also, note that this was made for 1.7.10, though it should port with minimal effort.
L1196[19:39:56] <Admiral_Damage> wot.. codechicken
L1197[19:41:08] <thecodewarrior> yeah, do you not use ccl? it's so useful.
L1198[19:41:26] <Admiral_Damage> Nope, never used it
L1199[19:41:31] <Admiral_Damage> always managed to get by without it
L1200[19:41:40] <Admiral_Damage> Erm, also ForgeDirection?
L1201[19:42:37] <Admiral_Damage> Non existant for me..
L1202[19:43:14] <thecodewarrior> replaced with EnumFacing
L1203[19:43:30] <Admiral_Damage> Derp..
L1204[19:45:28] <Admiral_Damage> how does one go about acquiring the codechicken library
L1205[19:47:57] <Admiral_Damage> nvm, having a few problems btw
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L1207[19:50:22] <thecodewarrior> what's the problem. I'm procrastinating fixing my own code by fixing other people's code.
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L1209[19:54:41] <shadekiller666> ccl is written in scala right?
L1210[19:55:01] <thecodewarrior> no, java
L1211[19:56:01] <Admiral_Damage> one moment
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L1213[19:58:10] <Admiral_Damage> Which version of the lib do I need, universal or dev..
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L1216[20:00:08] <thecodewarrior> dev
L1217[20:01:08] <Admiral_Damage> I'm getting cannot be resolveds
L1218[20:01:19] <Admiral_Damage> everything needed has been imported, it just cant find certain stuff
L1219[20:01:33] <thecodewarrior> what stuff?
L1220[20:01:35] <Admiral_Damage> w.blockExists
L1221[20:01:41] <Admiral_Damage> w.getBlock
L1222[20:02:11] <thecodewarrior> those are going to have to be replaced with getblockstates and state.getblock
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L1224[20:02:56] <thecodewarrior> blockExists isn't public any more, just remove it.
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L1227[20:03:30] <williewillus> uh wait is this for 1.8?
L1228[20:03:34] <Admiral_Damage> Ya
L1229[20:03:36] <williewillus> blockExists got renamed in 1.8
L1230[20:03:38] <williewillus> to isBlockLoaded
L1231[20:03:51] <williewillus> also isn't there a 1.8 CCL?
L1232[20:03:54] <williewillus> since there's 1.8 CCC
L1233[20:04:19] <Admiral_Damage> Ya there is
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L1236[20:04:37] <thecodewarrior> He's talking about my code.
L1237[20:04:40] <gigaherz> what does CCL provide?
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L1240[20:05:47] <thecodewarrior> A lot. I generally use the raytracing and vector math.
L1241[20:06:08] <thecodewarrior> And often shade only the pieces I need.
L1242[20:07:33] <Arctic_Wolfy> Is there an easier way to get an entity from an UUID besides looping through all loaded enitities?
L1243[20:08:05] <williewillus> unfortunately not
L1244[20:08:23] <Arctic_Wolfy> x.x
L1245[20:08:28] <williewillus> you could track them all yourself with some sort of weak bimap but the standard methods in world just loop
L1246[20:08:29] <williewillus> afaik
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L1248[20:08:54] <thecodewarrior> Just make a util class and shove it in there. I generally name mine something other than Util so that when I'm doing ctrl+space it doesn't come up with the util classes of a ton of libraries.
L1249[20:10:03] <Admiral_Damage> currentHit.getData().sideHit gets .getIndex(); added?
L1250[20:10:05] <williewillus> just have a Map<UUID, WeakReference<Entity>> or something
L1251[20:10:07] <Arctic_Wolfy> I would save them as an Entity, but I'm working with an item and itemstacks are a final class...
L1252[20:10:20] <williewillus> ?
L1253[20:10:24] <williewillus> what do you mean save them as an entity?
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L1255[20:10:45] <Arctic_Wolfy> And by save I mean a reference.
L1256[20:11:01] <williewillus> I was thinking have an event handler tracking all entity spawns and recording their UUID-> weakref
L1257[20:11:08] <williewillus> though you'd have to clean stale entries yourself
L1258[20:11:27] <gigaherz> no need for *all* spawns
L1259[20:11:33] <williewillus> ooh
L1260[20:11:34] <gigaherz> just cache the ones you need
L1261[20:11:37] <williewillus> guava has a solution
L1262[20:11:39] <williewillus> as always
L1263[20:11:39] <williewillus> http://stackoverflow.com/a/13413435
L1264[20:11:41] <Arctic_Wolfy> Well, I only need the one UUID.
L1265[20:11:47] <williewillus> oh :P
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L1267[20:12:18] <gigaherz> if this is 1.8.9, you could use a Capability to store the data in the itemstack
L1268[20:12:39] <gigaherz> it would work a bit like an IEEP, but for the itemstack
L1269[20:12:40] <Arctic_Wolfy> I just need to keep track of one UUID for the one item.
L1270[20:13:24] <Arctic_Wolfy> And the Entity is of EntityLiving. IDK if that could help.
L1271[20:13:39] <gigaherz> but I assume there can be more than one "item" around in the world with different UUIDs assigned?
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L1274[20:15:00] <Arctic_Wolfy> Yes. Each item maybe "paired" to the entity.
L1275[20:15:16] <gigaherz> yeah so as I said
L1276[20:15:18] <gigaherz> you could use a capability
L1277[20:15:31] <gigaherz> attach it to your item's stacks
L1278[20:15:42] <gigaherz> and use it to hold the entity reference during runtime
L1279[20:15:43] <Arctic_Wolfy> And how do I use it?
L1280[20:15:58] <williewillus> how would you pass the entity to the cap?
L1281[20:16:12] <gigaherz> setTarget(Entity)?
L1282[20:16:14] <gigaherz> XD
L1283[20:16:17] <gigaherz> it's your own class
L1284[20:16:27] <gigaherz> Arctic_Wolfy:
L1285[20:16:36] <gigaherz> in your item, you can override initCapabilities
L1286[20:17:00] <Arctic_Wolfy> I mean how do I use a Capability?
L1287[20:17:09] <gigaherz> in there, you return an instance of an ICapabilityProvider, or if you need persistence, ICapabilitySerializable
L1288[20:17:11] <gigaherz> then
L1289[20:17:28] <gigaherz> the ICapabilityProvider has the "hasCapability" and "getCapability" methods
L1290[20:17:33] <gigaherz> that get called from the itemstack
L1291[20:17:37] <gigaherz> so later you can do
L1292[20:18:08] <gigaherz> theStack.getCapability(MY_CAPABILITY, null).setTarget(entity)
L1293[20:18:14] <gigaherz> entity = theStack.getCapability(MY_CAPABILITY, null).getTarget()
L1294[20:19:12] <Admiral_Damage> thecodewarrior, I've finished updating it to what I 'think' should work, having trouble finding changelogs
L1295[20:19:19] <gigaherz> I can write you a short example of how that would work, if you want
L1296[20:19:19] <Admiral_Damage> http://pastebin.com/C3UZKj2B
L1297[20:19:22] <Arctic_Wolfy> Okay, and will I have to give the stack the capablilty?
L1298[20:19:34] <gigaherz> you assign it through Item#initCapabilities
L1299[20:19:42] <gigaherz> or CapabilityAttachEvent.Item
L1300[20:19:47] <Arctic_Wolfy> Okay.
L1301[20:19:52] <gigaherz> (the latter if the item isn't your own)
L1302[20:20:44] <gigaherz> want me to write an example for this?
L1303[20:21:05] <Arctic_Wolfy> Sure, was kinda hard to keep track.
L1304[20:21:13] <thecodewarrior> Admiral_Damage: first of all, you don't cast the blockstate to Block, do state.getBlock()
L1305[20:22:16] <Admiral_Damage> Derp..
L1306[20:23:03] <thecodewarrior> also the only methods you should need are traceAABB and collisionRayCast. the rest are for other hook related things
L1307[20:23:24] <Admiral_Damage> I know
L1308[20:23:35] <Admiral_Damage> I was just working on errors first
L1309[20:23:44] <Admiral_Damage> also, getBlock(); doesnt exist according to this
L1310[20:24:58] <Admiral_Damage> http://i.imgur.com/FfNnpsK.png
L1311[20:25:22] <thecodewarrior> w.getblockstate().getblock();
L1312[20:26:11] <Admiral_Damage> ok, done
L1313[20:26:51] <thecodewarrior> oh, well, you do need addCollidingBoundingBoxes
L1314[20:27:06] <Admiral_Damage> I;ve already taken care of that
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L1317[20:28:00] <tterrag> fry, I just got a crash in a TESR because I tried to access a property on air
L1318[20:28:09] <tterrag> shouldn't I be guaranteed to have my block in the position of my TESR?
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L1320[20:28:15] <fry> nope
L1321[20:28:17] <killjoy1> why would you do that? :(
L1322[20:28:25] <tterrag> fry: why not??
L1323[20:28:34] <thecodewarrior> I changed up the final loop in addCollidingBBs to use states properly, now instead of storing only the block and then always getting the bounding box of the default state, it will store the state and use that.
L1324[20:28:36] <fry> because notchcode
L1325[20:28:55] <tterrag> so I have to add a branch to my rendering code?
L1326[20:28:56] <tterrag> fff
L1327[20:29:05] <thecodewarrior> Admiral_Damage: http://pastebin.com/hKRnQmnb
L1328[20:29:20] <Admiral_Damage> Ah yeah,
L1329[20:29:22] <Admiral_Damage> gotcha
L1330[20:29:44] <Admiral_Damage> Wait, hold on
L1331[20:29:50] <Admiral_Damage> block.addco..
L1332[20:30:17] <fry> tterrag: always check everything you get from the world
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L1334[20:32:46] <williewillus> tterrag: yup I get those all the time
L1335[20:32:58] <tterrag> it's dumb and should be fixed
L1336[20:32:59] <williewillus> because TE's are retarded and somehow manage to render tick after their chunks have unloaded
L1337[20:33:02] <tterrag> invalid world returns are a BUG
L1338[20:33:25] <williewillus> it's because TE's clientside get an extra tick on unload
L1339[20:33:33] <williewillus> and lex said it's unavoidable due to the threaded chunk IO
L1340[20:34:18] <thecodewarrior> also TE render bounds are derped, no matter the size they don't render behind the player after a certain distance.
L1341[20:34:27] <williewillus> that's a vanilla issue :P
L1342[20:34:39] <gigaherz> Arctic_Wolfy: I believe this is all you'd need:
L1343[20:34:40] <gigaherz> https://gist.github.com/gigaherz/6f80718f69e513b57e72
L1344[20:34:52] <gigaherz> ofc I didn't include the loop to match the entity by UUID
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L1346[20:35:00] <gigaherz> this is just the capability boilerplate code ;P
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L1348[20:37:12] <gigaherz> I would still have a cache of UUID->Entity, because ItemStacks are copied often, and every time it's copied, it would have to carry over
L1349[20:37:33] <thecodewarrior> maybe only cache the queried entities.
L1350[20:37:40] <gigaherz> yes ofc
L1351[20:37:42] <gigaherz> that's what I mean
L1352[20:37:54] <gigaherz> a weak map of sorts
L1353[20:38:09] <gigaherz> that only contains entities you have already needed
L1354[20:38:23] <Admiral_Damage> welp, now that Util is in... whats next?
L1355[20:39:52] <thecodewarrior> In order to find the end point of a ray trace pass in the beginning and end of the search line, the world, and any entity (I can't remember if it can be null). it should give you back an end point with the side of the block that was hit.
L1356[20:40:19] <Admiral_Damage> ooo even more accurate than I'd hoped
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L1358[20:40:55] <killjoy1> since we can fit through 1x1 holes using the elytra, would it be possible to trick the server without one?
L1359[20:41:04] <killjoy1> or is it server-controlled?
L1360[20:41:19] <gigaherz> you can fit thorugh horizontal 1x1s?
L1361[20:41:22] * gigaherz has to try that
L1362[20:42:19] <thecodewarrior> Has anybody else realized before how badly the entity collision code handles large motions? it literally just finds the closest block in each direction and only moves that far. so moving past a corner you will hit the edge even if you shouldn't.
L1363[20:45:17] <Arctic_Wolfy> gigaherz: Any way to get the world? I need it to get the entity from the UUID.
L1364[20:45:33] <gigaherz> not really
L1365[20:45:46] <Arctic_Wolfy> x.x
L1366[20:46:22] <gigaherz> you'd have to either store it yourself, or look in all the loaded dimensions
L1367[20:47:03] <PrinceCat> I recommend against storing the world, oh god.
L1368[20:47:08] <PrinceCat> The leaks are real
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L1370[20:47:40] <gigaherz> byt "store it yourself" I meant the dimension number XD
L1371[20:47:52] <gigaherz> I should have been more clear ;P
L1372[20:48:08] <Manusoftar> hi guys, im working on a mod for forge 1.8 this mod has a custom GUI which features some custom slots, how should i implement the takestack thing for it???
L1373[20:48:52] <Manusoftar> i know there was a method that one could override -> public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2) but i think it was on an older version of mc
L1374[20:48:57] <Admiral_Damage> thecodewarrior, yep... my buses and vehicles mod for 1.6 had that problem..
L1375[20:48:58] <PrinceCat> Oh right! I was like, I know you know better than that giga. ;)
L1376[20:49:07] <Admiral_Damage> clipping on every slab it was supposed to either go around or over
L1377[20:49:47] <PrinceCat> I'd just create a POJO with all the information I need and then store that, POJOs are life.
L1378[20:51:05] <gigaherz> Manusoftar: transferStackInSlot still exists (in the Container), but that is for shift-clicking
L1379[20:51:13] <gigaherz> can you explain what you mean by "custom slots"?
L1380[20:52:17] <williewillus> thecodewarrior: you mean large veloicities?
L1381[20:52:23] <williewillus> that's why absolute teleport packets exist ;p
L1382[20:52:34] <williewillus> oh I thought you meant sycning
L1383[20:52:34] <williewillus> jk
L1384[20:55:32] <Josephur> BlayTheNinth: submitted a few Ex Compressum bugs for ya
L1385[21:02:49] <gigaherz> night ppl
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L1387[21:04:52] <Arctic_Wolfy> And giga is gone...
L1388[21:09:45] <Elucent> is there a way to get the liquidcolor of a potion from its integer id?
L1389[21:12:22] <williewillus> yup
L1390[21:12:31] <williewillus> is this 1.8.9?
L1391[21:12:36] <Elucent> yeah, it's 1.8.9
L1392[21:12:51] <williewillus> don't use number id's as much as you can
L1393[21:12:58] <williewillus> it's handled automatically
L1394[21:13:20] <williewillus> anyways if you get a Potion object
L1395[21:13:27] <williewillus> it has getLiquidColor
L1396[21:13:38] <Elucent> yeah, i know about Potion.getLiquidColor()
L1397[21:13:54] <Elucent> i'm trying to code what is essentially a different type of potion bottle
L1398[21:14:02] <Elucent> and Potion objects can't translate into NBT
L1399[21:14:15] <williewillus> write its registry name to nbt
L1400[21:14:23] <williewillus> e.g. minecraft:speed
L1401[21:14:52] <Elucent> then how do you get the Potion object from that?
L1402[21:15:19] <williewillus> GameData.getPotionRegistry().getObject()
L1403[21:15:32] <Elucent> ah, thank you
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L1405[21:17:13] <williewillus> come 1.9 this gets a lot easier :P
L1406[21:17:37] <williewillus> there's a common centralized way to write potions to NBT and its used everywhere in vanilla, it's all the same
L1407[21:19:48] <Elucent> i'll probably rewrite it for 1.9 then, i'm saving my mod to release when 1.9 forge comes out
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L1409[21:21:50] <williewillus> yeah lots of nice potion things in 1.9
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L1411[21:21:57] <williewillus> ctrl+f "potion" https://gist.github.com/williewillus/e37edde85dc78d2e138c
L1412[21:22:44] <Admiral_Damage> That title
L1413[21:22:52] <Admiral_Damage> "the cool kids"
L1414[21:24:58] <cpw> the interaction stuff means we have to redo playerinteractevent
L1415[21:25:06] <cpw> it's basically the last major hurdle now
L1416[21:25:11] <fry> yup
L1417[21:25:44] <cpw> the question is
L1418[21:25:48] <cpw> do we rush to compilable
L1419[21:25:53] <cpw> and THEN fix it?
L1420[21:26:04] <cpw> or do we try and fix it, before we finish getting it compilable?
L1421[21:26:13] <fry> I do the first one with models :P
L1422[21:26:20] * LexManos votes compileable
L1423[21:26:20] <fry> cause I want mappings
L1424[21:26:34] <cpw> heh
L1425[21:26:34] <LexManos> because it lets us tackel bug reports
L1426[21:26:47] <LexManos> also we need to readdress the entire thing yes :/ find new hook points.
L1427[21:26:58] <cpw> the problem is, i can't remember the last time we looked at this stuff
L1428[21:26:59] <williewillus> i wonder why colorMultiplier/getItemStackColor got split into an interface
L1429[21:27:02] <cpw> probably 1.3?
L1430[21:27:05] <LexManos> refine what the interact event needs to be.... cuz honestly I dont know its full scope right now
L1431[21:27:07] <cpw> it's fucking ancient
L1432[21:27:32] <fry> there's a lot of very ancient code :P
L1433[21:27:49] <LexManos> indeed
L1434[21:27:52] <Admiral_Damage> By the way, talking of 1.9 and models, theres a problem with all custom armor heads facing roughly south...
L1435[21:28:02] <Admiral_Damage> on armor stands
L1436[21:28:11] <LexManos> 1.9 or 1.8.9?
L1437[21:28:21] <williewillus> 1.8.9, its because armorstands are a specialcased mess
L1438[21:28:24] <williewillus> idk what the fix is though
L1439[21:28:29] <Admiral_Damage> Currently I'm on 1.8.9 1764
L1440[21:28:57] <Admiral_Damage> Ray trace points south, it doesn't appear to be a rendering problem
L1441[21:29:02] <fry> I'm fairly sure you have all you need to make them work, but I didn't do it myself yet.
L1442[21:29:42] <Admiral_Damage> The head of the armorstand is always, facing that way, the hat model on it may not be but the raytrace does indeed face south, and aparently thats what custom models are aligned to
L1443[21:29:57] <williewillus> it's because armorstands don't use the conventinoal rotationHeadYaw var
L1444[21:30:02] <williewillus> they store their rotation spearately
L1445[21:30:09] <williewillus> no idea why
L1446[21:30:29] <williewillus> then their renderer syncs it to all the modelbases, but no idea how it misses the helmet spot
L1447[21:30:31] <Admiral_Damage> Probs a bodge by mojang to not interfere with the head position code...
L1448[21:30:35] <williewillus> since all other slots work fine
L1449[21:30:38] <Admiral_Damage> as to render a spearate head model...
L1450[21:36:41] <Admiral_Damage> Visual aid: http://i.imgur.com/tNMYnvV.png
L1451[21:38:15] <williewillus> for the FishingHooks, i would insert something that gathers mod registartions for loot tables and inserts them all into the primary fishing loot pool
L1452[21:38:18] <williewillus> or something like that
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L1455[21:46:16] <williewillus> !sm func_185205_a isReagent
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L1459[21:53:13] <thecodewarrior> Anybody else feel bad when a family member has an in-depth tech issue and you give up because you might be able to fix if you sink in several hours, but might not be able to fix in the end.
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L1461[21:54:57] <williewillus> !sm func_184542_a extinguishFires
L1462[21:57:29] <williewillus> why did mojang use -1 as the wildcard identifier in potions in 1.9 -.-
L1463[21:57:42] <williewillus> instead of the standard Short.MAX_VALUE that they use for crafting recipes
L1464[21:58:04] <Josephur> They gotta keep you on your toes :D
L1465[22:00:29] <Elucent> in 1.8.9, what's the best way to get a potion's registry name
L1466[22:01:41] <williewillus> GameData.getPotionRegistry().getNameForObject(<Potion obj>)
L1467[22:01:47] <williewillus> returns a resourcelocation
L1468[22:01:53] <Elucent> thank you
L1469[22:02:23] <Elucent> did they add a getRegistryName() function to potions in 1.9 along with all this other stuff? just curious
L1470[22:03:27] <williewillus> well it's actually a registry in 1.9
L1471[22:03:32] <williewillus> in 1.8.9 it's tacked on by forge
L1472[22:03:48] <williewillus> and in 1.9 PotionEffects use Potion objects like they should instead of number id's
L1473[22:04:18] <thecodewarrior> Admiral_Damage: did you get the raytracing working?
L1474[22:04:30] <williewillus> hmmm and because we get to define our own predicate for the reagents
L1475[22:04:41] <williewillus> you could potentially make brewing recipes that only work at certain times of the day, etc.
L1476[22:05:28] <Admiral_Damage> Erm, have been brushing up on my vectors
L1477[22:06:48] <cpw> ithink this might be sub 20 :)
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L1479[22:07:59] <williewillus> !sf field_187122_b worldObj
L1480[22:08:14] <williewillus> lol no one's touched the new particle names yet
L1481[22:08:51] <cpw> !gf SPacketServerInfo.GSON
L1482[22:09:36] <williewillus> !sm func_187114_a setMaxAge
L1483[22:10:36] <Admiral_Damage> thecodewarrior, I'm just going to rename a few things so theyre not biased to confuse "hook" with actual Java Hooks
L1484[22:11:06] <williewillus> !sf field_187136_p rand
L1485[22:11:57] <Admiral_Damage> thecodewarrior, Where would getPlayerHookPoint be used? example?
L1486[22:12:08] <williewillus> !sf field_187120_G boundingBox
L1487[22:12:49] <williewillus> !sm func_187115_a setSize
L1488[22:13:12] <williewillus> !sm func_187108_a setEntityBoundingBox
L1489[22:13:13] <cpw> oh look
L1490[22:13:19] <cpw> another enum without an interface
L1491[22:13:21] <cpw> brilliant!
L1492[22:13:25] <williewillus> which one? :P
L1493[22:13:34] <cpw> entityequipmentslot
L1494[22:13:52] <Matthew> I saw DimentionType was like that. will be annoying...
L1495[22:14:02] <williewillus> why's that bad?
L1496[22:14:09] <Matthew> not easily expandable
L1497[22:14:12] <cpw> yeah
L1498[22:14:23] <cpw> one of the things mojang had unofficially agreed to
L1499[22:14:30] <cpw> was that where they used an enum
L1500[22:14:34] <cpw> the enum would impl an interface
L1501[22:14:38] <cpw> and the interface would be referenced
L1502[22:14:45] <Matthew> ahh yeah
L1503[22:14:54] <cpw> so we could just create new instances of the interface and be code compat
L1504[22:15:01] <cpw> MUCH better than haxxoring the enum tables
L1505[22:15:05] <williewillus> EnumHelper! \o/
L1506[22:15:05] <cpw> which has annoying side effects
L1507[22:15:07] <williewillus> :P
L1508[22:15:14] <cpw> yeah, i'm well aware of it
L1509[22:15:23] <cpw> and it has some problems that can be very irritating
L1510[22:15:43] <Matthew> I guess this was an oversight of that "agreement"
L1511[22:16:38] <sham1> Try to make a bug report
L1512[22:16:46] <williewillus> bleh whoever named EntityFX fields y u name the motionX/Y/Z fields xSpeed ySpeed zSpeed
L1513[22:17:36] <cpw> lol
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L1515[22:17:59] <cpw> Matthew, more likely, the agreement is only between the modder friendly cohort at mojang and us
L1516[22:18:16] <cpw> and there's definitely devs at mojang that are NOT modder friendly
L1517[22:18:29] <williewillus> but like all of them are modders
L1518[22:18:33] <williewillus> save for one :P
L1519[22:18:41] <cpw> lex: we should just delete chestgenhooks
L1520[22:18:47] <Matthew> ahh yeah. <3 grum
L1521[22:18:48] <LexManos> yes
L1522[22:18:55] <cpw> we know the loot tables will support all the facets soon enough
L1523[22:18:56] <LexManos> and related Item functions
L1524[22:18:58] <cpw> yup
L1525[22:19:01] <williewillus> Matthew: grum is a modder
L1526[22:19:05] <williewillus> I was referring to jeb
L1527[22:19:11] <LexManos> Do it, for now tell modders 'fuck it its being fixed later'
L1528[22:19:17] <tterrag> jeb doesn't even work on the PC version anymore
L1529[22:19:20] <tterrag> right?
L1530[22:19:26] <killjoy1> he does
L1531[22:19:32] <killjoy1> he's working on a new mob as we speak
L1532[22:19:38] <Matthew> williewillus, what mod has grum made? 0_o
L1533[22:19:46] <killjoy1> bukkit
L1534[22:19:51] <Matthew> oh right....
L1535[22:20:12] <cpw> yup i agree
L1536[22:20:18] <cpw> tterrag, no he's working on it
L1537[22:20:23] <fry> hah
L1538[22:20:31] <cpw> remember also, a lot of 1.9 was the dinnerbunny guy
L1539[22:20:41] <williewillus> so much of the new "Entity"FX is just copy paste of entity was it really worth removing the inheritance link :P
L1540[22:20:51] <williewillus> (particles don't extend entity anymore)
L1541[22:20:54] <cpw> williewillus, if they wanted to break the network sync, yes
L1542[22:21:02] <cpw> fugly but whatever
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L1544[22:24:50] <williewillus> I wish the bot had a way of showing which classes has the highest amount of members still unnamed
L1545[22:25:28] <cpw> !gf field_186029_c
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L1547[22:28:29] <cpw> adding all the ATs back in :P
L1548[22:28:46] <williewillus> !sf field_187132_l isCollided
L1549[22:28:48] <cpw> annoying, but mojang skips a fair few accessors we need
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L1551[22:32:03] <cpw> 18!
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L1553[22:36:37] <cpw> !gf SPacketBlockChange.blockState
L1554[22:37:39] <xaero> williewillus: I try to print an unnamed report every so often in #mcpbot
L1555[22:37:49] <williewillus> ah cool
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L1558[22:40:23] <xaero> but I'll gen one for you right now :P As of a few mins ago, unnamed 1.9 fields https://bpaste.net/show/1efc78ccd82f methods https://bpaste.net/show/fb318f006a6b
L1559[22:40:39] <xaero> (I haven't implemented params yet)
L1560[22:42:45] <williewillus> nice haha
L1561[22:44:49] <cpw> !gf EntityTrackerEntry.trackingPlayers
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L1574[22:55:50] <williewillus> !um AxisAlignedBB
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L1577[23:00:15] <bspkrs> williewillus, add your stats ideas here if they are not already there: https://github.com/ModCoderPack/MCPBot-Issues/issues/138
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L1582[23:04:32] <Admiral_Damage> thecodewarrior, I've been playing around with the code you provided, doing print outs, I'm only getting the player's position, and a null rotation
L1583[23:13:48] <Admiral_Damage> nvm was my downfall of renaming something
L1584[23:15:19] *** willieaway is now known as williewillus
L1585[23:15:38] <williewillus> chan
L1586[23:15:48] <williewillus> woops ignore that :P
L1587[23:17:17] ⇨ Joins: Khumps (~Kevin@2601:18f:902:4aad:7806:6892:7141:6996)
L1588[23:19:31] <Khumps> Im having issues conceptually with the RF api. I have TE's that implement their methods but they are outputting/inputting double the energy. I know its because they both try to pull/push energy but I cant remove both of those. Is there some standard for having blocks all push or all pull?
L1589[23:20:42] <Khumps> because I could have all my blocks check for things to output but then if I get a block from a different mod that acts like that as well than nothing happens
L1590[23:21:33] <williewillus> are you messing up siding perhaps?
L1591[23:21:43] <williewillus> e.g. running it on the client as well
L1592[23:22:02] <Khumps> i havent added annotations for siding so that could cause it
L1593[23:22:28] <Khumps> but if both tile entities try to pull and push they will double up wont they?
L1594[23:23:18] <Khumps> eg: if my generator looks around it for things to send energy to and the storage looks around to receive energy from
L1595[23:23:37] <williewillus> you don't use annotations for siding
L1596[23:23:40] <Khumps> no
L1597[23:23:46] <Khumps> im new at this :D
L1598[23:23:59] <Khumps> srry
L1599[23:24:04] <williewillus> yeah please read this if you're gonna do siding mcforge.readthedocs.org/en/latest/concepts/sides/
L1600[23:24:20] <williewillus> bad to learn the various siding utilities the wrong way
L1601[23:25:01] <Khumps> so in my methods where i search for things to pull/push energy from I always check if world.isRemote first?
L1602[23:25:13] <williewillus> yeah you want world.isRemote to be false
L1603[23:25:26] <williewillus> which means the world currently running is the logical server
L1604[23:25:37] <Admiral_Damage> Btw nub question for anyone, printing out to client only..?
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L1606[23:25:50] <Khumps> that makes sense
L1607[23:25:55] <Kane_Hart> Does anyone know where in curse forge when you add a dep how to force the requirement?
L1608[23:26:11] <williewillus> doesn't it do it if you select "Required Library"?
L1609[23:26:39] <bspkrs> Admiral_Damage, something like mc.thePlayer.addChatMessage()
L1610[23:28:33] <bspkrs> https://github.com/bspkrs/bspkrsCore/blob/master/src/main/java/bspkrs/bspkrscore/fml/BSCClientTicker.java#L42
L1611[23:29:15] <TehNut> Or just send it on one side only
L1612[23:29:26] <Admiral_Damage> Ya true
L1613[23:29:52] <Kane_Hart> Thanks williewillus we got it.
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L1616[23:35:09] <Admiral_Damage> Erm, ok so I have a valid printout of a Vector3 and a rotation, all seems to be working correctly, how would I go and cast a beam with that?
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L1618[23:36:13] <Admiral_Damage> So for example a beacon beam
L1619[23:36:39] <bspkrs> look at the beacon code
L1620[23:36:45] <killjoy1> has the beacon beam's many bugs ever been fixed
L1621[23:37:13] <Admiral_Damage> bspkrs, I have, have been for the past few hours, still scratching my head
L1622[23:39:29] <williewillus> ugh how do I find out what is still holding on to an object
L1623[23:39:31] <Khumps> umm what is this?? http://prntscr.com/acy7pf
L1624[23:39:31] <williewillus> I'm leaking worlds
L1625[23:40:20] ⇦ Quits: killjoy1 (~killjoy@71.65.255.183) (Quit: Leaving)
L1626[23:43:59] <williewillus> wait no forge is leaking
L1627[23:44:23] <williewillus> !gc WorldClient
L1628[23:44:26] <williewillus> !gc WorldClient 1.8.9
L1629[23:45:36] <williewillus> yeah forge is leaking worlds
L1630[23:45:38] <TehNut> Khumps: you have CCC in your dev env. you need to point it at your MCP mappings
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L1633[23:52:31] <Matthew> I'm gonna shoot the person who named this method... getChatComponentText_TextValue
L1634[23:53:03] <Matthew> like why not? lets combine camelCase and underscores
L1635[23:56:15] ⇨ Joins: M4thG33k (~M4thG33k@173-29-128-244.client.mchsi.com)
L1636[23:58:47] <kashike> Matthew: lmao
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