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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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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] ⇨
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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
L112[04:22:27] ⇦
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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
L123[04:26:20]
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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
L146[04:31:01]
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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
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
L206[04:47:48]
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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] ***
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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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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
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..
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?
L264[05:16:28] <JamEngulfer> ServerFlow
starts ticking up when I right click the block
L265[05:16:57] <McJty> And the
block?
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.
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.
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
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!
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
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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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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
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] ***
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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
L481[10:50:29]
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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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L497[11:14:22] ***
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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
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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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
L525[11:58:40]
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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
L553[12:14:15]
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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] ***
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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?
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
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
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
L643[12:36:39] ***
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L644[12:37:13] <williewillus> !sm
func_184281_d fillWithLoot
L645[12:37:54]
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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
L652[12:46:35]
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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"
L666[12:48:59]
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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
L678[12:57:02]
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L680[12:57:13] <LatvianModder> I can flip
my tile being inventory on and off?
L681[12:57:25]
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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
L687[12:58:49]
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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
L709[13:05:41] ***
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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
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
L734[13:09:37] ***
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L735[13:09:42] <LatvianModder> there is no
displayGUIStackHandler(itemHandler) or smth?
L736[13:09:48]
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L737[13:09:50] <williewillus> of course
not
L738[13:09:56] <LatvianModder> |:(
L739[13:09:57] ***
DonRedhorse is now known as DRedhorse
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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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?
L792[14:44:32] <sham1> Go away
clippy
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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
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
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
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
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
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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seconds)
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?
L981[17:39:42] ***
kirby|gone is now known as mrkirby153
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
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
L1004[17:47:45]
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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.
L1009[17:48:50]
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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...
L1011[17:51:18]
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(~Zetty@cpe-70-115-152-107.austin.res.rr.com)
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?
L1015[17:58:42]
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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,
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
L1033[18:07:00]
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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)
L1036[18:07:27]
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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
L1045[18:13:27] ***
SnowShock35 is now known as zz_SnowShock35
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
L1054[18:19:31] ***
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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...
L1101[18:35:13] <Admiral_Damage> Exactly
that
L1102[18:35:17] <Admiral_Damage> and I
know what video that is
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.
L1119[18:50:46]
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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
L1129[18:59:49] ***
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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...
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
L1145[19:12:08]
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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.
L1149[19:15:21]
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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
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
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?
L1186[19:34:41] <thecodewarrior>
TextureAtlasSprite.makeAtlasSprite(ResourceLocation)
L1187[19:35:39] <shadekiller666> theres
TextureMap.registerSprite()
L1188[19:35:46] <shadekiller666> takes a
ResourceLocation
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
L1206[19:48:18]
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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.
L1208[19:51:27]
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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
L1212[19:57:53]
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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.
L1225[20:02:56]
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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
L1247[20:08:33]
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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?
L1254[20:10:27]
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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
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
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
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?
L1319[20:28:10] ***
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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
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:
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
L1386[21:02:52] ***
gigaherz is now known as ghz|afk
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
L1404[21:16:18]
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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
L1408[21:20:40] ***
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L1409[21:21:50] <williewillus> yeah lots
of nice potion things in 1.9
L1410[21:21:53] ***
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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...
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
L1453[21:43:28]
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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
L1550[22:30:40]
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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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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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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
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L1585[23:15:38] <williewillus> chan
L1586[23:15:48] <williewillus> woops
ignore that :P
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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()
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
L1624[23:39:31] <williewillus> I'm
leaking worlds
L1625[23:40:20]
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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
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L1636[23:58:47] <kashike> Matthew:
lmao
L1637[23:58:50]
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