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L1[00:00:01] <Lymia> I'd put a submodule in
a package so it's in one place (hierarchy-wise)
L2[00:00:20] <DebugsPeople> ?
L3[00:00:25] <Lymia> So I'd choose
thaumictinkerer.kami.common.block
L4[00:00:49] <TehNut> Well that just shows
that it's all preference. Because to me, that is a "just
why" package structure
L5[00:00:57] <DebugsPeople> same
L6[00:01:14] <DebugsPeople> I have all my
items in the same place and all my entities in the same place
L7[00:01:16] <TehNut> All of my items should
be in blah.item.*
L8[00:01:22] <TehNut> Then organize in
packages from there
L9[00:01:27] <DebugsPeople> (don't have any
blocks)
L10[00:01:58] ⇨
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L11[00:01:59] <Lymia> I don't like it
because it ends up splitting things that are part of one component
into different packages and files way too much
L12[00:02:11] <Lymia> It doesn't bother me
when it's just item/block, but.
L13[00:02:17] <Nosirrom> wow, after 2 weeks
of porting my 1.7.10 mod I finally got to the main menu
L14[00:02:21] <Lymia> Then you extend the
pattern to tileentity/inventory/packet, and whatever else.
L15[00:02:31] <DebugsPeople> lol nice
Nosirrom xD
L16[00:02:36] <Lymia> And then it becomes a
mess because classes all relating to one "thing" in the
game goes all over the place.
L17[00:02:51] <Lymia> It doesn't help that
I use Scala, and would rather keep all of that in one file --
putting it in different packages... well....
L18[00:03:04] <TehNut> But I know that
*all* of my inventory code is in blah.inventory
L19[00:03:13] <Lymia> Why is that useful to
you?
L20[00:03:14] <TehNut> *All* of my GUI code
is in blah.gui
L21[00:03:23] <TehNut> Because I know where
all similar objects are
L22[00:03:25] <Lymia> (OK, it wouldn't stop
me, but, putting classes that go in different packages in one file
is really just why)
L23[00:04:06] <Lymia> Why's it important
that similar objects go together? I'd consider the block for my
custom crafting table, and the interface for it to be more
"similar" than my GUI for a sheep sheerer and a crafting
table.
L24[00:04:14] <Lymia> Since I'd more often
edit the former as one unit
L25[00:04:16] <TehNut> Because I prefer
them to be together?
L26[00:06:14] <Lymia> Less trivially, it
lets you put different classes for one thing together into a
"module", where you can use things like package private
visibility, etc.
L27[00:06:36] <DebugsPeople> won't you have
to include a runtime and stuff when programming with scala?
L28[00:06:42] <TehNut> Yes, and you
*prefer* that
L29[00:06:50] <TehNut> Forge ships
Scala
L30[00:07:00] <DebugsPeople> ok
L31[00:07:12] ⇨
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L32[00:07:22] <Lymia> The classes for the
tileentity of a block, and the block itself are going to be far
closer related (in the sense of how closely they interact), and how
often they need to change together.
L33[00:08:58] <Lymia> Me... and, uh, I'd
expect pretty much authority on good programming practice. In more
abstract programming terms, it's the equivalent of putting Foo and
FooFactory in types.Foo and factories.FooFactory. Which is not
particularly helpful.
L34[00:09:40] <TehNut> ok
L35[00:11:32] <DebugsPeople> the word
"preference" is hard to understand, isn't it
L36[00:11:47] <DebugsPeople> yes, your
approach might very well be better
L37[00:12:24] <DebugsPeople> but that
doesn't change that other people just like to have all of their
items in one place
L38[00:12:26] <killjoy> I'm having troubles
rendering an entity when the world isn't loaded (main menu)
L39[00:12:56] <killjoy> It works when the
game starts, but not after leaving a game
L40[00:13:10] <killjoy> has anything
changed in 1.9.4 that would cause this?
L41[00:13:26] <DebugsPeople> hm?
L42[00:13:36] <DebugsPeople> why render in
the main menu?
L43[00:13:47] <killjoy> It's not in the
main menu but in another menu
L44[00:13:59] <Lymia> I would hope that in
programming, an approach being better would trump simply
preferences. Because in more severe cases, that preference could,
say, be a risk of writing insecure code, for example, preferring to
use string manipulation functions versus DOM for XML.
L45[00:14:04] <killjoy> I just say main
menu because it's the easiest way to say there is no world
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L47[00:14:27] <DebugsPeople-> alright, any
errors?
L48[00:14:30] <killjoy> nope
L49[00:14:55] <killjoy> I've even run it
through the debugger. Everything runs
L50[00:15:09] <DebugsPeople-> that's ...
strange
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L52[00:15:28] <killjoy> Let me link you the
code
L53[00:15:28] <DebugsPeople-> maybe some
layers or something changes, idk
L54[00:15:33] <DebugsPeople-> going to bed
now sry
L55[00:15:54] <Lymia> eeesh
L56[00:16:01] <Lymia> So, you want to
render an entity when the world isn't loaded?
L57[00:16:13] <Lymia> Does simply nothing
render?
L58[00:16:24] <killjoy> yes until the world
loads
L59[00:16:24] <Lymia> Is it your entity, or
just some arbitary entity
L60[00:16:26] <killjoy> then nothing
L61[00:16:32] <killjoy> yes
L62[00:16:37] <killjoy> and no
L64[00:16:54] <killjoy> it extends
EntityLivingBase
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L66[00:17:05] <Lymia> oof
L67[00:17:22] <TehNut> wow that a mod I
have not heard of in a LONG time
L68[00:17:25] <killjoy> bear in mind I
didn't write most of that
L69[00:17:25] <Lymia> So it renders only
when the world isn't loaded?
L70[00:17:27] <Digitalsabre> I did what I
needed to do to this mod… how do I get it back as a jar? xD
L71[00:17:36] <TehNut> gradlew build
L72[00:17:41] <killjoy> it's the only way
the gui is accessable
L74[00:18:27] <Lymia> bleh. I don't
understand Minecraft's rendering well enough to know what to make
of this
L75[00:18:47] <Lymia> Closest thing I've
ever done was rendering a small 3D snapshot in a GUI
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L77[00:19:09] <Lymia> And I did that with
raw GL calls since it wasn't an entity or anything anyway.
L78[00:21:11] <Digitalsabre> Thanks,
TehNut… now where will I find it once it's done? xD
L79[00:21:17] <TehNut> build/libs
L80[00:21:28] <Digitalsabre> Oh… that jar
file is empty. xD
L81[00:22:55] <Digitalsabre> All that's in
there is a folder called META-INF.
L82[00:24:37] <Digitalsabre> It runs fine
in Eclipse.
L83[00:24:54] <Digitalsabre> But when I
build it, there's no mod in the .jar file
L84[00:27:36] <tterrag> post build
script
L85[00:27:53] <tterrag> you also, your
source is in src/main/java yes?
L86[00:28:28] <Digitalsabre> It wasn't, no.
Once I put it there, it worked fine.
L87[00:28:46] ⇨
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L88[00:31:38] <killjoy> Figured it
out.
L89[00:31:46] <killjoy> switched from
renderEntityStatic to doRenderEntity
L90[00:32:39] <Digitalsabre> Okay… so…
hopefully this works.
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L92[00:35:21] <Lymia> Also.
L93[00:35:26] ⇨
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L94[00:35:27] <Lymia> Does MLP mod for
Minecraft
L95[00:35:35] <Lymia> Imply making the
player characters ponies?
L96[00:36:16] <Lymia> Thinking of all the
potential mod compatibility implications of that makes my head
hurt.
L97[00:36:17] <fry> that is a thing,
yes
L98[00:36:30] <fry> haha,
compatibility
L99[00:36:36] <fry> as if anyone ever
thinks of that :D
L100[00:37:03] <Lymia> Every mod ever
needs new animations and models
L101[00:37:17] <fry> I'm working on that
:P
L102[00:38:09] <Lymia> If it's a different
entity
L103[00:38:19] <Lymia> Probably some mods
that are overzealous about preventing automation do stupid
things.
L104[00:39:37] <Lymia> I mean
L105[00:39:42] <Lymia> Not that they don't
already do
L106[00:44:27] ⇦
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L107[00:55:18] <Nosirrom> sometimes I just
get lost in the json
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L109[01:01:39] <killjoy> Lymia... only
certain armors
L110[01:01:52] <killjoy> if the armor uses
the same model as the player, it can be adapted
L111[01:02:17] <Lymia> I mean
L112[01:02:20] <killjoy> Also, last I
checked, hats was weird.
L113[01:02:28] <Lymia> Hats should be
easy
L114[01:02:32] <Lymia> They go on arbitary
mobs
L115[01:02:49] <Lymia> Does it have some
nasty hardcoding for players?
L116[01:03:01] <killjoy> likely. I haven't
peeked at the source
L117[01:03:21] <killjoy> I suspect it
doesn't postRender on bipedHead
L118[01:03:44] <killjoy> minelp also does
some nasty scaling for foals
L119[01:04:12] <killjoy> Actually, it's
probably relying on the AABB
L120[01:06:21] <Lymia> And then
L121[01:06:26] <Lymia> There's just plain
lols to deal with
L122[01:06:30] <Lymia> Like horses riding
horses
L123[01:06:42] <killjoy> no.
L124[01:06:44] <killjoy> they're
ponies
L125[01:06:49] <killjoy> so it would be
ponies riding horses
L126[01:07:00] <Lymia> This does not
mitigate the sillines
L127[01:07:02] <Lymia> ness* :P
L128[01:07:15] <killjoy> have you not seen
the horse drawn horse-drawn carriages?
L129[01:09:44] <Lymia> Well.
L130[01:09:53] <Lymia> I guess now I'm
warned ahead-of-time of an obviously incompatible mod
L131[01:10:15] <Lymia> When I go ahead and
make "the magic mod with all the pretty dresses".
:P
L132[01:10:15] <fry> what do you do with
player model? :P
L133[01:10:19] <killjoy> never know until
you try
L134[01:10:21] <killjoy> I just render
it
L135[01:10:21] <fry> ah, dresses
L136[01:10:31] <Lymia> (And other fancy
clothes)
L137[01:10:37] <killjoy> I got it working,
fry
L138[01:10:41] <killjoy> I was calling the
wrong method
L139[01:10:41] <Lymia> But other fancy
clothes probably won't involve weird models.
L140[01:11:13] <Lymia> It is something I
should keep in mind
L141[01:11:21] <Lymia> Now I remember that
spider queen mod from how long ago too.
L142[01:11:27] <Lymia> It's something mods
do; replace the player model
L143[01:12:54] <fry> I hope someday to
make it as easy as changing a line in the json
L145[01:15:03] <Lymia> I can't hope to hit
every mod, and a mod that provides outright non-bipedal models....
eh, yeah.
L146[01:15:24] <killjoy> I've constantly
been asked to add dresses
L147[01:15:33] <Lymia> I don't care enough
to potentially redesign cosmetic armors for that.
L148[01:15:59] <killjoy> You might not
have to.
L149[01:16:31] <Lymia> I'm planning on
starting a magic/exploration mod. Where you slowly end up realizing
that the magic you are rediscovering was that of a civilization of
effectively magical girls.
L150[01:16:35] <Lymia> At least... that's
the current plan.
L151[01:16:51] <killjoy> So.. you're
making a magical girl mod?
L152[01:17:02] <Lymia> Eeeh.
L153[01:17:27] <killjoy> rule 1 of being a
magical girl. Don't tell anyone you are a magical girl
L154[01:17:29] <Lymia> Not sure I can say
that. Depends on how I design how the player actually ends up using
spells/whatever from the mod.
L155[01:17:30] <killjoy> s/girl/mod
L156[01:17:57] <Lymia> I've been having
lots of idea for general plot (more like backstory), reserach
systems, and crafting systems.
L157[01:18:07] <Lymia> And bosses, but,
not so much how to execute actually giving the player new toys to
play with
L158[01:18:50] <Lymia> I can't call it a
magical girl mod if there's no transformation sequences.
L159[01:19:05] <killjoy> and that weird
glow while doing it
L160[01:19:24] <Lymia> And I might
downplay that part
L162[01:19:39] <Lymia> And make it
slightly less... dissonant in its tone. :p
L163[01:20:03] <Lymia> But I haven't
started a line of code yet, so, it's just ideas.
L164[01:20:35] <killjoy> should start on
the abstract now
L165[01:20:49] <Lymia> I want to finish
another project first
L166[01:20:52] <Lymia> Before considering
this one
L167[01:21:30] <killjoy> I was like that
once.
L168[01:21:37] <killjoy> I had an idea for
a mod that would be great.
L169[01:21:53] <killjoy> Not a functional
mod, mind you. One that could work on a vanilla server.
L170[01:22:02] <killjoy> I wanted to make
a rich book editor
L171[01:22:21] <Lymia> I have a project to
finish and release. :p
L172[01:22:23] <killjoy> never started
it
L173[01:22:36] <Lymia> That's something
I'd want to get out of the way first.
L174[01:22:44] <killjoy> And the project
lifecycle never ends
L175[01:22:48] <Lymia> Otherwise.
L176[01:22:51] <Lymia> I have two
incomplete projects
L177[01:22:53] <Lymia> And 0 completed
projects.
L178[01:23:25] <Lymia> The mod idea I have
is ambitious enough that I probably won't be able to release it for
quite a bit
L180[01:25:49] <Lymia> Mostly, my
motivation for this mod is...
L181[01:26:01] <Lymia> So many mods add
content, and "new toys" for the player.
L182[01:26:01] <killjoy> Notice how it's
mostly empty
L183[01:26:09] <killjoy> aethetics?
L184[01:26:18] <Lymia> But those new toys
have no purpose. Invinciarmor is nice and all, but
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L186[01:26:36] <Lymia> If all you've added
to challenge it is a single boss, that doesn't really work.
L187[01:27:29] <Lymia> And Thaumcraft has
lots of weapons and tools, but, ultimately, all the challenge it
has for it is a single endgame dungeon. Better than Draconic
Evolution, at least.
L188[01:27:49] <Lymia> And its addons
don't bother adding new enemies and stuff to match its increased
power level.
L189[01:28:37] <Lymia> Meanwhile, Twilight
Forest is pure exploration, and almost goes entirely the other way.
It barely adds any "new toys" that aren't somewhat
similar to things in Minecraft already.
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L191[01:30:04] <Lymia> So I'd like to try
and make something more like a mix of Twilight Forest's additional
"challenging" content and something like Thaumcraft
actually adding lots of things the player can use and do too.
L192[01:30:26] <killjoy> lots of dungeon
loot?
L193[01:30:58] <Lymia> Maybe more similar
to RPG mods. I don't know how those are actually designed.
L194[01:31:04] <Lymia> However, I'd like
to not "take over" the game.
L195[01:31:16] <Lymia> And make it
compatible with other mods, and only ever do anything if you
actually start the mod.
L196[01:31:51] <Lymia> And have it
"work" with other mods well to.
L197[01:31:53] <Lymia> too*
L198[01:32:22] <Lymia> So you could go
through the dungeons my mod adds with Thaumcraft equipment if you
wanted, and not bother with all the stuff that starts research or
mod-specific resources.
L199[01:32:30] <Lymia> That's the idea,
anyway
L200[01:37:15] <Lymia> Hmm. :P
L201[01:37:17] <Lymia> I guess, in
short
L202[01:37:36] <Lymia> I want to try and
make a mod that tries to avoid all the... eh... "meh"
feeling I get from a lot of mods.
L203[01:38:02] <Lymia> It seems like the
mods are about "Look at all the cool stuff this mod can
do!" rather than adding new content to the game, as an
"expansion pack" would.
L204[01:38:09] <Digitalsabre> So, I write
code to make FortuneOres drop a Rutile chunk for Mariculture, but
when I mine the ore, the game just crashes…
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L206[01:40:17] <Lymia> killjoy, I'd have
to decide where to start too. :P
L207[01:40:25] <Lymia> worldgen?
Research/crafting?
L208[01:40:40] <killjoy> Which part is
most important?
L209[01:40:47] <Lymia> I mean
L210[01:40:51] <Lymia> It all kinda
is
L211[01:41:06] <killjoy> Start from step 1
I guess
L212[01:41:29] <Lymia> I definitely want
all the fancy worldgen in by first release.
L213[01:41:40] <Lymia> So I have something
to distinguish myself from the other "mostly incomplete"
magic mods. :P
L214[01:42:03] <Lymia> Then again
L215[01:42:18] <Lymia> xycraft or whatever
that mod with the glowing ores was content to release with
literally no content but decorative blocks
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L217[01:44:55] <Lymia> Well, I'll
eventually figure it out
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L263[04:00:46] <Ordinastie_> !gf
field_110980_m
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L274[04:52:41] <ghz|afk> Okay I give
up
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L276[04:53:10] <ghz|afk> I triedto
annotate one of my mods, and the result is just stupid
L277[04:53:14] <ghz|afk> what's the proper
way of doing it?
L278[05:00:37] <fry> solve problems one by
one as they arise.
L279[05:00:46] <ghz|afk> these aren't
problems
L280[05:01:04] <ghz|afk> this is just the
dump of "method overrides annotated method but does not
annotate" stuff
L281[05:02:12]
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L282[05:02:41] <fry> annotate then
L283[05:02:48] <ghz|afk> that's my
question, how?
L284[05:02:53] <fry> example?
L285[05:03:05] <ghz|afk> the
@MethodReturnsNonnullByDefault
L286[05:03:13] <fry> create
package-info.java
L287[05:03:16] <ghz|afk> should I add it
to my own stuff? my packages? or where?
L289[05:03:35] <ghz|afk> so then
afterward, I'd have to manually annotate anything where I DO want
to return null
L291[05:03:44] <ghz|afk> ugh
L292[05:03:53] <ghz|afk> I regret saying I
liked that mc was going to have annotations
L293[05:04:03] <fry> stop using nulls
everywhere
L294[05:05:48] <ghz|afk> and now idea
isn't showing me any warnings
L295[05:05:52] <ghz|afk> while I KNOW
there are some
L296[05:06:02] <ghz|afk> (I'm calling
methods with null that should warn)
L297[05:06:08] <fry> example?
L298[05:06:29] <ghz|afk>
setentityBoundingBox(null)
L299[05:06:44] <ghz|afk> although that may
be an inspection only
L300[05:06:52] <ghz|afk> sorry I'm
horribly frustrated right now -- not a nice way to take up
L301[05:07:30] <fry> that makes a warning
for me
L302[05:07:36] <fry> (highlights the
"null")
L303[05:07:43] <ghz|afk> yeah I mean at
compile time
L304[05:07:48] <ghz|afk> I hit rebuild to
get a list
L305[05:07:57] <fry> javac doesn't check
null annotations
L306[05:07:57] <ghz|afk> yesterday it was
showing some compile-time warnings
L307[05:08:15] <ghz|afk> not about the
nulls in methods, but about methods overriding annotated
methods
L308[05:08:28] <ghz|afk> oh wait,
nevermind
L309[05:08:30] <ghz|afk> that was
deprecation
L310[05:08:32] <fry> you either need an
annotation processor (findbugs or similar), or rely on ide
checks
L311[05:08:55] <ghz|afk> I was using the
inspections panel
L312[05:09:20] <ghz|afk> there we go
L313[05:09:31] <ghz|afk>
"@NotNull/@Nullable problems (180 items)"
L314[05:09:34] *
ghz|afk sighs
L315[05:09:52] <fry> Constant conditions
& exceptions -> Passing 'null' argument to parameter
annotated as @NotNull (at line 363)
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L317[05:16:23] <Cypher121> given a block
and TE with an itemstack, how can I render said stack on the block
without TESR?
L318[05:16:48] <ghz|afk> you need a smart
model
L319[05:17:03] <ghz|afk> yo uneed to pass
the itemstack through extended states
L320[05:17:14] <ghz|afk> and then you
return the item model quads as part of the model quads
L321[05:17:18] <ghz|afk> however
L322[05:17:30] <ghz|afk> note that you'll
have to forge a re-render for it to change
L323[05:17:33] <ghz|afk> force*
L324[05:17:55] <Cypher121> will block
update with re-render flag suffice?
L325[05:18:00] <ghz|afk> yep
L326[05:18:06] <Cypher121> was it 2 or
4?
L327[05:18:09] <ghz|afk> 8
L328[05:18:12] <Cypher121> shit
L329[05:19:28] <ghz|afk> notifyBlockUpdate
doesn't even use bit 1,2,4
L330[05:19:43] <ghz|afk> (bits with values
1,2,4 -- that's bits 0,1,2 ;P)
L331[05:19:49] <Cypher121> yeah
L332[05:20:05] <ghz|afk> the only bit that
gets used is bit 3 (8), and only on the client
L333[05:22:19] <Cypher121> so first I
override getExtendedState in the block
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L335[05:26:19] <Cypher121> and apparently
make a stack property
L336[05:27:34] <ghz|afk> in
createBlockState
L337[05:27:42] <ghz|afk> you have to
return an ExtendedBlockState
L338[05:27:49] <ghz|afk> with an array of
normal properties
L339[05:27:53] <ghz|afk> and an array of
unlisted properties
L340[05:28:05] <ghz|afk> where you add an
unlisted property that can hold your stack
L341[05:28:38] <ghz|afk> then on
getExtendedState, you do .withProperty(the unlisted property, the
value)
L342[05:28:59] <ghz|afk> I'd suggest you
send a copy of the stack, since it will be used from the render
thread
L343[05:29:22] <ghz|afk> then onyour
model, you'll receive the extended state on the .getQuads
method
L344[05:29:31] <ghz|afk> (or in the
ISmartBlockModel in 1.8.9
L345[05:29:34] <Cypher121> do I have to
make my own property for stack?
L346[05:29:39] <Cypher121> 1.9
L347[05:29:56] <ghz|afk> no idea
L348[05:30:03] <ghz|afk> I know some of
the theory, not the specifics ;P
L349[05:31:14] <PaleoCrafter> geez, Kotlin
really isn't worth the effort it takes to properly build with it
xD
L350[05:31:51] <Cypher121> wat
L351[05:32:22] <Cypher121> that's how you
tell you're doing something wrong in one sentence
L352[05:32:59] <PaleoCrafter> nah, I'm
just having to do extra work :P
L354[05:33:50] <PaleoCrafter> I *could* PR
it to ForgeGradle but that'd require reflection without changing
the whole system, as far as I am aware
L355[05:42:33] ⇦
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L356[05:45:24] <ghz|afk> FUCK now do I
un-exclude from auto-import
L357[05:45:25] <ghz|afk> XD
L358[05:47:11] <ghz|afk> found it
L359[05:47:56] <Cypher121> ok, so I think
I managed to make an extended state
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L361[05:50:16] <Cypher121> now when I get
state in getQuads, I cast it to IExtendedBlockState and get the
property
L362[05:50:34] <Cypher121> and then
somehow build a list of quads out of an obj model and a stack
L363[05:51:04] <ghz|afk> nono, you get the
model FROM the stack
L364[05:51:30] <ghz|afk>
ItemModelMesher#getmodel(stack)
L365[05:51:45] <ghz|afk> you'll have to
get to that through Minecraft
L366[05:51:49] <Cypher121> yeah, but I
ALSO have the base model
L367[05:52:27] <ghz|afk> ... yes
L368[05:53:19] <ghz|afk>
ModelLoaderRegistry.getModel
L369[05:55:46] <Cypher121> won't I get
back this very model class I'm writing now?
L370[05:56:02] <ghz|afk> uh not the
original location
L371[05:56:05] <ghz|afk> the MODEL
location
L372[05:56:08] <ghz|afk> for the .obj
file
L373[05:56:29] <Cypher121> oh, ok
L374[05:56:36] <ghz|afk> although
L375[05:56:40] <ghz|afk> that won't cause
the textures to stitch
L376[05:56:44] <ghz|afk> if you want to do
it right
L377[05:57:12] <ghz|afk> one way to do it
properly would be to create a custom model loader
L378[05:57:18] <ghz|afk> that handles some
special reslocs
L379[05:57:39] <ghz|afk> such as like,
"yourmodid:special/yourmodel"
L380[05:57:55] <ghz|afk> and then returns
an IModel
L381[05:58:07] <ghz|afk> and this IModel
can return the real model from getDependencies
L382[05:58:22] <ghz|afk> along with any
misc textures you may need in getTextures (which doens't seem like
your case)
L383[05:58:34] <ghz|afk> then when someone
calls .bake on this IModel
L384[05:58:42] <ghz|afk> you return the
smart model you were writing
L385[05:58:51] <ghz|afk> this is instead
of using modelbakeevent
L386[05:59:47] <Cypher121> ._.
L387[06:00:13] <ghz|afk> note that you
STILL need to use .getModel and such
L388[06:00:21] <ghz|afk> that will just
ensure the dependencies are also loaded
L389[06:00:39] <Cypher121> maybe I'll just
use tesr for the stack
L390[06:00:46] *
ghz|afk nods
L391[06:01:03] <Cypher121> why is it so
fucking hard to do things properly
L392[06:01:36] <ghz|afk> blame
mojang
L393[06:01:42] <ghz|afk> ;P
L394[06:02:03] <Cypher121> i do
L395[06:02:10] <Cypher121> doesn't
help
L396[06:03:26] <Cypher121> i'll just wait
until they decide they want to do something like this, find out
they'll spend more time on it than notch spent on all alpha
versions combined, and do yet another full rewrite
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L398[06:04:40] <ghz|afk> dude they still
use ModelRenderer for entities, they just can't be arsed to make
that better
L399[06:04:40] <ghz|afk> ;P
L400[06:18:10] <ghz|afk> I hate that there
isn't in idea a way to say "mark param as nullable"
instead of "simplify to false"
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L402[06:18:31] <sokratis12GR> Guys is
there a way to check what mods are installed ? (Not via the
Menu)
L403[06:19:34] <Biochemic> in the
FMLPostInitialisationEvent you can check that, i think
L404[06:19:42] <ghz|afk> sokratis12GR:
what are you trying to do?
L405[06:20:05] <sokratis12GR> I'm trying
to get the installed mod's modids and then list them into a
file
L406[06:20:38] <ghz|afk> why?
L407[06:21:12] <sokratis12GR> it can be
useful as utility
L408[06:21:28] <ghz|afk> forge already
shows the whole list in case of crash
L409[06:21:45] <sokratis12GR> No i mean
for like MineTweaker
L410[06:22:07] <ghz|afk> yo ucan press
F3+H ingame to enable "advanced" tooltips
L411[06:22:15] <ghz|afk> which show the
item "id"
L412[06:22:24] <ghz|afk>
"modid:name" on the tooltip
L413[06:22:46] <sokratis12GR> oh, yeah
that makes what i'm trying to do useless
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L415[06:23:49] <Biochemic> lol xD
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L417[06:23:55] <sokratis12GR> Well, is
there a way to get the Biomes names ?
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L420[06:24:16] <sokratis12GR> I mean
modded and vanilla ones
L421[06:25:48] <sokratis12GR> nvm, that is
useless too xD
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L423[06:26:31] <PaleoCrafter> ghz|afk,
write a plugin for that "mark as nullable" thing :P
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L426[06:35:42] <ghz|afk> THIS IS SO
BORING
L427[06:36:00] <ghz|afk> spent like na
hour removing the "omfg you aren't annotating"
stuff
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L429[06:36:18] <ghz|afk> and like 2 hours
ADDING @Nullable all over the place to compensate
L430[06:36:49] <Cypher121> ghz|afk: just
switch to kotlin already :P
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L432[06:36:57] <ghz|afk> how would that
help in any way?
L433[06:37:43] <Cypher121> much better and
more concise nullability restriction?
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L435[06:37:52] <ghz|afk> sure
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L437[06:38:09] <ghz|afk> I'd still haveto
go file by file, adding nullability to random parameters and
method
L438[06:38:26] <ghz|afk> and no, using
"less nulls" is not really an useful choice here
L439[06:39:25] <ghz|afk> I would avoid
some annotations, yes, but then i'd have to write even more code
just to handle the "special value that isn't null but does the
same as null in practice"
L440[06:39:52] <PaleoCrafter> ghz|afk,
uhm... like on MC methods you override?
L441[06:40:01] <ghz|afk> nah
L442[06:40:05] <ghz|afk> in my own
stuff
L443[06:40:10] <PaleoCrafter> ah,
okay
L444[06:40:14] <ghz|afk> I made all my
packages default-nonnull
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L448[07:01:16] <TobyO> hey
L449[07:01:29] <TobyO> What's the best
place to report a forge bug?
L450[07:02:14] <PaleoCrafter> GitHub
issues
L451[07:04:59] ⇦
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L454[07:14:01] <TobyO> ta
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L467[08:24:01] <Wuppy> I should play
Minecraft again....
L468[08:25:25] <TobyO> turns out the obj
loader doesn't accept faces with more than 4 verticies
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L470[08:26:30] <Ordinastie_> nope
L471[08:26:58] <TobyO> but it tries
to
L472[08:27:11] <Ordinastie_> tries to what
?
L473[08:27:30] <ghz|afk> faces with more
than 4 vertices just don't make sense
L474[08:27:31] <TobyO> it has a for loop
to itterate through verticies of a face
L475[08:27:37] <ghz|afk> they aren't
supported "by design"
L476[08:28:16] <ghz|afk> tell the 3d
program to use quads whenever possible, and leave the rest as
triangles
L477[08:28:16] <TobyO> but it takes
default vertices
L478[08:28:20] <ghz|afk> ?
L479[08:28:52] <TobyO> the line is this:
v.setTextureCoordinate(TextureCoordinate.getDefaultUVs()[i]);
L480[08:28:56] <Ordinastie_> ghz|afk,
yeah, it's not like anybody would use an obj for a TESR
L481[08:29:16] <ghz|afk> wat?
L482[08:29:23] <TobyO> wat to me?
L483[08:29:29] <ghz|afk> no to
Ordinastie_
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L485[08:29:48] <TobyO> sarcasm? I am
planning to do exactly that
L486[08:29:58] <ghz|afk> TobyO: but yea,
how does that relate to obj not liking faces with > 4
vertices?
L487[08:29:59] <Ordinastie_> 4 vertexes
per face should only be a limitation for block rendering
L488[08:30:03] <ghz|afk> no
L489[08:30:08] <ghz|afk> it's a bad idea
for anything
L490[08:30:33] <ghz|afk> the loader would
have to split into quads regardless
L491[08:30:40] <Ordinastie_> no
L492[08:30:40] <ghz|afk> or
triangles
L493[08:31:09] <Ordinastie_> I you want to
draw polygon, there is no reason to be limited by the loader
L494[08:31:25] <TobyO> can the image just
be mapped onto the face? I though you linked points in your image
to points in an object
L495[08:31:29] <ghz|afk> the loader
generates BakeQuads
L496[08:31:40] <ghz|afk> it doesn't KNOW
anything but bakequads
L497[08:32:00] <TobyO> ah, so it's a
limitation of how it's written
L498[08:32:10] <ghz|afk> okay here is the
thing:
L499[08:32:25] <Ordinastie_> TobyO, it's
an abomination that should never have been pulled :)
L500[08:32:47] <ghz|afk> opengl drawing
modes: point list, line list, line strip (connected lines),
trinagle list, triangle strip, triangle fan (two types of connected
triangles), quad list, quad strip (and I don't remember if there's
quad fans)
L501[08:33:06] <ghz|afk> there's simply no
way to draw a mesh where some arbitrary face has > 4
vertices
L502[08:33:20] <TobyO> break it up into
triangles
L503[08:33:23] <ghz|afk> yep
L504[08:33:24] <Ordinastie_> yes there is,
it's called polygon :)
L505[08:33:27] <ghz|afk> which requires a
complex algotirhm
L506[08:33:38] <ghz|afk> Ordinastie_: you
can't have primitives OF DIFFERENT TYPE in one drawing
command
L507[08:33:44] <ghz|afk> yo uhave to draw
that one face separately
L508[08:33:46] <TobyO> not really, it's
how opengl draws everything
L509[08:33:52] <ghz|afk> TobyO: nono
L510[08:34:27] <fry> TobyO: getDefaultUVs
is for default uvs, as in the uvs that are generated if there are
no uvs in the model
L511[08:34:32] <Ordinastie_> I know, but
anyway, I'm glad I don't have to use that loader
L512[08:34:34] <ghz|afk> TobyO:
triangulating a polygon is a complex algorithm, because if you do
it in the "dumb" way you end up with triangles that are
very thin
L513[08:34:42] <ghz|afk> which hurts many
shader algorithms
L514[08:34:50] <ghz|afk> Ordinastie_: the
loader works just fine
L515[08:34:52] <fry> so, the loader should
work fine with textured faces with >3 vertices
L516[08:34:53]
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L517[08:34:56] <TobyO> fry: it still uses
the index of the original verticies so goes out of bounds
L518[08:35:00] <ghz|afk> you just can't do
"fancy" things with it
L519[08:35:03] <ghz|afk> that no one does
anyhow
L520[08:35:12] <TobyO> fry: that bit of
code can never work
L521[08:35:13] <ghz|afk> if you want to
draw polygons, use a different loader.
L522[08:35:21] <fry> notice the
"else" at the beginning of that line
L523[08:35:48] <ghz|afk> it simply makes
no sense to make all the effort of supporting obj faces with > 4
vertices
L524[08:36:00] <fry> it's already
done
L526[08:36:17] <Lordmau5> !findm
func_175667_e
L527[08:36:34] <sokratis12GR> MattDahEpic:
yep
L528[08:36:35] <TobyO> fry: that case can
never work. it's saying only do this for >4 vertices but then
trying to use an index > 3
L529[08:36:36]
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L530[08:37:03] <Lordmau5> !findm
func_175668_a
L531[08:37:13] <Lordmau5> !findm
func_175680_a
L532[08:37:13] <fry> yes, but that case
doen't fire for most models
L533[08:37:13] <sokratis12GR> you might
want to add 1.9-latest 1.9.4-latest
L534[08:37:15] <TobyO> It should probably
just have an assert somewhere or throw a real error rather than
attempt something not possible
L535[08:37:32] <fry> yes, it's a bug, but
it doesn't mean that "the obj loader doesn't accept faces with
more than 4 verticies"
L536[08:37:56] <TobyO> no, that's exactly
what it means. it doesnt accept faces with more than 4
vertices
L537[08:38:06] <TobyO> it just doesn't
handle the case properly
L538[08:38:09] <ghz|afk> wait so shade did
make the effort of suporting it?
L539[08:39:12] <fry> it may still not
support them, but that would not be due to that line of code
L541[08:40:44] <Lordmau5> ForgeGradle 2.2,
MattDahEpic
L542[08:40:46] <ghz|afk> did you change
forgegradle to 2.2?
L543[08:40:50] <TobyO> That's what I mean.
It doesn't support them. Not due to that line of code. That line of
code should never be reached. I mean, why have default
v.setTextureCoordinate(TextureCoordinate.getDefaultUVs() if it cant
actually be used
L545[08:41:18]
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L546[08:41:43] <TobyO> yep, that wants to
be an assert
L547[08:42:15] <TobyO> and get rid of
defaultUVs as they can't ever be used
L548[08:42:31] <Lordmau5> alright this is
cool - so there are a bunch of places within the World class that
reference the "chunkProvider" field and not use the
"getChunkProvider" method
L549[08:42:36] <TobyO> (by that bit of
code in any case)
L550[08:43:18] <Lordmau5> and obviously,
"isChunkLoaded" is protected, so I can't override that in
my FakeWorldWrapper >_>
L551[08:44:07] <TobyO> protected is
overridable, private is not
L552[08:44:07] <Lordmau5> The procedure to
"how to make PRs to forge" is explained on the repo,
right?
L553[08:45:30] <zid> am I doing something
wrong trying to import the build.gradle from the mdk for a new
project? I've done it like this before but now it doesn't seem to
work:
https://i.imgur.com/I66JhGN.png
L554[08:45:53] <zid> it's stuck on gradle:
configure project:
L555[08:46:27] <ghz|afk> Lordmau5: wiki
page
L556[08:46:37] <ghz|afk> zid: IDEa or
Eclipse?
L557[08:46:52] <zid> oh yes, this is IDEa
and using the latest 1.9.4 version
L558[08:46:57] <ghz|afk> IDEA*
L559[08:47:02] <zid> I think it's
1909?
L560[08:47:05] <ghz|afk> yeh
L561[08:47:19] <Lordmau5> uhm
L563[08:47:22] <ghz|afk> I haven't
imported a new project with it
L564[08:47:29] <ghz|afk> but the procedure
should still work as usual
L565[08:47:30] <Lordmau5> oh git is
missing, wonderful
L566[08:47:41] <zid> I'll try 1908 and see
if that works
L567[08:47:45] <ghz|afk> unpack MDK files
-> open project from idea -> wait to import
L568[08:47:54] <ghz|afk> -> run
setupDecompWorkspace from gradle panel
L569[08:48:03] <ghz|afk> -> run
genIntellijRuns from gradle panel
L570[08:48:08] <ghz|afk> -> refresh
project from gradle panel
L571[08:48:10] <ghz|afk> ...
L572[08:48:15] <ghz|afk> this that what
you did, or something different?
L574[08:48:44] <zid> I haven't even gotten
there yet. I just opened idea, clicked on import project and
selected the build.gradle file
L575[08:48:55] <zid> cpw explained it to
do it like this in his video
L576[08:48:57] <ghz|afk> MattDahEpic:
mappings
L577[08:49:03] <ghz|afk> 0518 or
newer
L578[08:49:07] <sokratis12GR> ^^^
L579[08:49:08] <MattDahEpic> !latest
L580[08:49:17] <ghz|afk> also
L581[08:49:17] <ghz|afk> JEI
L582[08:49:19] <ghz|afk> you are using
1.9
L583[08:49:22] <ghz|afk> not 1.9.4
L584[08:49:28] <ghz|afk> ah no
L585[08:49:29] <ghz|afk> nevermind
L586[08:49:30] <ghz|afk> misread
L587[08:49:35] <Lordmau5> just wanted to
say
L588[08:49:36] <Lordmau5> xD
L589[08:49:48] <ghz|afk> Isaw it as
L590[08:49:51] <ghz|afk> 1.9:4 XD
L591[08:50:25] <zid> let me retry using
the console first
L592[08:50:42] <Lordmau5> Gradle, get your
shit together
L593[08:50:47] <Lordmau5> I have git
installed
L594[08:51:48] <ghz|afk> zid: ah, yeah
that method is the most straightforward, and it has never failed me
so far
L595[08:51:57] <ghz|afk> for 1.8.9 and 1.9
at least
L596[08:52:07] <ghz|afk> hence why I
suggest doing it that way
L597[08:52:27] <zid> that's what I did
though, worked fine for 1.8.9 :/ I'll poke around some more and see
if I can figure something out
L598[08:52:50] <ghz|afk> what versiuon of
IDEa, for reference?
L600[08:52:55] <ghz|afk> I'm still on idea
15
L601[08:53:01] <ghz|afk> (15.0.6)
L602[08:53:06] <zid> latest one
2016.1
L603[08:53:14] <ghz|afk> just .1, not
.1.1?
L604[08:53:15] <zid> oh wait
L605[08:53:20] <zid> nevermind
L606[08:53:22] <zid> 15.0.6
L607[08:53:31] <zid> been using webstorm
too much
L608[08:53:40] <ghz|afk> :)
L609[08:54:34] <Lordmau5> yo ghz|afk can I
just import the build.gradle of the Forge repo into IntelliJ the
same way I do it for my own mods?
L610[08:54:57] <ghz|afk> Lordmau5:
nah
L611[08:54:59] <ghz|afk> I wish
L612[08:55:07] <ghz|afk> you can
import
L613[08:55:12] <ghz|afk> but it won't
import correctly
L614[08:55:27] <ghz|afk> and you'll haveto
mess with the content sources and shit, so may as well jsut use
Eclipse
L615[08:56:13] <Lordmau5> sounds bullshit
to me, but okay
L616[08:56:26] <Lordmau5> But the other
question that popped to my head
L617[08:56:37] <Lordmau5> is it Gradle's
fault that it can't import it correctly or Forge's?
L618[08:57:06] <ghz|afk> it's a
side-effect of forge having a complicated structure
L619[08:57:22] <Lordmau5> ah
L620[08:57:24] <ghz|afk> I think idea 2016
made it a bit better
L621[08:57:38] <ghz|afk> but idea 15 can't
import gradle projects that have content sources outside the
project root
L622[08:57:45] <ghz|afk> while eclipse
doesn't mind
L623[08:58:16] <Lordmau5> hmm
L624[08:58:44]
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L626[08:59:23] ***
ghz|afk is now known as gigaherz
L627[08:59:27] <gigaherz> I suppose i'm
not afk right now
L628[08:59:27] <gigaherz> ;P
L629[08:59:44] <gigaherz> nope download
should be quick
L630[08:59:53] <gigaherz> the part that
takes a few minutes is :decompileMc
L631[09:00:13] <zid> yeah I know, I'll try
another version of forge and update the build.gradle
afterwards
L632[09:00:28] <gigaherz> doesn't look
like it's version-specific
L633[09:00:33] <gigaherz> if it's internet
connectivity
L634[09:00:43] <gigaherz> it may even
happen if you import a 1.9 mdk
L635[09:01:22] <gigaherz> oh hey
L636[09:01:25] <gigaherz> .1910 is
up
L637[09:01:37] <zid> btw it worked using
1908 <.<
L638[09:01:48] <gigaherz> :/
L639[09:02:09] <gigaherz> that makes no
sense, though
L640[09:02:10] <gigaherz> Build
1.9.4-12.17.0.1909-1.9.4:
L641[09:02:10] <gigaherz> LexManos: Update
example mod for new mappings.
L642[09:02:14] <gigaherz> oops sorry
lex!
L643[09:02:47] <gigaherz> the change for
1909 really doesn't change anything that could explain the
difference
L644[09:02:58] <gigaherz> the dependency
libs that the project relies on, just wouldn't "not work"
for 1909
L645[09:03:08] <gigaherz> maybe the
connectivity issuie is over?
L646[09:03:20] <zid> that would be a very
big coincidence
L647[09:03:49] <zid> aaaanyway, let's try
1910
L648[09:03:56]
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L649[09:04:15] <sokratis12GR> gigaherz:
dependencies should be like that right ? dependencies =
"required-after:ArmorPlus@[1.13.2-1.9.4,)"
L650[09:04:52] <Lordmau5> ergh, it's
missing the minecraftforge stuff somehow?
L651[09:04:54] <gigaherz> in your @Mod,
yes
L652[09:05:06] <sokratis12GR> ok
L653[09:05:20] <Lordmau5>
net.minecraftforge.common => cannot resolve symbol :<
L654[09:05:21] <MattDahEpic> what happened
to EntityPlayerMP.playerNetServerHandler
L655[09:06:52] <gigaherz> aha 1910 doesn't
actually change anything for end users -- only forge itself
L656[09:07:00] <MattDahEpic> and
ChunkCoordIntPair
L657[09:07:20] <gigaherz>
.connection
L658[09:07:39] <Lordmau5> and
ChunkPos
L660[09:08:12] <sokratis12GR> Will 1911
include the Armors EnumHelper Update ?>
L661[09:08:38] <zid> Vazkii, since you
joined, is morphtool licensed under the same licence as
botania?
L662[09:09:05] ⇦
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L663[09:09:33] <Vazkii> zid, CC-3.0
L664[09:09:37] <Vazkii> Some variant of
it, it's on curseforge
L665[09:09:45] <zid> allright,
thanks
L666[09:11:15] <gigaherz> sokratis12GR:
maybe, maybe not.
L667[09:11:25] <gigaherz> sokratis12GR:
have patience ;p
L668[09:12:22] <MattDahEpic> everything in
I18n is depreciated?
L669[09:12:46] <Lordmau5> alright gigaherz
I got it setup in IntelliJ :>
L670[09:13:01] <gigaherz> :)
L671[09:13:05] <Lordmau5> pretty easy tbh
- just opened the build.gradle within the \projects dir, lol
L672[09:13:20] <gigaherz> idea 2016?
L673[09:13:21] ⇦
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L675[09:13:23] <Lordmau5> ofc
L676[09:13:25] <gigaherz> yeah
L677[09:13:28] <gigaherz> as I said
L678[09:13:30] <gigaherz> THAT doesn't
work in idea 15
L679[09:13:31] <gigaherz> ;P
L680[09:13:33] <Lordmau5> ah
L681[09:13:38] <Lordmau5> well then people
should update ;)
L682[09:13:46]
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L683[09:13:51] <gigaherz> but idea 2016
has some issues importing mdk projects, IIRC
L684[09:13:53] <gigaherz> so meh
L685[09:13:54] <gigaherz> ;P
L686[09:15:20] ⇦
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L687[09:15:24] <sokratis12GR> I do have
patience :P
L688[09:15:32] <Lordmau5> how would I add
my own mod's sources to this now to test stuff
L689[09:16:07] <gigaherz> put the mod in
there somewhere
L690[09:16:13] <zid> don't know if this is
the place to report this but since it's such a small error I
thought you wouldn't mind, in the examplemod in the init method of
the main class it says Blocks.dirt.getUnlocalizedName(), should be
DIRT
L691[09:16:15] <gigaherz> and add a new
sources root to the project
L692[09:16:20] <gigaherz> from idea's
"project structure"
L693[09:16:36] <gigaherz> so that it gets
compiled together with forge
L694[09:16:46] <gigaherz> or well
L695[09:16:50] <gigaherz> that MAY
work
L696[09:16:52] <gigaherz> never
checked
L697[09:16:55] <gigaherz> maybe it doesn't
;P
L698[09:22:38] <sokratis12GR> how I can
create custom texture for a creative tab without the grey [Tab
Button] look ugly ? xD
L699[09:23:15] <sokratis12GR> Do I need to
add texture to the Tab Button as well ?
L700[09:23:33] <Lordmau5> okay so what if
I want to make a new method within the World class that is e.g.
"getProfiler()" (returning .theProfiler) and adjust all
"this.theProfiler" to "this.getProfiler()"? -
Do I add said method at the bottom of the file, after the
"FORGE START"?
L701[09:23:38] <Cazzar> sokratis12GR: look
at how the search creative tab does.
L702[09:24:05] <Lordmau5> as in, after the
last method?
L704[09:24:45] <gigaherz> Lordmau5: look
at how other accessors are added?
L705[09:25:12] <Lordmau5> there are other
accessors after FORGE START, but they don't change anything in the
code as far as I see, that's why I am confused
L706[09:25:33] <gigaherz> oh I see what
you mean
L707[09:25:39] <Lordmau5> e.g.
getLootTableManager - not being used within the World class other
than returning the field
L708[09:26:02] <gigaherz> well the
accesses *inside* the world class can just use the field as
is?
L709[09:26:20] <gigaherz> or is it used on
other classes too?
L710[09:26:29] <Lordmau5> uhm, override
classes would benefit from this
L711[09:26:31] <Lordmau5> e.g. my
FakeWorldWrapper
L712[09:26:35] <gigaherz> [16:12]
(MattDahEpic): everything in I18n is depreciated?
L713[09:26:36] <Lordmau5> considering that
someone got a crash with this:
L714[09:26:37] <gigaherz>
deprecated*
L716[09:26:45] <gigaherz> and yes, use the
client-only one if you don't want deprecated warnings
L717[09:26:46] <gigaherz> ;P
L718[09:26:58] <gigaherz> this will crash
in the server
L719[09:27:05] <gigaherz> which will be a
good indication that you arep robably doing something wrong
L720[09:27:08] <Lordmau5> the methods
there refer over to "isChunkLoaded" - and that method is
not using the *already available* "getChunkProvider()"
method, but refer to the "this.chunkProvider" field
L721[09:27:08] <gigaherz> ;P
L722[09:27:39] <Lordmau5> wait, I might
not have to do the getProfiler method
L723[09:27:54] <Lordmau5> the major thing
is the chunkProvider, which is not being set in the constructor,
but rather at a later point
L724[09:28:18] <Lordmau5> so yea I think
this is all that's needed to properly function
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L732[09:35:40] <Lordmau5> I probably just
ditch these, eh?
L733[09:37:13] <fry> when woeking on forge
patches - disable idea's import managing thingy
L734[09:37:31] <Lordmau5> oh alright
L735[09:38:05] <Lordmau5> "Optimize
imports on the fly"?
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L738[09:44:46] <AKTheKnight> gaah. Virgin
Media decided to block imgur (WHY?) so I can't look at imgur links
without a proxy
L739[09:44:57] <gigaherz> lol
L740[09:45:12] <AKTheKnight> They did it
last year too. And nobody knows why
L742[09:48:41] <zid> how difficult would
you rate this mod idea: override the look of a piece of armor (for
example Blood Magic's bound armor) to another piece of armor (for
example vanilla diamond armor), is this possible at all? If so, is
this a good project to get started on modding?
L743[09:49:08] <gigaherz> not really,
rather messy in fact
L744[09:49:13] <gigaherz> not easy*
L745[09:49:34] <gigaherz> since the armor
model/texture are overrides on the armor class
L746[09:50:59] <zid> okay, I see, I'll
think of something else in the meantime :)
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L748[09:52:38] <sokratis12GR> lol Items in
1.9.4 haven't changed much from 1.7.10
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L753[10:07:21] <Lordmau5> ha.öä
L754[10:07:23] <Lordmau5> wow
L756[10:07:45] <Lordmau5> I only changed
one line there (as indicated by the + - and + +) but why are the
other things changed as well ;_;
L757[10:07:55] <fry> context
L758[10:08:10] <fry> this is fine
L759[10:08:16] <Lordmau5> oh,
alright
L761[10:08:45] <Lordmau5> so yea
:<
L762[10:09:06] ⇦
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L763[10:10:08] <fry> is that replacing
neccesary?
L764[10:10:29] <Lordmau5> the main
replacing that is necessary would be the
"this.chunkProvider" to
"this.getChunkProvider()"
L765[10:10:45] <Lordmau5> because that is
not being set when I call the World constructor for my
FakeWorldWrapper
L766[10:11:11] <Lordmau5> and
"isChunkLoaded", for example, doesn't call the method but
the field
L767[10:11:36] <Lordmau5> and whilst I was
at it, I just moved the "this.worldInfo" over to
"this.getWorldInfo()" as well (that's the huge blob
there)
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L769[10:12:50] <Lordmau5> in the end, only
this.chunkProvider => this.getChunkProvider() would be necessary
- the other ones are being set through the constructor
L770[10:12:51] <phoenix616> hi
L771[10:13:04] <Lordmau5> should I change
only the this.chunkProvider stuff then to keep it lightweight,
fry?
L772[10:13:13] <fry> lesser patch is
better
L773[10:13:20] <fry> why do you need to
change chunkProvider?
L774[10:13:20] <Lordmau5> alright, I'm on
it :p
L775[10:13:31] <Lordmau5> sec
L777[10:13:58] <Lordmau5> via. !findm that
method resolves to "World.isChunkLoaded"
L778[10:14:03] <Lordmau5> which is not
using "this.getChunkProvider()" properly
L779[10:14:12] <Lordmau5> I can't override
the "isChunkLoaded" method because it's protected
L780[10:14:56] <phoenix616> does anybody
know what crucial step I might be missing when rendering my own
stuff that would cause this behaviour:
https://youtu.be/CG1y_aBPnvw ? (left one is my mod,
right is another one, same code as far as I can tell)
L781[10:15:42] <Lordmau5> then again, give
me a second...
L782[10:15:48] <fry> what MC version are
you on?
L783[10:15:51] <Lordmau5> I might not have
to do a patch after all
L784[10:19:18] <Lordmau5> okay, this
*would* work, but it *might* cause issues afterwards
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L786[10:19:32] <Lordmau5> so in my
FakeWorldWrapper constructor I'm setting "this.chunkProvider =
wrappedWorld.getChunkProvider()"
L787[10:19:36] <Lordmau5> but that is only
being set **once**
L788[10:19:47] <Lordmau5> what if the
chunkProvider of the wrappedWorld is changing at a later
point?
L789[10:19:56] <Lordmau5> I still have the
reference to the old chunkProvider, no?
L790[10:20:44] <fry> what MC version are
you on?
L791[10:20:48] <Lordmau5> 1.8.9
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L793[10:21:00] <Lordmau5> Thought that was
towards phoenix, sorry
L794[10:21:09] <fry> 1.9.4:
WorldServer.isChunkLoaded: return
this.getChunkProvider().chunkExists(x, z);
L795[10:21:20] <Lordmau5> yea, alright,
then it's a 1.8.9 only bug
L796[10:24:14] <Lordmau5> thanks for
looking that up in that case, fry :P
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L801[10:28:49] <TechnicianLP> can rotation
be applied in the forge blockstate json on the base model just as
with the submodels in variants?
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L806[10:51:33] ***
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L807[10:52:40] <williewillus> $ close
2882
L808[10:52:42] <Actuarius> Issue 2882
closed.
L809[10:56:29] <williewillus>
TechnicianLP: I assume so, since "defaults" is just
another variant
L810[10:56:37] <williewillus> that's
merged into every other one
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L814[11:13:41] <theFlaxbeard> For some
reason the clientside version of my TE isn't loading a stored value
from NBT on world load
L815[11:13:46] <theFlaxbeard> do I have to
manually send a packet?
L816[11:14:28] <theFlaxbeard> Wait never
mind, might have something to do with the new return type on
writeToNBT
L817[11:15:16] <williewillus> they are
synced differently now
L819[11:15:28] <williewillus> basically
need to implement getUpdateTag
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L822[11:17:25] <theFlaxbeard> So
writeToNBT(super.getUpdateTag()) should cover everything
right
L823[11:18:49] <williewillus> i just do
writeToNBT(new NBTTagCompound()) directly because super's
writeToNBT takes care of coords+id
L824[11:22:52] <williewillus> lol piston
translocation bug is op
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L826[11:26:03] <sokratis12GR> do
enchantments ids have the same problem <changing> like the
items ids and such ?
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L828[11:27:48] <williewillus> they work in
pretty much the same way
L829[11:27:58] <williewillus> what
problems do you mean?
L830[11:28:52] <williewillus> mmmh I just
need tico and BM to update then I can move my world to 1.9.4
:P
L831[11:28:59] <williewillus> wait bm
updated nvm
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L833[11:29:34] <sokratis12GR> i mean like
changing if other mods with enchantments are installed
L834[11:30:03] <masa> oh btw do you is
there anything special about the teleposition focus item or
whatever it was called, like does it have partial NBT syncing ot
something?
L835[11:30:07] <masa> *now
L836[11:30:12] <masa> *know
L837[11:30:59] <masa> I noticed in
someone's stream yesterday that shift + clicking those items into
my bag causes client side ghost items
L838[11:32:06] <williewillus>
sokratis12GR: it uses the same ID-assigning system items use
L839[11:32:08] <williewillus> as o
f1.9
L840[11:32:26] <williewillus> masa: you
use IItemHandler for your bag?
L841[11:32:29] <sokratis12GR> well then
they also have that issue xD
L842[11:33:09] <williewillus>
sokratis12GR: what issue?
L843[11:33:16] <williewillus> you haven't
said what this mystical issue is yet
L845[11:34:12] <sokratis12GR> if an other
mod with enchantments is installed in the crafting event if I use
ids for enchantments they get the wrong enchantment (the one that
they are suppose to get can't be obtained)
L846[11:34:41] <masa> nope, I am handling
it myself in my inventories, and nothing else I've tested/seen
seems to do it
L847[11:34:54] <williewillus>
sokratis12GR: of course
L848[11:35:00] <williewillus> do it
properly like you do with items
L849[11:35:03] <williewillus> i.e. use the
registry name
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L851[11:35:08] <masa> oh yeah I should
update that PR to the master branch too I guess...
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L853[11:35:10] <williewillus> do not use
int ids
L854[11:35:20] <sokratis12GR> yep xD I was
just wondering if it was for enchantments the same way
L855[11:35:32] <williewillus> as long as
you use string names you should be fine
L856[11:35:35] <williewillus> so it's not
an issue :P
L857[11:36:09] <williewillus> mmm I might
go on a labeling spree for pr's
L858[11:36:25] <masa> there is no way to
"move" PRs to different branches in github is
there?
L859[11:36:26] <williewillus> since older
ones are labeled I assume they all should be
L860[11:36:55] <TobyO> Does anyone know
how to prevent an obj model rendering black for a TESR?
L861[11:37:11] <williewillus> show
code
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L867[11:40:54] <masa> how would I build or
otherwise test Forge changes with mods?
L868[11:41:01] <masa> *build forge and use
it
L869[11:41:56] <PaleoCrafter> just run it
as you would normally and put the mod in the mods folder, masa
:P
L870[11:42:04] <PaleoCrafter> or heck,
even create a mod in the test source set and use that
L871[11:42:09] <masa> that didn't seem to
work
L872[11:42:22] <masa> oh well actually
hmm
L873[11:42:42] <masa> it would need to be
a deobf version? or would forgegradle handle it?
L874[11:43:17] <PaleoCrafter> FML itself
does runtime deobf since 1.8.9, doesn't it?
L875[11:43:32] <PaleoCrafter> so wouldn't
have to be a deobf version
L876[11:43:35] <masa> no idea how all that
works
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L878[11:44:39] <williewillus> you can just
throw obf mods into mods/ and it works
L879[11:45:06] <masa> so mappings won't
matter either then?
L880[11:45:30] <williewillus> yeah
L881[11:45:53] <williewillus> as in they
won't matter
L882[11:46:03] <williewillus> there's so
many feature PR's .-.
L883[11:46:07] <simon816> williewillus,
stahp with giving me github emails :p
L884[11:46:21] <williewillus> I'm doing my
job :P
L885[11:47:17] <williewillus> i'll finish
the second page of PR's and do the 3rd/4th later :P
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L887[11:48:31] <masa> yeah it won't start,
I get a NoClassDefFoundError for one of my items
L888[11:48:37] <williewillus> or make fry
turn off the Actuarius comments for label adding :P
L889[11:48:43] <fry> nope
L890[11:49:06] <williewillus> :P
L891[11:49:38] <williewillus> i personally
don't care, i don't have emails on
L892[11:49:41] <PaleoCrafter> where is
that xy command btw, fry? :P
L893[11:49:46] <fry> nope
L894[11:49:50] <williewillus> lol
L896[11:50:45] <PaleoCrafter> then just
make it open source already, darn it
L897[11:50:46] <Matthew> yeah the
Actuarius comments are getting annoying -.- pollutes mah gihub
feed
L898[11:51:07] <Necr0> are there wildcards
for blockstate json variants?
L899[11:51:45] <fry> you're not helping my
motivation of opening my source, PaleoCrafter :P
L900[11:52:03] <PaleoCrafter> tsk
L901[11:52:35] <PaleoCrafter> shouldn't me
actually willing to PR something be motivation enough? :P
L902[11:53:07] <fry> nope
L903[11:53:37] <iTitus> How does the bot
actually work=
L904[11:53:43] <williewillus> you give it
commands
L905[11:53:45] <williewillus> it does
stuff
L906[11:53:47] <williewillus> profit
L907[11:53:53] <iTitus> Commands via
IRC?
L908[11:53:57] <williewillus> yes
L909[11:54:03] <fry> $account iTitus
L910[11:54:03] <Actuarius> <iTitus>
has account Some(iTitus)
L911[11:54:06] <fry> like dis
L912[11:54:16] <iTitus> interesting
;)
L913[11:58:47] <williewillus> okay done
spamming everyone for now, next is the next two pages of PR's
lol
L914[11:59:07] <iTitus> poor williewillus
;)
L915[11:59:23] <williewillus> poor people
that actually leave github emails on :D
L916[11:59:51] <iTitus> well I am getting
spammed too, but idc
L917[12:00:03] <williewillus> web
notifications are easy because "dismiss all" :P
L918[12:00:38] <williewillus> but really
if we actually took some effort to organize things, we would get
things taken much faster :P
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L920[12:00:51] <iTitus> that's true
;)
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L922[12:03:44] <williewillus> $ labels add
2884 Bug
L923[12:03:46] <Actuarius> Added labels
[Bug] for issue 2884; new labels: [Bug].
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L933[12:26:56] <simon816> *Select all
unread* *mark as read*
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L936[12:29:38] <Wuppy> ugh C++ can be so
frustrating at times :V
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L941[12:54:40] <theFlaxbeard> What's the
1.9.4 replacement for I18n?
L942[12:54:52] <iTitus> the other I18n
;)
L943[12:54:55] <PaleoCrafter> ^
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L945[12:55:02] <iTitus> Or
TextComponentTranslation
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L947[12:55:17] <iTitus> depends on your
use case
L948[12:55:27] <theFlaxbeard> Which should
I use for what cases
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L950[12:56:37] <williewillus> client I18n
for any client translating
L951[12:56:50] <williewillus> if
serverside send TextComponentTranslation to client
L952[12:56:54] <iTitus> ^
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L954[12:58:02] <Jomik> Is a correct
(basic) way of loading models for an item, to first call
ModelBakery.registerItemVariants(item, modelResourceLocation); and
then ModelLoader.setCustomMeshDefinition(item, itemMeshDefinition);
? And also, why ModelBakery and then ModelLoader instead of
ModelLoader twice?
L955[12:58:18] <Jomik> This is something
I've more or less looked up on the interwebz, as we're still
lacking 1.9 tutorials.
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L957[12:59:32] <PaleoCrafter> all you need
is ModelLoader.setCustomModelResourceLocation
L958[13:00:16] <diesieben07>
registerItemVariants is just if you need it to load models that you
haven't used in setCustomModelResourceLocation
L959[13:00:21] <diesieben07> e.g. for a
ItemMeshDefinition
L960[13:00:39] <williewillus> no
L961[13:00:55] <williewillus> just
setCustomMRL will do (see primer for details :P)
L962[13:01:08] <diesieben07> but what if
you don't need sCustomMRL?
L963[13:01:21] <diesieben07> if you use
just setCustomMeshDefinition you need to tell it about the
models.
L964[13:01:24] <PaleoCrafter> mebbe the no
was just to Jomik, not you :D
L965[13:02:21] <williewillus> yeah :P I
read back old messages when I come back from old to new and reply
like that :P
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L967[13:02:37] <Jomik> :D
L968[13:03:09] <PaleoCrafter>
williewillus, no fix for left clicks in creative yet? (PR
#2880)
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L970[13:04:13] <williewillus> was it just
left clicks or were there more?
L971[13:04:16] <Jomik> Oh, so setCustomMRL
actually registers with ModelBakery too?
L972[13:04:21] <williewillus> and yeah i
forgot I'll get to it today if I can
L973[13:04:29] <williewillus> Jomik: yes
registerItemVariants is called inside setCustomMRL
L974[13:04:41] <PaleoCrafter> I've only
noticed it with left clicks
L975[13:04:48] <PaleoCrafter> but then
again, I'm only using left and right click block :D
L976[13:04:53] <Jomik> So, when is what I
described used? O.o
L977[13:05:20] <diesieben07> you mean
registerItemVariants?
L978[13:05:47] <masa> if you need to
change the model based on NBT for example
L979[13:06:02] <williewillus> well let's
actually define what it does
L980[13:06:16] <williewillus>
registerItemVariants says "I will need the model at this path
in the future. Please load and bake it."
L981[13:06:18] <diesieben07>
registerItemVariants just says "please make sure this is
loaded"
L982[13:06:23] <williewillus> heh
L983[13:06:42] <Jomik> Haha
L984[13:06:46] <williewillus> so if you
have something that changes model based on nbt
L985[13:06:51] <williewillus> (custom
mesher)
L986[13:07:03] <williewillus> then you
have to call registerItemVariants to declare what paths youll use
up front
L987[13:07:08] <williewillus> so they get
loaded
L988[13:07:11] <Jomik> Oooooh
L989[13:07:15] <Jomik> Cool, thanks.
L990[13:07:15] <williewillus> though now
nbt should really be done using 1.9 overrides
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L992[13:07:49] <masa> except that system
sucks monkey balls for more complex things
L994[13:08:11] <masa> yes
L995[13:08:23] <williewillus> yes but for
the most basic NBT
L996[13:08:30] <williewillus> that is a
much simpler system
L998[13:09:11] <masa> take a look at my
Ender Bow models for example... that becomes nasty with overrides
:p
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L1001[13:10:03] <williewillus> the tab
button is not a texture
L1002[13:10:06] <williewillus> it's just
an itemstack
L1003[13:10:08] <williewillus> :P
L1004[13:10:37] <Jomik> I don't know
where I can link the forge javadocs or source code, but look up
CreativeTabs#setBackgroundImageName
L1005[13:10:49] <iTitus> I think he means
the background of the tab button
L1006[13:10:53] <Jomik> williewillus, I
think he means the background of the "tab" it self.
L1007[13:10:57] <williewillus> oh
L1008[13:11:18] <iTitus> I don't think
one can change that especially for one tab
L1009[13:11:25] <iTitus> It can be
changed with resource packs though
L1010[13:11:32] <sokratis12GR> so if I
create an Item that has the form of the button and place it there
with texture and such will work right ?
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L1012[13:11:48] <iTitus> the item will
not be big enough
L1013[13:12:16] <sokratis12GR> How you
know :D
L1014[13:12:39] <iTitus> I believe in
numbers ;)
L1015[13:12:44] <iTitus> my god told me
:P
L1016[13:13:06] <sokratis12GR> Well, It
don't kills to try :P
L1017[13:13:13] <iTitus> yeah
L1018[13:13:31] <iTitus> but a specific
hook would be nice
L1019[13:14:13] <Jomik> What is
"setBackgroundImageName" used for then?
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L1021[13:14:32] <iTitus> the background
behind the shown items
L1022[13:14:35] <sokratis12GR> the
background of the inventory it self
L1023[13:14:47] <iTitus> the part that is
yellow in the pic ;)
L1024[13:14:49] <sokratis12GR> well I
showed in my image xD
L1025[13:14:53] <sokratis12GR> GG
L1026[13:14:54] <Jomik> Oh, yeah. I
thought that's what you meant.
L1027[13:15:04] <Jomik> You meant the
background of the little tab button, ahhh.
L1028[13:15:10] <sokratis12GR> yep
L1029[13:15:22] <sokratis12GR> I found
the texture size of the button time to test it :D
L1030[13:15:49] <PaleoCrafter>
sokratis12GR, please at least add the emboss effect to that
texture
L1031[13:15:56] <PaleoCrafter> it looks
terrible
L1032[13:16:29] <sokratis12GR> yeah i
know :P the texture is WIP heh
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L1034[13:20:15] <masa> hehe, someone just
called optifine "op define"
L1035[13:20:38] <masa> that's... one way
to describe i?
L1036[13:20:41] <masa> *it
L1037[13:22:16] <williewillus> oh yes you
can set the background of the tab itself
L1038[13:22:22] <williewillus> it's a bit
cheaty but possible
L1039[13:22:42] <iTitus> how?
L1040[13:23:02] <Ordinastie_> I just
finished Firewatch,that was nice
L1041[13:23:07] <williewillus> you have
to put a texture into minecraft's domain
L1042[13:23:16] <williewillus>
assets/minecraft/textures/gui/container/creative_inventory/tab_botania.png
L1043[13:23:31] <williewillus> and then
called setBackground with "botania.png"
L1044[13:23:39] <PaleoCrafter> yeah,
that's what sokratis already did :P
L1045[13:23:41]
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L1046[13:23:47] <williewillus> so whats
the problem :P
L1047[13:23:50] <PaleoCrafter> they want
to change the actual tab :P
L1048[13:23:51] <williewillus> or did I
miss it xD
L1049[13:23:53] <PaleoCrafter> like, the
ledger
L1050[13:23:55] <williewillus> oh
L1051[13:23:58] <williewillus> well
L1052[13:24:09] <williewillus> i guess
you could catch some sort of gui event and render it yourself
:P
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L1054[13:24:22] <PaleoCrafter>
probably
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L1056[13:25:13] <sokratis12GR> What is a
structure of a JSON file for an item in 1.9 ?
L1057[13:25:29] <sokratis12GR>
1.9.4*
L1058[13:29:11] <iTitus> item model
file?
L1059[13:29:15] <sokratis12GR> yep
L1060[13:29:31] <iTitus> you can look
that up in the minecraft wiki actually
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L1063[13:30:55] <sokratis12GR> right now
i'm using this:
https://paste.ee/p/oobrl With some modification
in the JSON file to make the Item Larger paste it in the back of a
creative tab and Vualla!
L1064[13:31:26] <Jomik> What does it look
like then? >.o
L1065[13:31:49] <sokratis12GR> in 1.9 the
scale and such are areleady done
L1066[13:31:56] <williewillus> it's
"voila" btw ;p
L1067[13:31:57] <sokratis12GR> you don't
need to correct them
L1068[13:32:06] <sokratis12GR> anyway
:P
L1069[13:32:17] <sokratis12GR> Voila!
:D
L1071[13:32:54] <williewillus> second one
imo
L1072[13:32:55] <williewillus> the extra
lines is worth the clarity and control
L1074[13:33:05] <williewillus> maybe make
it changeable?
L1075[13:36:45] <sokratis12GR> hmm Will
it work if I for example create a custom resource pack with the
creative tab texture then make the mod to automatic copy-paste the
files from it to the resource pack location ?
L1076[13:37:22] <sokratis12GR> nvm, this
will change the color of all the creative tabs ...
L1077[13:37:44] <Necr0> well in theory
the event listener could just cancel the event and set the value by
calling WorldInfo.setThunderTime(int) itself. so making it
changable wouldn't really open new possibilities
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L1081[13:50:21] <capitalthree> Necr0:
when you post on a forum is it automatically necroposting?
L1082[13:51:36] <Necr0> capitalthree: I
sure hope don't hope so.
L1083[13:52:12] <capitalthree> :P
L1084[13:52:40] <Jomik> +1
capitalthree
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L1086[13:52:45] <Necr0> I suck at
writing. >.< I tend towards doubling words.
L1087[13:53:07] <Jomik> :p
L1088[13:53:41] <Jomik> Can you use
blockstates on items? O.o
L1089[13:54:45]
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L1092[13:55:31] <sokratis12GR> So close,
but so far
L1094[13:56:01] <Jomik> Haha :p
L1095[13:56:42] <sokratis12GR> did
minecraft hardcoded the items so they can't be bigger than the
slots ?
L1096[13:57:36] <AKTheKnight> OOh
sokratis12GR That looks cool
L1098[13:58:53] <Jomik> Why do you want
to change it tho? :p
L1099[13:59:03] <sokratis12GR> to look
cool :D
L1100[14:02:05] <TehNut> Jomik: You can't
use blockstates, but you can map inventory models to variants in
the blockstate.
L1101[14:02:33] <Jomik> Ohh
L1102[14:02:37]
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L1105[14:03:18] <Jomik> Oh, sweet.
L1106[14:03:56] <sokratis12GR> O.o Hmm
JSON scale doesn't change the scale gg
L1107[14:05:03] <Jomik> How do I set a
default texture in a blockstate? I simply need 1 variant, and would
like to avoid creating a block and item json?
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L1110[14:05:23] <Jomik> This is what I
tried...
L1111[14:05:39] <TehNut> add an
inventory{} block
L1112[14:05:50] <TehNut> and register
with the method linked in first link above
L1113[14:05:58] <TehNut> use
"inventory" instead of "type=blah"
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L1115[14:06:02] <Jomik> Ooooooh
L1116[14:06:30] <Jomik> inventory {
textures ?
L1117[14:06:44] <TehNut> Yeah
L1118[14:07:21] <Jomik> Oh, for a
block?
L1119[14:07:30] <TehNut> Same thing
L1120[14:07:34] <TehNut>
Item.getItemFromBlock()
L1121[14:08:11] <williewillus> Necr0:
it's easier to judge when it's actual code so I just say write what
you think is better and everyone else will pick at it :P
L1122[14:08:55] <Jomik> TehNut, Oh. I got
my block registered fine and all, both as an item and as a block.
But, I need to apply the textures to it. I know I can do it with a
blockstate.json, a block.json and an item.json. But I'd prefer
doing this in one file?
L1123[14:08:57] <sokratis12GR> guys there
is Forge Json right ?
L1125[14:09:21] <TehNut> Yeah... use the
inventory{} block like I told you :I
L1126[14:09:39] <sokratis12GR> Noty
blockstates xD
L1127[14:09:46] <sokratis12GR> Items in
general
L1128[14:10:04] <Jomik> Oh, don't think
so sokratis12GR
L1129[14:10:16] <TehNut> sokratis12GR:
Hm?
L1130[14:10:43] <sokratis12GR> I mean
Items, Nothing to do with blocks
L1131[14:10:53] <sokratis12GR>
blockstates are mainly for blocks
L1133[14:11:07] <williewillus>
coughprimer
L1134[14:11:08] <williewillus> :D
L1135[14:11:11] <TehNut> See my links
above. That is an item without a block.
L1136[14:11:12] <williewillus> i really
need to rtd-ify it
L1137[14:11:20] <williewillus> it's very
wall-y right now
L1138[14:11:29] <Jomik> TehNut, I need a
block. Not an item :D
L1139[14:11:35] <TehNut> That was at
Sokratis
L1140[14:11:38] <Jomik> OH
L1141[14:11:39] <Jomik> D:
L1142[14:11:48] <TehNut> But if you
scroll down a couple lines in my link, you'll see a block :P
L1144[14:12:44] <Jomik> Yeah, but you
don't have one without variants?
L1145[14:13:46] <TehNut> Jomik: Can you
show all your code?
L1146[14:14:03] <TehNut> And you should
be able to replace the variant string with
"inventory"
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L1148[14:15:47] <Jomik> TehNut, Let me
push it to github then :p
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L1150[14:17:11] <sokratis12GR> TehNut: Do
you know why the JSON file don't do the scale thing properly
?
L1151[14:18:11] <DebugsPeople> What json
file
L1153[14:18:23] <TehNut> Nope
L1154[14:18:35] <sokratis12GR> it renders
like a normal item
L1155[14:18:39] <TehNut> Do you know of
any mods that edit that bit of the creative tab?
L1156[14:18:39] <AKTheKnight> Anyone here
modding with idea on linux?
L1157[14:18:59] <TehNut> Not currently,
but I have a little in the past
L1158[14:19:13] <sokratis12GR> Well I
have seen some but forgot their names :P
L1159[14:19:18] <DebugsPeople> What
version are you on?
L1160[14:19:22] <AKTheKnight> Did you run
into an issue where in debug mode the mouse wasn't being released
from minecraft?
L1161[14:19:33] <TehNut> Oh, I remember
Matthew talking about that
L1162[14:19:41] <TehNut> There's an arg
you have to add for that...
L1163[14:19:43] <DebugsPeople>
sokratis12GR what mc version
L1164[14:19:46] <sokratis12GR> 1.9
L1165[14:19:58] <DebugsPeople> You have
to add _righthand
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L1167[14:20:11] <DebugsPeople> And
another one for _lefthand
L1168[14:20:19] <sokratis12GR> an example
?
L1169[14:20:20] <DebugsPeople> Look at
item/handheld
L1170[14:20:27] <DebugsPeople> In the
stock minecraft
L1171[14:20:29] <sokratis12GR> it is
item/generated
L1172[14:20:35] <TehNut> item/generated
has those
L1173[14:20:54] <TehNut> He's not making
a handheld item. It's an item that's supposed to display completely
over the tab part of the Creative Tab window
L1174[14:20:55] <DebugsPeople>
Item/handheld also has them, it's for swords and such though
L1175[14:21:01] <AKTheKnight> TehNut: Any
chance you might be able to find out which arg? I've been
struggling to find a solution. Might just go back to W10 if
needed
L1176[14:21:10] <DebugsPeople> Lol
wat
L1177[14:21:23] <DebugsPeople> Completely
over the tab part :O
L1178[14:21:24] <TehNut> Well I just
pinged him, so whenever he gets around, he'll probably let you
know
L1180[14:21:31] <AKTheKnight> Awesome
thanks :)
L1181[14:22:06] <DebugsPeople> Oh
lol
L1182[14:22:25] <DebugsPeople> Isn't
there a better way to do it?
L1183[14:22:32] <sokratis12GR> nope
xD
L1184[14:22:51] <DebugsPeople> Lol
L1185[14:23:00] <DebugsPeople> And won't
it mess up nei?
L1186[14:23:01] <TehNut> If you could
figure out a mod that did it, I could tell you how they did it
>.>
L1187[14:23:11] <TehNut> JEI has a
blacklist to hide it
L1188[14:23:29] <sokratis12GR> yeah 1 sec
launching FTB Infinity Evolved
L1189[14:23:45] <sokratis12GR> it will
take like 30 sec- 1 min
L1190[14:26:34] <DebugsPeople> !gc
CreativeTab
L1191[14:26:46] <DebugsPeople> !gc
CreativeTabs
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L1195[14:28:15] <sokratis12GR> well none
in FTB Infinity Evolved has it
L1196[14:28:28] <DebugsPeople> Why do you
need it though
L1197[14:28:52] <sokratis12GR> for look
:D
L1198[14:28:57] <DebugsPeople> I mean
it's probably possible to render it via gl
L1199[14:29:17] <sokratis12GR> how
?
L1200[14:29:18] <DebugsPeople> Check if
the creative tab is open and draw over it
L1201[14:29:25] <sokratis12GR> nope it
doesn't
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L1203[14:29:33] <DebugsPeople> ?
L1204[14:29:46] <sokratis12GR> you can't
unless you use resource packs
L1205[14:29:52] <DebugsPeople> No other
mod needs it for looks :P
L1206[14:29:55] <DebugsPeople> Lol
wat?
L1207[14:30:10] <sokratis12GR> you can't
change the Tab unless you have resource pack xD
L1208[14:30:19] <sokratis12GR> I will try
to find a way around
L1209[14:30:26] <DebugsPeople> Do it
manually
L1210[14:30:34] <DebugsPeople> Render
over it
L1211[14:30:57] <sokratis12GR> Like
overlay ?
L1212[14:31:13] <DebugsPeople> Yea?
L1213[14:31:18] <DebugsPeople> On render
tick
L1214[14:31:24] <DebugsPeople>
glstatemanager
L1215[14:31:46] <sokratis12GR> ok but how
to give the Tab Texture ?
L1216[14:31:52] <sokratis12GR> I mean the
path ?
L1217[14:32:22] <DebugsPeople>
Glstatemanager.bindtexture
L1218[14:32:22] <DebugsPeople> Or
smth
L1219[14:32:32] <DebugsPeople> And then a
resourcelocatiom
L1220[14:32:44] <DebugsPeople> Not sure
will check when I'm home
L1221[14:33:29] <sokratis12GR> But how to
make the overlay only in the page ArmorPlus is ? because if alot of
mods are installed the page of where ArmorPlus is different
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L1224[14:34:38] <DebugsPeople> Well, you
don't have to draw over the icon?
L1225[14:34:44] <DebugsPeople> Idk, I'll
check
L1226[14:34:58] <DebugsPeople> You can
probably also get the tab position
L1227[14:35:01] <Jomik> You can get the
index of your CreativeTab I know
L1228[14:35:08] <Jomik> So you can get or
calculate the position of it.
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L1231[14:36:23] <sokratis12GR> Well, nvm
I think the background will be enough of style :P
L1232[14:37:27] <sokratis12GR> Time to
animate the Lava Armor Textures
L1233[14:37:30] <sokratis12GR> cya
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L1235[14:44:43] <sokratis12GR> lol can't
you animate the armor's model texture ?
L1236[14:44:59] <TehNut> Not without a
custom renderer
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L1241[14:55:37] <raoulvdberge> Small
question, shouldn't Forge have a IItemHandler hook in
TileEntityHopper.insertStack?
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L1243[15:05:15] <gigaherz> raoulvdberge:
it's on an upper level
L1244[15:05:53] <raoulvdberge> oh, it's
in captureDroppedItems
L1245[15:06:04] <gigaherz> that's the one
:D
L1246[15:06:15] <raoulvdberge> what about
modders that use putStackInInventoryAllSlots immediatly?
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L1250[15:07:02] <diesieben07>
raoulvdberge, nothing we can do about that, the method takes an
IInventory.
L1251[15:07:21] <diesieben07> also noting
we can do about mods checking instanceof IInventory
L1252[15:07:41] <gigaherz> yeh that's why
the official stance is "fuck those mods"
L1254[15:09:31] <raoulvdberge> OK
L1255[15:09:32] <LatvianModder> Thats
cool, I have no idea whats going on in that patch. You updated
method names?
L1256[15:09:43] <raoulvdberge> time to
get rid of my IInventory and ISidedInventory checks
L1257[15:10:00] <AKTheKnight> 10 points
to latvian for the honesty :P
L1258[15:10:12] <LatvianModder> :D
L1259[15:10:28] <gigaherz> Necr0: what's
the rationale behind the method-wrappers?
L1261[15:11:51] <raoulvdberge>
diesieben07: thanks :-D
L1262[15:12:03] <raoulvdberge> actually
this will clean up my code quite a bit
L1263[15:12:05] <raoulvdberge> inventory
handling is a mess
L1264[15:12:12] <Necr0> gigaherz what
exactly do you mean?
L1265[15:13:02] <gigaherz> line 38 to
45
L1266[15:13:04] <gigaherz> what's that
doing?
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L1270[15:14:45] <raoulvdberge> oh THANK
GOD IItemHandler has a simulate option
L1271[15:15:27] <Necr0> if you mean in
the world.patch file that, i only changed the updateWeatherBody
anything else isn't done by me.
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L1274[15:17:44] <Necr0> hmm i forgot
something .. >.< generating the patches again
L1275[15:18:42] <raoulvdberge> so is the
slot argument in insertItem 0-based? and just loop over
getSlots?
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L1277[15:19:09] <diesieben07> of course
it's 0 based
L1278[15:19:15] <diesieben07> we are not
in lua here :D
L1279[15:19:26] <raoulvdberge> :P
L1280[15:19:37] <raoulvdberge> no but i
thought that from different sides you get different slot ids
L1281[15:19:48] <diesieben07> no
L1282[15:20:00] <diesieben07> that would
be handleded when you get the capability
L1283[15:20:05] <diesieben07>
getCapability has a side argument
L1284[15:21:05] <raoulvdberge> cool
L1285[15:21:24] <raoulvdberge> porting
all my IInventory tiles to use capabilities will be ... interesting
:p
L1286[15:21:40] <diesieben07> lot's of
code deletion :D
L1287[15:21:54] <raoulvdberge> yes
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L1291[15:25:53] <Giraffestock> mod
causing that crash for some users ^
L1292[15:25:54] <Giraffestock> any
ideas?
L1293[15:26:19]
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L1295[15:26:22] <fry> reliably?
L1296[15:26:39] <Giraffestock> on start,
after OpenAL initialization
L1297[15:27:10] <Giraffestock> but
different processors, different mc versions, not everyone
L1298[15:27:15] <fry> this sometimes
happens if you move/resize window during the loading, due to the
way the loading screen interacts with X
L1299[15:27:25] <Giraffestock> oh, both
are using OS drivers
L1300[15:27:36] <fry> the workaround is
to not move/resize the window :P
L1301[15:27:46] <Giraffestock> huh,
thanks
L1302[15:28:04] <fry> (until the loading
is done)
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L1324[16:20:48] <DebugsPeople> why does
it load my mod twice now ...
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L1326[16:21:54] <DebugsPeople> oh ffs
....
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L1328[16:24:45] <DebugsPeople> help
:((
L1329[16:25:47] <diesieben07> provide
more info
L1330[16:27:46] <TehNut> Using all the
information you have provided us, it can only be one thing
L1331[16:27:52] <TehNut> u fukt up
L1332[16:30:03] <DebugsPeople> but idk
what I did
L1333[16:31:10] <diesieben07> first: dev
or prod?
L1334[16:31:25] <DebugsPeople> dev
L1335[16:31:50] <DebugsPeople> minecraft
starts -> java.lang.IllegalArgumentException: Multiple entries
with same key: TheRcMod=FMLMod:TheRcMod{0.0.14.0} and
TheRcMod=FMLMod:TheRcMod{0.0.10.0}
L1336[16:31:53] <diesieben07> IDE?
L1337[16:31:57] <DebugsPeople> IDEA
L1338[16:32:08] <diesieben07> wait, there
are two different versions there
L1339[16:32:12] <diesieben07> that is
really strange
L1340[16:32:16] <DebugsPeople> yeah
..
L1341[16:32:27] <DebugsPeople> I have
never build a jar or something
L1342[16:32:35] <DebugsPeople> only mod
in is jei
L1343[16:32:44] <DebugsPeople> which I
put in just now, it happened before
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L1345[16:33:27] <diesieben07> clean the
project, this should not be happening
L1346[16:34:29]
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L1347[16:34:56] <DebugsPeople> now it
works
L1348[16:35:02] <DebugsPeople> deleted
build and classes
L1349[16:37:49] <DebugsPeople> sorry
:S
L1350[16:37:54] <shadowfacts> !latest
1.9
L1351[16:38:32] <DebugsPeople>
shadowfacts, 1.9.4-12.17.0.1910-1.9.4
L1352[16:38:58] <shadowfacts> what?
L1353[16:39:10] <shadowfacts> I wanted
what MCPBot gave me, the latest mappings version
L1354[16:39:44] <DebugsPeople> oh lol
:D
L1355[16:39:52] <DebugsPeople> !latest
1.9
L1356[16:39:59] <DebugsPeople> !latest
1.9.4
L1357[16:40:35] <DebugsPeople> is that a
pm?
L1358[16:40:43] <TehNut> A notice
L1359[16:40:56] <DebugsPeople> how does
that work?
L1360[16:41:04] <TehNut> It's like a PM,
but not
L1361[16:41:09] <DebugsPeople> ok
L1362[16:41:19] <DebugsPeople> there's 60
ticks a second?
L1363[16:41:19] <gigaherz> wat.
L1364[16:41:21] <diesieben07> lol i like
how you found that explanatino satisfactory
L1365[16:41:23] <gigaherz> "if
(entity.getCapability(SPELLCAST, EnumFacing.UP) ==
null)"
L1366[16:41:31] <diesieben07>
DebugsPeople, 20
L1367[16:41:32] <DebugsPeople> xD
L1368[16:41:39] <DebugsPeople> I'm
counting them
L1369[16:41:41] <DebugsPeople> it's
60
L1370[16:41:44] <gigaherz> hmm wait
nevermind
L1371[16:41:47] <gigaherz> it says
"always false"
L1372[16:41:54] <gigaherz> I read it
twice, and it said "always true" in my brain
L1373[16:41:55] <gigaherz> XD
L1374[16:41:56] <TehNut> No, there are
definitely 20 ticks in a second
L1375[16:42:06] <DebugsPeople> why do I
get 60 :S
L1376[16:42:10] <diesieben07> show
code.
L1377[16:42:28] <PaleoCrafter> sure
you're not counting rendered frames? :P
L1379[16:42:52] <gigaherz> DebugsPeople:
I really feel that you are counting on a per-frame location rather
than a tick location
L1380[16:43:03] <DebugsPeople> render
ticks would be 172 or smth
L1381[16:43:07] <diesieben07> WorldTick
fires per dimensino
L1382[16:43:09] <gigaherz> that's
counting once per world object
L1383[16:43:17] <diesieben07> there are 3
default dimensinos
L1384[16:43:20] <DebugsPeople> oh
L1385[16:43:20] <gigaherz> overworld,
nether, end
L1386[16:43:21] <diesieben07> 20x3 =
60
L1387[16:43:25] <DebugsPeople> yeah that
makes sense
L1388[16:43:38] <gigaherz> you want to
have separate objects per world
L1389[16:43:55] <gigaherz> or only count
in the overworld
L1390[16:44:00] <TehNut> So obviously,
the solution is to just divide the ticks you get by the amount of
worlds there are
L1391[16:44:35] *
diesieben07 throws rocks at TehNut
L1392[16:44:44] *
TehNut dodges and uses splash
L1393[16:44:50] <PaleoCrafter> oh,
somebody said Jehova?
L1394[16:44:58] <DebugsPeople> how can I
get the world from the event
L1395[16:45:01] <diesieben07> Splash is
not very effective.
L1396[16:45:03] <DebugsPeople> or rather
the dimension id
L1397[16:45:05] *
diesieben07 is waterproof
L1398[16:45:17] <diesieben07>
event.world.provider.dimensionID
L1399[16:45:22] <diesieben07> but why are
you not on 1.9?
L1400[16:45:31] <PaleoCrafter> *Jehovah
apparently
L1401[16:46:10] <LatvianModder> I should
probably make a mod for 1.7.2 <.<
L1402[16:46:18] *
PaleoCrafter slaps LatvianModder
L1403[16:46:26] <LatvianModder> :D
L1404[16:46:33] <LatvianModder> Nah, im
on 1.9.4 train
L1405[16:46:39] *
DebugsPeople slaps LatvianModder with a big fat fish
L1406[16:46:40] <PaleoCrafter> gud
L1408[16:48:07] <DebugsPeople> oh, that
mod?
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L1413[16:54:16] <DebugsPeople> is it
possible to get all the dimension ids?
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L1416[16:55:23] <PaleoCrafter> sure
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L1419[17:00:49] <gigaherz> gah this took
SO F*ING LONG XD
L1420[17:01:07] <gigaherz> I just
finished dewraning one of my mods
L1421[17:01:13] <gigaherz>
dewarning*
L1422[17:01:48] <gigaherz> all of my
packages are "default nonnull", all the methods that
require nulls are @Nullable, and I even de-nulled a couple
classes
L1423[17:02:15] <gigaherz> I have to
admit I did find some redundant nullchecks
L1424[17:02:20] <gigaherz> and some
needed ones
L1425[17:02:26] <gigaherz> but that only
added to the time ;P
L1426[17:02:53] <LatvianModder>
DebugsPeople: in 1.9, easy
L1427[17:02:58]
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L1428[17:03:41] <LatvianModder> in 1.8-,
probably something in DimensionManager
L1429[17:05:42] <Nosirrom>
blockstatecontainer does not like my custom property
L1430[17:06:00] <Necr0> my old 1.7.10
slowly starts functioning in 1.9.4 again :D
L1431[17:06:18] <DebugsPeople> wait, I
don't even need that, why do I use the worldtickevent :P
L1432[17:09:10] <DebugsPeople> tick event
is even crazier ...
L1433[17:09:15] <DebugsPeople> 250
L1434[17:09:19] <LatvianModder> Necr0:
\o/
L1435[17:09:33] <LatvianModder> man, its
probably so terrible to go directly from 1.7 to 1.9
L1436[17:09:39] <DebugsPeople> why?
L1437[17:09:55] <PaleoCrafter> not any
more terrible than from 1.7 to 1.8, I'd say :P
L1438[17:09:57] <LatvianModder> 3x more
changes than 1.8 - 1.9
L1439[17:10:13] <LatvianModder> yeah, but
you must do both, sorta
L1440[17:10:19] <LatvianModder> its not
like 1.8 changes just disappear :P
L1441[17:10:29] <PaleoCrafter> 1.9 didn't
change *that* much
L1442[17:10:38] <LatvianModder> just
names mostly
L1443[17:10:43] <LatvianModder> of
methods
L1444[17:10:49] <DebugsPeople> and the
hands
L1445[17:11:22] <DebugsPeople> what's up
with TickEvent?
L1446[17:11:28] <gigaherz> it just adds
up
L1447[17:11:35] <DebugsPeople> why does
it trigger 250 times
L1448[17:11:43] <PaleoCrafter> TickEvent
is the super class
L1449[17:11:47] <DebugsPeople> oh
...
L1450[17:11:57] <DebugsPeople> so it's
every kind of tick
L1451[17:11:59] <gigaherz> it gets called
for each ticking "thing"
L1452[17:11:59] <PaleoCrafter> yep
L1453[17:12:20] <gigaherz> 1.7.10 ->
1.8, model system
L1454[17:12:26] <PaleoCrafter> although I
always thought event handlers weren't sensible to subtypes
L1455[17:12:33] <gigaherz> 1.8 ->
1.8.9, generic types and other stuff
L1456[17:13:01] <gigaherz> 1.8.9 ->
1.9, names of things, dual wield, new registries, new potion
system, ...
L1457[17:13:05] <PaleoCrafter> 1.7.10
-> 1.8 also is block states, I'd say
L1458[17:13:12] <gigaherz> oh yeah and
blockstates XD
L1459[17:13:20] <gigaherz> so if you do
1.7.10 -> 1.9
L1460[17:13:29] <gigaherz> you have
blockstates, models, generics, etc
L1461[17:13:31] <gigaherz> all at
once
L1462[17:13:36] <gigaherz> the task
becomes just that much more annoying
L1463[17:13:41] <Necr0> the model system
along side block states was the most work to fix i would say
L1464[17:13:58] <gigaherz> it requires
the most "rewrites"
L1465[17:14:13] <DebugsPeople> ahh, I
shall possibly use ServerTickEvent
L1466[17:14:17] <PaleoCrafter> yeah, it's
just the most tedious
L1467[17:14:44] <PaleoCrafter> stuff like
the registries etc. can be done pretty quickly and stuff like the
potions might just affect a few mods
L1468[17:14:59] <Necr0> I didn't actually
look into itemstackhandlers yet. are they easy to use?
L1469[17:15:16] <PaleoCrafter> oh, right,
caps
L1470[17:15:46] <PaleoCrafter> yes, they
are easy to use :P
L1471[17:15:51] <PaleoCrafter> they
aren't technically mandatory, though
L1472[17:16:06] <diesieben07> nothing is
mandatory :D
L1473[17:16:10] <diesieben07> you can
just make a no-op mod.
L1474[17:16:21] <PaleoCrafter> well, I
mean, the model changes etc. are a must
L1475[17:16:31] <PaleoCrafter> if you
want your mod to stay the same
L1476[17:16:33] <gigaherz> PaleoCrafter:
well, givne that the forge stance is "ignore IInventory, fuck
the mods that rely on it"
L1477[17:16:39] <diesieben07> not if you
don't have blocks or itmes :D
L1478[17:16:41] <gigaherz> I'd say it's
sortof mandatory if you use 1.8.9+
L1479[17:16:41] <gigaherz> ;P
L1480[17:16:51] <gigaherz> assuming your
mod has inventories.
L1481[17:17:11] <PaleoCrafter> it is
mandatory, de facto
L1482[17:17:16] <Necr0> none of my
inventories actually work yet. for now i just fixed them so that
there are no compilation errors.
L1483[17:17:19] <PaleoCrafter>
diesieben07, you know what I mean :P
L1484[17:17:32] ***
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L1485[17:17:35] <PaleoCrafter> you can
keep IInventory, but you can't keep IIcon stuff
L1486[17:17:36] <diesietroll> No.
L1487[17:17:38] <gigaherz> [00:14]
(Necr0): I didn't actually look into itemstackhandlers yet. are
they easy to use?
L1488[17:17:39] <gigaherz> yes.
L1489[17:17:40] ***
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L1490[17:17:44] <gigaherz> and nicer than
IInventory and such
L1491[17:17:51] <gigaherz> and it has
"simulate" ;P
L1492[17:18:04] <Necr0> neat
L1493[17:18:22] <gigaherz> the capability
system is annoying because you need a lot of boilerplace to create
a new capability
L1494[17:18:26] <gigaherz> but as an
user? piece of cake.
L1495[17:18:29] <PaleoCrafter> btw, I'm
upset with you, diesieben07
L1496[17:18:44] <diesieben07> How
so?
L1497[17:18:45] <PaleoCrafter> you didn't
react to my joke when you threw stones
L1498[17:18:53] <PaleoCrafter> it was
purrfect
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L1500[17:19:06] <diesiecat> purr
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L1504[17:21:27] <PaleoCrafter> does
anybody know a channel where McJty usually hangs around?
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L1507[17:25:24] <TehNut> PaleoCrafter:
When he's on IRC, this one
L1509[17:25:37] <PaleoCrafter> okay,
thanks :D
L1510[17:25:52] <TechnicianLP> can the
whole model be rotatet with the forge blockstate json?
L1511[17:26:28] <PaleoCrafter> Nosirrom,
whatever getName returns must match ^[a-z0-9_]+$
L1512[17:26:40] <Nosirrom> no
capitals?
L1513[17:26:43] <PaleoCrafter> so all
lowercase, alphanumeric which may contain underscores
L1514[17:26:45] <PaleoCrafter> no
capitals
L1515[17:27:10] <PaleoCrafter> and no
spaces
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L1520[17:29:21] <Nosirrom> maybe I should
go learn regex
L1521[17:29:41] <TechnicianLP> try
regexr
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L1524[17:33:22] <Temportalist>
TechnicianLP: yes
L1525[17:33:51] <Temportalist>
TechnicianLP:
L1528[17:34:24] <Temportalist> That
"y: 90" specifies the degrees, but can only be multiples
of 90
L1529[17:34:49] <TechnicianLP> its only
documented for submodels in the docs ....
L1530[17:35:11] <TechnicianLP> but
thanks
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L1534[17:36:27] <TechnicianLP> but thanks
again
L1535[17:36:34] <PaleoCrafter> huh, I
thought that had a reference to the specs
L1536[17:37:01] <TechnicianLP> i dont see
any references
L1537[17:37:15] <PaleoCrafter> yeah, I
misremembered
L1538[17:42:14] ***
mumfrey is now known as Mumfrey
L1539[17:43:19] <raoulvdberge> does MC
1.9 have a utility method for throwing itemstacks in world already?
then i can remove mine
L1540[17:43:27] ***
PaleoCrafter is now known as PaleOff
L1541[17:43:59] <diesieben07> check out
InventoryHelper
L1542[17:44:30] <raoulvdberge>
thanks
L1543[17:44:42] <gigaherz> it was in
1.8.9 too, just private XD
L1544[17:46:16] <raoulvdberge> nice, got
all my inventory interactions converted to IItemHandler. now just
my own inventories :p
L1545[17:46:38] <raoulvdberge> so happy i
got rid of that inventory pushing code
L1546[17:47:33] ***
kirby|gone is now known as mrkirby153
L1547[17:53:02]
⇨ Joins: CoolerExtreme
(~CoolerExt@117.204.122.6)
L1548[17:53:02] <gigaherz> GEH I can
download Xubuntu on a torrent at 15MB/s, so I know my internet
isn't broken
L1549[17:53:15] <gigaherz> but I can't
watch a twitch stream without spending > 50% of the time
"buffering"
L1550[17:53:23] <raoulvdberge> 10 files
changed, 177 insertions(+), 286 deletions(-)
L1551[17:53:35] <raoulvdberge> after
changing to IItemHandler for inventory interaction
L1552[17:53:43] <gigaherz> heh
L1553[17:54:03]
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(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1554[17:54:05] <gigaherz> do you use
ItemStackHelper for IItemHandler interactions? ;P
L1555[17:54:20] <gigaherz> no wait
L1556[17:54:21] <gigaherz> what's the
name
L1557[17:54:30] <gigaherz>
ItemHandlerHelper
L1558[17:54:38]
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L1563[17:57:36] <raoulvdberge> now
IItemHandler
L1564[17:57:41] <raoulvdberge> * no
L1565[17:57:55] <gigaherz> check that
class out
L1566[17:57:55] <gigaherz> ;P
L1567[17:58:31] <raoulvdberge> OH GOD
copyStackWithSize :D
L1568[17:58:33]
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()
L1569[17:59:37] <raoulvdberge> insertItem
is handy too, was writing that loop myself :p
L1570[18:00:05] <Cypher121>
canItemStacksStack(ItemStack
L1571[18:00:16] <Cypher121> fuck, I can't
even pronounce that on a first try
L1572[18:00:45] <TehNut>
canStackedItemStacksStackItemStacks(ItemStack stack1, ItemStack
stack2)
L1574[18:03:03] <diesieben07> I refuse to
let this beautiful movie be reduced to this (admittedly awesome)
sound!
L1575[18:03:16]
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(~lymia@magical.girl.lyrical.lymia.moe)
L1576[18:05:10]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1577[18:05:32]
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L1578[18:06:51] <mezz> $ label add 2862
Bug
L1579[18:06:52] <Actuarius> You (account
Some(mezz)) can't access the $ command
L1580[18:07:11] <mezz> $labels add 2862
Bug
L1581[18:07:14] <diesieben07> lol fry
just cannot NOT show that he's using scala
L1582[18:07:32]
⇨ Joins: mDiyo
(~chatzilla@2601:1c1:8b02:11f5:38f1:9e25:668:9fe0)
L1583[18:07:32]
MineBot sets mode: +v on mDiyo
L1584[18:07:41] <mezz> $ labels add 2862
Bug
L1585[18:07:42] <Actuarius> You (account
Some(mezz)) can't access the $ command
L1586[18:07:44] <mezz> boo
L1587[18:07:52] <mDiyo> I'm looking for a
mod that can place fluids as blocks in the world.
Suggestions?
L1588[18:08:19] <Cypher121> for
version?
L1589[18:08:26] <mDiyo> 1.6.4. Old as
sin.
L1590[18:08:43] <Cypher121> oh shi
L1591[18:09:02] <Cypher121> I don
L1592[18:09:07] <diesieben07> uhhh
L1593[18:09:09] <diesieben07> how abotu
vanilla?
L1594[18:09:13] <diesieben07> dispensers
place buckets
L1595[18:09:18] <Cypher121> I don't think
BC had flood gates
L1596[18:09:20] <mDiyo> Vanilla doesn't
have fluids in tanks.
L1597[18:10:08] <diesieben07> put them in
buckets :P
L1598[18:10:10] <diesieben07> /s
L1599[18:10:25] <mDiyo> You say that
sarcastically... but the problem is I put a fluid from a bucket
into a tank and can't get it out.
L1600[18:10:40] <diesieben07> i thought
you said put it into the world as blocks
L1601[18:11:21] <mDiyo> No, I want to put
it back in the world from the tanks that it's in
L1602[18:11:36] <Cypher121> seriously,
why the hell .equals is not overridden by itemstacks? it breaks
maps
L1603[18:11:46] <diesieben07> Cypher121,
it never was
L1604[18:12:00]
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L1605[18:12:00] <mezz> itemstacks can't
be used in maps period, it's a giant scary mess heh
L1606[18:12:15] <mDiyo> Because you
generally don't want to hang onto itemstacks for things?
L1607[18:12:35] <mDiyo> You want the
individual item and its data, not an instance of it.
L1608[18:12:38] <diesieben07> no but say
you have an itemstack in the map with 1 size
L1609[18:12:40]
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L1610[18:12:47] <diesieben07> and then
you call get() with size 5 on it, you wont get anything
L1611[18:12:55] <Cypher121> you want
item, meta, nbt and size
L1612[18:12:59] <diesieben07> then you
make equals ignore size ... hilarity ensues
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L1615[18:13:24] <mezz> look at JEI if you
want to see some serious ItemStack handling business... the rabbit
hole goes deep
L1616[18:13:31] <mDiyo> What are you
trying to do that you want instances of items?
L1617[18:13:34] <diesieben07> really
either use an Equivalence (from guava) or a TCustomHahsMap
L1618[18:14:10] <diesieben07> then
everyyone can decide for themselves
L1619[18:15:22] <Cypher121> in fact I
want to store a list of recipes in form of ItemStack ->
ItemStack
L1620[18:15:38] <diesieben07>
List<Pair<ItemStack, ItemStack>> and iterate
L1621[18:15:54] <Cypher121> diesieben07:
thanks, I just threw up
L1622[18:16:01] <diesieben07> that's what
vanilla does.
L1623[18:16:09] <mDiyo> You could do what
vanilla crafting tables do
L1624[18:16:18] <TehNut> I wrote a
wrapper for ItemStack
L1625[18:16:24] <diesieben07> that's
overkill for a 1<>1 mapping
L1626[18:16:43]
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Leaving)
L1628[18:17:25] ***
amadornes[AFK] is now known as amadornes[OFF]
L1629[18:17:53] <mezz> probably overkill
but you get the idea...
L1630[18:18:15] <mezz> there are a lot of
ways to compare itemStacks and none of them are very simple
L1631[18:18:36]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1632[18:18:51] <gigaherz> if you don't
use NBT, you can represent it as a string
"1xmodid:whatever@2"
L1633[18:18:55] ***
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L1634[18:18:58] <gigaherz> but since some
stacks have nbt...
L1636[18:19:16] <gigaherz> you could put
the nbt at the end
L1637[18:19:29] <gigaherz>
"1xmodid:whatever@2{tag,tag,tag}"
L1638[18:19:32] <gigaherz> that's allow
comparisons
L1639[18:19:35] <gigaherz> that'd*
L1640[18:19:57] <gigaherz> not very
efficient though, if you build that string every compare
L1641[18:19:59] <mezz> gigaherz, some
tags are for data like energy, and aren't used to differentiate
items
L1642[18:20:28] <gigaherz> true
L1643[18:20:29] <mezz> depends on the
size of your map, creating a string is better for me than iterating
over a long long list
L1644[18:20:42] <gigaherz> I suppose it
depends on how loose you want the comparison to be
L1645[18:20:51] <diesieben07> might as
well go the wrapper route then
L1647[18:20:53] <diesieben07> instead of
the string
L1648[18:20:58] <diesieben07> or a
TCustomHashMap
L1649[18:21:09] <Cypher121> I guess I can
switch to TCustomHashMap
L1650[18:38:41]
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L1658[18:53:57] <DebugsPeople> what
happened to the 1.4.7 AABBPool.addOrModifyAABBInPool?
L1659[18:54:06] <DebugsPeople> !gm
addOrModifyAABBInPool
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(~JamEngulf@host86-128-156-175.range86-128.btcentralplus.com)
L1661[18:54:57] <diesieben07>
DebugsPeople, 1.4.7?! nowadays AABBs are not pooled. you just
create new ones
L1662[18:55:11] <DebugsPeople> ok
L1663[18:55:13] <DebugsPeople> I
guess
L1664[18:56:45]
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L1666[19:00:01] <DebugsPeople> why is
Math.PI / 2.0f not a float?
L1667[19:00:15] <Cypher121> because PI is
double
L1668[19:00:26] <Cypher121> so double /
float = double
L1669[19:00:43] <DebugsPeople> oh
L1670[19:00:51] <DebugsPeople> but
why
L1671[19:01:05] <DebugsPeople> why
doesn't it keep the last one
L1672[19:01:07] <DebugsPeople> :(
L1673[19:01:07] <diesieben07> it always
chooses the "largest" type
L1674[19:01:10] <killjoy1> PI is a
double
L1675[19:01:12] <diesieben07> double has
more precisiou
L1676[19:01:13]
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L1677[19:01:16] <DebugsPeople> oh
L1678[19:01:22] <diesieben07> and it will
never make you loose precision
L1679[19:01:33] <diesieben07> so it
converts the float "up" to a double
L1680[19:01:36] <killjoy1> just
(float)(PI/2)
L1681[19:01:46] <diesieben07> or just use
doubles
L1682[19:01:49] <DebugsPeople> yeah, did
that
L1683[19:02:17] <DebugsPeople> why do so
many games and stuff use float then?
L1684[19:02:26] <DebugsPeople>
faster?
L1685[19:02:51] <killjoy1> it's a 32 bit
floating point
L1686[19:02:59] <killjoy1> though 64 is
more efficient
L1687[19:03:09] <diesieben07> on a 64 bit
processor it probably makes no difference
L1688[19:03:15] <diesieben07> on 32 bit,
doubles are slow
L1689[19:03:21] <diesieben07> because
they have to be emulated probably
L1690[19:03:28] <killjoy1> who's even
using 32 bit anymore?
L1691[19:03:45] <diesieben07> no
idea
L1692[19:03:53] <Cypher121> i
L1693[19:04:02] <Cypher121> i'd say it's
probably a legacy thing
L1694[19:04:35] <DebugsPeople> yeah, that
makes sense
L1695[19:04:59]
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L1696[19:05:18] <gigaherz> double takes
longer on some operations
L1697[19:05:24] <DebugsPeople> getClass()
== EntityRcCar.class <- isn't this instanceof?
L1698[19:05:31] <gigaherz> divisions take
a whole lot more cycles to process
L1699[19:05:39] <gigaherz> take*
L1700[19:05:49] <killjoy1> so I should *
0.5?
L1701[19:05:52] <DebugsPeople> oh,
interesting
L1702[19:06:08] <gigaherz> this didn't
matter on 32bit so much, since most apps would use the x87
fpu
L1703[19:06:15] <gigaherz> and in it, all
operations are 80bit
L1704[19:06:17] <diesieben07> killjoy1,
the jit probably does that for you
L1705[19:06:39] <gigaherz> on hardsware,
* (1/N) is much faster then /N, yes
L1706[19:06:53] <gigaherz> but optimizers
can precompute constants for you, sometimes
L1707[19:06:59] <gigaherz> not always
though
L1708[19:07:05] <gigaherz>
regardless
L1709[19:07:23] <gigaherz> you should
only worry about micro-optimization if both macro-optimization and
algorithmic optimization have already been exhausted
L1710[19:07:41] <gigaherz> and both
micro- and macro-optimization are best performed by the
compiler/optimizer anyhow
L1711[19:08:06] <gigaherz> well some
parts of macro-optimization
L1712[19:08:13] <Cypher121> I hate when
people pay too much attention to micro-optimisations
L1713[19:08:23] <diesieben07> yeah jit is
more micro thn macro
L1714[19:08:25] <gigaherz> just... avoid
calling code you don't need to run, anbd make sure your loops exit
asap
L1715[19:09:19] <killjoy1> With
processors as fast as they are now, optimizations don't matter (as
much)
L1716[19:09:41] <killjoy1> At least
that's what they say
L1717[19:09:44] <gigaherz> sortof
L1718[19:09:50] <gigaherz> I mean, it
would be nice
L1719[19:10:04] <Cypher121> like, I know
that one guy who always uses >> and << instead of
division and multiplication by powers of two and `a = a ^ a`
instead of `a = 0`
L1720[19:10:07] <gigaherz> but MCPE(Win10
edition) generates the nether in < 2 seconds
L1721[19:10:14] <gigaherz> so they still
matter.
L1722[19:10:23] <gigaherz> and it's not
because mcpe is C++ ;P
L1723[19:10:26] <killjoy1> generation is
different
L1724[19:10:31] <killjoy1> lots of cpu
there
L1725[19:10:32] <killjoy1> LOTS
L1726[19:10:34] <gigaherz> yep
L1727[19:10:36] <DebugsPeople> arg this
old version is such a mixture of client and server code and packets
everywhere
L1728[19:10:52] <gigaherz> but it's one
of the parts where mc code is less efficient
L1729[19:11:03] <DebugsPeople>
`((this.worldObj.isRemote) && (this.thePlayer != null)) ||
((!this.worldObj.isRemote) && (this.thePlayer ==
null))`
L1730[19:11:09] <DebugsPeople> like
wtf
L1731[19:11:16] <gigaherz> way
L1732[19:11:19] <gigaherz> wat*
L1733[19:11:42] ***
Darkevilmac is now known as DarkevilAway
L1734[19:11:55] <DebugsPeople> idek
L1735[19:12:02] <gigaherz> Y U NO write
"((thePlayer != null) == worldObj.isRemote)"
L1736[19:12:03] <gigaherz> ;P
L1737[19:12:20] *
gigaherz loves boolean tricks
L1738[19:12:33] *
killjoy1 saves snippet for later
L1739[19:12:52] <Cypher121> ((thePlayer
== null) ^ worldObj.isRemote
L1740[19:12:54] <Cypher121> )
L1741[19:13:01] <gigaherz> that works in
java?
L1742[19:13:03] <killjoy1> though it
would probably be boolean flag = this.thePlayer == null;
L1743[19:13:05] <diesieben07> yep
L1744[19:13:07] <diesieben07> ^ is
xor
L1745[19:13:08] <gigaherz> I didn't think
there was boolean xor
L1746[19:13:16] <diesieben07> its really
just the int xor
L1747[19:13:17] <Cypher121> well, !=
instead of ^
L1748[19:13:23] <Cypher121> who
cares
L1749[19:13:25] <diesieben07> because
booleans are ints ont eh stack
L1750[19:13:31] <diesieben07> but
yeah
L1751[19:13:36] <killjoy1> 0 vs 1
L1752[19:13:39] <killjoy1> yup
L1753[19:13:48] <gigaherz> but yeah other
than that
L1754[19:13:49] <diesieben07> well, in
theory anything but 0 is true
L1755[19:13:54] <gigaherz> Cypher121's
version is equivalent to mine
L1756[19:13:54] <gigaherz> ;P
L1757[19:13:59] <killjoy1> only in
groovy
L1758[19:14:04] <killjoy1> null ==
0
L1759[19:14:07] <killjoy1> == false
L1760[19:14:09] <diesieben07> also in
java bytecode
L1761[19:14:11] <Cypher121> it's exactly
1 symbol shorter
L1762[19:14:13] <gigaherz> C
L1763[19:14:19] <gigaherz> in fac,t
there's no "false" at all in C
L1764[19:14:25] <gigaherz> and NULL is
"(void*)0"
L1765[19:14:31] <gigaherz> so they ARE
0
L1766[19:14:31] <gigaherz> ;P
L1767[19:15:02] <gigaherz> it's funny how
C didn't actually have nulls
L1768[19:15:08] <gigaherz> but they were
added to it regardless
L1769[19:15:15] <killjoy1> so null was a
common pointer?
L1770[19:15:26] <gigaherz>
"null" isn't a keyword at all
L1771[19:15:29] <gigaherz> it's a
#define
L1772[19:15:35] <gigaherz> on stdio.h or
something
L1773[19:15:46] <gigaherz> #define NULL
(void*)0
L1774[19:15:47] <killjoy1> global
var?
L1775[19:15:51] <gigaherz> probably with
extra parens
L1776[19:15:54] <gigaherz> #define NULL
((void*)0)
L1777[19:15:57] <gigaherz> no, a
macro
L1778[19:16:04] <killjoy1> well...
L1779[19:16:08] <gigaherz> would get
replaced to 0 on the preprocessor
L1780[19:16:08] <killjoy1> That's C for
you
L1781[19:16:13] <gigaherz> and then the
actual code would simply read "0"
L1782[19:16:13] <gigaherz> ;p
L1783[19:16:23] <Cypher121> c
preprocessor: the best and the worst
L1784[19:16:28] <gigaherz> if(theVar !=
(void*)0) ...
L1785[19:16:42] <gigaherz> although more
often than not
L1786[19:16:47] <gigaherz> you'd use the
fact that there's no booleanr
L1787[19:16:48] <gigaherz> s
L1788[19:16:49] <gigaherz> and just
write
L1789[19:16:52] <gigaherz>
if(theVar)
L1790[19:17:08] <gigaherz> since any
number, including pointers, can be compared to 0, as a
boolean
L1791[19:17:19] <killjoy1> So how long do
you think it will be before windows components start getting
written in TS?
L1792[19:17:29] <Cypher121> ts?
L1793[19:17:32] <killjoy1>
typescript
L1794[19:17:38] <killjoy1> it's a
javascript subset
L1795[19:17:44] <gigaherz>
superset?
L1796[19:17:44] <Cypher121> yeah, I
know
L1797[19:17:49] <killjoy1> yeah,
that
L1798[19:17:50] <Cypher121> sideset
L1799[19:17:51] <gigaherz> it adds types
;P
L1800[19:17:59] <killjoy1>
Set<Language>
L1801[19:18:10] <killjoy1> VSCode is
written in it
L1802[19:18:13] <gigaherz>
overlapping-set
L1803[19:18:14] <gigaherz> ;P
L1804[19:18:24] <gigaherz> anyhow
L1805[19:18:27] <gigaherz>
"javascript with types".
L1806[19:18:36] <killjoy1> like
obj-c
L1807[19:18:49]
⇨ Joins: wiresegal
(~yoni@209-6-153-97.c3-0.bkl-ubr1.sbo-bkl.ma.cable.rcn.com)
L1808[19:18:51] <gigaherz> literally:
typescript types are used for static analysis at compile time
L1809[19:18:58] <gigaherz> and it outputs
plain old javascript, with the types dropped
L1810[19:19:14] <wiresegal> what's the
replaceement for I18n in 1.9.4? it seems to be deprecated... a
whole lot of things are
L1811[19:19:18] <killjoy1> I'm sure a few
apps are written in javascipt
L1812[19:19:20] <gigaherz> wiresegal:
there's two I18n
L1813[19:19:23] <gigaherz> one's
common
L1814[19:19:26] <gigaherz> one's
client-only
L1815[19:19:29] <wiresegal> ah
L1816[19:19:36] <killjoy1> the one in the
resources package
L1817[19:19:39] <gigaherz> the common one
is deprecated, because it has unexpected behaviour when used on the
server
L1818[19:19:52] <gigaherz> the client
one, which you'll recognize because it only has one useful method:
.format
L1819[19:20:04] <gigaherz> supports
everything you'd have done on the other one
L1820[19:20:12] <wiresegal> ok ._.
L1821[19:20:22] <gigaherz> but it will
crash on load if you use it on server code
L1822[19:20:27] <wiresegal> fair
enough
L1823[19:20:33] <killjoy1> no
translations on server.
L1824[19:20:33] <killjoy1> got it
L1825[19:20:41] <DebugsPeople> I don't
think you have to send a packet to kill an enity, do you?
L1826[19:20:42] <gigaherz> the common one
can be used on server
L1827[19:20:51] <gigaherz> but it only
uses the en_US.lang from the SERVER JAR
L1828[19:20:53] <DebugsPeople> it should
get synchronized by itself
L1829[19:20:55] <diesieben07>
DebugsPeople, on the server to directly kill it call setDead
L1830[19:20:57] <gigaherz> which means,
no mod translations
L1831[19:20:59] <diesieben07> that just
kills it immediately
L1832[19:21:24] <killjoy1> though players
don't "despawn"
L1833[19:21:25] <DebugsPeople> what
happens when it get's called on clien?
L1834[19:21:31] <wiresegal> hm... also,
is there a way to generically access a protected method (on any
instance of that item)
L1835[19:21:36] <wiresegal> it's
@SideOnly debugs
L1836[19:21:43]
⇨ Joins: Grist (~Grist@104.129.107.99)
L1837[19:21:44] <killjoy1> they'll show
up in minimaps (sometimes) until they hit respawn
L1838[19:21:44] <diesieben07> then the
client entiy dies and you get weird things happening
L1839[19:21:46] <diesieben07> dont do
that.
L1840[19:21:50] <DebugsPeople> ok
:D
L1841[19:21:58] <wiresegal> but i need to
call onFoodEaten ;-;
L1842[19:22:14] <killjoy1> wiresegal,
extend, override, cast
L1843[19:22:31] <killjoy1> you can
promote visibility
L1844[19:22:35] <wiresegal> ?
L1845[19:22:53] <killjoy1> that's if you
create the instance yourself
L1846[19:22:59] <wiresegal> i'm trying to
call it on, in theory, ANY itemfood
L1847[19:23:03] <killjoy1> otherwise, use
an AT
L1848[19:23:05] <diesieben07>
reflection
L1849[19:23:05] <DebugsPeople> was
world.isRemote different in 1.4.7 as in Side.isClient() or
smth?
L1850[19:23:07] <gigaherz> you can use
reflection to get to the method ;P
L1851[19:23:08] <wiresegal> can't do an
AT
L1852[19:23:09] <diesieben07> no dont at
-_-
L1853[19:23:12] <wiresegal> tried the
AT
L1854[19:23:15] <killjoy1> then
reflection it is
L1855[19:23:15] <wiresegal> it failed
miserably
L1856[19:23:25] <gigaherz> the nuse
reflection
L1857[19:23:26] <DebugsPeople> wait,
world.isRemote basically is the same
L1858[19:23:27] <gigaherz> then*
L1859[19:23:31] <wiresegal> no it isn't
debugs
L1860[19:23:50] <wiresegal> even on the
client, the methods are called twice, once with isRemote=true and
once with isRemote=false
L1861[19:24:02] <killjoy1> that's in a
singleplayer world
L1862[19:24:06] <killjoy1> because
server/client threads
L1863[19:24:10] <Grist> Hi just some
quick questions about the distinction between blocks and itemblocks
- what exactly is the distinction? are they itemBlocks in
inventories, and Blocks in the world? should I register both or
just one with the game registry? Should their registrynames be the
same, or is there a format I should use for those? do I need to
define their models and textures seperatel? is there a need to have
both?
L1864[19:24:19] <killjoy1> blocks are
blocks
L1865[19:24:22] <killjoy1> itemblocks are
items
L1866[19:24:32] <killjoy1> make
sense?
L1868[19:24:36] <gigaherz> read
that
L1869[19:24:41] <gigaherz> will clarify
the mess that are "sides"
L1870[19:25:00] <Cypher121> register
both, same name, you need to register item models separately
L1871[19:25:03] <DebugsPeople> no yes, I
get it
L1872[19:25:08] <Cypher121> that's about
it I guess
L1873[19:25:42] <Grist> okay so I
register both with the same name, should I do one before the other
in a certain order? are there docs someone can point me to about
this ahaha
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L1875[19:25:44] <DebugsPeople> if
world.isRemote is true it's the logical client
L1876[19:25:45] <gigaherz> Grist: an
ItemBlock is an Item designed to handle Blocks.
L1877[19:25:56] <gigaherz> otherwise,
they are identical.
L1878[19:26:12] <DebugsPeople> was
messing something up
L1879[19:26:12] <gigaherz> and as for
Block vs ItemBlock
L1880[19:26:20]
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L1881[19:26:21] <Grist> alright, so does
every block need an ItemBlock?
L1882[19:26:24] <gigaherz> nope
L1883[19:26:29] <Grist> okay
L1884[19:26:30] <gigaherz> up to 1.9, it
was opt-out
L1885[19:26:39] <gigaherz> you could pass
null as the itemblock class
L1886[19:26:42] <gigaherz> and it would
just not make one
L1887[19:26:49] <gigaherz>
(1.8/1.8.9)
L1888[19:26:54] <gigaherz> in 1.9+, it's
opt-in
L1889[19:27:03] <gigaherz> you have to
manually register the Itemblock for any block that needs one
L1890[19:27:15] <gigaherz> note however:
no itemblock means the block *can't* drop as its own thing
L1891[19:27:19] <gigaherz> or be taken
from the creative inventory
L1892[19:27:23] <gigaherz> or from
NEI/JEI
L1893[19:27:30] <gigaherz> it simply
doesn't exist as an item at all
L1894[19:27:41] <gigaherz> example: the
Sign block, and the Sign item
L1895[19:27:44] <gigaherz> they are
separate things
L1896[19:27:48] <Grist> and so should I
make an itemblock for every single block that a player should
conceivably be able to have in their inventory?
L1897[19:28:16] <gigaherz> you can use
the default implementation if that works for you
L1898[19:28:24] <Grist> like Tinkers
fluids wouldn't have itemblocks, just blocks, whereas anything that
can be held needs an itemblock?
L1899[19:28:42] <Grist> or are itemblocks
only for things like signs and rails where the item is different
from the block?
L1900[19:28:47] <gigaherz> no
L1901[19:28:54] <gigaherz> itemblocks are
what normal blocks have
L1902[19:29:05] <gigaherz> signs and such
have non-itemblock items
L1903[19:29:30] <gigaherz> calling
Item.getItemFromBlock for a skull, will return null
L1904[19:30:06] <gigaherz> because
there's no registered itemblock for the "head"
block
L1905[19:30:35] <gigaherz> there's no
reason why that's setup like that, though
L1906[19:30:55] <Grist> alright
L1907[19:31:02] <gigaherz> so
really
L1908[19:31:24] <gigaherz>
gameRegistry.register(new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L1909[19:31:34] <gigaherz> for any block
that needs to have an item form
L1910[19:31:36] <Grist> so item blocks
are just inventory representations of blocks as opposed to world
representations of blocks?
L1911[19:31:38] <gigaherz> if you are on
1.9+
L1912[19:31:40] <Grist> cool
L1913[19:31:44] <gigaherz> yup
L1914[19:31:52] <gigaherz> anything in
hand/ground/inventory is an ItemStack
L1915[19:31:56] <gigaherz> which points
to an Item
L1916[19:32:06] <gigaherz> while anything
on the world grid is an IBlockState, that points to a Block
L1917[19:32:08] <Grist> and do I have to
have a model json for the block as well as the itemblock?
L1918[19:32:21] <gigaherz> yes but
no
L1919[19:32:28] <gigaherz> in the vanilla
way, yes
L1920[19:32:32] <gigaherz> but forge
alloys you to avoid them
L1921[19:32:36] <Grist> nice
L1922[19:32:42] <gigaherz> you can define
all the models with just the blockstates json file
L1923[19:32:51] <gigaherz> even for
non-block items
L1924[19:33:02] <gigaherz> there are some
drawbacks
L1925[19:33:04] <gigaherz> most
notably:
L1926[19:33:15] <gigaherz> a resourcepack
won't be able to replace just ONE of the models
L1927[19:33:21] <Grist> ah
L1928[19:33:22] <gigaherz> it will have
to overwrite the whole blockstates json file
L1929[19:33:39] <gigaherz> so you can't
have "overlay" resource packs
L1930[19:33:43] <gigaherz> that just
change a few things
L1931[19:34:04] <Grist> this whole
blockstates and json thing seems far more complicated to me than
the old way of doing things, but I'm sure I'll get used to it
ahaha
L1932[19:34:14] <gigaherz> it sounds
worse than it is
L1933[19:34:18] <gigaherz> once you catch
the idea
L1934[19:34:21] <gigaherz> it's
nice
L1935[19:34:28] <gigaherz> it does have
some higher initial effort
L1936[19:34:29] <gigaherz> but it pays
off
L1937[19:34:41] <Grist> cool
L1938[19:34:44] <Grist> thank you for the
help!
L1939[19:34:46] <Cypher121> i'm currently
staring at a custom model loader
L1940[19:34:48] <gigaherz> np
L1941[19:35:08] <Cypher121> which was
written with a single goal to have all models defined in a single
file models/models.json
L1942[19:35:19] <Cypher121> and I don't
know whether to laugh or to cry
L1943[19:35:43] <gigaherz> I'd facepalm,
sigh, and wave my head in resignation
L1944[19:36:35]
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L1945[19:37:13] <Cypher121> it uses a
bunch of deprecated shit, such as ItemCameraTransforms and
ItemTransformVec3f
L1946[19:37:38] <Cypher121> fucks up the
format of "textures" object
L1947[19:38:05] <Cypher121> and I'm not
even halfway through it
L1949[19:40:24] <Grist> oh and one other
question - when I do setCreativeTab, I should do that on the
itemBlock and not the Block, right?
L1950[19:40:45] <gigaherz> I
suppose
L1951[19:40:45] <Cypher121> yeah,
something like this, although I usually prefer to set block
registry name in constructor
L1952[19:41:05] <gigaherz> Grist: nah,
the one from the block gets called
L1953[19:41:21] <gigaherz>
ItemBlock#getCreativeTab calls block.getCreativeTab ;p
L1954[19:41:32] <Grist> oh haha alright
cool
L1955[19:42:16] <gigaherz> really you
don't have to mess with ItemBlock normally
L1956[19:42:22] <gigaherz> there's only 2
cases where you may want to
L1957[19:42:30] <Grist> and do light
levels still work the old way where 15 is the highest and 0 is the
lowest?
L1958[19:42:37] <Grist> ooh messing with
things tell me more hahhaa
L1959[19:42:38] <gigaherz> 1. if you have
subblocks, and you want to also have subitems for each
subblock
L1960[19:43:14] <gigaherz> I was about to
say "2. if you want to give the block special
tooltips"
L1961[19:43:26] <gigaherz> but I
remembered that calls block.addInformation also so it's not the
case anymore ;P
L1962[19:43:53] <gigaherz> in fact
L1963[19:44:13] <Cypher121> gigaherz:
after staring at that loader for some more time, I decided to
cry
L1964[19:44:16] <Grist> huh I guess what
I have learned is that I should really just read the block and
itemblock classes ahaha
L1965[19:44:18] <gigaherz> the
getMetadata isn't even needed anymore
L1966[19:44:40] <gigaherz> yeap. the only
use for an ItemBlock RIGHT NOW, is to allow different subitems to
have different unlocalized names.
L1967[19:44:47] <gigaherz> since
ItemBlock does
L1968[19:44:57] <gigaherz> public String
getUnlocalizedName(ItemStack stack) { return
this.block.getUnlocalizedName(); }
L1969[19:45:03] <gigaherz> doesn't pass
over the stack to the block
L1970[19:45:13] <gigaherz> so you can't
have metadata-dependant unlocalized names
L1971[19:45:36] <gigaherz> which means
it's the one single use for custom ItemBlocks ;P
L1972[19:45:51] <Grist> so like all the
colours of wool have different itemBlocks?
L1973[19:46:00] <gigaherz> no
L1974[19:46:19] <gigaherz> it has one
ItemBlock
L1975[19:46:27]
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L1976[19:46:33] <gigaherz> oh wait I
retract this statement
L1977[19:46:37] <gigaherz> [02:44]
(gigaherz): the getMetadata isn't even needed anymore
L1978[19:46:41] <gigaherz> it's in Item,
not ItemBlock
L1979[19:46:48] <gigaherz> still needed
for blocks with subblocks
L1980[19:46:50] <gigaherz> ;p
L1981[19:47:09]
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L1982[19:47:11] <gigaherz> Grist: wool
uses metadata numbers
L1983[19:47:13] <gigaherz> 0..15
L1984[19:47:16] <gigaherz> for the 16
different colors
L1985[19:47:19] <Grist> yes
L1986[19:47:21] <gigaherz> ifyou look at
that class
L1987[19:47:30] <gigaherz> you'll see it
overrides getUnlocalizedName(ItemStack)
L1988[19:47:36] <gigaherz> and in it,
returns a custom unlocalized name
L1989[19:48:51] <Grist> in which
class?
L1990[19:49:03] <gigaherz>
ItemCloth
L1991[19:49:25]
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L1992[19:49:37] <gigaherz> which is a
misnomer
L1993[19:49:39] ***
Kolatra is now known as Kolatra|away
L1994[19:49:40] <gigaherz> it shoudl be
ItemColored
L1995[19:49:40] <Grist> oh haha thanks I
was looking for an ItemWool
L1996[19:49:55] <gigaherz> or
ItemColoredBlock
L1997[19:50:06] <gigaherz> it's used for
stained clay and stained glass and panes
L1998[19:50:11] <gigaherz> and
carpet
L1999[19:50:15] <gigaherz> not just
"cloth"
L2000[19:50:24] <Grist> Ohh I see
L2001[19:50:51] <Grist> so a case like
wool would be one where you want multiple itemBlocks per
block
L2002[19:51:23] <gigaherz> ....no, not
multiple itemblocks, there's still just one ItemBlock
instance
L2003[19:51:34] <gigaherz> just the
itemstack can take multiple metadata numbers
L2004[19:51:43] <gigaherz> and they
represent different item variants
L2005[19:52:05] <gigaherz> the same
metadata value is used for the durability vlaue in tools and
weapons
L2006[19:52:12] <gigaherz> so it has
multiples uses
L2007[19:52:22] <gigaherz> sometimes it
represents subitems, sometimes not
L2008[19:52:26] <gigaherz> in the case of
wool, it does
L2009[19:54:13] ***
V is now known as Vigaro
L2010[19:54:24] <Grist> block metadata is
different than item metadata though right?
L2011[19:54:33] <Grist> blocks have way
fewer values IIRC
L2012[19:54:37] <gigaherz> yup
L2013[19:54:45] <gigaherz> block metadata
is 4 bits (16 values)
L2014[19:54:55] <Grist> I havent modded
for about 4 years hahaha picking up the pieces
L2015[19:54:56] <gigaherz> while item
metadata is 16 bits (65536 values)
L2016[19:55:31] <gigaherz> although I
don't remember if it allows negatives
L2017[19:55:34] <gigaherz> may be 32768
;p
L2018[19:56:09] <Grist> cool
L2019[19:56:22]
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L2020[19:56:41] <Grist> so how do I let
the itemblock just use the block model and texture?
L2021[19:57:38] <gigaherz> make a client
proxy if you don't have one
L2022[19:57:50] <gigaherz> and on it,
make a method that gets called on preinit, if you don't have one
yet
L2023[19:57:51] <gigaherz> and then
call
L2024[19:58:01] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L2025[19:58:13] <gigaherz> as you would
for an item
L2026[19:58:20] <gigaherz> just for the
itemblock (Item.getItemFromBlock)
L2027[19:58:29] <gigaherz> then
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L2029[19:58:45] <gigaherz> if you use
forge blockstates, you'll want a variant string that matches the
one you specified in it (usually "inventory")
L2030[19:59:21] <Grist> ah so I want to
have a reference to the itemBlock still?
L2031[19:59:22] <gigaherz> and if you are
using vanilla style, you'll want an item model
L2032[19:59:25] <gigaherz> in
models/item/
L2033[19:59:35] <gigaherz> no Grist, use
Item.getItemFromBlock
L2034[19:59:40] <Grist> oh!
L2035[19:59:45] <gigaherz> then
L2036[19:59:51] <gigaherz> in the item
json
L2037[19:59:52] <gigaherz> you can
use
L2038[20:00:06] <gigaherz>
"parent": "modid:block/theblockmodel"
L2039[20:00:13] <gigaherz> to reuse the
same model
L2040[20:00:38] <gigaherz> check the
jsons for vanilla items/blocks for reference
L2041[20:05:00] <Grist> alright so I
can't just point it to the same json file?
L2042[20:06:20] <Grist> is there a guide
to this whole models thing somewhere or something like can someone
give me a link to how this grammar works
L2043[20:06:45] <DebugsPeople> look at
the vanilla models
L2044[20:06:52] <DebugsPeople> and try
some stuffs
L2045[20:07:04] <Grist> alright
L2046[20:07:16] <Grist> should I just
parent cube_all?
L2047[20:07:50] <Grist> and also, is
there an equivalent to ModelLoader for blocks? how do I set the
models for blocks?
L2048[20:09:38] <gigaherz> night
ppl
L2049[20:09:45] ***
gigaherz is now known as ghz|afk
L2050[20:11:36] <DebugsPeople> I don't
know if you have to lol
L2051[20:13:32] <DebugsPeople>
Grist,
L2052[20:14:41] <Grist> yes?
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L2054[20:21:10] <DebugsPeople> I don't
know if you actually have to
L2055[20:21:13] <DebugsPeople> sorry,
lol
L2056[20:21:19] <DebugsPeople> rip
reactiontime
L2057[20:26:20] <Grist> wait I don't have
to?
L2058[20:26:25] <Grist> then how do I set
the texture?
L2059[20:26:49] <Grist> aagh I just need
a concise explanation of this new system somewhere
L2060[20:27:26] <DebugsPeople> {
L2061[20:27:26] <DebugsPeople>
"parent": "block/cube_all",
L2062[20:27:26] <DebugsPeople>
"textures": {
L2063[20:27:26] <DebugsPeople>
"all": "blocks/stone_andesite"
L2064[20:27:26] <DebugsPeople> }
L2065[20:27:27] <DebugsPeople> }
L2066[20:28:25] <DebugsPeople> with all
being the texture
L2067[20:28:45] <Grist> oh hey found
willieW's gist about this wooOO
L2068[20:28:46] <DebugsPeople> base
directory is assets/yourmodid/textures
L2069[20:28:50] <DebugsPeople> ahh,
nice
L2070[20:28:57] <Grist> all shall be
revealed
L2071[20:28:59] <DebugsPeople> I suck at
explaining, sorry :P
L2072[20:29:16] <Grist> thank you for
your help!
L2073[20:29:30] <DebugsPeople> what did I
do lol
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L2078[20:46:46] <wiresegal>
getStateFromMeta is deprecated in 1.9.4, what are we supposed to
use?
L2079[20:48:58] <tterrag> nothing?
L2080[20:49:01] <tterrag> why would you
call that?
L2081[20:49:34]
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L2082[20:50:04] <raoulvdberge> anyone
have an example of a TE that has an itemhandler as
capability?
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L2086[20:51:09] <wiresegal> i'm not
calling it, i'm extending it.
L2087[20:51:25] <wiresegal> how are we
supposed to load from a savestate without it ._.
L2088[20:51:48] <tterrag> depends who
added the annotation
L2089[20:52:03] <tterrag> (I assume
forge)
L2090[20:52:05] <tterrag> but then,
why?
L2091[20:52:22] <wiresegal>
¯\_(ツ)_/¯
L2092[20:52:25] <tterrag> !gm
getStateFromMeta
L2093[20:52:41] <tterrag> it's not
patched...
L2094[20:53:14] <tterrag> I don't know
enough about 1.9.4 to say
L2095[20:53:42] <Optimoos> I'm trying to
write a small Botania addon (a version of the Orechid that only
works in certain dimensions), but I'm a noob and not entirely sure
what I should be doing with the API from github. Can anyone provide
me some direction?
L2096[20:54:09] <tterrag> copy it and put
it in your project's src/api/java
L2097[20:54:09]
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L2098[20:54:24] <tterrag> (or just build
against an API jar, if such a thing exists)
L2099[20:55:48] <wiresegal> you can build
against botania itself
L2100[20:55:59] <wiresegal> just drop it
in libs/ and run setupDecompWorkspace
L2101[20:56:25] <Cypher121> raoulvdberge:
TileEntityChest
L2102[20:56:45] <Optimoos> Cool, ty both,
I'll start with that
L2103[20:57:03] <kashike> tterrag:
annotations in net.minecraft come from Mojang.
L2104[20:57:11] <tterrag> I figured
L2105[20:57:16] <tterrag> so mojang
itself deprecated it
L2106[20:57:39] <tterrag> wiresegal:
that's excessive and prone to issues
L2107[20:58:14] <Cypher121> so what's the
replacement?
L2108[20:58:15] <tterrag> firstly, it
would require a deobf version, but that's not a huge deal. mostly
the fact that you will have internal code available to
reference
L2109[20:58:28] <tterrag> it's best to
*just* use the API
L2110[20:58:30] <tterrag> when
possible
L2111[21:00:12]
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L2112[21:04:27] <wiresegal> yeah, i'm
still confused as to what I SHOULD use for getStateFromMeta
then
L2113[21:05:06] <wiresegal> seeing as
mojang uses it in their code ._.
L2114[21:05:07] <mezz> it's deprecated by
mojang, worry about it when they remove it :P
L2115[21:05:57] <mezz> their annotations
are not airtight, it's a big codebase and sometimes they're just
pushing things in one direction and it's incomplete
L2116[21:07:23]
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L2118[21:12:18] <LexDesktop> Mojang,
incomplete... you don't say!
L2119[21:12:51] <LexDesktop> But,for
those ones in particular, yes it's not going away until they
finally kill the metadata compleetly and just treat them all as
blockstates
L2120[21:13:01] <LexDesktop> however,
MOST of the annotations from mojang are correct.
L2122[21:15:17] ***
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L2124[21:17:02] <tterrag> hm...all this
time I thought the MC font was monospace
L2125[21:17:04] <tterrag> is it
not?
L2126[21:17:44] <williewillus> Cypher121:
almost
L2127[21:17:45] <LexDesktop> Technically
no.
L2128[21:17:46] <tterrag> I am creating a
loading bar in the chat using # and spaces, and the bar grows as I
replace spaces with # characters
L2129[21:17:50] <williewillus> you
haven't specified a model
L2130[21:20:11] <williewillus> dammit
tico update so I can move my world to 1.9.4 :D
L2131[21:21:22] <Cypher121> williewillus:
better now?
L2132[21:21:44] <williewillus> yeah,
remove block/ from that model path since that's auto-added inside
blockstate jsons
L2133[21:21:50] <williewillus> then it
should be good
L2134[21:22:46] <Cypher121> ok, now what
would be the best way to specify all inventory variants?
L2135[21:22:52]
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L2137[21:23:04]
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L2138[21:23:17] <Cypher121> do I have to
just keep adding "inventory_copper": ...,
"inventory_tungsten": ..., and so on?
L2139[21:23:53] <Cypher121> tterrag:
looks a bit too fast to justify a progress bar
L2140[21:23:58] <Cypher121> other than
that pretty cool
L2141[21:23:59] <tterrag> Cypher121: it
can be longer
L2142[21:24:02] <tterrag> it's called
*testing* :D
L2143[21:24:07] <williewillus> Cypher121:
no you can set the variant directly
L2144[21:24:14] <TehNut> tterrag: since
when do you make bukkit plugins :P
L2145[21:24:15] <kashike> tterrag: pipe
might look nicer
L2146[21:24:20] <kashike> that box is too
big
L2147[21:24:22] <tterrag> pipe?
L2148[21:24:24] <tterrag> | ?
L2149[21:24:26] <tterrag> I'll try
L2150[21:24:26] <kashike> |
L2151[21:24:40] <williewillus> Cypher121:
ModelLoader.setCustomMRL(Item.getItemFromBlock(b), <meta>,
new MRL(<path>, "ore=copper"))
L2152[21:24:41] <williewillus> etc.
L2153[21:24:44] <tterrag> heh that's way
too small. maybe it'd work with spaces though
L2154[21:24:54] <tterrag> nope
L2155[21:25:08] <tterrag> maybe two pipes
per space?
L2156[21:25:08]
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L2157[21:25:19] <tterrag> yeah taht
works
L2158[21:25:26] <Cypher121> wouldn't I
need "transform": "forge:default-block" inside
inventory variants?
L2159[21:25:30] <williewillus> yes
L2160[21:25:35] <williewillus> just put
it in defaults
L2161[21:25:46] <kashike> [ | | | | | | |
| | | | | | ]
L2162[21:25:48] <williewillus> it won't
affect the in-world appearancce
L2163[21:25:53] <Cypher121> oh
L2164[21:25:55] <Cypher121> that's
cool
L2165[21:25:58] <Cypher121> thanks
L2166[21:26:11] <tterrag> kashike: MC
font isn't monospace
L2167[21:26:15] <tterrag> so a space is
2x the width of a pipe
L2168[21:26:38] <DebugsPeople> what
happened to entity yOffset?
L2169[21:26:46] <kashike> ah, I always
forget what font is like
L2170[21:27:20] <DebugsPeople> oh wait,
it's just not used in Entitiy
L2171[21:28:17] <killjoy1> I hate it when
I accidentally import java.awt.List
L2172[21:28:49] <williewillus>
DebugsPeople: it got moved into a method
L2173[21:28:54] <DebugsPeople> wtf is
IDEA doing, using way too much cpu
L2174[21:28:55] <williewillus>
Entity.getYOffset
L2175[21:28:58] <DebugsPeople> yea
L2176[21:29:01] <DebugsPeople> found
it
L2177[21:29:12] <DebugsPeople> was just
confused as to why it returned 0 up until now
L2178[21:29:23] <DebugsPeople> then
rememebered I can override it
L2179[21:29:27] <Cypher121> williewillus:
if I have variants that are just "name": [{}] can I
remove them?
L2180[21:29:54] <williewillus> if you use
them? no
L2181[21:30:02] <Cypher121> k
L2182[21:31:10] <wiresegal> hey, willie,
botaniamisc.baubletooltip gets the non-deprecated I18n
annoyed
L2183[21:31:40] <wiresegal> it puts
"Format error: " before it
L2184[21:32:10] <williewillus> what does
it say after?
L2185[21:32:49] <williewillus> also wat
that lang key isn't in my en_US.lang 0.o
L2186[21:33:03] <williewillus> wait found
it
L2187[21:33:16] <wiresegal> it says the
actual thing after
L2188[21:33:23]
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L2189[21:33:23] <wiresegal> but it's
probably complaining about %key%
L2190[21:33:29] <wiresegal> you should
just use %s prolly
L2191[21:33:47]
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L2192[21:34:02] <williewillus> %key% is a
thing? :P
L2193[21:34:05]
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L2194[21:34:24] <williewillus> or did we
substitute that manually
L2195[21:34:29] <wiresegal>
manually
L2196[21:34:31] <wiresegal> with a
.replace
L2197[21:34:36] ***
Mumfrey is now known as mumfrey
L2198[21:34:46] <williewillus> blegh
yeah
L2199[21:34:58] <wiresegal> also hey, i
just reproduced a bug on your repo \o/
L2200[21:35:04] <williewillus> which
one
L2201[21:35:22] <wiresegal> #293
L2202[21:35:35] <wiresegal> every time i
load my world, my hopperhocks become... something.
L2203[21:35:45] <williewillus> okay
yeah
L2204[21:35:48] <williewillus> i probably
know why
L2205[21:35:52] <wiresegal> they turn
into oxeye daisies
L2206[21:35:52] <williewillus> its the
new te syncing stuff
L2207[21:35:52] <wiresegal> WHAT
L2208[21:36:00] <williewillus> lol
L2209[21:36:03] <wiresegal> i'm just
utterly confused
L2210[21:36:13] <wiresegal> but they drop
hopperhocks, so
L2211[21:36:31] <williewillus> wat
L2212[21:36:32]
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L2213[21:36:36] <DebugsPeople> xD
L2214[21:36:42] <williewillus> if the
subtile type is missing it should have the missing texture
L2215[21:36:44] <williewillus> 0.o
L2216[21:36:54] <wiresegal> it's only an
oxeye on isRemote=true
L2217[21:36:56] <wiresegal> ._.
L2218[21:37:24] <Elucent> what is going
on with ItemAxe in 1.9?
L2219[21:37:42] <williewillus> wiresegal:
like the literal block is the vanilla flower?
L2220[21:37:45] <wiresegal> no
L2221[21:37:50] <wiresegal> but... lemme
get a screenie
L2222[21:37:53] <TehNut> It's broken.
Extend ItemTool and set the type to axe in harvest level
L2223[21:38:22] <tterrag> lol
L2224[21:38:30] <tterrag> vanilla
OPEN_FILE click event is busted?
L2225[21:38:34] <DebugsPeople> lel,
"hur dur, we're mojang, let's break some more
stuff"?
L2226[21:38:39] ***
Darkhax is now known as Darkhax_AFK
L2227[21:38:41] <williewillus> not
really
L2229[21:38:53] <tterrag> Caused by:
java.io.IOException: Failed to open file
L2230[21:38:57] <tterrag> yeah, it's
busted.
L2231[21:39:02] <williewillus> oh
that
L2232[21:39:08] <wiresegal> it's a daisy,
what
L2233[21:39:09] <wiresegal> why
L2234[21:39:15] <williewillus> that's a
dummy property
L2235[21:39:30] <williewillus> bc botania
flowers extend BlockFlower they receive all the blockstate
properties BlockFlower has
L2236[21:39:39] <williewillus> it's set
to oxeye_daisy for everything
L2237[21:39:45] <Grist> williewillus, I
spent last night and tonight reading your gist on the new rendering
system and I feel... enlightened and uplifted and like I have great
power. One question, is the assets/modid/models/item and
assets/modid/blockstates distinction necessary, or is there a way
to put everything in one directory?
L2238[21:39:47] <wiresegal> fair enough
xD
L2239[21:39:47] <tterrag> williewillus:
new ClickEvent(ClickEvent.Action.OPEN_FILE,
future.get().getPath()))
L2240[21:39:59] <tterrag> and I am 100%
positive the file from future.get() is valid (I just wrote to
it)
L2241[21:40:03] <Grist> or at least
models/item and models/block or something
L2242[21:40:04] <williewillus> so yeah
it's proably the subtile is just not syncing
L2243[21:40:10] <wiresegal>
probably
L2244[21:40:27] <DebugsPeople> wait, if I
overwrite applyPlayerinteraction do I have to return PASS so other
interact Events still get triggered after?
L2245[21:40:47] <tterrag> why the hell
does mojang use reflection to invoke Desktop methods
L2246[21:40:53] <wiresegal> because
mojang
L2247[21:41:06] <williewillus> you return
PASS if you want to say "I didn't try anything" or
"nothing meaningful happened"
L2248[21:41:24] <williewillus> Grist:
they are distinct, however like the primer said items are just
special cases of blockstates
L2249[21:41:40] <williewillus> if you use
forge blockstate json you can setCustomMRL to them :P
L2250[21:41:49] <williewillus> I keep all
my items split out though
L2251[21:42:27] <Grist> so if for the
item forge_marker is 1, I can use setCustomMRL?
L2252[21:42:29] <williewillus> tterrag:
maybe platform-specific stuff? idk that api well
L2253[21:42:46] <tterrag> they don't do
anything special
L2254[21:42:46] <williewillus> Grist:
then you can setCustomMRL to variants in that blockstate json
(which is what an MRL is in the first place)
L2255[21:43:26] <williewillus> you can do
whatever but I personally advise against dumping a ton of items
into 1 forge blockstate json
L2256[21:44:10] <Grist> ohHH so in
ResourceLocation constructor, the first string specifies the json
file to use and the second string specifies the variant?
L2257[21:44:19] <DebugsPeople> tfw you
don't get why you can't bind the rcentity, but you're using the
wrong remote type :S
L2258[21:44:24] <Grist>
*ModelResourceLocation that is
L2259[21:44:45] <williewillus> yup
L2260[21:44:52] <williewillus> that's
always what an MRL is
L2261[21:44:58] <williewillus> items just
have a little special magic around them
L2262[21:45:11] <williewillus> since
there's no such thing as "itemstates" for items
L2263[21:45:20] <wiresegal> what exactly
is the functional difference between PASS and FAIL in
EnumActionResult?
L2264[21:46:00] <williewillus> PASS means
"try the next interaction"
L2265[21:46:09] <williewillus> FAIL or
SUCCESS usually cause interactions to terminate
L2266[21:46:16] <wiresegal> but FAIL
doesn't always
L2267[21:46:22] <williewillus> yeah
L2268[21:46:29] <wiresegal> you can FAIL
your first item and then use your second
L2269[21:46:58] <williewillus> yeah so
like on my 1.9 primer be optimistic on the client side (because
that's where interactions initiate) and truthful serverside
L2270[21:47:08] <williewillus> a lot of
vanilla methods return SUCCESS on client side
L2271[21:47:14] <wiresegal> ahhh
L2272[21:47:33] <williewillus> but if you
know that in that case you want other things to be tried you can do
PASS
L2273[21:48:45] <williewillus> wiresegal:
anyways does that flower model glitch happen randomly or only when
you reload a chunk
L2274[21:48:56] <wiresegal> reload a
chunk maybe, world definitely
L2275[21:49:01] <wiresegal> i've never
seen it happen otherwise
L2276[21:49:19] <wiresegal> also mana
cookies aren't working?
L2277[21:49:25] <williewillus> okay yeah
its the te syncing
L2278[21:49:37] <tterrag> ok, I think
this bug is java ironically
L2279[21:49:45] <williewillus> wiresegal:
not working how? 0.o
L2280[21:49:52] <williewillus> tterrag:
what's the java bug haha
L2281[21:49:56] <tterrag> new
File(mcDataDir, "some/path") -> if mcDataDir =
"." which it usually does
L2282[21:50:00] <tterrag> then you get
./some/path
L2283[21:50:11] <tterrag> then when you
call toURI() you get C:/parent/path/./some/path
L2284[21:50:20] <tterrag>
Desktop.browse() will NOT accept that path
L2285[21:50:25] <tterrag> without the /./
it works fine
L2286[21:50:39] <williewillus> that's
dumb
L2287[21:50:40] <williewillus> :P
L2288[21:50:46] <tterrag> even though /./
is perfectly valid
L2289[21:50:50] <tterrag> (really, I
blame windows)
L2290[21:51:10] <tterrag> I'm trying to
find a programmatic way to remove the ./ other than
substrings
L2291[21:51:14] <wiresegal> not working
as in... it's giving me half a shank of saturation and that's
it
L2292[21:51:30] <tterrag> obviously I can
jstu do new File("some/path") but idk if mcDataDir is
ALWAYS .
L2293[21:52:36] <wiresegal> willie,
you're applying one tick of saturation. ONE tick. ._.
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L2295[21:52:52] <williewillus> it's like
that in master
L2297[21:53:02] <wiresegal> really?
L2298[21:53:05] <Grist> on which side and
in which stage if initialization should I run addRecipe?
L2299[21:53:18] <wiresegal> ...huh.
L2300[21:53:32] <williewillus> Grist:
both and init
L2301[21:53:32] <tterrag> AHA
L2302[21:53:42] <Grist> thanks!
L2303[21:53:44] <tterrag>
getCanonicalFile says it removes redundant paths
L2304[21:54:07] <tterrag> this explains
why the screenshot link in chat has always been busted for me
L2305[21:54:09] <tterrag> they do the
same thing
L2306[21:54:18] <tterrag> File file1 =
new File(gameDirectory, "screenshots");
L2307[21:54:39] <williewillus> so
probably works on *nixes
L2308[21:54:44] <tterrag> yeah
L2309[21:54:44] <williewillus> lemme try
the screenshot links
L2310[21:54:47] <wiresegal> i got no idea
why, but in 1.7.10 it filled your bar completely...
L2311[21:54:50] <tterrag> I'm on w7
here
L2312[21:55:09] <DebugsPeople> ok,
something is messed up right here lol
L2313[21:55:15] <williewillus> did the
potioneffect constructor take like seconds or seomthing in
1.7?
L2314[21:55:15] <williewillus> idk
L2315[21:55:33] <wiresegal> yes. yes it
did.
L2316[21:55:33] <TehNut> Yeah, screenshot
link is borked for me, too
L2317[21:55:38] <TehNut>
run/./screenshots
L2318[21:55:39] <williewillus> heh yeah
screenshot links work
L2319[21:55:40] <williewillus>
linux
L2320[21:55:45] <TehNut> W10
L2321[21:55:49] <Cypher121> I'd recommend
using Path/Paths instead of File though
L2322[21:55:50] <wiresegal> Mac
L2323[21:55:56] <Cypher121> and java.nio
in general
L2324[21:56:32] <wiresegal> yeah, willie,
it was duration * 20 in 1.7.10 :P
L2325[21:57:00] <williewillus> lol okay
I'll relook over all PotionEffect constructions :P
L2326[21:57:01] <tterrag> Cypher121:
that's j7
L2327[21:57:02] <tterrag> so...no
L2328[21:57:06] <tterrag> not gonna
happen
L2329[21:57:13] <tterrag> though I agree
nio is better
L2330[21:57:21] <williewillus> i thought
you built for j7?
L2331[21:57:28] <tterrag> on this mod,
no
L2332[21:57:32] <tterrag> but we're
talking about vnailla
L2333[21:57:37] <tterrag> they may have
fixed this in 1.9, idk
L2334[21:57:41] <tterrag> haven't
checked
L2335[21:58:01] <tterrag> if not, a
simple forge patch with getCanonicalFile would fix it
L2336[21:58:23] <Cypher121> oh, neat.
vals in kotlin singletons aren't properly initialized on load
L2337[22:00:46] <wiresegal> really?
L2338[22:00:59] <wiresegal> you mean
they're initialized by lazy from first class reference?
L2339[22:01:48] <wiresegal> because yeah,
initialization in objects doesn't get run until the object itself
is referenced
L2340[22:01:59] ***
Darkhax_AFK is now known as Darkhax
L2341[22:02:03] <Cypher121> wait,
actually that's not even the case. initializer is ignored even for
var
L2342[22:02:26] <wiresegal> you can even
take it one step further and use va(l/r) x: Type by lazy {
initializer }
L2343[22:02:27]
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(~Benimatic@cblmdm72-241-108-184.buckeyecom.net)
L2345[22:02:29] <tterrag> gif
ception
L2346[22:02:42] <Cypher121> wiresegal:
field is not initialized when method is called
L2347[22:02:44] <wiresegal> that value
won't be initialized until it itself is referenced, if it's
lazy
L2348[22:02:56] <Cypher121> so I have val
ORE_TYPES = PropertyEnum...
L2349[22:03:11] <Cypher121> and then
createBlockState() = BlockStateContainer(this, ORE_TYPES)
L2350[22:03:13] <wiresegal> WHOA that's
neat, tterag
L2351[22:03:21] <wiresegal> oh that's
different
L2352[22:03:24] <Cypher121> and ORE_TYPES
is passed to constructor as null
L2353[22:03:46] <wiresegal> yeah, because
ClassName(val foo: Bar) is evaluated as
L2354[22:03:56] <wiresegal> init {
this.foo = foo }
L2355[22:04:13] <wiresegal> and it can't
do that until AFTER the super call happens
L2356[22:04:22] <tterrag> wiresegal: it's
far from perfect...especially the memory usage
L2357[22:04:44] <wiresegal> ah well
¯\_(ツ)_/¯
L2358[22:04:54] <wiresegal> Cypher121:
the way I got around that is a bit... iffy
L2359[22:05:08] <wiresegal> I AT'd
blockState and manually reset it in my init {} block
L2360[22:05:59] <TehNut> Wow that's
pretty good quality
L2361[22:06:19] <tterrag> TehNut: the
result gif there is 7.8MB
L2362[22:06:21] <tterrag> not too
bad
L2363[22:06:28] <tterrag> I resize down
to 500px
L2364[22:06:37] <TehNut> Going to add
quality settings?
L2365[22:06:49] <tterrag> perhaps
L2366[22:06:55] <tterrag> that's not
where the memory usage is though
L2367[22:07:01] <tterrag> let me turn on
F3...
L2368[22:07:13]
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(Ping timeout: 195 seconds)
L2369[22:07:17] <TehNut> nono, I want to
turn it *up* :P
L2370[22:07:38] <wiresegal> I have just
created yet ANOTHER belt that makes you think twice about using the
Sash >:D
L2371[22:07:45]
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L2372[22:07:48] <DebugsPeople> rip, I
don't know how to use GL
L2373[22:07:58] <tterrag> TehNut: good
luck with that
L2374[22:07:59] <TehNut> nobody
does
L2375[22:08:16] <wiresegal> we just
reload changed classes until it works
L2376[22:08:42] <Cypher121> wiresegal: in
any case, it means that method of the object is called before the
<init> of same object
L2377[22:08:43] <tterrag> not nobody
;(
L2378[22:08:48] <DebugsPeople> lol
L2379[22:08:49] <Cypher121> that's just
bs
L2380[22:09:14] <wiresegal> Cypher121:
it's called in the init of Block, that's why
L2382[22:09:22] <tterrag> watch the
memory when it starts writing
L2383[22:09:46] <Cypher121> oh, I
see
L2384[22:09:47] <tterrag> BufferedImage
sucks
L2385[22:10:11] <wiresegal> when I say
'food item' what springs to mind firs
L2386[22:10:14] <wiresegal> *first
L2387[22:10:15] <TehNut> Yeah that won't
phase my system
L2388[22:10:28] <tterrag> that's with the
500px gif...let me remove the size cap
L2389[22:10:37] <TehNut> remove cap,
gimme a build
L2390[22:10:40] <TehNut> i wanna try
:p
L2391[22:10:41] <williewillus> lol
L2392[22:10:43] <tterrag> uhh ok
L2393[22:10:59]
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(~Lathanael@p54961723.dip0.t-ipconnect.de) (Ping timeout: 190
seconds)
L2394[22:11:15] <wiresegal> cake it
is
L2395[22:11:34] <williewillus> wiresegal:
were all of the potioneffect constructors in seconds in 1.7?
L2396[22:11:43] <williewillus> I got rid
of all my 1.7 workspaces so I can't check xD
L2397[22:11:55] <wiresegal> williewillus:
no. However, the thing for itemfood was.
L2398[22:12:06] <DebugsPeople> probably
using the wrong constant even :P
L2399[22:12:09] <wiresegal> PotionEffect
has always been in ticks.
L2400[22:12:12] <williewillus> wat
L2401[22:12:31] <williewillus> i thought
you said the constructor took seconds in 1.7
L2402[22:12:43] <williewillus> i'm asking
if all of the ctors did
L2403[22:12:45] <wiresegal> no, the
ItemFood setPotionEffect did
L2404[22:12:46] <williewillus> or just
the 3param one
L2405[22:12:47] <wiresegal> that's
it
L2406[22:12:50]
⇨ Joins: Lathanael|Away
(~Lathanael@p5496164A.dip0.t-ipconnect.de)
L2407[22:12:56] <Cypher121> moved that
shit to package-level, works now
L2408[22:12:57] <williewillus> but it
takes a potioneffect 0.o
L2409[22:12:57] <wiresegal> none of the
potioneffect constructors did ._.
L2410[22:12:58] <Cypher121> ugh
L2411[22:13:05] <wiresegal> it didn't use
to
L2412[22:13:08] <williewillus> ah
L2413[22:13:09] <williewillus> okay
L2415[22:13:20] <williewillus> so it only
affects this
L2416[22:13:24] <tterrag> this is 1.8.9
because get off my back I"ll port soon
L2417[22:13:32] <TehNut> Puush does
files, too, you know >.>
L2418[22:13:33] <wiresegal> yes, and any
other theoretical food items you may have had
L2419[22:13:34] <tterrag> finals just
ended
L2420[22:13:41] <tterrag> TehNut: puush
has stopped working for me
L2421[22:13:42] <tterrag> entirely
L2422[22:13:45] <TehNut> wat
L2423[22:13:49]
⇦ Quits: Wastl2 (~Wastl2@x4e34ed27.dyn.telefonica.de) (Read
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L2424[22:13:52] <tterrag> it never
finishes an upload
L2425[22:13:52] <TehNut> Then get ShareX
:P
L2426[22:13:55] <tterrag> that IS
sharex
L2427[22:13:59] <TehNut> ohgod
L2428[22:14:03] <DebugsPeople> why do I
only notice my nullpointer exceptions after I launch the game
L2429[22:14:07] <DebugsPeople> before it
crashes
L2430[22:14:15] <TehNut> download the
file you stupid website
L2431[22:14:19] <wiresegal> willie...
Natural Pledge is making people choose things other than the sash
>:D
L2432[22:14:33] <williewillus> and what
would other things be?
L2433[22:14:35] <wiresegal> (we provide a
12-slot toolbelt and a belt which eats food for you)
L2434[22:14:43] <williewillus> okay
:P
L2435[22:14:50] <tterrag> TehNut: this
site is slower than I remember :P
L2436[22:14:53] <wiresegal> both are so
much better imo, but now there's actually a choice
L2437[22:14:55] <TehNut> Yeah that isn't
downloading at all...
L2438[22:14:58] <tterrag> weird
L2439[22:14:59] <tterrag> ok
L2440[22:15:04] <TehNut> Like, I mean,
the button isn't doing shit
L2441[22:15:36] <DebugsPeople> is
GL11.LINE valid?
L2442[22:15:51] <williewillus> what do
you mean valid?
L2443[22:15:53] <wiresegal> because come
on, what good choices are there for belts besides the sash in
botania alone
L2444[22:16:08] <TehNut> the other sash
in botania
L2445[22:16:11] <wiresegal>
>.>
L2446[22:16:13] <DebugsPeople> as in
valid for glBegin
L2447[22:16:15] <DebugsPeople> but it's
not
L2449[22:16:24] <tterrag> DebugsPeople:
it's GL_LINE
L2450[22:16:31] <tterrag> GL11.LINE is
not a constant
L2451[22:16:32] <tterrag> use your
IDE
L2452[22:16:39] <DebugsPeople>
GL_LINE_STRIP
L2453[22:16:40] <DebugsPeople> yea
L2454[22:16:43] <DebugsPeople> meant
that
L2455[22:16:46] <tterrag> that's a
different thing
L2456[22:16:48] <DebugsPeople> oh
L2457[22:17:11] <tterrag> GL_LINE,
GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
GL_QUADS, and GL_POLYGON
L2458[22:17:14] <DebugsPeople> probably
used the wron one
L2459[22:17:15] <tterrag> those are your
choices :P
L2461[22:17:41] <Grist> Have entities
changed much in 1.8 and 1.9 from 1.7?
L2462[22:18:04] <williewillus> no
L2463[22:18:16] <williewillus>
datawatcher changed (got a lot better) in 1.9
L2464[22:18:35] <TehNut> tterrag: how do
i do it
L2465[22:18:39] <tterrag> TehNut: oh
right
L2466[22:18:42] <tterrag> hold F7 to
record :P
L2467[22:18:43] <TehNut> :P
L2468[22:18:46] <tterrag> too lazy to set
up a keybind yet
L2469[22:19:14]
⇨ Joins: Wastl2
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L2470[22:20:10] <TehNut> Maximized window
@1080p is using 1.8Gb to 2.3Gb
L2471[22:20:40] <tterrag> not bad
L2472[22:20:50] <tterrag> I tried adding
a forced GC after writing each frame
L2473[22:20:52] <tterrag> that did not go
well
L2474[22:21:37] <TehNut> 3836x1048 is
using ~2.8Gb
L2475[22:22:03] <williewillus> does it
stream to disk when recording?
L2476[22:22:15] <DebugsPeople> what's the
translate for GL?
L2477[22:22:44] <TehNut> LOL THAT FILE
SIZE
L2478[22:22:45]
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L2479[22:22:54] <williewillus> what do
you mean what's the translate? :P
L2480[22:22:55]
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L2481[22:22:56] <TehNut> 86Mb :D
L2482[22:23:14] <tterrag> williewillus:
it uses a single FileOutputStream to write the entire gif, so
yes?
L2484[22:24:02] <tterrag> the gif writer
is some random library code I found on github :P
L2485[22:24:06] <tterrag> works well
enough it seems
L2486[22:24:55] <williewillus> oh i meant
does it write to disk as it goes (with buffering) or it gets it all
and dumps it all at the end
L2487[22:25:13] <williewillus> but yeah
works well enough :P
L2488[22:25:26]
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L2490[22:25:44] <tterrag> it does seem to
buffer
L2491[22:25:46] <tterrag> reading the
code
L2492[22:25:51] <tterrag> but it's a hot
mess
L2493[22:25:56] <DebugsPeople> the
coordinates you have to translate
L2494[22:26:05] <tterrag> xyz?
L2495[22:26:16] <DebugsPeople> yes
L2496[22:26:21] <tterrag> what about
ti
L2497[22:26:22] <williewillus> what about
them
L2498[22:26:37] <DebugsPeople> are they
relative to the player, are they absolute?
L2499[22:26:42] <tterrag> TehNut: now you
see why I downsize
L2500[22:26:51] <TehNut> hehe
L2501[22:27:00] <tterrag> DebugsPeople:
that question has a lot of answers
L2502[22:27:03] <williewillus> yeah
L2503[22:27:06] <tterrag> they are
relative to the current transformation matrix
L2504[22:27:11] <williewillus> depends on
where in the code you are
L2505[22:27:28] <TehNut> Perfect quality
recording though
L2506[22:27:34] <DebugsPeople> I want to
draw a line from my entity, a vectory
L2507[22:27:38] <tterrag> other than
being 20fps :P
L2508[22:27:39] <DebugsPeople>
*vector
L2509[22:27:53] <tterrag> DebugsPeople:
if you are in the entity renderer, you are already transformed
relative to the entity's position
L2510[22:28:00] <TehNut> Eh, GIF's don't
need to be a high framerate
L2511[22:28:05] <tterrag> that's what I
figured
L2512[22:28:12] <tterrag> though oddly
enough, a frametime of 50ms is too slow
L2513[22:28:19] <tterrag> even though
1000/20 = 50
L2515[22:28:22] <williewillus> see how
the f3+b renders the entity's look vec
L2516[22:28:29] <DebugsPeople>
f3+b?
L2517[22:28:33] <TehNut> Oh I
crashed
L2518[22:28:37] <tterrag> get rid of that
translate
L2519[22:28:47] <DebugsPeople>
sure?
L2520[22:28:48] <tterrag> pretty sure
entities are already translated
L2521[22:28:57] <williewillus>
DebugsPeople: if you do f3+b in 1.8+
L2522[22:28:57] <tterrag> question: does
the rest of your entity render fine?
L2523[22:29:00] <DebugsPeople> yes
L2525[22:29:02] <williewillus> mc draws a
blue line out of the entity
L2526[22:29:02]
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L2527[22:29:03] <tterrag> then
nevermind
L2528[22:29:05] <williewillus> wherever
its looking
L2529[22:29:23] <DebugsPeople> where is
that rendering?
L2530[22:29:39] <DebugsPeople> oh, you
meant the keybind *facepalm
L2531[22:29:40] ***
wiresegal is now known as wiresleepgal
L2532[22:29:45] <tterrag> TehNut: was
there an error in your log prior to that
L2533[22:30:00]
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L2534[22:30:05] <tterrag> "Error
writing gif." or "Could not create gif file."
L2536[22:31:05] <Cypher121> what's a good
way to render stack in world?
L2537[22:31:23] <tterrag> well that's
self explanatory
L2538[22:31:24] <TehNut> Huh, I didn't
have it open in anything
L2539[22:31:25] <TehNut> wierd
L2540[22:31:28] <Cypher121> more
specifically horizontally on top of a block with TESR
L2541[22:31:31] <tterrag> yay windows
file locks
L2542[22:31:42] <TehNut> \o/
L2543[22:35:50] <DebugsPeople> where is
that debug rendering williewillus? :P
L2544[22:40:32] <DebugsPeople> yay it
works
L2545[22:44:16]
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L2546[22:45:16] <williewillus> Cypher121:
Minecraft.getMinecraft().getRenderItem().renderItem(stack,
transformtype)
L2547[22:45:24] <williewillus> with
appropriate GL setup beforehand
L2548[22:45:31] ***
Kolatra|away is now known as Kolatra
L2549[22:46:22] <DebugsPeople> we gotta
have hot code push or smth like that
L2550[22:46:24] <DebugsPeople> :P
L2551[22:46:44] <TehNut>
hotswapping?
L2552[22:46:56] <TehNut> That's a thing
in both Idea and Eclipse
L2553[22:46:56] <DebugsPeople> like the
new android stuffs
L2554[22:47:06] <DebugsPeople> is
it?
L2555[22:47:13] <TehNut> Which do you
use?
L2556[22:47:19] <DebugsPeople> idea
L2557[22:47:23] <williewillus> you mean
like hot code reloading without relaunching?
L2558[22:47:26] <williewillus> yeah thats
hotswapping
L2559[22:47:33] <TehNut> Run in debug
instead of hitting "run"
L2560[22:47:44] <TehNut> The bug icon
instead of the triangle
L2561[22:47:51] <DebugsPeople> i know
that part
L2562[22:48:04] <tterrag> TehNut:
literally the same instruction for eclipse btw
L2563[22:48:05] <tterrag> lol
L2564[22:48:07] <TehNut> Then after you
change your code, Run (from top nav bar) -> Reload Changed
Classes
L2565[22:48:11] <TehNut> Really/
L2567[22:48:20] <TehNut> When I used
Eclipse it was much more involved to set it up
L2568[22:48:35] <tterrag> no...always
just been press debug
L2569[22:48:39] <TehNut> ..
L2570[22:48:42] <TehNut> google
lied
L2571[22:48:47]
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L2572[22:49:25] <DebugsPeople> that's
amazing, thx :D
L2573[22:49:27] <williewillus> yeah
eclipse just does it on the fly
L2574[22:49:35] <williewillus> idea you
have to trigger a reload
L2575[22:50:05] <williewillus> i actually
think you can set idea to "constantly compile changed
classes" but not sure if that reloads as well
L2576[22:50:33] <DebugsPeople> sure
eclipse does that?
L2577[22:50:59] <williewillus> from what
other people have told me :P
L2578[22:51:12] <williewillus> last time
I used eclipse was in my HS CS class 4 years ago lol
L2579[22:51:16] <DebugsPeople> LOL
L2580[22:51:25] <williewillus> then I
found idea
L2581[22:51:40] <DebugsPeople> i found
idea through android studio
L2582[22:52:34] <tterrag> I can 100%
assure you eclipse does this
L2583[22:52:37] <tterrag> I use it
literally every day
L2584[22:54:02] <DebugsPeople> this is so
trippy
L2585[22:54:16]
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L2586[22:55:44] <DebugsPeople> is the
Player.cameraYaw/Pitch in radians or degrees?
L2587[22:57:47] <williewillus> everything
is in degrees
L2588[22:57:50] <williewillus> in
mc
L2589[22:58:11] <DebugsPeople> lol
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L2591[23:01:32] <Cypher121> anyone has a
good hash for itemstacks?
L2592[23:02:39] <DebugsPeople> uhh,
what?
L2593[23:03:23] <williewillus> you mean a
hashcode implementation? :P
L2594[23:03:27] <Cypher121> yes
L2595[23:03:58] <Cypher121> I found
myself headbanging a wall
L2596[23:04:12] <Cypher121> in an attempt
to use ItemStacks as keys for trove hashmap
L2597[23:04:19]
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L2598[23:04:25] <DebugsPeople>
williewillus, can I set something like the return results in a
subscribe EntityInteract?
L2599[23:04:55] <DebugsPeople>
(EnumActionResult)
L2600[23:05:17] <williewillus> not
yet
L2601[23:05:29] <williewillus> I'm
working on something that will let you\
L2602[23:05:32] <DebugsPeople> :S
L2603[23:05:37] <DebugsPeople> wat to
do
L2605[23:05:45]
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L2612[23:05:46] <williewillus> what is
this event for?
L2613[23:05:52] <williewillus> rip
bouncer
L2614[23:05:54] <DebugsPeople>
dafuck
L2615[23:06:02] <DebugsPeople> yea
L2616[23:06:10]
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L2618[23:06:20] <DebugsPeople>
entityinteract binds an entity
L2619[23:06:30] <DebugsPeople> if you do
it somewhere else it unbinds
L2620[23:06:38] ***
Abrar|gone is now known as AbrarSyed
L2621[23:06:50] <DebugsPeople> well now
it binds and instantly unbinds again
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L2628[23:08:43] <DebugsPeople> they be
back
L2629[23:10:51]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8000:134f:fdad:bd89:4643:4030)
L2630[23:11:02]
⇨ Joins: Seiklus
(webchat@c-73-46-200-26.hsd1.fl.comcast.net)
L2631[23:12:31] <Kolatra> is there an
event for crafting items?
L2632[23:12:59]
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L2633[23:13:13]
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L2634[23:13:43] <williewillus> yeah
theres the old FML ItemCraftedEvent i think
L2635[23:13:57] <DebugsPeople>
williewillus?
L2636[23:14:02] <williewillus> wat
L2637[23:14:03] <Kolatra> found it,
thanks willie
L2638[23:14:08] <DebugsPeople>
nth...
L2639[23:15:05] <williewillus> I'm
working on the PIE stream breaking thing, someone else needs the
same thing
L2640[23:15:19] <DebugsPeople> PIE?
L2641[23:15:22] <DebugsPeople> sounds
good
L2642[23:15:30] <williewillus>
PlayerInteractEvent
L2643[23:15:35] <DebugsPeople> ahh
L2644[23:16:35] <McJty> Since I'm using
FG 2.2 for 1.9.4 mods I very often have the problem that gradlew
build simply hangs very soon after starting
L2645[23:16:42] <McJty> Interrupting and
starting again often helps
L2646[23:16:46] <McJty> Anyone else
noticed this?
L2647[23:16:48] <williewillus> masa had
that problem I think
L2648[23:16:52] <williewillus> or maybe
it was someone else
L2649[23:16:57] <McJty> hmm ok
L2650[23:17:01] <williewillus> it went
fine for me the last time I tried to build
L2651[23:17:02] <killjoy1> by hang, you
mean stops and never responds?
L2652[23:17:06] <McJty> yes
L2653[23:17:20] <killjoy1> dunno. Haven't
been using the forge plugin
L2654[23:17:55]
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L2655[23:22:14] <DebugsPeople> and
apparently I have to include yOffset myself :S
L2656[23:27:26] ***
Mine|away is now known as minecreatr
L2657[23:27:51]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
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L2662[23:42:01] <killjoy1> mezz, how do
you search by mod in jei?
L2663[23:42:20]
⇨ Joins: alekso56
(~znc@ti0107a400-2313.bb.online.no)
L2664[23:42:21] <killjoy1> nvm
L2665[23:42:58] <McJty> I have a problem
with my The One Probe mod. tlove was streaming on FC2 and he had
these two weird characters in front of the tooltip text:
http://i.imgur.com/5MWTqce.png
L2666[23:43:08] <McJty> I was online at
the same time with same mods and on same server and I didn't have
that problem
L2667[23:43:22] <McJty> Anyone recognize
what those A symbols could mean and where they come from?
L2668[23:43:48] <McJty> Probably a client
side thing since we were on same server and I didn't have it
L2669[23:43:55] <McJty> But he didn't add
any other client side mods
L2670[23:44:04] <williewillus>
locale?
L2671[23:44:20] <McJty> hmm
L2672[23:44:23] <williewillus> that's the
only thing that i can think of that would cause differnet
behavour
L2673[23:44:31] <williewillus> but idk
why that specifically happens
L2674[23:44:36] <McJty> I can only assume
he is using english too
L2675[23:44:44] <McJty> But I will ask
him if he is online
L2676[23:44:54] <McJty> But if that's the
problem then how can I solve that?
L2677[23:45:52] <mezz> McJty, check that
you're using the right FontRenderer. some itemStacks have a custom
FontRenderer for their tooltips that uses special characters for
formatting
L2678[23:46:19] <McJty> Well this is not
a tooltip however. This is custom rendering code
L2679[23:46:23] <McJty>
mc.fontRendererObj.drawStringWithShadow(txt, (float)x, (float)y,
16777215);
L2680[23:46:28] <McJty> That's how I'm
rendering the text
L2681[23:46:41] <mezz> what is the source
of the text?
L2682[23:46:52] <McJty> It is sent from
the server through a packet
L2683[23:47:40] ***
Vigaro is now known as V
L2684[23:47:44] <mezz> what I mean is,
the text you have there looks the same as what's on a tooltip. if
that is the source of the text, you must use their fontRenderer as
well
L2685[23:48:06] <McJty> The text is text
that I provide myself
L2686[23:48:11] <mezz> okay
L2687[23:48:14] <McJty> I mean the mod
has its own api
L2688[23:48:38] <McJty> hmm
L2689[23:48:50] <mezz> The only time I've
seen something like that was with someone using characters like
that for custom text formatting
L2690[23:48:54] <mezz> besides that I
have no idea
L2691[23:49:44] <McJty> Hmm, the text
does come from the item though in the end
L2692[23:50:16] <McJty>
stack.getDisplayName()
L2693[23:50:34] <mezz> I think you should
send the item over the network and get the text and fontRenderer on
the client for locale and formatting
L2694[23:50:38] <McJty> And the mod id
comes from ModContainer.getName()
L2695[23:50:55] <McJty> What about the
modid? That's wrong too
L2696[23:51:02] <McJty> And that's
ModContainer.getName()
L2697[23:51:22] <mezz> I have some
special code to get around that, it was used in waila too, one
sec
L2699[23:52:31] <McJty> aha thanks
L2700[23:53:16] <McJty> Can't I do the
same thing with the item too?
L2701[23:53:30] <McJty> To avoid the need
of having that other font renderer at client side
L2702[23:53:48] ***
Davnit_ is now known as Davnit
L2703[23:54:37] <McJty> Hmm but
still
L2704[23:54:47] <McJty> mezz, that code
in the end simply returns modContainer.modName() isn't it?
L2705[23:54:52] <McJty> It doesn't
actually do anything on that
L2706[23:55:00] <McJty> So I don't see
how that would solve the thing
L2707[23:55:55] <mezz> oh, I saw your
tooltip was "ironchest" and I assumed that was what you
were referring to as an issue. it does not have to do with the
weird a symbol
L2708[23:56:30] <McJty> Actually my mod
is more correct then WAILA in that sense :-)
L2709[23:56:39] <McJty> I show the
correct name of the chest
L2710[23:56:55] <mezz> yes, but you show
the unfriendly mod name heh
L2711[23:57:03] <McJty> yes I will fix
that at least
L2712[23:57:04] <mezz> I am happy to see
it's working better already
L2713[23:57:27]
⇨ Joins: Cooler (~CoolerExt@117.204.122.6)
L2714[23:59:19] <McJty> It is annoying
that I cannot reproduce that A problem though
L2715[23:59:58] <mezz> it's very
odd