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L17[00:49:35] ⇨
Joins: DovahOfKiin (~admin@122.172.70.211)
L18[00:50:36] <DovahOfKiin> Is
block.getRegistryName() =
block.getUnlocalizedName.substring(5)?
L19[00:51:31] <fry> no, they are completely
unrelated
L20[00:52:29] <DovahOfKiin> How about
block.getRegistryName().toString()?
L21[00:52:42] <DovahOfKiin> I need the name
without the modid
L22[00:52:58] <DovahOfKiin> but don't want
to use that dirty practice of substringing
L23[00:52:58] <fry>
block.getRegistryName().getResourcePath()
L24[00:53:11] <fry> and what do you mean by
"name"
L25[00:53:14] <DovahOfKiin> Ahh that clips
off the domain?
L26[00:53:24] <fry> something for display,
or unique identifier?
L27[00:53:26] <DovahOfKiin> Basically
registry name without domain
L28[00:53:30] <DovahOfKiin> The
latter
L29[00:53:35] <DovahOfKiin> unique
identifier
L30[00:53:40] <fry> why without the domain
then?
L31[00:53:54] <fry> there can be 2 mods
with the same block name, but different domains
L32[00:54:20] <DovahOfKiin> Should model
resource locations contain the domain?
L33[00:54:22] <DovahOfKiin> I think
so
L35[00:54:51] <DovahOfKiin> right
L36[00:54:59] <DovahOfKiin> so wherever I
need MODID + resourcePath
L37[00:55:01] <fry> what are you doing?
:P
L38[00:55:08] <DovahOfKiin> I can just use
registryName().toString()?
L39[00:55:21] <DovahOfKiin> Nothing just
rearranging my registries
L40[00:55:36] <DovahOfKiin> I realized I
put some clientproxy stuff on the commonproxy
L41[00:55:44] <DovahOfKiin> so i'm taking
the chance to proofread code
L42[00:55:54] <fry> there's a
ModelResourceLocation constructor that takes a ResourceLocation as
a first argument
L43[00:56:49] <DovahOfKiin> Okay i'm using
that now
L44[00:57:33] <DovahOfKiin> What's the
difference between a ModelResourceLocation and a ResourceLocation?
Just curious now
L45[00:57:55] <fry> the
"#variant" part
L46[01:02:02] <kimfy_> ^ which points to a
variant in a blockstate json, right?
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L49[01:04:07] <DovahOfKiin> I made a custom
fluid, with Material.water as the material for the
blockfluidclassic
L50[01:04:29] <DovahOfKiin> but I don't
want it to react with lava
L51[01:04:34] <DovahOfKiin> what do I
do?
L52[01:06:35] <kimfy> override canFlowInto
and return false?
L53[01:07:14] <kimfy> oh wait nvm
L54[01:07:53] <DovahOfKiin> I don't want it
to form cobble/obsidian
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L62[01:38:25] <ghz|afk> morning
people
L63[01:40:50] <ghz|afk> [07:57]
(DovahOfKiin): What's the difference between a
ModelResourceLocation and a ResourceLocation? Just curious
now
L64[01:41:03] <ghz|afk> coudl have been
called something like "VariantResourceLocation" ;P
L65[01:41:16] <ghz|afk> but it wouldn't
really be any more clear
L66[01:41:31] <ghz|afk> since its primary
purpose is to reference models
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L68[01:49:46] <ProbablePrime> In 1.8 is
there a way to do some pregeneration of a custom dimension. I'm
teleporting players there as part of the mod logic and its proving
to be a little rocky due to generation happening once their inside.
Its dungeon style dimension so has a ChunkProvider loading a
Schematic.
L69[01:53:34] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L70[01:57:45] <Zaggy1024> just transplanted
my cloud rendering code to be cleaner, getting close to (finally)
making the PR :P
L71[01:58:31] <ghz|afk> transplanted? you
mean refactored? ;P
L72[01:59:17] <ghz|afk> or didyou literally
"grow" a new implementation on another body, and then
repalced the existing one with yours on an open surgery? ;P
L73[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160518 mappings to Forge Maven.
L74[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160518-1.9.4.zip
(mappings = "snapshot_20160518" in build.gradle).
L75[02:00:04] <ghz|afk> \o/
L76[02:00:09] <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/
L77[02:00:16] <ghz|afk> wait 1.9.4
L78[02:00:26] <ghz|afk> were yesterday's
mappings 1.9.4 too?
L79[02:00:27] <ghz|afk> !latest
L80[02:00:43] <ghz|afk> ah yep, 0516 was
the last 1.9
L81[02:00:50] <ghz|afk> so, stable_24 it
is.
L82[02:01:14] <ghz|afk> time to set all my
1.9 mods to stable_24
L83[02:08:59] ⇨
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L84[02:11:48] ⇨
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L85[02:13:58] <DovahOfKiin> Any germans
here?
L86[02:14:23] <DovahOfKiin> I'm watching a
german fluid tutorial, and at one point the caption translate isn't
cutting it for me
L88[02:19:16] ***
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L89[02:20:19] <ghz|afk> IDEA is stupid
sometimes
L90[02:20:34] <ghz|afk> if (prov != null
&& prov.canConnectEnergy) callMethodWithNonnull(prov)
L91[02:20:42] <ghz|afk> it's warning that
"prov" may be null on the call
L92[02:20:59] <ghz|afk> oh wait nm
L93[02:21:04] <ghz|afk> it was confused by
an unbalanced paren
L94[02:21:14] ⇨
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L95[02:24:59] <DovahOfKiin> Anybody good
with licenses here?
L96[02:25:18] <ghz|afk> depends on
"good"
L97[02:25:30] <ghz|afk> I like to know a
bit ov everything
L98[02:25:36] <ghz|afk> of*
L99[02:25:42] <DovahOfKiin> alright
L100[02:25:45] <DovahOfKiin> so,
L101[02:26:02] <DovahOfKiin> buildcraft
has this file:
L103[02:26:14] <DovahOfKiin> Now I wish to
use this file in my own mod
L104[02:26:22] <DovahOfKiin> the mod
complies with MMPL 1.0.1
L105[02:26:24] <ghz|afk> you don't need
custom buckets in current forge
L106[02:26:34] <ghz|afk> there's already a
general-purpose bucket in forge
L107[02:26:38] <ghz|afk> that you can use
foryour own fluids
L108[02:26:47] <DovahOfKiin> how?
L109[02:26:59] <DovahOfKiin> I just want
it to be like a bucket of water
L110[02:27:15] <DovahOfKiin> just hold the
fluid, and when right clicked, the fluid is place
L111[02:27:23] <DovahOfKiin> d, and an
empty bucket is returned
L112[02:27:28] <DovahOfKiin> can you tell
me how to do that?
L113[02:27:41] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L114[02:28:00] <ghz|afk> trying to find
it, I haven't used it myself
L115[02:28:14] <DovahOfKiin> thanks so
much man
L116[02:28:25] <ghz|afk> look for
UniversalBucket
L117[02:28:28] <ghz|afk> (double-shift in
IDEA)
L118[02:28:45] <ghz|afk> it automatically
handles all registered fluids
L119[02:29:45] <ghz|afk> assuming the
fluid block corresponds to a registered fluid in the forge
system
L120[02:29:56] <ghz|afk>
(IFluidBlock)
L121[02:30:10] <ghz|afk> I missed a line
there
L122[02:30:19] <ghz|afk> it will
automatically handle picking up the fluid, assuming...
L123[02:30:45] ⇦
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L124[02:30:46] <DovahOfKiin> By registered
you mean
L125[02:30:49] <killjoy> Has anyone had
problems using javafx/stage/FileChooser in eclipse?
L126[02:30:52] <DovahOfKiin>
FluidRegistry.registerFluid?
L127[02:31:06]
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L128[02:31:39] <MaelstromPhx> hello again
giga :D
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L130[02:35:43] <ghz|afk> yes
DovahOfKiin
L131[02:36:02] <DovahOfKiin> so how do I
use this class?
L132[02:36:18] <DovahOfKiin> just create
an instance?
L133[02:40:36] <ghz|afk> no
L134[02:40:40] <ghz|afk> thre is always
one instance
L135[02:40:45] <ghz|afk> it enumerates all
fluids automatically
L136[02:40:55] <ghz|afk> in fact, if you
registered the fluid, it should already be there
L137[02:44:19] <ghz|afk> hmmm
L138[02:44:20] <ghz|afk>
if(FluidRegistry.isUniversalBucketEnabled())
L139[02:44:29] ⇦
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L140[02:44:45] <ghz|afk> aha
L141[02:44:49] <ghz|afk>
FluidRegistry.enableUniversalBucket()
L142[02:44:57] <ghz|afk> call that in your
preinit
L143[02:45:04] <MaelstromPhx> Hey giga. In
your enderthing code you sent me yesterday what exactly is the
PrivateInventoryContainer you are injecting?
L144[02:45:05] <ghz|afk> ah no
L145[02:45:07] <ghz|afk> not preinit
L146[02:45:15] <ghz|afk> you haveto call
it in your STATIC INITIALIZER
L147[02:45:21] <ghz|afk> so in your @Mod
class
L148[02:45:29] <ghz|afk> {
FluidRegistry.enableUniversalBucket(); }
L149[02:45:52] <ghz|afk> eh
L150[02:45:55] <ghz|afk> static {
FluidRegistry.enableUniversalBucket(); }
L151[02:47:32]
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L154[02:52:38] <DovahOfKiin> ghz|afk,
doesn't work :(
L155[02:52:47] <DovahOfKiin> like it just
won't get in the bucket
L156[02:53:55] <ghz|afk> and you put a
breakpoint on unicersalbucket
L157[02:54:14] <ghz|afk> and see if the
onFillbucket code is detecting your fluid?
L158[02:54:22] <ghz|afk> universal*
L159[02:54:44] <DovahOfKiin> uhh\
L160[02:54:55] <ghz|afk> if you don't know
how to use breakpoints
L161[02:54:56] <DovahOfKiin> sorry please
don't scream at me but idk how to use a debugger
L162[02:55:01] <ghz|afk> then I suggest
you learn how to debug
L163[02:55:02] <ghz|afk> ;P
L164[02:55:08] <ghz|afk> it's an essential
tool for programming
L165[02:55:17] <DovahOfKiin> thank you for
not being like some others :D
L166[02:55:27] <DovahOfKiin> will do, for
now I think i have a fix
L167[02:55:39] <DovahOfKiin>
FluidRegistry.addBucketForFluid
L169[02:55:44] <DovahOfKiin> maybe I need
to do that?
L171[02:57:55] <MaelstromPhx> ghz|afk: to
attach a capability do i just subscribe to the capability attach
event?
L172[02:58:31] <DovahOfKiin> that's only
if the thing your attaching to doesn't belong to your mod
L173[02:58:33] <DovahOfKiin> afaik
L174[02:58:47] <MaelstromPhx> so if i want
to attach to a player
L175[02:58:54] <DovahOfKiin> yes
L176[02:58:57] <DovahOfKiin> use the
event
L177[02:58:59] <DovahOfKiin> again
afaik
L178[02:59:07] <MaelstromPhx> kk
thanks
L179[02:59:12] <DovahOfKiin> I don't
understand the capabilities system very well
L180[02:59:18] <DovahOfKiin> so use at
your own risk MaelstromPhx
L181[02:59:44] <MaelstromPhx> i have some
of ghz code here so I'll just base it of that
L182[03:00:15] <DovahOfKiin> ghz|afk, I
used FluidRegistry.addBucketForFluid in combination with what you
asked me to do
L183[03:00:17] <DovahOfKiin> works,
ty
L184[03:03:17] <ghz|afk> ah
L185[03:03:26] <ghz|afk> well as I said, I
have never done it
L186[03:03:27] <ghz|afk> ;P
L187[03:03:47] <ghz|afk> MaelstromPhx: you
ahve to call MinecraftForge.EVENT_BUS.register
L188[03:03:51] <ghz|afk> on the class
instance that has the events
L189[03:03:56] <ghz|afk> if you want it to
be called
L190[03:04:07] <ghz|afk> you'll notice how
I call it for the handler class
L191[03:04:15] <DovahOfKiin> but you
guided me in the right direction so ty for that :D
L192[03:04:37] <DovahOfKiin> any idea how
to set a custom texture for the bucket?
L193[03:04:49] <DovahOfKiin> The universal
bucket has a slightly different texture
L194[03:05:00] <ghz|afk> yep
L195[03:05:34] <ghz|afk> this way forge
avoids having copyrighted files
L196[03:06:03] <ghz|afk> gotta go, bb in a
bit
L197[03:10:42] ⇦
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L198[03:12:14] <Wuppy> morning
L199[03:17:44] <Wuppy> ugh I'm so pissed,
I missed what people are calling now "the most epic party in
the world"
L200[03:18:37] <PaleoCrafter> sucks to be
you
L201[03:19:06] <Wuppy> it was free, and 3
minutes from my house
L202[03:19:13] <Wuppy> but it was
invitation only
L203[03:19:22]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L204[03:19:47] <PaleoCrafter> and you
weren't invited or didn't have time? :P
L205[03:19:54] <Wuppy> wasn't
invited
L207[03:20:27] <Wuppy> I think at least
half of the people in there are actually in the top 20 djs :P
L208[03:26:21] <PaleoCrafter> let's assume
there was one person like that there, means there were at most two
people in total :P
L209[03:26:36] <Wuppy> what?
L210[03:26:58] ⇦
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L211[03:27:10] <PaleoCrafter> your
previous statement :P
L213[03:28:30] <Wuppy> hardwell, martin
garrix, afrojack, the partysquad and feest dj ruud :V
L214[03:28:35] <PaleoCrafter> welp, more
than one person, darnit :P
L215[03:30:06] <ghz|afk> Wuppy: if it awas
invitation only, then it wasn't "free", you had to
"pay" by knowing the right people
L216[03:30:18] <Wuppy> true
L217[03:30:24] <ghz|afk> -a
L218[03:31:00] <Zaggy1024> ghz|afk, well,
yeah, I did mean refactored but I was going to say I copied it into
a different workspace (for contributing to Forge) so I can get it
ready to PR
L219[03:31:03] <thecodewarrior> Does a
guide on using the forge registry system exist? And at what point
is it overkill?
L220[03:31:34] <ghz|afk> thecodewarrior:
for what purpose?
L221[03:32:05] <ghz|afk> for example, the
registry system would be a perfect fit for something like TiCon
materials
L222[03:32:52] <thecodewarrior> I'm
assuming it wouldn't be very useful if it's only used in my mod,
correct? Then I could just use int ids.
L223[03:33:04] <ghz|afk> if you don't plan
on having a public API for it
L224[03:33:08] <ghz|afk> then use an
enum
L225[03:33:14] <ghz|afk> andu se the
enum's ordinal for "ids"
L226[03:33:53] <ghz|afk> that's what I do
in my magic mod for the gemstones
L227[03:34:48] <thecodewarrior> Yeah, I
think I'll go that route, and if I ever want to deal with
maintaining a public API I can refactor.
L228[03:35:33] ⇦
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L233[04:27:32] <masa> what are the
restrictions on block texture dimensions? do they need to be
square? how about powers of two?
L234[04:27:46] <ghz|afk> the atlas
requires powers of two
L235[04:27:57] <ghz|afk> or was it
square?
L236[04:28:04] <masa> Or could I have like
a 24x24 texture and just UV map it appropriately so that the block
will essentially be 16x16
L237[04:28:17] <ghz|afk> no, square, I
recall using a 48x48 texture before
L238[04:28:20] <ghz|afk> hmm
L239[04:28:23] <masa> mmkay
L240[04:28:28] <ghz|afk> ah wahtever
L241[04:28:30] <ghz|afk> one or the other
;P
L242[04:28:43] <ghz|afk> if it complains
on stitching
L243[04:28:44] <ghz|afk> it's the
other
L244[04:28:52] <masa> just thinking how to
do a block that will have a main texture and then some smaller bits
and bobs
L245[04:29:27] <masa> I'll try a 24x24
first
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L249[04:50:46] <DovahOfKiin> ghz|afk, any
tutorial on 1.9 custom potions?
L250[04:51:16] <DovahOfKiin> if anybody
else has one, please do link
L251[04:51:51] <ghz|afk> no but so far as
I understand
L252[04:51:56] <ghz|afk> you jsut extend
Potion
L253[04:52:05] <ghz|afk> and override
performEffect
L254[04:52:14] <ghz|afk> andthen register
it with GameRegistry.register(thePotion)
L255[04:52:28] <DovahOfKiin> How do I make
it drinkable?
L256[04:52:41] <DovahOfKiin> and what
about splash and lingering pots?
L257[04:52:41] <ghz|afk> that's the
bottle
L258[04:52:43] <ghz|afk> it's a separate
thing
L259[04:53:13] <ghz|afk> the potion
registry should automatically make available itemstacks of any
registered potion
L260[04:53:32]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L261[04:53:32]
MineBot sets mode: +v on Actuarius
L262[04:53:45] <DovahOfKiin> so I don't
need to do anything related to the bottles themselves?
L263[04:54:09] <ghz|afk> nope
L264[04:54:12] <ghz|afk> unless i'm
wrong
L265[04:56:00] <DovahOfKiin> but I need to
make the crafting recipes myself?
L266[04:56:03] <DovahOfKiin> @
ghz|afk
L267[04:56:19] <ghz|afk> crafting?
L268[04:56:46] <ghz|afk> well ofc, if you
want them craftable, or brewable,yesyou'd have to provide brewing
recipes
L269[04:56:59] <DovahOfKiin> alright good,
because I don't want em to be craftable
L270[04:57:24] <ghz|afk> just think: what
"ingredient" would forge use for your potion?
L271[04:57:28] <ghz|afk> it can't possibly
choose a random one
L272[04:57:29] <ghz|afk> XD
L273[04:58:21] <DovahOfKiin> yeah that's
what i was thinking :P you've been the nicest to me on this
channel
L274[04:58:46] <ghz|afk> heh thx
L275[04:58:58] <DovahOfKiin> np
L276[04:59:20] <DovahOfKiin> ghz|afk, do
you watch got?
L277[05:00:00] <ghz|afk> I read the books,
years ago
L278[05:00:02] <fry> no spoilers :P
L279[05:00:04] <ghz|afk> the series never
interested me
L280[05:00:12] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L281[05:00:15] <DovahOfKiin> fry you're
watching?
L282[05:00:23] <ghz|afk> lots of people do
watch
L283[05:00:23] <ghz|afk> ;p
L284[05:00:29] <DovahOfKiin> yeah
lol
L285[05:00:36] <fry> and a lot of people
in this channel :P
L286[05:01:01] <DovahOfKiin> well
L287[05:01:08] <DovahOfKiin> spoilers
inbound :P
L288[05:01:16] <fry> don't discuss it here
:P
L289[05:01:20] <fry> do it in pm
L290[05:01:24] <DovahOfKiin> jk
L291[05:02:04] <ghz|afk> I'm sure there's
plenty of got-realted irc channels
L292[05:02:04] <ghz|afk> ;p
L293[05:02:10] <ghz|afk> related*
L294[05:03:31] <DovahOfKiin> no I just
need to give someone the treatment I was given
L295[05:03:32] <DovahOfKiin> :P
L296[05:04:23] <LatvianModder> what,
someone spoiled you got?
L297[05:04:58] <fry> hodor hodor
hodor
L298[05:05:17] <Wuppy> HODOR
L299[05:05:23] <fry> *gasp*
L300[05:05:30] <LatvianModder> Yeah, I
dont even watch GoT
L301[05:05:36] <Wuppy> hodor?"
L302[05:05:58] <DovahOfKiin> Wuppy
L303[05:06:03] <DovahOfKiin> you up to
date?
L304[05:06:09] <Wuppy> hodor :)
L305[05:06:17] <DovahOfKiin> so that's a
yes?
L306[05:06:19] <DovahOfKiin> :P
L307[05:06:20] <Wuppy> yes
L308[05:06:24] <DovahOfKiin> aww MAN
L309[05:06:28] <Wuppy> I've been watching
it in a bar filled with people
L310[05:06:34] <Wuppy> t'is amazing
L311[05:06:37] <DovahOfKiin> Do you
believe in R+L=J
L312[05:06:39] <DovahOfKiin> ?
L313[05:06:57] <Wuppy> dunno, I'm just
enjoying the ride xD
L314[05:07:47] <Wuppy> I'm hosting the
event and making sure people actually showing up, having it
completely full is awesome :D
L315[05:07:55] <DovahOfKiin> nice!
:)
L316[05:08:37] <LatvianModder> Seriously,
though.. ive heard GoT is the one show you do NOT spoil :P And
there is always that one person in our class that purposly spoils
with a big grin.. and since she is a girl, noone will do anything
to her :D
L317[05:08:56] <fry> fuck people like her
:P
L318[05:09:38] <LatvianModder> yeah
L319[05:09:43] <Wuppy> I was spoiled for
the red wedding
L320[05:09:52] <Wuppy> that person might
or might not be dead right now
L321[05:10:28] <LatvianModder> Every show
/ cartoon / movie I watch, I basically log off internet after its
released and until ive watched it
L323[05:10:47] <fry> unless the plot is
not essential for enjoyment :P
L324[05:11:33] <Wuppy> smart
L325[05:11:52] <Wuppy> I managed to go
without spoilers for episode 2 of GoT for a week somehow :o
L326[05:11:56] *
fry avoided the internet completely for 5 days after the force
awakens premiere
L327[05:12:10] <Wuppy> now that, is a good
idea, that was all over everywhere
L328[05:12:32] ⇦
Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 384
seconds)
L329[05:12:33] <fry> didn't even check irc
for like last 3 of them :P
L330[05:15:24] ***
big_Xplosion is now known as big_Xplo|AFK
L331[05:18:56] ⇦
Quits: iceman11a (~icemna11a@cpe-66-61-77-228.neo.res.rr.com)
(Quit: Going on a long tril and forgetting IRC for
now)
L332[05:21:39] <ghz|afk> [12:19]
(ghz|afk): so I bought the FFX hd remaster
L334[05:21:40] <ghz|afk> [12:21]
(ghz|afk): jp voices with en text :3
L335[05:23:34]
⇨ Joins: jamy
(~jamy@ptr-2hj4tbl5qu4wc63h6hprshy5n.ip6.access.telenet.be)
L336[05:26:02] <DovahOfKiin> ghz|afk, I
loved FFX on the ps2
L337[05:26:12] <ghz|afk> I liked it
L338[05:26:18] <ghz|afk> but then after
that
L339[05:26:19] <DovahOfKiin> It's one of
only two games that made me cry... how's the remaster?
L340[05:26:26] <ghz|afk> when I was doing
stuff forthe PCSX2 emulator
L341[05:26:35] <ghz|afk> I spent quite a
LOT of time around the intro of the game
L342[05:26:35] <ghz|afk> XD
L343[05:26:38] <DovahOfKiin> lol
L344[05:26:43] <ghz|afk> debugging audio
and such
L345[05:26:52] <ghz|afk> remaster is quite
nice
L346[05:26:57] <ghz|afk> people say it's
the best FF port to PC so far
L347[05:27:05] <ghz|afk> it has some
flaws
L348[05:27:13] <DovahOfKiin> are the
graphics like proper hd or like ps2?
L349[05:27:18] <ghz|afk> HD
L350[05:27:28] <ghz|afk> they redid parts
of the models
L351[05:27:32] <ghz|afk> specially the
hands and hair
L352[05:27:37]
⇨ Joins: iceman11a
(~icemna11a@cpe-66-61-77-228.neo.res.rr.com)
L353[05:27:46] <ghz|afk> some buildings
and such are higher resolution
L354[05:27:52] <ghz|afk> but most of all,
it's the improved textures
L355[05:27:53] <DovahOfKiin> that's
nice
L356[05:27:57] <ghz|afk> specially on the
GUIs
L357[05:28:11] <ghz|afk> it's the same HD
remaster as in PS4
L358[05:28:43] <DovahOfKiin> what input
methods do you use?
L359[05:28:45] <DovahOfKiin>
controller?
L360[05:28:47] <DovahOfKiin> or kbm
L361[05:28:53] <ghz|afk> xbox360
gamepad
L362[05:29:30] <DovahOfKiin> got it
L363[05:29:35] <DovahOfKiin> I
remember
L364[05:29:48] <DovahOfKiin> beating that
chocobo minigame for the caladbolg
L365[05:39:31] <Wuppy> can we get an ETA
on the official API? I hope it's written in C++, because that's the
best language for MC
L366[05:39:32] <Wuppy> :P
L367[05:41:04] <DovahOfKiin> How do I give
a certain potion effect on an entity?
L368[05:41:15] *
ghz|afk slaps Wuppy
L369[05:41:16] <DovahOfKiin> couldn't find
something like Entity#setPotionEffect
L370[05:41:35] <Wuppy> DovahOfKiin, check
the code for splash potions?
L371[05:42:34] ⇦
Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout:
384 seconds)
L373[05:44:31] <DovahOfKiin> what's the
difference between potion#affectEntity and
EntityLivingBase#addPotionEffect?
L374[05:44:38] <ghz|afk> look at the
code
L375[05:44:41] <ghz|afk> one's for instant
potions
L376[05:44:46] <ghz|afk> the other for
effects that last a certain duration
L377[05:49:25] <DovahOfKiin> Potion
duration is measured in?
L378[05:49:30] <DovahOfKiin>
s/ms/ticks?
L379[05:49:37] <ghz|afk> ticks
L380[05:50:01] <DovahOfKiin> kk
L381[05:53:23] *** V
is now known as Vigaro
L382[05:53:29] <Wuppy> damn... if you guys
would hear the conversations I had the last hour you'd be laughing
your balls off xD
L383[05:54:01] <ghz|afk> I like my balls
where they are ;P
L384[05:54:18] <Wuppy> you'd also think
we're mentally insane here
L385[05:56:12] <DovahOfKiin> Wuppy you no
longer make tutorials?
L386[05:56:29]
⇨ Joins: kimfy
(~kimfy_@236.5.200.37.customer.cdi.no)
L387[05:57:02] <Wuppy> no time for it
anymore :<
L388[05:57:36] <fry> nah, all Wuppy does
now is hanging around here sharing how awesome his life is :P
L389[05:57:53] <Wuppy> I'm currently
organising 3 parties a week, working on a project for the dutch
government, a project for the best game education in the
Netherlands (if not europe) and becoming an AI programmer :P
L390[05:57:56] <ghz|afk> too much
partying
L391[05:57:58] <Wuppy> haha sort off
fry
L392[05:57:59] <ghz|afk> not enough
modding
L393[05:57:59] <ghz|afk> ;p
L394[05:58:03] <Wuppy> although I try to
help out as well :)
L395[05:58:13] <fry> see :P
L396[05:58:41] <Wuppy> that wasn't an
"my life is awesome", that was "shit I've got too
much stuff"
L397[05:58:51] <Wuppy> to be fair, it's
all fun stuff, but still, I'm too busy
L398[05:59:12] ***
big_Xplo|AFK is now known as big_Xplosion
L400[06:00:29] <Wuppy> :V
L402[06:01:59] <Wuppy> FINALLY, I found
the damn thing I was looking for
L403[06:02:03] <Wuppy> Unreal is so poorly
documented
L404[06:07:13] <ghz|afk> so, I'm
wondering, is the annotations stuff related to why forge 1.9.4
isn't a thing yet? ;P
L406[06:08:50] <ghz|afk> aha, good luck
with that then
L407[06:16:12] ⇦
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201 seconds)
L408[06:16:50] <Wuppy> ugh how much longer
do I have to wait for a guy to come and fix my electricty... I need
a damn washing machine :V
L409[06:18:10]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L410[06:18:28] <ghz|afk> depends
L411[06:18:38] <ghz|afk> is it on
"your" side of the installation
L412[06:18:46] <ghz|afk> or on the side
managed by the electric company
L413[06:19:21] <Wuppy> well, it's the
electricity connection for the washing machine which is
broken
L414[06:19:39] <ghz|afk> so your
side
L415[06:19:42] <Wuppy> so it's not mine,
nor from the electric company, but from the company I use this
house from
L416[06:20:12] <ghz|afk> aha
L417[06:20:16] <ghz|afk> worst case
scenario then
L418[06:20:20] <Wuppy> yes, very much
so
L419[06:20:30] <Wuppy> and someone is
supposed to come by before the end of this hour
L420[06:20:34] <ghz|afk> the electric
company wouldn't take more than an hour or so
L421[06:20:37] <Wuppy> but you never know
with this company :V
L422[06:20:44]
⇨ Joins: MaelstromPhx
(~maelstrom@77.109.188.251)
L423[06:20:53] <ghz|afk> and if you call
someone yourself
L424[06:20:54] <Cazzar> You should see the
turnaround time for lead-in cable damaged in australia
L425[06:20:56] <ghz|afk> they also tend to
be quick
L426[06:20:57] <Cazzar> 24 hours
L427[06:21:08] <ghz|afk> but ifyou have to
ask the owner to send someone
L428[06:21:11] <ghz|afk> that can take a
lot longer
L429[06:21:12] <ghz|afk> XD
L430[06:25:23] <MaelstromPhx> yo ghz im
still stuck on this capability thing XD
L431[06:25:56] <ghz|afk> heh
L432[06:26:54] <MaelstromPhx> whats the
overall structure in terms of classes/functions? Like i need a
function to attach and one to register but what else is there to
do?.
L433[06:27:18] <ghz|afk> you'll need a
handling class
L434[06:27:23] <ghz|afk> that can hold the
events
L435[06:27:55] <ghz|afk> the class which
you'll instantiate for each objects that needs its own
capability
L436[06:28:31] <ghz|afk> and in order to
follow the design contract of the capability system, you have to
provide a storage manager, and a default instance factory
L437[06:28:39] <MaelstromPhx> so if im
trying to make skills with basic leveling that i can save to the
player
L438[06:28:49] <ghz|afk> if the capability
is internal, those don't really make sense
L439[06:28:54] <ghz|afk> but they are
still required
L440[06:29:10] <ghz|afk> you can
"fake" them. it's not correct, but it works
L441[06:29:24] <MaelstromPhx> id have
class skill with all the skill details, the skillcapability class
and within that the register and attach right?
L442[06:29:24] <ghz|afk> but anyhow
L443[06:29:40] <ghz|afk> well if you plan
on having different skills
L444[06:29:48] <ghz|afk> you'll want one
capability to hold the info for ALL the skills
L445[06:29:54] <MaelstromPhx> yeah
exactly
L446[06:29:56] <ghz|afk> since you can
only attach one of each
L447[06:30:08] <MaelstromPhx> ok
L448[06:30:22] <MaelstromPhx> could i save
some sort of array or map then?
L449[06:30:32]
⇨ Joins: AnrDaemon
(~ZNC@darkdragon-nln.starlink.ru)
L450[06:30:38] <ghz|afk> so the way I'd do
it is create some "SkillManager" class, that has the
methods to register the capability, and the event handlers
L451[06:30:52] <ghz|afk> and maybe some
utility functionsto get the capability given an entity and
such
L452[06:30:55] <ghz|afk> for
convenience
L453[06:31:07] <ghz|afk> and then a
"SkillInformation" class that is what you attach to the
entities
L454[06:31:16] <ghz|afk> andyes
L455[06:31:27] <ghz|afk> i'd put some
Map<SkillId, SkillData>
L456[06:31:44] <ghz|afk> which you'll have
to encode to NBT for saving purposes
L457[06:37:32] ⇦
Quits: DovahOfKiin (~admin@122.172.26.75) (Quit:
Leaving)
L458[06:37:41] <Wuppy> woohoo they be
fixing it :D
L459[06:37:48] <ghz|afk> \o/
L460[06:39:26] <Cazzar> Wuppy: you know
exactly what is wrong with it though?
L461[06:39:40] <Wuppy> yes
L462[06:39:44] <Wuppy> and otherwise he'd
know
L463[06:42:38] ⇦
Quits: alex_6611 (~alex_6611@p5DC16B54.dip0.t-ipconnect.de) (Ping
timeout: 384 seconds)
L464[06:44:54]
⇨ Joins: stiforr_
(~stiforr@74.sub-97-35-131.myvzw.com)
L465[06:49:03] <MaelstromPhx> so ghz
L466[06:49:36] <ghz|afk> ?
L468[06:50:03] <MaelstromPhx> thats not
the right one XD
L470[06:50:06] <MaelstromPhx> thats the
skills
L471[06:50:10] <MaelstromPhx> the other
one is the handler
L472[06:50:16] <MaelstromPhx>
manager*
L473[06:51:23] <ghz|afk> yo ustill need a
class to hold the skills
L474[06:51:24] <MaelstromPhx> would this
be the correct layout for the capability?
L475[06:51:33] <ghz|afk> no
L476[06:51:33] <MaelstromPhx> like a class
that holds multiples skills
L477[06:51:39] <ghz|afk> because your
skill class only knows ONE skill
L478[06:51:42] <ghz|afk> and as
Isaid
L479[06:52:02] <ghz|afk> there can onnly
be ONE instance of the capability's class on an entity
L480[06:52:40] <ghz|afk> you are missing
what I called the "SkillInformation" class, which would
hold the Map<String, Skill>
L482[06:57:12] <ghz|afk> something like
that yes
L483[06:57:14] <ghz|afk> still
incomplete
L484[06:57:16] <ghz|afk> but it's a start
;P
L485[06:57:20] <MaelstromPhx> whats
missing?
L486[06:57:28] <ghz|afk> wel lfor
starters
L487[06:57:33] <ghz|afk> in the
"handler" class that you pasted first
L488[06:57:37] <ghz|afk> you return false
and null from the methods
L489[06:57:44] <ghz|afk> you need to test
if the requested capability is yours
L490[06:57:50] <ghz|afk> and then return
an instance of the Skillsclass
L491[06:58:04] <Ordinastie_> ghz|afk, can
you code my mods for me please ?
L492[06:58:15] <ghz|afk> lol
L493[06:58:43] <ghz|afk> but yeah
L494[06:58:50] <ghz|afk> you'll also need
to implement the NBT functions
L495[06:58:50] <MaelstromPhx> where would
i check the capability's owner? on attach?
L496[06:58:57] <ghz|afk> woner?
L497[06:59:00] <ghz|afk> owner*
L498[06:59:08] <ghz|afk> well the attach
event, yes, ofc
L499[06:59:11] <MaelstromPhx> well if its
mine or not
L500[06:59:25] <ghz|afk> uh
L501[06:59:30] <ghz|afk> that's not what I
said
L502[06:59:40] ⇦
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(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 190 seconds)
L503[06:59:41] <ghz|afk> hasCapability and
getCapability have a capability parameter
L504[06:59:51] <ghz|afk> which indicates
WHICH capability is being requested
L505[07:06:19]
⇨ Joins: alex_6611
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L506[07:10:42] <MaelstromPhx> ghz|afk: so
would i have to register a new capability which I instantiate in
the skillsmanager and then return it?
L507[07:11:42] ⇦
Quits: kimfy (~kimfy_@236.5.200.37.customer.cdi.no) (Ping timeout:
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L508[07:12:42] <Wuppy> woohoo, 5 hours
from now I can wash my clothes :D
L509[07:23:19]
⇨ Joins: Intektor
(~Intektor4@p5B2749A8.dip0.t-ipconnect.de)
L510[07:23:33] <Intektor> Has someone a
idea how to create own particles
L511[07:24:30] <Intektor> I want the big
smoke particle to not go upwards and I want it to last 20 sec
long
L512[07:25:30] <ghz|afk> MaelstromPhx: if
by capability you mean the Capability that gets assigned to you
through @CapabilityInject, no you don't have to mess with
that
L513[07:25:46] <ghz|afk> if you mean the
instance of the capability class that you need to link with the
entity
L514[07:25:47] <Intektor> ghz pls help
:P
L515[07:25:58] <ghz|afk> you keep that in
the ICapabilityProvider (ICapabilitySerializable)
L516[07:26:15] <ghz|afk> Intektor: my only
experience with particles
L517[07:26:26] <ghz|afk> was to createa
copy of the clouds particle, just smaller
L518[07:26:43] <Intektor> well, I need
prbably the same
L519[07:26:54] <Intektor> I want to create
a copy of the smoke, just bigger
L520[07:26:59] <ghz|afk> this is waht i
do
L524[07:28:13] <Intektor> why do particles
still have ids?
L525[07:28:14] <MaelstromPhx> so would i
be comparing the capability in hasCapability with the one I
injected?
L526[07:28:45] <ghz|afk> MaelstromPhx:
didn't you read through my code?
L527[07:28:47] <ghz|afk> what did I do
there?
L528[07:29:21] <MaelstromPhx> in the
current version just return false
L529[07:29:29] <ghz|afk> NOT the current
version
L530[07:29:35] <ghz|afk> I gave you a link
to an older version SPECIFICALLY
L531[07:29:41] <MaelstromPhx> oh
right
L532[07:29:43] <MaelstromPhx> whoops
L533[07:29:44] <ghz|afk> because I
reworked the system and got rid of the capability
L534[07:29:58] <ghz|afk> it's just there
for compatibility purposes
L535[07:32:01]
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L536[07:32:36] <MaelstromPhx> looking at
this i have to add the NBTSerialization to the skills class
right?
L537[07:33:28] <ghz|afk> you don't have
to
L538[07:33:30] <ghz|afk> I chose to do
it
L539[07:33:43] <ghz|afk> but the saving
and loading is up to howeveryou want to implement the
ICapabilitySerializable
L540[07:33:48] <ghz|afk> you could put the
code in there
L541[07:33:51] <ghz|afk> or in
anotherclass
L542[07:33:52] <ghz|afk> or whatever
L543[07:33:56] <ghz|afk> it's up to
you
L544[07:34:11] <ghz|afk> I chose to keep
iti n the other class because it fit better with my existing
code
L545[07:35:25] <ghz|afk> another option
would be to code the saving and loading into the IStorage class
that you had to write in the registration
L546[07:35:27] <ghz|afk> and then
call
L547[07:35:38] <ghz|afk>
THE_CAPABILITY.writeNBT and THE_CAPABILITY.readNBT
L548[07:35:54] <ghz|afk> as I said:
there's many options, it's up to you which one you choose
L549[07:36:52] <Intektor> ghz what is this
reflection helper thing and why do you use it
L550[07:37:04] <Intektor> I mean I know
what reflectiopn is, but why do you use it there
L551[07:38:57] <ghz|afk> hm?
L552[07:39:00] ⇦
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L553[07:39:08] <ghz|afk> oh
L554[07:39:14] <ghz|afk> becuase the
particle is annoyinfg
L555[07:39:20] <ghz|afk> and stores the
scale in a field I couldn't access
L556[07:39:30] <ghz|afk> and I couldn't be
arsed to write an AT just for that
L557[07:39:34] <MaelstromPhx> so if i user
the istorage class do i still need the serialization?
L558[07:39:53] <ghz|afk> it would be
roughly the same code
L559[07:40:00] <ghz|afk> just instead of
the class being INBTSerializable
L560[07:40:03] <ghz|afk> you'd call the
IStorage instead
L561[07:40:09] <MaelstromPhx> ok
L562[07:40:13] <ghz|afk> but the
ICapabilityProvider still needs to be serializable
L563[07:41:35] <MaelstromPhx> but i would
be using the ICapabilityProvider instead of INBTSerializable
L564[07:41:49] <ghz|afk> ... no
L565[07:42:04] <ghz|afk> your provider
still needs to be ICapabilitySerializable
L566[07:42:11] <MaelstromPhx> oh
gotcha
L567[07:45:44] <MaelstromPhx> so if im
reading this correctly you are just creating a new NBTTagCompound
and filling it with data and then returning it
L568[07:46:22] <ghz|afk> yes that's the
whole idea of nbt serialization
L569[07:46:23] <ghz|afk> ;p
L570[07:46:39] <MaelstromPhx> i think im
slowly starting to understand XD
L571[07:47:29] <ghz|afk> XD
L572[07:47:35] <MaelstromPhx> and id
probably need a taglist as well right?
L573[07:47:45] <MaelstromPhx> to save each
skill in individually
L574[07:47:46] <ghz|afk> well you are
essentially doing the same
L575[07:47:49] <ghz|afk> xcept instead of
inventories
L576[07:47:51] <ghz|afk> yo usave
skills
L577[07:47:51] <ghz|afk> ;p
L578[07:48:46] ⇦
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L580[07:49:56] <ghz|afk> remember that
reflection call?
L581[07:50:01] <ghz|afk> that's neededfor
the scale to stick
L582[07:50:01] <ghz|afk> ;P
L583[07:50:05] <Intektor> ah
L584[07:50:07] <Intektor> wow
L585[07:50:14] <Intektor> why?
:((((((+
L586[07:50:21]
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L587[07:50:36] <ghz|afk> because someone
decided to make it private
L588[07:50:56] <ghz|afk> instead of
protected ;p
L589[07:51:18] ⇦
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L590[07:51:27] <ghz|afk> although
L591[07:51:29] <ghz|afk> I think it's
broken
L592[07:51:31] <ghz|afk> the name has
changed
L593[07:51:38] <ghz|afk> !gf
field_70569_a
L594[07:51:43] <ghz|afk> yep
L595[07:51:44] <ghz|afk> oSize now
L596[07:52:09] <ghz|afk> so you'd want the
line to be
L597[07:52:12] <ghz|afk>
ReflectionHelper.setPrivateValue(EntityCloudFX.class, this,
particleScale, "field_70569_a", "oSize");
L598[07:52:15] <ghz|afk> either that
L599[07:52:18] <ghz|afk> or you'll need an
AT
L600[07:52:29] <ghz|afk> wait
actually
L601[07:52:33] <ghz|afk> that one's
specifically for clouds
L602[07:52:39] <ghz|afk> yo uare working
with smoke?
L603[07:52:47] <ghz|afk> smoke has
L604[07:52:50] <ghz|afk> !gf
smokeParticleScale
L605[07:53:05] <ghz|afk> field_70587_a
=> smokeParticleScale
L606[07:53:18] <ghz|afk> so apply those
two names on the line I just pasted
L607[07:53:18] <ghz|afk> ;P
L608[07:53:45] <ghz|afk> OH actually
L609[07:53:47] <Intektor> ah ok thaanks,
lets see
L610[07:53:55] <ghz|afk> wait wait
L611[07:53:58] <Ordinastie_> you sure you
don't want direct access to the repo ?
L612[07:54:00] <Intektor> bro :D
L613[07:54:01] <ghz|afk> YOU don't need
it
L614[07:54:13] <Intektor> what?
L615[07:54:14] <ghz|afk> the last arg on
EntitySmokeFX
L616[07:54:16] <ghz|afk> is
p_i46348_14_
L617[07:54:20] <ghz|afk> which is the
scale
L618[07:54:31] <ghz|afk> you can just put
a 10.0f on there and your smoke will be 10x larger
L619[07:54:43] <ghz|afk> this is different
for the cloud one
L620[07:54:46] <ghz|afk> it's hardcoded to
2.5f
L621[07:54:48] <Intektor> not its already
done :P
L622[07:55:00] <Intektor> now
L623[07:55:23] <ghz|afk> so all the
workarounds I had for this, aren't needed for you at all ;P
L624[07:55:34] <MaelstromPhx> how would i
give the skills an initial value? check if the NBTTagList is null
in deserialize and go from there?
L625[07:55:51] <ghz|afk> MaelstromPhx:
nah
L626[07:56:02] <ghz|afk> that wouldn't
work the first time a player joins
L627[07:56:17] <ghz|afk> you want to
assign the value when yo uadd the skill to the "used"
map
L628[07:56:21] <ghz|afk> so like
L629[07:56:33] <ghz|afk> if the skells
table doesn't contain X, you add X, along with its default
value
L630[07:56:40] <ghz|afk> skills*
L631[07:57:23] <MaelstromPhx> so when the
capability is created?
L632[07:57:34] <ghz|afk> ...no?
L633[07:57:43] <ghz|afk> unless you plan
on adding ALL THE SKILLs to ALL THE PLAYERS even if they have never
used them
L634[07:57:50] <MaelstromPhx> yeah thats
the plan
L635[07:57:56] <ghz|afk> ewh.
L636[07:58:11] <MaelstromPhx> its more or
less like a runescape-esque leveling system
L637[07:58:20] <ghz|afk> just keep the
default values elsewhere
L638[07:58:23] <ghz|afk> and apply them on
first use
L639[07:58:33] <ghz|afk> no need to bloat
the memory with pointless data
L640[08:05:12]
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L643[08:13:53] ⇦
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L645[08:18:21] <masa> ghz|afk: so do I
need something like this to use a color tintindex in a block:
L647[08:18:34] <ghz|afk> yup
L648[08:18:41] <ghz|afk> that one if you
want it for the item version
L649[08:18:58] <ghz|afk> and
.getBlockColors() along with IBlockColor
L650[08:19:04] <masa> oh okay
L651[08:19:05] <ghz|afk> for the blocks
placed onto the world
L652[08:19:13] <masa> oh heh btw look at
line 75
L653[08:19:13]
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L654[08:19:19] <masa> nice indentation bro
;D
L655[08:19:27] <ghz|afk> yeah stupid
copypasta
L656[08:19:33] <ghz|afk> it's fixed
locally ;p
L658[08:19:46] <ghz|afk> I jsut happen to
have other changes I'm not sure if I'll revert or commit
L659[08:20:11] <masa> huh wait, so where
is your block version ,isn't that just it?
L660[08:20:20] <masa>
Enderthing.blockEnderKeyChest
L661[08:20:31]
⇨ Joins: Glassmaker (~Glassmake@78.110.72.19)
L662[08:21:12] <ghz|afk> n othe block
version is a TESR
L664[08:21:25] <ghz|afk> while the item
version is a json model
L665[08:21:30] <masa> okay
L666[08:22:16] <masa> so there is no fancy
way to just the tint color via the blockstate json then :/
L667[08:22:50] <ghz|afk> not that I know
of
L668[08:22:51] <Tazz> any reason why
ModelLoader.setCustomModelResourceLocation would be throwing an NPE
at me?
L669[08:22:55] <ghz|afk> the whole point
of tints is that they are dynamic
L670[08:23:06] <ghz|afk> Tazz: did you
recently update to 1.9?
L671[08:23:06] <masa> right...
L672[08:23:10] <Tazz> yes
L673[08:23:11] <fry> Tazz: make sure your
item has a registry name, and you register it
L674[08:23:14] <ghz|afk> well then
L675[08:23:18] <ghz|afk> you didn't
register an itemblock
L676[08:23:20] <ghz|afk> for your
block
L677[08:23:22] <ghz|afk> it's opt-in
now
L678[08:23:23] <Tazz> okay
L679[08:23:37] <ghz|afk>
GameRegistry.register(new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L680[08:23:40] ***
big_Xplosion is now known as big_Xplo|AFK
L681[08:23:53] <MaelstromPhx> so now that
i have my capability how do i hook it up to the game/player? It
doesn't seem to call attachcapabilities on its own.
L682[08:24:09] <ghz|afk> MaelstromPhx: do
you call the register method for it, from your mod's preinit?
L683[08:24:15] <ghz|afk> (or init)
L684[08:24:29] <MaelstromPhx> for my
defined attachcapabilites?
L685[08:24:34] <MaelstromPhx> or the
general one
L686[08:24:45] <ghz|afk> in order for the
attach event to be called
L687[08:24:58] <ghz|afk> you need to call
MinecraftForge.EVENT_BUS.register(the class instance)
L688[08:25:09] <ghz|afk> which, if you
copied from mine
L689[08:25:18] <ghz|afk> would be in a
utility method in the handler class
L690[08:25:30] <ghz|afk> but that method
needs to be called by someone ;p
L691[08:26:55] <MaelstromPhx> so i have to
register the skill handler and then have something call the
attachcapabilites function
L692[08:27:06] <ghz|afk> no
L693[08:27:11] <ghz|afk> the function gets
called by forge
L694[08:27:26] <ghz|afk> whenever a player
joins a dimension
L695[08:27:33] <MaelstromPhx> so just
register the skillsmanager then
L696[08:27:42] <ghz|afk> yes
L697[08:27:48] <MaelstromPhx> since
attachcapabilities is subscribed
L698[08:28:39] <AKTheKnight> Were there
any changes from 1.9 to 1.9.4? Changelog shows nothing
L699[08:29:32] <fry> nothing in forge
changed yet
L700[08:29:34] <MaelstromPhx> note to
self: put print statement after checking if entity is player
XD
L701[08:29:40] <AKTheKnight> Okay
L702[08:29:57] <ghz|afk> AKTheKnight:
you'll see some 1.9.4 branch at some point
L703[08:30:01] <ghz|afk> until
thathappens, it's not here yet
L704[08:30:46] <AKTheKnight> Well there is
a 1.9.4 branch :P
L706[08:31:14] <ghz|afk> oh?
L707[08:31:23] <ghz|afk> ah nice
L709[08:31:55] <alekso56> how do i unlock
an achievement in code?
L711[08:33:05] <alekso56> ah, i was
looking at player.getStatFile().unlockAchievement
L712[08:33:25] <ghz|afk> use addStat, it
will do whatever is necessary ;p
L713[08:34:23] <BlayTheNinth> (that is
1.9.4-1908)
L714[08:35:18] <LatvianModder> do old
1.9.0 mods work with 1.9.4?
L715[08:35:30] <BlayTheNinth> it was said
they'll need a recompile
L716[08:38:37]
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L718[08:39:00] ⇦
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L719[08:41:01]
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L720[08:41:07] <ghz|afk> hmmm
L721[08:41:07] ⇦
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L722[08:41:13] *
ghz|afk tries to compile his mods for 1.9.4
L723[08:43:52]
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L724[08:44:39]
⇨ Joins: asie (~asie@asie.pl)
L725[08:44:47] <ghz|afk> hmf, meh
L727[08:44:58] <ghz|afk> I'll have to
remove the JEI stuff if I want to compile 1.9.4 ;p
L728[08:45:02] <asie> "[15:43:29]
[main/INFO]: Forge Mod Loader version 12.16.1.1908 for Minecraft
1.9 loading" is curious
L729[08:45:17] <ghz|afk> ?
L730[08:45:27] <asie> Can't get 1.9.4
Forge to work.
L731[08:45:33] <ghz|afk> Oh
L732[08:45:41] <ghz|afk> I was just about
to start messing with it
L733[08:46:06] <Lordmau5> pimport,
beautiful BlayTheNinth
L734[08:47:23] <MaelstromPhx> Doesn't
crash
L735[08:47:26] <MaelstromPhx>
feelsGoodMan
L736[08:47:37] <DovahOfKiin> Do I need to
register my potion with some sort of registry?
L737[08:47:39] <ghz|afk> asie: is that on
your dev env?
L738[08:47:48] <asie> ghz|afk:
non-dev
L739[08:47:52] <asie> dev crashes with an
NPE on setupDecompWorkspace
L740[08:47:57] <ghz|afk> aha
L741[08:48:03] <ghz|afk> then I'll see if
I get the same
L742[08:48:12] <ghz|afk> did you fix your
FG?
L743[08:48:19] <ghz|afk> it has to be
2.2-SNAPSHOT now
L744[08:48:33] <asie> ah yes
L745[08:48:36] <asie> i caught that just
now
L746[08:48:47] ***
amadornes[OFF] is now known as amadornes
L747[08:49:16] <ghz|afk> oh hey
L748[08:49:22] <ghz|afk> Mojang released
the first 1.10 snapshot today
L749[08:49:23] <ghz|afk> missed it
L750[08:50:02] ***
PaleOff is now known as PaleoCrafter
L751[08:50:04] <ghz|afk> ah that explains
why
L753[08:50:12] <ghz|afk> sneaky.
L754[08:50:26]
⇨ Joins: OscarXcorePhone
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L755[08:50:35] <ghz|afk> recompileMc
failed
L756[08:51:04] <ghz|afk> ah wait I didn't
remove the AT file from the build folder
L757[08:51:06] <asie> Lordmau5:
pimport!
L758[08:51:09] <asie> ghz|afk: no it's the
pimport
L759[08:51:14] <BlayTheNinth> pimport
ackage
L760[08:51:17] <ghz|afk> ??
L761[08:51:18] <asie> pimport ackage
:D
L762[08:51:23] <Hunterz> mo Creatures mod
have polar bears many years
L763[08:51:31] <ghz|afk> wat?
L766[08:51:49] <ghz|afk> OH
L767[08:51:52] <ghz|afk> lol.
L768[08:52:01] <ghz|afk> still the JEI ats
probably don't help
L769[08:52:02] <ghz|afk> ;p
L770[08:52:24] <asie> yeah uh on we gotta
wait for TheOne
L771[08:52:49] <ghz|afk> I'll go watch the
vids people are putting out on 1.10 snapshot
L773[08:53:15] <PaleoCrafter> so that
screenshot some time back really just was about endermen in the
nether?
L774[08:53:20] ⇦
Quits: Naiten (Naiten@77.34.187.18) (Ping timeout: 190
seconds)
L775[08:54:20] <asie> yes
L776[08:54:35] <Lordmau5> ah
L777[08:54:41] <Lordmau5> I do love me
some uneducated console peasants :^)
L779[08:54:56] <Lordmau5> some people
think the PS4 GPU has a 500+GB/s memory bandwidth
L780[08:54:59] <asie> Lordmau5: I prefer
consoles by a wide margin.
L781[08:55:04] <asie> You can't beat an
SNES or a Famicom.
L782[08:55:18] <ghz|afk> I'm inclined to
disagree
L783[08:55:20] <Lordmau5> yes, but we're
talking classic consoles, those still rock
L784[08:55:30] <asie> Yes. The PS4 and
XBOne aren't even consoles.
L785[08:55:32] <ghz|afk> plug any moden
computer to an old TV and you can do everythign a SNES did, and
thne add some extra particles to the mix
L786[08:55:33] <ghz|afk> ;P
L787[08:55:34] <Lordmau5> I'd really like
to have a N64 for those cool games just for the nostalgia
L788[08:55:38] <asie> They're locked-down
computers. Calling them consoles is evil.
L789[08:55:50] <ghz|afk> wlel, what is a
"console" really?
L790[08:55:53] <Lordmau5> Nintendo is
still rocking consoles though :P
L791[08:56:16] <ghz|afk> google syas
L792[08:56:22] <ghz|afk> "a panel or
unit accommodating a set of controls for electronic or mechanical
equipment."
L793[08:56:50] <asie> Lordmau5: Not
really. They have two pillars their consoles stand on
L794[08:56:53] <asie> Gimmicks and Unique
Gameplay
L795[08:56:53] <ghz|afk> so I guess the
term for a game console derived from the concept of the arcade
cabinet
L796[08:56:58] <asie> the second one is
being hit hard by indie gaming
L797[08:57:01] <asie> the first one... has
been failing them
L798[08:57:07] <ghz|afk> as in, it was the
"controls" for the game
L799[08:57:10] <asie> the DS and Wii were
spectacular in their wise usage of console-unique gimmicks to
deliver fun gameplay
L800[08:57:12] <Lordmau5> hmm?
L801[08:57:12] <Lordmau5> you call the
Mario games fails?
L802[08:57:14] <asie> the 3DS is a bit
stale
L803[08:57:19] <asie> Lordmau5: Ah, that's
the third pillar.
L804[08:57:21] <asie> Nostalgia.
L805[08:57:22] <Lordmau5> oh *that*
L806[08:57:22] <Lordmau5> yea
L807[08:57:29] <asie> I'm not calling the
Mario games fails
L808[08:57:34] <Lordmau5> but the 3DS has
A9LH, meaning you can just hack it away and get all the games for
*freeeeeeeee* :^)
L809[08:57:37] <asie> I'm just saying they
don't have anything unique *to* Nintendo other than the
intellectual property
L810[08:57:39] <Lordmau5> same for Wii
U
L811[08:57:40] <asie> you filthy
pirate
L812[08:57:48] <Lordmau5> recently the
5.5.1 kernel exploit was released
L813[08:57:53] <Lordmau5> *yarrr*
L814[08:57:59] <Lordmau5> Also also
L815[08:58:00] <ghz|afk> I prefer PC for
one simple reason: all in one place
L816[08:58:07] <Lordmau5> I can stream my
3DS footage to my PC without any capture card
L817[08:58:11] <asie> ghz|afk: The NX
might allegedly compete with that
L818[08:58:13] <ghz|afk> i don't have to
move to a different place just to play
L819[08:58:18] <asie> Lordmau5: That's a
legitimate use, but the NTR CFW dev does not condone piracy either
Kappa
L820[08:58:22] <ghz|afk> so with a few
exceptions
L821[08:58:26] <ghz|afk> if it's not on
pc, it doesn't exist
L822[08:58:34] <ghz|afk> exceptiosn being
Mario Kart
L823[08:58:35] <Lordmau5> I never said I'm
solely using it for streaming Keepo
L824[08:58:39] <Lordmau5> ofc I'm a filthy
pirate
L825[08:58:44] <Lordmau5> always was,
always will be
L826[08:58:48] <ghz|afk> and the "The
Room" game series on android
L827[08:58:49] <Lordmau5> heck, I still
grab ISODemos nowadays
L828[08:58:50] <asie> yes, I bet you
pirate BuildCraft too
L829[08:59:03] <Lordmau5> Obviously?
L830[08:59:04] <Lordmau5> ;)
L831[08:59:08] <Lordmau5> I even pirate my
own mod
L832[08:59:46] <Lordmau5> I wonder how
difficult it would be to put some anti-piracy measures into mods to
prevent mod-reposts...
L833[08:59:56] <Lordmau5> the reposts
would grab the 1:1 jar as well, probably, so there's that
L834[09:01:24] <asie> Charset had some
planned
L835[09:01:33] <asie> but then I decided
I'm not going to put DRM on users just to boost my ego
L836[09:01:59] <asie> (a) I'm not losing
profit and (b) Forge has an update checker now, and we've supported
it for months
L837[09:02:10] <Lordmau5> true
L838[09:02:34] <Lordmau5> then again, I
bet more people would use some type of "crippled" DRM for
mods, if there was some universal approach to it
L839[09:02:52] <asie> it's easy if you
control mod distribution
L840[09:03:14]
⇨ Joins: AkaruC (~AkaruC@ipv6.k-4u.nl)
L841[09:03:18] <asie> but you don't as
you're on CF
L842[09:03:36] <Lordmau5> :p
L843[09:03:49]
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L844[09:07:50] <ghz|afk> I hate DRM, even
as a gamedev
L845[09:08:06] <ghz|afk> I understand why
some people feel protective of their work
L846[09:08:24] <ghz|afk> but it would be
like having your daughter on a leash and with a chastity belt
L847[09:08:26] <ghz|afk> it's jsut
wrong.
L849[09:08:43] <Lordmau5> xD
L850[09:08:52] <Lordmau5> oh boy
L851[09:09:01] <ghz|afk> LatvianModder: I
suppose that's just how much of FORGE changed
L852[09:09:08] <ghz|afk> ;P
L853[09:09:17] <ghz|afk> since I guess
it's mostly about forgegradle still
L854[09:09:36] <LatvianModder> then why it
didnt come out the day mc 1.9.4 did? :P
L855[09:10:02] <Cazzar> 3 hours to google
i/o
L856[09:10:17]
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L857[09:10:42] <ghz|afk> LatvianModder:
because the decompile process had to be improved in order to handle
annotations
L859[09:10:58] <LatvianModder> ah, right,
annotations.. forgot about those :P
L860[09:11:05] <LatvianModder> so, do we
have to use them too now?
L861[09:11:18] <LatvianModder> we are
talking about NotNull and Nullable, right?
L862[09:11:23] <LatvianModder> or smth
else?
L863[09:11:35] <MaelstromPhx> ghz|afk: how
would i access the capability at a later point?
L864[09:11:39] <ghz|afk> dunno I haven't
seen yet -- the current release doesn't work
L865[09:11:52] <LatvianModder>
getCapability(Capability, side)
L866[09:12:01] <MaelstromPhx> ty
L867[09:12:04] <ghz|afk> MaelstromPhx: if
(theEntity.hasCapability(theCap, side))
theEntity.getCapability(theCap, side)
L868[09:12:13] <LatvianModder> yes, always
check hasCap
L869[09:12:45] <LatvianModder> because for
example, I return capability based on fact that you have checked
hasCap first
L870[09:13:03] <fry> yes, forge will
eventually be annotated too, hopefully
L871[09:13:04] <ghz|afk> that sounds
wrong
L872[09:13:09] <fry> but that'll take
longer :P
L873[09:13:10] <ghz|afk> hasCap should be
quick
L874[09:13:13] <LatvianModder> that sounds
a lot of work
L875[09:13:16] <ghz|afk> and only do the
heavy work on getCap if necessary
L876[09:13:25] <LatvianModder> But I
should start annotating it now?
L877[09:13:26] <ghz|afk> that's thep oint
of hasCap
L878[09:13:32] <ghz|afk> it's a
"quick exit"
L879[09:13:56] <fry> annotating
what?
L880[09:14:08]
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L881[09:14:09] <LatvianModder> err..
params? not sure for what those are used
L882[09:14:27] <LatvianModder> ive only
seen them sometimes @ some function argument
L883[09:14:31] <fry> not sure about params
or annotations?
L884[09:14:36] <ghz|afk> well if you never
used them
L885[09:14:39] <ghz|afk> why worry
now?
L886[09:14:45] <ghz|afk> this is for
public APIs
L887[09:14:50] <ghz|afk> so people know
that they are doing something wrong
L888[09:14:59] <PaleoCrafter> if you've
got a public API, you should have technically always used
annotations already ^
L889[09:15:00] <PaleoCrafter> :P
L890[09:15:01] ⇦
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L891[09:15:02] <LatvianModder> I dunno, I
always want to make stuff more standartish :P
L892[09:15:04] <ghz|afk> if you wanted
your APIs to be annotated
L893[09:15:09] <ghz|afk> you could
annotate them before, too
L894[09:15:23] <ghz|afk> 1.9.4 doesn't
change that ;P
L895[09:15:25] <LatvianModder> Right
L896[09:15:35] <ghz|afk> what does
change
L897[09:15:41] <ghz|afk> is the classes
that forge wraps/replaces/exits
L898[09:15:42] <ghz|afk> edits*
L899[09:15:51] <LatvianModder>
com.sun.istack.internal.Nullable? there are 3
L900[09:15:53] <ghz|afk> which may have
modified/new methods
L901[09:15:55] <ghz|afk> no
L902[09:16:33] <ghz|afk> hmm...
javax.annotation.Nonnull and javax.annotation.Nullable are 1.8
right?
L903[09:16:39] <ghz|afk> I mean
java8
L904[09:16:53] <LatvianModder> I depend on
Java 8, so I guess so
L905[09:17:00] <ghz|afk> anyhow if you use
java8, usethose
L906[09:17:43] <asie> PSA:
setupDevWorkspace
L907[09:18:14] <ghz|afk> Dev works?
L908[09:18:17] <ghz|afk> but it won't have
sources?
L909[09:19:04] <ghz|afk> I can't remember
what the diff was between dev and decomp
L910[09:19:08] <ghz|afk> or ci
L911[09:19:13] <ghz|afk> Ci vs Dev cs
Decomp
L912[09:19:14] <Cazzar> Decomp attaches
sources
L913[09:19:24] <ghz|afk> aha so I was
thinking correctly
L914[09:19:25] <Cazzar> CI > doesn't
download resources
L915[09:19:40] <Cazzar> CI is the minimal
to build.
L916[09:19:43] <ghz|afk> yeah
L917[09:19:46] <ghz|afk> Ci is for...
CI
L918[09:19:47] <ghz|afk> XD
L919[09:23:52] <ghz|afk>
@MethodsReturnNonnullByDefault
L920[09:23:56] <ghz|afk>
@ParametersAreNonnullByDefault
L921[09:24:01] <ghz|afk> those are LONG
annotation names.
L922[09:24:04] <ghz|afk> XD
L923[09:24:25] <MaelstromPhx> so what
would i put in the capabilities param. do i have to instantiate
another instance of my capability to compare it?
L924[09:24:34] <ghz|afk> wat
L925[09:24:34] <ghz|afk> no
L926[09:24:49] <ghz|afk> the
"capability" is the value of thefield that you annotated
with @CapabilityInject
L927[09:25:29] <MaelstromPhx> but how can
i access that without having the capability
L928[09:25:36] <ghz|afk> wat?
L929[09:25:39] <ghz|afk> it should be
static
L930[09:25:45] <ghz|afk> dude
L931[09:25:47] <ghz|afk> look at my
code
L932[09:26:12] <IoP> Did they complete
jsr305 for @Nonnull & co?
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L934[09:26:36] <ghz|afk>
MaelstromPhx:
L937[09:26:50] <MaelstromPhx> oh
wait
L939[09:27:01] <MaelstromPhx> i can just
call SkillManager.INSTANCE right?
L940[09:27:11] <LatvianModder> call?
L941[09:27:17] <MaelstromPhx> well
use
L942[09:27:23] <LatvianModder> well...
hasCapability(SkillManager.INSTANCE, null)
L943[09:27:27] <MaelstromPhx> yeah
L944[09:27:32] <LatvianModder> and then
getCapability(SkillManager.INSTANCE, null) if it has
L945[09:27:34] <MaelstromPhx> im an idiot
XD
L946[09:27:49] <LatvianModder> Hey, it
took me several months to understand them, ok? :D
L947[09:31:23] <MaelstromPhx> is there a
way to do a switch in java with individual expressions for each
case? or do i have to stick with if/if else
L948[09:33:02] <ghz|afk> nope, ifs.
L949[09:33:06] <MaelstromPhx> damnit
L950[09:33:12] <ghz|afk> it's not that
bad
L951[09:33:15] <ghz|afk> you just have
one, don't you?
L952[09:33:25] <MaelstromPhx> well im
writing a command
L953[09:33:38] <MaelstromPhx> so im doing
the various arguments via if statements
L954[09:33:46] <ghz|afk> well that's a
whole other story
L955[09:33:50] <MaelstromPhx> idk if thats
the right way but it should work
L956[09:33:52] <ghz|afk> java DOEs have
switch
L957[09:33:53]
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L958[09:33:55] <ghz|afk> and it works with
numbers
L959[09:33:57] <ghz|afk> strings
L960[09:34:00] <ghz|afk> and enum
members
L961[09:34:07] <MaelstromPhx> oh it works
with strings?
L962[09:34:14] <ghz|afk> yes but it's
"a lie"
L963[09:34:18] <MaelstromPhx> ?
L964[09:34:24] <ghz|afk> swithc on string
and switch on enum
L965[09:34:28] <ghz|afk> are syntactic
sugar
L966[09:34:39] <ghz|afk> they compile to
complex code
L967[09:35:04] <MaelstromPhx> so is it
better to stick with if else?
L968[09:35:07]
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L969[09:35:07] <ghz|afk> no
L970[09:35:17] <ghz|afk> but it's not as
nice as a switch on numbers would be
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L972[09:35:41] <MaelstromPhx> eh
L973[09:35:54] <Elucent> are there any
tags or identifiers that denote entities that aren't spawned
naturally? i'm trying to block vanilla spawns, but in the event i
don't want to block spawners and spawn eggs
L974[09:37:13] <ghz|afk> ugh
L975[09:37:24] <ghz|afk>
TileEntity#getDescriptionPacket doesn't exist on 1.9.4? :/
L976[09:39:15] <ghz|afk> :/
onNeighborBlockChange is gone too?
L977[09:39:20] <MaelstromPhx> whats the
1.9 syntax for chat messages?
L978[09:40:12]
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L979[09:40:15] <GuntherDW> String
switch'es weren't a thing until JRE7 I believe though ghz|afk
L980[09:40:24] <ghz|afk> GuntherDW:
maybe
L981[09:40:29] <ghz|afk> I just use java8
these days
L982[09:40:57] *
ghz|afk scratches head
L983[09:41:05] <ghz|afk> so many
deprecated methods :/
L984[09:41:05] <Elucent> Maelstrom are you
asking about the class name changes?
L985[09:41:14] <GuntherDW> Yup, JRE7
L986[09:41:17] <ghz|afk> i'll haveto wait
for a working Decomp release
L987[09:41:23] <ghz|afk> to see *why* they
are deprecated xD
L988[09:41:38] ***
kroeser|away is now known as kroeser
L989[09:41:42] <MaelstromPhx> yeah i found
it tho. textcomponentstring
L990[09:42:22] <ghz|afk> i an't even use
"find usages" without the sources XD
L991[09:43:15] ⇦
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L992[09:43:54] <ghz|afk> oh well
L993[09:44:01] <ghz|afk> removed a few
"@Override" temporarily
L994[09:44:08] <ghz|afk> (commented out,
along with a FIXME)
L995[09:44:19] <ghz|afk> let's see if the
mod itself works XD
L996[09:45:08] <ghz|afk> it does :D
L997[09:45:37] <ghz|afk> the only compile
errors are in TileEntities (getDescriptionPacket) and their
respective blocks (onNeighborBlockChange)
L998[09:45:44] <ghz|afk> which is a minor
inconvenience
L999[09:45:44] <ghz|afk> ;P
L1000[09:45:46] <GuntherDW> You could
manually check the sources it's trying to compile I guess ghz|afk
:p
L1001[09:45:55] <GuntherDW> If you add
--debug you can see where the temp files are located
L1002[09:46:00] <ghz|afk> GuntherDW: I'd
have to DL the forge environment
L1003[09:46:01] <ghz|afk> ;P
L1004[09:46:08] <ghz|afk> cba ;P
L1005[09:46:17]
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L1006[09:46:28] <ghz|afk> rather wait and
have fun with what DID compile ;P
L1007[09:47:07] <GuntherDW> You're using
the mdk now, right?
L1008[09:47:11] <ghz|afk> yes
L1009[09:47:14] <GuntherDW> Well
then
L1010[09:47:21] <GuntherDW> instead of
./gradlew setupDev....
L1011[09:47:26] <GuntherDW> add --debug
to that cmdline
L1012[09:47:37] <ghz|afk> that means
doing it from cmd instead of IDEA ;P
L1013[09:47:38] <GuntherDW> Then at least
you'll have a path of where to look for source files
L1014[09:47:43] <GuntherDW> *sigh*
:P
L1015[09:47:49] <ghz|afk> really, I'm
lazy.
L1016[09:47:52] <ghz|afk> and
patient
L1017[09:47:53] <ghz|afk> XD
L1018[09:48:25]
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L1021[09:50:21] <ghz|afk> my spellcasting
system works as-is :D
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L1026[09:53:50] <MaelstromPhx> yo ghz|afk
why do you cast the capability to container?
L1027[09:54:02] <ghz|afk> ?
L1028[09:54:14] <MaelstromPhx> for the
getcapability
L1029[09:54:28] <ghz|afk> oh
L1030[09:54:30] <MaelstromPhx> you return
the capability casted to container
L1031[09:54:30] <ghz|afk> if you look at
it
L1032[09:54:36] <ghz|afk> you'll notice
the return type depends on the input
L1033[09:55:01] <ghz|afk> it isn't
"casting to container"
L1034[09:55:11] <ghz|afk> it's
"casting the container to the required type"
L1035[09:55:33] <Necr0> are there any
events that i can hook into for monitoring weather changes?
L1036[09:55:41]
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L1037[09:55:59] <MaelstromPhx> hmm
L1038[09:56:43] <MaelstromPhx> for some
reason its throwing a nullpointer exception
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L1041[10:06:13] <masa> where do I add NBT
data to the dropped item from a block?
L1042[10:06:16]
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L1043[10:06:25] <masa> I guess skulls do
that in vanilla, right?
L1044[10:07:03] <Necr0> i guess that
means no events for weather.. on a scale from "whatever"
to "what have you done!?" how bad would it be to manually
set the protected worldinfo field of the world instance and
override it with my own instance.
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L1046[10:08:50] <kashike> ghz|afk:
javax.annotation comes from jsr305 (1.3.9 is included currently
iirc), not jdk
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L1050[10:14:05] <williewillus> masa: you
have to do a tricksy workaround
L1052[10:15:14] <williewillus> also i
wonder what was wrong with 1.9.4's chunk packets
L1053[10:15:24] <williewillus> according
to the protocol doc you can still send
SPacketUpdateTileEntity?
L1054[10:18:32] <williewillus> ugh i hate
the autojump in the snapshots
L1055[10:19:46] <masa> hm, I'm kind of
confused by this stuff... BlockBanner has getItem() which accesses
the TE, then it has harvestBlock and getDrops, both of which also
separately get the TE data
L1056[10:19:55] <masa> and then that
removedByPlayer
L1057[10:20:09] <williewillus> yeah
harvesting logic is weird
L1058[10:20:29] <williewillus> someone
should full trace that out :P
L1059[10:20:38] <masa> that would be
useful
L1060[10:20:45] <masa> *winkwink*
;D
L1061[10:22:39] <williewillus> so is
1.9.4 worth or not yet :P
L1062[10:23:03] <masa> okay so getItem()
is only called from getPickBlock()
L1063[10:23:49] <masa> humm, should I add
creative mode duping all my blocks with pick block, that might be
nice
L1064[10:24:03] <masa> with contents I
mean
L1065[10:25:09] <williewillus> oh yeah
getItem is the old form of getPickBlock
L1066[10:25:11] <williewillus> i
forgot
L1067[10:27:37] <MaelstromPhx> anyone
know why calling hascapability would also call getcapability?
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L1071[10:30:34] <aidancbrady> is it
possible to define tints for certain elements of a .obj
model?
L1072[10:31:29] <williewillus>
MaelstromPhx: that's the default implementation
L1073[10:31:32] <williewillus> which is a
bit silly
L1074[10:31:42] <MaelstromPhx> hm
L1075[10:31:47] <williewillus>
aidancbrady: not that I know of currently, maybe fry knows?
:P
L1076[10:32:03] <fry> no simple way right
now
L1077[10:32:53] <aidancbrady> is it
possible to work with a .obj model in an ISmartBlockModel?
L1078[10:33:08] <aidancbrady> maybe I
could try and do it manually
L1079[10:33:28] <fry> doesn't have to be
smart
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L1081[10:34:35] <aidancbrady> huh,
alright. I’ll try and see what I can do
L1082[10:34:36] <MaelstromPhx>
williewillus: any idea why casting the capability would throw a
nullpointerexception?
L1083[10:34:48] <williewillus> show
code
L1084[10:35:01]
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L1086[10:35:26] <MaelstromPhx> down in
getCapability
L1087[10:35:59] <MaelstromPhx> and this
is being called up via commandSender:
entity.hasCapability(SkillManager.INSTANCE, null);
L1088[10:36:20] <ghz|afk> [17:08]
(kashike): ghz|afk: javax.annotation comes from jsr305 (1.3.9 is
included currently iirc), not jdk
L1089[10:36:25] <ghz|afk> no idea what
jsr305 is XD
L1090[10:37:02] <PaleoCrafter> Java
specification request #305 :P
L1091[10:37:54] <ghz|afk> oh I see, it's
packaged by google
L1092[10:38:41] <IoP> actually by
findbugs author, not google
L1093[10:38:52] <williewillus>
MaelstromPhx: no idea, that looks fine
L1094[10:38:58] <williewillus> i doubt
the crash is happening at the cast
L1095[10:39:14] <williewillus> log?
L1096[10:39:18] <MaelstromPhx> could it
have to do with java version. the client is telling me to update
but i have.
L1097[10:39:53] <williewillus> no
L1099[10:40:30] <MaelstromPhx> line
116
L1100[10:41:35] <williewillus> maybe
INSTANCE is null
L1101[10:41:41] <williewillus> no idea
why that would be though
L1102[10:41:45] <williewillus> breakpoint
there and check
L1103[10:42:46] <MaelstromPhx> yeah its
null
L1104[10:42:48] <MaelstromPhx> hm
L1105[10:43:05] <williewillus> do you
access the class before calling register?
L1106[10:44:00]
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L1107[10:44:22] <MaelstromPhx> i think
so. i dont call register anywhere
L1108[10:44:53] <williewillus> you
probably ened to call that
L1109[10:44:55] <williewillus> :P
L1110[10:45:09] <williewillus> your cap
isnt registered at all thats why instance is null
L1111[10:45:13] <MaelstromPhx> where
would i place the call?
L1112[10:45:20] <MaelstromPhx> in the
attachcapability?
L1113[10:45:22] <williewillus> no
L1114[10:45:25] <williewillus> anywhere
in startup
L1115[10:45:29] <MaelstromPhx> ah
ok
L1116[10:45:30] <williewillus> init would
be fine
L1117[10:45:50] <williewillus> oh fml
does it in preinit, i don't think it matters
L1118[10:45:50] <MaelstromPhx> after i
register the class or before?
L1119[10:45:54] <williewillus> wat
L1120[10:46:09] <MaelstromPhx> with the
EVENTBUS
L1121[10:46:37] <MaelstromPhx> i call
MinecraftForge.EVENT_BUS.register(new SkillManager()); in
init
L1122[10:46:49] <MaelstromPhx> should i
call the register before or after
L1123[10:46:57] <williewillus> you also
do that in register() :P
L1124[10:47:18] <williewillus> before and
remove the redundant bus registration
L1125[10:49:42] <raoulvdberge> i heard
there were some caveats in the update for 1.9.4?
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L1127[10:50:07] <williewillus> yes see
the changelog
L1128[10:50:15] <williewillus> it doesn't
work out of dev yet also
L1129[10:51:49] <MaelstromPhx> seems to
work thanks williewillus
L1130[10:52:29] <ghz|afk> raoulvdberge:
give it a couple days ;p
L1132[10:52:44] <raoulvdberge> the line
after 1.9.4 is empty :O
L1133[10:53:22] <ghz|afk> it is: because
forge hasn't been adapted to 1.9.4 properly yet
L1134[10:53:23] <williewillus> see the
commit msg
L1135[10:53:53] <Intektor> can I cancel
the rendering of the crosshair?
L1136[10:54:29] <raoulvdberge> the TE
changes seem like they will be a huge pain
L1137[10:54:42] <williewillus> Intektor:
RenderGameOverlayEvent
L1138[10:58:07]
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L1139[11:01:46] <williewillus> !gf
SoundType.breakSound
L1140[11:01:52] <williewillus> !gf
SoundType.breakSound 1.9.0
L1141[11:01:54] <williewillus> !gf
SoundType.breakSound 1.9
L1142[11:01:56] <Temportalist> Is this
going to be like the 1.6.4 and 1.7.10 jumps? Forge is just going to
skip over versions 1.9-1.9.3?
L1143[11:02:08] <ghz|afk> of course
L1144[11:02:18] <ghz|afk> 1.9 for early
adopters
L1145[11:02:39] <ghz|afk> and what looks
like the last 1.9.x update for stability
L1146[11:02:42] <Temportalist> haha
L1147[11:02:54] <Temportalist> And Mojang
is already prereleasing 1.10 :P
L1148[11:02:58] <ghz|afk> exactly
L1149[11:03:05] <ghz|afk> and after 1.10
is released
L1150[11:03:11] <ghz|afk> forge will
probably release a 1.10 forge for early adopters
L1151[11:03:19] <ghz|afk> and after mc
goes to like 1.10.5
L1152[11:03:32] <ghz|afk> forge will end
up releasing a version for it
L1153[11:03:35] <ghz|afk> it works out
the best
L1154[11:03:37] <ghz|afk> one early
L1155[11:03:38] <ghz|afk> one
stable
L1156[11:03:57] <raoulvdberge> is it me
or are forge releases starting from 1.7 much quicker? It's
great
L1157[11:04:10] <ghz|afk> gradle helps, I
guess
L1158[11:06:33]
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L1159[11:08:03] <M4thG33k> Hello! I'm
trying to create a block that only a specific player can collide
with; the issue I'm having is that the player gets
"stuck" on before they actually collide with the block
(meaning they start twitching, etc...) Any idea what could be
causing this?
https://goo.gl/k3zKpe
L1160[11:08:35] <williewillus> youre gona
have to do that on both sides
L1161[11:09:40] <M4thG33k> I've tried
that and had the same issues
L1162[11:10:10] <williewillus> if you do
collisions on one side only you're going to have those issues
L1163[11:10:31] <M4thG33k> I've tried it
without checking the side and I have the same problem
L1164[11:10:47] <williewillus> I'm saying
you're adding another cause by restricting side
L1165[11:10:54] <williewillus> so undo
that check and look elsewhere :P
L1166[11:11:12] <williewillus> i bet your
te isn't syncing
L1167[11:11:18] <williewillus> so on
clientside it returns false
L1168[11:11:26] <williewillus>
isSamePlayer I mean
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L1170[11:11:41] <williewillus> so the
client doesn't get the BB and tries to enter the block space but
the server does
L1171[11:11:43] <williewillus> hence the
twitching
L1172[11:12:08] <M4thG33k> gotcha
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L1175[11:14:31] <M4thG33k> now I can only
collide from the top and not the sides
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L1179[11:19:12] <williewillus> what
method are you using to detect entity collision?
L1180[11:19:27] *
PaleoCrafter kills M4thG33k
L1181[11:19:34] <PaleoCrafter> that pun
d:
L1182[11:19:36] <PaleoCrafter> *D:
L1183[11:19:43] <williewillus> ah I see
it
L1184[11:19:51] <williewillus> you're
using the wrong onEntityCollidedWithBlock
L1185[11:19:55] <williewillus> that one
is misnamed
L1186[11:20:01] <williewillus> you need
the one with IBlockState parameter
L1187[11:20:02] <M4thG33k> I just now
realized that...
L1188[11:20:21] <williewillus> the one
without state is actually onWalked or something like that
L1189[11:20:28] <williewillus> though i
thought that was corrected
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L1191[11:21:40] <M4thG33k> yup, that
fixed everything ._.
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L1203[11:42:34] <masa> wait here is
already forge for 1.9.4... now I have to spend hours updating all
my mods to it, lol
L1204[11:42:39] <masa> *there
L1205[11:42:42] <ghz|afk> wait a
bit
L1206[11:42:46] <ghz|afk> setupDecomp
doesn't work yet
L1207[11:42:51] <masa> oh
L1208[11:42:53] <ghz|afk>
setupdevWorkspace does
L1209[11:43:00] <ghz|afk> but you don't
have annotated sources there
L1210[11:43:00] ***
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L1211[11:43:17] <masa> alrighty then,
pheww... :p
L1212[11:43:36] <masa> so I can still
work on new features in 1.9 instead at least for today
L1213[11:44:36]
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L1214[11:44:55] <williewillus> how do you
do a regex replace in idea? :P
L1215[11:45:02] <williewillus> updating
my mappings to the ones that changed all the cases
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L1217[11:45:13] <FusionLord> does anyone
know why offHandInventory is an array rather than a single
object?
L1218[11:45:51] <masa> because that would
be retarded?
L1219[11:45:53] <PaleoCrafter>
williewillus, just like anywhere else? just tick the
"Regex" option in the interface
L1220[11:46:22] <masa> FusionLord: then
you couldn't use any of the inventories for it
L1221[11:46:43] <FusionLord> public final
ItemStack[] offHandInventory = new ItemStack[1]; vs public final
ItemStack offHandInventory;
L1223[11:46:57] <williewillus>
FusionLord: that's specialcasing
L1224[11:47:00] <williewillus> for no
good reason
L1225[11:47:09] <Temportalist>
PaleoCrafter: you want to test some stuff for me?
L1226[11:47:16] <williewillus> also Paleo
I want to uppercase it but it says \U not supported? :P
L1227[11:47:22] <PaleoCrafter> duh
L1228[11:47:24] <masa> then you would
have to do more specialcasing in all the inventories code
L1229[11:47:29] <Temportalist> masa:
Interested in testing the new key binding system?
L1230[11:47:44] <masa> huh?
L1231[11:47:53] <PaleoCrafter> don't
really have time right now, sorry, Temportalist
L1232[11:48:16] <Temportalist>
PaleoCrafter: no worries!
L1234[11:48:39] <Temportalist> Multiple
modifiers with keybindings (i.e. CTRL+ALT+SHIFT+key)
L1235[11:49:05]
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L1237[11:49:21] <FusionLord> oh ok what
your saying is for private final ItemStack[][]
allInventories;
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L1239[11:50:15] <MaelstromPhx> if im
saving data per player i need to include the UUID in the save
location right? otherwise all players will load the same data
L1240[11:50:28] <williewillus> you should
be saving it onto the player
L1241[11:51:05] <MaelstromPhx> when
testing with the forge environment does the player stay the same on
every reboot?
L1242[11:51:16] <FusionLord> no
L1243[11:51:24] <FusionLord> unless you
set your player
L1244[11:51:28] <MaelstromPhx> cuz im
getting the same data on every launch which is an issue
L1245[11:51:45] <FusionLord> best way to
tell is type something in chat
L1246[11:52:07] <masa> the single player
player saving is a bit weird, I think it loads the data from
level.dat but also saves it in the playerdata/ dir
L1247[11:52:14] <FusionLord> ^
L1248[11:52:28] <FusionLord> just had
pretty much the same typed :P
L1249[11:53:14] <williewillus> yeah in SP
level.dat takes priority
L1250[11:53:17] <williewillus> but it
saves to both
L1251[11:53:30] <MaelstromPhx> how would
i go about testing this?
L1252[11:53:41] <FusionLord> start the
server and conneect to it
L1253[11:53:42] <MaelstromPhx> because i
need the saves to be per player
L1254[11:53:58] <MaelstromPhx> can i just
boot 2 instances of MC and have one player join the other's
game?
L1255[11:54:48] <FusionLord> the player
hosting will always be saved to level.dat and when the world is
loaded in sp it will load player data from level.dat, just run the
server and connect to it
L1256[11:57:39] <MaelstromPhx> keeps
giving me invalid session error :/
L1257[11:58:10] <FusionLord> set the
server to offline mode in server.properties
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L1259[12:01:19] <williewillus> those
magma blocks in the snap are interesting
L1260[12:01:21] ***
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L1261[12:01:26] <williewillus> lava
texture is overlaid onto another texture
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L1263[12:09:19] <MaelstromPhx> hm
L1264[12:09:24]
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L1265[12:09:29] <MaelstromPhx> so on the
server my capabilites arent loaded...
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L1267[12:10:13] <ghz|afk> if you want the
data synchronized between server and client, you have to use
packets to transfer the data across
L1268[12:10:38] <ghz|afk> although if you
do it right, it wouldn't work on singleplayer either
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L1270[12:12:41] <MaelstromPhx> so how
would one go about doing that
L1271[12:13:30] <williewillus>
packets
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L1274[12:13:56] <ghz|afk> MaelstromPhx:
we DO have SOME documentation
L1275[12:14:02] <ghz|afk> you may want to
look there before asking ;P
L1276[12:14:15] <MaelstromPhx> ok
L1277[12:16:17] <MaelstromPhx> also
wouldnt the capability show up on at least one side?
L1278[12:17:10] <FusionLord> anyone know
is the horbar first in mainInventory?
L1279[12:17:43] <Temportalist> When using
the ASMDataTable to gather information about objects which are
annotated with an annotation '@C', how would I gather the data in
the annotation (like the modid, name, etc in @Mod(modid, name,
version,...))?
L1280[12:18:49] <Temportalist> is it
ASMDataTable.getAll(...).getAnnotationInfo?
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L1286[12:29:24] <AKTheKnight> ghz|afk:
emphasis on the SOME
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L1303[13:13:24] <masa> hmm, has anyone
else ran into weird issues where onBlockClicked() seems to run
twice really quickly in some cases?
L1304[13:13:38] <masa> or does that have
something to do with dual wielding too?
L1305[13:14:05] <masa> but you are only
supposed to be able to left click with the main hand anyway
right?
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L1307[13:16:08] <Temportalist> !gf
isJumping 1.9
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L1312[13:33:23] <williewillus> masa:
client and server?
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L1314[13:36:06] <Wuppy> ugh what the hell
is going on in france again?
L1315[13:37:19] <PaleoCrafter> uhm...
things... and... stuff, Wuppy?
L1316[13:37:44] <AKTheKnight> Is there no
BlockCobblestone class? Or am I being silly?
L1317[13:37:44] <Wuppy> I saw riots and
stuff happening
L1318[13:38:02] <PaleoCrafter> Google
doesn't yield anything?
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L1320[13:38:22] <AKTheKnight> Strikes in
france
L1321[13:38:25] <aurum481> is the forge
fileserver overloaded or something? dl speed fluctuating from 150
KB to 0
L1322[13:38:29] <Wuppy> there's so many
riots in france that it's hard to find the current one :P
L1323[13:38:41] <PaleoCrafter> ah,
strikes, right
L1324[13:38:56] <Wuppy> can we just all
agree to just say fuck France
L1325[13:39:03] <Wuppy> one of the worst
countries in europe IMO
L1326[13:39:10] <AKTheKnight> :o
L1327[13:39:11] <PaleoCrafter>
considering there doesn't appear to be a period without France,
sure :P
L1328[13:39:19] <AKTheKnight> I like
France
L1329[13:39:19] <PaleoCrafter> without
strikes* xd
L1330[13:39:34] <Wuppy> AKTheKnight, have
you ever been there?
L1331[13:39:52] <AKTheKnight> Yeah quite
a few times (In the UK so day trips can be done)
L1332[13:40:13] <Wuppy> I've been there
and heard lots of stories from there, they're so damn rude
L1333[13:40:41]
⇨ Joins: Sinhika
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L1334[13:40:46] <AKTheKnight> Yeah they
can be at times. But so is the UK
L1335[13:40:55] <masa> williewillus: no
I'm checkin for server only
L1336[13:41:21] <AKTheKnight> They get
annoyed by tourists not trying to take part. If I go and speak
English they get annoyed. If I try to speak French they help, no
matter how bad I am at French (awful)
L1337[13:41:42] <Wuppy> as a dutchie,
I'll say that NL is a bit rude at times but france takes the
cake
L1338[13:41:49] <Wuppy> they should just
speak english
L1339[13:41:51] <Wuppy> they know
it
L1340[13:42:05] <Sinhika> Good day, does
anyone have a working example of how to use the new LootEntry stuff
for 1.9? Lex's example does not show how to specify a random count
of items (.e.g, 1-4 foo seeds)
L1341[13:42:13] <diesieben07> $ close
2868
L1342[13:42:15] <Actuarius> Issue 2868
closed.
L1343[13:42:16] <AKTheKnight> Maybe. But
English tourists are twats. We're awful at languages and don't
respect others
L1344[13:42:29] <Wuppy> and from
experiences they ignore you often if your english is poor
L1345[13:43:05] <PaleoCrafter> uhm... a
lot of French people actually don't speak English, as far as I'm
aware :P
L1346[13:43:36] <PaleoCrafter> it's not
compulsory to learn like in a lot of other countries
L1347[13:43:39]
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L1349[13:44:04] <Wuppy> well then there's
the problem PaleoCrafter :P
L1350[13:44:14]
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L1351[13:44:25] <PaleoCrafter> there's
nothing wrong with that :P
L1352[13:44:46] <Wuppy> IMO there is, one
should be able to communicate
L1353[13:45:06] <Wuppy> just like dutch,
french isn't a world language
L1354[13:45:07] <PaleoCrafter> as long as
you stay in your country, you probably don't need to learn any
other language :P
L1356[13:45:23] <Wuppy> I dont expect
foreigners to speak dutch, becuase I know its not a world
language
L1357[13:45:26] <Wuppy> so I know
english
L1358[13:45:29] <Wuppy> simple as
that
L1359[13:45:30] <AKTheKnight> French is
used pretty well around the world
L1361[13:45:42] <PaleoCrafter> The French
are particularly defensive about their language, but that's another
story :P
L1362[13:45:46] <Wuppy> it is bigger than
dutch, that's true
L1363[13:46:02] <Sinhika> *waves* at
Wuppy.
L1364[13:46:21] <Wuppy> hai
L1365[13:46:28] <Sinhika> Wuppy, just
wanted to let you know it was your tutorials that got me started in
modding, back in 1.7.2...
L1366[13:46:33] <PaleoCrafter> tbh,
unless somebody's working in the public area, I wouldn't expect
anybody in a foreign country to speak English :P
L1367[13:46:41] <Wuppy> great Sinhika
:)
L1368[13:47:45] <diesieben07> Sinhika,
ah, you need a LootFunction. In this case SetCount
L1369[13:48:10] <Wuppy> oh by the way,
I'll start writing tutorials again :D
L1370[13:48:17] <Wuppy> unfortunately not
for MC though
L1371[13:48:20] <AKTheKnight> :o
L1372[13:48:24] <AKTheKnight> What
for?
L1373[13:48:47] <Sinhika> if it's not
clear, I'm trying to add loot to an existing pool, like the old
ChestGenHook() let you do. Ah? Where are the instantiated
LootFunction subclasses hidden? LootFunction itself appears to be
abstract. (I probably overlooked something obvious)
L1374[13:48:51] <Wuppy> the official C++
tutorials for one of the best game educations in europe :)
L1375[13:48:53] <PaleoCrafter> "How
to party"
L1376[13:49:00] <Wuppy> haha, I wish
xD
L1377[13:49:16] <AKTheKnight> Ooh
nice
L1378[13:49:32] <diesieben07> Sinhika,
use our IDE :P ctrl-shift-t in eclipse to open a class or ctrl-T to
see all subclasses
L1380[13:50:50] <Sinhika> diesieben07,
thank you. I didn't even know that functionality was there! Useful
key binding. And there's SetCount(). Okay, I can proceed.
L1381[13:50:55]
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L1382[13:51:11] <Sinhika> Next question
is "what went horribly wrong with the Forge 1.9.4
upload?"
L1383[13:51:37] <fry> use
setupDevWorkspace for now
L1384[13:51:48] <fry> decomp will be
fixed shortly
L1385[13:52:32] <MaelstromPhx> does using
a serverproxy not work for singleplayer?
L1386[13:52:56] <diesieben07> server =
dedicated server in this case.
L1387[13:53:10]
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L1388[13:53:29] <MaelstromPhx> so if i
want to handle all the data serverside how would that work for
sp?
L1389[13:53:40]
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L1390[13:53:48] <diesieben07> define
"handle all the data"
L1391[13:54:32] <MaelstromPhx> well i
have a capability that i attach to players when they join the
server. I want all this data to be stored serverside so that the
client can't hack and whatnot
L1392[13:54:45]
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L1393[13:55:04] <diesieben07> to check
whether a world is a server world check world.isRemote, it is true
on the client, false on the server.
L1395[13:55:25] <MaelstromPhx> even for a
singleplayerworld?
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L1397[13:55:29] <Zaggy1024> hm, should I
use World time for the clouds, or try to emulate vanilla as well as
possible (keeping the same when the time changes)?
L1398[13:55:35]
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L1399[13:56:11] <Zaggy1024> I suppose
since Forge isn't meant to change vanilla, it's best to just do the
same thing vanilla does
L1400[13:57:12]
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L1401[13:58:33] <MaelstromPhx> ah okay so
i have to extend the serverproxy to the clientproxy
L1402[13:58:35] <MaelstromPhx> makes
sense
L1403[13:59:07] <diesieben07> No.
L1404[13:59:23] <diesieben07> server and
client proxy contain code that has to interact with @SideOnly
classes
L1405[13:59:27] <diesieben07> that's
their only purpose
L1406[13:59:37] <diesieben07> do not use
the distinction for game logic
L1407[14:01:29]
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L1408[14:01:57] <MaelstromPhx> but the
singleplayer server doesn't run the sidedproxy code
L1409[14:02:25] <diesieben07>
exactly.
L1410[14:02:38] <diesieben07> it runs the
client prox
L1411[14:02:47] <diesieben07> hence me
saying: do not use it for game logic
L1412[14:03:01] <diesieben07> if you need
to decide "server or client world"? check it OUTSIDE the
proxies.
L1413[14:03:52] <williewillus> read the
article
L1414[14:03:53] <williewillus> -.-
L1415[14:03:57]
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L1416[14:04:40] ***
manmaed|AFK is now known as manmaed
L1417[14:05:46] <williewillus> Zaggy1024:
what is your cloud thingy meant for anyway? :P
L1418[14:06:50] <Zaggy1024> a PR to make
the clouds render 0.075% the time :P
L1419[14:07:00] <williewillus> wat
L1420[14:07:01] <Zaggy1024> *in
0.075%
L1421[14:07:05] <williewillus> oh
L1422[14:07:08] <Zaggy1024> lol
L1423[14:07:21] <McJty> One simple word,
such a big difference :-)
L1424[14:07:37] <Zaggy1024> that's a
rough estimate anyway, from a quick calculation :P
L1425[14:07:54] <Zaggy1024> but I think
it's the minimum improvement I've seen, probably
L1426[14:07:56] <williewillus>
!latest
L1427[14:09:11] <williewillus> is decomp
not working just because of the pimport/ackage thing :P
L1428[14:09:12] <Zaggy1024> actually, I
think 0.15% is the maximum percentage, because vanilla cloud
rendering sometimes managed to be down to 5% of gameRenderer
L1429[14:09:31] <Zaggy1024> it's hard to
be sure when using the profiler which doesn't show total time
:P
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L1431[14:09:47] <Zaggy1024> wish it
showed average time as well as percentage
L1432[14:11:25] <AKTheKnight> Yeah willie
that seems to be the issue :')
L1433[14:13:26]
⇦ Parts: Sinhika
(~cyhiggin@68-114-105-20.dhcp.slid.la.charter.com) ())
L1434[14:13:38] <AKTheKnight> Yay. Ubuntu
is dieing on me. Closed idea and the minecraft instance running
didn't close and now isn't responding at all
L1435[14:13:40] <AKTheKnight> :)
L1436[14:14:36] <williewillus> doubt
thats ubuntus fault
L1437[14:14:44] <williewillus> but I
won't miss out on an opportunity to trash it ;)
L1438[14:15:24] <AKTheKnight> Haha what's
your OS of choice?
L1439[14:15:28] <williewillus> arch
L1440[14:15:38] <williewillus> I
"hate ubuntu" as a joke
L1441[14:15:39] <diesieben07> MINT MINT
MINT *chanting*
L1442[14:15:51] *
diesieben07 continues using win 10
L1443[14:16:00] *
capitalthree uses mint :P
L1444[14:16:06] <williewillus> i just
don't like how everythings done for you and unity is pretty
crap
L1445[14:16:24] <capitalthree> to be
fair, you can install ubuntu and replace the ui
L1446[14:16:24] <AKTheKnight> I like it
as everything is done for me :P
L1447[14:16:29] <capitalthree> unity is
definitely crap
L1448[14:17:20] <Wuppy> are we talking
about the engine now?
L1449[14:17:32] <capitalthree> the
desktop environment for ubuntu
L1450[14:18:13] <Wuppy> good because
unity the engine is great :)
L1451[14:18:49] <capitalthree> I don't
like them for making the web player windows only :P
L1452[14:19:04] <capitalthree>
williewillus: what's your take on antergos?
L1453[14:19:31] <PaleoCrafter> Unity has
had support for WebGL for some time now :P
L1454[14:20:20] <capitalthree> incomplete
support that game devs don't use?
L1455[14:20:37] <PaleoCrafter> last time
I checked it was rather complete
L1456[14:20:43] <williewillus> talking
about the DE
L1457[14:21:29] <Temportalist> Strange...
ModBot> [1.7.10] MinecraftForge (dev) updated to
12.16.1.1909
L1458[14:23:32] <Zaggy1024> the clouds
are morphing when I move >.>
L1459[14:23:40] <Zaggy1024> this almost
looks intentional
L1460[14:24:15]
⇨ Joins: Biochemic
(~quassel@p5B00BEDA.dip0.t-ipconnect.de)
L1461[14:24:34] <williewillus> i wonder
why getMetaFromState is deprecated in the vanlila codebase
L1462[14:24:40] <williewillus> maybe just
to warn the devs whenever they use it
L1463[14:24:50] <Zaggy1024> that would
make sense
L1464[14:24:53] <PaleoCrafter> or maybe
just because it will eventually go completely?
L1465[14:25:03] <capitalthree>
williewillus: what's your take on antergos?
L1466[14:25:17] <PaleoCrafter> since
states can sort of directly get converted into an integer ID
L1467[14:25:28] <Zaggy1024> it's probably
to warn against people treating it as item metadata :P
L1469[14:26:04] <PaleoCrafter> are your
mipmaps turned off, Zaggy1024?
L1470[14:26:04] <AKTheKnight> That's
nice
L1471[14:26:12] <Zaggy1024> it's really
weird that the clouds stay in the approximate same shape
L1472[14:26:23] <Zaggy1024> nah mipmaps
are off
L1473[14:26:33] <Zaggy1024> I hate
mipmapping :P
L1474[14:26:47] <PaleoCrafter> ah,
already thought Forge was buggy again :P
L1475[14:26:50] <Zaggy1024> it's probably
a messed up texture offset
L1476[14:26:57] <Zaggy1024> what?
L1477[14:27:00] <williewillus>
PaleoCrafter: he's working on a PR :P
L1478[14:27:10] <PaleoCrafter> the Moiré
pattern on the water :P
L1479[14:27:19] <PaleoCrafter> mipmapping
helps fighting that
L1480[14:27:59] <williewillus>
getRenderType also deprecated
L1481[14:27:59] <williewillus> hm
L1482[14:28:00] <Zaggy1024> ah
L1483[14:28:13] <williewillus> !mh
onNeighborBlockChange
L1484[14:28:17] <Zaggy1024> I'd rather
have that pattern than use mipmaps :P
L1485[14:28:22]
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L1486[14:32:59] <Necr0> because
apparently there are no weather events, how bad would it be to
manually set the protected worldinfo field of the world instance
and override it with my own instance with an event handler?
L1487[14:33:38] <williewillus> pretty
bad
L1488[14:33:40] <williewillus> pr the
event
L1489[14:34:30]
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L1490[14:35:16] <Necr0> pr?
L1491[14:35:40] <williewillus> add it to
forge
L1492[14:35:44] <williewillus> pull
request
L1493[14:36:22] <AKTheKnight> (Or do my
option of find someone who is better at coding and get them to do
it)
L1494[14:37:46]
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L1496[14:39:26]
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L1497[14:39:31] <Necr0> i meant to add it
to forge, (not an actual event handler, i didn't express myself
correctly) but the part i was worried about was if overriding the
instance is okay?
L1498[14:40:43] <SkySom> Why don't you
want to add an actual event handler?
L1499[14:40:56] <SkySom> Seems like it'd
benefit everyone.
L1500[14:41:30] <SkySom> patch something
in, so that it fires a proper event
L1501[14:42:44] <williewillus> !mh
moveFlying
L1502[14:42:59] <williewillus> overriding
the instance is barely acceptably okay
L1503[14:43:00] <Necr0> I mean the event
handler is part of forge already, but i will only register the
event to the forge event handler.
L1504[14:43:08] <williewillus> because if
someone else ever does the same youre sol
L1505[14:43:16] <Biochemic> has somebody
a quick answer, what program params need to be added, when
launching mc IDE?
L1506[14:43:18] <williewillus> what are
you talking about :D
L1507[14:43:24] <Biochemic> *from
L1508[14:43:27] <williewillus> Biochemic:
nothing :P
L1509[14:43:35] <williewillus> I just
have --username williedebug
L1510[14:43:36] <Biochemic> xD
L1511[14:43:40] <Biochemic> oh i mean
logged in ^^
L1513[14:44:24] <Biochemic> thx ^^
L1514[14:45:01] <williewillus> hey it is
off topic :P
L1515[14:45:56] <AKTheKnight> jeez
L1516[14:47:15] <Biochemic> ok it was
--username -- password ... kinda obvious :D
L1517[14:47:23] <williewillus> !mh
setBossVisibleTo
L1518[14:47:33]
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L1519[14:47:38] <williewillus> i don't
like logging in indev
L1520[14:47:46] <williewillus> because
that means pw in plaintext :P
L1521[14:47:58] <williewillus> !gm
func_184178_b
L1522[14:48:37] <Biochemic> that is true,
but since my computer is always under my observation, that will be
no big deal. ^^
L1523[14:48:45] <masa> wasn't there a way
to use the accesstoken too?
L1524[14:49:09] <masa> and if you
accidentally post the uneditoed crashlog somewhere? :p
L1525[14:49:10] <williewillus> yeah but
that's work
L1526[14:49:19] <williewillus> !mh
World.isAnyLiquid
L1527[14:49:30] <diesieben07> the log is
censored
L1528[14:49:35] <masa> in which version
is getMetaFromState() deprecated?
L1529[14:49:59]
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for inactivity)
L1530[14:50:03] <Biochemic> i have
actually never seen my data in a log :P
L1531[14:50:33] <williewillus> masa:
1.9.4
L1532[14:50:43] <masa>
interesting...
L1533[14:50:47] <williewillus> hm I
recall distinctly someone posting a log in here
L1534[14:50:51] <williewillus> that had
their pw in full sight
L1535[14:51:03] <williewillus> and their
twitch token :PO
L1536[14:51:06] <williewillus> *:P
L1537[14:51:22] <Biochemic> oh well
...
L1538[14:51:50] <Biochemic> yeah i have
the offline run config too, when its time to post that stuff
L1539[14:52:01] <masa> hm does the twitch
token stuff work, will it always fetch the token from the mojang
profile or something?
L1540[14:52:05] <AKTheKnight> I just use
696969 for all my passwords :) Nobody ever guesses it /s
L1541[14:52:36] <PaleoCrafter> you can
slap your UUID into the program arguments if you want your skin but
not login with PW
L1542[14:52:37] <williewillus> !mh
getMovingObjectPositionFromPlayer
L1543[14:52:52] <Temportalist>
PaleoCrafter: :O
L1544[14:52:57] <Temportalist> How
do?!
L1545[14:53:01] <williewillus>
--uuid
L1546[14:53:02] <williewillus> :P
L1547[14:53:07] <PaleoCrafter> ^
lol
L1548[14:53:12] *
Temportalist goes to get his uuid
L1549[14:53:28] *
Biochemic does, too
L1550[14:54:17] <williewillus> !gm
func_184547_a
L1551[14:55:26] <Temportalist> private
final val temportalist: UUID =
UUID.fromString("dcb7f6a8-9f0d-4d6d-81f0-356e7b05f78f")
L1552[14:55:28] <Temportalist>
yaaay
L1553[14:55:52] <AKTheKnight> Now I have
your uuid it is time to take over your online life
L1554[14:55:57] <Biochemic> yeah i have
found mine in launcher_profiles ^^
L1555[14:55:57] <Temportalist> yup
L1556[14:56:00] <Temportalist> Good
luck
L1557[14:56:11] <williewillus> !gm
func_188319_a
L1558[14:56:16] <Temportalist> As far as
I know, you can get anyone's with their in came username
L1559[14:56:28] <Biochemic> yupp ^^
L1560[14:56:40] <Temportalist> So im not
really worried about it :P
L1561[14:56:48] <Temportalist> Biochemic:
how are those textures going? :D
L1562[14:57:12]
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L1564[14:57:33] <williewillus> i wonder
why neighborChange is deprec
L1565[14:57:45] <Biochemic> I hadnt
worked on them that much, but there will be an update for origin
later this night^^
L1566[14:57:54] <Temportalist> :D
L1567[14:57:57] <Temportalist> ^_^
L1568[14:58:03] <williewillus> !gm
onBlockEventReceived
L1569[14:58:08] <PaleoCrafter> I'd laugh
my ass off if all those methods aren't actually deprecated and
somebody just fucked up S2S or something, williewillus :P
L1570[14:58:17] <Temportalist> Biochemic:
Im currently working on the morph abilities hehe
L1571[14:58:26] <Temportalist>
PaleoCrafter: that would be great haha
L1572[14:58:28] ***
big_Xplo|AFK is now known as big_Xplosion
L1573[14:58:42] <Biochemic> Temportalist:
sounds great!
L1574[14:59:02] <Temportalist> New magic
mod will be adding morph-like things but with more balancing
L1575[14:59:23] <diesieben07> is there a
(compatible) way to add a model for just a specific ItemStack?
based on NBT?
L1576[14:59:32] <diesieben07> while
leaving all other itemstacks of the same item intact?
L1577[14:59:34] <williewillus> custom
mesher
L1578[14:59:35] <Temportalist> And will
combine morph-golems and sync-like body replication
L1579[14:59:44] <williewillus> or 1.9
property overrides
L1580[14:59:49] <diesieben07> and if
there is already one
L1581[14:59:53] <diesieben07> this is not
my ite
L1582[14:59:54] <diesieben07> item
L1583[15:00:02] <Biochemic> was it
--uuid, or can we use --username for it too?
L1584[15:00:12] <PaleoCrafter> you have
to use both, iirc
L1585[15:00:18] <PaleoCrafter> the UUID
really just is for the skin
L1586[15:00:26] <Biochemic> ah okay
^^
L1587[15:01:25] <williewillus> !gm
setPositionAndRotation2
L1588[15:01:29] <williewillus> !mh
setPositionAndRotation2
L1589[15:01:34] <Biochemic> Temportalist:
nice ^^
L1590[15:01:40] <diesieben07> oh i can
hack into the ItemOverrideList
L1591[15:01:41] <diesieben07> fun
L1592[15:03:57] <Biochemic> hacking stuff
is mostly fun ^^
L1593[15:04:38] <williewillus> but adding
overrides means you need access to change their json
L1594[15:04:46] <williewillus> or can you
do it from code
L1596[15:05:13] <diesieben07> not
reliably but you can reflect ItemOverrideList.overrides
L1597[15:05:15] <diesieben07> and add
your own
L1598[15:05:23] <diesieben07> which will
not work for custom ItemOverrideLists but oh well
L1599[15:05:26] <diesieben07> this is for
vanilla potions
L1600[15:05:34]
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(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L1602[15:06:47] <williewillus> !gm
func_98267_a
L1603[15:06:48]
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L1605[15:09:03] <williewillus> !mh
getDescriptionPacket
L1606[15:17:34] ***
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L1607[15:18:02] <williewillus> i heard i
have to use FG 2.2 for 1.9.4?
L1608[15:18:08] <AKTheKnight> Might be a
nooby question. But what's the gm and mh stuff you keep
doing?
L1609[15:18:20] <williewillus> i just
setup on FG 2.1 without problems so I was wondering why that was
stated
L1610[15:18:32] <williewillus>
AKTheKnight: querying MCP names for SRG names and vice versa
L1611[15:18:42] <williewillus> or seeing
if a method got renamed
L1612[15:18:54] <AKTheKnight> ahh
L1613[15:19:21] <williewillus> ugh of
course I have to wait for stupid baubles again
L1614[15:19:26] <williewillus> i always
forget
L1615[15:29:00]
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L1618[15:30:07] <AKTheKnight> Hmm.
Checking if a block is cobblestone? (Can't see BlockCobblestone to
do instanceof
L1619[15:30:34] <ghz|afk> comapre it with
Blocks.cobblestone
L1620[15:30:40] <ghz|afk> there's only
ever one instance of each block/item
L1621[15:30:41] <ghz|afk> so ==
works
L1622[15:31:08] <AKTheKnight> Ahh okay.
I've been doing instanceof the whole time
L1623[15:31:09] <diesieben07> might also
want to use the OreDict
L1624[15:31:55] <diesieben07>
OreDictionary.getOres("cobblestone"); => store in
static final field in postInit. Then to check iterate the list and
see if any entry returns true using OreDictionary.itemMatches
L1625[15:32:32] <AKTheKnight> yeah that
might be better. I'm adding fire charges turning blocks into their
"smelted form"
L1626[15:32:54] <diesieben07> uhhhh
L1627[15:32:59] <diesieben07> why do you
hardcode cobblestone?
L1628[15:32:59] <AKTheKnight> So sand
-> glass. grass -> dirt + path
L1629[15:33:10] <AKTheKnight> cobblestone
-> stone
L1630[15:33:17] <PaleoCrafter> gather the
drops and query the smelting recipes
L1631[15:33:21]
⇨ Joins: p455w0rd (~p455w0rd@172.76.206.224)
L1632[15:33:25] <ghz|afk> why not query
the smelting recipes on the fly?
L1633[15:33:34] <AKTheKnight> Hmm
yeah
L1634[15:33:39] <AKTheKnight> That would
be a lot better
L1635[15:33:44] <AKTheKnight> Now to try
it
L1636[15:33:46]
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L1637[15:33:49] ***
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L1641[15:37:00]
MineBot sets mode: +v on iPixeli
L1642[15:37:13] <LatvianModder> This is
what happens when you want to make your code more.. standard
L1643[15:37:49] <AKTheKnight>
"Sorry, we could not display the changes to this file because
there were too many other changes to display."
L1644[15:37:52] <williewillus> heh chunk
grid got added to vanilla
L1645[15:37:53] <diesieben07> lol your
tab is eating over 600mb ram
L1646[15:37:54] <AKTheKnight> You made a
few changes
L1647[15:38:04] <thor12022> well, that
just killed that chrome tab
L1648[15:38:04] <williewillus> f3+g in
snapshot
L1649[15:38:05]
⇨ Joins: Benimatic
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L1650[15:38:17] <LatvianModder> xD
L1651[15:38:40] <LatvianModder> 10K lines
of code, not bad
L1652[15:38:48] <LatvianModder> and not a
single block or item..
L1653[15:40:56] <Temportalist> !gm
handleLavaMovement 1.9
L1654[15:41:06] <Temportalist> !gm
handleLavaMovement 1.7.10
L1655[15:41:25] <AKTheKnight> So I have
an itemstack. If I do getItem instance of ItemBlock would that work
to tell me if it's a block? Or how else can I get the block from
the stack?
L1656[15:41:32] <williewillus> yes
L1657[15:41:37] <williewillus> that
should work in 90% of cases
L1658[15:41:43] <LatvianModder>
99.99
L1659[15:41:48] <williewillus> nah
L1660[15:42:03] <LatvianModder> what can
you do to not make it work?
L1661[15:42:03] <williewillus> there's
the old "placer"-type blocks in vanilla
L1662[15:42:10] <williewillus> redstone
dust
L1663[15:42:10] <diesieben07> doors,
repeaters...
L1664[15:42:12] <williewillus>
strings
L1665[15:42:16] <williewillus> doors
repeaters cauldron
L1666[15:42:18] <LatvianModder> right,
right
L1667[15:42:20] <williewillus> +
more
L1668[15:42:21] <LatvianModder> hmm
L1669[15:42:40] <LatvianModder> BUT those
usually dont wind up being checked for block
L1670[15:42:46] <LatvianModder> because
those are nothing close to blocks
L1671[15:42:58] <diesieben07> whut.
L1672[15:43:00] <williewillus> wat
L1673[15:43:04] <LatvianModder> wat
L1674[15:43:06] <williewillus> cauldron
is def a block
L1675[15:43:13] <diesieben07> take
computercraft turtles
L1676[15:43:22] <diesieben07> they have a
"compare" command which compares thier current item to
the block in front
L1677[15:43:29] <diesieben07> you want
that to match cauldron item vs. cauldron block
L1678[15:46:38]
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L1679[15:47:45] <Biochemic> Temportalist:
what do you think about an origin logo with saturn and its
moons?
L1680[15:47:53] <Temportalist> 0_0
L1681[15:48:00] <Temportalist> Ummm,
unsure?
L1682[15:48:08] <Biochemic> xDDD
L1683[15:48:26] <Biochemic> yeah i think
about something, that would fit to that name
L1684[15:48:39] <Temportalist> oh
haha
L1685[15:48:56] <Temportalist> I mean,
its just a library + foundation code base
L1686[15:49:13] <Biochemic> ill do it
quick and show you, i guess xD
L1687[15:49:24] <Temportalist> So there
is an API, a library for users to build on, and the Origin mod
(which basically just does extra heart rendering)
L1688[15:49:39] <MaelstromPhx> how would
i go about opening a gui on keypress. I already have the keypress
working but dont know how to bind it to the gui
L1689[15:49:50] <Biochemic> ah okay
^^
L1690[15:49:54] <williewillus>
player.openGui
L1691[15:50:04] <MaelstromPhx> ty
L1692[15:50:05] <diesieben07> does the
gui have an inventory?
L1693[15:50:45] <Biochemic> Temportalist:
ok i have a good idea :D
L1694[15:51:15] <AKTheKnight> Gotta love
"unexpected errors" Like the compiler things I will know
the error
L1695[15:51:55] <MaelstromPhx>
diesieben07: nope
L1696[15:52:13] <MaelstromPhx> but would
that make a difference?
L1697[15:52:15] <diesieben07> yes.
L1698[15:52:42] <MaelstromPhx> would that
involve syncing item movement and stuff?
L1699[15:53:07] <diesieben07> you would
have to send a packet to the server to pen the gui
L1700[15:53:23] <diesieben07> subscribe
to ClientTickEvent, check event.phase (choose one, which doesnt
really matter). if your KeyBinding is pressed (isKeyDown) call
Minecaft#displayGuiSceen with whatever gui you want
L1701[15:53:54] <killjoy> What did I do
to make my entity inside out?
L1702[15:54:06] <MaelstromPhx> also how
can i get a player from a keyinput event?
L1703[15:54:20] <diesieben07> the client
player is always Minecraft#thePlayer
L1704[15:54:23] <williewillus> theres
only one
L1705[15:54:32] <diesieben07> also do not
use keyinput event for keybindings
L1706[15:54:34] <killjoy> Unless they add
splitscreen in the future
L1707[15:55:20] <MaelstromPhx> well i
have the keybindings and then the keyinput in a separate
handler
L1708[15:55:35] <diesieben07> use the
tick event instead
L1709[15:55:35] <killjoy> I figured out
my issue. I forgot to enableDepth()
L1710[15:57:12]
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L1711[15:57:43] ***
MattOfflineMc is now known as Mata
L1712[15:58:05] <Mata> lol it always
feels good to be the first to publish a mod for a version in your
area of intrest
L1713[15:58:23] <Mata> xD
L1714[15:58:55] <Mata> now just hoping
there are ppl to check and accept
L1715[16:01:14] ***
PaleoCrafter is now known as PaleOff
L1717[16:03:06] <williewillus> Zaggy1024:
when you're done with the clouds maybe do a PR so text rendering
isn't shit as well :P
L1718[16:04:19] ***
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L1719[16:04:38] <fry> that's much, much
harder :P
L1720[16:05:00]
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L1724[16:11:49] <williewillus> fry: i
just know it's slow as hell, what makes it so? :P
L1725[16:12:08] <fry> in what
context?
L1726[16:12:45] <Zaggy1024> isn't it just
slow because it's rendering a whole bunch of small quads?
L1727[16:13:54] <williewillus> hm
interesting
L1728[16:14:00]
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L1729[16:14:12] <williewillus> in
1.9.3/4+ the GC behaviour of vanilla is a lot less thrashy
L1730[16:15:20] <IoP> any numbers?
L1731[16:15:48]
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L1732[16:15:53] <williewillus> not solid
ones
L1733[16:16:24] <williewillus> but it
takes several more seconds per "GC spike" compared to
before, let me check 1.9.0
L1734[16:17:00] <IoP> JFR gave 30-50 MB/s
for TLAB with 1.8.9/forge and 60-120MB/s with 1.9.3
L1735[16:17:14] <williewillus> JFR?
L1736[16:17:22] <IoP> java flight
recorder
L1737[16:17:31] <williewillus> ah
L1738[16:17:31]
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L1739[16:17:35] <IoP> I never bothered to
test 1.9.1 or .2
L1740[16:18:00] <williewillus> i haven't
installed that
L1741[16:18:02] <williewillus> because
linux :P
L1742[16:18:37] <williewillus> wait does
that come with jdk?
L1743[16:19:08] <IoP> oracle's jdk yes,
not in the openjdk
L1744[16:19:12] <williewillus> oh
boo
L1745[16:20:31] <ghz|afk> waht's the mb/s
number?
L1746[16:21:00] <williewillus> megabytes
allocated per sec
L1747[16:21:08] <IoP> yup
L1748[16:21:17] <ghz|afk> so forge
allocates less?
L1749[16:21:26] <ghz|afk> wait that's
1.8.9 vs 1.9.3
L1750[16:21:30] <MaelstromPhx> how do i
get player.openGui to use my own implementation of
IGuiHandler
L1751[16:21:33] <ghz|afk> I suppose 1.9.3
simply allocates more
L1752[16:21:38] <williewillus>
MaelstromPhx: wat
L1753[16:21:45] <ghz|afk> MaelstromPhx:
you jsut register your handler
L1754[16:21:50] <ghz|afk> and when you
call openGui with your modid
L1755[16:21:54] <MaelstromPhx>
godammit
L1756[16:21:55] <ghz|afk> the handler is
used
L1757[16:21:59] <MaelstromPhx> keep
forgetting that
L1758[16:22:01] <IoP> and 1.9.[012]
allocates probably even more
L1759[16:22:02] <ghz|afk> eh your mod
class*
L1760[16:22:52] <williewillus> on a
loaded and settled vanilla overworld
L1761[16:23:00]
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L1763[16:23:12] <williewillus> 1.9 GC's
about once every 10 sec for me, latest snapshot 16w20a GC's about
once every 23s
L1764[16:23:16] <williewillus> very
scientific i know :P
L1765[16:23:22] <williewillus> but
definitely a difference
L1766[16:24:16] <williewillus> can you
get JFR to work on openjdk or nah
L1767[16:24:48]
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L1768[16:25:26] <IoP> probably not
L1769[16:25:27]
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L1770[16:31:19] <MaelstromPhx> keep
getting a nullpointerexception q.q
L1771[16:31:26] <MaelstromPhx> it should
look like this right? player.openGui(Outskilled.MODID,
SkillsMenu.GUI_ID, player.worldObj, (int)player.posX,
(int)player.posY, (int)player.posZ);
L1772[16:32:26] <diesieben07> this GUI
does not have a container right? i.e no items in it?
L1773[16:32:37] <MaelstromPhx> yeah no
items
L1774[16:32:42] <diesieben07> then you do
not need openGui
L1775[16:32:46] ***
fry is now known as fry|sleep
L1776[16:32:58] <MaelstromPhx> what do i
use instead then?
L1777[16:33:06] <diesieben07>
Minecraft#displayGuiScreen
L1778[16:34:38] <williewillus> you still
can have serverside guis that arent containers right? :P
L1779[16:34:45] <williewillus>
displayGuiScreen wouldn't work for that
L1780[16:34:59] <williewillus> wait that
makes no sense, nvm
L1781[16:35:04] <MaelstromPhx> it works
tho :P
L1782[16:35:06] <MaelstromPhx>
thanks
L1783[16:35:30]
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L1784[16:35:49] <diesieben07> serverside
guis? yeah no :p
L1785[16:36:06] <MaelstromPhx> and since
this is a clientside gui i only need this in clientproxy
right?
L1786[16:36:24]
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L1787[16:36:35] <diesieben07> you HAVE to
do it from the clientproxy otherwise you will crash servers
L1789[16:37:07] <Biochemic> ?
L1790[16:37:19] <Biochemic>
*Temportalis:
L1791[16:37:26] <Biochemic>
*Temportalist
L1792[16:37:28] <Biochemic> xDD
L1793[16:38:51] <Mata> Question, from a
advertising standpoint. Am I a bad person, using hate as a reason
to freely up my SEO ? xD
L1794[16:39:36] <Temportalist> Biochemic:
nice!
L1795[16:40:15] ***
mumfrey is now known as Mumfrey
L1796[16:40:16] <Biochemic> glad you like
it ^^ simple, yet descriptive.
L1797[16:40:25] <Biochemic> It says: I'm
a lib
L1798[16:40:48] <Mata> lol looks nice
Biochemic, nah more like I am a fat book full of surprises
L1799[16:40:53] <Mata> :P
L1800[16:41:13] <Biochemic> haha also
true Mata xDD
L1801[16:41:29] <Mata> well... a lib is
just a fat book full of coding surprises i guess
L1802[16:41:33] <Mata> wow good job
xD
L1803[16:41:42]
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L1804[16:41:45] <TobyO> hey
L1805[16:41:52] <Mata> Heyo
L1806[16:42:04] <TobyO> How's it
going?
L1807[16:42:14] <Mata> Good! You?
:0
L1808[16:43:14] ***
big_Xplosion is now known as big_Xplo|AFK
L1809[16:43:23] <TobyO> yeah not too
bad
L1810[16:43:28] <Mata> nicenice
L1811[16:43:34] <TobyO> Do you know
anything about TESRs?
L1812[16:44:12] <Temportalist> Biochemic:
can you put couple small hearts on only one of the book spines?
(Preferably one of each red, orange, and purple) (I will be away
from keyboard for a bit, driving)
L1813[16:44:26] <ghz|afk> TobyO: jsut
ask
L1814[16:44:36] <ghz|afk> jsut because we
aren't talking doesn't mean there's no one around
L1815[16:44:37] <Mata> Umm my knowledge
on rendering has deteriorated
L1816[16:44:46] <Mata> xD
L1817[16:44:48] <Mata> so true
L1818[16:44:50] <TobyO> As I understand
it I should be able to use opengl to render it but I've only found
a recent tutorial for Obj models
L1819[16:45:03] <Biochemic> Temportalist:
yupp i can do it ^^
L1820[16:45:06]
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back)
L1821[16:45:31] <alekso56> how to the
achievements arrows work?
L1822[16:45:34] <alekso56> *how do
L1823[16:45:56] <Mata> TobyO, do you want
to write the tesselators yourself instead of models?
L1824[16:46:08] <williewillus>
achievement arrows?
L1825[16:46:19] <TobyO> I'd be quite
happy to do that
L1826[16:46:20] <williewillus> why would
you ever use manual tess if what you're rendering is better
represented by a model
L1827[16:46:21] <williewillus> :P
L1828[16:46:25] <ghz|afk> TobyO: describe
what you wnat the TESR to do
L1829[16:46:29] <ghz|afk> instead of what
you are trying to use
L1830[16:46:31] <TobyO> I don't really
know blender or any modelling tools
L1831[16:46:32] <Mata> williewillus, i
was thinking that too
L1832[16:46:49] <williewillus> then use
json, the modeling tools for those are potato easy
L1833[16:46:55] <TobyO> I want to make a
rock tumbler (A barrell that spins on an axis)
L1834[16:47:16] <Mata> Umm the only thing
I can think about atm is the Windmill series from scratchforfun, if
you like the videotuts?
L1835[16:47:35] <williewillus> video
tutorials are meh
L1836[16:47:47] <TobyO> I far prefer text
tutorials tbh
L1837[16:47:49] <Mata> I find them handy
since I learn more from looking at someone do something
L1838[16:47:54] <alekso56> williewillus:
like the achievement points to another achievement thing.
L1839[16:48:19] <williewillus> those are
done for you
L1840[16:48:22] <williewillus> i'm pretty
sure
L1841[16:48:28] <williewillus> you just
set the x,y coords of the achievement
L1842[16:48:32] <williewillus> and the
parent achievement
L1843[16:48:45] <alekso56> is there
criteria for that to happen?
L1844[16:48:56] <williewillus> ?
L1845[16:49:03] <Mata> but I would think
that rendering itself hasnt changed since the last major update on
opengl i think, only registering and binding to a block etc
would've changed
L1846[16:49:04] <williewillus> those are
all just params to Achievement constructor
L1847[16:49:06] <Mata> someone correct
me
L1848[16:49:19] <williewillus> idk what
that statement is saying
L1849[16:49:22] <williewillus> :P
L1850[16:50:20]
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L1851[16:50:23] <Mata> the actual
tesselator code should not have changed in the past year orso
right?
L1852[16:50:29] <Mata> like it would
still work
L1853[16:50:32] <TobyO> I have no
idea
L1854[16:50:40] <Mata> yea me neither
xD
L1855[16:50:57] <TobyO> I'm coming into
this without any background in modding so I don't know what the
best way to do it would be
L1856[16:51:12] ***
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L1858[16:51:22] <TobyO> It's basically a
static model will one spinning part
L1859[16:51:42] <TobyO> I'd rather not
get into using obj models
L1860[16:51:51] <ghz|afk> TobyO: how
complex is the static part?
L1861[16:51:56] <ghz|afk> if it's made of
cubes
L1862[16:52:04] <ghz|afk> try to use
tabula, or mrcrayfish
L1863[16:52:11] <ghz|afk> thenyou can use
the json model on the TESR
L1864[16:52:13] <ghz|afk> or better
L1865[16:52:19] <ghz|afk> have the json
model as static model
L1866[16:52:23] <ghz|afk> and only draw
the spinning part on the TESR
L1867[16:52:25]
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L1868[16:52:33] <williewillus> use
json
L1869[16:52:51] <TobyO> well, I would be
happy to use json to draw all the models and then just apply
rotations to some of them
L1870[16:52:54] <ghz|afk> but yeah do the
spinning part on json too, so you can avoid using the tesellator
manually
L1871[16:52:59] <ghz|afk> that's slow
though
L1872[16:53:05] <ghz|afk> every time you
need a static model to update
L1873[16:53:05] <TobyO> oh
L1874[16:53:09] <TobyO> what's the quick
way?
L1875[16:53:10] <ghz|afk> the client has
to redraw the whole chunk
L1876[16:53:24] <ghz|afk> that's the
whole reason "moving parts" are best on TESR
L1877[16:53:34] <TobyO> Yeah, this model
is going to want to update every tick
L1878[16:53:42] <ghz|afk> yeah so the
spinning part, on TESR
L1879[16:53:46] <ghz|afk> the non-moving
parts, on static models
L1881[16:53:49] <Zaggy1024>
renderer.VertexBuffer should really be caused
BufferBuilder...
L1882[16:53:50] <ghz|afk> json or obj,
that's your choice
L1883[16:54:01] <TobyO> ahh okay
L1884[16:54:15] <ghz|afk> Zaggy1024: too
late, you should have proposed that BEFORE the mcp mappings for
1.9.4 were finalized
L1885[16:54:18] <TobyO> so the TESR will
just be a container for the JSON model and allow me to use the
transformations?
L1886[16:54:18] <ghz|afk> now you can
open an issue for 1.10
L1887[16:54:46] <ghz|afk> the TESR will
actively draw the json model
L1888[16:54:51] <Zaggy1024> I didn't
think of the name until a few days ago
L1889[16:55:00] <Zaggy1024> and then I
noticed that that's actually what it's called in a warning message
:P
L1890[16:55:04] <ghz|afk> this is the
most advanced version of my rendering helper
L1892[16:55:07] <Zaggy1024> well, debug
message
L1893[16:55:21] <ghz|afk> it can be used
to load and draw obj, json, b3d, or any other registered custom
loader
L1895[16:55:46]
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L1896[16:55:46] <ghz|afk> for an example
of how to use it, look there
L1897[16:56:37] <Lord_of_Life> Any
client-side additions to Minecraft that make the life of a mapmaker
easier? I would love a better command block interface... can't find
one.
L1898[16:56:39]
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L1899[16:57:04] <ghz|afk> Lord_of_Life:
hmm haven't heard of anything
L1900[16:57:13] <ghz|afk> but i'm not a
walking encyclopedia
L1901[16:57:37] <Lord_of_Life> Aren't you
afk? :P
L1902[16:57:43] <ghz|afk> sortof
L1903[16:57:51] <ghz|afk> catching up on
episodes of the flash
L1904[16:58:07] <TobyO> thanks for the
advice ghz
L1905[16:58:21] <ghz|afk> np, the mod's
opensource, feel free to reuse ;P
L1906[16:59:25] <TobyO> cheers :)
L1907[16:59:31]
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L1908[16:59:45] <TobyO> is tabula for PC
only?
L1909[16:59:56] <Biochemic> Temportalis:
updated the old Link, now there are Books with hearts ^^
L1910[17:00:06] <Biochemic>
*Temportalist
L1911[17:00:20] <Biochemic> Where does
that t go everytime xD
L1912[17:01:21] <williewillus> alekso56:
show code
L1913[17:02:31] <ghz|afk> so apparently
someone updated CBs mods to 1.9, including the ender storage
one
L1914[17:02:45] <ghz|afk> and already
someone asked me to make mine compatible with it
L1915[17:02:47] <ghz|afk> nothx.
L1916[17:02:49] <Temportalist> Biochemic:
not updated
L1917[17:03:29] <williewillus> covers is
porting them
L1919[17:03:55] <williewillus> to be
honest whenever I see people porting old mods to 1.8+ the first
thing I'm concerned about is whetehr they did rendering right
xD
L1920[17:04:01] <williewillus> or if they
just used dirty workarounds everywhere
L1921[17:07:15] *
williewillus twiddles thumbs idly waiting for baubles to update
><
L1922[17:07:36]
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L1923[17:08:28] *
Girafi joins williewillus in his thumb twiddling, while waiting for
Baubles to update.
L1924[17:10:22]
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L1925[17:10:52] <ghz|afk> i'm waiting for
a version that works with setupDecompWorkspace -- the baubles api
works as-is ;P
L1926[17:11:48] <TobyO> what's another
good json moddler that works on max?
L1927[17:11:49] <TobyO> mac*
L1928[17:12:21] <ghz|afk> Tabula? needs
forge 1.8(.0)
L1929[17:12:31] <ghz|afk> but you shoudl
be able to create a profile on the launcher
L1930[17:12:34] <ghz|afk> specifically
for it
L1931[17:12:42] <Girafi> Yeah waiting for
setupDecompWorkspace too. I have been able to port most of my mods
with setupDevWorkspace tho. Baubles just need to update Forge and
FG and build yeah.
L1932[17:12:49]
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L1933[17:12:56] <TobyO> just tried on
atlauncher but there's no forge download
L1934[17:13:03] <ghz|afk> not
atlauncher
L1935[17:13:05] <ghz|afk> the vanilla
one
L1936[17:13:05] <TobyO> not sure why it
needs to be a mod anyways?
L1937[17:13:14] <ghz|afk> just use the
forge installer
L1938[17:13:17] <Girafi> I have heard
BDCraft Cubik is pretty good, the free version is shit tho.
L1939[17:13:29] <ghz|afk> then create a
new profile using forge as the mc version
L1940[17:13:33] <ghz|afk> launch it
once
L1941[17:13:43] <ghz|afk> and then open
the folder you specified in the profile settings
L1942[17:13:47] <ghz|afk> and put tabula
in the mods/
L1943[17:13:51]
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ya.)
L1944[17:13:51] <TobyO> thanks
L1945[17:13:57] <ghz|afk> ... basically
how you use forge
L1946[17:13:58] <ghz|afk> ;P
L1947[17:14:08] <ghz|afk> without any
"for dummies" launcher ;p
L1948[17:14:24]
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L1951[17:15:20] <Girafi> MultiMC is
really nice for multiple instances. Sure you can do that with
vanilla too, MultiMC is just more user friendly.
L1952[17:16:16] <TobyO> how do I run the
forge installer?
L1953[17:16:37] <TobyO> I'm not being
stupid here am I? Just double click it
L1954[17:16:38] <williewillus> tabula
does not have json support
L1955[17:16:40] <ghz|afk> Girafi:
meh
L1956[17:16:48] <ghz|afk> you cna just
create profiles in the vanilla launcher
L1957[17:16:50] <williewillus> use
crayfish's
L1958[17:16:51] <TobyO> what does tabula
spit out?
L1959[17:16:52] <ghz|afk> and choose
separate folders
L1960[17:16:54] <williewillus> not
json
L1961[17:16:56] <williewillus> don't use
tabula :P
L1962[17:17:01] <ghz|afk> ?
L1963[17:17:07] <williewillus> tabula
doesn't export jsons
L1964[17:17:07] <ghz|afk> doesn't tabula
output json?
L1965[17:17:09] <williewillus> no
L1966[17:17:10] <ghz|afk> o_O
L1967[17:17:16] <williewillus> last time
I checked it was "planned"
L1968[17:17:19] <TobyO> what should I use
instead?
L1969[17:17:21] <williewillus> but it
hasnt been updated since then
L1970[17:17:24] <ghz|afk> uhh
L1971[17:17:25] <williewillus>
mrcrayfish's
L1972[17:17:27] <williewillus> or bdcraft
cubik
L1973[17:17:40] <TobyO> I think I have
the mrcrayfish's one
L1974[17:18:03] <TobyO> does json support
non square objects though?
L1975[17:18:20] <TobyO> I think
mrcrayfish's one only does cubes
L1976[17:19:38]
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L1977[17:19:41] <williewillus> oh you
need OBJ then :P
L1978[17:19:51] <Girafi> Json support non
square objects yes. MrCrayfish might not
L1979[17:20:01] <williewillus> json does
not support nonsquares
L1980[17:20:31] <TobyO> so it couldn't be
a pyramid for example?
L1981[17:20:56] <TobyO> I was thinking
I'd just map out verticies
L1982[17:22:23] <TobyO> Sounds easier
just to render it with pure opengl
L1983[17:22:30] <Zaggy1024> yay, an
IllegalArgumentException with no message in an unavailable source
file
L1984[17:22:31] <williewillus> no pls
dont
L1985[17:22:48] <TobyO> why?
L1986[17:22:51] <williewillus> slow
L1987[17:23:04] <williewillus> compared
to models
L1988[17:23:06] <TobyO> why is that
slower?
L1989[17:23:13] <williewillus> graphics
stuff
L1990[17:23:18] <williewillus> the models
are all rendered in one go
L1991[17:23:39] <williewillus> if you do
direct youre issuing multiple calls across to the GPU which makes
it sad
L1992[17:24:02] <williewillus> use OBJ
instead, but idk any good modelers for that bc I've never used it
myself
L1993[17:24:17] <Zaggy1024> how the heck
do I make Eclipse use JDK instead of JRE by default?
L1994[17:24:24] <Girafi> Kihira made a
OBJ exporter for Tabula for 1.8.0
L1995[17:24:28] <williewillus> ah
L1996[17:24:31] <williewillus> use that
then
L1997[17:24:41]
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L1998[17:24:42] <Zaggy1024> when I set it
to the JDK in Preferences it never stays in a new workspace
L1999[17:25:48]
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L2000[17:25:57]
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L2001[17:27:39] <TobyO> <Girafi> do
you have a link to that?
L2002[17:29:07] <Girafi> I only think the
download is somewhere in a tweet, which I can't find currently.
Sorry.
L2003[17:29:26] <TobyO> i saw the tweet
mentioning it but I have no clue about twitter
L2004[17:36:03]
⇨ Joins: DebugsPeople
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L2005[17:36:22] <DebugsPeople> what do I
have to change to update to mc 1.9?
L2006[17:37:41] <ghz|afk> the
build.gradle file
L2007[17:37:46] <ghz|afk> take one from
the 1.9 MDK
L2008[17:37:49] <ghz|afk> and look at the
differences
L2009[17:38:01] <ghz|afk> then if you are
on anything older than 1.8.9
L2010[17:38:06] <ghz|afk> you'll also
want to copy the gradle folder
L2011[17:38:17] <ghz|afk> because in
1.7.10 and 1.8, the gradle wrapper used an older version of
gradle
L2012[17:38:47] <ghz|afk> and while you
are at it, copy also the gradle.bat (and/or the other one if on
linux) just to be safe
L2013[17:39:32] <Dark> surpised no one
has just made a template for people to use
L2014[17:39:43] <Dark> that uses a .prop
file that you only need to change the name and version
L2015[17:41:19] <ghz|afk> heh
L2017[17:45:25] <DebugsPeople> doesn't
exist?
L2018[17:46:02] <ghz|afk> ?
L2019[17:46:34] <williewillus> somehow I
have that tabula OBJ exporter in my dropbox lol
L2021[17:47:18] <Lex|Oden> I deleted the
1./9.4 stuff
L2022[17:47:20] <Lex|Oden> they are
broken
L2023[17:47:22] <Lex|Oden> working on
fixing
L2024[17:47:33] <TobyO> oh super,
thanks!
L2025[17:47:58] <DebugsPeople> that's the
1.9.4 mdk
L2026[17:48:05] <DebugsPeople> and it's a
404 page
L2027[17:48:08] <TobyO> how did you say I
was supposed to use the forge installer?
L2028[17:48:12] <ghz|afk> DebugsPeople:
yes yes
L2029[17:48:16] <ghz|afk> read lex's
reply
L2030[17:48:25] <DebugsPeople> oh
L2031[17:48:26] ***
DebugsPeople was kicked by Lex|Oden (Did you just like gloss over
what i just fucking said?))
L2032[17:48:51]
⇨ Joins: DebugsPeople
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L2033[17:48:54] <Dark> he may have just
misunderstood you
L2034[17:48:56] <DebugsPeople> sorry
:'(
L2035[17:49:01] <williewillus> TobyO: i
just use multimc :P
L2036[17:49:22] <williewillus> but go to
files.minecraftforge.net go to the 1.8.0 page and hit the link that
says "installer"
L2037[17:49:24]
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L2038[17:49:28] <williewillus> then get
tabule + ichunutil + that mod
L2039[17:49:31] <ghz|afk> DebugsPeople:
don't take it badly, it's just to help the lesson stick ;P
L2040[17:50:07] <DebugsPeople> lex, why
is willie not voice, he seems to always be here and help people
;D
L2041[17:50:41] <williewillus> meh
L2042[17:50:43] <williewillus> i don't
care
L2043[17:50:55] ***
Mata is now known as MattOfflineMc
L2044[17:52:22] <williewillus> and
diesieben helps more than i do :P
L2045[17:52:29] <williewillus> anyways
anyone play touhou here? :P
L2046[17:53:38] <DebugsPeople> what's
that?
L2047[17:53:57] <williewillus> series of
indie shmups
L2048[17:54:19]
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L2050[17:55:33] <williewillus> that's the
7th game's extra-extra stage
L2051[17:56:06]
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L2052[17:57:45] <TehNut> the hitboxes on
those orbs are so wierd
L2053[17:58:01] <TobyO> williewillus,
unfortunately that link tabulaobj jar didnt work
L2054[17:58:14] <williewillus> TehNut:
you mean the bubbles?
L2055[17:58:15] <TobyO> causes a
crash
L2056[17:58:17] <williewillus> TobyO:
what do you mean?
L2057[17:58:22] <TehNut> yeah sure
L2058[17:58:25] <williewillus> are you
running on 1.8.0?
L2059[17:58:41] <williewillus> with
tabula itself? :P
L2060[17:58:58] <TobyO> yep
L2061[17:59:02]
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back)
L2062[17:59:16] <TobyO> it's a class def
error
L2063[17:59:29] <TehNut> Doesn't Tabula
require iChunUtil?
L2064[17:59:40] <williewillus> yeah
L2065[17:59:41] <TobyO> sorry,
java.lang.ClassNotFoundException
L2066[17:59:46] <TehNut> Do you have
that?
L2067[17:59:50] <TobyO> yeah
L2068[17:59:50] <williewillus> do you
have the right ichunutil for 1.8.0?
L2069[17:59:58] <williewillus> whats the
class that isn't found?
L2070[18:00:00] <TehNut> What class isn't
found?
L2071[18:00:06] <TobyO> I believe so, I
will double check that last one
L2072[18:00:13] <TobyO>
us.ichun.mods.tabula.client.export.types.Exporter
L2073[18:00:33] <williewillus> uh make
sure you have the right ichunutil
L2074[18:01:14] <williewillus> actually
hmm
L2075[18:01:22] <williewillus> maybe the
tabula obj thing needs an older tabula
L2076[18:01:25] <williewillus> play
around with it
L2077[18:01:31] <williewillus> but ive
gotten it to work before
L2078[18:02:28] <TobyO> it's looking more
and more like I should just use opengl
L2079[18:02:42] ***
minecreatr is now known as Mine|away
L2080[18:03:30] <ghz|afk> or you could
learn to model in a proper program ;P
L2081[18:03:36] <ghz|afk> anything can
export .obj ;P
L2082[18:03:40]
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L2083[18:05:07] <TobyO> sounds like an
effort
L2084[18:05:08] <TobyO> :P
L2085[18:05:09] <williewillus> i'm
begging you to not use raw gl
L2086[18:05:20] <Girafi> ^
L2087[18:05:29] <williewillus> it's so
slower compared to using a model
L2088[18:05:37] <ghz|afk> TobyO: xcept
the effort will have a positive reward at the end
L2089[18:05:41] <TobyO> still don't get
why? The obj model is drawn in a opengl context anyway isnt
it?
L2090[18:05:49] <ghz|afk> while using
opengl will seem like it's better, but will have negative ripples
afterward
L2091[18:05:58] <williewillus> i already
told you
L2092[18:06:01] <williewillus> when you
use raw gl
L2093[18:06:02] <alekso56> where do i
lookup srg names?
L2094[18:06:11] <williewillus> alekso56:
/msg MCPBot_Reborn help
L2095[18:06:17] <williewillus> anyways
when you use raw gl
L2096[18:06:22] <williewillus> you're
sending commands to the gpu one at a time
L2097[18:06:24] <williewillus> which is
slow
L2098[18:06:33] <williewillus> models
gather it all up into one bundle and send it at once
L2099[18:06:46] <williewillus> (which is
also what the tess does but it's unwieldy)
L2100[18:08:00]
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L2105[18:22:25] <Zaggy1024> ugh, after
changing the vertex building in the fancy cloud renderer it's
getting z-fighting on the top plane
L2106[18:27:35]
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またね)
L2107[18:27:50] ***
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L2110[18:39:50] <Zaggy1024> what did I
do... sigh
L2111[18:40:11] <Biochemic> did you kill
the clouds? :P
L2112[18:42:16]
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L2113[18:42:53] <Zaggy1024> a bunch of
clouds is fighting a ghost cloud :P
L2114[18:43:09] <Biochemic> oh
well..
L2115[18:43:12] <Biochemic> war of
clouds!
L2116[18:43:14] <DebugsPeople> what's the
1.9 way to get an item from a block?
L2117[18:43:30] <DebugsPeople> getItem is
deprecated
L2118[18:43:57] <DebugsPeople>
Blocks.planks.getItem
L2119[18:44:23] <Zaggy1024>
Item.getItemFromBlock?
L2120[18:44:46] <Zaggy1024> I didn't even
know there was a non-static Block.getItem function before...
L2121[18:46:10] <DebugsPeople> oh,
thx
L2122[18:46:14] <DebugsPeople>
GameRegistry.registerItem(this, unlocalizedName);
L2123[18:46:21] <DebugsPeople> now is
GameRegistry.register(this, new
ResourceLocation(unlocalizedName));?
L2124[18:46:31] <Zaggy1024> don't use
unlocalized names for registry names :P
L2125[18:46:59] <Zaggy1024> and the
ResourceLocation needs the domain to be your mod's domain
L2126[18:47:30] <Zaggy1024> new
ResourceLocation(MOD_ID, "block_name");
L2127[18:47:31] <williewillus> getItem
was never the right way btw
L2128[18:47:42] <williewillus>
Block.getItem is the old version of getPickBlock
L2129[18:47:56] <Zaggy1024> are you
updating from 1.7.10?
L2130[18:48:03]
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L2132[18:48:23] <Zaggy1024> willie, did
it have arguments? I can't remember
L2133[18:48:28] <DebugsPeople> arg, a lot
changed :/
L2134[18:48:29]
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L2135[18:48:43] <LordSkittles_> How do I
update my mappings? I forgot :S
L2136[18:48:50] <williewillus>
build.gradle
L2137[18:48:54] <williewillus> inside the
minecraft block
L2138[18:49:03] <williewillus> mappings =
<version_string>
L2139[18:49:17] <williewillus> oh yeah I
forgot youre updating from 1.4
L2140[18:49:18] <williewillus> lol
L2141[18:49:23]
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L2142[18:49:26] <DebugsPeople> what
happened to MinecraftServer.getServer()?
L2143[18:49:30] ***
Mine|away is now known as minecreatr
L2144[18:49:36] <williewillus>
FMLCommonHandler.instance().getServerInstance
L2145[18:49:38] <williewillus> or
something like that
L2146[18:50:12] <DebugsPeople> but why
:O
L2147[18:50:29] <LordSkittles_> And how
do I check the latest XD
L2148[18:50:45] <williewillus> do
!latest
L2149[18:50:49] <williewillus> or !latest
mcversion
L2150[18:50:50] <LordSkittles_>
!latest
L2151[18:50:59] <Zaggy1024> Mojang
screwed up and made that method non-static IIRC
L2152[18:51:27]
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L2153[18:51:30] <Zaggy1024> public
MinecraftServer getServer() {return this;} lol
L2154[18:51:30] <DebugsPeople> yeah, the
MinecraftServer.getServer
L2155[18:51:44] <Zaggy1024> I don't
understand how that could have happened
L2156[18:52:17] <Zaggy1024> oh, it's an
ICommandSender...
L2157[18:52:19] <Zaggy1024> huh.
L2158[18:52:43] <DebugsPeople>
WorldRenderer?
L2159[18:52:45] <Zaggy1024> so maybe it
wasn't changed, it was removed and then the mappings changed
L2160[18:52:49] <Zaggy1024>
VertexBuffer
L2161[18:53:00] <LordSkittles_> LOL I
can't download 1.9.4 - getting 404
L2162[18:53:05] <williewillus> lex
removed it
L2163[18:53:07] <DebugsPeople> yea
L2164[18:53:12] <Zaggy1024> really?
L2165[18:53:14] <Zaggy1024> wait
L2166[18:53:16] <DebugsPeople> 1.9.4
doesn't work
L2167[18:53:26] <williewillus> well not
fully
L2168[18:53:26] <Zaggy1024> oh I thought
you were talking about getServer for a sec willie :P
L2169[18:53:40] <williewillus> but not
working enough that he removed it :P
L2170[18:53:57] <DebugsPeople> why is
there 2 vertexbuffers?
L2171[18:53:59] <DebugsPeople> wtf
L2172[18:55:22] <Zaggy1024> because
MCP
L2173[18:55:25] <Zaggy1024> :P
L2174[18:55:41] <williewillus> one is
old
L2175[18:55:44] <williewillus> the other
is WR renamed
L2176[18:55:50] <DebugsPeople> and the
1.9 hands :S
L2177[18:55:53] <Zaggy1024>
renderer.VertexBuffer should be called BufferBuilder but oh
well
L2178[18:56:37] <Zaggy1024>
vertex.VertexBuffer is a container for a VBO
L2179[18:57:47] <DebugsPeople> I guess
onItemUse and onItemRightclick got removed
L2180[18:57:48] <DebugsPeople> ffs
L2181[18:58:41] <williewillus> lol
L2182[18:58:42] <TehNut> uh
L2183[18:58:42] <williewillus> no
L2184[18:58:43] <TehNut> no
L2185[18:58:50] <DebugsPeople> oh right
enumactionresult
L2186[18:58:56] <williewillus> what are
you porting?
L2187[18:59:10] <DebugsPeople> my
mod?
L2188[19:01:07] <Zaggy1024> from what
version?
L2189[19:01:18] <DebugsPeople>
1.8.9
L2190[19:01:21]
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L2192[19:01:40] <Zaggy1024> :}
L2193[19:01:41] <DebugsPeople> is
EntityInteractEvent now in PlayerInteractEvent?
L2194[19:01:44] <williewillus> yes
L2195[19:02:37]
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L2196[19:02:42] <DebugsPeople> oh, pass
means the other hand will take the action?
L2197[19:03:22] <Zaggy1024> yes
L2198[19:06:33] <DebugsPeople>
event.getClass().equals(PlayerInteractEvent.EntityInteract.class)
L2199[19:06:37] <DebugsPeople> will this
work?
L2200[19:07:02] <DebugsPeople> or should
I use something else
L2201[19:07:33] <TehNut> wat
L2202[19:07:43] <TehNut> Just subscribe
to PlayerInteractEvent.EntityInteract
L2203[19:07:52] <DebugsPeople> oh right
stupid
L2204[19:11:00] <Zaggy1024> btw you don't
need to use .equals on classes AFAIK
L2205[19:12:13] <DebugsPeople> good to
know, thx :)
L2206[19:14:45] <DebugsPeople> oh yeah,
another thing, does onItemRightClick not get called when you right
click a block?
L2207[19:17:16] <williewillus> no
L2208[19:17:27] <williewillus> read the
javadocs on each event
L2209[19:17:41] <williewillus> i made
them as clear as possible as to which event controls what
calls
L2210[19:17:58] <TehNut> Do you mean the
method?
L2211[19:18:00]
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L2212[19:18:48] <DebugsPeople> yes
L2213[19:19:07]
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L2214[19:19:51] <williewillus>
onItemRightClick is items right clicking in air
L2215[19:20:06] <williewillus> or if
right clicking on a block caused nothing meaningful to hpapen
L2216[19:22:16] <DebugsPeople> caused
nothing meaningful?
L2217[19:23:31] <Lex|Oden> Jenkins is
rebuilding 1908
L2218[19:23:58] <Lex|Oden> SHOULD be
fixed, I tested the client, and looked at the SRG Forge
sources...
L2219[19:24:08] <Lex|Oden> So ya, give it
10 mins and go grab it
L2220[19:26:28] <TehNut> DebugsPeople:
Right clicking a chest vs right clicking cobble
L2221[19:26:36] <DebugsPeople> oh
L2222[19:27:00] <DebugsPeople> so
onItemRightClick it is
L2223[19:27:24] <DebugsPeople> it only
says "Called whenever this item is equipped and the right
mouse button is pressed"
L2224[19:28:15]
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L2226[19:29:47] <williewillus> don't
trust those comments
L2227[19:29:52] <williewillus> they are
oollllllld
L2228[19:30:08] <DebugsPeople> well you
said read the javadocs
L2229[19:30:13] <DebugsPeople> thought
you meant those
L2230[19:30:24] <williewillus> i meant
the ones on PlayerInteractEvent
L2231[19:30:24] <williewillus> :P
L2232[19:30:34] <williewillus> because I
thought you were talking about using it
L2233[19:30:43] <williewillus> even if
you aren't i think they're pretty clear
L2234[19:32:08] <DebugsPeople> oh, no I'm
using the item methods
L2235[19:33:20] <williewillus>
onItemRightClick is fired 1. when you are looking at a Block and
the block didn't want to do anything and onItemUse didn't want to
do anything or 2. looking at air
L2236[19:35:04] <DebugsPeople> ok
L2237[19:35:32] <DebugsPeople> wait no, I
should probably use onItemUse when placing entities
*facepalm*
L2238[19:35:50]
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L2241[19:38:16] <DebugsPeople> oh
whoops
L2242[19:38:18] <DebugsPeople>
"Dangerous alternative prefix `minecraft` for name `module`,
expected `thercmod` invalid registry invocation/invalid
name?"
L2243[19:39:31] <williewillus> what code
causes that?
L2244[19:39:40] <williewillus> youre
registering something under the namespace minecraft:
L2245[19:39:42] <williewillus> instead of
your mod
L2246[19:39:58] <DebugsPeople> but hey
the zfighting is gone
L2247[19:40:38] <DebugsPeople> yeah, have
to change the resourcelocation
L2248[19:41:27] <DebugsPeople> new
ResourceLocation(LibMisc.MOD_ID.toLowerCase(),
unlocalizedName))?
L2249[19:42:16] <williewillus> yes
L2250[19:42:43] <DebugsPeople> kinda
borrowed the libs from Botania :P
L2251[19:42:53] <TehNut>
>unlocalizedName
L2252[19:42:54] <TehNut> plsno
L2253[19:43:14] <DebugsPeople> it's in
setUnlocalizedName
L2254[19:43:26] <williewillus> oh
yeah
L2255[19:43:28] <williewillus> please
don't do that
L2256[19:43:29] <DebugsPeople> and get's
called from here
L2257[19:43:30] <DebugsPeople>
setUnlocalizedName(LibItemNames.RCAPACHE);
L2258[19:43:36] <williewillus> oh
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L2260[19:43:43] <williewillus> well why
not use the LibItemNames directly
L2261[19:43:59] <DebugsPeople> because
generalization
L2262[19:44:04] <williewillus> wat
L2263[19:44:05] <TehNut> At least add
your modid to the unlocalized name...
L2264[19:44:10] <williewillus> that makes
precisely no sense
L2265[19:44:19] <williewillus> how is
using a field for something its unintended for
"generalization"
L2266[19:44:23] <DebugsPeople> well, it's
in the superclass
L2267[19:44:28] <williewillus> actual
"generalization" would be using LiItemNames there
:P
L2269[19:46:01] <DebugsPeople> that's why
:S
L2270[19:46:24] <williewillus> why would
you *ever* register in setUnlocalizedName
L2271[19:46:25] <DebugsPeople> dunno
where i got that from
L2272[19:46:28] <williewillus> and yes I
know Botania did that
L2273[19:46:30] <williewillus> and yes I
removed it
L2274[19:46:39] <DebugsPeople> ahh,
that's where it's from :P
L2275[19:46:47] <williewillus> dammit
vaz
L2276[19:47:17] <theFlaxbeard> What
exactly is a FastTESR?
L2277[19:47:29] <williewillus> tesr that
doesn't use direct GL
L2278[19:47:40] <williewillus> e.g.
something that just renders a baked model
L2280[19:47:49] <TehNut> what is that
bottom method...
L2281[19:47:53] <TehNut> in
ItemBase
L2282[19:47:56] <TehNut> why
L2283[19:47:58] <williewillus> TehNut:
more botania stuff
L2284[19:48:00] <williewillus> lol
L2285[19:48:08] <DebugsPeople> :D
L2286[19:48:12] <TehNut> that whole class
is just no
L2287[19:48:29] <DebugsPeople> the
constructor is ok (first one) :P
L2288[19:48:42] <TehNut> yes that top
constructor is literally the only ok thing in there
L2289[19:49:07] <williewillus> hmm
L2290[19:49:36] <williewillus> lex:
setupDecompWorkspace still broken with the same error (not sure if
the build was supposed to fix that)
L2291[19:50:21] <williewillus> (same
error = the pimport/ackage thing)
L2292[19:50:59] <Zaggy1024> you shouldn't
be doing string concatenation every time you're getting your
unlocalized name...
L2293[19:51:51] <Zaggy1024> and item
names are supposed to completely constant, which is why it's
considered bad practice to use unlocalized names for them
(unlocalized names can change whenever)
L2294[19:52:13] <Zaggy1024> and what
happens if you need to call setUnlocalizedName multiple
times?
L2295[19:52:20]
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L2296[19:52:24] <williewillus>
kaboom
L2297[19:53:01]
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L2298[19:53:05] <DebugsPeople> yeah
:(
L2299[19:53:14] <Zaggy1024> items should
only be registered once, setUnlocalizedName sets a field so it can
be called as many times as you want to
L2300[19:53:30] <Zaggy1024> plus
unlocalized names use a different naming convention in
vanilla
L2301[19:53:43] <Zaggy1024> using . as a
separator and _ instead of camel case
L2302[19:54:15] <williewillus> Zaggy1024:
he just copied it so kinda useless saying that :P
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L2305[19:54:51] <Zaggy1024> ah
L2306[19:54:57] <DebugsPeople> what to
do?
L2307[19:55:09] <Zaggy1024> well, it's
better to understand why not to do something than to just blindly
follow advice :P
L2308[19:55:20] <DebugsPeople> true
that
L2309[19:55:45] <Zaggy1024> well...there
are actually multiple ways to set the registry name now I
think
L2310[19:56:03] <Zaggy1024> I just use
constant strings in a static function called to register all my
blocks
L2311[19:56:03] <williewillus> well just
one, setRegistryName
L2312[19:56:11] <williewillus> but one of
the register methods calls setRegistryName for you
L2313[19:56:23] <Zaggy1024> they're still
kind of different :P
L2314[19:56:41] <Zaggy1024> can
setRegistryName be called after registration as finished?
L2315[19:56:54] <Zaggy1024> I hope no
evil mods do anything screwy with that if it is
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L2318[19:57:16] <williewillus> if it has
one already
L2319[19:57:20] <williewillus> you can't
call set again
L2320[19:57:41] <Zaggy1024> ah
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L2323[20:00:39] <Zaggy1024> hm,
almost
L2324[20:00:47] <Zaggy1024> I'd say it's
never a good idea to hardcode the name into the constructor
L2325[20:00:58] <Zaggy1024> ItemBase
looks good but ItemRcCar is bad
L2326[20:01:12] <Zaggy1024> breaks any
class extending it
L2327[20:01:38]
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L2328[20:02:05] <DebugsPeople> where
should I put it?
L2329[20:02:18]
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L2330[20:02:20] <Zaggy1024> ItemRcCar
should be like ItemBase
L2331[20:02:25] <Zaggy1024> that's what I
meant
L2332[20:02:54] <DebugsPeople> so like an
extra method that will return the name or smth?
L2333[20:04:26] <Zaggy1024> er
L2334[20:04:50] <Zaggy1024> why can't you
just call ItemRcCar(LibItemNames.RCCAR)?
L2335[20:05:06] <Zaggy1024> er, new
ItemRcCar
L2336[20:06:31] <DebugsPeople> guess that
would work, yes
L2337[20:06:54]
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L2338[20:07:56] <Lex|Oden> Alright, MDK
is tested! It actually works {pushing a small change to rename dirt
to DIRT in example mod} but everything else works.
L2339[20:07:57] <Lex|Oden> Tested
L2340[20:07:58] <Lex|Oden> gogo!
L2341[20:08:16] <DebugsPeople> what does
the Oden stand for?
L2342[20:08:33] <williewillus> woohoo
thanks
L2343[20:08:36] <Lex|Oden> My computers
name opposed to laptop or mobile
L2344[20:08:39] <Lex|Oden> or
server
L2345[20:08:46] <Zaggy1024> ayy it was
something stupid
L2346[20:08:47] <Zaggy1024> like
usual
L2347[20:09:19] <williewillus> what
was?
L2348[20:09:24] <Zaggy1024> messed up
clouds
L2349[20:09:32] <Zaggy1024> forgot to
reset a variable per loop :P
L2350[20:10:52] <williewillus> oh enums
got broken again
L2351[20:10:58] <DebugsPeople> Dangerous
alternative prefix `thercmod:` for name `module`, expected
`thercmod` invalid registry invocation/invalid name?
L2352[20:11:00] <williewillus> was
wondering why i get weird crashes
L2353[20:11:03] <DebugsPeople> well, no
":" then
L2354[20:11:07] <williewillus>
DebugsPeople: don't put the colon
L2355[20:11:10] <williewillus> its added
for you
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L2357[20:12:01] <DebugsPeople> the
unlocalized name needs it though, right?
L2358[20:12:15] <williewillus> wat
L2359[20:12:23] <DebugsPeople> ok, I'm
stupid
L2360[20:12:24] <DebugsPeople>
sorry
L2361[20:12:28] <williewillus> your unloc
name shouldn't have the domain at all
L2362[20:12:35] <DebugsPeople> oh
lol
L2363[20:12:57] <Zaggy1024> it should
have your mod name, but not with a colon, IMO
L2364[20:13:14] <Zaggy1024> I don't see
why the unloc names shouldn't have the mod ID
L2365[20:13:35] <Zaggy1024> mine are all
prefixed "modName."
L2366[20:14:04] <Zaggy1024> that way
there's extremely small chance of conflict with another mod
:P
L2367[20:14:33] <williewillus> i
guess
L2368[20:14:38] <williewillus> its just
different conventions
L2369[20:17:40] *
DebugsPeople slaps herself with a fish
L2370[20:17:57] <DebugsPeople>
unlocalized --> un-LOCALIZED
L2371[20:18:24] <DebugsPeople> just
realized they are used for then names ..
L2372[20:19:44] <BlackSpark> When
updating from 1.9 to 1.9.4, should I replace
gradle-wrapper.jar?
L2373[20:20:45] <TehNut> Don't have
to
L2374[20:20:56] <BlackSpark> Alright,
thanks!
L2375[20:21:33] <williewillus> is there a
way to see what classes are allocating the most memory?
L2376[20:21:36] <williewillus> in
openjdk
L2377[20:21:49] <DebugsPeople> oh right
what's the 1.9 alternative to getModel(stack, player, useRemaining)
[Item]
L2378[20:22:21] <williewillus>
overrides
L2379[20:22:25] <williewillus> see
vanilla bow
L2380[20:22:31] <williewillus> and its
json
L2381[20:23:31]
⇨ Joins: LordSkittles_ (~LordSkitt@1.129.97.20)
L2382[20:24:07] <LordSkittles_> How do I
make a multi-pass rendered block in 1.9? so a block that can take
another blocks textures and then render over the top of it?
L2383[20:24:24] <williewillus>
model-stealing
L2384[20:24:30] <LordSkittles_>
Huh?
L2385[20:24:40] <williewillus> idk a
simple way to explain :P
L2386[20:24:49] <williewillus> think of
everything as models now
L2387[20:24:49] <LordSkittles_> Any
references
L2388[20:24:51] <williewillus> no
textures
L2389[20:25:04] <DebugsPeople> !gm
func_185060_a
L2390[20:25:16] <DebugsPeople> !gm
func_185058_h_
L2391[20:25:19] <williewillus> theres the
forge multilayermodel example for multilayering, and the botania
platforms for model stealing
L2392[20:25:23] <williewillus> just not
one of the two together :P
L2393[20:25:39] <DebugsPeople> !gm
func_185059_b
L2394[20:25:50] <LordSkittles_>
williewillus, can I pm you?
L2395[20:26:01] <williewillus> sure
L2396[20:26:12] <BlackSpark> What does
!gm func_obfuscated mean?
L2397[20:26:40] <williewillus> try
it
L2398[20:26:54] <BlackSpark> !gm
func_185060_a
L2399[20:27:11] <BlackSpark> Well, that
is very very helpful o_o
L2400[20:27:31] <DebugsPeople>
deobfuscated names
L2401[20:28:04] <TehNut> Method ->
!gm, Class -> !gc, Field -> !gf
L2402[20:28:05] <DebugsPeople> I don't
get why they aren't deobfuscated when I can look them up here
L2403[20:28:26] <TehNut> Very possible
that you're on old mappings
L2404[20:28:36] <DebugsPeople> I
guess
L2405[20:28:57] <DebugsPeople> using the
1.9 mappings, if that's old
L2406[20:29:07] <TehNut> Yeah that's not
a mappings version
L2407[20:29:08] <williewillus> well
theres been many 1.9 mappings
L2408[20:29:10] <TehNut> ^
L2409[20:29:16] <DebugsPeople>
snapshot_20160312
L2410[20:29:23] <williewillus> thats 2
months old
L2411[20:29:27] <TehNut> hehe
L2412[20:29:40] <DebugsPeople> what's the
most recent then
L2413[20:29:45] <williewillus> do !latest
1.9
L2414[20:29:48] <TehNut>
snapshot_20160518 is latest
L2415[20:29:48] <LordSkittles_> !gm
func_185060_a
L2416[20:29:59] <TehNut>
snapshot_YEARMONTHDAY
L2417[20:30:35] <DebugsPeople> yeah, got
that, didn't know they are daily
L2418[20:30:37] <TehNut> Built every day
at midnight GMT-8
L2419[20:31:15] <DebugsPeople> so now
setupDecompWorkspace again?
L2420[20:31:26] <TehNut> yup
L2421[20:33:19] <DebugsPeople> how big
are the mappings, as in file size?
L2422[20:33:31] <williewillus> its 3 csv
files
L2423[20:33:53] <DebugsPeople> and I'm
guessing they are independent of the version?
L2424[20:34:21] <killjoy> totaling
~1MB
L2425[20:34:30] <TehNut> Usually
<500kb each
L2427[20:34:42] <killjoy> fields.csv:
291K
L2428[20:34:52] <killjoy> methods.csv:
436K
L2429[20:34:58] <killjoy> params.csv:
191K
L2430[20:35:14] <killjoy> those are the
sizes from october
L2431[20:35:46] <DebugsPeople> fields.csv
(369.9 KB) methods.csv (476.4 KB) params.csv (252.6 KB)
L2433[20:36:50] <DebugsPeople> I'm on
limited internet that's why I'm asking
L2434[20:36:54]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L2435[20:37:04] <killjoy> It's not
5G
L2436[20:37:28] <williewillus> so many
things in Block are deprec
L2437[20:37:29] <williewillus> 0.o
L2438[20:37:34] <williewillus> I wonder
why
L2439[20:37:39] <DebugsPeople> that quote
though
L2440[20:37:59] <DebugsPeople> well, I
guess most people here aren't German
L2441[20:39:01] <BlackSpark> There were a
couple people talking yesterday about it being better practice to
have CommonProxy be an interface that's implemented by ClientProxy
and ServerProxy rather than be a class extended by ClientProxy and
ServerProxy. Why is that? If the interface methods are implemented,
why not have it be a class? If the interface methods aren't
implemented, isn't it redundant?
L2443[20:40:38] <Biochemic> that
wireframes haha xD
L2444[20:40:39] <williewillus>
BlackSpark: because "CommonProxy" means you want
something run in both sides
L2445[20:40:45] <Lex|Oden> if someone
wants to be useful
L2446[20:40:46] <williewillus> which
means it shouldn't even be in the proxy at all
L2447[20:40:54] <Girafi> williewillus, I
was thinking the exact same thing. Also confusing why
getStateFromMeta is deprecated, but getMetaFromState is not.
L2448[20:40:56] <Lex|Oden> write me
something to automatically verify enum helpers
L2449[20:41:31] <DebugsPeople> sure thing
lex, no idea how to though
L2450[20:41:39] <BlackSpark>
williewillus: Makes sense. So put CommonProxy in the @Mod(...)
class?
L2451[20:41:46] <williewillus> wat
L2452[20:41:49] <BlackSpark> *things that
were previously in CommonProxy
L2453[20:41:53] <williewillus> yes
L2454[20:42:07] <williewillus> basically
if you need something done in both proxies it shouldn't be in a
proxy in the first place
L2455[20:42:08] <DebugsPeople> oh ffs
more refactoring
L2456[20:42:23] ***
Mumfrey is now known as mumfrey
L2457[20:42:24] <BlackSpark>
Thanks!
L2458[20:43:11]
⇨ Joins: Sollux-Captor
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L2459[20:43:13] <DebugsPeople> the
snapshots aren't version independent, are they
L2460[20:43:23] <williewillus> most
mappings aren't
L2461[20:43:38] <Sollux-Captor> Rip
thaumcraft boots of the traveler 1.10. 1.10 has block assist
now.
L2462[20:43:59]
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L2463[20:44:06] <williewillus> no it
doesn't
L2464[20:44:09] <williewillus> it has
auto jump
L2465[20:44:13] <TehNut> 1.10 has
"auto jump"
L2466[20:44:17] <williewillus> not step
assist
L2467[20:44:20] <TehNut> Which is very
different and much more annoying
L2468[20:44:25] <DebugsPeople> lol
L2469[20:44:44] <Sollux-Captor> Ye. . you
jump when you reach the edge of a block. . . same difference?
L2470[20:44:48] <williewillus> no
L2471[20:44:52]
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L2472[20:44:52] <williewillus> step
assist is not jumping
L2473[20:45:14] <williewillus> you know
how you get bumped up smoothly when walking into
stairs/slabs?
L2474[20:45:18] <williewillus> *that* is
step assist
L2475[20:45:27] <williewillus> mods just
bump that threshold up from 0.5 blocks to 1 block
L2476[20:45:48] <TehNut> The 1.10 thing
is literally jumping
L2477[20:45:48] <MoxieGrrl> ...wha?
L2478[20:45:50]
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L2479[20:45:52] <TehNut> But without you
hitting space
L2480[20:46:03] <williewillus> i'd
probably go insane if you autojumped on stairs/slabs ;p
L2481[20:46:09] <DebugsPeople> well, that
is much more annoying
L2482[20:46:11] <BlackSpark> Like
MCPE?
L2483[20:46:15] <TehNut> Exactly like
that
L2484[20:46:15] <DebugsPeople> lol
L2485[20:46:22] <BlackSpark> Bleh
L2487[20:46:34] <Sollux-Captor> The
structure blocks are hella cool though. Found out that they do
infact work with redstone
L2488[20:46:54] <MoxieGrrl> Ew. NO NO
NO.
L2489[20:46:55] <TehNut> Very different
than step assist
L2490[20:47:19] <Sollux-Captor> Ye I can
see the difference now.
L2491[20:47:59] <DebugsPeople> wouldn't
it be enough to change the version in the build.gradle file to
update to 1.9.4?
L2492[20:48:13] <BlackSpark> That's what
I did
L2493[20:48:15] <BlackSpark> That and the
mappings
L2494[20:48:32] <DebugsPeople> what's the
1.9.4 version?
L2496[20:49:25] <BlackSpark>
@DebugsPeople: 1.9.4-12.17.0.1908-1.9.4
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L2498[20:49:39] <DebugsPeople> ty
L2499[20:49:49] <MoxieGrrl> Polar
bears!
L2500[20:50:18] <DebugsPeople> awww, so
cute ^^
L2501[20:50:33] <Sollux-Captor> The three
new mobs are epic in my opinion
L2502[20:50:44] <DebugsPeople> those
are?
L2503[20:50:47] <TehNut> There's 3?
L2504[20:50:58] <Sollux-Captor> polar
bears, husks, and forgotten?
L2505[20:51:15] <TehNut> i knew about
polar bears
L2507[20:51:22] <DebugsPeople> yeea
L2508[20:51:28] <SkySom> Naw of those
sound particular appealing
L2509[20:51:31] <Sollux-Captor> The husk
is the middle one.
L2510[20:51:49] <TehNut> I know literally
nothing about the snapshot besides polar bears, auto-annoyance, and
structure blocks
L2511[20:51:49] <DebugsPeople> another
zombie and another skeleton
L2512[20:52:11] <DebugsPeople> wait,
auto-annoyance is in the snapshot?
L2513[20:52:11] <Sollux-Captor> It shoots
potion arrows I think.
L2514[20:52:27] <TehNut>
(auto-jump)
L2515[20:52:41] <DebugsPeople> yeah, got
that part
L2516[20:52:58] <DebugsPeople> but
why
L2517[20:53:22] <TehNut> chunk boundary
overlay is apparently built into vanilla now
L2518[20:53:24] <DebugsPeople> * What
went wrong:
L2519[20:53:24] <DebugsPeople> Execution
failed for task ':decompileMc'.
L2520[20:53:24] <DebugsPeople> >
java.lang.NullPointerException (no error message)
L2521[20:54:09] <Sollux-Captor> I'm
really liking the structure blocks but I still cannot figure out
what that 6th item is.
L2522[20:54:23] <DebugsPeople> looks
endery
L2524[20:54:28] <Sollux-Captor> It
does.
L2525[20:54:30] <BlackSpark> Second
thumbnail here
L2526[20:54:43] <TehNut> I'm only excited
for Structure Blocks because it (hopefully) means a standard
structure format for mods
L2527[20:54:44] <BlackSpark> Possibly the
"structure void" block?
L2528[20:54:53] <BlackSpark> Yeah
L2529[20:55:07] <Sollux-Captor> Ah, so it
is a structure void.
L2530[20:55:16] <Sollux-Captor> What ever
the hell that does.
L2531[20:55:36] <DebugsPeople> oh it
glows
L2532[20:55:43] <BlackSpark> >>In
addition, structure void can be placed as part of the structure to
allow empty spaces in a structure. Unlike air, this will not
overwrite blocks at the location when the structure is placed.
Structure void blocks have no collision box but have a small
hitbox. They are additionally invisible unless a structure block is
being used in "save" mode.
L2533[20:55:46] <williewillus> structure
void is "soft air"
L2534[20:55:51] <williewillus> meaning it
can be replaced
L2535[20:55:58] <williewillus> or that
lol
L2536[20:56:19] <Sollux-Captor> Makes
sense.
L2537[20:56:25] <williewillus> TehNut:
only 32x32 though for some reason
L2538[20:56:37] <williewillus> idk how
the end cities are generated using those with that limitation
L2539[20:56:41] <TehNut> I assume that's
a limitation by the block, though
L2540[20:56:46] <TehNut> Not by the
backend
L2541[20:57:44] <Sollux-Captor> I'm
curious on how these blocks work. Do they save/load
schematics?
L2543[20:58:07] <DebugsPeople> modular
structures I guess
L2544[20:58:35] <DebugsPeople> Save -
build structure in world, tell the block where it is and it saves
it to file
L2545[20:58:36] <DebugsPeople> Load -
loads saved structure files
L2546[20:58:48] <DebugsPeople> so I guess
something similar to schematics
L2547[20:59:19] <williewillus> all the
nonnull/nullable spam is annoying
L2548[20:59:22] <williewillus>
><
L2549[20:59:29] <DebugsPeople> hm?
L2550[20:59:31] <Sollux-Captor> Dont know
if there is anything special about the husk but it seems as if it
is just a retextured zombie. Maybe they have future plans for
it.
L2551[20:59:52] <Sollux-Captor> The
structure blocks can also save and load entities which is
cool
L2552[20:59:55] <DebugsPeople> I don't
see the nonnull/nullable stuff
L2553[21:00:08] <BlackSpark>
TileEntity.writeToNBT now returns an NBTTagCompound... In my code,
do I still need to call super.writeToNBT(tag) or should I just
return tag?
L2554[21:00:11] <williewillus> in 1.9.4?
:P
L2555[21:00:16] <williewillus>
BlackSpark: yes
L2556[21:00:19] <williewillus> you still
need to call super
L2557[21:00:31] <BlackSpark> ty
L2558[21:00:58] <DebugsPeople> I mean the
1.9.4 forge is broken for me
L2559[21:01:10] <Sollux-Captor> I'm
looking forward to 1.10 modded.
L2560[21:01:21] <DebugsPeople> why?
L2561[21:01:55] <Sollux-Captor> Don't
know. It just seems like there will be a lot more possibilities. In
my opinion, as updates come out modded has become increasingly
better.
L2562[21:02:09] <Sollux-Captor> As from
what I've seen at least.
L2563[21:02:20] <williewillus>
DebugsPeople: setupDecompWorkspace works for me
L2564[21:02:22] <williewillus> latest
build
L2565[21:02:27] <williewillus>
(12.17.0.1909)
L2566[21:02:44] <DebugsPeople>
1.9.4-12.17.0.1909?
L2567[21:03:23] <williewillus> yes
L2568[21:04:13]
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L2569[21:05:32] <DebugsPeople>
1.9.4-12.17.0.1909-1.9.4!
L2571[21:06:15]
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L2578[21:06:45] <DebugsPeople> I don't
have the scala plugin, but I don't think that changes
anything
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L2581[21:07:02] <BlackSpark> Not unless
you're using Scala =P
L2582[21:07:17] ***
big_Xplo|AFK is now known as big_Xplosion
L2583[21:07:20] <DebugsPeople> but I am
on forgegradle 2.1
L2584[21:07:27] <TehNut> You need
2.2
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L2591[21:12:11] <DebugsPeople> it worked
!
L2592[21:12:12] <DebugsPeople> yay
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L2597[21:15:31] <DebugsPeople> well,
still obfuscated
L2598[21:15:49] <DebugsPeople> oh
wait
L2599[21:15:57] <DebugsPeople> I probably
have to reimport the gradle file
L2600[21:16:13] <BlackSpark> What IDE are
you using?
L2601[21:16:25] <DebugsPeople>
intellij
L2602[21:16:46] <BlackSpark> It seems to
work fine for me, I didn't have to reimport anything.
L2603[21:17:30] <DebugsPeople> didn't
update the dependencies
L2604[21:17:42] <williewillus> just
refresh
L2605[21:17:46] <BlackSpark> I ran
setupDecompWorkspace with --refresh-dependencies, maybe that's
why?
L2606[21:17:50] <williewillus> open
gradle pane and hit the blue refresh icon
L2607[21:18:52] <DebugsPeople> one
sec
L2608[21:19:34] <DebugsPeople> fucking
hell, can't cancel the gradle build
L2609[21:19:37]
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L2610[21:26:00] <DebugsPeople> arrg why
does the gradle build take forever
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L2615[21:26:29] <BlackSpark> I mean, it's
doing a lot of things...
L2616[21:26:44] <DebugsPeople> but
there's no progress bar or smth
L2617[21:27:01] <BlackSpark> Oh. Yeah,
that's the one annoying thing
L2618[21:28:26] <DebugsPeople> it's just
like Gradle: Build *spin* *spin* *spin* *spin* *spin* *spin* *spin*
.......
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L2621[21:31:08] <DebugsPeople> it's
done!
L2622[21:31:11] <DebugsPeople>
finally
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L2624[21:35:29] <TehNut> It took you that
long for it to build..? o.O
L2625[21:35:43] <DebugsPeople> yea
...
L2626[21:35:45] <TehNut> you people and
your slow computers
L2627[21:35:51] <DebugsPeople> it's not
that slow
L2628[21:36:00] <DebugsPeople> no idea
why it takes that long
L2629[21:36:19] <DebugsPeople> I have a
fx-8320 @ 3.9Ghz
L2630[21:36:43] <TehNut>
setupDecompWorkspace takes usually <1m for me. No more than
1.5m. Refreshing workspace takes <20s
L2631[21:36:57] <DebugsPeople> decomp
took like 4 mins
L2632[21:37:34] <TehNut> i7-4790k @
4.0Ghz
L2633[21:37:55] <DebugsPeople> planning
on upgrading soon
L2634[21:37:59] <williewillus> if ive
setup with that forge + mappings before setup takes ~30s
L2635[21:38:05] <williewillus> if it has
to actually decompile its morelike 2m
L2636[21:38:06] <DebugsPeople> but it's
gonna be >$1k
L2637[21:38:11] <TehNut> My time is on
new Forge and mappings
L2638[21:38:20] <DebugsPeople> it's not
really an upgrade but more like a new pc
L2639[21:42:35]
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L2641[21:50:25]
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L2642[21:51:44] <DebugsPeople> what's the
gradle line for java 1.8 again?
L2643[21:52:42]
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L2644[21:54:52] <DebugsPeople> got
it
L2645[21:55:02] <DebugsPeople> or
not
L2646[21:55:52] <DebugsPeople> always
getting Error:java: javacTask: source release 1.8 requires target
release 1.8
L2647[21:56:26] <williewillus> you need
targetCompatibility = 1.8 as well
L2648[21:58:44] <DebugsPeople> I have
both
L2649[21:59:01] <DebugsPeople> had to
refresh again
L2650[21:59:15] <DebugsPeople> but now
I'm getting errors elsewhere
L2651[21:59:21] <williewillus> i wonder
why theres a pooled mutable blockpos
L2652[21:59:24] <DebugsPeople>
this.getMovingObjectPositionFromPlayer(worldIn, playerIn,
true);
L2653[21:59:31] <DebugsPeople>
getMoving... doesn't exist
L2654[21:59:33] <williewillus>
DebugsPeople: => rayTrace
L2655[21:59:42] <williewillus> use !mh
:P
L2656[21:59:54] <williewillus> anyways
I'm wondering what pooling the mutable poses offers over just using
a mutable pos
L2657[22:00:04] <DebugsPeople>
Item.itemRegistry as well?
L2658[22:00:14] <DebugsPeople> oh
L2659[22:00:19] <DebugsPeople> just
REGISTRY
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L2661[22:00:46] <DebugsPeople> and all
items were capitalized
L2662[22:01:07] <williewillus> yeah that
was a mapping change a couple weeks back
L2663[22:01:11] <williewillus> nothing a
little regex can't zap
L2664[22:01:54] <TehNut> Just use the
fields in ForgeRegistries
L2665[22:03:14] <DebugsPeople>
StatFileWriter is gone, then again I probably don't need that, part
of the old code
L2666[22:03:19] <williewillus>
StatisticsManager
L2667[22:04:10]
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L2668[22:04:19] <DebugsPeople> yea, found
it in the EntityPlayerSP
L2669[22:04:36]
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L2670[22:05:10] <BlackSpark> Forge 1.9.4
just *just* came out in a beta state, how do you guys know
everything that was changed already?!
L2671[22:05:33] <TehNut> Because those
weren't changed between 1.9 and 1.9.4
L2672[22:05:38]
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L2673[22:05:40] <TehNut> These are 1.8.9
-> 1.9.X changes
L2674[22:05:59] <DebugsPeople> are
asserts like ifs?
L2675[22:06:03] <BlackSpark> Oh,
hah.
L2676[22:06:16] <BlackSpark> Asserts are
like ifs that crash your program if they do not evaluate to
true.
L2677[22:06:23] <DebugsPeople> oh
L2678[22:06:41] <DebugsPeople> why does
one even need those
L2679[22:06:52] <BlackSpark> It can help
in debugging, I am told.
L2680[22:07:23] ***
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L2681[22:07:46] <TehNut> I only have
640Gb left on my media drive... hrm
L2682[22:08:09] <DebugsPeople> oh ffs why
is everything nullable now
L2683[22:08:19] <DebugsPeople> I know
what you mean now williewillus
L2684[22:08:26] <TehNut> Because Mojang
gave us annotations :D
L2685[22:09:01] <williewillus>
DebugsPeople: i just clenched and did "resolve all" in
IDEA
L2686[22:09:03] <williewillus> giant
diff
L2687[22:09:09] <williewillus> but I
don't have to see yellpow again :P
L2688[22:09:58] <DebugsPeople> did
resolve all where?
L2689[22:11:29] <williewillus> run an
inspection
L2690[22:11:41] <williewillus> and go to
the nonnull/nullable section, right click it an hit apply fix
L2691[22:13:20]
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L2695[22:14:31] <DebugsPeople> I don't
even have that option
L2696[22:14:36]
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Orwell))
L2702[22:19:51] <DebugsPeople> mojang,
whyyyyy
L2703[22:19:57] <williewillus> you
should
L2704[22:20:03] <Delenas> .. 1.9.4 is
out? Where?
L2705[22:20:06] <williewillus> did you
run an inspection?
L2706[22:20:12] <DebugsPeople> yes
L2707[22:20:20] <williewillus> Delenas:
files.minecraftforge.net like always :P
L2708[22:20:29] <williewillus>
DebugsPeople: find the nonnull/nullable section
L2709[22:21:01] <Delenas> I see no link
o.o
L2710[22:21:11] <Delenas> Just 1907
L2711[22:21:12] <TehNut> hover over
1.9
L2712[22:21:16] <TehNut> select
1.9.4
L2715[22:21:39] <Delenas> ... Phones are
mean, mkay
L2716[22:21:40] <DebugsPeople> only get
fixes with the constant conditions
L2718[22:22:09] <williewillus> literally
the item right below :P
L2719[22:22:18] <DebugsPeople> I
know
L2720[22:22:24] <williewillus> right
click it
L2721[22:22:30] <williewillus> theres
options with lightbulbs
L2722[22:22:32] <williewillus> click
those :P
L2723[22:22:32] <DebugsPeople> but when I
right click that I can only disable inspections
L2724[22:22:37] <DebugsPeople> no
fixes
L2725[22:22:51] <williewillus> lol
wat
L2726[22:23:00] <williewillus> your ide's
broken :P
L2727[22:23:10]
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L2728[22:23:14] <williewillus> maybe your
ran the inspection on lib code?
L2730[22:23:30] <DebugsPeople> it's my
code
L2731[22:23:52] <williewillus>
?shrug
L2732[22:24:34] <DebugsPeople> idek
L2733[22:25:29] <DebugsPeople> what
version are you on?
L2734[22:25:47] <williewillus>
2016.1
L2735[22:25:50]
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L2736[22:26:13] <DebugsPeople> hm
L2737[22:26:33] <DebugsPeople> I'm on
2016.1.2(b)
L2738[22:26:48] <DebugsPeople> idk what's
going on
L2739[22:27:39]
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L2742[22:33:15] <DebugsPeople> I guess
that's the new getModel: this.addPropertyOverride(new
ResourceLocation("on"), (stack, worldIn, entityIn) ->
this.isActive(stack) ? 1.0F : 0.0F);
L2743[22:33:51] <williewillus> yes
L2744[22:33:54] <williewillus> + json
support
L2745[22:34:21] <DebugsPeople> got
that
L2746[22:34:28] <DebugsPeople> I think at
least
L2747[22:35:26] <DebugsPeople> overrides
> predicate > on : 1 .. > model
item/remotecontrol4ch_on
L2748[22:35:45] <DebugsPeople> time to
test
L2749[22:36:42] <DebugsPeople> well, it
kinda works
L2750[22:36:55] <DebugsPeople> it turns
into a default box though
L2751[22:37:04] <Grist> hey, bit of a
noob question I suppose but I'm just getting back into modding
after a year or so of inactivity and a lot has changed. Can anyone
point me to a solid tutorial about the way forge's basic stuff
works in minecraft 1.9?
L2752[22:37:05] <williewillus> you need
your domain in front of it
L2753[22:37:11] <williewillus>
modid;item/remotecontrol4ch_on
L2754[22:37:16]
⇦ Quits: FusionLord
(~FusionLor@ip70-190-239-223.ph.ph.cox.net) (Quit:
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L2755[22:37:25] <williewillus> Grist: so
you last modded in 1.7?
L2756[22:38:10] <Grist> I maintained a
mod from 1.5 until 1.6, never updated it to 1.7
L2757[22:38:16] <DebugsPeople> :O
L2758[22:38:26] <Grist> it was... short
lived hahah
L2759[22:38:46] <DebugsPeople> welp,
gotta relearn everything, hf :P
L2760[22:39:04] <DebugsPeople> nah, prob
not everything
L2761[22:39:39] <Grist> relearning sounds
fun, just need a good resource or two to get started!
L2762[22:40:35] <Grist> if anyone could
point me in the right direction or at least smack me silly and tell
me to google some keyword that would be wonderful :)
L2764[22:41:01] <BlackSpark> It doesn't
seem like 1.9.x is too far off from 1.8.x
L2765[22:41:14] <Delenas> Look at
Willie's gists
L2766[22:41:14] <DebugsPeople> nope, it
isn't
L2767[22:41:20] <DebugsPeople> yeah, that
too
L2769[22:41:40] <williewillus> well first
of all
L2770[22:41:45] <williewillus> no more
id's for basically anything
L2771[22:41:57] <williewillus> you work
with the raw object (the Block/Item/Enchantment/Potion
object)
L2772[22:42:10]
⇨ Joins: infinitefoxes_
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L2773[22:42:13] <Delenas> Also learn to
love json. No if ands or butts, you WILL be using it in some
form.
L2774[22:42:14] <williewillus> rendering
has changed completely (see my oldest gist)
L2775[22:42:22] <williewillus> lol json
is not a big deal
L2776[22:42:31] <williewillus> it's
easily autogenerated
L2777[22:42:44] <Delenas> It isn't a
deal, no. But some people refuse to use it for the simplest
crap
L2778[22:42:56] <williewillus> metadata
is not really gone
L2780[22:43:07] <DebugsPeople> entities
and network still need ids, right?
L2781[22:43:20] <tterrag> entity IDs have
been automatic for a long time
L2782[22:43:25] <williewillus> ^
L2783[22:43:29] <tterrag> network IDs are
mod local so no worries there
L2784[22:43:48] <DebugsPeople> no i mean
registerModEntity needs an id
L2785[22:43:59] <DebugsPeople> not a
globally unique id though
L2786[22:44:00]
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L2787[22:44:28] <tterrag> oh yeah
L2788[22:44:34] <tterrag> just use a
static variable and pass id++ :P
L2789[22:44:43] <Grist> gee I sure do
miss the days of picking numerical IDs and just hoping that some
other mod didnt use them, what is forge coming to these days
L2790[22:44:50] <DebugsPeople> yea
L2791[22:44:51] <williewillus> lol
L2792[22:44:55] <DebugsPeople> that's
what i use
L2793[22:44:58] <Grist> kidding in case
it wasnt obvious :)
L2794[22:45:01] <Grist> thanks for the
links!
L2795[22:45:03] <williewillus> IDResolver
anyone :P
L2796[22:45:28] <Delenas> Willie, SOME of
us enjoy the pain.
L2797[22:45:31] <DebugsPeople> almost
happy i started modding now
L2798[22:45:35]
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Quit)
L2799[22:45:38] *
williewillus twiddles thumbs more for Baubles to hurry up and
release
L2800[22:45:44] <williewillus> so I can
release >.>
L2801[22:45:46]
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(~KnightMin@adsl-68-255-1-179.dsl.emhril.sbcglobal.net) (Quit:
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L2802[22:45:46] <williewillus> i hate
this hard dep
L2803[22:45:53] <Delenas> Baubles
1.9.4?
L2804[22:45:56] <williewillus> yes
L2805[22:46:07] <DebugsPeople> lol
L2806[22:46:11] <Delenas> Dep for
what?
L2807[22:46:13] <williewillus>
Botania
L2808[22:46:14] <DebugsPeople> update it
yourself ;P
L2809[22:46:19] <williewillus> It is
updated
L2810[22:46:21] <williewillus> he hasn't
released it
L2811[22:46:30] <DebugsPeople> oh
L2813[22:46:52] <DebugsPeople> lol
L2814[22:47:24] <Delenas> Haaaah
L2815[22:47:30] <Delenas> Best port
ever.
L2816[22:48:25] <DebugsPeople> who is
GirafiStudios lol
L2817[22:49:57] <williewillus> you can
see his mods on his profile :P
L2818[22:49:59] <williewillus> i used to
play on his 1.8.9 server but we're waiting on 1.9 lol
L2819[22:50:03] *
Delenas idly waits for mcmultipart to merge so they can make super
awesome things.
L2820[22:50:27] <williewillus> someone
needs to work on the fluid cap too :P
L2821[22:50:38] <Delenas> It's kinda
done.
L2822[22:50:52] <Delenas> Items need to
be figured out, then it can be pushed.
L2823[22:51:06] <DebugsPeople> fluid
cap?
L2824[22:51:37] <williewillus> fluid
capability
L2825[22:51:43] <DebugsPeople> oh
L2826[22:51:47] <williewillus> well the
item holdup is a pretty major one
L2827[22:51:51] <williewillus> and no
one's stabbed at it yet
L2828[22:51:58] <tterrag> williewillus:
it'd be neat if fluids and items could be unified somehow. have
some kind of IStackHandler<T extends Stack> then FluidStack
and ItemStack would inherit stack and have their own specific caps
(IItemHandler and IFluidHandler)
L2829[22:52:07] <tterrag> better class
hierarchies are always nice :P
L2830[22:52:11] <tterrag> probably too
harsh of a change though
L2831[22:52:15] <Delenas> I would try if
I could figure out how to make a forge workspace work.
L2832[22:52:22] <DebugsPeople> lol
L2833[22:52:23] <williewillus> i can't
think of any direct benefits of that though :P
L2834[22:52:24] <tterrag> gradle
setupForge -> edit stuff
L2835[22:52:30] <DebugsPeople> you get
the stuffs
L2836[22:52:50] <tterrag> williewillus:
common code instead of duped stuff everywhere. items and fluids
could be handled by the same code (they are basically the same
concept in inventories)
L2837[22:53:06] <Delenas> But how would I
do the patch stuff and whatnot
L2838[22:53:14] <tterrag> gradlew
genPatches ->
L2839[22:53:17] <tterrag> done :P
L2840[22:53:22] <tterrag> idk why I wrote
an arrow
L2841[22:53:25] <tterrag> I am sleep
deprived
L2842[22:53:34] <DebugsPeople> patch
stuff?
L2843[22:53:35] <Delenas> You're feeling
pointy tonight
L2844[22:53:36] <williewillus> and then
delete all the extra patches it spits out sometimes >.<
L2845[22:53:45] <tterrag> yeah it's not
perfect
L2846[22:53:58] <williewillus> then check
that you didn't accidentally reformat the whole file lol
L2847[22:53:58] <Grist> oh boy that
multiplayer vs single player to dedicated vs integrted server sure
changed things up
L2848[22:54:02] <DebugsPeople> what
patches are we talking about?
L2849[22:54:07] <williewillus> Grist:
that happened ages ago 0.o
L2850[22:54:13] <Grist> yeah
L2851[22:54:15] <williewillus> 4 years
:P
L2852[22:54:19] <tterrag> >insert
slowpoke meme here
L2853[22:54:21] <DebugsPeople> lol
L2854[22:54:28] <Grist> 4 years?
L2855[22:54:34] <williewillus>
DebugsPeople: Forge is just a set of patches to vanilla +
net.minecraftforge classes
L2856[22:54:40] <williewillus> to edit
vanilla you make new patches
L2857[22:54:46] <williewillus> or rather
you change the code
L2858[22:54:50] <DebugsPeople> yea, I
know
L2859[22:54:52] <williewillus> and make
gradle generate patches
L2860[22:54:57] <williewillus> Grist: yea
1.3 came out in 2012
L2861[22:55:01] <Grist> wait a
minute
L2862[22:55:04] <williewillus> which is
when the server thing happened
L2863[22:55:08] <Grist> 2012 was four
years ago
L2864[22:55:08] <DebugsPeople> oh, it was
about making changes to forge
L2865[22:55:11] <Delenas>
slowpoke.gif
L2866[22:55:15] <Grist> 2012 WAS FOUR
YEARS AGO
L2867[22:55:18] <williewillus> lol
L2868[22:55:20] <DebugsPeople> yes?
L2869[22:55:23] <Grist> i am literally
dead inside
L2870[22:55:28] <williewillus> its 2016
and Google is our new overlord
L2871[22:55:29] <Delenas> Minecraft has
been around for seven years.
L2872[22:55:31] <DebugsPeople> gotta go
back in time
L2873[22:55:40] <Delenas> Do you feel old
yet?
L2874[22:55:42] <Grist> to provide an
alteration to my previous comment, I have not modded this game for
*4* years
L2875[22:55:47] <williewillus> wat
L2876[22:55:52] <williewillus> i thought
you said you ported your mod to 1.6?
L2877[22:55:54] <DebugsPeople> rip
L2878[22:55:59] <DebugsPeople>
slowpoke.gif
L2879[22:56:00]
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timeout: 198 seconds)
L2880[22:56:01] <Grist> I just guessed
honestly
L2881[22:56:09]
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L2882[22:56:13] <Delenas> You are a
terrible guesser.
L2883[22:56:14] <williewillus> so you
modded before integrated server was a thing?
L2884[22:56:21] <williewillus> that's a
looong time ago :D
L2885[22:56:26] <Grist> I am a
slowpoke.gif made of many tiny coloured slowpoke.gifs
L2886[22:56:27] <Grist> yep
L2887[22:56:40] <Grist> I managed to
forget that 2012 was 4 years ago
L2888[22:56:45] <Delenas> You're so gonna
love everything ever
L2889[22:57:00] <DebugsPeople> lol
L2890[22:57:01] <williewillus> read the
sides readthedocs
L2891[22:57:02] <Delenas> Also push java
8,help Lex take over the world.
L2892[22:57:07] <Grist> wait when did
minecraft 1.0 come out?? I coulda sworn that was last year
L2893[22:57:10] <williewillus>
mcforge.readthedocs.io/en/latest/concepts/sides/
L2894[22:57:12] <williewillus> 1.0 is
2011
L2895[22:57:13] <williewillus> man
L2896[22:57:14] <slowpoke> stick a space
in will ya :P phone just woke me up with the pings
L2897[22:57:18] <Grist> I love java
8
L2898[22:57:19] <DebugsPeople> LOL
wtf
L2899[22:57:20]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.183.107) (Read
error: Connection reset by peer)
L2900[22:57:22] <Grist> 2011 YOU
SAY
L2901[22:57:25] <Grist> what is wrong
with me
L2902[22:57:26] <DebugsPeople> Grist,
wake up
L2903[22:57:33] <Grist> I need to start
writing things down or something
L2904[22:57:35] *
DebugsPeople shakes Grist
L2905[22:57:42] <Delenas> WHAT YEAR IS
IT
L2906[22:57:44] <Grist> do I have early
onset alzheimers
L2907[22:57:53] <Grist> MARTY WE HAVE TO
GO BACK
L2908[22:58:09] <Grist> man oh man I have
catching up to do
L2909[22:58:20] <DebugsPeople> true
that
L2910[22:58:29] <DebugsPeople> do you
still use eclipse?
L2911[22:58:31] <Delenas> ITS YOUR KIDS,
MARTY
L2912[22:58:32] <DebugsPeople> :P
L2913[22:59:37] ***
williewillus is now known as willieaway
L2914[22:59:45] <Delenas> I use idea.
Because mappings, migration, and lotsa nice things.
L2915[23:00:09] <BlackSpark> IntelliJ
feels faster to me than Eclipse, too
L2916[23:00:17] <DebugsPeople> yea,
same
L2917[23:00:51] <Delenas> Does eclipse
have gradle integration, git, and a built in terminal?
L2918[23:00:54] <Grist> I'm using
eclipse... possibly whatever version of eclipse I was using in
20...whatever it was
L2919[23:01:04] <Grist> wait no this is a
different computer
L2920[23:01:07] <Delenas> I use that junk
constantly.
L2921[23:01:12] <DebugsPeople> go
IntelliJ
L2922[23:01:13] <BlackSpark> Delenas,
yeah, I think... maybe.
L2923[23:01:29] <tterrag> it definitely
has gradle and git plugins
L2924[23:01:33] <tterrag> idk about built
in terminal
L2925[23:01:45] <DebugsPeople> I don't
think so, idk
L2926[23:01:48]
⇦ Quits: PrinceCat (~PrinceCat@58-7-197-249.dyn.iinet.net.au)
(Quit: My Mac has gone to sleep. ZZZzzz…)
L2927[23:01:51] <Delenas> I like
sourcetree for the actual managements, but Idea is nice to check
small changelogs.
L2928[23:01:54] ***
mDiyo is now known as mDiyo|afk
L2929[23:02:03] <tterrag> sourcetree
tends to do weird things
L2930[23:02:04] <DebugsPeople> searching
for eclipse I find mostly logos
L2931[23:02:08] <tterrag> I prefer manual
command line :P
L2932[23:02:21] <DebugsPeople> I don't
know how to push in intelliJ lol
L2933[23:02:26] <Grist> can I do C/C++
and lisp and python in intelliJ?
L2934[23:02:28] <DebugsPeople> I know how
to commit and push
L2935[23:02:45] <BlackSpark> JetBrains
makes other IDEs for those
L2936[23:02:52] <Grist> I dont code for a
living or anything but I dabble in a bunch of languages so I like
having one IDE
L2937[23:02:59] <Delenas> I could use cmd
if I want, but I prefer my checkboxes and diffs.
L2938[23:03:08] <DebugsPeople> c and c++
works in clion
L2939[23:03:13] <BlackSpark> PyCharm for
python
L2940[23:03:17] <DebugsPeople> yea
L2941[23:03:31] <DebugsPeople> actually
forgot about that, because I don't like python
L2942[23:03:35] <DebugsPeople> for
whatever reason
L2943[23:03:40] <Grist> snakes
L2944[23:03:42] <Grist> thats why
L2945[23:03:43] <Grist> snakkes
L2946[23:03:46] <tterrag> Delenas: git
diff :P
L2947[23:03:47] <Delenas> It's better to
have multiple ides imo, because you can really focus features
better. Also dedicated teams.
L2948[23:03:47] <Grist> its always
snakes
L2949[23:03:55] <DebugsPeople> I want a
snake as a pet though
L2950[23:03:59] <tterrag> but in all
seriousness, I use eclipse's git plugin for the basic stuff
L2951[23:04:08] <tterrag> I just don't
fear dropping to command line :P
L2952[23:04:48] <DebugsPeople> wait, you
use eclipse :O
L2953[23:04:50] <Grist> snakes are very
easy to own and very fascinating pets
L2954[23:04:55] <DebugsPeople> yea
L2955[23:05:07] <DebugsPeople> Don't know
if I want a gecko or a snake though
L2956[23:05:24] <Grist> a gecko might be
more... active
L2957[23:05:39] <tterrag> I do use
eclipse
L2958[23:05:42] <tterrag> part of a
shrinking minority
L2959[23:06:06] <Grist> when my SO told
me she had a pet snake that was over 6 feet long I was like whoAH
but it turns out it sleeps most of the year, and then during the
times when it is awake it just eats and lies still
L2960[23:06:33] <DebugsPeople> I
currently have 4 intellij ides installed
L2961[23:06:45] <DebugsPeople> lol
L2962[23:07:07] <DebugsPeople> tterrag,
tried IDEA?
L2963[23:07:10] <tterrag> briefly
L2964[23:07:16] <tterrag> I was forced to
use it for a small android project
L2965[23:07:30] <DebugsPeople> and you
didn't enjoy it?
L2966[23:07:30] <tterrag> though I think
it was an older version, and not configured the way I would have,
so it probably wasn't a fair trial
L2967[23:07:37] <tterrag> but no, not
really
L2968[23:07:42] <DebugsPeople> try it
again
L2969[23:07:50] <DebugsPeople> :P
L2970[23:07:52] <tterrag> or at least I
didn't find it OMG AMAZING enough to attempt relearning another
IDE
L2971[23:08:09] <DebugsPeople> We only
have eclipse in school
L2972[23:08:09] <BlackSpark> What works,
works.
L2973[23:08:24] <Delenas> I have found
the search everything (double shift) to be insanely handy.
L2974[23:08:28] <DebugsPeople> and when I
started doing some android stuff, I used eclipse first
L2975[23:08:39] <tterrag> as much as the
IDEA fanboys will complain about eclipse, it's still a solid IDE.
it's mostly preference :P
L2976[23:08:43] <DebugsPeople> then
android studio was released, I tried it and fell in love :D
L2977[23:08:46] <Delenas> Also ctrl+b and
the move lines up/down.
L2978[23:08:50] <Ordinastie_> funny how
people seem to totally disregard how many people come here
complaining about something not working because IDEA
L2979[23:08:59] <tterrag> andoid studio
is pretty much the only way to go for android afaik
L2980[23:09:21] <DebugsPeople> yea,
true
L2981[23:09:31] <DebugsPeople> eclipse
support was discarded
L2982[23:09:38] <Delenas> I don't bash
Eclipse, it's nice. But it's bloated for me. Too mich in one
place.
L2983[23:09:49] <tterrag> they have
versions without all the plugins :P
L2984[23:09:55] <DebugsPeople> I don'T
like the ui either
L2985[23:10:05] <Nosirrom> but do they
have a version with ALL the plugins?
L2986[23:10:19] <DebugsPeople> nope, not
as far as I know
L2987[23:10:28] <DebugsPeople> you're
gonna have to manually install them
L2989[23:10:56] <Ordinastie_> what would
be nice is a ui on the site to select just the plugins you
want
L2990[23:10:57] <DebugsPeople> they say
you can just merge the different versions, but I never found out
how to
L2991[23:11:05] <Delenas> Install ALL the
plugins!
L2992[23:11:22] <tterrag> too many mod
devs get the EE version and wonder why stuff is missing -_-
L2993[23:11:27] <Delenas> Code ALL the
things.
L2994[23:11:29]
⇦ Quits: Unh0lyTigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit:
Leaving)
L2995[23:11:37] <Delenas> Ever.
L2996[23:11:45] <DebugsPeople> yeah true
tterrag
L2997[23:11:46] <Delenas> Go make a
plugin for a coffee pot.
L2998[23:11:54] <DebugsPeople> didn't
know what it is at first
L2999[23:12:15] <Delenas> Or one of those
smart fridges.
L3000[23:12:21] <tterrag> EE doesn't have
the git plugin, for one
L3001[23:12:25] <Nosirrom> I use the IDE
for java developers.... because i'm coding in java
L3002[23:12:35] <tterrag> exactly
L3003[23:12:40] <tterrag> but EE Is at
the top of the list and people don't read
L3004[23:12:42] <tterrag> so
L3005[23:13:16] <Delenas> People don't
read, pffft
L3006[23:13:27] <DebugsPeople> reading is
overrated
L3007[23:13:33] <Delenas> I have a neural
link that connects to mah brain. I just think.
L3008[23:13:42] <Delenas> So much
better.
L3009[23:13:45] <tterrag> people will go
through more effort to avoid reading. we have people who, even
after adding an issue template, go throiugh the effort of deleting
it all and pretending it didn't exist
L3010[23:14:01] <DebugsPeople> What
L3011[23:14:21] <DebugsPeople> Wow,
that's on a whole new level
L3012[23:14:27] ***
big_Xplosion is now known as big_Xplo|AFK
L3014[23:15:37] <tterrag> no THAT is a
new level
L3015[23:16:20]
⇨ Joins: LordSkittles_ (~LordSkitt@1.129.97.20)
L3016[23:16:55] <BlackSpark> Yikes
L3017[23:17:38] <DebugsPeople> Lol
wtf
L3018[23:18:01]
⇦ Quits: Grist (~Grist@104.129.107.99) (Ping timeout: 201
seconds)
L3019[23:18:26] <DebugsPeople> some
people ...
L3020[23:18:48] <Delenas> So say people
are still scrolling, to this day..
L3021[23:18:53] <tterrag> people see a
stacktracen and their brain switches off
L3022[23:19:02] <Nosirrom> whatever
happened to links
L3023[23:19:05] <tterrag> nevermind that
it says "inventorypets" about 2000 times
L3024[23:19:05] <Nosirrom> or
*snip*
L3025[23:19:16] <DebugsPeople> xD
L3026[23:19:19] <tterrag> no I'm going to
scroll all the way to the bottom and find the first mod name I can
see
L3027[23:19:25] <tterrag> then paste my
5000 line log to them
L3028[23:19:29] <killjoy> Add a new
label: crashreport in issue
L3029[23:19:44] <Delenas> Here, tter.
This is yours now.
L3030[23:19:54] <Delenas> Have fun,
bai
L3031[23:20:09] *
Delenas leaves for Hawaii, never to be seen again.
L3032[23:20:57] <DebugsPeople> Let's read
from the top "---- Minecraft Crash ... Description: Exception
while ticking a block ... java.lang.StackOverFlowError" ok now
wtf I don't know java, I don't have to understand any of this, it's
probably caused by EnderIO
L3033[23:21:16] <DebugsPeople> that's how
I imagine him
L3034[23:21:52] <Delenas> Forge should
add better logging so it figures out which mod does this for me!
/s
L3035[23:22:02] <Delenas> OH WAIT,
OpenEye.
L3036[23:22:03] <killjoy> enderio doesn't
even show up in the crash
L3037[23:22:21] <tterrag> willieaway:
pls
L3038[23:22:24] <DebugsPeople> yes, of
course, that's the perfect solution /s
L3039[23:22:26] <BlackSpark> Yeah it
does... "EnderIO: Found the following problem(s) with your
installation"
L3040[23:22:38] <tterrag> and then a few
lines down it says "do not report this crash"
L3041[23:22:41] <killjoy>
s/crash/stacktrace
L3042[23:22:48] <tterrag> but also,
problem != cause
L3043[23:22:55]
⇨ Joins: _Grist (~Grist@104.129.107.99)
L3044[23:23:10] <BlackSpark> Well
yeah
L3045[23:23:16] <BlackSpark> I'm not
defending this guy
L3046[23:23:20] <_Grist> dissappeared for
a minute their but my connection is alive again
L3047[23:23:25] <DebugsPeople> the second
last line is also EnderIO
L3048[23:23:34] <_Grist> can I ask about
GameRegistry.register?
L3049[23:23:37] <DebugsPeople> but that
might be from him
L3050[23:23:42] <Delenas> This idiot
can't even think to snip hundreds of identical lines.
L3051[23:23:42] <DebugsPeople> yes?
L3052[23:24:00] <BlackSpark> _Grist: Go
for it
L3053[23:24:06] <_Grist> are you supposed
to be able to just throw in an item, block, enchantment whatever to
that method and then it just 'works'?
L3054[23:24:08] <killjoy> He didn't read
it
L3055[23:24:08] <Delenas> Grist, make a
thing, pass it.
L3057[23:24:14] <Delenas> Any
thing.
L3058[23:24:17] <DebugsPeople> yes
L3059[23:24:18] <killjoy> "It might
be important"
L3060[23:25:08] <BlackSpark> _Grist: It
needs to have a registry name before you can register it, that's
all I think
L3062[23:25:21] <tterrag> enjoy, courtesy
of williewillus :P
L3063[23:25:29] <tterrag> formatting is
weird. PaleOff we might want to turn off justify
L3064[23:25:34] <tterrag> causing more
issues than it solves
L3065[23:26:41]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L3066[23:26:46] <DebugsPeople> that one
line right below Sounds.json is really slow to read
L3067[23:26:51] <DebugsPeople> and I have
to go to bed
L3068[23:26:54] <DebugsPeople> it's
6:30am
L3069[23:26:54] <DebugsPeople> ffs
L3070[23:27:02] <DebugsPeople> Night
everyone o/
L3071[23:27:48]
⇦ Quits: _Grist (~Grist@104.129.107.99) (Ping timeout: 198
seconds)
L3072[23:27:58] <DebugsPeople> rip
Grist
L3073[23:31:35]
⇦ Quits: DebugsPeople (~DebugsPeo@82.113.106.181) (Ping
timeout: 201 seconds)
L3074[23:32:27] <tterrag> I'm fixing up
the formatting now
L3075[23:36:34] <BlackSpark> Sort of
off-topic: Do you guys listen to music while you code?
L3076[23:36:43] <tterrag>
absolutely
L3077[23:36:56] <tterrag> PaleOff: we
could increase the max width of the column. I've always been
annoyed at how slim it is
L3078[23:38:37] <BlackSpark> I listen to
music while coding as well.
L3079[23:38:51] <tterrag> PaleOff:
.wy-nav-content { max-width:1200px }
L3080[23:39:13] <tterrag> that seems to
be much better for justify. gives it a lot more room to work with.
considering probably 90% of our users will be on widescreen
monitors
L3081[23:40:51] <Delenas> 16:9,
1920x1080.
L3082[23:41:12] <tterrag> Delenas: it's
strange. the left pane is 300px. but if I do max-width 1620px it
just stretches all the way across
L3083[23:41:19] <tterrag> 1200px is much
closer to even on both sides
L3084[23:41:35] <Delenas> 1200 is
nice
L3086[23:43:28]
⇦ Quits: LordSkittles_ (~LordSkitt@1.129.97.20) (Quit:
Leaving)
L3087[23:45:57]
⇨ Joins: DovahOfKiin (~admin@122.171.120.243)
L3088[23:46:09] <DovahOfKiin> Anyone know
where the code for creative mode is stored?
L3089[23:46:18] <DovahOfKiin> As in, in
which class?
L3090[23:48:37] <mezz> see uses of
PlayerCapabilities.isCreativeMode
L3091[23:48:54] <DovahOfKiin> I need to
know how to make the player fly
L3092[23:48:59] <DovahOfKiin> alright
will do mezz
L3093[23:49:27] <mezz> PlayerCapabilities
also has the field for allowFlying
L3094[23:50:26] <DovahOfKiin> So how
exactly am I to enable that field? @ mezz
L3095[23:50:54] <mezz> that's up to you,
I'm not sure what you're doing
L3096[23:51:04] <mezz> every player has a
player capabilities field on them
L3097[23:51:21] <mezz> so you can get a
player and then set the capabilities on the server
L3098[23:51:27] <mezz> either using a
command or something else
L3099[23:51:56]
⇦ Quits: rebecca (~rebecca@209.95.50.163) (Ping timeout: 201
seconds)
L3100[23:55:31]
⇦ Quits: BlackSpark
(~JonaK@cpe-108-184-165-26.socal.res.rr.com) (Quit: Out for the
night. Good night!)