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L9[00:21:08] <williewillus> SinbadEV: check
your mappings, newer builds of forge need newer mappings
L10[00:21:10] <williewillus> and vv
L11[00:24:02] <SinbadEV> williewillus, I
figured out I could set it in the constructor instead... I started
fresh from scratch today with the latest forge so shouldn't it have
had the right "mappings" whatever they happen to
be.
L12[00:24:37] <williewillus> also those
tutorials are i don't even know how many years old
L13[00:24:38] <SinbadEV> ?
L15[00:26:18] <SinbadEV> I've noticed...
it's frustrating... I am supplementing them by googling errors and
looking at the [or should I say your?] updated Botania
source.
L16[00:27:02] <williewillus> haha :P
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L28[01:13:28] <Cypher121> so, do I have to
register each and every item in model mesher?
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L31[01:16:10] <Nosirrom> yep
L32[01:16:47] <Nosirrom> that's why loops
were invented
L33[01:17:07] <Cypher121> no shit
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L35[01:17:50] <Cypher121> but so far item
rendering spreads over 3 different places and block rendering over
4
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L37[01:19:01] <TehNut> Wait are you using
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(...)?
L38[01:19:13] <Cypher121> yes
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L40[01:19:20] <Cypher121> that's what I see
online
L41[01:19:22] <stuntguy3000> Hey guys, so
im totally new to Forge API and would love guidance. (I come from a
Bukkit background). I am looking to make a client mod where when a
player takes damage (on a vanilla/spigot - not forge - server), x
code happens. I have some sample code, and have registered the
LivingHurtEvent event. However, on multiplayer the event does not
seem to fire, ever. Can anyone point me in the right direction?
Cheers.
L42[01:19:26] <Cypher121> is there a better
way?
L43[01:19:31] <TehNut>
ModelLoader.setCustomModelResourceLocation()
L44[01:19:33] <TehNut> lol
L45[01:19:42] <Cypher121> UGH
L46[01:21:05] <TehNut> That will also
register the variant for you, so don't worry about doing that
L47[01:21:15] <TehNut> (if you do
that)
L48[01:22:00] <Cypher121> I'm probably
not
L49[01:22:25] <Cypher121> I'm trying to
render a plain old book
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L66[01:29:23] <Cypher121> is gui opening
the same as 1.7 at least?
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L87[01:45:27] <Cypher121> TehNut: so I
changed mesher call to model loader call and it broke
L89[01:47:47] <TehNut> Code?
L91[01:48:45] <TehNut> no like
L92[01:48:52] <TehNut>
ModelLoader.blah
L94[01:49:27] <Cypher121>
itemMesher.register(sameargs) works
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L96[01:50:15] <TehNut> preinit right?
L97[01:50:22] <Cypher121> yeah
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L100[01:50:52] <TehNut> Console spit
anything out?
L101[01:51:04] <Cypher121> 1 sec
L102[01:51:47] <Cypher121> nope, just
standard garbage
L103[01:51:54] <Cypher121> no errors or
warnings
L104[01:52:47] <TehNut> And broke means
the model doesn't load?
L105[01:52:51] <Cypher121> yes
L106[01:53:04] <Cypher121> missing texture
cube
L107[01:53:09] <fry> are you SURE you're
calling it in PREinit?
L108[01:53:16] <Cypher121>
ABSOLUTELY
L109[01:53:20] <Nosirrom> is it supposed
to be in preinit?
L110[01:53:36] <fry> then you should've
crashed with NPE with ItemModelMesher call.
L111[01:53:52] <Cypher121> no idea
L112[01:54:03] <fry> show the calling
code
L113[01:54:03] <Nosirrom> I use the
itemMOdelMesher in Init and haven't crashed
L114[01:54:07] <Cypher121> i'm lost at
this point
L115[01:54:39] <Cypher121> well,
apparently I set wrong proxy... somehow
L116[01:54:44] <TehNut> 99% of rendering
is supposed to be done in pre
L117[01:55:02] <Cypher121> yeah, sorry, my
fault
L118[01:55:09] <fry> > ABSOLUTELY
L119[01:55:14] <Cypher121> preinit
L120[01:55:17] <Cypher121> wrong
proxy
L121[01:55:19] <Cypher121> like
L122[01:55:24] <Cypher121> common for both
sides
L123[01:56:11] <fry> today's lesson:
there's no absolutes
L124[01:56:20] <fry> everything can and
will go wrong
L125[01:56:42] <Cypher121> i'm not saying
it would be easier if I didn't have to work with 5 different
files
L126[01:56:45] <Cypher121> but it
would
L127[01:56:56] <Nosirrom> oh hey, if I
call ModelLoader in preinit rather than init it works
L128[01:59:56] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160507 mappings to Forge Maven.
L129[02:00:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160507-1.9.zip (mappings
= "snapshot_20160507" in build.gradle).
L130[02:00:10] <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/
L131[02:00:43] <stuntguy3000> Hey guys, so
im totally new to Forge API and would love guidance. (I come from a
Bukkit background). I am looking to make a client mod where when a
player takes damage (on a vanilla/spigot - not forge - server), x
code happens. I have some sample code, and have registered the
LivingHurtEvent event. However, on multiplayer the event does not
seem to fire, ever. Can anyone point me in the right direction?
Cheers.
L132[02:00:55] <stuntguy3000> Sorry for
the repost, just noticed we have a few more actives online
L133[02:01:27] <sham1> You use an
event
L134[02:01:43] <stuntguy3000> I have the
LivingHurtEvent event registered, but it doesn't fire.
L135[02:01:54] <stuntguy3000> Doesn't fire
on a MULTIPLAYER server* Works fine in SP
L137[02:02:40] <stuntguy3000> Could it
have any correlation?
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L140[02:03:50] <stuntguy3000> sham1, Any
ideas?
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L142[02:04:40] <sham1> I have an
idea
L143[02:04:46] <sham1> Why don't you post
your code
L144[02:04:51] <sham1> That should be the
first thing'
L145[02:05:12] <stuntguy3000> On it
L146[02:06:19] <TehNut> Does that event
even fire clientside?
L147[02:06:32] <TehNut> That would explain
working in SP but not MP
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L150[02:07:44] <sham1> The best bet would
be a packet to the client
L151[02:08:26] <stuntguy3000> TehNut I
don't believe so
L153[02:08:37] <stuntguy3000> Hopefully i
havn't git ignored anything you need
L154[02:09:32] <TehNut> The FML event bus
is deprecated, use MinecraftForge.EVENT_BUS.register() (Wont' fix
the issue, just pointing out)
L155[02:10:07] <stuntguy3000> Will
change
L156[02:10:09] <TehNut> But yeah, if that
isn't printing out on servers, then it's just not firing on the
client
L157[02:10:39] <stuntguy3000> I don't
really understand the client-server differences, but the mod works
on a SP server
L159[02:10:47] <stuntguy3000>
Opinions?
L160[02:10:57] <TehNut> An SP server is
running the mod on both sides
L161[02:11:04] <TehNut> A dedicated server
is running the mod on one side
L162[02:11:21] <stuntguy3000> I am wanting
this mod to work for any server, spigot, vanilla, etc
L163[02:11:32] <stuntguy3000> Is there not
a way to hook into client events? (excuse my terminology)
L164[02:11:32] <TehNut> Then you'll have
to find a way without the event
L165[02:11:37] <stuntguy3000> Oh
dear
L166[02:12:11] <stuntguy3000> I am
considering to rip open something like the Wurst hacked client, to
see how they hook into things locally - Is it even possible to do
that without a forge server mod installed?
L167[02:12:25] <Wuppy> yay I finally can
type again :D
L168[02:12:35] <TehNut> Do that = Detect
when damaged?
L169[02:12:40] <stuntguy3000> Yeah
L170[02:13:16] <TehNut> I mean, you could
check each tick
L171[02:13:36] <stuntguy3000> Check for a
change in damage between each tick?
L172[02:13:45] <TehNut> Health yeah
L173[02:13:48] <stuntguy3000> What about
something like a player respawn, can that be done with tick
checking?
L174[02:15:09] <TehNut> LivingDeathEvent
appears to be fired on both sides
L175[02:15:32] <stuntguy3000> How can you
check on which sides its fired on?
L176[02:15:52] <TehNut> I'm looking at the
call stack and seeing where the side checks are at
L177[02:16:03] <stuntguy3000> I see
L178[02:16:08] <TehNut> LivingDeathEvent
-> EntityPlayer#onDeath(...)
L179[02:16:23] <TehNut> That method calls
it at the top, then does some checking of sides below
L180[02:17:09] <TehNut> The event javadocs
list everywhere Forge fires it from, so you can find it pretty
easily
L181[02:17:21] <stuntguy3000> I couldn't
find a JavaDoc link at all
L182[02:17:38] <TehNut> Not always
links
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L185[02:18:03] <TehNut> Lines 3 through 5
in the javadoc
L186[02:18:07] <stuntguy3000> Oh right
okay
L187[02:18:22] <TehNut> Oh did you mean a
link to a download for the javadoc?
L188[02:18:39] <stuntguy3000> I mean that
would be handy
L189[02:18:42] <stuntguy3000> But i know
what you mean now
L190[02:20:33] <Cypher121> damn, gtx 1080
looks sweet
L191[02:21:07] <TehNut> i'll wait for the
gtx 1440
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L201[02:54:23] <Zaggy1024> GTX
1080??
L202[02:54:53] <Zaggy1024> gj on confusing
numbers lol
L203[02:55:02] <Zaggy1024> guess it was
coming to that though
L204[02:57:21] <Cypher121> Zaggy1024: it's
not like they had any choice with their numbering system
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L206[03:03:04] <Zaggy1024> yep
L207[03:03:29] <Zaggy1024> still, I find
it somewhat amusing that their new card that should be able to run
4K is named 1080 :P
L208[03:03:54] <Zaggy1024> run it easily,
that is
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L225[04:02:11] <Cypher121> wat. how can
texturemanager be null during drawScreen
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L228[04:02:52] <Cypher121> getting a null
pointer there somehow
L229[04:03:31] <PaleoCrafter> when do you
display the GUI? ingame or somewhere else?
L230[04:03:40] <Cypher121> in-game, on
right-click
L231[04:04:02] <Cypher121> maybe it's
because of how I do it, though
L232[04:04:10] <PaleoCrafter> hm, sure
it's the textureManager and not mc?
L233[04:04:12] <Cypher121> I just directly
assign currentScreen
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L235[04:04:19] <Cypher121> no idea, let's
check
L236[04:04:19] <PaleoCrafter> oh, yeah,
don't do that
L237[04:04:25] <Cypher121> mc would be
even worse lol
L238[04:04:27] <PaleoCrafter> use
displayGuiScreen or whatever
L239[04:05:00] <Cypher121> yeah, it's
mc
L240[04:05:03] <Cypher121>
apparently
L241[04:05:44] <PaleoCrafter> that stuff
gets passed in in some method when opening the GUI through that
method ^
L242[04:05:46] <PaleoCrafter> use it
:P
L243[04:06:01] <Cypher121> yeah, couldn't
find it at first
L244[04:06:23]
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L246[04:06:43] <Cypher121> yay, texture is
broken, position is VERY broken, but it displays!
L247[04:07:26] <Cypher121> TehNut: and
what exactly is wut?
L248[04:07:30]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L249[04:07:30] <PaleoCrafter> TehNut, nice
abstract art
L250[04:07:41] <TehNut> The lighting when
in offhand
L251[04:08:20] <Cypher121> mc leaks state
again
L252[04:08:45] <ghz|lappy> TehNut: reset
the lighting values on the gui?
L253[04:08:51] <TehNut> that picture is
worth millions
L254[04:09:13] ***
DRedhorse is now known as DonAway
L255[04:09:19] <Cypher121> only millions
for all that effort? people paint 10 times less and it's worth
billions!
L256[04:09:29] <PaleoCrafter> ^
L257[04:09:55] <ghz|lappy> nonono, the
picture isn't worth anything, it's the sweat of the artist that
sticks to it
L258[04:10:03] <ghz|lappy> that dictates
the price
L259[04:10:17] <ghz|lappy> your sweat is
simply not as values as theirs
L260[04:10:28] <ghz|lappy> valued*
L261[04:10:33] ⇦
Quits: stuntguy3000 (~stuntguy3@101.103.13.217) (Quit:
Leaving)
L262[04:10:38] <PaleoCrafter> actually,
the sweat from doing this in MS paint must be worth trillions
:P
L263[04:10:46] ⇦
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L264[04:10:50] <ghz|lappy> yes, but it
won't stick to the mod file ;P
L265[04:11:03] <ghz|lappy> now the
keyboard and mouse of the artist...
L266[04:12:41] ⇦
Quits: PrinceCat (~PrinceCat@124-170-91-29.dyn.iinet.net.au) (Quit:
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L267[04:13:00] <PaleoCrafter> anyways,
onto immersifying the enchantment table
L268[04:15:54] <ghz|lappy> make a glyph
draw on the in-world book?
L269[04:16:09] <ghz|lappy> and the item
spin around on top of it
L270[04:16:12] <PaleoCrafter> yeah, that's
what I thought
L271[04:16:23] <ghz|lappy> and a
nameplate-like message on top of that, maybe
L272[04:16:25] <Cypher121> > i've sent
you a book texture, should be okay
L274[04:16:34] <PaleoCrafter> and making
the enchantment process not instant but actually more like
Thaumcraft's arcane infusion
L275[04:16:35] <Cypher121> can't see shit,
cap'n
L276[04:16:44] <ghz|lappy> hmmm
L277[04:16:58] <Ordinastie_> I love how
PaleoCrafter makes a GUI lib, and then go on removing all the guis
from vanilla :p
L278[04:16:58] <ghz|lappy> although dunno
how you'd handle the multiple choices
L279[04:17:03] <ghz|lappy> XD
L280[04:17:09] <PaleoCrafter> page
flipping :P
L281[04:17:24] <PaleoCrafter> the
raytracing is going to be a bit of a challenge, but meh
L282[04:17:50] <PaleoCrafter> Ordinastie_,
it's more interesting :P
L283[04:18:42] ⇦
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L284[04:19:20]
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L286[04:29:53] <Cypher121> 10/10 can
dual-wield hoe and a snowball
L287[04:38:00]
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L288[04:38:44] ***
MrKick|Away is now known as MrKickkiller
L290[04:39:00] <ghz|lappy> geh stupid
nvidia
L291[04:39:19] <ghz|lappy> anouncing that
the new generation will be just $50 more than the equivalent models
of the 900 series
L292[04:39:19] <Wuppy> I want the 1070
dammit
L293[04:39:28] <ghz|lappy> but FASTER than
both the titan X and 980 ti
L294[04:39:53] <ghz|lappy> (yes, then the
1070, or so this article says)
L295[04:39:56] <ghz|lappy> even*
L296[04:40:12] <Wuppy> what's bad about
that?
L297[04:40:19] <ghz|lappy> it's bad for my
wallet!
L298[04:40:27] <Wuppy> they made new
hardware which is better than what's there and they ask less for
it
L299[04:40:30] <Wuppy> sounds perfect
:P
L300[04:40:36] <ghz|lappy> ye, butn ot for
my wallet!
L301[04:40:37] <ghz|lappy> ;P
L302[04:40:39] <tterrag> yeah 1070 is
tempting
L303[04:40:41] <Wuppy> hehe
L304[04:40:42] <tterrag> I don't really
need it
L305[04:40:46] <Wuppy> which gpu do you
have atm?
L306[04:40:51] <tterrag> I have a 770 atm
and no plans to really get VR or anything
L307[04:40:51] <ghz|lappy> 970
L308[04:40:55] <Wuppy> tterrag, I just got
a 970 so it's hard for me to buy the upgrade
L309[04:41:00] <Wuppy> but damn...
L310[04:41:00] <tterrag> yeah
L311[04:41:04] <ghz|lappy> but I got it
last year with batman
L312[04:41:08] <Disconsented> You're
better off waiting for the full lineup
L313[04:41:09] <tterrag> 770 -> 1070 is
a much larger upgrade obviously
L314[04:41:10] <ghz|lappy> I was planning
a computer upgrade
L315[04:41:12] <Wuppy> ghz|lappy, I'd
stick with the 970
L316[04:41:16] <Disconsented> or grabbing
a recent card second hand
L317[04:41:19] <tterrag> but I really
don't think I fully utilize this GPU much
L318[04:41:20] <ghz|lappy> but the plan
was cpu+mb+ram
L319[04:41:20] <Wuppy> but 770 -> 1070
is worth
L320[04:41:33] <ghz|lappy> I wantto get at
least 32gb DDR4
L321[04:41:44] <Wuppy> jesus why
L322[04:41:45] <tterrag> with the 1070 I'd
just be bottlenecked by my CPU
L323[04:41:45] <ghz|lappy> with a cpu that
supports VT-d not just VT-x
L324[04:41:49] <ghz|lappy> simple:
L325[04:41:52] <ghz|lappy> I run a couple
VMs
L326[04:42:01] <tterrag> I barely run VMs
at all and I kinda want 32g
L327[04:42:02] <tterrag> :P
L328[04:42:02] <ghz|lappy> and I want to
have enough ram to play ARK: Survival Evolved at the same
time
L329[04:42:08] <Wuppy> yep, then it makes
sense
L330[04:42:13] <ghz|lappy> and ARK uses
like 8gb by itself
L331[04:42:15] <Wuppy> I have 8GB ddr3
ram
L332[04:42:25] <tterrag> how do you
live
L333[04:42:32] <Wuppy> with a 970 and an
i5 4460
L334[04:42:37] <Wuppy> I've never run out
of ram
L335[04:42:44] <tterrag> then you're doing
it wrong
L336[04:42:52] <ghz|lappy> 16gb would
suffice, if I didn't run the VMs ;P
L337[04:43:02] <Wuppy> currently I'm
capped by my cpu I'd say
L338[04:43:04] <ghz|lappy> but VMs +
development environment + ARK? nope.
L339[04:43:10] <tterrag> yeah that CPU is
a bit lacking
L340[04:43:13] <ghz|lappy> ends up
swapping to disk, which is horrible
L341[04:43:14] <tterrag> 4770k here
L342[04:43:17]
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L343[04:43:22] <ghz|lappy> I use an
i7-3770K
L344[04:43:28] <Wuppy> it's just 0.1GHz
under the recomended specs for VR
L345[04:43:37] <ghz|lappy> the cpu is good
enough
L347[04:43:39] <Wuppy> the balance of 970
vs 4460 is pretty good in games
L348[04:43:44] <ghz|lappy> the reason I'll
be replacing it, is DDR4
L349[04:43:49] <ghz|lappy> ;P
L350[04:43:51] *
TehNut idles at 7Gb RAM usage
L351[04:44:08] <ghz|lappy> this laptop has
8gb
L352[04:44:12] <ghz|lappy> idles at 5.5gb
used
L353[04:44:13] <Wuppy> I get 3.8GB with
chrome open
L354[04:44:19] <ghz|lappy> with mc and
idea open
L355[04:44:20] <ghz|lappy> ;P
L356[04:44:27] <ghz|lappy> which isn't
really idling
L358[04:44:37] <Cypher121> idea + firefox
= 8.5gb ded
L359[04:45:11] <ghz|lappy> mc: 1.1gb,
firefox: 1gb, idea: 900mb
L360[04:46:21] <Cypher121> almost 4gb
here
L361[04:46:26] <Cypher121> on idea
only
L362[04:46:48] <TehNut> 1.1 on idea right
now
L363[04:46:56] <ghz|lappy> OS: Unsupported
Windows 10.0 (Build #14332) CPU: Intel Core i7-2630QM, 2.00
GHz, 0 KB Video: Intel(R) HD Graphics 3000 (1366x768x32bpp
60Hz) Sound: Speakers (Realtek High Definiti Memory: Used:
6727/8104MB Uptime: 1w 8h 47m 49s HD Space: Free: 356.65 GB/577.01
GB Connection: Realtek PCIe GBE Family Controller-WFP Native MAC
Layer LightWeight
L364[04:46:56] <ghz|lappy> Filter-0000 @ 0
bps (Rec: 1845.61MB Sent: 363.61MB)
L365[04:46:59] <ghz|lappy> this laptop
;P
L366[04:47:10] <ghz|lappy> oh hey
L367[04:47:23] <ghz|lappy> mirc now
advertises windows 10 knowledge in its manifest
L368[04:47:27] <ghz|lappy> used to be
8.3
L369[04:47:43] <Wuppy> damn thats very
meh
L370[04:47:48] <ghz|lappy> dude
L371[04:47:51] <ghz|lappy> I got this for
550eur
L372[04:47:58] <ghz|lappy> like 5 years
ago
L373[04:48:03] <ghz|lappy> it was
awesome
L374[04:48:06] <Wuppy> right, not bad then
:O
L375[04:48:15] <ghz|lappy> i7 cpu (8
threads), 4gb ram, 500gb HDD
L376[04:48:22] <ghz|lappy> only 550
eur!
L377[04:48:40] <ghz|lappy> upgraded ram to
8 (wanted 16 but the specs said 8 max so I didn't want to waste
money)
L378[04:48:56] <ghz|lappy> removed the
optical drive
L379[04:49:04] <ghz|lappy> put the HDD in
its place
L380[04:49:12] <ghz|lappy> and put a 120gb
SSD as the primary drive
L381[04:49:29] <ghz|lappy> the SSD being
an OCZ Vertex3
L382[04:49:35] <ghz|lappy> so it's not as
fast as it used to be
L383[04:49:49] <Fendirain> Currently using
11.9 Gigs of ram myself...and people wonder why I want 32.
L384[04:49:52] <ghz|lappy> (Sandforce
controllers are known to degrade)
L385[04:50:35] <ghz|lappy> so yeah
L386[04:50:38] <ghz|lappy> as I was
saying
L387[04:50:44] <ghz|lappy> I was planning
a pc upgrade
L388[04:50:54] <ghz|lappy> now I'm
wondering if I'll not also get thewhole package
L389[04:51:04] <ghz|lappy> and add a gpu
to the mix
L390[04:51:16] <ghz|lappy> I'll see when
the performance reviews are in
L391[04:51:29] <ghz|lappy> non-VR
performance will be the key to make a decision
L392[04:52:28] <Fendirain> But being able
to actually run ARK..Is that even possible?
L393[04:52:33] <Fendirain> :p
L394[04:53:02] <ghz|lappy> hm?
L395[04:53:24] <ghz|lappy> ARK runs fine
in my desktop, even with the VM in the background
L396[04:53:45] <ghz|lappy> it just takes 5
minutes to load, and then 5 minutes more for the highres textures
to pop in
L397[04:54:00]
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L398[04:54:04] <ghz|lappy> but it would be
nice to be able to set it to max settings ;P
L399[04:54:06]
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L400[04:54:07] <Fendirain> That game seems
more like luck of the draw. Some people with worse computers have
better luck than me.
L401[04:54:29] <ghz|lappy> AMD gpus,
probably?
L402[04:54:41] <ghz|lappy> ARK performs
better on AMD, so far as I know
L403[04:54:51] ***
amadornes[OFF] is now known as amadornes
L404[04:55:04] <Fendirain> Ah, Good to
know.
L405[04:55:10] <ghz|lappy> I'm a long-time
nvidia user, though
L406[04:55:25] <ghz|lappy> so my next
computer WILL have an Intel cpu, and an nVidia gpu
L407[04:55:33] <ghz|lappy> unless either
of them decide to stop making cpus/gpus
L408[04:55:34] <ghz|lappy> ;P
L409[04:55:35] ***
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L410[04:55:44] <ghz|lappy> which intel
sortof has
L411[04:56:02] <Fendirain> Same, Only time
I have used AMD is currently, and only because my last video card
died and I got this from someone else.
L412[04:56:10] <ghz|lappy> (not stop, but
they apparently don't really care much for desktop anymore, they
want to focus on enterprise?)
L413[04:57:51]
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L414[04:59:53] <Ordinastie_> is there a
way to find out when a class was removed from forge ?
L415[04:59:56] <Ordinastie_>
EntityInteractEvent
L416[05:00:07]
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L417[05:01:43] <ghz|lappy> find a commit
that does have the file, and then look through the history for that
file? ;P
L418[05:02:01] <Ordinastie_> yeah, I won't
do that ><
L419[05:02:55] <ghz|lappy> uhh
L420[05:03:05] <ghz|lappy> I'm not finding
that word in forge, but I see it in bukkit?
L421[05:03:11] <ghz|lappy>
"EntityInteractEvent", I mean
L422[05:03:12] <Ordinastie_> it was in
1.8.9
L423[05:03:18] <Ordinastie_> but it's not
anymore
L424[05:03:41] <Girafi> It's under
PlayerInteractEvent now
L425[05:03:43] <Ordinastie_> it's probably
been removed when the interact stuff got reworked, but I don't care
enough to look into it
L426[05:04:00] <ghz|lappy> ah if it was a
thing pre-1.9
L427[05:04:06] <ghz|lappy> it must have
been removed in 1.9
L428[05:04:12] <ghz|lappy> along with the
old interaction stuff
L429[05:04:18] <ghz|lappy> that became
PlayerInteractEvent.*
L430[05:04:23] <Girafi> YUp
L431[05:04:28] <ghz|lappy> probably
something like PlayerInteractEvent.Entity or whatever
L432[05:05:30] <TehNut> EntityInteract and
EntityInteractSpecific
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L466[06:04:36] <Javaschreiber> As part of
my PR, I encountered a TODO in EntityVillager concerning its
display name. Currently the String, which will later be translated,
is composed of entity.Villager + "profession", if the
enormous switch case from vanilla didn't determine a name. My
question is whether a new name format like entity.Villager +
"domain"."profession" would be OK and doable,
if "domain" was ignored if it was minecraft. Therefore
this all co
L467[06:05:03] <ghz|lappy> the message got
cut
L468[06:05:13] <ghz|lappy> you may want to
write things in more lines
L469[06:05:20] <ghz|lappy> or paste into
pastebin if it's a long text
L470[06:06:05] <Javaschreiber> As part of
my PR, I encountered a TODO in EntityVillager concerning its
display name. Currently the String, which will later be translated,
is composed of entity.Villager + "profession", if the
enormous switch case from vanilla didn't determine a name.
L471[06:06:11] <Javaschreiber> My question
is whether a new name format like entity.Villager +
"domain"."profession" would be OK and doable,
if "domain" was ignored if it was minecraft. Therefore
this all could be generalized.
L472[06:06:11] <ghz|lappy> also: since
both unlocalized strings and professions are essentially
global
L473[06:06:34] <ghz|lappy> wouldn't you
want to include the domain on the profession name itself?
L474[06:06:57] <Javaschreiber> Yeah, but
the career is used in the string.
L475[06:07:25] <ghz|lappy> sorry my
knowledge of villagers is only superficial
L476[06:07:36] <ghz|lappy> what's the
difference between profession and career? ;P
L477[06:07:54] <Javaschreiber> The problem
I have, is that I'm trying to add a new profession to the priest
(in my demo mod), and due to the switch case (it ignores the career
in that case), the wrong name is displayed.
L478[06:08:09] <Javaschreiber> The
profession is smith, whereas the career is weapon smith
L479[06:08:39] <Javaschreiber> The
profession is registered as minecraft:smith and the career as
"weapon"
L480[06:08:53] <Javaschreiber> sry. *
minecraft : smith
L481[06:09:38] <ghz|lappy> ah so
"career" is "specialization"
L482[06:09:39] <ghz|lappy> ;P
L483[06:10:20] <Javaschreiber> yes. but
what if two mods have the same career, but in different profession
contexts? Then the name would be wrong in one case.
L484[06:11:47] <ghz|lappy> yeah sorry no
idea how that all works internally
L485[06:12:04] <Javaschreiber> I'll just
try and add it to my PR
L486[06:12:10] <ghz|lappy> I suppose the
ideal case would be something like career.getUnlocalizedName
;P
L487[06:14:29] <Javaschreiber> That sounds
like a good idea.
L488[06:17:43]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L489[06:22:10] <Zorn_Taov> how do you tell
forge that an item needs to be colored depending on the
metadata/nbt??
L490[06:22:13] <Zorn_Taov> -?
L491[06:22:31] <Ordinastie_>
IItemColor
L492[06:22:46] <Zorn_Taov> trying that and
the method doesn't get used
L493[06:23:00] <Ordinastie_> did you
register it ?
L494[06:23:22] <Zorn_Taov> with
registerItemColorHandler during init, and
setCustomModelResourceLocation during preinit
L495[06:24:26] <Ordinastie_> that should
work
L496[06:25:09]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:8947:cc2f:95cc:ba4b:87dc)
L498[06:25:58] <Zorn_Taov> looking at
energypellet
L499[06:26:17] <Zorn_Taov> getColor just
returns an int for now
L500[06:26:32]
⇨ Joins: CoolSquid
(~CoolSquid@113.81-167-163.customer.lyse.net)
L501[06:26:49] <Ordinastie_> well, first,
that's not needed : new Item[] {RCItems.energyPellet}
L502[06:26:52] <Ordinastie_> it's a
vararg
L503[06:27:11] <Zorn_Taov> copied from
vanilla's armor
L504[06:27:25] <Ordinastie_> yeah, and
copying vanilla code is never a bad idea
L505[06:27:44] <Zorn_Taov> xD
L506[06:28:05] <Ordinastie_> make sure
registerRenderersInit is called
L507[06:28:25] <Zorn_Taov> well, I am
doing shenanigans with that enumit is during init
L508[06:28:31] <Zorn_Taov> adfh
L509[06:29:02] ⇦
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(Ping timeout: 198 seconds)
L510[06:29:03] <Zorn_Taov> it is during
init, and I'm doing shenanigans with that enum so I'm not sure I'm
doing the model reg right
L511[06:29:13] <Ordinastie_> if it is,
then debug from where getColorFromItemstack is supposed to be
called
L512[06:29:35] <Ordinastie_> the model
should not affect the color
L513[06:29:37] <Zorn_Taov> well that
logger never gets shown
L514[06:29:45] <Zorn_Taov> unless the
console doesn't display debug
L515[06:29:45] <Ordinastie_> hence
"debug"
L516[06:31:19] <Zorn_Taov> no, never gets
called
L517[06:31:20] <Zorn_Taov> :/
L518[06:32:03] <Ordinastie_> you know what
debug means, right ?
L519[06:33:13] <Zorn_Taov> yes, and I'm
confused why it isn't working xD
L520[06:33:33]
⇨ Joins: Naiten (~Naiten@5.143.25.88)
L521[06:33:51] <ghz|lappy> who is supposed
to call that, Zorn_Taov? ;P
L522[06:35:24] <Zorn_Taov> ItemColors,
then that ItemColors.getColorFromItemstack is called in
RenderItem.renderQuads, and then I get confused about how BakedQuad
gets hasTintIndex set :B
L523[06:35:53] <ghz|lappy> generated item
models have the tint index set per layer
L524[06:35:58] <ghz|lappy> layer0 ->
tint index 0
L525[06:36:01] <ghz|lappy> layer1 ->
tint index 1
L526[06:36:02] <ghz|lappy> etc
L527[06:36:21] <ghz|lappy> custom json
models need "tintIndex":N in their faces
L528[06:36:28] <ghz|lappy> but that wasn't
the question
L529[06:36:32] <ghz|lappy> you said it
never gets called
L530[06:36:37] <ghz|lappy> but does
registerRenderersInit get called
L531[06:36:49] <Ordinastie_> he said it
was
L532[06:36:52] <Zorn_Taov> hmmmm, that
might be why, because my item models have textures 0, not
layer0
L533[06:37:05] <ghz|lappy> are they
builtin/generated?
L534[06:37:16] <Zorn_Taov> no, generated
from a program
L535[06:37:22] <ghz|lappy> so .obj? or
.json?
L536[06:37:22] <Zorn_Taov> no parent
L537[06:37:26] <Zorn_Taov> .json
L538[06:37:28] <ghz|lappy> aha
L539[06:38:12] <Ordinastie_> seriously why
nobody can do proper debugging -_-
L541[06:38:47] <Cazzar> Ordinastie_:
because, common sense.
L542[06:38:48] <ghz|lappy> that's how you
assign tint indices to json models
L543[06:39:00] <Zorn_Taov>
<Ordinastie_> seriously why nobody can do proper
documentation -_-
L544[06:39:03] <Zorn_Taov> fixed
L545[06:39:14] <Ordinastie_> no it's
not
L546[06:39:18] <ghz|lappy> that's mojang,
though, and it took me all of 2 minutes to get working
L547[06:39:29] <Ordinastie_> documentation
doesn't prevent you to know how to debug shit
L548[06:39:56] <Zorn_Taov> ghz, I only saw
that with block model .json, not items
L549[06:40:01] <Zorn_Taov> which is why I
was confused
L550[06:40:03] <Ordinastie_> you method is
not called ? then check if the method it's called from is called
itself
L551[06:40:05] <ghz|lappy> it's the
same
L552[06:40:15] <ghz|lappy> block and item
json models are exactly the same thing
L553[06:40:17] <Ordinastie_> it's not ? go
up one leve
L554[06:40:32] <Cazzar> Being able to
decipher code genrally ghelocal:wallpaper
L555[06:40:36] <Ordinastie_> it is called
? then go step by step to find why it skips your method
L556[06:40:51] <Cazzar> generally helps
mitigate lack of docs
L557[06:41:09] <ghz|lappy> Ithink
something came out wrong in your sentence, Cazzar
L558[06:41:21] <ghz|lappy> ;P
L559[06:41:28] <Cazzar> ghz|lappy: that's
because I hit a macro...
L560[06:41:34] <Cazzar> Which includes the
return keyl.
L561[06:43:10] <ghz|lappy> heh
L562[06:46:29] <Samario> what's the
'recommended' version to start fiddling with modding
L563[06:46:42] <Ordinastie_> 1.9
L564[06:46:56] <Zorn_Taov> still white
:/
L565[06:49:10] ⇦
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L566[06:51:08] ⇦
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seconds)
L567[06:51:59] <ghz|lappy> Zorn_Taov: does
the register method actually get called?
L568[06:52:21] <Cazzar> Samario:
latest
L569[06:52:42] <ghz|lappy> Samario: always
write mods in latest, whenever possible
L570[06:53:44] <Zorn_Taov> yup
L571[06:53:59] <ghz|lappy> unless you have
a special situation that *requires* a specific verion of mc/forge,
in which case there is no point in asking ;P
L572[06:54:14] <ghz|lappy> so yeah, latest
mc, latest forge
L573[06:54:45] <ghz|lappy> and note that
forge recommended doesn't mean yo ushould stay back and use
it
L574[06:54:56] <ghz|lappy> it ismply means
"recommended to upgrade to this if you use something
older"
L575[06:55:09] <ghz|lappy> simply*
L576[06:55:35] ⇦
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L577[06:56:20]
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L578[06:56:21] ⇦
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L579[06:56:59]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L580[06:59:47] <Samario> I ask because I
still see 1.7.10 mods being worked on so I just wanted to make
sure
L581[07:00:26] <ghz|lappy> let me put it
in another way: forge doesn't officially help people develop new
mods on old versions
L582[07:02:02] <ghz|lappy> if lex is
around and sees someone asking for help with an older version,
he'll often be like "upgrade or gtfo" (not in those
words)
L583[07:02:16]
⇨ Joins: Mattizin
(webchat@p57AF542B.dip0.t-ipconnect.de)
L584[07:02:30] <ghz|lappy> and yeah, just
simply on principle: who do you want to play your mod?
L585[07:02:45] <ghz|lappy> all the people
who enjoy playing new things and will be happy to try yours
L586[07:02:59] <ghz|lappy> or the people
who stay in the past playing the old mods and may ignore yours just
because it's new? ;P
L587[07:10:11] ⇦
Quits: Zed (~Zed@68.57.9.51.dyn.plus.net) (Ping timeout: 201
seconds)
L588[07:11:57] <Zorn_Taov> mergle, past
5am, going to sleep
L589[07:13:27]
⇨ Joins: Zed (~Zed@51.57.9.51.dyn.plus.net)
L590[07:15:14] ⇦
Quits: Zorn_Taov (~Greenfox@c-71-198-205-107.hsd1.ca.comcast.net)
()
L591[07:17:46] ***
MrKickkiller is now known as MrKick|Away
L592[07:18:05] <ghz|lappy> "no don't
tab out of the game, we have to think things for ourselves!
remember that first time we played Minecraft?" "yeah, we
used the wiki, all the time." "oh, yeah,
right..."
L593[07:18:43] <ghz|lappy> - yogscast
lewis & duncan, 2016
L594[07:19:03] <barteks2x> I totally
forgot that I should update to latest (release build) forge. I hope
it didn't change that much
L595[07:19:15] <barteks2x> especially
mappings
L596[07:19:19] <ghz|lappy> depends on how
far back you are
L597[07:19:20] <ghz|lappy> ;P
L598[07:19:48] <barteks2x>
1.9-12.16.0.1864-1.9 for forge version and snapshot_20160414
formmappings
L599[07:19:58] <ghz|lappy> eh shouldn't be
too bad
L600[07:20:00] <ghz|lappy> ;P
L601[07:20:11] <ghz|lappy> only a few
names have changed in the newer mappings
L602[07:20:47] <barteks2x> I read that
AsynchronousExecutor got replaced with simplier implementation,
maybe I will finally understand how that part of code works
L603[07:21:25] <ghz|lappy> "Rolling
Light Throw needs more ratings and reviews to stay at the top in
Play Store!"
L604[07:21:32] <ghz|lappy> my game has
been dead for like, half a year
L605[07:21:40] <ghz|lappy> I'm still
receiving those emails xD
L606[07:22:00] <Ordinastie_> was it free
?
L607[07:22:02] <ghz|lappy> (dead as in, I
gave up on it so I'm not bothering to update)
L608[07:22:03] <ghz|lappy> yes
L609[07:22:18] <Ordinastie_> has it been
downloaded much ?
L610[07:22:21] ⇦
Quits: Mattizin (webchat@p57AF542B.dip0.t-ipconnect.de) (Ping
timeout: 195 seconds)
L611[07:22:22] <ghz|lappy> nah
L612[07:22:46] <ghz|lappy> I got like, 150
downloads on the first days, from asking people to tell others
about it
L613[07:22:54] <ghz|lappy> then one or two
per week afterward
L614[07:23:02] <ghz|lappy> I made like $3
on ads
L615[07:23:08] <Ordinastie_> lol
L616[07:23:34] <ghz|lappy> but that game
was never meant to be a source of income
L617[07:23:47] <ghz|lappy> I just didn't
want to give up on gamedev without hving released a game
L618[07:23:47] <ghz|lappy> ;P
L619[07:24:22] ***
amadornes is now known as amadornes[OFF]
L620[07:24:24]
⇨ Joins: Mattizin
(~mattizin@p57AF542B.dip0.t-ipconnect.de)
L621[07:24:52] <ghz|lappy> I still want to
finish the game someday, release a 2.0 with a whole bunch new
levels and upgraded graphics, for like $.99
L622[07:25:08] <ghz|lappy> but first I
want to settle my stuff
L623[07:25:21] <ghz|lappy> and right now
IK'm dedicating those efforts to modding
L624[07:25:26] <ghz|lappy> which is a LOT
more rewarding
L625[07:25:43] <ghz|lappy> (not in terms o
money, but in terms of getting yourself known and your stuff
liked)
L626[07:25:46] <ghz|lappy> of^
L627[07:25:49] <ghz|lappy> *
L628[07:25:59] <Ordinastie_> yeah, I have
a FPS idea I want to try out with Unity, but I want to finish some
stuff for my mods first
L629[07:26:05] <ghz|lappy> while mobile
markets are a rather shitty place
L630[07:26:08] <Ordinastie_> which I'm not
even currently doing ><
L631[07:26:59] <Mattizin> Hey, so i just
started upgrading my mod from 1.8.9 to 1.9 Where can i get some
infos about the changes about setUnlocalizedName and so on? :D
fixed a whole bunch of java errors already but you know :)
L633[07:27:44] <Mattizin> thank you, was
searching for something like that, will dig into it :)
L634[07:28:31] <Mattizin> OH SHIT thats
perfect with the name changes table
L635[07:28:48] <ghz|lappy> you use
IDEA?
L636[07:28:56] <ghz|lappy> there's a
migration file that automates all those renames
L637[07:28:57] <ghz|lappy> XD
L638[07:29:03] <ghz|lappy> using idea's
Migrate function
L639[07:29:28] <Mattizin> no ecplise
:/
L640[07:30:11] *
ghz|lappy shrugs
L641[07:30:13] <Samario> well problem A is
actually getting everything set up
L642[07:30:47] <ghz|lappy> well he already
has 1.8.9 set up
L643[07:30:52] <ghz|lappy> migrating that
to 1.9 is easy enough ;P
L644[07:30:55] <Mattizin> i had some
problems with that too, had to delete all, setupDecompWorkspace and
copy everything back in
L645[07:31:05] <Mattizin> otherwise gradle
failed all the time :D
L646[07:31:11] <ghz|lappy> but it's not
really that hard if you are new, Samario
L647[07:32:04] <ghz|lappy> Mattizin:
whenever I do a major upgrade like that, I like to extract new
versions of the gradle wrapper files, and then compare the new
build.gradle with my own, to see if something has changed
L648[07:32:16] <ghz|lappy> but
generally
L649[07:32:26] <ghz|lappy> 1.8.9 to 1.9
was just updating the forge version
L650[07:32:32] <ghz|lappy> re-running
setupDecW
L651[07:32:36] <ghz|lappy> and thne fixing
the errors
L652[07:32:56] <Mattizin> yeah but that
failed all the time with my modfiles in it. got a workaround though
:D
L653[07:32:58] <ghz|lappy> since you use
eclipse, you may need to run gradle eclipse again
L654[07:33:21] <ghz|lappy> in IDEA,
there's a really nice "refresh" icon in the gradle
panel
L655[07:33:28] <Mattizin> yeah run gradlew
cleanCache -> gradlew setupDecompWorkspace
--refresh-dependencies --> gradlew eclipse
L656[07:33:31] <ghz|lappy> that lets you
resynchronize the idea project
L657[07:33:36] <ghz|lappy> ewh no don't
run cleanCache
L658[07:33:40] <ghz|lappy> unless you
really really need to
L659[07:33:52] <Mattizin> mhhh why
not?
L660[07:33:52] <ghz|lappy> it wipes ALL
the forge data
L661[07:33:55] <ghz|lappy> for all
mods
L662[07:34:00] <ghz|lappy> and all
versions
L663[07:34:16] <ghz|lappy> you'll have to
rerun setupDecompWorkspace on each mod again
L664[07:34:25] <ghz|lappy> if you just
have one, it may not bother you
L665[07:34:30] <ghz|lappy> but most people
have more than one mod ;P
L667[07:34:57] <ghz|lappy> those tutorials
are weird
L668[07:35:01] <ghz|lappy> they all start
good
L669[07:35:05] <ghz|lappy> but at some
point everything goeswrong
L670[07:35:27] <ghz|lappy> my steps for
upgrading:
L671[07:35:33] <ghz|lappy> 1. make sure
you use the latest gradle wrapper
L672[07:35:42] <ghz|lappy> 2. rerun
setupDecompWorkspace
L673[07:35:47] <ghz|lappy> 3. refresh the
project
L674[07:35:54] <ghz|lappy> in most cases,
that's enough
L675[07:36:00] <Mattizin> thanks will do
that next time
L676[07:36:10] <ghz|lappy> I really like
the IDEA workflow more, though
L677[07:36:11] <barteks2x> !gm
func_186018_a
L678[07:36:21] <ghz|lappy> since I can run
the gradle commands directly on idea's gradle panel
L679[07:36:29] <ghz|lappy> so for me the
process is:
L680[07:36:35] <ghz|lappy> 1. import the
gradle file into idea
L681[07:36:48] <ghz|lappy> 2. wait for the
gradle data to finish loading and the gradle panel to show the task
list
L682[07:36:58] <ghz|lappy> 3. doubleclick
the setupDecompWorkspace task
L683[07:37:14] <ghz|lappy> 4. doubleclick
the genIntellijRuns task (IDEA-specific)
L684[07:37:32] <ghz|lappy> 5. resync the
gradle project
L685[07:37:54] <ghz|lappy> that sequence
almost never fails for me ;P
L686[07:38:34] <barteks2x> Why is
BlockStateContainer.getSerializedState() not called something like
getSize()?
L687[07:38:44] <ghz|lappy> no idea
L688[07:38:53] <ghz|lappy> make an issue
on the mcp repository
L689[07:39:03] <barteks2x> Eighter I used
it wrong the whole time, or it's named incorrectly
L690[07:39:05] <ghz|lappy> asking for
suggestions
L691[07:40:03] <ghz|lappy> hmm yeah looks
like that's a "getSerializedSize" at least
L692[07:40:52] ***
MrKick|Away is now known as MrKickkiller
L693[07:41:03]
⇨ Joins: baegmon
(~baegmon@CPE-60-225-55-120.nsw.bigpond.net.au)
L694[07:41:37]
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(~TobyO@host86-131-91-248.range86-131.btcentralplus.com)
L695[07:42:02] <barteks2x> and that's what
I use it for in my Chunk* packets
L696[07:42:08] <TobyO> Hey, I'm looking
for some help with 1.9 modding, is this the right place to
ask?
L697[07:42:36] <ghz|lappy> ye
L698[07:42:37] <ghz|lappy> s
L699[07:43:18] <TobyO> Super, thanks! I am
following MineMaarten's modding videos on youtube but they're out
of date now
L700[07:43:26] <ghz|lappy> yeah most
tutorials are
L701[07:43:34] <ghz|lappy> and those that
aren't outdated, are just wrong
L702[07:43:37] <ghz|lappy> or inaccurate
at least
L703[07:44:09] <TobyO> yeah, I'm managing
to adapt most stuff but I'm having issues with syncing an entity
with the server
L704[07:44:23] ⇦
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(~Firedingo@CPE-121-217-142-167.lnse2.cht.bigpond.net.au) (Read
error: Connection reset by peer)
L705[07:46:17] <TobyO> I am calling notify
block update which as far as I understand should cause the server
to call getDescriptionpacket
L706[07:46:47] <TobyO> however, that
doesn't seem to be happening
L707[07:46:52] <ghz|lappy>
notifyBlockUpdate(pos, state, state, 3) ?
L708[07:46:59] <TobyO> that's the
one
L709[07:47:04] <ghz|lappy> is the last
param 3?
L710[07:47:11] <ghz|lappy> the bit 2 means
"notify the client"
L711[07:47:29] <ghz|lappy> although
wait
L712[07:47:34] <ghz|lappy>
notifyBlockUpdate doesn't actually use that bit
L713[07:47:40] <TobyO> well, it's 3 but
it's a bitmap isnt it?
L714[07:47:43] <ghz|lappy> shouldn't
matter if oyu use 0,3,or 7
L715[07:47:51] <ghz|lappy> the only bit
that matters is 8, and only in the client
L716[07:47:52] <ghz|lappy> XD
L717[07:47:58] <ghz|lappy> so
nevermind
L718[07:48:38]
⇨ Joins: The_Lone_Devil
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L719[07:49:00] <TobyO> Yeah, it's
definitely 3
L720[07:49:11]
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L721[07:49:21] <ghz|lappy> anyhow
L722[07:49:36] <ghz|lappy> so far as I
know, it works for me ;P
L723[07:50:16] <TobyO> do you have an
example I could look at and see where I am going wrong?
L724[07:50:21] <TobyO> if possible
please
L726[07:50:47] <ghz|lappy> maybe you have
to markDirty() before calling it?
L727[07:51:49] <TobyO> Ah, you're using an
NBTTag
L728[07:52:04] <TobyO> The way I have it
is to set a byteBuf
L729[07:52:57] <ghz|lappy> ah, I have
never used it with anything other than that ;P
L730[07:53:04] <TobyO> according to
minemarten it's more efficient
L731[07:54:03] <ghz|lappy> hmm but then
you can't use SxxUpdateTileEntity
L732[07:54:04] <TobyO> maybe I should give
up on that idea
L733[07:54:15] <ghz|lappy> my rule is: get
it working first, make it fancy later
L734[07:54:16] <ghz|lappy> ;P
L735[07:54:29] <ghz|lappy> comment out the
byte buf temporarily, and see if the NBT approach does work
L736[07:55:09] <TobyO> he returned new
FMLProxyPacket(new PacketBuffer(packetbuffer),
DescriptionHandler.CHANNEL); in the getDescriptionpacket
L737[07:55:47] <ghz|lappy> never used that
;P
L738[07:56:09] <TobyO> In fact, this is
what he said on the youtube channel about it It will work, but I'd
say it's bad practice! You should realize you're unnecessarily
putting load on the network, as you're sending far too much data
than necessary (strings from NBT tags are expensive, and not every
tag you're saving should be synced)
L739[07:56:26] <ghz|lappy> yeah I'm
aware
L740[07:56:30] <ghz|lappy> thing is
L741[07:56:37] <ghz|lappy> in the blocks I
chose NOT to use that
L742[07:56:38] <TobyO> Although, it looks
like that's how other things work
L743[07:56:42] <ghz|lappy> I just use a
custom packet altogether
L744[07:56:52] <ghz|lappy> I simply don't
bother with the getDescriptionPacket stuff
L745[07:57:00] <TobyO> oh right
L746[07:57:04]
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L747[07:57:18] <masa> I'm not syncing the
whole TE data using write/readNBT but instead I manually put some
tags I need to sync in that method
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L749[07:57:34] <ghz|lappy> yeah that's the
in between use
L750[07:57:53] <ghz|lappy> instead of
calling writeToNBT, you can just write a subset of the data
L751[07:57:56] <ghz|lappy> and restore it
in onDataPacket
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L753[07:58:33] <masa> sure NBT still
causes a few bytes of extra data to be sent, but that is completely
meaningless in my case, unless someone has hundreds of thousands of
my furnaces running and they switch between burning and not burning
every second ;)
L754[07:59:07] <TobyO> have you played
modded minecraft? :P
L756[08:00:34] <masa> yeah so I actually
send one byte of data, which becomes, hmm, is it 5 bytes for a
TAG_Byte with name length of 1
L757[08:01:09] <TobyO> I see
L758[08:01:57] <masa> plus the compound
tag itself that wraps it, which is 4 bytes without a name I
think?
L759[08:03:05] <TobyO> thanks for the
advice
L760[08:04:15] <TobyO> how do you forge a
sync then?
L761[08:04:31] <masa> so eyah, if you have
something that needs to sync often or that is likely to exist in
large numbers in the world, then it would be better to use more
efficient syncing with custom packets
L762[08:05:00] <Mattizin> a shot question
in between: since 1.9 all ints are gone, what does getDimension
return now? before it returned id and i need to change my switch
now
L763[08:05:01] <masa> I'm using
notifyBlockUpdate()
L764[08:05:20] <TobyO> The basic idea is
that a player will right click the block with an item it will be
stored
L765[08:05:22] ⇦
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L766[08:05:25] <masa> getDImensions() from
what?
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L768[08:05:46] <Mattizin>
world.provider.getDimension()
L769[08:05:47]
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L770[08:06:23] <ghz|lappy> Matthew:
there's two separate things now
L771[08:06:39] <masa>
world.provider.getDimension() still returns an int
L772[08:06:41] <ghz|lappy> there's
getDimensionType
L773[08:06:44] <ghz|lappy> which returns
the enum
L774[08:06:56] <ghz|lappy> but
.getDimension is added by forge, which still returns the numeric
dimension ID
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L778[08:11:10] <Mattizin> so i just got
disconnected, if someone answered to my question about the
getDimension it still returns an int, just the method name changed
from getDimensionID() to getDimension() :)
L779[08:11:42] <ghz|lappy> [15:06]
(ghz|lappy): Matthew: there's two separate things now
L780[08:11:42] <ghz|lappy> [15:06] (masa):
world.provider.getDimension() still returns an int
L781[08:11:42] <ghz|lappy> [15:06]
(ghz|lappy): there's getDimensionType
L782[08:11:43] <ghz|lappy> [15:06]
(ghz|lappy): which returns the enum
L783[08:11:43] <ghz|lappy> [15:07]
(ghz|lappy): but .getDimension is added by forge, which still
returns the numeric dimension ID
L784[08:12:31] <Mattizin> will that be
gone soon or will that stay?
L785[08:12:43] <Mattizin> because what ive
heard all ints and ids should be gone?
L786[08:12:53] <ghz|lappy> this is
different
L787[08:13:11] <ghz|lappy> we'll see how
it evolves ;P
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L789[08:13:23] <ghz|lappy> would be
interstingto identify dimensions with a registry name, I
suppose
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L793[08:17:01] <Mattizin> yeah, that would
be more complex in my opinion then a number.
L794[08:17:38] <ghz|lappy> well the point
of theregistry names is that they can be identified regardless of
config
L795[08:17:50] <ghz|lappy> so one server
may have id 5, the other 50, and you don't care
L796[08:18:05] <ghz|lappy> but for
dimesnions, it's a bit more complicated, since there's mods such as
rftools dimensions and mystcraft
L797[08:18:10] <ghz|lappy> which create
them dynamically and on the fly
L798[08:18:12] <ghz|lappy> so yeah
L799[08:18:16] <ghz|lappy> bb in a
bit
L800[08:24:58] <Mattizin> so
getRegistryName is now a ResourceLocation?
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L804[08:30:54] *** V
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L805[08:32:11] ***
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L807[08:39:54] <ghz|lappy> Mattizin:
back
L808[08:39:56] <ghz|lappy> yes
L809[08:40:09] <ghz|lappy>
getRegistryName/setRegistryName have been unified
L810[08:40:17] <ghz|lappy> into a system
that allows you to create new registryies
L811[08:40:19] <ghz|lappy> for
anything
L812[08:40:58] <ghz|lappy>
IForgeRegistryEntry<T> where T is the base type for the
registry
L813[08:41:22] <ghz|lappy> class Block
implements IForgeRegistryEntry<Block>
L814[08:41:30] <ghz|lappy> class Item
implements IForgeRegistryEntry<Item>
L815[08:41:31] <ghz|lappy> etc
L816[08:44:12] <Mattizin> ok, do i need
the unlocalizedName anymore?
L817[08:45:35] <ghz|lappy> forthe
translation strings, sure
L818[08:45:40] <ghz|lappy> you NEVER
needed it for registry stuffs
L819[08:45:54] <ghz|lappy> it was always
an horrible hack to use
"getUnlocalizedName.substring"
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L821[08:47:16] <ghz|lappy> this is my base
class for blocks:
L823[08:47:52] <ghz|lappy> and this is how
I use it:
L825[08:48:03] <ghz|lappy> note that
L826[08:48:11] <ghz|lappy> although the
ItemBlock has always been optional
L828[08:48:22] <ghz|lappy> it used to be
opt-out, which means no one even realized it was optional
L829[08:48:22] <Mattizin> i have sth
similar, i just did setUnlocalizedName(item.getRegistryName()) ,
but that doesnt work anymore since registry name isnt a string
anymore ;)
L830[08:48:29] <ghz|lappy> while it's now
opt-in
L832[08:48:42] <ghz|lappy> well you could
.tostring
L833[08:48:44] <ghz|lappy> but that's
ugly
L834[08:48:47] <ghz|lappy> means your
strings become
L835[08:48:54] <ghz|lappy>
"item.yourmod:itemname.name"
L836[08:48:54] <Temportalist>
PaleoCrafter: what the?
L837[08:48:57] <PaleoCrafter> :P
L838[08:48:59] <ghz|lappy> which is
ugly
L839[08:48:59] <ghz|lappy> XD
L840[08:49:13] <ghz|lappy> Temportalist:
he's removing the GUIs from MC
L841[08:49:17] <ghz|lappy> making all the
block interactions in-world
L842[08:49:20] <Temportalist> :O
L843[08:49:25] <PaleoCrafter> most of
them, anyways
L844[08:49:28] <Mattizin> i think i will
just hardcode modid + : + name likeyou do ;)
L845[08:49:31] <ghz|lappy> he already did
anvil
L846[08:49:32] <Temportalist> how do you
even?
L847[08:49:33] <ghz|lappy> and crafting
table
L848[08:49:41] <ghz|lappy> Matthew: not
":", just "." ;P
L849[08:49:53] <ghz|lappy> my unloc
strings look like "item.modname.itemname.name"
L850[08:49:56] <PaleoCrafter> currently
it's all standalone blocks, Temportalist, waiting for substitutions
to be fixed
L851[08:50:01] <ghz|lappy> which looks
more consistent ;P
L852[08:50:12] <PaleoCrafter> I also have
the furnace basically done, not satisfied with the visuals though
:P
L853[08:50:18] <Temportalist> hmmmm
L854[08:50:28] <Temportalist> still in
dev, or are the beta and screenshots?
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L856[08:50:51] <ghz|lappy> there's a
handful of videos he linked ;P
L857[08:50:57] <Temportalist> where?
L858[08:51:00] <Temportalist> i wants to
see :D
L859[08:51:04] <PaleoCrafter> one
moment
L860[08:51:12] *
Temportalist wishes to view the pretties
L861[08:51:16] ⇦
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L862[08:52:31] <Mattizin> What du you guys
think about the new Tesla Power API?
L864[08:52:49] <PaleoCrafter> ignore the
music on that last one :P
L865[08:53:21] <PaleoCrafter> when I'm
done with the enchantment table, I'll clean it up a bit, add some
documentantion and post it to GitHub
L866[08:54:33] <Temportalist>
yaaaasss
L867[08:59:56] <ghz|lappy> Mattizin: it
has flaws
L868[09:00:04] <ghz|lappy> i spoke with
the designer a bit yesterday
L869[09:00:16] ***
DonAway is now known as DRedhorse
L871[09:00:58] <ghz|lappy> but if some of
those flaws are fixed
L872[09:01:03] <ghz|lappy> I'd have no
issue using Tesla instead
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L874[09:13:28] <Mattizin> Another energy
api ? :D
L875[09:13:47] <ghz|lappy> I wrote mine
after capabilities were introduced
L876[09:13:54] <ghz|lappy> as a test and
proof of concept
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L878[09:13:58] <ghz|lappy> bfore 1.9
even
L879[09:14:01] <ghz|lappy> before^
L880[09:14:09] <ghz|lappy> but not that
many people know about it
L881[09:14:13] <Mattizin> i just started
modding with 1.8.9 again after tried a bit around mc 1.0 or so. So
my mod atm is only learnign but will eb sth with energy so im
interested in all the apis ;)
L882[09:14:20] <ghz|lappy> so I have
already accepted the fact that mine will not be the chosen
one
L883[09:14:36] <ghz|lappy> I'm just hoping
for a decent compromise ;P
L884[09:14:53] <ghz|lappy> I did mine to
be as close as possible to the IItemHandler capability
L885[09:15:03] <ghz|lappy> but also
maintain many of the semantics of RF
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L888[09:15:15] <ghz|lappy> while keeping
it all as simple as possible
L889[09:15:27] <ghz|lappy> so I made
certain decisions:
L890[09:15:34] <ghz|lappy> 1. there's just
one interface, that does both provide and receive
L891[09:16:01] <ghz|lappy> 2. the
implementor is responsible for managing storage, such as with the
INBTSerializable interface
L892[09:16:45] <ghz|lappy> 3. the
capability api itself is responsible for the facing, so none of my
methods have any facing data: you just provide different thin
wrappers per side, if needed
L893[09:17:00] <Mattizin> My problem with
this really simple APIs is that noone ever will use the more
complexed implementation...
L894[09:17:25] <ghz|lappy> I'm actually
considering a different kind of energy api
L895[09:17:36] <ghz|lappy> completely
different in the base concept
L896[09:17:51] <Mattizin> imo rf is just
too easy, gerate x if u need x onnect via pipes finish
L897[09:18:02] <ghz|lappy> this energy api
would work on networks
L898[09:18:13] <ghz|lappy> and the only
"state" information would be a balance of generation vs
demand
L899[09:18:28] <ghz|lappy> if there's
enough supply, the network will be active
L900[09:18:36] <ghz|lappy> if there isn't
enoguh supply, the network will fail and be offline
L901[09:18:38] <Mattizin> and else
complete down?
L902[09:18:53] <Mattizin> sounds like the
ae2 channel system a bit?
L903[09:19:04] <Mattizin> only that its
for energy not data
L904[09:19:05] <ghz|lappy> and any
"buffer" such as a battery would only ever store the
nubmer of second-units
L905[09:19:09] <ghz|lappy> so like
L906[09:19:18] <ghz|lappy> let's call them
"Machine's Worth of Power"
L907[09:19:31] <ghz|lappy> 1 MWP would
power a standard machine with no upgrades
L908[09:19:37] <ghz|lappy> such as an
electric furnace
L909[09:19:41] <ghz|lappy> so
L910[09:19:56] <Mattizin> Wouldnt that be
even simpler?
L911[09:20:01] <Mattizin> then rf or
Tesla
L912[09:20:18] <ghz|lappy> a battery may
say "Remaining: 30 MWP-Seconds"
L913[09:20:35] <ghz|lappy> which means,
the buffer lasts 30 seconds if it's maintaining a 1MWP
network
L914[09:20:38] <ghz|lappy> 15 if it's
2MWP, etc
L915[09:20:58] <ghz|lappy> equivalent to
the "mAh" in real life batteries
L916[09:21:02] <Mattizin> sounds logic,
but that sounds like ust a normal rf system with no rfs/t
L917[09:21:20] <ghz|lappy> it has one big
advantage
L918[09:21:21] <Mattizin> instead using ur
units/display variant
L919[09:21:23] <ghz|lappy> and one big
flaw
L920[09:21:36] <ghz|lappy> the big
advantage is that the network would not cause any cpu load at
all
L921[09:21:50] <ghz|lappy> there's no code
running per tick in order to transfer data between blocks
L922[09:22:06] <ghz|lappy> if the
network's global state is "OK", the machine runs
L923[09:22:09] <ghz|lappy> if not,
themachine doesn'trun
L924[09:22:25] <ghz|lappy> thebig flaw, is
that it can't easily handle "dynamic consumers"
L925[09:22:42] <ghz|lappy> that is,
machines that don't use a constant energy-per-tick amount of
power
L926[09:22:54] <ghz|lappy> but require
certain "packets" of energy at arbitrary times
L927[09:23:03] <Mattizin> yeah...
L928[09:23:09] <ghz|lappy> those machines,
would require an intermediate buffer for converion
L929[09:23:14] <ghz|lappy> OR
L930[09:23:21] <ghz|lappy> they would need
their own internal buffering system
L931[09:23:40] <ghz|lappy> so that they
track the "MWP-Seconds" they have left over
L932[09:23:58] <Mattizin> which costs cpu
again :D
L933[09:24:05] <ghz|lappy> yes, but ONLY
for the one machine
L934[09:24:12] <ghz|lappy> doesn't cause a
cascare of lbock updates
L935[09:24:17] <ghz|lappy> all across the
piping system
L936[09:24:20] <Mattizin> yeah but not
much machines run all hthe time using constant energy
L937[09:24:27] <ghz|lappy> since the
piping system all shares one single status object
L938[09:24:33] <ghz|lappy> how not?
L939[09:24:51] <ghz|lappy> when you use a
pulverizer
L940[09:24:51] <Mattizin> or do you mean a
constant value per second?
L941[09:24:54] <ghz|lappy> it turns
on,
L942[09:24:57] <ghz|lappy> does a certain
amountof work
L943[09:24:58] <ghz|lappy> then turns
off
L944[09:25:04] <ghz|lappy> this work may
take 2 seconds
L945[09:25:05] <ghz|lappy> or 0.5
seconds
L946[09:25:16] <ghz|lappy> but it's still
a fixed amount of power per tick, while on
L947[09:25:35] <ghz|lappy> every
"turn on" and "turn off" event would cause the
network status to refresh
L948[09:25:42] <ghz|lappy> but since
thewhole network is sharing one single status object
L949[09:25:43] <Mattizin> y u are right
there, but this wouldnt be my energy choice, just because i love
numbers :D and my pc has no struggle with a big rf or even bc
energy network
L950[09:25:44] <Mattizin> :D
L951[09:25:50] <ghz|lappy> it's only
causing one single object to update
L952[09:26:03] <ghz|lappy> yeah that's why
it's only an idea in my head
L953[09:26:11] <ghz|lappy> I don't think
many people owuld WANT to use this
L954[09:26:15] <Mattizin> :D
L955[09:26:17] <ghz|lappy> since we tend
to like to micromanage
L956[09:26:34] <ghz|lappy> even though
micromanaging has been proven to be inefficient and often
ineffective
L957[09:26:34] <ghz|lappy> in real
life
L958[09:26:41] <Mattizin> micromanage
perfect generate/consuming is just cool in mc :D
L959[09:27:00] <Mattizin> so i want a
complexer energy system even more complex then ic2 which its
transformers and so on
L960[09:29:25] <ghz|lappy> I just like to
have a big generator
L961[09:29:25] <ghz|lappy> a big
battery
L962[09:29:25] <ghz|lappy> and put
everything in one single massive networ
L963[09:29:25] <ghz|lappy> fuck
micromanaging
L964[09:29:25] <ghz|lappy> ;P
L965[09:29:25] <ghz|lappy> in my old FTB
Infinity (pre-evolved)
L966[09:31:03] <Mattizin> me: making
energy with energy possibility and using varios subnetworks
:D
L967[09:31:27] <Mattizin> wither
every*
L968[09:31:33] <Mattizin> with every*
omg
L969[09:32:42] ⇦
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L971[09:32:59] <ghz|lappy> a redstone
torch would cause it to generate 1RF per second or something like
that
L972[09:33:21] <ghz|lappy> what's the last
thing I said? ;P
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L974[09:33:55] <ghz|lappy> why did my main
computer time out?
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L979[09:37:15] <Mattizin>
<ghz|lappy>a redstone torch would cause it to generate 1RF
per second or something like tha
L980[09:37:20] <Mattizin> that was the
last :D
L981[09:38:12] <ghz|lappy> I mean before I
rejoined
L982[09:38:12] <ghz|lappy> ;P
L983[09:38:12] <ghz|lappy> [16:32]
(ghz|lappy): I want to make a block sometime that harvests energy
passively by receiving redstone
L984[09:38:12] <ghz|lappy> [16:32]
(ghz|lappy): so like
L985[09:38:13] <ghz|lappy> [16:33]
(ghz|lappy): a redstone torch would cause it to generate 1RF per
second or something like that
L986[09:40:09] <Mattizin> first exploit a
chunk full of redstone torches every 2. level :D
L987[09:40:14] <Mattizin> gernerating much
rf :D
L988[09:40:58] <ghz|lappy> not
exploid
L989[09:40:59] <ghz|lappy> t
L990[09:41:03] <ghz|lappy> that woudl be
the whole purpose of it!
L991[09:41:15] <ghz|lappy> make
ridiculously huge passive harvesters
L992[09:41:24] <Mattizin> redstone blocks
9 rf/t?
L993[09:41:29] <ghz|lappy> no
L994[09:41:32] <ghz|lappy> depending on
redstone level
L995[09:41:33] <ghz|lappy> so like
L996[09:41:44] <ghz|lappy> a redstone
source right next to it would be one per second
L997[09:42:02] <ghz|lappy> a redstone wire
with 1 level redstone woudl take 15 seconds to generate 1 rf
L998[09:42:36] <Mattizin> redstone torch
surrounded by these blcoks (also top bottom?) then 4 or 6
rf/t?
L999[09:42:45] <ghz|lappy> yup
L1000[09:42:52] <ghz|lappy> but you need
some way to transfer this energyin and out
L1001[09:43:08] <Mattizin> from the torch
to the block or from the block to machines?
L1002[09:43:22] <ghz|lappy> from the
harvester to whatever you use as a battery
L1003[09:43:22] <ghz|lappy> ;P
L1004[09:44:13] <Mattizin> i personally
hate these floating conduits/pipes every mod has :D my mod will
have some which have to stand on pillars :D
L1005[09:46:19]
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L1006[09:47:30] <ghz|lappy> I liked the
Ancient Warfare 2 energy transport stuff ;P
L1007[09:50:18] <Forecaster> anyone
happen to know how to add items with pre-set nbt data to a creative
tab?
L1008[09:50:30]
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L1009[09:50:55] <PaleoCrafter>
getSubItems
L1010[09:51:36] <ghz|lappy> if thoseitems
aren't yours
L1011[09:51:41] <Forecaster> they
are
L1012[09:51:41] <ghz|lappy> you can
override a method in the creative tab
L1013[09:52:06] <ghz|lappy> yeah then
getSubItems
L1014[09:52:44] <Forecaster> still 1.7 by
the way
L1015[09:53:03] <ghz|lappy> just tell
your IDE to help you override getSubItems
L1016[09:53:04] <ghz|lappy> ;P
L1017[09:53:12] <Forecaster> looks like
the method exists though :P
L1018[10:01:31] <Mattizin> i need to
rewirte my model registry for 1.9 :(
L1019[10:01:48] <Mattizin> anybody know a
simple way there?
L1020[10:02:06] <Mattizin> also for
Blocks and items with metadata example ores
L1021[10:02:11] <ghz|lappy> model
registry?!
L1022[10:02:28] <Mattizin>
ModelLoader.setCustomModelResourceLocation
L1023[10:02:30] <Mattizin> that
L1024[10:02:36] <ghz|lappy> that works
just the same?
L1025[10:02:38] <Mattizin> what you need
to do for your items/blocks
L1026[10:03:04] <ghz|lappy>
ML.setCMRL(theItem, meta, new
ModelResourceLocation(theItem.getRegustryName(),
"inventory"));
L1027[10:03:21] <ghz|lappy> where theItem
can be Item.getItemFromBlock(theBlock)
L1028[10:03:26] <ghz|lappy> this DOES
work in 1.8.9 also
L1030[10:04:07] <ghz|lappy> this is my
gemstone ores
L1031[10:04:16] <ghz|lappy> the code
didn't really change much between 1.8.9 and 1.9
L1033[10:04:53] <ghz|lappy> you cna take
a look at how I do model/rendering registrations
L1034[10:10:46] <Nitrodev> hi
L1035[10:11:57] <Temportalist> ghz|lappy:
can you help me with some capability stuff?
L1036[10:13:27] <Mattizin> thank you,
will take a llok into that just like the setUnlocalizedName i
worked there with the registryName as well. Its no string anylonger
so all is broken :D
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L1038[10:17:34] <ghz|lappy> Temportalist:
ask
L1039[10:17:41] <ghz|lappy> I have a ibt
of a headache, though
L1040[10:18:26] <Temportalist> so if the
capabilities are no longer specific to any one object (like
extended entities were), is there no way to use local variables in
a capability interface?
L1041[10:18:49] <ghz|lappy> wat
L1042[10:19:02] <ghz|lappy> he interface
is an interface
L1043[10:19:10] <ghz|lappy> but the
actual capability can be any class that implements that
interface
L1044[10:19:23] <ghz|lappy> in fact
L1045[10:19:26] <Temportalist> so the
interfaces created are attached to each (in my case) entity?
L1046[10:19:32] <ghz|lappy> no
L1047[10:19:40] <ghz|lappy> you attach
them by choice
L1048[10:19:45] <ghz|lappy> using
AttachCapabilityEvent.Entity
L1049[10:19:52] <Temportalist> yes
L1050[10:19:52] <Temportalist> aside from
that
L1051[10:19:56] <ghz|lappy> this works a
lot like IEEPs
L1052[10:19:59] <ghz|lappy> in fact
L1053[10:20:18] <ghz|lappy> you could
make the capability interface have thesame methods as IEEP
L1055[10:20:59] <Temportalist> so the
default implementation isnt shared between entities
L1056[10:21:14] <Temportalist> or rather,
each entities doesnt have its own extended entity object
L1057[10:21:24] <Temportalist> so I can't
use local variables
L1058[10:21:27] <Temportalist> is that
correct?
L1059[10:21:45] <ghz|lappy> wat
L1060[10:21:53] <ghz|lappy> why would
they NOT have their own object?
L1061[10:22:20] <Forecaster> is
"isItemValidForSlot" only used for GUI stuff?
L1062[10:22:36] <ghz|lappy> there's
nothing that prevents you from returning a whole new instance in
each invocation of AttachCapabilityEvent.Entity
L1063[10:22:41] <Forecaster> I expected
it to be called when hoppers or something tried to insert
items
L1064[10:22:47] <ghz|lappy> Forecaster:
no, that's for hoppers
L1065[10:22:52] <Forecaster> but it's not
called
L1066[10:23:00] <Forecaster> or
wait
L1067[10:23:06] <Forecaster> am I not
propogating that...
L1068[10:23:22] <ghz|lappy> in fact, the
default Slot implementation does NOT call that
L1069[10:23:34] <ghz|lappy> you have to
override the slot's method in order to limit what the user can do
in the gui
L1070[10:24:07] <Forecaster> I thought I
was sending it to my controller properly, but apparently I'm
not
L1071[10:24:15] <ghz|lappy> heh
L1072[10:24:18] <Xilef11> do we need to
register an ItemBlock manually for every block now?
L1073[10:24:47]
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L1074[10:25:01] <ghz|lappy> yes
L1075[10:25:04] <ghz|lappy> if you NEED
it
L1076[10:25:07] <ghz|lappy> it was always
optional
L1077[10:25:10] <ghz|lappy> but because
it was opt-out
L1078[10:25:15] <ghz|lappy> people didn't
even know it was optional
L1079[10:25:17] <ghz|lappy> so now it's
opt-in
L1080[10:25:23] <ghz|lappy> which
reflects more how the internal stuff works
L1081[10:26:12] <Temportalist> ghz|lappy:
the event has a method which passes the resource key and the
provider. So how would you track the connection of entity to
capability interface?
L1082[10:26:40] <ghz|lappy> I assign them
when constructing the capability intance
L1084[10:26:57] <Temportalist> assign
where?
L1085[10:27:03] <ghz|lappy> this is my
IEEP converted to capability
L1086[10:27:17] <ghz|lappy> check the
Handler at the bottom
L1087[10:27:38] <Temportalist> ohhhh, you
have a separate provider object for each capability
L1088[10:27:48] <ghz|lappy> I have
aseparate provider for each *entity*
L1089[10:27:54] <ghz|lappy> which knows
its own capability instance
L1090[10:27:55] <Temportalist>
right
L1091[10:28:25] <Temportalist> makes
sense. thanks
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L1093[10:28:36] <Forecaster> hm, it's not
being called in the tileEntity either...
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L1097[10:36:50] <Forecaster> nor is any
of the methods that I would guess would be called when trying to
insert items...
L1098[10:37:13] <Forecaster> or wait, it
calls "getStackInSlot"
L1099[10:40:17] <Forecaster> I guess the
way it works is it tries to get the stack, fill it and then move to
the next slot until it runs out of items
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L1103[10:45:48] <williewillus> is there a
world backup mod for 1.9 yet?
L1104[10:46:39] <williewillus> or
chunkloading
L1105[10:46:48] <williewillus> need both
xD
L1106[10:46:54] <Forecaster> ExU has
chunkloading
L1107[10:47:06] <williewillus> ehh don't
wanna add all of it just for that
L1108[10:47:08] <Forecaster> it's the
only 1.9 one I know of at the moment
L1109[10:49:30] <masa> use hopper chunk
loaders? ;D
L1110[10:49:38] <williewillus> those
aren't fully reliable
L1111[10:49:44] <masa> hehe
L1112[10:49:44] <williewillus> unles you
chain them out from spawn
L1113[10:49:54] <williewillus> but yes
that's the "vanilla" way :P
L1114[10:50:04] <williewillus> and I
guess since this is my former vanilla world that'll have to
do
L1115[10:50:33] <Forecaster> ah, okay, if
the slot is empty it does the other checking stuff
L1116[10:50:46] <williewillus> what are
you asking about?
L1117[10:50:49] <masa> as for backups,
I've always just used my own bash script run from cron, and using
git for the actual backups... :p
L1119[10:52:15] <williewillus> mm, i'd
rather something with not cost because chunkloading is a stupid
engine quirk but thisworks, thanks
L1120[10:52:23] <williewillus> masa: git
for binary files?? :P
L1121[10:52:34] <williewillus> comeon now
:P
L1122[10:52:37] <masa> yes :p
L1123[10:52:47] <masa> it is still better
than full tar balls
L1124[10:53:01] <masa> because it is
somewhat incremental, in region file level
L1125[10:53:35] <williewillus> is
it?
L1126[10:53:38] <williewillus> those are
not text :P
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L1128[10:53:59] <masa> well I mean, only
the changed regions bloat the repo
L1129[10:54:15] <masa> ie. I don't have
to store all the un-changed regions again in each backup
L1130[10:54:55] <masa> I've been meaning
to make my own backup utility for MC data, but that project has
been frozen for some years... :D
L1131[10:55:22] <masa> so atm my vanilla
server backup git repos are somewhere around 100 GB in total
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L1133[10:55:59] <masa> actually no, it's
less, maybe around 60-80 GB
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L1135[10:57:27] <masa> the current world
size is 544 MB and the current git repo 5.8 GB, this is the 8th
repo and was rolled in the beginning of last July
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L1138[11:00:25] <williewillus> where do
you register the item model / show item json
L1139[11:01:35] <williewillus> huh
L1140[11:01:50] <williewillus> apparently
svn's diff algorithm "works just as well on text or
binary"
L1141[11:05:53] <Xilef11> I just added
the block/item models to that gist
L1142[11:06:23] <williewillus> your
transforms are probably using the old 1.8 values
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L1144[11:06:28] <williewillus> if you
just came to 1.9
L1145[11:06:29] <Temportalist> ghz|lappy:
can you get the capability interface object from an entity via the
capability resource location key?
L1146[11:06:32] <williewillus> the
transforms changed
L1147[11:06:38] <williewillus>
Temportalist: not intended to be used that way
L1148[11:06:41] <ghz|lappy> no
L1149[11:06:42]
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L1150[11:06:44] <Temportalist> :/
L1151[11:06:47] <ghz|lappy> the resource
key is internal only
L1152[11:06:49] <williewillus> you get
Capability Implementations using the Capability Object
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L1154[11:06:51] <ghz|lappy> you use the
capability instance
L1155[11:06:54] <ghz|lappy> that you get
using
L1156[11:07:02] <ghz|lappy>
@CapabilityInject(interface.class)
L1157[11:07:05] <williewillus> (using my
primer terminology)
L1158[11:07:08]
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L1159[11:07:26] *
Temportalist is trying to implement dynamic extended entity
syncing
L1160[11:08:20] <Xilef11> williewillus,
my other blocks are also using the old transforms and they
work...
L1161[11:08:26] <williewillus> they
shouldn't :D
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L1163[11:08:55] <williewillus> they
probably inherit from some cube json
L1164[11:08:58] <williewillus> which has
the new transforms
L1165[11:09:08] <williewillus> the new
transforms are specified in block/block.json
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L1168[11:17:31] <Elucent> question about
particles in 1.9:
L1169[11:18:10] <Elucent> in 1.8 and
below, there was a getAlpha() method that would determine whether
particles with transparency draw over each other or not
L1170[11:18:24] <Elucent> it's gone now,
is there any way to stop my particles from drawing over each
other?
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L1172[11:19:11] <vox> I've been watching
Dire's new FC2 video and people just asked for TiCon shields
:P
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L1174[11:19:50] <williewillus> Elucent: i
think its something to do with the renderlayers of particles
L1175[11:19:56] <williewillus> not
exactly sure how it works though
L1176[11:20:43] <Elucent> maybe changing
getFXLayer()?
L1177[11:21:11] <williewillus> also
func_187111_c is getAlpha
L1178[11:21:17] <williewillus> however it
got changed to return boolean
L1179[11:21:19] <williewillus> for some
reason
L1180[11:21:56] <Elucent> maybe it's just
a getter for if the particle is translucent or not
L1181[11:22:01] <williewillus> yes
L1182[11:22:09] <williewillus> 1.8 checks
getAlpha != 1
L1183[11:22:12] <williewillus> 1.9 its
just a boolean
L1184[11:22:21] <williewillus> so just
override that method and you should be set
L1185[11:22:25] <Elucent> thanks
L1186[11:22:36] <williewillus> wonder if
someones named it
L1187[11:22:39] <williewillus> !gm
func_187111_c
L1188[11:22:45] <williewillus> yeah its
isTransparent
L1189[11:28:14] <Temportalist> ghz|lappy:
williewillus: interested in seeing what I came up with for dynamic
entity capabilities?
L1190[11:28:19] <williewillus> sure
L1193[11:29:58] <williewillus> oh god
:P
L1194[11:30:38] <williewillus> wth does a
* after a type or _ mean
L1195[11:31:17] <vox> How does this
IRecipe stuff work?
L1196[11:31:35] <Temportalist>
williewillus: ?
L1197[11:31:42]
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L1198[11:31:44] <williewillus> scala
syntax question
L1199[11:31:46] <williewillus> :P
L1200[11:31:52] <PaleoCrafter> varargs
:P
L1201[11:31:59] <Temportalist> _ in
instantiation is jsut the default. for objects, null
L1202[11:32:16] <Temportalist> * is
varargs
L1203[11:33:42] <Temportalist> I will
have some sample implementation soon
L1204[11:33:48]
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L1206[11:35:09] <vox> gigaherz: Java Map
== C# Dictionary?
L1208[11:35:58] <ghz|lappy> yes
L1209[11:36:02] <ghz|lappy> well
L1210[11:36:04] <vox> Thanks
L1211[11:36:06] <ghz|lappy> Map ===
IDictionary
L1212[11:36:09] <Temportalist>
PaleoCrafter: any idea why I would get this error with a class that
extends IMEssageHandler? Caused by:
java.lang.IllegalAccessException: Class
net.minecraftforge.fml.common.network.simpleimpl.SimpleN
L1213[11:36:12] <ghz|lappy> HashMap =
Dictionary
L1214[11:36:15] <vox> Oh I see
L1215[11:36:16] <vox> Thanks
L1217[11:36:54] <PaleoCrafter> code?
:P
L1218[11:37:01] <vox> Does Java not have
structs?
L1219[11:37:10] <ghz|lappy> nope
L1220[11:37:13] <ghz|lappy> no valuetypes
at all
L1221[11:37:17] <ghz|lappy> either
primitives, or references
L1222[11:37:19] <williewillus> it
will
L1223[11:37:20] <williewillus>
soon(tm)
L1224[11:37:23] <williewillus> (not very
soon)
L1225[11:37:24] <vox> That's annoying
:P
L1226[11:37:24] <ghz|lappy> -ish
L1227[11:37:30] <ghz|lappy> also no
unsigned integers
L1228[11:37:37]
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L1229[11:37:39] <williewillus> it is
interesting watching their efforts on the mailing list
L1230[11:37:44] <ghz|lappy> even
"byte" is -128 to 127
L1231[11:37:45] <williewillus> lots of
legacy cruft to work around
L1232[11:37:51] <williewillus> because of
stupid type erasure
L1233[11:37:53] <williewillus> and
wildcards
L1234[11:38:19] <williewillus>
Temportalist: is the handler class public and static?
L1235[11:38:20] <ghz|lappy> "We
decided to dump java, we implemented C# on top of the jvm
instead"
L1238[11:38:27] <diesieben07> and the
fact that they never ever ever break even source compat
L1241[11:39:14] <vox> How does the
GameRegistry handle a bunch of sets of String/ItemStack? I'm trying
to replicate it
L1242[11:39:14] <PaleoCrafter> smack a
public in front of that, Temportalist :P
L1243[11:39:28] <PaleoCrafter> and why is
that Java? D:
L1244[11:39:30] <ghz|lappy> vox: why do
you need to replicate?
L1245[11:39:30] <Temportalist> the static
class handler?
L1246[11:39:33] <PaleoCrafter> yes
L1247[11:39:44] <PaleoCrafter> no
modifier = package-local
L1248[11:39:46] <Temportalist>
PaleoCrafter: because @CapabilityInject doesnt work with
scala
L1249[11:40:02] <Temportalist> it
requires a STATIC field, and scala has no compilation down to java
statics
L1250[11:40:05] <vox> ghz|lappy: I'm
trying to make a class to hold recipes, because I'm generating them
based on the oredict
L1251[11:40:08] <PaleoCrafter> uhm... yes
it does :P
L1252[11:40:17] <Temportalist> not in
what I could find
L1253[11:40:22] <PaleoCrafter> actually,
nvm, mixed it up xD
L1254[11:40:29] <Temportalist> ya
L1255[11:40:33] <Temportalist> it creates
singletons
L1256[11:40:36] <PaleoCrafter> no static
fields, yeah
L1257[11:41:04] <ghz|lappy> vox:
hmmm
L1259[11:41:28] <vox> I figured out the
actual recipe part, it's a "String..."
L1260[11:41:29] <ghz|lappy> take a look
at ShapedOreRecipes class
L1261[11:41:34] <vox> Thanks
L1262[11:41:38] <ghz|lappy> it's an array
of objects
L1263[11:41:39] <Temportalist>
PaleoCrafter: thats why I had to create a java class handler
L1264[11:41:56] <ghz|lappy> where each
object can be a String, a Character, an ItemStack, an Item, or a
Block
L1265[11:42:02] <vox> Oh wow it's
literally an Object...
L1266[11:42:03] <vox> yeah]
L1267[11:42:03] <ghz|lappy> and the
meaning is contextual
L1268[11:42:04] <PaleoCrafter> you could
just have put that one thing in a separate Java class, you know
:P
L1269[11:42:06] <diesieben07> uhm isnt
that what final val does in scala?
L1270[11:42:08] <vox> Got it
L1271[11:42:12] <diesieben07> as opposed
to just val?
L1272[11:42:15]
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L1273[11:42:21] <Temportalist>
PaleoCrafter: Im okay dealing with java. I just want it all
together.
L1274[11:42:35] <Temportalist>
diesieben07:
L1275[11:42:37] <Temportalist>
diesieben07: no
L1276[11:42:42] <diesieben07> aw
L1277[11:42:45] <Temportalist>
diesieben07: it always compiles down to java singletons
L1278[11:42:53] <Temportalist> scala
hates the idea of statics
L1279[11:43:06] <PaleoCrafter> eh, I
think final vals might actually get compiled to that
L1280[11:43:10] <diesieben07> yay, screw
compat
L1281[11:43:10] <PaleoCrafter> but that
doesn't really help here
L1282[11:43:10] <ghz|lappy> well
L1283[11:43:15] <diesieben07> why
not?
L1284[11:43:19] <ghz|lappy> you can just
have one single java class
L1285[11:43:24] <ghz|lappy> with all the
@CapabilityInjects
L1286[11:43:25] <ghz|lappy> ;P
L1287[11:43:27] <Temportalist> I actually
read an article that said that scala doesnt have statics because it
doesnt follow the idea of all things are objects
L1288[11:43:28] <PaleoCrafter>
CapabilityInject doesn't work on finals, I'd guess :P
L1289[11:43:38] <Temportalist>
PaleoCrafter: correct, it does not
L1290[11:43:39] <diesieben07> yes it
does
L1291[11:43:40] <Temportalist> I
tried
L1292[11:43:42]
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L1293[11:43:43] <diesieben07> which is
horrible
L1294[11:43:44] <diesieben07> but it
does.
L1295[11:43:50] <PaleoCrafter> wat,
really?
L1296[11:43:51] <PaleoCrafter> q.q
L1297[11:43:53] <diesieben07> it's
actually how you are supposed to use it
L1298[11:44:01] <diesieben07> yes, it
does the horrible reflective hack
L1299[11:44:01] <williewillus> it
un-finals the field before injecting :P
L1300[11:44:02] <Temportalist>
diesieben07: I tried using @CapabilityInject on scala final vals
and vals but it didnt do the thing
L1301[11:44:04] <diesieben07> to set
static finals
L1302[11:44:13] *
PaleoCrafter goes to shoot himself
L1303[11:44:15] <ghz|lappy> welp, gotta
get ready
L1304[11:44:33] <diesieben07> yeap
L1305[11:44:37] <ghz|lappy> my aunt's 50
anniversary party starts in a bit
L1306[11:44:44] <ghz|lappy> later
L1307[11:44:44] <diesieben07> i hope it
blows up in their face eventually.
L1308[11:44:50]
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L1309[11:44:52] <diesieben07> cya
gz
L1311[11:46:11] <Temportalist> absolutely
no functionality yet, but it compiles and doesnt crash on world
load
L1312[11:46:44] <Temportalist> gigaherz:
^
L1313[11:46:56] <PaleoCrafter> it's not
like I've never removed finals from fields (even classes) but...
xD
L1315[11:47:13] <diesieben07> classes?
o.O
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L1317[11:47:23] <PaleoCrafter> iirc
L1318[11:47:33] <PaleoCrafter> might
remember incorrectly though
L1319[11:47:33] <diesieben07> what does
that even do
L1320[11:47:46] <PaleoCrafter> it was
some ASM shenanigans
L1321[11:47:56] <Temportalist>
diesieben07: final on classes means it cannot be a super class
iirc
L1322[11:48:18] <diesieben07> i know,
yes
L1323[11:48:22] <diesieben07> oh using
ASM
L1324[11:48:23] <diesieben07> well
then
L1325[11:48:24] <Temportalist> oh okay
haha
L1326[11:49:01] <PaleoCrafter> I don't
think reflection is actually capable of that :P
L1327[11:49:20] <diesieben07> hence my
wondering
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L1330[11:53:59] <PaleoCrafter> I'm
debating how I want to do the raytracing for the enchantment book:
either 100% but terribly complicated (I'd guess xD) or approximate
the two pages with rotated boxes (i.e. not axis-aligned)
L1331[11:54:51] <Temportalist>
PaleoCrafter: I decided to split the capability inject into its own
java class because API :P
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L1343[12:43:05] <PaleoCrafter>
capitalthree, around? :P
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L1345[12:43:58] <capitalthree>
PaleoCrafter: sure, what's up?
L1346[12:44:08] <PaleoCrafter> you know
Kotlin, right? xD
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L1353[12:49:28] <capitalthree>
PaleoCrafter: somewhat yeah
L1354[12:49:37] <capitalthree> I'm not
exactly an expert in it, I was actually using the minecraft mod to
learn kotlin
L1355[12:49:45] <PaleoCrafter> hehe
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L1358[12:50:41] <gigimoi> Is there a
static RenderManager to use or am I supposed to create one and pass
it into registerEntityRenderingHandler?
L1359[12:50:55] <PaleoCrafter> well, do
you know whether it's possible to do something like this Scala
code: xs.foreach(someObject.functionTakingX) (so method references
from an object, kind of)
L1360[12:51:52] <TehNut>
Minecraft.getMinecraft().getRenderManager()
L1361[12:52:19] <gigimoi> TehNut,
thanks
L1362[12:52:33] <masa> which version are
you in?
L1363[12:53:26] <masa> you are supposed
to use the factory to register entity renderers nowadays
L1364[12:54:05] <gigimoi> I'm in 1.9, but
I'm loosly following a guide from 1.6 which is probably bad
L1365[12:54:17] <masa> yeah
L1367[12:58:53] <gigimoi> thanks
L1370[13:05:13] <PaleoCrafter> I already
looked through the docs :P
L1371[13:05:20] <PaleoCrafter> nothing
that would explicitly mention this
L1372[13:05:28] <capitalthree>
PaleoCrafter: it would be ::someObject.functionTakingX
L1373[13:05:33] <PaleoCrafter> nope
L1374[13:05:37] <capitalthree> no?
L1375[13:07:06] <PaleoCrafter> the
compiler says "references to variables aren't supported
yet", so it appears to confuse it with something else xD
L1376[13:07:36] <PaleoCrafter> oh, wait,
it's someObject::function
L1377[13:07:50] <PaleoCrafter> or
not
L1378[13:07:53] <PaleoCrafter> I
dunno
L1379[13:08:31] <capitalthree>
PaleoCrafter: I'll try
L1380[13:09:07] <capitalthree> wait I
guess you didn't look at the first link I gave you
L1381[13:09:14] <capitalthree> fun
toBeSynchronized() = sharedResource.operation()
L1382[13:09:15] <capitalthree> val result
= lock(lock, ::toBeSynchronized)
L1383[13:09:30] <PaleoCrafter> that's meh
though
L1384[13:09:35] <PaleoCrafter> and
cheating :P
L1385[13:09:58] <capitalthree> yeah I
kinda agree
L1386[13:10:12] <capitalthree> if there's
no way to directly pass the reference to an object's method,
that'll be disappointing
L1387[13:11:05] <PaleoCrafter> it might
be object::method, the compiler says something about overload
ambiguity
L1388[13:11:24] <PaleoCrafter> but that'd
mean that it's too stupid to choose the right method
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L1390[13:16:55] <vox> What's the purpose
of ShapedOreRecipe? It seems to do the same thing when registering
as just using GR.addRecipe with the same arguments
L1391[13:17:21] <vox> Oh, is that for
OreDict?
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L1393[13:18:41] <capitalthree>
PaleoCrafter: and I take it, {x ->
someObject.functionTakingX(x)} is also entirely too much
typing?
L1394[13:18:50] <williewillus> yes
L1395[13:18:50] <PaleoCrafter> it
isn't
L1396[13:18:57] <PaleoCrafter> but it's
disappointing nonetheless :P
L1397[13:19:01] <capitalthree> yeah
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L1399[13:19:14] <PaleoCrafter> and
acutally, { someObject.functionTakingX(it) }
L1400[13:19:15] <williewillus> the input
objects can be Strings w oredict names for that one
L1402[13:19:40] <vox> thanks willie
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L1404[13:20:22] <capitalthree> but not as
disappointing as Function<X>{public void apply(X
x){someObject.functionTakingX(x)}}
L1405[13:20:33] <capitalthree> oh I
forgot the semicolon :D
L1406[13:21:22] <PaleoCrafter> Java 8,
duh :P
L1407[13:21:39] <capitalthree> forge
still targets java 6 :P
L1408[13:21:57] <PaleoCrafter> doesn't
mean mods have to
L1409[13:21:59] <capitalthree> but yes.
life would be better if we could move things along
L1410[13:22:13] <capitalthree> it kind of
does because it means end users will blame your mod if they can't
run it
L1411[13:22:25] <capitalthree> it would
be better if right off the bat they realize they need to upgrade
java to use forge
L1412[13:22:30] <vox> Lex, I'm good with
that
L1413[13:22:31] <PaleoCrafter> nah, with
the new Java Version warning that isn't a problem :P
L1414[13:22:38] <capitalthree> ah
ok
L1415[13:22:43] <capitalthree> cool
then
L1416[13:22:52] <vox> Looks like all of
the functionality that I can think of needing at the moment
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L1418[13:23:34] <williewillus> same
here
L1419[13:23:57]
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L1421[13:24:08] <williewillus> the
autogen names is a bit meh but not really a clearer solution that's
small
L1422[13:24:14] <williewillus> so I'm
fine with that
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L1427[13:32:10] <vox|coding> Can I
register an oreDict recipe with a wildcard or is that
automatic?
L1428[13:32:30] <vox|coding> Aka I
register it with wood planks and it picks up all of them
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L1431[13:35:45] <LexDesktop> it'll pick
up whatever is reistered tot he string you specify
L1432[13:35:52] <Intektor> So has someone
a idea where the spectral arrow effect is getting rendered?
L1433[13:36:07] <LexDesktop> but if say
for example oak is ONLY registered as planksOak then it wont get
it
L1434[13:36:13] <LexDesktop> but
typically people register it as both
L1435[13:37:10] <williewillus> Intektor:
it's a shader
L1436[13:37:41] <Intektor> can I call it
to render in on client on entity I want it to be rendered?
L1437[13:37:51] <williewillus> think so,
lemme see
L1438[13:38:14] <TobyO> I got that thing
working from earlier
L1439[13:39:47] <Intektor> how did you do
it?
L1440[13:40:13] <williewillus> see
RenderGlobal.renderEntities
L1441[13:40:16] <williewillus> about 3/4
way down
L1442[13:40:38] <williewillus> it renders
the entity, then it checks is isOutlineActive and adds it to a
list
L1443[13:40:45] <williewillus> then
everything in the list is rendered agian with the shader
L1444[13:41:03] <TobyO> I put a not
in...
L1445[13:41:27] <Intektor> So I can add
an entity to that list
L1446[13:41:34] <Intektor> ?
L1447[13:41:36] <williewillus> no it's a
local variable :P
L1448[13:41:42] <williewillus> I'm saying
look at it to see how it's done
L1449[13:41:59] <tterrag> it should be as
simple as binding the shader then rendering whatever you want
L1450[13:43:05] <Intektor> can I call
this in onRenderWorldLast?
L1451[13:43:12] <williewillus> it uses
fbo's but yeah you can use the shader yourself i think (I'm not
well versed in shaders :P)
L1452[13:43:14] <williewillus>
probably
L1453[13:43:26] <Intektor> I have never
workied with shaders before
L1454[13:43:33] <Intektor> lets see if I
can copy and paste this
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L1456[13:49:12] <vox|coding> All of the
things I'm finding online about removing vanilla recipes are for
1.7.2, before GR was used
L1457[13:49:15] <vox|coding> Any
ideas?
L1458[13:50:09] <Forecaster> look at
Minetweaker?
L1459[13:50:20] <Forecaster> actually
that might not be open
L1460[13:52:28] <vox|coding> I think
Quark does something like that for trapdoors
L1461[13:52:33] <vox|coding> I'm going to
go take a look
L1462[13:53:13] <vox|coding> But Quark is
a core mod, dang. That's not going to work
L1463[13:55:25] <Intektor> can I find the
unlocalized name of an entity?
L1464[13:55:48] <Intektor> I mean if you
use EntityRegistry you have to use a name, how can I get
this?
L1465[13:55:49] <LexDesktop> they dont
have unlocalized names
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L1468[13:56:25] <LexDesktop> They have
registry names which can be found in EntityList
L1469[13:56:32] <Intektor> ah ok
thanks
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L1472[14:00:01] <TobyO> What does Block
have instead of getIcon now?
L1473[14:00:12] <williewillus> lol
L1474[14:00:14] <williewillus> welcome to
1.8
L1475[14:00:22] <williewillus> you use
models now
L1477[14:02:17] <TobyO> so there's no way
to texture a block dynamically?
L1478[14:02:25] <williewillus> define
"dynamically"
L1479[14:02:37] <williewillus> models are
way more dynamic than icons
L1480[14:02:43] <TobyO> Well, I want to
right click my block with another and have my block take on the
texture
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L1482[14:02:50] <williewillus> easy
L1483[14:02:56] <TobyO> oh super
L1484[14:03:03] <williewillus> is this
1.8 or 1.9?
L1485[14:03:06] <TobyO> 1.9
L1486[14:03:35] <TobyO> The way the
tutorial vid I am watching it does it is by overriding
getIcon
L1487[14:03:45] <williewillus> things
haev changed a lot, so you probably need to read that gist I linked
you
L1488[14:03:54] <williewillus> + the
blockstate article it itself links to
L1489[14:03:57] <williewillus> yes that's
outdated
L1490[14:04:11] <williewillus> Botania
1.9 has many examples of things, it should be helpful
L1491[14:04:18] <williewillus> but I
recommend understanding the systems first
L1492[14:06:59] <TobyO> I just skimmed
it
L1493[14:07:10] <tterrag> LexDesktop:
seriously, don't give up yet. I got mine in the first batch 15
minutes after they went on sale
L1494[14:07:16] <tterrag> keep refreshing
eventbrite
L1495[14:07:18] <tterrag> shift+f5
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L1497[14:08:32] <LexDesktop> ya i know,
just annoiying got the checkout button 3 times
L1498[14:08:37] <LexDesktop> and
eventbrite derped
L1499[14:08:40] <LexDesktop> got tickets
nowe
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L1501[14:08:48] <tterrag> yeah it's
derpy
L1502[14:08:50] <tterrag> congrats though
:P
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L1505[14:11:56] <TobyO> @williewillus I'm
a bit lost, where would I actually pass in the texture in
code?
L1506[14:12:19] <TobyO> or model?
L1507[14:18:22] <vox|coding> The texture
is set in the model, you'd use extended blockstates to pick which
one
L1508[14:18:30] <theFlaxbeard> Has anyone
else experienced strange soundsystem crashes in their dev
environment?
L1509[14:18:34] <vox|coding> There's a
link to Botania's Alfglass in there
L1510[14:18:45] <theFlaxbeard> Doesn't
seem to be linked to anything in my mod, just something wonky in
the dev env
L1511[14:19:20]
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L1513[14:21:34] <TobyO> well, I don't
really want to change the then perhaps
L1514[14:22:04] <TobyO> I just want a
block to render as a different one, so maybe I should just be
passing in a different model
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L1516[14:22:42] <TobyO> well, I don't
really want to change the texture then perhaps*
L1517[14:24:17] <TobyO> I don't really
get how I'm supposed to do that though as the model is taken from
the assets directly
L1519[14:29:27]
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L1521[14:38:07] <kimfy> Are you calling
glPushMatrix anywhere Intektor and forgetting to pop it
L1522[14:39:31] <kimfy> Idk anything
about rendering in MC, I'm just taking a wild guess
L1523[14:40:23] <TobyO> Does anyone know
where I can find the botania 1.9 source?
L1524[14:40:57] <Intektor> ask mr
willie
L1526[14:41:43] <TobyO> oh right, that
was simple enough
L1527[14:41:53] ***
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L1528[14:42:20] <Temportalist> multiple
modifiers is working in dev environment \o/
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L1531[14:42:41]
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L1534[14:47:58] <thecodewarrior> How do I
get the server instance, integrated or dedicated.
FMLServerHandler.instance().getServer() is always null, so I assume
that's only for dedicated servers.
L1535[14:49:30] <vox|coding> For some
reason ForgeGradle is deciding to compile with Java 6 :/
L1536[14:49:50] <TehNut> vox|coding: You
need to specify java version in build.gradle if you want 7+
L1537[14:50:04] <Intektor> You have to
use FMLCommonHandler
L1538[14:50:41] <Intektor> Is there a way
to lay a filter over a shader, something like yellow color
L1539[14:50:58] <thecodewarrior> Ah,
Thanks.
L1540[14:51:03] <LexDesktop> vox:
Minecraft targets 6, you should to
L1541[14:51:36] <vox|coding> Lex, oh, I
thought it was fairly standard to require Java 8 at this
point?
L1542[14:51:45] <vox|coding> Most of the
mods that I use definitely do
L1543[14:51:49] <vox|coding> TehNut:
where?
L1544[14:51:54] <LexDesktop> No no its
not
L1545[14:52:16] ***
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L1546[14:52:38] <barteks2x> I'm confused
now. Some people tell me that I should use java 8, and now I see
that I should use java 6
L1547[14:53:07] <TehNut> Dev for 6, use
8
L1548[14:53:23] <LexDesktop> Always RUN
the latest, but target 6
L1549[14:53:39] <LexDesktop> 6 is what
Minecraft targets, that is a fact. The only one you should care
about
L1550[14:53:53] <barteks2x> So how to do
it?
L1551[14:54:40] <TehNut> vox|coding: Add
sourceCompatibility = 1.8 and targetCompatibility = 1.8 to your
build.gradle
L1552[14:54:54] <vox|coding> Ah, okay.
Thanks
L1553[14:55:13] <barteks2x> At this point
I'm totally confised
L1554[14:55:31]
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L1556[14:55:48] <TehNut> Second box in
that section
L1557[14:55:55] <TehNut> @vox
L1558[14:56:22] <vox|coding> Thanks
L1559[14:56:47] <vox|coding> barteks2x:
To support the widest range of players, you should use the JDK 1.8
but target Java 1.6
L1560[14:56:54] <vox|coding> So don't use
any new features
L1561[14:57:21] <vox|coding> Also I just
fixed my versioning scheme, time for a new release :P
L1562[14:57:34] <barteks2x> I'm pretty
sure last time I asked here I got the opposite answer, that I
should use java 8 with jav a8 features
L1563[14:58:23] <LexDesktop> whoever told
you that is a moron
L1564[14:58:28] <LexDesktop> you use what
the environment lets you use
L1565[14:58:34] <LexDesktop> in
minecraft, that's 6
L1566[14:59:03] <barteks2x> Uh... so I
will have bad time porting whatever I have to java 6. And I don't
think mixin support java 6 at all
L1567[15:00:14] <LexDesktop> The fuck are
you asming shit for?
L1568[15:00:19] <barteks2x> cubic
chunks
L1569[15:00:31] <LexDesktop> Then you're
inherantly incompatible and meh
L1570[15:01:51] <barteks2x> some simple
mods may be compatible, but in general - true. It's inherently
incompatible with almost anything, but whenever possible I try to
keep vanilla behavior.
L1571[15:03:23] <Ordinastie_> I would
say, most of the mods won't care what the actual chunk
implementation lies behind the world
L1572[15:04:11] <barteks2x> ^ most of
them just use world.getBlockState and world.setBlockState. But some
mods may assume that there are normal height limits
L1573[15:04:30] <LexDesktop> If done
correctly then its fine but modders do weird things and tehre are a
lot of things that hardcode 256
L1574[15:06:03] <barteks2x> Hnestly at
this moment I don't really care about making non-vanilla things
work outside of 0-255 Y range, but ideally almost everything should
work within that height range.
L1575[15:06:07]
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L1577[15:08:00] <Jdembo> well, managed to
get V8 powered MC mods ingame
L1578[15:08:08] <Jdembo> same source in
dev as in production
L1579[15:08:29] <Jdembo> map class
mehtods and fields at runtime because it has control over js class
structure, so :D
L1582[15:09:33] <fry|sleep> why v8? why
not something like rhino?
L1583[15:09:35] <Ordinastie_> omg, what
have you done!
L1584[15:10:40]
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L1586[15:11:56] <Jdembo> v8 benchmarked
is faster, plus im using j2v8 which makes this a lot easier
L1588[15:12:45] <fry|sleep> it's
minecraft + js, benchmarks should not be the deciding factor
:P
L1589[15:12:54] <Jdembo> going to see if
i can get chrome dev tools to somehow work...
L1590[15:15:27]
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L1592[15:18:56] <PaleoCrafter> thanks
fry|sleep :P
L1593[15:21:45] <theFlaxbeard> Looks
nice!
L1594[15:22:25] <Ivorius> Is that
PaleoCrafter making actual things
L1595[15:22:39]
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L1596[15:22:40] <Ivorius> I guess I was
still in denial
L1597[15:22:41] <PaleoCrafter>
yessir
L1598[15:22:41] ***
Jezza|AFK is now known as Jezza
L1599[15:22:43] <TobyO> That looks really
cool
L1600[15:23:25] <tterrag> for a bit I
couldn't see the enchantment names
L1601[15:23:33] <tterrag> was very
confused at how this was used
L1602[15:23:40] <PaleoCrafter> it's
intentional :P
L1603[15:23:46] <tterrag> I think maybe
you should bold them or something. oh.
L1604[15:23:52] <tterrag> it's
intentional to be annoying to read? :P
L1605[15:24:17] <PaleoCrafter> you're
looking into an arcane book, you don't understand half of it, you
have to search for the useful information :P
L1606[15:25:16] <heldplayer>
PaleoCrafter: What do the words actually say? :P
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L1608[15:25:27] <PaleoCrafter> it's
generated with the vanilla stuff
L1609[15:25:42] <heldplayer> Ah, the same
words then :p
L1610[15:25:43] <tterrag> pretty sure
it's gibberish
L1612[15:26:08] <Ordinastie_> the idea is
great, but honnestly, I think it will lack convenience
L1613[15:26:08] <tterrag> you can
translate it if you feel like it
L1615[15:26:34] <PaleoCrafter>
Ordinastie_, convenience isn't the point, immersion is xD
L1616[15:26:34] <heldplayer>
CTHULHU
L1617[15:26:42] <tterrag> oh wow it's
real words
L1618[15:26:45] <tterrag> who knew
L1619[15:26:48] <Ivorius> I did
L1620[15:26:55] <heldplayer> I did
too
L1621[15:27:02] <tterrag> oh well screw
you guys then
L1622[15:27:06] <PaleoCrafter>
"enchant wet sphere bless cthulhu"
L1623[15:27:08] <heldplayer> :D
L1624[15:27:24] <Ivorius> You would have
known if you had rendered it tterrag :P
L1625[15:27:29] <tterrag> yeah
L1626[15:27:36] <Ivorius> I always hide
bullshit in my galactic alphabet stuff
L1627[15:27:37] <tterrag> definitely
never messed with enchantment glyph rendering
L1628[15:27:42] <vox|coding> I love how
there's a custom DeadMau5 head hardcoded into MC
L1629[15:28:00] <KnightMiner> Its like
the Dinnerbone rendering
L1630[15:28:20] <Ivorius> Notch added it
when mau5 endorsed mc back when it wasn't all that big
L1631[15:28:24] <vox|coding>
PaleoCrafter: looks awesome
L1632[15:28:29] <PaleoCrafter> hm... now
to think about how to initiate the actual enchanting and what to
put on the first page, I don't want buttons :/
L1633[15:28:44] <KnightMiner> And so many
people complained becuase "they make the fan
videos"
L1634[15:30:53] <KnightMiner> Hey, is
there any way using a Forge blockstate to apply a rotation based on
one property, then an additional rotation on another property? My
attempts to do that with transforms just replaces the original
tag
L1635[15:31:17] <vox|coding> I think
you're limited by the json here
L1636[15:31:35] <vox|coding> So I don't
think so
L1637[15:31:39] <KnightMiner> Thats
unfortunate. It would make stair blockstates so much more
sane
L1638[15:31:57] <vox|coding> It would
make many things more sane
L1639[15:32:24] <vox|coding> I just spent
a while debugging shield jsons since either I broke something or
updating Forge did
L1640[15:32:39] <vox|coding> KnightMiner:
you work on TiCon, right?
L1641[15:32:46] <KnightMiner> Yeah
L1642[15:33:41] <vox|coding> I'm working
on an addon (extending my shield mod to work with TiCon)
L1643[15:33:49] <vox|coding> What's the
correct string for the Maven repo?
L1644[15:34:08] <vox|coding> deobfCompile
"tconstruct:TConstruct:1.9-2.3.0" definitely isn't
working
L1645[15:34:42] <vox|coding> where JEI's
deobfCompile "mezz.jei:jei_1.9:3.3.3.+" definitely
is
L1646[15:34:47] <KnightMiner> I don't
know if there is a 1.9 maven yet
L1647[15:35:10] <TehNut> I'd ask
bo.ni
L1648[15:35:14] <vox|coding> Oh I see. I
thought boni said there was one for the latest version but I could
be wrong there
L1649[15:35:34] <vox|coding> <vox>
boni: is the DVS1 maven repo kept up to date with TiCon jars?
L1650[15:35:38] <KnightMiner> Progwml6's
maven seems to have a 1.8.9 version, but I cannot find a 1.9
version
L1651[15:35:42] <vox|coding> <boni>
yes. check the github releases for which build is the latest
L1652[15:35:46] <vox|coding> Huh
L1653[15:35:47] <TehNut> 10/10
pings
L1654[15:35:55] <vox|coding> yeah lol
sorry
L1655[15:35:59] ***
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L1658[15:36:41] <vox> What'd be your
recommendation for an alternative?
L1659[15:36:45] <KnightMiner> There is a
1.9 version of Mantle on the Maven though
L1660[15:37:15] <TehNut> Try
2.3.0.jenkins193
L1661[15:37:19] <vox> Oh, I'll need to
depend on that too at compile time, won't I.
L1662[15:37:20] <vox> Okay
L1663[15:37:26] <KnightMiner> Adding the
deobf jar to <project>/libs then building the workspace might
work
L1664[15:37:40] <TehNut> If TCon does
it's stuff correctly, Mantle will be pulled automatically
L1665[15:38:27] <vox>
"tconstruct:TConstruct:1.9-2.3.0.jenkins193" definitely
doesn't work
L1666[15:38:56] <vox> Neither does
"tconstruct:TConstruct:2.3.0.jenkins193"
L1667[15:38:58] <Intektor> can I somehow
find out If a block can be seen by the player or not?
L1668[15:39:43] <vox> KnightMiner, who do
I have to poke to get TiCon 1.9 up there?
L1669[15:39:45] <TehNut> It would be so
nice if Prog's maven was public facing
L1670[15:39:52] <vox> agreed
L1671[15:39:58] <TehNut> But I understand
why it's not
L1672[15:40:22] <KnightMiner> I would
guess boni, though he is offline right now
L1673[15:40:30] <vox> Okay, thanks
L1674[15:40:36]
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L1675[15:40:57] <vox> So bo.ni did link
me to the TinkerRegistry thing
L1676[15:41:08] <vox> Is that the
all-in-one way to register parts and items?
L1677[15:41:58] <KnightMiner> Are you
adding a new part or new material?
L1678[15:42:03] <vox> Parts
L1679[15:42:07] <tterrag> browsable
mavens ftw :P
L1680[15:42:26] <vox> Probably just one,
and then a recipe in the tool forge
L1681[15:42:39] <KnightMiner> Looks like
it
L1682[15:43:04] <KnightMiner> The javadoc
for "registerTool" claims to automatically make all parts
known to tinkers
L1683[15:43:08] <vox> Awesome
L1684[15:43:26] <vox> Actually, maybe I
can avoid that altogether. Is there a way to just add a new tool
using old parts?
L1685[15:43:38] <TehNut> ohman
L1686[15:43:56] <TehNut> FireBall's
artifactory mirror's prog's maven
L1687[15:44:01] <TehNut> Maybe we can
figure it out from there
L1688[15:44:02]
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L1689[15:44:09] <vox> link?
L1690[15:44:19] <JasonIEC> o/ all
L1691[15:44:19] <TehNut> Oooorrrr it
could just have a couple 1.7 builds
L1692[15:44:22] <TehNut> >.>
L1693[15:44:26] <FireBall1725> ?
L1694[15:44:27] <vox> lol
L1695[15:44:42]
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L1696[15:45:23] <Intektor> Does someone
know lwjgl good?
L1697[15:45:38] <FireBall1725> TehNut: u
ping?
L1698[15:45:44] <TehNut> I didn't mean to
ping
L1699[15:45:57] <FireBall1725> Ok
L1700[15:46:00] <TehNut> Was hoping to
grab the new TCon maven stuff from your Artifactory
L1701[15:46:05] <TehNut> But it only has
a couple 1.7 builds
L1702[15:46:09] <vox> Since you're here
anyway, o/ FireBall :D
L1703[15:46:14] <Ivorius> Intektor: Don't
ask to ask. Just ask the question you want an answer to quickly and
concisely, and if anyone knows, they'll reply. Make sure to stick
around so your question can be seen and replied to. See
http://www.catb.org/~esr/faqs/smart-questions.html
L1704[15:48:18] <Intektor> Well then, I
am trying to render colored qubes in renderLastWorld event, but it
seems like, depending on the look rotation of the player, it
doesn't render it at all, it renders the cubes with a stupid color,
it renders it just fine
L1705[15:49:18] <Ivorius> You don't
ensure your gl state
L1706[15:49:32] <Ivorius> Call glColor at
least
L1707[15:49:44] <vox> You have to
reset..... ^
L1708[15:49:45] <vox> that
L1709[15:50:57] <Intektor> what do you
mean with gl state, I am calling glColor
L1710[15:51:18] <tterrag> this is 1.7 I
guess?
L1711[15:56:17] <vox> Oh fuck
L1712[15:56:29] <vox> The last version of
my mod that I released has no recipe for the shield
L1713[15:56:37] <vox> Whoops
L1714[15:57:57] <vox> Fix
L1715[16:04:02] <vox> Is there a list
somewhere of the items that Forge OreDicts from vanilla by
default?
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L1717[16:06:41] <TehNut>
OreDictionary
L1718[16:07:28] <vox> Thanks
L1719[16:07:46] <vox> What's the earliest
I can check if an item made it into the dictionary?
L1720[16:08:13] <TehNut> IIRC those are
added before preinit
L1721[16:08:30] <vox> The ones added by
mods?
L1722[16:08:40] <TehNut> No, the vanilla
ones
L1723[16:08:44] <vox> Ah okay
L1724[16:08:50] <TehNut> The ones added
by mods can theoretically be done at any time
L1725[16:09:10] <tterrag> they are added
in clinit
L1726[16:09:19] <tterrag> the defaults
anyways
L1727[16:09:27] <tterrag> mods SHOULD add
oredict in init, but some are naughty
L1728[16:09:42] <KnightMiner> I generally
check values of the oredict and recipe registries in postInit
L1729[16:09:49] <KnightMiner> I have not
had issues with that thus far
L1730[16:09:53] <Unh0ly_Tigg> there is
OreDictionary.OreRegisterEvent
L1731[16:10:20] <vox> Okay, cool. That
means I'm going to be adding recipes in postInit :P
L1733[16:11:15] <Unh0ly_Tigg> and it
get's posted to the event bus 3 lines up
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L1735[16:12:34] <vox> That definitely is
a better option, thanks
L1738[16:13:51] <TehNut> #ShipIt
L1739[16:14:05]
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L1740[16:15:42] <tterrag> ok I got rid of
the (null) error
L1741[16:15:45] <tterrag> same rendering
though
L1742[16:15:46] <tterrag> ughh
L1743[16:17:25] ***
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L1746[16:19:44] <vox> So I'm adding an
iron shield, and the recipe is the same recipe as an iron
"sign" would be
L1747[16:19:56] <vox> Should I change
that?
L1748[16:23:29] <mezz> how do I make a
new potion effect in 1.9?
L1750[16:25:46] <vox> There's a whole
section on potinos
L1751[16:25:50] <vox> *potions
L1752[16:25:52] <mezz> cool thanks,
missed that
L1753[16:26:17] <vox> No problem
L1754[16:26:34] <mezz> ok I actually know
that stuff... but new Potion is protected. I guess I need to
subclass it
L1755[16:26:46] <vox> I think so,
yeah
L1757[16:30:50]
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L1758[16:31:18] <mezz> please spam more
Dark
L1759[16:33:55] <vox> Is there a way to
just completely redirect to another model file?
L1760[16:34:09] <KnightMiner>
parent?
L1761[16:34:11] <vox> I.e.: {
L1762[16:34:11] <vox> "model":
"shieldrework:item/shield_lowered"
L1763[16:34:11] <vox> } or
something
L1764[16:34:12] <vox> oh yeah
L1765[16:34:21] <vox> I'll try that,
thanks
L1766[16:36:32]
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L1769[16:38:12] <KnightMiner> I am not
really sure about it
L1770[16:38:45] <mezz> I just copied
vanilla, not worth contemplating
L1771[16:38:46]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1772[16:39:21] <Dark> sorry for the spam
mezz just was asked to pop that in here
L1773[16:47:41] <Forecaster> there's no
easy way of getting the index of the highest value in an array is
there?
L1774[16:47:46] <Forecaster> (built into
java)
L1775[16:49:16] <tterrag> array.length -
1
L1776[16:49:34] <Forecaster> highest
value...
L1777[16:49:35] <diesieben07>
Arrays.stream(array).max()
L1778[16:49:37] <Forecaster> not highest
index
L1779[16:50:32] ***
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L1780[16:50:41] <tterrag> ^^
L1781[16:50:45] <tterrag> misread
L1782[16:51:02] <tterrag> but yeah
streams are the easiest way. sub java 8 there's probably something
in guava
L1783[16:51:26] <diesieben07> although
thats not the index
L1784[16:51:43] <Forecaster> what is it
then?
L1785[16:51:44] <mezz>
Collections.max
L1786[16:51:54] <mezz> for a List
L1787[16:52:08] <Forecaster> it's an
array
L1788[16:52:29] <diesieben07>
Arrays.asList
L1789[16:52:40] <diesieben07> but that is
still the highest *object*, not it's index
L1790[16:53:06] <diesieben07> if you have
the highest object already, Arrays.asList(...).indexOf
L1791[16:54:25] <Forecaster> if I make it
a list, then interate over it with Math.max, store each object that
is the highest, then use indexOf on it to get the index?
L1792[16:54:45] <Forecaster>
s/interate/iterate/
L1793[16:55:16] <mezz> iterate over them
all, store the max value and its index
L1794[16:55:35] <mezz> indexOf will be
slow if you care about that
L1795[16:55:40] <Forecaster> or
that
L1796[16:56:04] <Forecaster> it's not
that slow if I only do it once after the loop is it?
L1797[16:56:25] <mezz> it basically loops
through again
L1798[16:56:33] <Forecaster> ah
L1799[16:56:42] <mezz> if your list is 50
things who cares, 1000 maybe?
L1800[16:56:57] <Forecaster> the max is 4
:P
L1801[16:57:08] <PaleoCrafter>
xs.zipWithIndex.maxBy(_._1) :3
L1802[16:57:24] <Forecaster> whaaat
L1803[16:57:30] <Forecaster> is that
scala?
L1804[16:57:31] <PaleoCrafter> forget it
right away :P
L1805[16:57:32] <PaleoCrafter> yes
L1806[16:57:39] <Forecaster> I don't know
scala :P
L1807[16:58:00] *
Ordinastie_ is pretty sure PaleoCrafter likes scala because he can
put butt smileys in his code
L1808[16:58:05] <diesieben07>
zipWithIndex is like map(x -> Tuple(indexOf(x), x)) right?
L1809[16:58:11] <PaleoCrafter> yah
L1810[16:58:19] <diesieben07> mhm
L1811[16:58:22] <PaleoCrafter> although
it puts the index in the second element
L1812[16:58:23] <PaleoCrafter> iirc
L1813[16:58:51] <vox> I love missing
textures
L1815[16:59:09] <vox> Now I have to
figure out how the frick vanilla shields models work
L1816[16:59:16] <vox> But,
progress!
L1817[16:59:49] <KnightMiner> Vanilla
shields are rendered using entity models, but that is as much as I
know
L1819[17:00:34] <Forecaster> this
probably works, probably
L1820[17:01:17] <diesieben07> yay
imperative code
L1821[17:01:33] <Forecaster> what?
L1822[17:01:50] <Temportalist>
Ordinastie_: That is definitely why we love scala <3
L1823[17:01:50] <Intektor> I am trying to
render colored qubes in renderLastWorld event, but it seems like,
depending on the look rotation of the player, it doesn't render it
at all, it renders the cubes with a stupid color, it renders it
just fine
L1825[17:02:17]
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L1826[17:03:10] <Forecaster> I'm not sure
what the paralel is between that and my method
L1827[17:03:19] <diesieben07> You are
using that programming style.
L1828[17:04:14] <Forecaster> oh, because
I made a method to do this task instead of coding it where I needed
it? :P
L1829[17:04:23] <diesieben07> No.
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L1831[17:04:29] <vox> KnightMiner, yeah
TileEntityItemSomethingOrOthers
L1832[17:04:30] <diesieben07> Because you
have a for loop
L1833[17:04:32] <diesieben07> with
mutable state
L1834[17:04:40] <Forecaster> mutable
state?
L1835[17:04:51] <diesieben07> you change
the values in your variables, right?
L1836[17:05:08] <PaleoCrafter> nah,
mutable state is if your variables can mutate into little
bugs
L1837[17:05:13] <Forecaster> of course
:P
L1838[17:05:18] <Forecaster> that's what
variables are for
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L1840[17:05:57] <diesieben07> yes
L1841[17:06:20] <diesieben07> pure
functional programming for example has no mutable state
L1842[17:06:25] <diesieben07> you cannot
change variables.
L1843[17:06:41] <Forecaster> but then
they're not variable D:
L1844[17:07:10] <diesieben07> true
L1845[17:07:15] <diesieben07> i should
not have said variables :D
L1846[17:07:35] <masa> how does that then
even work?
L1847[17:07:54] <diesieben07> what
exactly?
L1848[17:07:58] <barteks2x> proably using
recursion almost everywhere
L1849[17:08:10] <masa> if you can't
change any state/variables/values?
L1850[17:08:12] <diesieben07> well, say
you wnat to find the highest element in a collection
L1851[17:08:19] <diesieben07> instead of
iterating it and mutating a "currentMax" thing
L1852[17:08:51] <diesieben07> you do
list.reduce((a,b) -> max(a, b))
L1853[17:09:01] <diesieben07>
pseudo-syntax of course
L1854[17:09:18] <masa> no idea what that
is trying to say...
L1855[17:09:48] <diesieben07> reduce the
list to one element by combining two elements into one using the
max method
L1856[17:09:59] <diesieben07> so if you
have two elements you can get one out of those two by calling
max
L1857[17:10:05] <Forecaster> but without
the iteration you'd have to assume a max number of values in the
array right?
L1858[17:10:05] <diesieben07> and you do
that until you have only one element left
L1859[17:10:12] <diesieben07> that then
is the maximum
L1860[17:10:13] <masa> doesn't that then
mutate the list?
L1861[17:10:17] <diesieben07> No it does
not.
L1862[17:10:56] <Forecaster> also not
sure how you'd get out the index doing that
L1863[17:11:15] <Forecaster> which is
what I needed in this instance
L1864[17:11:32] <diesieben07> >
xs.zipWithIndex.maxBy(_._1)
L1865[17:11:46] <diesieben07> so first
turn your list of stuff into a list of pairs of index + stuff
L1866[17:12:09] <diesieben07> then do the
same reduce thing (maxBy is just shorthand for that reduce i said
above=
L1867[17:13:35] <masa> I don't get why
anyone would want to program like that... lot harder to see what is
happening and how much overhead you are creating
L1868[17:13:57] <diesieben07> because
then you can take ANY part of your progam
L1869[17:14:01] <diesieben07> and put it
somewhere else
L1870[17:14:08] <diesieben07> WHEN you
call something NEVER matters
L1872[17:14:14] <diesieben07> things
always do one specific thing
L1873[17:14:18] <tterrag> framebuffers
are weird
L1874[17:14:20] <diesieben07> a function
NEVER beahves differently
L1875[17:14:26] <tterrag> I made....the
death star?
L1876[17:14:30] <diesieben07> if you give
the functino A and it gives you X it will ALWAYS give you X for
A
L1877[17:15:13] <masa> right..
L1878[17:15:18] <barteks2x> and then you
want things like (pseudo) random number generation and you need
state anyway
L1879[17:15:19] <Forecaster> tterrag:
that's no moon(s)
L1880[17:15:23] <Forecaster> !
L1881[17:15:50] <diesieben07> barteks2x,
not sure how RNG is handled in pure languages, but things like IO
you do via monads
L1882[17:15:55] <diesieben07> but i am
NOT explaining those here.
L1883[17:16:03] <diesieben07> (pure
language=no state)
L1884[17:16:48] <masa> pure languages
sound dirty
L1885[17:16:58] <barteks2x> I'veheard of
monads before but I have no idea what the hell they actually are
and how they work
L1886[17:17:08] <diesieben07> they are
actually not that hard
L1887[17:17:12] <diesieben07> but yeah,
not gonna go into it here
L1889[17:17:59] ***
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L1890[17:18:29] <Forecaster> holy
spaceballs batman!
L1891[17:18:32]
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L1892[17:18:53] <tterrag> so the
framebuffer is...working
L1893[17:18:58] <tterrag> but the
"planet" rendering is NOT
L1894[17:19:09] <masa> from certain
angles it looks like the balls are touching, the end is near
L1895[17:19:37] <masa> LHC
renderings?
L1897[17:20:23] <tterrag> so yeah, FBO is
definitely working as intended
L1898[17:20:26] <tterrag> idk what the
hell is going on then
L1899[17:20:33] <tterrag> I didn't change
the actual rendering code, I just bound it to an FBO
L1900[17:21:09] <tterrag> must be
something with textures
L1901[17:21:13]
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L1902[17:21:34] <vox> Speaking of
something with textures, anyone know where they're registered for
shields?
L1903[17:21:34] <tterrag> masa: it's an
N-body simulation
L1904[17:21:44] <tterrag> that part is
still working thankfully :P
L1905[17:21:50] <vox> I can't figure out
where things actually get registered
L1906[17:21:51] <tterrag> that orbit you
see there is live simulated, not on rails
L1907[17:22:33] <vox> I've found the
ItemShield and ModelShield files but.. yeah
L1908[17:22:40] <Forecaster>
wait...
L1909[17:22:42] <Forecaster> dammit
L1910[17:22:50] <vox> oh wait maybe
L1911[17:22:58] <Forecaster> I just
realized I actually want the lowest value, not the highest xD
L1912[17:23:04] <diesieben07> lol
L1913[17:23:13] <diesieben07> and THAT is
also why specialized functions suck
L1914[17:23:16] <Forecaster> oh well, I
should just have to invert the if statement :P
L1915[17:23:26] <diesieben07> with
streams/functional stuff you'd just change "max" to
"min" an be good :)
L1916[17:23:42] <Forecaster> and rename
the method of course
L1917[17:24:12] <Forecaster> or maybe
I'll copy it and add new one, in case I need this for something in
the future
L1918[17:24:44] <Forecaster> but uh
L1919[17:24:58] <vox> Man this is great
code Mojang
L1920[17:24:59] <vox>
Minecraft.getMinecraft().getTextureManager().bindTexture(BannerTextures.SHIELD_DESIGNS.getResourceLocation(this.banner.getPatternResourceLocation(),
this.banner.getPatternList(), this.banner.getColorList()));
L1921[17:25:03] <Forecaster> I can't
start the current value at 0
L1922[17:25:12] <Forecaster>
max_int?
L1923[17:25:17] <diesieben07> sure
L1924[17:25:17] <vox> yeah
L1925[17:25:45] <diesieben07> also, by
the way
L1926[17:25:50] <diesieben07> why do you
even need the index :D
L1927[17:25:56] <diesieben07> and why are
you using arrays, they suck :
L1928[17:25:57] <diesieben07> :D
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L1930[17:26:27] <Forecaster> I need the
index to interact with other arrays
L1931[17:26:38] <tterrag> and the second
question?
L1932[17:26:42] <tterrag> why are you
making an array based API?
L1933[17:26:47] <diesieben07> oh god that
sounds like a recipe for deasaster
L1934[17:26:54] <diesieben07>
synchronized array indizes
L1935[17:26:58] <Forecaster> who said I'm
making an API?
L1936[17:27:00] <tterrag>
>deasaster
L1937[17:27:01] <tterrag> that's a new
one
L1938[17:27:07] <vox> williewillus or
Lex, do you know where TileEntityItemStackRenderer.renderByItem is
called?
L1939[17:27:09] <diesieben07> shush, i'm
german
L1940[17:27:10] <tterrag> Forecaster: you
said "interact". that's all an API is
L1941[17:27:11] <vox> Or anyone else for
that matter
L1942[17:27:28] <diesieben07> vox, use
your IDE? :D
L1943[17:27:30] <Forecaster> it's all in
my code
L1944[17:27:40] <vox> IDEA is being dumb
with searching library code
L1945[17:27:42] <tterrag> yes, so you are
making an API for yourself
L1946[17:27:50] <diesieben07> in
RenderItem.renderItem
L1947[17:27:51] <tterrag> any code that
interfaces with other code can be considered an
"API"
L1948[17:27:52] <MrIbby> Hello, is it
possible to check for variants in the inventory model for a
block?
L1949[17:27:54] <vox> I guess I should go
download forge's source and look :P
L1950[17:28:11] <vox> MrIbby: the
inventory model *is* a variant
L1951[17:28:18] <diesieben07> MrIbby,
yes, just don't make an item model json and forge will look in the
blockstate json instead and you can specify variants.
L1952[17:28:59] <Forecaster> tterrag:
then every program ever is an api xD
L1953[17:29:14] <tterrag> pretty much,
yes
L1954[17:29:26] <Forecaster> which makes
the distinction useless :P
L1955[17:29:48] <vox> diesieben07:
thanks!
L1956[17:29:48] <diesieben07> really
doesnt matter, what are you doing exactly? :D
L1957[17:29:49] <tterrag> "An API
expresses a software component in terms of its operations, inputs,
outputs, and underlying types, defining functionalities that are
independent of their respective implementations, which allows
definitions and implementations to vary without compromising the
interface. A good API makes it easier to develop a program by
providing all the building blocks, which are then put together by
the programmer."
L1958[17:29:51] <Forecaster> I'm not
making an api, I'm just writing code that interacts with
itself
L1959[17:30:06] <tterrag> who
cares?
L1960[17:30:11] <tterrag> you still
didn't answer the dang question
L1961[17:30:20] <Forecaster> diesieben07:
the goal is "Transport Tycoon in Minecraft"
L1962[17:30:29] <diesieben07> that's a
bit broad :D
L1963[17:30:33] <diesieben07> what are
these arrays for
L1964[17:32:00] <Forecaster> I define
"building types" as having inputs and outputs (intended
to be 0 - 4)
L1965[17:32:22] <diesieben07> so why is
there no a "BuildingType" class?
L1966[17:32:35] <diesieben07> and a
registry of some kind (can be just a List) for those?
L1967[17:32:47] <Forecaster> a building
has one array that contains the products, one contain the amount
needed or output per cycle
L1968[17:32:50] <Forecaster> there
is
L1969[17:33:08] <Forecaster> though it's
actually a hashMap so I can get them by name
L1970[17:33:17] <diesieben07> that should
also be classes...
L1971[17:33:21] <Forecaster> I'm talking
about the building type class itself
L1972[17:33:40] <Forecaster> what
should?
L1973[17:33:50] <diesieben07> if you have
3 values that belong to each other (for your current thing are at
the same position in 3 arrays): put those 3 in a class.
L1974[17:34:44] <Forecaster> my
controller needs to keep track of how many items it has in the
inputs and outputs as well though
L1975[17:34:48] <MrIbby> diesieben07, do
I still register the model with
ModelLoader.setCustomModelResourceLocation?
L1976[17:34:57] <diesieben07> and?
L1977[17:35:02] <Forecaster> that happens
in a separate object
L1978[17:35:02] <diesieben07> yes
MrIbby
L1979[17:35:07] <diesieben07> and?
L1980[17:35:09] <diesieben07> nothing
wrong with that.
L1981[17:35:18] <diesieben07> just don't
use array indices as identifiers is all i'm saying.
L1982[17:35:34] <Forecaster> so I need
the index for that
L1983[17:35:50] <diesieben07> No you
don't...
L1985[17:39:21] <diesieben07> are the
indices of input and output related?
L1986[17:39:30] <Forecaster> no
L1987[17:39:41] <diesieben07> ok make a
class that holds Product and amount then
L1988[17:39:47] <diesieben07> and have
two collections: input and output
L1989[17:39:51] <diesieben07> of that
class.
L1991[17:40:42]
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L1992[17:41:05] <diesieben07> what do
those ints in the array mean? how are they related?
L1993[17:41:30] <Forecaster> you mean the
int[] ?
L1994[17:41:37] <diesieben07> yes.
L1995[17:41:50] <Forecaster> those are
the amount of items in the input/output
L1996[17:41:54] <diesieben07> ok
L1997[17:41:56] <Forecaster> the
inventory essentially
L1998[17:41:59] <diesieben07> and how are
their indices related?
L1999[17:43:41] <Forecaster> if the
building type assigned to the controller has two inputs (0: Lumber,
1: Planks), calling controller.inputs[1] would tell me how many
planks are stored in the input
L2000[17:44:08] <Forecaster> or put
another way
L2001[17:44:15] <diesieben07> so why is
that not a Map<Product, Int>?
L2002[17:44:24]
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L2003[17:44:27] <diesieben07> magic
numbers are bad.
L2004[17:44:31] <Forecaster>
type.inputs[i] gives me the type of item
L2005[17:44:40] <Forecaster> inputs[i]
tells me how many there are
L2006[17:44:58] <Forecaster> type of item
is a class (Product)
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L2008[17:46:04] <Forecaster> wont that
mean I'd have to either store the product in the controller,
bypassing the building type, or store the amount in the building
type, meaning each controller would need it's own instance of
it?
L2009[17:46:32] <diesieben07> No.
L2010[17:46:41] <diesieben07> in the
building type you have the Products
L2011[17:46:59] <diesieben07> and then in
the controller you have the Map<Product, integer> telling you
how much
L2012[17:47:05] <diesieben07> for each of
the products in the building type
L2013[17:47:53] <Forecaster> I'm not
familiar with Map
L2014[17:48:15] <diesieben07> it
associates keys with values
L2015[17:48:26] <diesieben07>
Map<Product, Integer> means you can associate Product
instances with Ints
L2016[17:48:46] <diesieben07> so
map.put(someProduct, 23) means map.get(someProduct) will now return
23.
L2017[17:49:00] <Forecaster> ooh
L2018[17:49:24] <Forecaster> so I'd still
have an array in the building type, but not another in the
controller
L2019[17:49:37] <Forecaster> or I guess
it can be a list
L2020[17:49:40] <diesieben07> don't use
arrays man
L2021[17:49:44] <diesieben07> their API
sucks :D
L2022[17:50:18] <Forecaster> but
iteration was easier in this case :P
L2023[17:53:04] <Forecaster> how do I
define a map?
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L2025[17:53:40] <diesieben07> what do you
mean by "define"?
L2026[17:54:00] <Forecaster> it
apparently can't be instantiated
L2027[17:54:09] <diesieben07> oh so you
mean instantiate.
L2028[17:54:14] <barteks2x> I think you
want to create a HashMap
L2029[17:54:17] <diesieben07> Map is an
interface, there are several implementations
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L2031[17:54:21] <diesieben07> the go-to
one is HashMap
L2032[17:54:28] <Forecaster> ah
L2033[17:55:11] <Forecaster> I've been
using that for my building, product & controller registries
:P
L2034[17:55:34] <diesieben07> So, how did
you not know what a Map is?!
L2035[17:56:22] <Forecaster> I didn't
know the key could be any object I guess
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L2038[18:00:36] <Forecaster> I guess I
should use a map for the inputAmounts & outputAmounts as
well?
L2039[18:00:53] <Forecaster> yeah
L2040[18:01:34] <diesieben07> in the
BuildingType?
L2041[18:01:42] <Forecaster> yes
L2042[18:01:48]
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L2045[18:02:19] <diesieben07> well i'd
use a separate class that combines product and ingredient
L2046[18:02:23] <diesieben07> but it
doesnt really matter
L2047[18:02:38]
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L2050[18:03:17] <Forecaster> I guess I
could do that
L2051[18:03:27] <Forecaster> I don't like
making classes for really small things though
L2052[18:03:31] <Intektor> how do I
recreate a entity from its nbt? I mean I can write the nbt to my
item, but when I want to r3ecreate it, how should I know what type
of entity it is, because I need to create a new instance of it
right
L2053[18:03:32] <Forecaster> even though
I can
L2054[18:03:39]
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L2055[18:04:12] <Forecaster> I like that
random 3 inserted into that word :P
L2056[18:04:47] <Forecaster> almost
thought there was a bit of 1337 speak that snuk in, but it turned
out there was an e there as well :P
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L2058[18:05:29] <diesieben07> Intektor,
Entity
L2059[18:05:32] <diesieben07>
#writeToNBTOptional
L2060[18:05:42] <diesieben07> and
EntityList.createEntityFromNBT
L2061[18:05:54] <diesieben07> only works
for entities which are not riding anything
L2062[18:06:15] <Intektor> ah ok
thanks
L2063[18:06:18] <Forecaster> does it work
on entities being ridden though?
L2064[18:06:18] <Intektor> I will check
that
L2065[18:06:21] <diesieben07> yes
L2066[18:06:26] <Forecaster> :P
L2067[18:06:27] <diesieben07> on entities
being ridden it includes the passengers
L2068[18:06:46] <diesieben07> to
force-write them even if they are riding (will discard the riding
entity) use writeToNBTAtomically
L2069[18:08:22] <tterrag> Forecaster:
writing objects that do small things is the point of oo
design
L2070[18:08:37] <diesieben07> although
EntityList.createEntityFromNBT does not recreate passengers
L2071[18:09:40] <Forecaster> I know, but
it feels wasteful somehow
L2072[18:12:05] <diesieben07> what's
wasteful about a class?
L2073[18:13:33] <Forecaster> feels !=
is
L2074[18:13:34] <Forecaster> :P
L2075[18:13:45] <diesieben07> aha
:D
L2077[18:17:56] <Intektor> why?
L2078[18:18:02]
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L2080[18:18:30] <diesieben07>
event.getEntity is the plyer.
L2081[18:18:43] <diesieben07> what did
you expect the method to do?
L2082[18:18:51] <diesieben07> magically
give you "the entity that I meant!!"
L2083[18:18:52] <diesieben07> ?!
L2084[18:18:55] <diesieben07> programming
is not magic.
L2085[18:19:22] <Intektor> but how do I
get the entity I interacted with then? :P
L2086[18:19:25] <Temportalist>
diesieben07: dont be telling people lies
L2087[18:19:30] <Temportalist>
programming is most definitely magic
L2088[18:19:33] <Temportalist> XD
L2089[18:19:55] <diesieben07> Intektor,
PlayerInteractEvent.EntityInteract
L2090[18:20:02]
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L2091[18:20:02] <Intektor> ah yeah
already sow it
L2092[18:20:29] <diesieben07> as of 1.9
you basically don't want to subscribe to just
PlayerInteractEvent
L2093[18:20:31] <diesieben07> choose a
sub-event
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L2095[18:21:58] <Elucent> is it frowned
upon to iterate through the loaded entities in the
blockinteractevent?
L2096[18:22:21] <diesieben07> Uh, through
ALL loaded entities? that sounds like a bad idea no matter where
you do it..
L2097[18:22:23] <diesieben07> why?
L2098[18:22:36]
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L2099[18:22:44] <Elucent> i was going to
try and make an AoE effect that messes up random block
interactions
L2100[18:22:54] <Elucent> around an
entity
L2101[18:23:08] <diesieben07>
getEntitiesWithinAABB is your friend then
L2102[18:23:27] <Elucent> actually, now i
mention it, my question didnt make sense
L2103[18:23:54] <Elucent> i actually
meant tile entity, but iterating through loaded entities wouldn't
work with that i dont think
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L2105[18:24:05] <Elucent> but creating an
entity to do the work would probably be okay
L2106[18:24:09] <diesieben07> boolean
entityNearby = !World#getEntitiesWithinAABB(MyEntity.class, aabb,
MyEntity::isEffectActive).isEmpty();
L2107[18:24:12] <diesieben07> there you
go.
L2108[18:24:23] <diesieben07> oh TE
L2109[18:24:26] <diesieben07> you can do
that then
L2110[18:24:36] <diesieben07> get all
chunks within the radius
L2111[18:24:38] <diesieben07> and iterate
their TEs
L2112[18:24:45] <Elucent> yeah, but
that's also pretty slow
L2113[18:24:57] <diesieben07> not any
slower than entity iteration
L2114[18:25:00] <Elucent> i'll probably
make an entity bound to the TE
L2115[18:25:02] <diesieben07> every chunk
has it's own Te map
L2116[18:25:04] <diesieben07>
Chunk#getTileEntityMap
L2117[18:25:17] <Elucent> so when you
place the TE or when it gets loaded, it spawns it in, and kills the
entity when it's broken
L2118[18:25:28] <Elucent> that way i can
use getEntitiesWithinAABB
L2119[18:25:30] <diesieben07> you can do
that, but an entity also has overhead to it
L2120[18:25:42] <barteks2x> hm... I need
to finally implement that method
L2121[18:25:43] <diesieben07> and
getEntitiesWihinAABB is also not magic, it still iterates behind
the scenes
L2122[18:26:12] <barteks2x> (I means
getTileEntityMap)
L2123[18:26:18] <Elucent> i'd guess it's
optimized over iterating through every single loaded TE or
entity
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L2125[18:26:42] <Forecaster> I would not
count on that :P
L2126[18:26:49] <diesieben07> it is
optimized somewhat
L2127[18:27:00] <diesieben07> but as I
said, you do NOT need to iterate every singel loaded TE
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L2129[18:27:47] <Temportalist>
diesieben07: do mods not load server side if its on an integrated
environment?
L2130[18:27:48] <Elucent> you're right,
i'll probably try out both and go with whatever's easiest
L2131[18:27:55] <diesieben07>
Temportalist, define "load".
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L2133[18:27:59] <Temportalist>
preInit
L2134[18:28:02] <diesieben07> define
"integrated environment"
L2135[18:28:08] <Temportalist> Local
minecraft client
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L2137[18:28:19] <diesieben07> there is no
"server side" there
L2138[18:28:22] <diesieben07> you are on
the client side.
L2139[18:28:27] <Temportalist> I call
@SidedProxy's object.preInit and the server proxy isnt called
L2140[18:28:29] <diesieben07> preInit etc
always fire ONCE at startup
L2141[18:28:34] <diesieben07> whether its
the client or the dedi server.
L2142[18:28:45] <diesieben07> server
proxy = dedicated server
L2143[18:28:48] <Temportalist> ah
L2144[18:28:57] <Temportalist> so put my
thing in the common proxy
L2145[18:29:05] <diesieben07> common
proxy is stupid
L2146[18:29:08] <diesieben07> just put it
in your mod class
L2148[18:29:57] <diesieben07> why do you
kill the entity like that...
L2149[18:30:22] <Temportalist> Intektor:
entity.setDead
L2150[18:30:22]
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L2151[18:30:24] <diesieben07> yep
L2152[18:30:26] <Intektor> setDead does
not work at all
L2153[18:30:30] <diesieben07> yeah it
does
L2154[18:30:36] <diesieben07> setDead
just immediatelyremoves it
L2155[18:30:41] <Intektor> why do I get a
huge error log?
L2156[18:30:49] <diesieben07> Post
logs.
L2157[18:31:15] <diesieben07> i hate this
mentatlity.. "i think this is the right thing to use, oh huge
error log? i will just HACK AROUDN THEN INSTEAD OF
ASKING"
L2158[18:31:16] <diesieben07> -.-
L2160[18:31:44] <Temportalist>
hahahahahahaha
L2161[18:31:49] <Temportalist> that has
NOTHING to do with setDead
L2162[18:31:51] <diesieben07> what is
line 140
L2163[18:31:56] <diesieben07> *40
L2164[18:32:07] <diesieben07> in
ItemEntityCatcher
L2165[18:32:52] <Intektor> sorry that one
was my dault
L2166[18:32:54] <Intektor> fault
L2167[18:33:10] <Intektor> I put
something in that caused the null pointer exeption
L2168[18:33:38] <Intektor> here is the
right one
L2170[18:34:04] <diesieben07> show
ItemEntityCatcher line 39
L2172[18:34:28] <diesieben07> what is
line 39 -_-
L2173[18:34:36] <diesieben07> ah
L2174[18:34:46] <diesieben07> well, your
entity is null.
L2175[18:35:07] <Intektor> but it is
only, when I call setDead
L2176[18:35:11] <Intektor> if not, it
works fine
L2177[18:35:25] <diesieben07>
impossiburu
L2178[18:35:39] <Intektor> well its
impossiburu
L2179[18:35:49] <Intektor> i mean its
possiburu
L2180[18:36:11] <diesieben07> if you call
setDead on the entity AFTER you write it to nBT
L2181[18:36:16] <Intektor> yeah
L2182[18:36:17] <diesieben07> it is
IMPOSSIBLE that that affects the written NBT.
L2183[18:36:32] <Intektor> I know, the
same thing is with the attackEntity
L2184[18:36:37] <Intektor> it attacks it
after recreating
L2185[18:36:42] <diesieben07> what
L2186[18:36:56] <Intektor> its
magic
L2187[18:37:00] <diesieben07> there is no
magic.
L2188[18:37:35] <Intektor> Do I have to
send you a youtube video so you believe me?
L2189[18:37:40] <diesieben07> No
L2190[18:37:57] <diesieben07> there just
is no way that if you write to NBT first and THEN attack it that it
gets attacked after the respawn
L2191[18:38:01] <diesieben07> thats not
how this works.
L2192[18:38:15] <Intektor> maybe it
attacks the entity with the correct UUID
L2193[18:38:29] <diesieben07> UUIDs dont
have anything to do with this.
L2194[18:38:31] <Temportalist> Intektor:
no
L2195[18:38:37] <Temportalist> Intektor:
just stahp
L2196[18:38:38] <Temportalist> haha
L2197[18:38:52] <Intektor> you are so
nasty
L2198[18:39:02] <Temportalist> Thats just
not how programming works haha
L2199[18:39:03] *
Temportalist leaves conversation
L2200[18:39:12] <Intektor> Noone needs
your stupid comments, please
L2201[18:39:33] <diesieben07> No need to
get nasty yourself.
L2202[18:39:48] <diesieben07> it's not
his fault that your shit doesn't work.
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L2204[18:40:12] <diesieben07> use a
debugger to find out where the attack is coming from that is
apparently happening after the recreate.
L2205[18:41:21] <Intektor> I sent you a
video in whatsapp
L2206[18:42:28] <Intektor> It has nothing
to do with attack, when I set e.g setGlowing true after the nbt, it
glows at the respawn, too
L2207[18:43:01] <Temportalist> In
Intektor's defense, I shouldnt be criticizing him anyway.I hope you
figure it out soon Intektor! The more programmers in the world with
working knowledge bases, the better :D <3
L2208[18:43:06] <diesieben07> that video
conveyed NO new information.
L2209[18:43:22] <diesieben07> > use a
debugger to find out where the attack is coming from that is
apparently happening after the recreate.
L2210[18:43:27] <Intektor> but my last
sentence did
L2211[18:43:40] <diesieben07> No it
doesn't
L2212[18:43:44] <diesieben07> this is
impossible.
L2213[18:43:49] <diesieben07> show more
of your code.
L2214[18:43:56] <diesieben07> and not in
image form preferably.
L2215[18:44:29] <Forecaster> I put my
code on github so I can link to it easily :P
L2216[18:44:37] <Forecaster> makes it
easier to get help
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L2219[18:46:38] <Intektor> I created this
mod like 60 min ago :P
L2220[18:47:34] <diesieben07> so... that
kills the entity after respawn? AND it glows?
L2221[18:47:48] <Intektor> yes
L2222[18:47:59] <diesieben07> when
captured in a newly created ItemStack?
L2223[18:48:06] <Intektor> true
L2224[18:48:17] <diesieben07> taht is not
possible man
L2225[18:48:27] <Intektor> another
video?
L2226[18:48:40] <diesieben07> with the
code you posted, that is not possible.
L2227[18:48:45] <diesieben07> look at the
debugger.
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L2229[18:50:52] <Intektor> the problem
is, ther is nothing to look at, I just looked up, after I call
EntityList.create... it already glows
L2230[18:51:16] <diesieben07> look what
the NBT is.
L2231[18:51:37] <diesieben07> after you
write it
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L2235[18:54:25] <Intektor> it seems like
its getting called twice
L2236[18:56:18] <diesieben07> the
event?
L2237[18:56:55] <Intektor> yes
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L2239[18:57:29] <diesieben07> where
from?
L2240[18:58:47] <masa> both hands?
L2241[18:59:00] <masa> check for the
hand
L2242[18:59:02] <diesieben07> nah thats
not how this works
L2244[18:59:20] <diesieben07> actually
nvm
L2245[19:00:27] <Intektor> 1 sec
L2246[19:00:27] <diesieben07> yeah check
the hand.
L2247[19:01:31] <Intektor> yeah, its
calling for both hands
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L2249[19:02:03] <Intektor> and in the
end, there is no magic left
L2250[19:02:03] <diesieben07> decide on
one
L2251[19:03:13] <vox> later all o/
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L2274[20:00:51] <Jdembo> well, my js
<=> java code is turning out pretty messy lol
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L2291[20:59:11] <Tazz> yay I fixed my
language XD
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L2299[21:16:14] <Zorn_Taov> right then,
back into the fray of coding. does anyone happen to know how to
color items depending on their nbt in 1.9?
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L2304[21:23:23] <Tazz> Zorn_Taov, theres
some open source mods that do it
L2305[21:23:27] <Tazz> but its pretty
simple
L2306[21:25:21] <tterrag> Zorn_Taov:
IItemColor
L2307[21:25:28] <tterrag> and
ItemColors.registeritemColorHandler
L2308[21:25:31] <tterrag> that's the way
I see
L2309[21:25:50] <Zorn_Taov> that's what
I'm using, but it's not calling the getColorFromItemstack
L2310[21:26:08] <Zorn_Taov> lemme push my
code
L2311[21:29:07] <tterrag> Zorn_Taov:
seems like you may need to specify the tintIndex in your
model
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L2313[21:30:09] <tterrag> if (flag
&& bakedquad.hasTintIndex())
L2314[21:30:32] <tterrag> but that's for
blocks...hm
L2315[21:31:29] <tterrag> I guess it's
the same?
L2317[21:32:09] <Zorn_Taov> wtf
L2318[21:32:19] <Zorn_Taov> i added
tintindex to the .json files
L2319[21:32:46] <Zorn_Taov> motherfucker
i edited the wrong files
L2320[21:33:23] <vox> Anyone got an idea
where I would do custom rendering?
L2321[21:34:16] <tterrag> that's an
extremely vague question
L2322[21:35:34] <Zorn_Taov> FINALLY, it
works -.-
L2323[21:35:43] <vox> I'm doing custom
shields, so I have to do what
TileEntityItemStackRenderer.renderByItem does
L2324[21:35:56] <Zorn_Taov> friggen hell
I was editing the files in the folder where they got generated, not
in the dev environment
L2325[21:36:28] <tterrag> vox: you'd have
to use a TESR if you want raw GL access
L2326[21:36:41] <tterrag> yes, it's
stupid
L2327[21:36:46] <vox> That's....
dumb
L2328[21:36:47] <vox> Okay
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L2330[21:37:01] <vox> So shields are...
TESRs?
L2331[21:37:02] <vox> Huh
L2332[21:37:18] <vox> Any good links to
current docs or tutorials?
L2333[21:37:27] <tterrag> no
L2334[21:37:30] <tterrag> in vanilla they
are hardcoded
L2335[21:37:39] <tterrag> forge does not
currently add a way to render items with raw GL
L2336[21:37:44] <vox> Got it
L2337[21:37:56] <vox> Yeah I'm looking at
the TEISR rendering for the shield
L2338[21:37:58] <vox> pfft
L2339[21:38:02] <diesieben07> why do
vanilla shields use raw gl rendering?
L2340[21:38:16] <tterrag> I assume for
the patterns?
L2341[21:38:24] <diesieben07> ohh
L2342[21:38:27] <diesieben07> damnit
mojang
L2343[21:38:41] <tterrag> the real
problem here is that we have no way to render items using raw GL
with itemstack context
L2344[21:38:55] <tterrag> using a TESR is
a nice hack, but you lose the itemstack
L2345[21:39:11] <Dark> isn't there a
player render event?
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L2347[21:39:39] <tterrag> sure, but
that's a tad roundabout don't you think?
L2348[21:39:46] <tterrag> we have GL
access for blocks (tile entities), but not items?
L2349[21:39:49] <tterrag> why?
L2350[21:39:50] <Dark> ya but it could
work, better than a TESR
L2351[21:39:55] <tterrag> not really
better
L2352[21:40:00] <Dark> no one does
PR
L2353[21:40:00] <tterrag> equally as
hacky and less performant
L2354[21:40:51] <Dark> tbh how many
shields would you have rendering on screen?
L2355[21:41:22] <Dark> performance is
only a major issue when you have too many objects in one area
L2356[21:41:23] <tterrag> there's been
many PRs
L2357[21:41:34] <Dark> for that exact
issue?
L2358[21:42:19] <diesieben07> yes
L2359[21:42:20] <tterrag> most focused on
adding a way to properly hook TESRs
L2360[21:42:21] <tterrag> but yes
L2361[21:42:34] <tterrag> neither fry nor
lex will budge for some reason
L2362[21:42:40] <tterrag> it's the last
thing bothering me about 1.8+
L2363[21:42:41] <diesieben07> shields can
be done without direct access
L2364[21:42:48] <Dark> maybe because
nobody will give them a good reason
L2365[21:43:01] <Dark> also tbh ASM is
always an option
L2366[21:43:17] <tterrag> why do we need
a good reason? arbitrary restriction is bad
L2367[21:43:18] <diesieben07> lol
L2368[21:43:23] <tterrag> but there are
plenty of good reasons
L2369[21:43:25] <diesieben07> its not
arbitrary.
L2370[21:43:39] <tterrag> yes it is
arbitrary
L2371[21:43:46] <Dark> From last time i
learned lex talking he didn't want people being lazy with item
rendering
L2372[21:43:50] <tterrag> we have
itemstack TESRs which is the same thing, just hackier
L2373[21:44:03] <tterrag> so why not just
make a PROPER API for GL item renders? instead of leaving this
confusing mess?
L2374[21:44:04] <diesieben07> they are
deprecated.
L2376[21:44:36] <tterrag> lol
L2377[21:44:45] <diesieben07> yes it was
added because it
L2378[21:44:46] <tterrag> it's even
stated as "temporary"
L2379[21:44:49] <diesieben07> 's
needed
L2380[21:44:51] <tterrag>
"temporary" until what?
L2381[21:45:05] <Dark> someone makes a
better system I assume
L2382[21:45:16] <diesieben07> in my
opinion it is not needed anymore since we have the animation stuff
now
L2383[21:45:21] <diesieben07> but i dont
know how fleshed out that is.
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L2385[21:45:38] <tterrag> how's an
"animation system" going to let me put a shader on an
item?
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L2387[21:46:06] <diesieben07> don't ask
me, i am not a rendering guy.
L2388[21:46:32] <tterrag> or what if I
wanted to do something akin to the enchantment effect? or something
else only possible with GL tricks
L2389[21:46:36] <diesieben07> also shader
is something differnet than direct raw gl access tht can leak state
if i undestand things correctly.
L2390[21:46:49] <diesieben07> the main
concert afaik is the state leakage
L2391[21:46:55] <Jdembo> its been a while
since i modded but
L2392[21:46:57] <diesieben07>
*concern
L2393[21:46:59] <tterrag> who
cares?
L2394[21:47:02] <Jdembo> cant you add GL
effects to items just like 3d rendering one?
L2395[21:47:02] <tterrag> I can leak
state in a model right now
L2396[21:47:09] <tterrag> it would be
very easy
L2397[21:47:15] <tterrag> why is forge in
the business of baby proofing?
L2398[21:47:28] <Dark> because 60% of
modders are bad at GL
L2399[21:47:33] <tterrag> people leak
state in GUIs all over the place
L2400[21:47:40] <tterrag> adding one more
place to do it...so what?
L2401[21:47:44] <tterrag> modders WILL
break things
L2402[21:47:49] <tterrag> it's NOT
forge's job to stop them
L2403[21:47:58] <Dark> tbh we are
assuming that is what forge is doing
L2404[21:48:03] <Dark> it may just be
that way for lolz
L2405[21:48:12] <Dark> if you want it
fixed make a really really good PR
L2407[21:48:42] <p455w0rd> yes
L2408[21:48:56] <p455w0rd> using that
stuff right now actually =]
L2409[21:49:00] <p455w0rd> in 1.9
L2410[21:49:18] <p455w0rd> u talking for
inventory specifically?
L2411[21:49:26] <Jdembo> well that
renders items being held too
L2412[21:49:42] <Jdembo> I assume thats
whats being discussed above
L2413[21:49:57] <p455w0rd> i came in late
:/
L2414[21:50:03] <Dark> i think tterrag is
just raging above, but honestly I have no clue what they are trying
to do
L2415[21:50:07] <tterrag> Dark: I'm not
wasting my time on a PR that will be denied
L2416[21:50:09] <Dark> originally it
sounded like shields
L2417[21:50:23] <tterrag> I don't work on
things that will take me a week without at least confirmation that
it's wanted
L2418[21:50:31] <Dark> tterrage then stop
complaining about lack of features
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L2420[21:50:45] <tterrag> lol
L2421[21:50:56] <tterrag> you want me to
waste my time, not going to happen
L2422[21:51:00] <tterrag> it's been
denied before and it would be now
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L2424[21:51:25] <Dark> or maybe next time
it will not get denied
L2425[21:51:38] <tterrag> I'm not willing
to risk that. if lex or fry tells me they want a system, I'd do
it
L2426[21:51:46] <Dark> working off a
negative mind set will always result in failure
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L2438[22:09:21] <Zorn_Taov> what's a good
way for an item or itemstack to do an animation for rendering using
a sin wave to change the color based on some time value? aka how do
I get that time value without using system time?
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L2441[22:14:06] <Jdembo> why cant you use
System time Zorn_Taov?
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L2443[22:14:26] <Jdembo> iirc theres an
amount of ticks alive int somewhere
L2444[22:17:27] <Zorn_Taov> but that's if
it's out in the world
L2445[22:17:38] <Zorn_Taov> guess I'll
use system time
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L2449[22:20:49] <mezz> magic bees copied
that, works well
L2450[22:21:26] <Zorn_Taov> ohhh, awesome
;o
L2451[22:21:29] <Zorn_Taov> :o
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L2479[23:42:13] <Cypher121> what's the
best way to draw whole image file? just assume some arbitrary size
of image and use it as both uv size and texture size in
drawScaledCustomSizeModalRect?
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