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L1[00:07:32] *** cpw is
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L26[01:59:56] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160510 mappings to Forge Maven.
L27[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160510-1.9.zip (mappings
= "snapshot_20160510" in build.gradle).
L28[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/
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L32[02:12:46] <killjoy> Does anyone know
where the code would be that orients the player when elytra
gliding?
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L34[02:18:57] <killjoy> elytras need more
arkham city
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L61[03:11:09] <Fredi100> Hey guys
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L65[03:17:57] <Fredi100> Can someone
explain me why minecraft says, that some ressources are missing.
but exactly those resources are here
L66[03:17:58] <killjoy> hello
L67[03:18:08] <killjoy> in the logs?
L68[03:19:07] <Fredi100> yea, when i start
it in eclipse, then in the console it says there are domain
errors.
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L70[03:20:36] <Fredi100> and the best part
about this is, that it is only the tools. Every other item can be
displayed
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L72[03:24:39] <Fredi100> If you want, here
is the log
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L81[03:36:51] <Ivorius> Fredi100: Either
the files are bad
L82[03:36:59] <Ivorius> Or you don't have
them
L83[03:37:30] <Ivorius> Or you're using
IDEA and didn't include the IDEA fix in your build.gradle
L84[03:38:29] <gigaherz|work> idea fix
shouldn't be needed anymore
L86[03:40:51] <kashike> gigaherz|work: it
is required with 2016.1 occasionally, bug I assume
L87[03:41:07] *
gigaherz|work shrugs
L88[03:41:23] <gigaherz|work> I still use
idea 15 for modding purposes
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L90[03:42:51] <Fredi100> I'm using
eclipse
L91[03:42:57] <Fredi100> The files are
existing
L92[03:43:04] <Fredi100> And i can open
them
L93[03:43:28] <gigaherz|work> is the modid
lowercase?
L94[03:43:46] <Fredi100> camelCase
L95[03:43:52] <gigaherz|work> the folder
MUST be lowercase
L96[03:44:03] <Fredi100> but then why do
other textures work
L97[03:44:23] <gigaherz|work> dunno, luck
maybe
L98[03:44:31] <gigaherz|work> but the
resource domain folder must be lowercase
L99[03:44:42] <gigaherz|work>
resources/assets/<modid in lowercase>/...
L100[03:44:43] <Fredi100> okay my fault,
all it is all lowercase
L101[03:45:21] <gigaherz|work> any message
in the debug log?
L102[03:45:46] <gigaherz|work> sorry if I
ask anything you already answered, I just joined
L103[03:47:35] <gigaherz|work> all the
issues I have ever had with resources generally come in a
relatively small set of issues:
L104[03:47:41] <gigaherz|work> 1. typo in
filename
L105[03:47:52] <gigaherz|work> 2. typo in
the json data which causes the file to fail to parse
L106[03:48:21] <gigaherz|work> 3. forgot
to apply for the model using
ModelLoader.setCustomModelResourceLocation
L107[03:49:02] <gigaherz|work> 4. in a
block, forgot that the model resource location must have the same
name as the registry name of the block
L108[03:49:20] <gigaherz|work> 5. the
blockstates json exists, but is missing variants
L110[03:50:17] <Fredi100> that was the log
i postet short before you joined
L111[03:53:12] <gigaherz|work> Caused by:
java.io.FileNotFoundException:
atomizer:blockstates/soilPileItem.json
L112[03:53:51] <gigaherz|work> it's looked
for either
L113[03:53:56] <Fredi100> There are a few
items which are legitimately not here. The important ones are the
toosl
L114[03:54:00] <Fredi100> *tools
L115[03:54:02] <gigaherz|work>
models/item/soilPileItem.json
L116[03:54:17] <gigaherz|work> or
blockstates/soilPileItem.json
L117[03:55:11] <gigaherz|work> which ones
are the tools?
L118[03:55:54] <gigaherz|work> hmmm
L119[03:55:56] <gigaherz|work> I see an
issue
L120[03:55:59] <Fredi100> bronzeAxe,
bronzePickaxe, ...
L121[03:56:00] <gigaherz|work> at the
bottom of the log
L122[03:56:06] <gigaherz|work> says
"missing resource for domain minecraft"
L123[03:56:27] <gigaherz|work> you have to
prefix the texture references with your domain (modid)
L124[03:56:35] <gigaherz|work> if you
don't, it defaults to minecraft:
L125[03:57:02] <gigaherz|work>
atomizer:items/silverAxe
L126[03:57:30] <Fredi100> ...oh...i
see
L127[03:57:35] <Fredi100> ...omg
L128[03:57:37] <Fredi100> thanks
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L130[03:58:28] <Fredi100> wait, do i have
to say it in the unlocalized name?
L131[03:58:37] <Fredi100> where do i have
to add that?
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L133[03:58:49] <gigaherz|work> wat no in
the item model json
L134[03:59:10] <gigaherz|work> although it
IS a good idea to include the modid in your unlocalized names
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L136[03:59:29] <Fredi100> okay
L137[03:59:33] <gigaherz|work> can you
show how you register the model?
L138[03:59:39] <Fredi100> ahh, yes
L139[03:59:43] <gigaherz|work> I'm
starting to fear you followed one of those horribly broken
tutorials
L141[04:02:05] <gigaherz|work> yep
L142[04:02:07] <gigaherz|work> feared as
much
L143[04:02:14] <gigaherz|work> DO
NOT
L144[04:02:20] <Fredi100> additionally, i
have a TreeMap<String, Item> where i save all the items
L145[04:02:22] <gigaherz|work> use
"getUnlocalizedName().substring"
L146[04:02:43] <gigaherz|work> the
unlocalized name IS NOT the name of the item
L147[04:02:50] <gigaherz|work> it's just
the translation string
L148[04:03:28] <gigaherz|work> forge has
had a system that allows you to set the proper name for the
item
L149[04:03:34] <gigaherz|work>
setRegistryName
L150[04:03:40] <gigaherz|work> and the
corresponding getRegistryName
L151[04:03:47] <Fredi100> has had?
L152[04:04:01] <gigaherz|work> I forgot to
write "since 1.8.9"
L153[04:04:17] <Fredi100> good, im writing
it for 1.8.9
L154[04:05:04] <gigaherz|work> then, here
is how you should so it:
L155[04:05:12] <gigaherz|work> 1. wherever
you call setUnlocalizedName
L156[04:05:18] <gigaherz|work> also call
"setRegistryName(name)"
L157[04:05:20] <gigaherz|work> and while
you are at it
L158[04:05:26] <gigaherz|work> make
setUnlocalizedName include the modid
L159[04:05:29] <gigaherz|work> something
like
L160[04:05:50] <gigaherz|work>
setRegistryName(itemName); setUnlocalizedName(MODID + "."
+ itemName);
L161[04:05:54] <gigaherz|work> then
L162[04:06:20] <gigaherz|work>
GameRegistry.registerItem(theItem) -- no need for the name of
substring since it's already known from
"setRegistryName"
L163[04:06:24] <gigaherz|work> and in the
model
L164[04:06:47] <gigaherz|work>
ModelLoader.setCustomMRL(theItem, 0, new
ModelResourceLocation(theItem.getRegistryName(),
"inventory"));
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L166[04:07:09] <Fredi100> that seems way
smoother
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L170[04:13:24] <gigaherz|work> this is
what I use for my mods:
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L178[04:44:35] <gigaherz|work> 1.9.3 is
out
L179[04:45:11] <LexDesktop> If anyone sees
onibait tell him to sign the forge relicense issue
L180[04:45:19] <Nitrodev> oh are they
finally cutting out the "Removed herobrine"
feature?
L181[04:45:27] <gigaherz|work> naah
L182[04:45:32] <gigaherz|work> maybe
L183[04:45:33] <gigaherz|work> but
naah
L184[04:45:38] <gigaherz|work> we'll see
in 1.10 ;P
L185[04:45:48] <gigaherz|work> or 1.9.4
when it inevitably happens in a few minutes ;P
L186[04:45:49] <Nitrodev> ;P
L187[04:45:55] <Nitrodev> lol
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L190[04:47:32] <Nitrodev> yeah i
noticed
L191[04:48:25] <Nitrodev> so how are you
doing giga?
L192[04:49:32] <killjoy> Hm. spectral
arrows work on endermen
L193[04:49:35] <killjoy> and the mob
behind them
L194[04:52:46] <gigaherz|work> finally got
my work laptp
L195[04:52:50] <gigaherz|work> setting it
up ;P
L196[04:56:20] <Nitrodev> nice
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()
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L353[05:40:56] *** anarchy.esper.net sets mode:
+vv LatvianModder iPixeli
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L397[05:40:56] *** anarchy.esper.net sets mode:
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L420[05:54:44] <Fredi100> @gigaherz Thank
you so much again. Everything is working now, thank you
L421[05:59:45] <Cypher121> yay my text
parser works
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L424[06:03:01] <gigaherz|work> Fredi100:
np, that's why I like to be around
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L443[07:09:38] <Wuppy> omg gigaherz|work
is working :O
L444[07:09:40] <Wuppy> :P
L445[07:10:15] <gigaherz|work> well, I'm
configuring the laptop
L446[07:10:25] <gigaherz|work> but yeah, I
FINALLY got my work machine
L447[07:10:46] <Wuppy> woo congrats
:)
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L449[07:11:44] <gigaherz|work> now if OSX
wasn't retarded...
L450[07:12:15] <gigaherz|work> I already
had to install one app just to make home/end behave like a normal
computer
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L452[07:26:50] <Saturn812> you also
probably paid for that app like $200
L453[07:28:57] <gigaherz|work> nah,
happens to be free
L454[07:30:54] <masa> gigaherz|work: hehe
and that 1.9.4 did happen almost immediately :p How Mojang of them
to spend several weeks on 1.9.3-pre releases and then mess
something up after all :D
L455[07:31:17] <gigaherz|work> XD
L456[07:31:18] <gigaherz|work> well
L457[07:31:25] <masa> not that I mind, for
some reason I don't like the odd patch versions, even patch
versions are somehow much nicer looking, no idea why
L458[07:31:27] <gigaherz|work> you can be
a year in beta
L459[07:31:34] <gigaherz|work> the day you
release SOMEONE will realize you didn't fix X
L460[07:31:38] <gigaherz|work> because
they never reported it
L461[07:31:39] <masa> yep
L462[07:32:13] <gigaherz|work>
u1051745pwd32456
L463[07:32:16] <gigaherz|work> oops
L464[07:32:20] <masa> whoops
L465[07:32:33] <gigaherz|work> Update:
Minecraft 1.9.4 removes the incorrect snapshot warning when you
load a world from a previous version in Minecraft 1.9.3.
L466[07:33:16] <masa> did they actually
_remove_ it or fix it so that it doesn't complain on release
versions...
L467[07:34:12] <gigaherz|work> no idea
what the message was about
L468[07:34:18]
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L469[07:34:38] <masa> I noticed it
yesterday when testing that the village data NPE was still there in
1.9.3-pre3
L470[07:35:08] <masa> it says in orange
text that please backup your workd before loading it in this
snaphot, or something, when hovering over the world entry in the
list
L471[07:35:49] <masa> which is nice IMO
for the regular users who are not aware how snapshots or
downgrading can break worlds
L472[07:36:01] <gigaherz|work> oh
L473[07:36:22] <gigaherz|work> yeah
probably just doesn't show up in non-snapshot builds
L474[07:39:49] <masa> hm, why don't they
show it when hovering over the world's text info, only when
hovering over the icon/screenshot and when the button controls
appear
L475[07:44:23] ***
amadornes[OFF] is now known as amadornes
L476[07:44:48] *** V
is now known as Vigaro
L477[07:45:13] <barteks2x> I had 12 unused
classes in my project...
L478[07:45:39] <barteks2x> And withing
that was 1 unused package with 3 classes
L479[07:46:25] <Cypher121> barteks2x: at
least they were unused
L480[07:47:01] <Cypher121> I decided it's
time for a rewrite when I found some legacy package that mirrored
all NBT tag classes
L481[07:47:30] <LatvianModder> So will
1.9.4 forge be compatible with 1.9.0?
L482[07:47:39] <barteks2x> And most of
them have been uniused for >6 months
L483[07:48:02] ***
Vigaro is now known as V
L484[07:48:21] <gigaherz|work> No idea,
but I doubt it, LatvianModder
L486[07:48:44] <LatvianModder> Well,
probably the port will take like.. 1 minute
L487[07:49:22] ⇦
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L488[07:49:27] <gigaherz|work> Cypher121:
a smaller font would allow more space, but may look out of place,
depending on UI scale level
L489[07:50:20] ⇦
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by peer)
L491[07:50:54] *** V
is now known as Vigaro
L492[07:51:02] <gigaherz|work> yes,
barteks2x
L493[07:51:08] <gigaherz|work> whenever
that starts happening, I just restart idea
L494[07:51:46] <barteks2x> That may be a
good idea... I didn't really close it for a few days(laptop+sleep
mode)
L495[07:51:55] <gigaherz|work> same
here
L496[07:52:01] <gigaherz|work> xcept I
leave the pc on 24/7
L497[07:54:29] ⇦
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L498[07:55:35] <barteks2x> License headers
in small files really confuse git. 4 files moved when I actually
deleted 4 files and added 4 files
L499[07:57:26] <gigaherz|work> heh
L500[08:01:03] <barteks2x> Would it be bad
to not make a world converter from cuchaz TWM to my cubic chunks
mod?
L501[08:01:28] <gigaherz|work> meh
L502[08:01:29] <Cypher121> text scaled
down by something else than power of 2 still looks like shit,
right?
L503[08:01:35] <barteks2x> Note that he
already released beta version
L504[08:01:47] <gigaherz|work> I wouldn't
make one, unless people complain enough that you would rather make
one that keep ignoring people
L505[08:02:09] <gigaherz|work> Cypher121:
depends on the ui scale
L506[08:02:26] <gigaherz|work> even 50%
can look like crap depending on the scale of the gui
L507[08:02:42] <gigaherz|work> if the ui
is scaled by an odd number
L508[08:02:51] <Cypher121> well, it does
on large
L509[08:02:52] <barteks2x> So it means I
can safely update mapdb to 3.0 beta 3 (from 1.0.7) and not care
about breaking any existing worlds
L510[08:02:55] <gigaherz|work> then if you
draw text with a 50% scale
L511[08:03:05] <gigaherz|work> half the
pixels will round up, the other half round down
L512[08:03:11] <Cypher121> I think I'll
just leave it at full
L513[08:03:49] <Cypher121> not the best
scenario, but better than shitty fonts
L514[08:04:11] <gigaherz|work> i choseto
keep my ingame book at full, too
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L518[08:05:26] <gigaherz|work> this is how
my ingame book looks
L519[08:06:38] <LatvianModder> neat
L521[08:06:42] <LatvianModder> did you
draw it yourself?
L522[08:06:47] <gigaherz|work> draw?
L523[08:06:51] <gigaherz|work> that's an
actual 3d model ;p
L525[08:07:14] <Cypher121> xml -_-
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L527[08:07:24] <gigaherz|work> it
fits
L528[08:07:30] <gigaherz|work> it's
designed to be close to html
L529[08:07:42] <gigaherz|work> and it
represents the information much better than json would
L530[08:07:59] <LatvianModder> thats so
cool
L531[08:08:05] <LatvianModder> and.. isnt
that html, not xml?
L532[08:08:12] <gigaherz|work> no, it's
definitely xml
L533[08:08:26] <Cypher121> html can't have
arbitrary tags iirc
L534[08:08:31] <gigaherz|work> using tags
inspired by html, yes, but still xml
L535[08:09:08] <LatvianModder> Pfft, Json
still wins!
L536[08:09:09] <LatvianModder> :P
L537[08:09:21] <gigaherz|work> html is an
arbitrary application of an sgml subset
L539[08:09:37] <gigaherz|work> xml is a
subset of sgml with specific restrictions
L540[08:09:50] <gigaherz|work> and xhtml
is a variant of html, built on xml instead of sgml
L541[08:10:49] <Cypher121> I ended up with
a weird mashup of about everything
L542[08:12:13] <Cypher121> including
groovy-style builders, json and even a bit of markdown
L543[08:14:50] ***
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L546[08:24:51] <barteks2x> WTF!? Idea
won't let me open my own class
L547[08:25:07] <barteks2x> I try to open
it and it does nothing
L548[08:25:30] <gigaherz|work> did you
restart?
L549[08:25:51] <barteks2x> It is about
half hour after restart
L550[08:26:02] <Cypher121> happened for me
too
L551[08:26:12] <Cypher121> guess what,
restart it again
L552[08:26:31] <barteks2x> Now I'm
seriously considering switching back to netbeans
L553[08:27:18] <barteks2x> It was slow and
ugly but it worked very reliably
L554[08:27:40] <gigaherz|work> does it
support forgegradle? ;P
L555[08:27:49] <Cypher121> it barely even
supports itself
L556[08:28:02] <barteks2x> It uses ggradle
plugin that uses gradle tasks for everything
L557[08:28:03] <Cypher121> last time I
used it, it took about 40 minutes to start
L558[08:28:08] <gigaherz|work> lol
L559[08:28:11] <barteks2x> Run project?
gradle task. Debug? gradle task
L560[08:28:28] <gigaherz|work> last time I
used netbeans is was THE fast option
L561[08:28:43] <barteks2x> It is fast if
you don't want to use gradke with it
L562[08:28:48] <barteks2x> *gradle
L563[08:29:01] <Cypher121> back in the
dark days of eclipse, netbeans and ant?
L564[08:29:18] <barteks2x> If you use
gradle with it - you use gradle task everytime you run, everytime
you compile, whenever you do... anything
L565[08:29:38] <gigaherz|work> ewh
L566[08:30:27] <barteks2x> Only syntax
highlighting doesn't use gradle I think
L568[08:31:00] <gigaherz|work> this sounds
nice ;P
L569[08:31:05] <Cypher121> >enter
line
L570[08:31:10] <Cypher121> >gradle
highlight
L571[08:31:32] <Cypher121> >enter
object name
L572[08:31:38] <Cypher121> >gradle
suggestMethod
L573[08:33:26] <barteks2x> Is it possible
to use FML* events outside of the main mod class?
L574[08:33:45] <Ordinastie_> nop
L575[08:34:38] <barteks2x> :( so I need to
find some way to get my CubeIO class from within that mod
class
L576[08:34:58] <Fredi100> @gigaherz I now
have added the setRegistryName() on every item and added the modid
to the unlocalized name. but now everything lost its texture
again
L577[08:35:24] <gigaherz|work> errors in
the log?
L578[08:35:29] <Ordinastie_> still not
using regular chunks ?
L579[08:35:58] <barteks2x> what do you
mean?
L580[08:36:22] <Fredi100> nope
L581[08:36:33] <Fredi100> it doesn'T even
say, that there is something missing
L582[08:36:35] <Ordinastie_> extending
chunk with a height offset, leave most of the rest as vanilla
L583[08:36:49] <barteks2x> It's not that
easy
L584[08:37:03] <Ordinastie_> still easier
than what you did
L585[08:37:11] <barteks2x> I do that in
some way, but then my Chunk class contains Cubes
L586[08:37:40]
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L587[08:37:41] <Ordinastie_> meh, it's
your mod
L588[08:37:49] <barteks2x> I left a lot of
things to vanilla. But chunk saving isn't one of those things
L589[08:38:09] <Ordinastie_> if it was a
regular chunk, you wouldn't have to change saving
L590[08:38:11] <gigaherz|work>
Ordinastie_: but then it wouldn't be cubic chunks! ;P
L591[08:38:15] <Ordinastie_> maybe beside
adding the height offset
L592[08:38:47] <gigaherz|work> the mod
would have to be called "Vertically offset chunks"
;P
L593[08:38:51] <barteks2x> As I said, it's
not that easy. If I just left everything to vanilla, it would still
be quasi-cubic-chunks system.
L594[08:39:43] <barteks2x> And if I would
dynamically load/unload ExtendedBlockStorage objects - I would need
to replace chunk saing/loading anyway. And the wholw PlayerManager.
And terrain generator
L595[08:39:51] <barteks2x> And lighting
code
L596[08:40:01] <barteks2x> Which isn't
that fasr from what I'm doing now
L597[08:40:10]
⇨ Joins: blood|wrk (~owned@static228.iona.edu)
L598[08:40:35] <Ordinastie_> nope
L599[08:41:04] <Ordinastie_> I don't mean
dynamically loading ExtendedStorage
L600[08:41:13] <Ordinastie_> that's handle
by the chunk
L601[08:41:22] ⇦
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L602[08:41:27] <gigaherz|work> barteks2x:
suppose you have a standard chunk
L603[08:41:35] <gigaherz|work> just
overriding the methods so that all y params
L604[08:41:36] <gigaherz|work> get
+256
L605[08:41:39] <gigaherz|work> applied
automatically
L606[08:41:43] <gigaherz|work> or
-256
L607[08:41:43] <barteks2x> Then it's not
cubic chunks anymore, you just have dynamic chunk height
L608[08:41:49] <gigaherz|work>
exactly
L609[08:41:57] <Ordinastie_> wasn't that
your goal anyway ?
L610[08:42:09] <gigaherz|work> Ordinastie_
is saying that would be much less painful to implement than actual
cubic chunks
L611[08:42:20] <barteks2x> Which doesn't
scale very well to higher worlds and would cause extremely high ram
usage with deeper worlds
L612[08:42:31] <Ordinastie_> what ?
L613[08:42:32] <gigaherz|work> nono
L614[08:42:36] <Ordinastie_> no
L615[08:42:37] <gigaherz|work> the chunks
are still 256 tall only
L616[08:42:42] <gigaherz|work> just you
have two vertically
L617[08:42:43] <gigaherz|work> instead of
one
L618[08:42:50] <gigaherz|work> maybe one
at +1000 and one at 0
L619[08:42:51] <gigaherz|work> or
whatever
L620[08:42:57] <barteks2x> That would
break hell lot more stuff than what I'm doing
L621[08:43:05] <barteks2x> how do you
imagine adding third coordinate to Chunk?
L622[08:43:07] <Ordinastie_> why ?
L623[08:43:31] <gigaherz|work> yo uextend
Chunk, create a field Yoffset, and apply it on any method called
from outside
L624[08:43:54] <gigaherz|work> then on
saving, loading, extend the filename generation so it takes the Y
offset into account
L625[08:44:07] <barteks2x> And a moment
before you said that Chunks would still be 256 tall
L626[08:44:17] ⇦
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L627[08:44:34] <gigaherz|work> oh I see
what you mean
L628[08:44:35] <Ordinastie_> I don't think
there many cases where you don't have any access to some Y
coordinate
L629[08:44:41] <gigaherz|work> the get
chunk methods don't have Y param
L630[08:44:51] <barteks2x> exactly
L631[08:45:12] <barteks2x> So it's way
easier to assume that Chunk is infinite in height and let vanilla
think it's dealing with normal chunks
L632[08:45:24] ⇦
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L633[08:46:14] <barteks2x> In fact, when I
first tried to make that mod (jar-mod) in 1.4.2 I tried to add
third coordinate to Chunk...
L634[08:46:30] ⇦
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L635[08:46:33] <barteks2x> After spending
2 days on it and getting nowhere near compiling it, I gave up
L636[08:49:10] <barteks2x> Is there some
way to get World object from FMLServerStoppedEvent?
L637[08:49:10] <Fredi100> i just dont get
it, why the textures are gone
L638[08:49:17] <Fredi100> i doesnt make
any sense
L639[08:49:53] <gigaherz|work> can you
show code?
L640[08:50:06] <Fredi100> what exactly do
you want to see....wait
L641[08:50:29] <gigaherz|work> well you
could make it all opensource, then we'd be able to just look at
what we need to see ;p
L643[08:50:49] <Fredi100> feel free to
navigate
L644[08:50:49] <gigaherz|work> but at the
very least, the code you use for setCustomMRL, and th code you use
to setRegistryName
L645[08:51:08] <gigaherz|work> uhh
L646[08:51:13] <gigaherz|work> you don't
actually call setRegistryName
L648[08:51:28] <barteks2x> I need to be
able to get ChunkProviderServer from FMLServerStoppedEvent
L649[08:51:31] <gigaherz|work> or did you
not push?
L650[08:51:34] <Fredi100> that happens in
this class
L651[08:52:11] <gigaherz|work> you can't
do the model stuff in there
L652[08:52:14] <Fredi100> and you are
right
L653[08:52:18] <gigaherz|work> it will
crash in the dedicated server
L654[08:52:19] <Fredi100> i shoult push my
stuff
L655[08:53:17] <gigaherz|work> also ,you
seem to be using the item model mesher stuff
L656[08:53:24] <gigaherz|work> which has
been deprecated for over a year
L657[08:53:36] <Fredi100> in the main
class, i check if it is on the client side where the method for
registering everything gets called
L658[08:53:53] <gigaherz|work> that won't
matter
L659[08:53:57] <gigaherz|work> you
reference the classes
L660[08:53:59] <gigaherz|work> so they
will fail to load
L661[08:54:08] <gigaherz|work> that stuff
has to be used indirectly
L662[08:54:09] ⇦
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L663[08:54:14] <gigaherz|work> which is
why the proxy system exists
L664[08:54:22] <Fredi100> i still have a
lot to learn about minecraft programming, this is my first
mod
L665[08:54:33] <gigaherz|work> hence why
i'm telling you
L666[08:54:51] <gigaherz|work> it WILL
fail, you will have to put it in the client proxy
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L668[08:55:41] <barteks2x> I think I will
have to replace World#saveHandler with reflection
L669[08:56:10] <gigaherz|work> but
yeah
L670[08:56:14] <gigaherz|work> back on
topic
L671[08:56:16] <gigaherz|work> you
do
L672[08:56:22] <gigaherz|work> MODID +
":" + getRegistryName
L673[08:56:25] <gigaherz|work> that's why
it won't work
L674[08:56:34] <gigaherz|work>
getRegistryName returns the name WITH modid included
L675[08:56:38] <gigaherz|work> so you are
adding the modid twice
L676[08:56:39] <Fredi100> ohhhh
L677[08:56:53] <gigaherz|work> but as I
said
L678[08:56:57] <Fredi100> i thought it
just sets the name, i didnt know it adds the id
L679[08:56:58] <gigaherz|work> that method
shouldn't be used anymore
L680[08:57:07] <gigaherz|work> you should
use
L681[08:57:12] <gigaherz|work>
ModelLoader.setCustomModelResourceLocation
L682[08:57:18] <gigaherz|work> but it
needs to be called from PRE-init
L683[08:57:19] <gigaherz|work> not
init
L685[08:57:55] <gigaherz|work> this is how
I do it
L686[08:58:25] <gigaherz|work> although
that's a bad example
L687[08:58:35] <gigaherz|work> because I
have subitems which use different files for the models
L688[08:58:41] <gigaherz|work> so I need
them to have different model filenames ;P
L692[09:00:28] <gigaherz|work> model stuff
starts here
L693[09:01:27] <Fredi100> okay, i will
look through it
L694[09:01:38] <gigaherz|work> hmmm it's
4pm
L695[09:01:40] <gigaherz|work> time to
leave work
L696[09:01:44] <gigaherz|work> bb in a bit
from home
L697[09:01:52] ⇦
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L698[09:02:43] <Fredi100> bb
L699[09:20:46] ⇦
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L700[09:21:52] <Delenas> I am getting
"MultiModel minecraft:builtin/missing is empty (no base model
or parts were provided/resolved)" friggin everywhere. Where is
forge/vanilla adding this so I can debug?
L701[09:22:08] <Delenas> I've dug through
all of my blockstates, everythign -looks- fine.
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L712[09:35:50] <Wuppy> ugh why do I have
so much shit on stema
L713[09:35:59] <Wuppy> just picked 2
random games, uninstalled within 5 minutes :V
L714[09:37:49] <masa> Delenas: well what
about your models then?
L715[09:37:52] <ghz|afk> ...why?
L716[09:38:04] <ghz|afk> just watch
gameplay and such before you buy
L717[09:38:08] <masa> does every model
have either a valid parent or elements
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L719[09:38:47] <Wuppy> gigaherz,
bundles...
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L722[09:41:09] <Delenas> masa, fairly
certain. What exactly does that look for, blocks/items, including
states?
L723[09:43:09] <Delenas> For model files,
the ones with elements.. does that need a parent or something
specific in it?
L724[09:43:12] <Delenas> Or just the
elements?
L725[09:44:38] <masa> if you have elements
then you don't need a parent
L726[09:45:31] <masa> hmm wait, are all
the errors for the builtin/missing?
L727[09:45:36] <Delenas> Yes
L729[09:45:43] <masa> hm, is that then
actually broken?
L730[09:46:15] <masa> but what are those
missing models used for, are you missing some models from your
stuff?
L731[09:46:31] <diesieben07> Cypher121,
lambdas do not work with MC interfaces atm.
L732[09:46:35] <diesieben07> reobfuscation
breaks it
L733[09:46:54] <Delenas> I'm not sure what
exactly the model is for, buuuut I think it's for rugs. And if so,
rugs are broken in code anyway right now. I can't test that.
L734[09:49:43] <Cypher121> ah
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L743[10:11:51] <Delenas> So, yes. Using
blockstate to set things, it is in fact the rugs. Mrp.
L744[10:16:10] <Delenas> /* Returns if
this block is collidable. Only used by fire, although stairs return
that of the block that the stair is made of (though nobody's going
to make fire stairs, right?)
L745[10:16:29] <Delenas> I might just,
now. Don't challenge me, doc writers.
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L751[10:38:27] <williewillus> when i saw
the patch at first I was like uhhh pretty sure that's a taken
signature
L752[10:39:43] <diesieben07> haha
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L759[10:48:51] <williewillus>
"intergration"
L760[10:49:08] <williewillus> and dammit
people printing normal messages on fatal
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L762[10:51:48] <Lordmau5> williewillus,
what was the method-call for getting the particle texture or a
specific block again?
L763[10:52:41] <williewillus> this gives
you texture name -> Icon, assuming you have stitched it to the
atlas:
L764[10:52:45] <williewillus> return
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("botania:blocks/livingwood0");
L765[10:53:04] <Lordmau5> can I perhaps
just return a Stone texture incase of null?
L766[10:53:12] <williewillus> yeah,
whatever you want really
L767[10:53:17] <Lordmau5> so just
minecraft:stone then
L768[10:53:21] <Lordmau5> ?*
L769[10:53:35] <williewillus> its the
texture path
L770[10:53:42] <barteks2x> This line just
looks wrong to me while(this.writeNextIO()); but I don't see any
way to write it in cleaner way
L771[10:53:43] <williewillus> so
minecraft:blocks/stone
L772[10:53:54] <Lordmau5> ah, okay
L773[10:57:19] <Delenas> Okay, my brain
hurts. Is there a way to make blocks not do entity collision, but
have a hitbox?
L775[10:58:35] <masa> yeah so... looks
different than the current launcher, but still doesn't look like
something I would use
L776[10:58:49] <williewillus> Delenas:
1.9?
L777[10:59:11] <gigaherz> Delenas: look at
the signs?
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L779[10:59:39] <masa> signs, torch, tall
grass, flowers, crops, cobweb...
L780[10:59:45] <gigaherz> in 1.9, they
override isPassable to true
L781[11:01:32] <Delenas> Ah, that'd be
why. I was looking for something with collision instead of
isPassable. Derp.
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L783[11:03:56] <Delenas> And that new
launcher actually looks pretty nice.
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L785[11:05:08] <gigaherz> the button looks
horribly out of place
L786[11:05:09] <gigaherz> XD
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L788[11:08:38] <heldplayer> I don't like
how it looks :P
L789[11:08:42] <williewillus> yeah
L790[11:08:46] <williewillus> looks like
the new website
L791[11:08:47] <williewillus> which is
ugly
L792[11:11:25] <Delenas> It's minimal.
Which is good, because the dirt pattern was way too busy.
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L794[11:12:01] <Delenas> I'd rather have
flat colors than it taking extra time to load a bunch of textures
and junk.
L795[11:12:15] <gigaherz> the texture was
on the web view
L796[11:12:29] <gigaherz> that whole thing
is just a web page
L797[11:12:35] <gigaherz> and the bg is a
small texture, repeating
L798[11:12:39] <Delenas> Which, I'm sure
now, they're just grabbing info from an api instead.
L799[11:12:53] <Delenas> Which is faster
than rendering an entire page.
L800[11:15:51] <gigaherz> how sure that
downloading a large image logo is faster than loading the news
page, but whatever ;P
L801[11:16:31] <Delenas> In any case, how
long do you even spend in the launcher? Ten minutes to set
something up, and then what? A minute?
L802[11:16:49] <Delenas> People are
freaking about something that literally just logs you in.
>.>
L803[11:17:26] <Lordmau5> so I got the
ugly crash fixed
L806[11:19:34] <Delenas> I love all the
people commenting about "Morre is misspelled! AFAOEFHF"
when it clearly says "Logged in as Morre" at the
top
L807[11:20:22] <williewillus> Lordmau5:
youre saying you want the block breaking overlay to show?
L808[11:20:27] <Lordmau5> aye
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L811[11:25:24] <Lordmau5> I bet it's just
one simple method override somewhere in the Block class, or...? @
williewillus
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L830[12:42:31] <Delenas> So, what exactly
is Oredictionary.WILDCARD_VALUE, anyway?
L831[12:42:42] <williewillus> magic
number
L832[12:42:55] <williewillus> that stands
for "any meta"
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L845[13:44:41] <PaleoCrafter> somebody
here have any idea how to properly configure the shadow plugin with
FG? xD
L846[13:46:36] <tterrag|ZZZzzz> done it a
few times
L847[13:46:40] <tterrag|ZZZzzz> it's not
any different than normal
L848[13:46:41] <tterrag|ZZZzzz> why?
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L850[13:46:54] <PaleoCrafter> well, you
have to get it into the normal building pipeline, don't you?
L851[13:47:02] <PaleoCrafter> and I
haven't gradled in some time :P
L852[13:47:10] <tterrag> 'normal building
pipeline' ?
L853[13:47:21] <PaleoCrafter> like, just
calling shadowJar won't do it :P
L854[13:47:33] <PaleoCrafter> since it
doesn't get the reobufscation etc.
L856[13:48:07] <tterrag> and the next line
too
L857[13:48:15] <tterrag>
tasks.build.dependsOn reobfShadowJar
L858[13:48:20] <PaleoCrafter> ah,
great
L859[13:48:47] <PaleoCrafter> FG really
has changed since I last really used it xD
L860[13:49:09] <tterrag> I do a lot in my
shadowJar{} that you probably don't need
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L862[13:51:14] <PaleoCrafter> thanks a
lot
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L864[13:52:04] <aidancbrady> question- say
I have a block that is rendering correctly in the world but I need
to scale down in my inventory. is it possible to define an item
model json to apply the transformations?
L865[13:52:17] <PaleoCrafter> sure
L866[13:52:31] <aidancbrady> how so? I’m
rendering it from the blockstate json right now
L867[13:52:33] <gigaherz> aidancbrady:
check existing json models from vanilla
L868[13:52:43] <gigaherz> they often have
a "display" block
L869[13:52:54] <gigaherz> ah in the
blockstates json
L870[13:52:57] <gigaherz> you can use
"transform"
L871[13:53:04] <aidancbrady> I did, I
noticed it with fences. The thing is that my blockstate json always
overrides whatever item json I have
L872[13:53:10] <PaleoCrafter> if it's a
normal block model, try adding "transforms":
"forge:default-block" to your defaults
L873[13:53:14] <williewillus> ^
L874[13:53:21] <williewillus> you can
specify it all in the blockstate json
L875[13:53:24] <gigaherz> or
forge:default-item -- although that one doesn't affect
inventory
L876[13:53:33] <PaleoCrafter> or specify
your own ^^
L877[13:53:37] <aidancbrady> what will
that do?
L878[13:53:45] <aidancbrady> say I want to
translate it down a bit and scale it by 1/2
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L881[13:54:09] <williewillus> line
40ish
L882[13:54:11] <PaleoCrafter> it will
apply the default block transforms :P
L883[13:54:45] <PaleoCrafter> oh, it
actually is "transform", not "transforms"
L884[13:55:08] <aidancbrady> oh! all the
transforms are right there, neat :)
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L886[13:56:22] <williewillus> why cant you
view mojira tickets by votes outside of popular issues
>.>
L887[13:57:14] <PaleoCrafter> blame
Atlassian?
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L889[13:59:09] <aidancbrady> williewillus,
is it possible to change the transforms in a variant based on
perspective?
L890[13:59:21] <williewillus> yes
L891[13:59:53] <williewillus>
"transform": { "<perspective>":
<actual transform> }
L892[13:59:56] <williewillus> see line 32
of the gist
L893[14:00:38] <aidancbrady> ah, got
it
L894[14:01:04] <williewillus> i think the
keys are as of 1.9 firstperson, thirdperson, head, gui, ground, and
fixed
L895[14:01:30] <williewillus> with
_righthand/_lefthand variants for the first two
L896[14:03:02] <aidancbrady> I’m guessing
righthand/lefthand isn’t around in 1.8
L897[14:03:07] <williewillus> no :P
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L899[14:05:03] <aidancbrady> it works,
thanks!
L900[14:06:01]
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L901[14:07:22] <aidancbrady> another
question: it appears that
IPerspectiveAwareModel.handlePerspective() is called just before
actually rendering an item model. Would I be shunned if I took
advantage of that and did some fancy item rendering instead of
using the intended model system
L902[14:08:48] <williewillus> I try to use
the model system as much as possible but yeah for the 3d botania
lexicon I return an empty model there for firstperson and use
RenderHandEvent :P
L903[14:09:01] <williewillus> so i guess
the answer is it's fine but not super recommended
L904[14:09:10] <aidancbrady> so it still
works in 1.9?
L905[14:09:34] <williewillus> i haven't
reimplemented it yet because of the dual hands, and renderhandevent
moved positions. but yeah it should still work in 1.9
L906[14:10:04] <aidancbrady> ah sweet. I
have a good few models that aren’t able to be transitioned to json
due to rotation, this would make things easier
L907[14:10:29] <williewillus> are they
OBJ?
L908[14:10:48] <williewillus> and there's
a hook for to use the TESR for some items
L909[14:10:53] <williewillus> if that's
what you need
L910[14:11:10] <aidancbrady> straight up
ModelBase stuff right now, my old artist never gave me the .tcn
files before leaving
L911[14:11:24] <williewillus> ah
L912[14:11:39] <williewillus> yeah I just
remade them :P but takes some time
L913[14:11:41] <aidancbrady> yeah I saw
that, it just doesn’t pass any ItemStack information into the TESR.
I want my bins to render the item display info on front :)
L914[14:12:20] <williewillus> the
"idiomatic" way i guess is to generate an IBakedModel for
that
L915[14:12:31] <williewillus> like the
floating flowers in botania
L916[14:12:57] <aidancbrady> I was about
do to that until I realized it’d be a big pain to deal with the
item amount render since we don’t have a font renderer
L917[14:13:10] <williewillus> bug fry
about it :D
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L929[14:35:59] <williewillus> heyo
L931[14:36:27] <vox> Nice, thanks!
L932[14:36:43] <vox> I saw ghz just left.
Musta scared him off :P
L933[14:37:07] <PaleoCrafter> I haven't
cleaned it up completely yet, so don't yell at me if you find some
bad stuff :P
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L935[14:40:13] <barteks2x> I finally
upgraded to mapdb 3 beta 3. And because of that I discovered a bug
that has been there since the beginning...
L936[14:40:57] <barteks2x> If only closed
save files when closing mc, not when unloading worlds
L937[14:40:59] <vox> Oh there he is
L938[14:41:01] <vox> o/ ghz
L939[14:41:25] <Tazz> PaleoCrafter, are
you any good at writing shaders?
L940[14:41:35] <PaleoCrafter> depends
:P
L941[14:41:41] <PaleoCrafter> I can do the
most simple stuff
L942[14:42:06] <Tazz> PaleoCrafter, can I
pm you about it?
L943[14:42:09] <PaleoCrafter> sure
L945[14:42:35] <gigaherz> o/
L947[14:42:49] <gigaherz> win10 popped up
a "there's an update available" notification
L948[14:42:58] <gigaherz> and because I
HATE the "scheduling" shit
L949[14:43:02] <gigaherz> I decided to
reboot right then
L950[14:43:07] <Tazz> scary story
gigaherz
L951[14:43:47] <vox> eew kotlin
@Paleo
L953[14:43:54] <Tazz> vox, ikr
L954[14:44:00] <Tazz> but imo kotlin is
interesting
L955[14:44:05] <Tazz> has some interesting
features
L956[14:44:09] <Tazz> but fugly language
all together
L957[14:44:40] <PaleoCrafter> this mod
started out as a way to play a bit with Kotlin, vox :P
L959[14:44:46] <PaleoCrafter> It'd
normally be Scala :P
L960[14:44:56] <vox> Scala isn't too much
better xd
L961[14:45:04] <vox> Idk, I don't really
like Java either
L962[14:45:12] <vox> but it hits at least
a bit closer to what I'm used to/like
L963[14:45:19] <williewillus> what are you
used to? :P
L964[14:45:24] <Tazz> I love Scala
L965[14:45:36] <Tazz> tis why I based my
language on it XD
L966[14:45:44] <williewillus> i hope we
get to 1.9.4 very soon
L967[14:45:49] <williewillus> lots of nice
performance fixes
L968[14:45:54] <gigaherz> uh
L969[14:46:01] <gigaherz> 1.9.4 was
released like an hour after 1.9.3
L970[14:46:07] <williewillus> i know
L971[14:46:09] <gigaherz> or you mean
forge
L972[14:46:09] <gigaherz> XD
L973[14:46:20] <LatvianModder> even more?
I thought it already is perfect :P
L974[14:46:34] <gigaherz> yeah lex said
they plan on having 1.9."3" (4 I suppose) asap
L975[14:46:39] <barteks2x> did they fix
chunk rendering in 1.9 (or actually chunks not rendering)?
L976[14:46:50] <barteks2x> *1.9.4
L977[14:46:58] <gigaherz> I don't think
anything relatedto that was mentioned in the changes
L978[14:47:10] <gigaherz> i nfact, I
believe they didn't even fix the NPE from loading villages?
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L980[14:48:07] <barteks2x> The chunk
rendering code can barely deal with moving in horizontal direction,
adding third axis breaks it even more
L981[14:48:10] <williewillus> no lol, I
couldn't repro it though for some reason
L982[14:48:19] <williewillus> barteks2x:
it's slower in 1.9 than 1.8.9
L983[14:48:29] <williewillus> 1.9.3/4
restores it to 1.8.9 speeds
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L985[14:48:56] <barteks2x> I'm going to
test it now
L986[14:49:13] <gigaherz> even
slower?
L987[14:49:17] <gigaherz> i'm playing a
1.8.9 modpack
L988[14:49:34] <gigaherz> and it wasn't
able to handle flying with backlytra
L989[14:49:44] <gigaherz> even with 5gb
assignedto the instance
L990[14:49:53] <barteks2x> Is that thing
faster than creative flying?
L991[14:50:01] <gigaherz> can be
L992[14:50:07] <gigaherz> speed
varies
L993[14:50:22] <gigaherz> if you point
down, it accelerates, at the cost of height
L994[14:50:24] <barteks2x> 1.9/1.9.2
definitely can't handle creating flying speeds
L995[14:50:29] <gigaherz> if you point up,
it rises at the cost of speed
L996[14:50:31] <barteks2x> *creative
L997[14:50:41] <gigaherz> it worked just
fine on a flatworld
L999[14:50:50] <gigaherz> but it wasn't
able to handle amplified at all
L1000[14:51:16] <gigaherz> I'll have to
retest my magic-powered flight using my magic mod + elytra
L1001[14:51:20] <barteks2x> The chunk
generation fix isn't related to rendering
L1002[14:51:21] <gigaherz> after i port
to 1.9.x
L1003[14:51:30] <williewillus> i wasn't
talking about rendering
L1004[14:51:44] <williewillus> the ticket
I linked was about loading
L1005[14:52:02] <williewillus> just any
general "get me a chunk" was slower
L1006[14:52:26] <barteks2x> ^and this is
also major issue in cubic chunks
L1007[14:52:59] <williewillus> it got
fixed in 1.9.3/4
L1008[14:54:17] <barteks2x> these
rendering issues are still there in 1.9.4, but that may be because
I'm limited to 60 fps by gpu drivers
L1009[14:54:38] <williewillus> its much
quicker for me
L1010[14:54:45] <williewillus> pretty
much same as 1.8.9
L1011[14:55:18] <barteks2x> I don't know
how it was in 1.8.9, but it still can't keep up with creative
flying speed, no matter what render distance is
L1012[14:56:05] <barteks2x> And it
randomly decides to stop rendering chunks that it rendered just
find a few blocks away
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L1015[14:57:01] <williewillus> seems just
fine for me
L1016[14:57:02] <williewillus> lemme
test
L1017[14:59:27] <williewillus> 854x480
window, 10 render dist, VBO's on, clouds off, vsync off, no frame
cap
L1018[14:59:36] <williewillus> chunks
generate as fast as I can fly in spectator mode max speed
L1019[14:59:46] <williewillus> *and
render
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L1021[14:59:58] <barteks2x> if you fly in
straight line - it kind of works, but if you fly in circles - it
doesn't
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L1023[15:00:04] <williewillus> actually
that was render dist 16
L1024[15:00:07] <williewillus> okay lemme
try
L1025[15:00:24] <williewillus> still
nothing
L1026[15:00:38] <barteks2x> and how many
fps do you have? I'm limited to 60 because vblank_mode=1 by
default
L1027[15:00:57] <williewillus> that was
actually framecap 60
L1028[15:01:05] <williewillus> it seems
to actually be slightly worse with no cap
L1029[15:01:09] <williewillus> but it's
cbarely noticeable
L1030[15:01:38] <barteks2x> I will record
it and upload a video...
L1031[15:01:48] <williewillus> might just
be a computer thing... :P
L1032[15:02:01] <williewillus> i have a
2013 haswell igpu, it shouldn't be anything incredible
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L1035[15:05:32] <williewillus> hmm
L1036[15:05:40] <williewillus> the
visgraph might be doing some weird prioritization stuff
L1037[15:05:43] <williewillus> upped it
to 32 chunk render dist
L1038[15:06:10] <williewillus> close
chunks render super fast but it just drops off after about 24
chunks away, unless I look very specifically towards it and wiggle
the camera around
L1039[15:06:16] <barteks2x> What... I
wanted to record it - and it started working
L1040[15:06:21] <williewillus> but if i
do that it works
L1041[15:06:22] <williewillus> :P
L1042[15:06:55] <barteks2x> and when I
stop recording - it doesn't work again
L1043[15:07:02] <williewillus> lol
L1044[15:07:08] <williewillus> definitely
graphics card being weird
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L1046[15:07:48] <barteks2x> I have that
weird dual gpu laptop with nvidia optimus. But bumblebee has a
weird bug and after resuming from sleep I can't use the nvidia
gpu
L1047[15:09:42] <barteks2x> it also works
fine when I limit fps to 40 O.o
L1048[15:10:13] <williewillus> i think
that's an old issue, where a higher framecap makes it lazier
L1049[15:10:18] <williewillus> didn't
know it wasn't completely gone
L1050[15:10:49] <barteks2x> but it's
weird because my gou driver still limits fps to 60
L1051[15:11:20] <williewillus> yeah above
like 240 ish framecap for me it gets super lazy about loading
things in time
L1052[15:11:35] <williewillus> at high
render dists at least
L1053[15:12:09] <barteks2x> limit to
50->works, limit to 60-> doesn't work
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L1055[15:14:19] <williewillus> either way
still better than the mess that was 1.7- :P
L1056[15:16:38] <barteks2x> my gpu
drivers are weird. Minecraft can't control vsync
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L1060[15:31:22] <vox> What does everyone
in here use for tile entities?
L1061[15:31:45] <vox> Just something like
Mr. Crayfish's Model Creator? Tabula? Techne? something else?
L1062[15:32:19] <thor12022> cube_all.
Art's not my thing.
L1063[15:32:35] <vox> Fair enough
:D
L1064[15:33:16] <gigaherz> I model in
rhinoceros
L1065[15:33:21] <gigaherz> although
"model" is sortof a misnomer
L1066[15:33:42] <gigaherz> I construct
models from geometric shapes
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L1068[15:33:47] <gigaherz> almost placing
each face by hand
L1069[15:33:50] <gigaherz> in
Rhinoceros
L1070[15:33:52] <williewillus> i just use
crayfish's
L1071[15:33:55] <williewillus> + manual
:P
L1072[15:34:03] <gigaherz> then export to
.obj ;P
L1073[15:34:31] <vox> Does that require a
TESR?
L1074[15:35:29] <gigaherz> no
L1075[15:35:52] <gigaherz> custom model
loaders work just fine from a blockstates file
L1076[15:35:54] <gigaherz> in fact
L1077[15:36:02] <gigaherz> they are
DESIGNED for it
L1078[15:36:16] <gigaherz> using those
models in a TESR/Entity is a tiny bit sub-optimal
L1079[15:36:27] <gigaherz> but it works
just fine ;P
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L1084[15:37:18] <gigaherz> all you need
is to call the line on the second link
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L1086[15:37:31] <gigaherz> and then use a
filename ending in ".obj" in the blockstates file
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L1088[15:38:08] <vox> that's
awesome
L1090[15:38:45] <gigaherz> I like to
think my "programmer art" doesn't look too bad
L1091[15:38:46] <gigaherz> ;P
L1092[15:38:47] <vox> I am a huge fan of
that
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L1098[15:50:08] <Mattizin> Hi :)
L1099[15:50:24] <Mattizin> Short
question, can i reload my textures ingame when i made smal changes?
:)
L1100[15:50:33] <Ordinastie_> F3+T
L1101[15:50:53] <Mattizin> thank
you
L1102[15:53:09] <williewillus> make sure
youre running in debug mode
L1103[15:53:16] <williewillus> and if in
IDEA you need to remake before f3+t
L1104[15:54:27] <Mattizin> Thank you also
:)
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L1108[15:59:58] <barteks2x> I tried to
fix enabling/disabling vsync. It's not even more screwed up. When I
start mc, vsync is disabled, when I enable it, and then disable -
it's still enabled. but not fully enabled. I have the worst of both
- fps limit and screen tearing.
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L1117[16:08:18] <SinbadEV> before I kill
myself looking it up and finding out it's stupidly hard... is there
a way in the json models to flip or offset textures or is it easier
to just make the modified version of the texture?
L1118[16:08:31] <williewillus> how so
flip or offset textures?
L1119[16:08:37] <williewillus> (describe
what your high level goal is)
L1120[16:11:28] <SinbadEV> I can be
incredibly specific
https://plus.google.com/+WilliamBenjaminJohnDavis/posts/6imXV3xJUrr
see how the "left" side of blocks has the texture flipped
wrong... I want the left side and right side of the existing
texture to be swapped... (like draw the first 8 rows of pixels to
the bottom half and the last 8 rows of pixels to be drawn to the
top half... or left to right)
L1121[16:11:53] <SinbadEV> Figured since
it's just a permutation I could save myself making alternate
textures
L1122[16:12:20] <williewillus> ahh
L1123[16:12:28] <williewillus> in your
blockstate json add "uvlock": true
L1124[16:12:42] <williewillus> assuming
you're using forge format
L1125[16:13:06] <williewillus> since the
upper slab is the lower slab model flipped upside down, uvlock
"locks" the texture in place so it doesn't flip with the
model
L1126[16:16:06] <williewillus> Lordmau5:
about the digging overlay, i think its because fry isnt finished
with whatever makes those work yet
L1127[16:16:12] <williewillus> see
BlockRendererDispatcher.getDamageModel
L1128[16:16:20] <barteks2x> Which button
change dthe language? I acciedentally set it to russian
L1129[16:16:31] ***
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L1130[16:16:33] <williewillus> go back to
the main menu and hit the globe
L1131[16:16:38] <williewillus> small
square in the lower left
L1132[16:16:57] <SinbadEV> I am actually
culling up or down for my two slab models (to ensure that tops
always looks like the top of a block)... I was more talking about
how the texture doesn't line up with the next face. (black edging
black, white edging white)
L1133[16:17:03] <barteks2x> ah, right.
Forgot that it's there.
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L1135[16:17:40] <williewillus> SinbadEV:
i'm not quite sure what youre talking about then, it looks fine to
me besides the rotated textures
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L1139[16:21:36] <SinbadEV> I don't want
it "rotated" though... I want it mirrored or
offset.
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L1141[16:22:53] <SinbadEV> but if
rotating is the only option I can totally work with that.
L1142[16:23:27] <williewillus> what's
"it"? the whole model? a face? :P i guess I'm not getting
it very well
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L1146[16:25:19] <KnightMiner> SinbadEV:
If you want to flip a texture, simply reverse the U or V
coordinates
L1147[16:25:34] <KnightMiner> U for X, V
for Y
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L1149[16:26:24] <SinbadEV> OH!
Thanks.
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L1154[16:38:58] <gigaherz> ooooh
L1155[16:39:04] <gigaherz> Thaumcraft 5
has a grappling focus
L1156[16:39:08] <gigaherz> + backlytra
:3
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L1162[16:52:13] <LatvianModder> gigaherz:
you noticed just now? :P
L1163[16:54:25] <gigaherz> I hadn't done
any thaumcraft in months
L1164[16:54:43] <gigaherz> so far as I
can remember, the 1.8 one didn't have it?
L1165[16:56:11] <LatvianModder> Not sure.
Isnt TC5 1.8+?
L1166[16:56:34] <gigaherz> yes, but I
don't recall the 1.8 version of tc5 having grapple
L1167[16:56:35] <gigaherz> AND
L1168[16:56:43] <gigaherz> I didn't have
backlytra until like, last week
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L1172[17:11:59] <williewillus> hm
L1173[17:12:12] <williewillus> i wish
there was a good example of a chest using the animation api..like
actually :P
L1174[17:12:19] <williewillus> not the
kindof demo thats in the forge repo
L1175[17:12:25] <williewillus> because it
doesn't tell me anything how to use it
L1176[17:15:31] <masa> how does the
animation apia work? does it animate the static models somehow? ie.
not requiring a TESR for anything?
L1177[17:15:36] <masa> -a
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L1179[17:15:56] <illy> only fry|sleep
knows
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L1181[17:16:34] <williewillus> it uses a
TESR for whatever moves
L1182[17:16:36] <masa> currently I have
just static models for my chests, and I don't want to add a TESR
nor make the TE ticking just for a lid animation
L1183[17:16:38] <williewillus> everything
else is static
L1184[17:16:48] <masa> oh ok, so it needs
a TESR
L1185[17:17:00] <williewillus> yeah,
forcing static rerenders would be terrible for performance
L1186[17:17:03] <masa> so meh
L1187[17:17:14] <williewillus> items are
already queried for models every tick
L1188[17:17:18] <williewillus> so those
are straightforward
L1189[17:17:23] <masa> yeah..
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L1191[17:19:16] <diesieben07> but it uses
an optimized TESR thingy
L1192[17:19:30] <diesieben07> all those
optimized TESRs are batched into one draw call
L1193[17:19:39] <williewillus> yeah the
tesr it uses makes the assumption that no direct GL is being used
so that^ happens
L1194[17:22:36] <masa> so what would that
mean for performance compared to regular static models?
L1195[17:23:16] <diesieben07> well, the
moving parts still have to be rendered every frame BUT they do so
pretty well
L1196[17:23:20] <williewillus> slightly
more overhead
L1197[17:23:21] <gigaherz> static models
> FastTESR > normal TESR > Crappy TESR
L1198[17:23:25] <williewillus> lol
L1199[17:23:32] <williewillus> actually
add one after that
L1200[17:23:34] <diesieben07> i think the
next best thing you could do would be to run the animation code on
the GPU completely
L1201[17:23:38] <williewillus> >
refreshing static models every frame
L1202[17:23:40] <diesieben07> but i don't
know if that's actually practical
L1203[17:25:06] <gigaherz> where
"normal tesr" is either a vanilla tesr using
ModelRenderers cached into displaylists, or modded tesrs using
static baked models
L1204[17:25:16] <diesieben07> and
googling "gpu animation" and the like just gives me CSS
results -.-
L1205[17:25:45] <gigaherz> gpu-only
animation relies on having a mesh with bone coefs
L1206[17:25:55] <gigaherz> and then bone
matrices indicating the transform applied to each bone
L1207[17:26:00] <gigaherz> then a shader
does, per vertex
L1208[17:26:12] <gigaherz> position +
bone coef 1 * matrix 1 + ...
L1209[17:26:14] <diesieben07> i have
bones in my leg not my gpu, what sorcery are you talking
about
L1210[17:26:21] <williewillus> lol
L1211[17:26:26] <williewillus> the bones
would be in the model
L1212[17:26:45] <gigaherz> the skeleton
is simply a hierarchical (tree) structure
L1213[17:26:55] <gigaherz> where the
transform for a child gets also the parent applied
L1214[17:26:56] <diesieben07> You would
have a shader, that's all i need to know :D
L1215[17:27:01] <williewillus> idk we
might've gotten a sane entity/animated model system if the
animation guy didnt leave :P
L1216[17:27:01] <gigaherz> yes
L1217[17:27:11] <gigaherz> skeleton ->
matrices -> shader parameters
L1218[17:27:16] <diesieben07> the
animatino guy left?
L1219[17:27:19] <gigaherz> mesh ->
coeficients
L1220[17:27:26] <williewillus>
*rendering
L1221[17:27:32] <gigaherz> when both
combine, you get an animated instance
L1222[17:27:42]
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L1223[17:27:51] <gigaherz> and if you
have more than one set of matrices, you can then do geometry
instancing where each mesh is in a different animation state
L1224[17:27:59] <diesieben07> the
rendering guy? so fry? :D
L1225[17:28:09] <williewillus> i was
talking about mojang
L1226[17:28:15] <diesieben07> Oh
L1227[17:28:17] <diesieben07> :D
L1228[17:28:22] <diesieben07> they should
hire fry.
L1229[17:28:23] <williewillus> mog left,
he started the shaders thing + move to baked models
L1230[17:28:56] <williewillus> not sure
about the former actually but definitely the latter
L1231[17:30:56] <gigaherz> ......
thaumcraft froze mc XD
L1232[17:31:06] <gigaherz> tried to open
a page o nthe book
L1233[17:31:09] <gigaherz> and it
froze
L1234[17:31:23] <williewillus> oh thats a
ticket on the tracker
L1235[17:31:28] <williewillus> the
aspects of magic page right
L1236[17:31:33] <gigaherz> yup
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L1239[17:36:45] <barteks2x> Why idea
break so frequently...
L1240[17:36:58] <kashike> what
broke?
L1241[17:37:23] <diesieben07> idea has
not actually broke for me once in the year and a half that i'm
using it.
L1243[17:37:55] <diesieben07> oh
that
L1244[17:38:00] <diesieben07> close the
parent and open again
L1245[17:38:32] <barteks2x> it's very
annoying, especially when I have big file tree open and I want it
open and then I need to close the whole tree to fix it
L1246[17:39:40] <Zaggy1024> anybody know
why some maps for fluids have the mod as their resource domain but
some don't?
L1247[17:40:04] <williewillus> 0.o
L1248[17:40:07] <williewillus> sounds
like a bug
L1249[17:40:07] <diesieben07> maps for
fluids?
L1250[17:40:22] <diesieben07> why are
fluids not yet using the new registries anyways?
L1251[17:40:54] <williewillus> he
probably just straight up forgot :P
L1252[17:41:35] <Zaggy1024> well...I was
looking at the way my lava fluid was stored in metadata and noticed
it was prefixed "genesis:genesis:"
L1253[17:41:54] <Zaggy1024> so I removed
the resource domain from my name that's passed to fluid registry,
debugged it and looked at the names
L1254[17:42:01] <Zaggy1024> some of them
don't prefix with the mod ID and some do
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L1256[17:42:40] <williewillus> did you
try it on a fresh save?
L1257[17:42:51] <Zaggy1024> that wouldn't
matter
L1258[17:43:02] <Zaggy1024> let me show
the Forge code that does this
L1259[17:43:20] <williewillus> i see
it
L1260[17:43:25] <Zaggy1024> ah
L1261[17:43:26] <williewillus>
FluidRegistry.uniqueName?
L1262[17:43:30] <Zaggy1024> yea
L1263[17:43:44] <Zaggy1024> I don't know
if this could be fixed in the middle of a release without breaking
anything though
L1264[17:46:08] <Zaggy1024> although I
would guess it's not much of a problem until people start naming
fluids the same thing
L1265[17:46:33] <Zaggy1024> which I
suppose could happen with mods adding more commonly known things
though, I suppose
L1266[17:48:21] <Zaggy1024> although...is
the fluid registry supposed to disallow conflicting names from
different mods?
L1267[17:48:59] <Zaggy1024> are people
supposed to use it similarly to how the the ore dictionary is
supposed to be used?
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L1271[18:03:10] <vox> Yo
diesieben07
L1272[18:03:28] <williewillus> who is
good at art and wants to help me lol
L1273[18:03:28] <vox> Mind checking out
the first draft of the energy part of the Flaw API?
L1276[18:04:22] <williewillus>
interesting naming :P
L1277[18:04:25] <williewillus> thought it
was flow at first
L1278[18:04:31] <diesieben07> looks
decent enough
L1279[18:04:33] <vox> Nope :D
L1280[18:04:44] <vox> Anything you would
suggest other than fixing the missing comments?
L1281[18:04:52] <williewillus> flaw makes
it sound...flawed
L1282[18:04:53] <williewillus>
though
L1283[18:04:54] <williewillus> idk
L1285[18:05:48] <vox> It ties into the RF
API quite nicely since I stole a lot of my Energy API from there
XD
L1286[18:07:10] <vox> Now I need to come
up with a way to nicely do items and fluids
L1287[18:07:13] <vox> ick
L1288[18:07:15] <vox> Any ideas?
L1289[18:07:33] <diesieben07> you should
design your API around capabilities maybe
L1290[18:07:36] <diesieben07> then you
get Items for free
L1291[18:07:48] <vox> Got an
example/doc?
L1293[18:09:10] <vox> thanks, I'll give
that a read
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L1295[18:09:58] <williewillus> this one
as well
L1297[18:10:11] <diesieben07> PLUG!
L1298[18:10:14] <vox> @tt.errag after I
get this polished I'll PR it to RTD pls don't kill me
L1299[18:10:15] <vox> lol
L1300[18:11:09] <diesieben07>
williewillus, honestly I'd not even mention capabilitiy dispatcher,
it's an implementation detail.
L1301[18:11:46] <williewillus> i put it
just to highlight why you need to attach ICapabilityProviders when
doing foreign stuff ?shrug, it helped me understand better once i
found out about it
L1302[18:11:55] <williewillus> i might
remove it
L1303[18:12:19] <diesieben07> the way i
think about it is: ICapabilityProvider is like a TileEntity. you
can attach your own to others
L1304[18:12:32] <diesieben07> and the
provider then has capabailities and it knows how to save
them.
L1305[18:14:51] <vox> oh man this looks
complicated
L1306[18:15:01]
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L1307[18:15:03] <diesieben07> it's really
not.
L1308[18:15:09] <vox> What service does
this actually provide me though?
L1309[18:15:15] <williewillus> that means
i did a bad job explaining >.>
L1310[18:15:21] <diesieben07> a
capabilitiy is really that, a capability
L1311[18:15:27] <diesieben07> a thing can
have capabilities that it can do
L1312[18:15:34] <diesieben07> such as:
store items, store energy
L1313[18:15:43] <diesieben07> this
capability implementation can be the SAME for many things
L1314[18:15:51] <diesieben07> e.g.: an
Item can have a "i can store energy" capability
L1315[18:15:57] <diesieben07> and a
TielEntity has the SAME capability.
L1316[18:16:04] <williewillus> i.e.
IItemHandler can represent the inventory of a backpack item, of a
chest, of an entity's inventory
L1317[18:16:17] <diesieben07> someone
interacting with the capability does not need to know if tehy are
interatcting with a TE or an Item or an Entity or...
L1318[18:16:31] <vox> I see
L1319[18:16:52] <diesieben07> then you
have IStorage which is something that can serialize a capability
into NBT
L1320[18:16:57] <diesieben07> e.g. save
the ItemStacks of an inventory
L1321[18:17:10] <diesieben07> then there
is ICapabilityProvider which si just something that has
capabilities
L1322[18:17:14] <diesieben07> e.g. a
TileEntity.
L1323[18:17:38] <vox> Sounds like a more
complicated version of my whole API basically
L1324[18:17:46] <diesieben07> well its
not more complicated
L1325[18:17:48] <williewillus> not
exactly
L1326[18:17:55] <williewillus> you build
extremely simple APIs on top of caps
L1327[18:17:56] <diesieben07> it means
that TEs don't have to implement 20 interfaces
L1328[18:18:02] <williewillus> see
gigaherz' capabilitycore
L1329[18:18:08] <vox> Yeah I'll look at
that
L1330[18:18:13] <diesieben07> and it also
means you don't have to write the implementation for an energy
storage 20 times.
L1331[18:18:16] <vox> This still isn't
amazingly clear to me
L1332[18:24:19] <vox> Okay CapabilityCore
is pretty easy to understand
L1333[18:24:51]
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L1335[18:25:10] <vox> lol I was about to
ping him
L1336[18:25:13] <vox> Oh well
L1337[18:27:20] <vox> ghz|afk ping me
when you get back please :D
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L1341[18:40:21] <vox> Hahahahaha
L1342[18:40:23] <vox> >
EnderRiftMod.logger.warn("DAFUQ, Found an incorrect number of
items in the slot " + i + " after extraction! Found:
" + found + " expected " + remaining);
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L1349[19:07:10] <diesieben07> any errors
in the log?
L1350[19:07:45] <TehNut> Does
EnumMob#getName() return uppercase or lowercase?
L1351[19:08:07] <MattDahEpic> TehNut,
lowercase
L1352[19:08:16] <TehNut> 100% sure?
L1353[19:08:20]
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L1354[19:08:27] <MattDahEpic>
diesieben07, somethingabout
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model mobdropores:mob_ore#inventory with loader
VariantLoader.INSTANCE, skipping
L1355[19:08:31] <MattDahEpic> TehNut,
100%
L1356[19:08:39] <williewillus> full
log
L1357[19:08:44] <williewillus> that line
means nothing
L1358[19:08:58] *
TehNut really doesn't want to clone the project
L1359[19:09:06] <TehNut> i might have
to
L1360[19:09:11] <TehNut> *sigh*
L1362[19:11:07] <diesieben07> where the
fudge does it get the "inventory" part from...
L1363[19:11:14] <MattDahEpic> no fucking
idea
L1364[19:12:04] <williewillus>
conditional breakpoint on setCustomMRL and see if you're passing
#inventory through :P
L1365[19:14:03] <TehNut> I'm cloning
right now. gimme a sec
L1366[19:15:08]
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L1368[19:19:15] <Matthew> Lex, you said
no class renames for 1.9.3/4 right?
L1369[19:19:23] <TehNut> hey mat
L1370[19:19:35] <Matthew> o/
L1371[19:19:43] <TehNut> (not you but
hi)
L1372[19:19:45] <TehNut> :P
L1374[19:20:00] <Matthew> lol
L1375[19:20:03] <TehNut> Tell me what's
wrong with it
L1376[19:20:20] <TehNut> because there's
something major wrong with it
L1377[19:20:21] <MattDahEpic> well
shit
L1378[19:20:25] <diesieben07> oh my
god
L1379[19:20:25] <diesieben07>
hahahaha
L1380[19:20:53] <TehNut> Breakpoints
never got called, so I decided to dig a bit
L1381[19:21:00] <shadowfacts> is there an
event that is fired when an ItemStack is damaged?
L1382[19:21:34] <diesieben07> doubtful,
why?
L1384[19:22:12] <MattDahEpic> i havent
made the passive mob ore textures yet
L1385[19:22:20] <TehNut> I know
L1386[19:22:21] <williewillus> lol
L1387[19:22:39] <diesieben07> you are
still trying to use metadata > 15
L1388[19:23:01]
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L1390[19:23:18] <TehNut> i'm
confused
L1391[19:23:19] <williewillus> also
yeah
L1392[19:23:33]
⇨ Joins: DebugsPeople
(~DebugsPeo@82.113.106.169)
L1393[19:23:46] <williewillus> probably
because the next ID slot up is not taken or something?
L1394[19:23:56] <MattDahEpic> that's why
i was all like "naw it works breh"
L1395[19:24:23] <williewillus> except it
absolutely does not, there's some gotcha in there
L1396[19:24:37] <williewillus> the world
format has not changed for 4 years and we have always had 16 meta
values :P
L1397[19:24:43] <TehNut> making a block
to fill the next ID slot
L1398[19:25:04] <williewillus> ah I
see
L1399[19:25:11] <TehNut> Going to see
what happens
L1400[19:25:17] <williewillus> syncing
uses the state ID
L1401[19:25:26] <williewillus> which is
mapped IBlockState -> unique id
L1402[19:25:44] <williewillus> not sure
why it works saving
L1403[19:26:25] <TehNut> Nope stayed
squid block
L1404[19:26:30] <TehNut> huh
L1405[19:27:17] <TehNut> I'
L1406[19:27:28] <TehNut> I'd suggest not
"taking advantage" of that and doing it correctly
L1407[19:27:29] <shadowfacts> 'cause I'm
adding a thing that prevents tools from being completely broken by
moving to a different slot when they get to 1 use left
L1408[19:27:53] <diesieben07> you
probably need to use the tick event
L1409[19:28:30]
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(~icemna11a@cpe-66-61-77-228.neo.res.rr.com) (Quit: Going on a long
tril and forgetting IRC for now)
L1410[19:28:49] <MattDahEpic> TehNut, so
nbt?
L1411[19:29:06] <TehNut> Just fill a
block, then make a new one for the next set of 16
L1412[19:29:30] <williewillus>
(blockstate properties can take a subset of an enum)
L1413[19:29:34] <williewillus> for
example the wood logs
L1414[19:29:52] <TehNut> Then maybe one
block for hostiles, and another for passives
L1416[19:32:44] ***
MrKick|Away is now known as MrKickkiller
L1417[19:35:14] <barteks2x> I'm getting
weird chunk rendering glitches... and I have no idea if I did
something wrong in my mod or is it vanilla bug...
L1418[19:36:24] <barteks2x> how to even
debug something like that?
L1420[19:39:08] <MattDahEpic> thats in
vanilla last time i played
L1421[19:39:18] <williewillus> shouldnt
happen often though
L1422[19:39:28] <williewillus> and it's
the visgraph culling algorithm glitching
L1423[19:39:57] <barteks2x> the thing is
that as long as I don't break any block here, this one won't go
away
L1424[19:40:16] <barteks2x> Usually these
issues go away if I wait a while
L1425[19:41:39]
⇦ Quits: KnightMiner
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seconds)
L1426[19:41:49] <barteks2x> It's as if I
forgot to call markBlockRangeForRenderUpdate
L1427[19:47:12]
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L1429[19:48:28]
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(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1430[19:48:34] <TehNut> \o/
L1432[19:48:40] <barteks2x> at least the
problem seems to be reproducible with this world. I restarted mc
and it happened again
L1433[19:48:46] <williewillus> \o/
L1434[19:48:51] <Matthew> \o/
L1435[19:48:57] <MattDahEpic> and now
1.9.4!
L1436[19:48:58] <TehNut> now 1.9.4
;D
L1437[19:49:16] <Matthew> heh I think
they just changed one boolean for 1.9.4
L1438[19:50:20]
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L1439[19:51:10] <diesieben07> yeah tehy
forgot some snapshot warning message in .3
L1440[19:51:38] <williewillus> lex i also
have a batch of bug reports (well, just 3) for the new loot hooks
:P
L1441[19:54:58]
⇦ Quits: mustangflyer
(~mustangfl@p54834090.dip0.t-ipconnect.de) (Quit:
Farewell!)
L1442[19:57:25] <LexDesktop> and you're
bringing it up here why?
L1443[19:58:26] <williewillus> i reported
it on the tracker
L1444[19:58:37] <LexDesktop> then ill
deal with it later
L1445[19:58:40] <LexDesktop> im
busy
L1446[20:00:46]
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L1447[20:00:48] <LexDesktop> humm need a
new regex that matches annotations...
L1448[20:01:10] <diesieben07> the whole
annotation? including values?
L1449[20:02:46]
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L1450[20:02:52] <LexDesktop> yes
L1451[20:03:35] <LexDesktop> we use a
regex to fixup some FF issues {abstract methods cant have param
names}
L1453[20:03:41] <LexDesktop> nullable
fucks it up
L1454[20:05:11] <diesieben07> so it
doesnt have to be all that accurate, right? because for the values
you'd have to write a whole parser, really...
L1455[20:05:28] <diesieben07>
\@(?:[a-z]+)(?:\((?:.*)*\))?
L1456[20:05:35] <diesieben07> simple but
should work
L1457[20:05:41] <diesieben07> wait
L1458[20:05:51] <LexDesktop> we dont care
about the values jsut needs to eat it
L1459[20:06:09] <LexDesktop>
_PARAMETERS_VAR = r'(?:(?P<type>(?:[^ ,])+(?:<.*>)?(?:
\.\.\.)?) var(?P<id>\d+)(?P<end>,? )?)'
L1460[20:06:09] <LexDesktop> _PARAMETERS
= r'(?:(?P<type>(?:[^ ,])+(?:<.*>)?(?: \.\.\.)?)
(?P<name>' + _JAVA_IDENTIFIER + r')(?P<end>,?
)?)'
L1461[20:06:13] <LexDesktop> Those are
what we use right now
L1462[20:06:56]
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L1463[20:08:05] <diesieben07>
\@(?:\p{javaJavaIdentifierStart}\p{javaJavaIdentifierPart}+)(?:\((?:.*)*\))?
L1464[20:09:13] <Tazz> hmm I wonder if I
should do some kind of annotation stuff for Eschelle...
L1465[20:10:04] <LexDesktop>
javaJavaIdentifier?
L1466[20:10:09] <diesieben07> yep
L1467[20:10:17] <LexDesktop> I have no
idea what the regex is...
L1468[20:10:22] <diesieben07> matchess
everything that matches Character.isJavaIdentifierPart
L1469[20:10:37] <LexDesktop> amd this is
standard regex?
L1470[20:10:38] <diesieben07> \p{javaXXX}
matches Character.isXXX
L1471[20:10:41] <diesieben07> no,
java
L1472[20:10:44] <LexDesktop> that I can
use in pyton?
L1473[20:10:46] <diesieben07> oh
L1474[20:10:53] <diesieben07> i didnt
know you were still using python
L1475[20:10:59] <LexDesktop> MCP is
python
L1476[20:11:01]
⇨ Joins: minot
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L1477[20:11:07] <LexDesktop> I need it
for both python and java
L1478[20:11:08] <diesieben07> right
L1479[20:11:30] <diesieben07> that
_JAVA_IDENTIFIER yo had above works?
L1480[20:11:44] <LexDesktop>
Aparently
L1481[20:11:55] <LexDesktop>
_JAVA_IDENTIFIER = r'[a-zA-Z_$][\w_$\.]*'
L1482[20:12:03] <diesieben07> yeah
ok
L1483[20:12:33] <diesieben07> so \@(?:
)(?:\((?:.*)*\))?
L1484[20:12:38] <diesieben07> goddamnt
enter key
L1485[20:13:01] <diesieben07>
"\@(?:" + _JAVA_IDENTIFIER +
")(?:\((?:.*)*\))?"
L1486[20:13:38] <LexDesktop> need a
optional space at the end
L1487[20:14:05] ***
williewillus is now known as willieaway
L1488[20:14:10]
⇦ Quits: Temportalist
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L1489[20:14:11] <diesieben07>
"\@(?:" + _JAVA_IDENTIFIER +
")(?:\((?:.*)*\))?\w*"
L1490[20:14:20] <LexDesktop> just one
space
L1491[20:14:33] <diesieben07>
"\@(?:" + _JAVA_IDENTIFIER + ")(?:\((?:.*)*\))?
?"
L1492[20:16:48]
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L1493[20:19:39]
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L1494[20:19:45] <barteks2x> Is it
possible to stop evaluating expression in idea?
L1495[20:20:28] <vox> How should I save a
large amount of data if it's not associated with a block?
L1496[20:20:43] <LexDesktop>
_PARAMETERS_VAR = r'(?:(?P<annotation>' + _JAVA_ANNOTATION +
')?(?P<type>(?:[^ ,])+(?:<.*>)?(?: \.\.\.)?)
var(?P<id>\d+)(?P<end>,? )?)'
L1497[20:20:47] <LexDesktop> regex101
says that works
L1498[20:21:00] <TehNut> vox: what kind
of data?
L1499[20:21:14] <vox> Lots and lots of
items, liquids, and some ints for energy
L1500[20:21:30] <vox> starting with
energy and items for now
L1501[20:22:18] <barteks2x> nevermind, it
finished
L1502[20:23:35]
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L1503[20:23:37] <killjoy> vox, like
player inventories?
L1504[20:24:00] <vox> Think on the scale
of AE's ME systems
L1505[20:24:10] <killjoy> associated with
an item?
L1506[20:24:21] <killjoy> use nbt
L1507[20:24:22] <vox> It's not associated
with anything, which is the issue
L1508[20:24:29] <simon816> use
MapStorage
L1509[20:24:35]
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L1510[20:24:36] <killjoy> what uses
it?
L1511[20:24:48] <vox> It's like a
"cloud storage" thing
L1512[20:24:59] <vox> I'm trying to make
a system that will be pipe-less
L1513[20:25:01] <killjoy> you could do
what enderstorage does
L1514[20:25:05] <vox> hm?
L1515[20:25:07] <killjoy> create a new
dimension for storing things
L1516[20:25:19] <killjoy> have it
inaccessable
L1517[20:25:42] <simon816> or rather
WorldSavedData
L1518[20:27:23]
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L1519[20:27:24]
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L1520[20:31:36]
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L1521[20:32:55] <LexDesktop> !gm
func_76187_b
L1522[20:33:21] <LexDesktop>
WorldSavedData.writeToNBT got a new return value, do you guys wanna
have it keep the same name or make people update?
L1523[20:34:02] <barteks2x> After almost
hour of debugging the only thing I know is that I'm eighter doing
something very subtly wrong, or it's vanilla bug
L1524[20:34:44] <Matthew> humm. how about
let it get a new srgname (since its sig changed), but just name it
the same in the bot?
L1525[20:35:07]
⇨ Joins: minot
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L1526[20:35:59] <LexDesktop> alright that
would just mean a delay in the namings until someone comes along
and names it
L1527[20:36:39] <Matthew> I'll remember
to look for it and name it quickly
L1528[20:37:01] <LexDesktop> !gm
func_176204_a
L1529[20:38:56]
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L1530[20:39:57] <LexDesktop> !gm
func_184246_b
L1531[20:40:56] <LexDesktop> !gm
func_145844_m
L1532[20:41:04] <LexDesktop> Eww that
function got locked down to JUST te packets :/
L1533[20:41:32]
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L1534[20:41:46] <Matthew> also Lex, you
said no class renames right? because a couple of them are straight
up reversed
L1535[20:42:01] <LexDesktop> !gm
func_145841_b
L1536[20:42:07]
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L1537[20:42:13] <LexDesktop> make a list
i may consider it
L1538[20:42:34] <LexDesktop> There are
some changes to the code base that are small
L1539[20:42:36] <LexDesktop> but far
reaching
L1541[20:42:46] <LexDesktop> For example
onNeighbotBlockChange changed params
L1542[20:42:49] <Matthew> mainly
HorseType <-> HorseArmorType
L1543[20:42:53] <LexDesktop> make me a
more sensible list
L1544[20:43:04] <Matthew> and
CPacketPlayerTryUseItem <-> CPacketPlayerBlockPlacement
L1545[20:44:52]
⇦ Quits: [NK]Ghost (~GFt@72.64.90.31) ()
L1546[20:45:48] <simon816> you need a
'high priority' label on the mcp issues
L1547[20:46:24] <simon816> so filter
'class name' and 'high priority'
L1548[20:46:27] ***
cpw is now known as cpw|stellaris
L1549[20:46:39] *
Matthew adds high priority label
L1550[20:47:14] <Matthew> humm whats a
good color. Reds already used
L1551[20:48:02] <MattDahEpic>
yellow
L1552[20:48:16] <MattDahEpic> or missing
texture purple
L1553[20:49:28] <TehNut> missing textures
are definitely hot pink, not purple
L1554[20:49:39] <Matthew> gib hex
code
L1556[20:50:10] <TehNut> FD05CD
L1557[20:50:10] <MattDahEpic>
CC00FF
L1558[20:50:33] <MattDahEpic> TehNut's is
better
L1559[20:50:45] <TehNut> YEs because it's
actually pink >.>
L1560[20:50:51] <MattDahEpic> -_-
L1561[20:50:59]
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L1562[20:51:29] ***
Mumfrey is now known as mumfrey
L1563[20:52:53]
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L1564[20:53:01]
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L1566[20:53:21] <TehNut> yeh boi
L1567[20:59:26]
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L1568[21:02:07]
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L1569[21:06:45]
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L1572[21:15:23] ***
MrKickkiller is now known as MrKick|Away
L1573[21:22:06]
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(~Thunderbi@p5491981D.dip0.t-ipconnect.de)
L1574[21:22:51] <LexDesktop> !gm
func_70109_d
L1575[21:27:29]
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L1578[21:43:34] ***
Xilandro is now known as Kodos
L1579[21:43:50] ***
Vigaro is now known as V
L1580[21:44:21]
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L1582[21:52:47] <LexDesktop> !gm
func_186320_a
L1583[21:53:03] <LexDesktop> !gm
func_189553_b
L1584[21:54:43] ***
Mine|away is now known as minecreatr
L1585[21:54:56]
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L1592[22:15:16] ***
mrkirby153 is now known as kirby|gone
L1593[22:18:41] ***
kirby|gone is now known as mrkirby153
L1594[22:23:39] <LexDesktop>
func_176204_a -> func_189540_a -> onNeighborBlockChange
L1595[22:23:40] <LexDesktop> func_76187_b
-> func_189551_b -> writeToNBT
L1596[22:23:40] <LexDesktop>
func_184246_b -> func_189514_c -> createTileEntity
L1597[22:23:40] <LexDesktop>
func_145844_m -> func_189518_D_ -> getDescriptionPacket
L1598[22:23:40] <LexDesktop>
func_145841_b -> func_189515_b -> writeToNBT
L1599[22:23:40] <LexDesktop> func_70109_d
-> func_189511_e -> writeToNBT
L1600[22:23:45] <LexDesktop> Someone keep
track of that list for me
L1601[22:24:04] *
Matthew keeps track
L1603[22:29:07] <Tazz> can anyone here do
a sanity check for me?
L1604[22:29:12] <Tazz> non-minecraft
related code
L1605[22:29:39] <kashike> sanity check...
what? asking and providing nothing helps no-one
L1607[22:32:02] <Tazz> the top is the
output when running
L1608[22:32:37] <kashike> uh I have no
idea what that code does, i'll let someone else answer
L1609[22:32:49] <Tazz> this is the code
that is parsed:
L1610[22:32:49] <Tazz> val pi: Double =
3.141592654;
L1611[22:32:50] <Tazz> val tau: Double =
pi * 2.0;
L1612[22:33:03] <Tazz> assuming that pi
and tau are in a local scope
L1613[22:35:37]
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L1614[22:37:08] <Nosirrom> so comparing
local variables to whatever you pass in, and return if they are the
same? intro to c++ doesn't teach enough at my school
L1615[22:37:43] <Tazz> Nosirrom, ideally
they way this is called tau shouldnt exist as a variable and the
local scope should only contain pi
L1616[22:37:57] <Tazz> but somehow tau is
in the local scope before being defined in it
L1617[22:42:25]
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(~Lathanael@p54961216.dip0.t-ipconnect.de)
L1618[22:45:07] <LexDesktop>
crap...
L1619[22:45:20] <LexDesktop> python is
dieing on the new regex for some reason... it was JUST
working...
L1620[22:48:02]
⇨ Joins: SatanicSanta
(~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net)
L1621[22:51:25] ***
cpw|stellaris is now known as cpw|out
L1622[22:54:00] <LexDesktop> it works on
2.7.9 not but 2.7.3 and 2.7.3 is the version MCP ships
L1623[22:57:54] <Matthew> solution:
update mcp's version of python?
L1624[22:58:09] *
Matthew sits here with his python 3
L1625[22:58:43] <LexDesktop> make me a
portable version
L1626[22:58:54] <SatanicSanta> Why do
people still use Py2? 3 has been out for like 9 years.
L1627[22:59:10] <McJty> Py3 is
essentially a different language in many ways
L1628[22:59:18] <McJty> And for
compatibility reasons people keep on Py2
L1629[22:59:19] <SatanicSanta> Yeah, and
it's significantly better.
L1630[22:59:26] <McJty> Especially if
they use libraries that are not ported to Py3
L1631[22:59:32] <LexDesktop> -.-
L1632[22:59:38] <LexDesktop> dont start
these dumb argements
L1633[22:59:40] <Matthew> well that went
downhill fast....
L1634[22:59:45] ***
willieaway is now known as williewillus
L1635[23:00:12] <SatanicSanta> Who is
arguing? :|
L1636[23:00:23] <SatanicSanta> McJty:
That is a good point
L1637[23:02:17] <williewillus> wtf
L1638[23:02:30] <williewillus> public
static nested classes ar eintialized separately from their parent
right
L1639[23:09:51]
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(Read error: Connection reset by peer)
L1640[23:10:37] <killjoy> still
considered an inner class
L1641[23:11:19] <BluShine> Apologies if
this is a dumb question, but I'm new to Forge: I'm trying to make a
simple mod that makes sword clicks hit entities through tall grass
(and other non-solid blocks). I'm pretty sure I've figured out how
to do the raycasting stuff, but I'm not sure how to override the
default sword behavior. Would it make more sense to intercept the
LeftClickBlock event, check for sword-grass interactions, deny the
event, then do
L1642[23:11:20] <BluShine> my own custom
sword attacking code?
L1643[23:11:32] <williewillus>
probably
L1644[23:11:48] <williewillus> killjoy:
I'm getting CNFE where it used to work, but ohwell I'll just split
it out
L1645[23:12:12] <williewillus> wtf
L1646[23:12:17] <williewillus> it's still
crashing after I split it out?
L1647[23:13:59] <williewillus> oh, it
works without a lambda wtf
L1648[23:18:48]
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(~KnightMin@adsl-68-255-6-227.dsl.emhril.sbcglobal.net) (Read
error: Connection reset by peer)
L1649[23:26:57]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
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L1650[23:34:20] <Tazz> gah
>.<
L1651[23:35:08] <Tazz> making a new
instance of a class for each time my compiler does a math op is
terribad and only works 50% of the time (when theres is at least 1
non-literal value)
L1652[23:35:43] <Tazz> so now I have to
write a box instruction and unbox instruction...something I wanted
to refrain from doing >.<
L1653[23:41:15] ***
williewillus is now known as willieaway
L1654[23:42:23] ***
willieaway is now known as williewillus
L1655[23:55:16] <BluShine> Hm... my mod
kinda works, but even if I cancel the LeftClickBlock event, the
player still sees the visual effect of the grass being hit and
particles flying out. Is there a way to cancel that, too?
L1656[23:55:44] <williewillus> what forge
version are you using?
L1657[23:55:50] <williewillus> and are
you cnaceling it on both sides?
L1658[23:57:05] ***
mrkirby153 is now known as kirby|gone
L1659[23:57:49] <BluShine> using the
latest forge. I just have a single event handler for
PlayerInteractEvent.LeftClickBlock.
L1660[23:58:10] <BluShine> And I call
event.setCanceled(true);
L1661[23:58:17]
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(~Poppy@chello085216146055.chello.sk)
L1662[23:59:18] <williewillus> are you
testing in survival or creative?
L1663[23:59:27] <williewillus> i
accidentally left creative out of some parts of the code path when
I rewrote it