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L1[00:00:25] <mezz> I would ask him to
remove waila to see if it is doing something strange
L2[00:01:32] <mezz> mc.fontRendererObj is
public and not final, someone might set it?
L3[00:02:00] <McJty> yes, note that I was on
same server with same client side mods and I didn't have it
though
L5[00:02:48] <mezz> it's a gui though so you
need same items, same location...
L6[00:03:11] <McJty> What?
L7[00:03:34] <mezz> something on-screen
might affect it
L8[00:03:52] <mezz> I don't know, just
trying to imagine all possibilities. it's a very strange
issue
L9[00:04:04] <McJty> hmm perhaps they are
using a mod that I don't have at my base
L10[00:04:08] ⇨
Joins: _Grist (~Grist@104.129.107.99)
L11[00:04:12] <McJty> I might want to jump
on FC2 and go to their base to see there
L12[00:04:54] <McJty> Let me do that
now
L13[00:05:26] ⇦
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L14[00:06:11] ⇦
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L15[00:07:15] <McJty> Ok. I'm at *exactly*
the same spot in the world as that screenshot was taken
L16[00:07:19] <McJty> But it works fine for
me
L17[00:08:38] <mezz> how weird
L18[00:09:11] <McJty> And direwolf reported
seeing the same weird character
L19[00:09:45] ⇨
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L21[00:10:16] ⇦
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L22[00:11:24] ⇦
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L23[00:11:51] <mezz> how about hotbar
items? maybe you can make a singleplayer world and cheat those
in
L24[00:12:49] <McJty> Hmm the only real
special thing there is the bloodmagic sword
L25[00:12:54] <McJty> And I know direwolf
is also doing bloodmagic
L26[00:14:32] ***
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L27[00:18:35] ⇦
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L28[00:20:55] <tterrag> which sword?
L29[00:22:41] <McJty> Not sure how it is
called but the one in the left slot of tlove's hotbar
L30[00:22:46] <McJty> Sentient sword or
something?
L31[00:23:07] <mezz> I think that's
right
L32[00:23:13] <tterrag> TehNut: didn't you
do something weird with fontrenderers?
L33[00:24:36] <tterrag> doesn't look like
it
L34[00:25:38] ⇦
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L37[00:32:06] ⇨
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L42[01:03:28] <McJty> Ok, so it is not the
sentient sword. At least not for me
L43[01:06:03] ***
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L44[01:11:37] <tterrag> ok, running
setupForge
L45[01:11:40] <tterrag> see you all in an
hour
L46[01:14:06] ***
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L50[01:34:43] <tterrag> $ label add 2886
"Vanilla Bug"
L51[01:34:44] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L52[01:34:49] <tterrag> $ labels add 2886
"Vanilla Bug"
L53[01:34:50] <Actuarius> Added labels
[Vanilla Bug] for issue 2886; new labels: [Vanilla Bug].
L55[01:35:10] <Zaggy1024> did it crash a
bunch of times?
L56[01:35:18] <killjoy1> I don't think
so
L57[01:35:47] <killjoy1> There's only 1
entry in the task manager
L58[01:35:54] ⇦
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L59[01:36:13] ⇨
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L60[01:36:15] <tterrag> $ labels add 2885
Feature
L61[01:36:17] <Actuarius> Added labels
[Feature] for issue 2885; new labels: [Feature].
L62[01:36:20] <killjoy> I clicked one of
them and it crashed
L63[01:37:34] <tterrag> $ labels add 2875
Cleanup
L64[01:37:36] <Actuarius> Added labels
[Cleanup] for issue 2875; new labels: [Cleanup].
L65[01:39:28] ⇨
Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L66[01:40:28] <tterrag> fry: I have no idea
how but actuarius should be able to check checkboxes :P
L67[01:40:33] ⇨
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L70[01:40:53] <tterrag> namely shadwdrgn
(idont@think.so)
L71[01:41:09] <fry> yes, I've crossed them
out in my comment
L72[01:41:18] <tterrag> check the boxes
:P
L73[01:41:25] <fry> I leave it to Lex/cpw
to edit the main post
L74[01:41:45] <tterrag> argh
L75[01:41:46] ⇦
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L76[01:41:50] <tterrag> can I mute
actuarius on GH?
L77[01:42:01] <tterrag> answer: yes
L78[01:42:03] <tterrag> blocked :D
L79[01:42:12] <fry> add a filter you your
email client of choice
L80[01:42:17] <tterrag> don't use email
notifications
L81[01:42:19] <fry> (if you do receive
email from gh)
L82[01:42:23] <fry> ok then :P
L83[01:42:27] <tterrag> I'm just talking
about site notifications
L84[01:42:41] <tterrag> afaict blocking him
has no effects other than disallowing him notifying me
L85[01:42:43] <tterrag> which is
perfect
L88[01:44:45] ⇨
Joins: Hunterz (~hunterz@62.182.234.189)
L89[01:45:15] <fry> ehm, windows doesn't
like "/./" in the path?
L91[01:46:00] <tterrag> in Desktop.browse()
no
L92[01:46:06] <tterrag> for some
reason
L93[01:47:19] <tterrag> fry:
java.io.FileNotFoundException:
X:\Development\MC_1_8\ctb-mcmod\run\.\gifs\2016-05-22_02.03.01.gif
(The system cannot find the path specified)
L94[01:47:24] <tterrag> remove the \.\ and
it's fine
L95[01:47:44] <tterrag> (this is my own
code but it uses ScreenshotHelper)
L96[01:49:22] <tterrag> fry: I suppose the
comment there is technically incorrect. the error is witrh \.\ not
/./
L97[01:49:24] <tterrag> :P
L98[01:49:29] <tterrag> windows \o/
L99[01:49:53] <fry> so, why can't you call
.getCanonicalFile() in the event, which I assume you're
using?
L100[01:50:35]
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L101[01:50:35] <tterrag> uh, because thsi
fixes a vanilla bug?
L102[01:50:42] <tterrag> my mod just
further demonstrated the problem
L103[01:50:45] <tterrag> but it IS a bug
in vanilla
L104[01:51:02] <tterrag> boot up windows,
take a screenshot, and click the file in chat
L105[01:51:06] <tterrag> it will error and
do nothing :P
L106[01:51:11] <fry> you can't click links
in vanilla, can you?
L107[01:51:42] <killjoy> not on a vanilla
server
L108[01:51:55] <tterrag> what?
L109[01:51:57] <tterrag> of course you
can
L110[01:51:59] <killjoy> links
"work" on the client, but the server needs to tell it
it's a link
L111[01:52:00] <tterrag> vanilla has
hyperlinked for...ages
L112[01:52:06] <tterrag> that's not true
at all
L113[01:52:09] <killjoy> it broke in
1.7
L114[01:52:10] <tterrag> vanilla searches
for ANY url in chat
L115[01:52:20] <tterrag> it's never worked
great, but it tries
L116[01:52:30] <killjoy> go test it
L117[01:52:33] <tterrag> HOWEVER
L118[01:52:34] <tterrag> in this
case
L119[01:52:36] <tterrag> it's
irrelevant
L120[01:52:42] <tterrag> because in
ScreenshotHelper it EXPLICITLY does this:
itextcomponent.getStyle().setClickEvent(new
ClickEvent(ClickEvent.Action.OPEN_FILE,
file2.getAbsolutePath()));
L121[01:52:48] <killjoy> yup
L122[01:53:00] <tterrag> and it does not
work.
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L124[01:53:14] <killjoy> something about
non-canonical path?
L125[01:53:18] <killjoy> can't find
./?
L126[01:53:30] <tterrag> read my PR
>.>
L127[01:53:42] <killjoy> I know the
issue
L128[01:54:17] <tterrag> I don't know
exactly why. but Desktop.browse() does not work with \.\ in the
path
L129[01:54:43] <killjoy> When I fixed it
myself, I think I used getAbsolutePath()
L130[01:55:03] <tterrag> that doesn't work
(it already does that...)
L131[01:55:14] <tterrag> canonical is
specifically there to remove redundant stuff like ./
L132[01:57:01] <killjoy> wait.. I think I
actually did new File(new File(".").getAbsoluteFile(),
"screenshots")
L133[01:57:09] <killjoy> I set that as the
screenshots dir
L134[01:57:54] <tterrag> I tried that, I'm
pretty sure it did not work
L135[01:58:11] <tterrag> absolute !=
canonical
L136[01:58:54] <killjoy> It seemed to work
for me in 1.8
L137[01:58:58] <killjoy> w/e
L138[01:59:05] <killjoy> I :thumb_up:'d
it
L139[01:59:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160522 mappings to Forge Maven.
L140[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160522-1.9.4.zip
(mappings = "snapshot_20160522" in build.gradle).
L141[02:00:09] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L142[02:00:32] <tterrag> killjoy: try
doing that and printing out the absolute path
L143[02:00:36] <tterrag> it will still
contain the problem section
L144[02:00:48] <killjoy> I'm not arguing
that
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L146[02:02:16] <tterrag> so fry?
L147[02:03:19] <fry> can you move the call
to file2, and down to right before the event is posted? will make
the patch slightly smaller
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L150[02:05:04] <tterrag> fry: but file2 is
instantiated in two places
L151[02:05:08] <tterrag> that would make
it larger...
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L154[02:05:30] <fry> file2 =
file2..getAbsoluteFile();
L155[02:05:34] <fry> file2 =
file2.getAbsoluteFile();
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L157[02:06:13] <tterrag> I tried to do it
without adding lines
L158[02:06:16] <tterrag> I thought that
was preferred
L159[02:06:43] <fry> less hunks is often
more important than less lines
L160[02:06:48] ***
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L161[02:06:50] <tterrag> but also, doing
it before passing it to getTimestampedPNGFileForDirectory is
probably best
L162[02:07:06] <fry> why?
L163[02:07:15] <tterrag> it's corrected as
soon as possible?
L164[02:07:19] <fry> why?
L165[02:07:25] <fry> it only breaks in
windows
L166[02:07:38] <fry> having a dot dir in
the path is perfectly legal
L167[02:09:49] <tterrag> fry: fixed
L168[02:10:48] <fry> I assume you tested
that it actually fixes the problem?
L169[02:12:07] <tterrag> yes, but I double
checked just for you ;)
L171[02:13:06] <tterrag> cool
L172[02:13:18] <tterrag> that bug has
annoyed me for ages but I was always too lazy to investigate
because it was such a minor annoyance
L173[02:13:29] <tterrag> now...I looked on
the mojang JIRA ,but it's such a mess I couldn't confirm if this
was reported
L174[02:13:33] <tterrag> I guess I should
probably report it >.>
L175[02:13:50] <fry> yup, couldn't find it
either
L176[02:18:35] ***
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L178[02:19:13] <tterrag> I did my due
diligence
L179[02:19:19] <tterrag> a bit of a lazy
issue but it's a minor bug :P
L180[02:19:48] <fry> citizen points
+1
L181[02:20:03] <tterrag> exhaustion
+5
L182[02:22:59] ⇦
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L184[02:26:29] <williewillus> knowing the
mojira moderators they'll probably close if it contains any
references at all to the modding world :P
L185[02:29:03] <tterrag> hey, I did my
bit
L186[02:29:09] <tterrag> if they want to
be wilfully ignorant, they can do that
L187[02:29:12] <tterrag> I'll use forge
and be happy :P
L188[02:30:01] <williewillus> hm where
does the translation of a textcomponenttranslation actually
occur
L189[02:30:24] <tterrag> I found it
once
L190[02:30:28]
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L191[02:30:30] <tterrag> it's deep in the
chat code
L192[02:30:57] <tterrag> eh actually it's
not so bad
L193[02:31:05] <tterrag> williewillus:
ChatCOmponentTranslation.ensureInitialized()
L194[02:31:17] <tterrag> weird code, but
in the end it's just I18n
L195[02:31:42] <williewillus> oh what, it
uses the common one :P
L196[02:34:05] <tterrag> yes, most of
vanilla does
L197[02:34:49] <tterrag> well maybe not
most. but a good bit
L198[02:35:03] <williewillus> yeah 62
usages in vanilla code
L199[02:36:21] <tterrag> maybe tomorrow
I'll look into fixing the translation mess
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L220[03:52:38] <AtomicStryker> you are
likely aware of this, but pls make LanguageMap.getInstance() pubic
thanks
L221[03:52:55] <AtomicStryker>
public*
L223[03:54:59] <AtomicStryker> also did
mmojang really add yet another container around block states
L224[03:56:57] <AtomicStryker> hang on if
I18n is depreciated and we are not supposed to use LanguageMap ...
what am i supposed to use
L225[03:57:07] <fry> client I18n
L226[03:57:07] <Girafi> The client
I18n
L228[03:57:15] <Girafi> ^^
L229[03:57:22] <AtomicStryker> is that
another class or what
L230[03:57:26] <Girafi> Yes.
L231[03:57:59] <Girafi> In
net.minecraft.client.resources.
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L235[04:00:52] <AtomicStryker> im giving
it 99% this is going to crash some server case i didnt see
L236[04:03:06] <PaleoCrafter> shame on you
for translating on the server in the first place :P
L237[04:07:01] ***
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L238[04:12:47] <AtomicStryker> wait did
they actually get rid of meta
L239[04:13:08] ⇦
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L240[04:13:09] <PaleoCrafter> not yet, no
:P
L241[04:13:20] <AtomicStryker> but it only
returns 0 or default from what i can see+
L242[04:13:28] <fry> nothing substantial
changed from 1.8
L243[04:15:15] ⇦
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L244[04:15:32] <AtomicStryker> i used
blockstate.getStateFromMeta(x) to turn meta values into
blockstates, that no longer works
L245[04:16:02] <AtomicStryker>
getStateById?
L246[04:16:38] <PaleoCrafter> uhm...
getStateFromMeta definitely works :P
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L248[04:17:22] *
AtomicStryker was looking at the default impl herpderp
L249[04:17:23] <PaleoCrafter> I don't know
what you were looking at, but everything but the base implemenation
returns something different from the default state
L250[04:17:32] <PaleoCrafter> u nub
:P
L251[04:17:44] <AtomicStryker> leave me
alone i am medicated
L252[04:17:52] <AtomicStryker> painkillers
are the shit
L253[04:18:38] <AtomicStryker> so uh am i
supposed to replace getStateFromMeta or not yet
L254[04:18:57] <PaleoCrafter> depends on
what exactly you're using it for :P
L255[04:19:04] <PaleoCrafter> but
generally speaking, no
L256[04:19:43] <PaleoCrafter> they
deprecated it most likely because they don't want to use it
themselves and no that it's going away reasonably soon
L257[04:19:44] <AtomicStryker> ruins
mostly .. template files specify meta as number and i need to
convert those to blockstates
L258[04:20:30] <PaleoCrafter> you may use
it then :P
L259[04:21:24] <fry> convert to a new
format that'll use strings instead of meta numbers :P
L260[04:21:51] <PaleoCrafter> works as
well, I guess xD
L261[04:22:11] <PaleoCrafter> if it's ever
exposed to users, definitely go for that
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L266[04:33:36] <AtomicStryker> so long
meta works ruins will use it ... converting old templates is a
pain
L267[04:34:08] <AtomicStryker> and with
that i am done porting the stuff i will port ... i dont think i'll
ever waste the spare time getting my mods with models working for
1.9+
L268[04:38:35]
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L269[04:41:40]
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L270[04:43:53] <ghz|afk> I wonder what the
structure block files look like
L271[04:44:57] <ghz|afk> (the ones that
you can now use in 1.10 snapshot)
L272[04:45:05] *
ghz|afk yawns
L273[04:45:08] ***
ghz|afk is now known as gigaherz
L274[04:46:09] <PaleoCrafter> I don't
think the format has changed?
L275[04:46:31] <gigaherz> I have never
looked at it on 1.9, either
L276[04:46:59] <PaleoCrafter> it ain't
JSON, that's a plus :P
L277[04:47:03] <gigaherz> problem is
"minecraft structure file format" isnt' bringing up
anything related
L278[04:50:21] <PaleoCrafter> it's a
pretty simple NBT hierarchy
L280[04:51:15] <gigaherz> those files use
the format the structure block saves in?
L281[04:51:28] <fry> no idea
L282[04:51:29] <PaleoCrafter> nope, that's
not it, fry :P
L283[04:52:05] <PaleoCrafter> I'd get a
JSON dump of an example, but NBTExplorer ain't have that
feature
L284[04:52:31] <gigaherz> don't worry just
made my own structure, I'll install nbt explorer now ;P
L285[04:54:59] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 190
seconds)
L286[04:55:01] <AtomicStryker> the
curseforge api key thing had to go into the .gradle folder, in a
gradle.properties right
L287[04:55:05] <AtomicStryker> i cant seem
to get it right
L288[04:55:18] <PaleoCrafter> you may put
it wherever you want :P
L289[04:55:29] <PaleoCrafter> but gradle
reads the gradle.properties by default, I think
L290[04:55:37] <AtomicStryker> was it
curseforge {
L291[04:55:37] <AtomicStryker> apiKey
=
L292[04:56:11] <AtomicStryker> the
property it bitches about it cannot find is
"curseForgeApiKey"
L293[04:56:14] <PaleoCrafter> yeah, but
that doesn't go into the gradle.properties but the build.gradle
:P
L294[04:56:19] <AtomicStryker> ah.
L295[04:57:03] <LatvianModder> wait what
the heck? why are sooo many things depricated in 1.9.4?
L296[04:57:05] <AtomicStryker> nope still
not finding it
L297[04:59:17] <gigaherz> LatvianModder:
because they aren't supposed to be called from outside
L298[04:59:33] <gigaherz> like
block.getActualState
L299[04:59:35] <gigaherz> you are supposed
to use
L300[04:59:39] ***
AEnterpriseAFK is now known as AEnterprise
L301[04:59:40] <gigaherz>
state.getActualState(world,pos)
L302[04:59:41] <gigaherz> instead
L303[04:59:57] <LatvianModder> right,
but.. I still have to override that, right?
L304[05:00:00] <gigaherz> yes
L305[05:00:01] <gigaherz> just add
L306[05:00:04] <gigaherz> @Deprecated to
the override too
L307[05:00:14] <LatvianModder> that seems
silly, but ok
L308[05:00:22]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L309[05:00:22] <gigaherz> it's ugly, but
it's what Mojang gave us
L310[05:00:42] <LatvianModder> what about
I18n? Should get rid of that too?
L311[05:00:50] <gigaherz> ther's two
I18n
L312[05:00:53] <LatvianModder> the common
side one
L313[05:01:01] <gigaherz> one's
client-only, and you should be using that one
L314[05:01:10] <gigaherz> the one that
works on the server should only be used on special cases
L315[05:01:16] <LatvianModder> Eh... more
@SideOnly(Side.CLIENT) it is...
L316[05:01:23] <gigaherz> ?
L318[05:02:11] <LatvianModder> also, every
parameter in functions are showing errors for not using @Nonnull..
should I add all those too?
L319[05:02:27] <gigaherz> PaleoCrafter:
where the F does the snapshot store the saved structures?
L320[05:02:27] <gigaherz> XD
L321[05:02:34] <PaleoCrafter> what do I
know? :P
L322[05:02:48] <gigaherz> dunno you seem
to know the format
L323[05:02:54] <PaleoCrafter> I've just
extracted this from Template.writeToNBT :P
L324[05:03:00] <gigaherz> Oh
L325[05:03:00] <gigaherz> XD
L326[05:07:48]
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L327[05:15:30] ⇦
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L328[05:16:29] <gigaherz> ugh
L329[05:16:44] <gigaherz> there was an
update to whatsapp yesterday, and now it doesn't work anymore
XD
L330[05:21:24] <LatvianModder> I didnt get
an update :/
L331[05:21:32] <LatvianModder> web or
phone?
L332[05:21:49] <gigaherz> Windows Phone
7
L333[05:22:02] <gigaherz> I have a Nokia
Lumia 710
L334[05:22:03] <gigaherz> ;P
L335[05:22:25] <LatvianModder> oh. im so
sorry for you
L336[05:22:57] <LatvianModder> please buy
anything but windows phone :D
L337[05:23:06] <gigaherz> I'm
undecided
L338[05:23:26] <gigaherz> on one side, I'd
like a windows 10 phone next
L339[05:23:37] <gigaherz> buyt there
aren't any decent "compact" phones with windows 10
L340[05:23:39] <LatvianModder> why there
needs to be soo many annotations? halp, im probably doing something
wrong
L341[05:23:54] <gigaherz> then there's the
Xperia Z5 Compact
L342[05:24:05] <gigaherz> and Xperia X
series that will be out soon
L343[05:24:33] <LatvianModder> get any
android. Just5 are super cheap and they are like nokias :P
L344[05:24:42] <gigaherz> I hate big
phones
L345[05:24:51] <gigaherz> anything >
5" is a big NOPE from me
L346[05:25:02] <gigaherz> the 4.7" of
the Z5 compact is borderline
L347[05:25:08]
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L348[05:25:48] <LatvianModder> get a nokia
3310 :P
L349[05:26:24] <masa> no no, get a Nokia
7110 :p
L350[05:26:31] <masa> that was my first
phone at least :p
L351[05:26:50] <gigaherz> they anounced
the relaunch of the motorola razr
L352[05:27:02] <LatvianModder> nokia 3100
was a bomb. I super loved it, BUT then I got sony ericsson g502 and
used it until 2014
L353[05:27:16] <gigaherz> I had a SE
K810i
L354[05:27:23] <gigaherz> it was
awesome
L355[05:27:48] <gigaherz> almost a week
battery life!
L356[05:28:04] <masa> probably my favorite
phone thus far has been the Nokia N900
L357[05:28:21] <LatvianModder> seems like
g502 was pretty much the same as k810i, just not that pretty
L358[05:28:24] <masa> it is rather big and
heavy and slow in modern day standards, but still
L359[05:28:40] <masa> proper linux and
physical qwerty <3
L360[05:29:28] <masa> sadly I think the
USB-connector broke from it because I started having real issues
getting it recharged
L362[05:29:43]
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L363[05:29:58] <raoulvdberge> What is the
ItemStackHandler's alternative to IInventory's
isItemValidForSlot?
L364[05:30:04] <raoulvdberge> just
overriding insertItem?
L365[05:30:08] <gigaherz> raoulvdberge:
yup
L366[05:31:36] <masa> my phones have been,
in order: Nokia 7110, Nokia 3650, a very short time some samsung
tiny flip phone, Sony Ericson W810i, Nokia N900 and then the
current Samsung Galaxy S2
L367[05:33:05] ⇦
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L368[05:33:57] <gigaherz> heh 12:34
L369[05:41:34]
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L370[05:41:42] <PaleoCrafter> hm?
L371[05:42:02] <gigaherz> [12:34]
(gigaherz): heh 12:34
L372[05:42:13] <masa> dammit I missed
13:37 ;p
L373[05:42:14] <PaleoCrafter> oh,
1234
L374[05:42:21] <PaleoCrafter> funny
L375[05:42:40] *
PaleoCrafter turns on his mechanical voice
L376[05:42:41] <PaleoCrafter> ha ha
ha
L377[05:43:10] ⇦
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L378[05:43:23] *
AKTheKnight facepalms
L379[05:43:29] <raoulvdberge> so, MC
handles the saving of the IItemHandler as soon as you return from
getCapability?
L380[05:43:35] <gigaherz> I used to have
screenshots of the windows clock at certain "special"
times
L381[05:43:47] <gigaherz> like 11:11:11,
22:22:22, 12:34:56
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L386[06:03:59] <sokratis12GR> guys does
third party modder means that he used third party programs ?
L387[06:04:41] <PaleoCrafter> uhm...
wat
L388[06:04:59] ⇦
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L389[06:05:43] <sokratis12GR> when saying
third party mods made by third party modder what that exactly means
? did he used third party programs to create the mod ?
L390[06:06:14] <masa> raoulvdberge: what
do you mean by saving? you have to serialize it and write it to NBT
yourself
L391[06:06:49] <masa> and also
getCapability just gives you the inventory reference to work with,
so...?
L393[06:08:36] ***
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L399[06:16:26] <AEnterprise> does anyone
know what the 1.9.4 version of EntityFX is?
L400[06:18:48]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L401[06:22:16] <PaleoCrafter>
Particle
L402[06:23:03] <AEnterprise> alright
thanks
L403[06:26:23] ***
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L406[06:47:21]
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L407[06:50:29] <xanderio> hey i have setup
forge in IntelliJ and when i try to start it gives me this
message
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L420[07:26:00] ***
MattOfflineMc is now known as Mata
L421[07:27:08] <Mata> How exactly do I add
the migration map to intellij?
L422[07:27:40] <Mata> I can only find how
to do it manually
L423[07:28:46] <PaleoCrafter> it's a
little roundabout
L424[07:29:02] <PaleoCrafter> you have to
copy the file into the appropriate folder
L425[07:29:18] <Mata> and that folder
is?
L426[07:29:23] <PaleoCrafter> let me see
:D
L427[07:29:28] <Mata> okay xD
L428[07:30:06] <PaleoCrafter>
~\.IntelliJIdea<version>\config\migration
L429[07:32:12] <raoulvdberge> Okay,
converting to IItemHandler stats: 52 changed files with 603
additions and 973 deletions.
L430[07:33:50] ***
sokratis12GR is now known as sokratis|afk
L431[07:36:42] <PaleoCrafter> huh, can't
reach my webserver in any way Oo
L432[07:36:46] <PaleoCrafter> apart from
the config panel
L433[07:46:16] <AKTheKnight> PaleoCrafter:
who hosts it?
L434[07:46:26] <PaleoCrafter> some German
firm you probably don't know :P
L435[07:46:32] <AKTheKnight> Ahh :P
L436[07:46:59] <PaleoCrafter> weirdly
enough the status page doesn't list any problems
L438[07:49:29] ***
sokratis|afk is now known as sokrati12GR
L439[07:50:20] <AKTheKnight> Well, it half
works :P
L440[07:50:44] <PaleoCrafter> I require
some stuff from JEI if I don't want to do this entirely manually
:D
L441[07:56:54]
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L449[08:16:59] <sokratis12GR> do I put the
Mod's modid or the Mod's Name in dependencies in the mcmod.info
file
L450[08:17:26] <Temportalist> I think
modid
L451[08:17:53] <PaleoCrafter> only id is
unabmiguous
L452[08:18:01] <PaleoCrafter> swap that b
and m around xD
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L454[08:18:54] <AKTheKnight> Didn't notice
it was spelt wrong. I had no idea what you were on about
L455[08:19:02] <PaleoCrafter> hehe
L457[08:19:28] <PaleoCrafter> <insert
thing about people only reading first few letters of a
word>
L458[08:19:38] <sokratis12GR> but if I
want to add ArmorPlus in dependencies do I put Its name or ?
L459[08:19:52] <PaleoCrafter> we already
answered it :P
L460[08:20:06] <Ordinastie_> PaleoCrafter,
as long as you have the first and last letter correct and all the
right ones are present... :p
L461[08:20:13] <PaleoCrafter> hehe
L462[08:23:54]
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L463[08:25:56] <ghz|lappy> Ordinastie_: it
has been shown that that's not quite true
L464[08:26:06] <ghz|lappy> there needs to
be a similar "shape" to the letters
L465[08:26:19] <ghz|lappy> truly ranomized
order with just first and last correct doesn't work as well
L466[08:26:25] <Ordinastie_> yeah I
know
L467[08:26:29] <ghz|lappy>
randomized*
L468[08:26:38] <PaleoCrafter> hence I
didn't actually insert it :P
L469[08:26:40] <Ordinastie_> I tested it
with alphabetically ordered letters, wasn't quite as good
L470[08:27:18] <ghz|lappy> heh
L471[08:27:30] <ghz|lappy> Isuppose
ordering the letters by their height would also not quite
work
L472[08:27:32] <ghz|lappy> ;P
L473[08:28:01] <ghz|lappy> so, meh
L474[08:28:44] <ghz|lappy> I'm looking
after my little brother, but for some reason, the wifi in the
router isn't working, so I'm tethered t my phone, using up my data
cap
L475[08:31:33] <AKTheKnight> Restarted
your router? (Source, work in IT)
L477[08:34:05] <ghz|lappy> AKTheKnight:
twice
L478[08:34:10] <ghz|lappy> the wifi
connects, accepts the password
L479[08:34:17] <ghz|lappy> but I can't
reach any other computr on the network
L480[08:34:21] <ghz|lappy> not even the
router itself
L481[08:34:26] <ghz|lappy> it's like the
wifi bridge isn't working
L482[08:34:31] <ghz|lappy> but this is an
ISP-managed router
L483[08:34:36] <ghz|lappy> so I can't
access the settings
L484[08:34:48] <AKTheKnight> That's as
much help as I can be :P
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L487[08:45:51] <ghz|lappy> meh, too bored,
will go take a nap ;P
L488[08:45:54] ⇦
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L489[08:51:08] *** V
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L490[08:56:55] ⇦
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L492[08:59:28] <raoulvdberge> Hmmm ... is
it more is it weird that cake in item form isn't an itemblock
L493[09:00:57] <masa> there are other suck
items too
L494[09:01:00] <masa> *such
L496[09:01:17] <raoulvdberge> :p
L497[09:02:40]
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L498[09:05:54] <raoulvdberge> btw, masa,
thanks for the pointers you just gave me about the IItemHandler
stuff
L499[09:07:45] ***
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L500[09:10:43] <masa> okay
L501[09:10:55] <masa> I have quite a bunch
of inventory related code in my mod :p
L503[09:11:08] <raoulvdberge> me too
L504[09:11:19] <raoulvdberge> lucky enough
the port wasn't that big of a pain
L505[09:11:21] ⇦
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L507[09:11:22] <raoulvdberge> took like a
solid 1 hr and a half
L508[09:11:27] <masa> okay
L509[09:12:12] *
Tazz just finished a mini assembly language implementation in Java
:D
L510[09:13:08] <Ivorius> How do I set a
model as empty?
L511[09:13:15] <Ivorius> MC is apparently
expecting at least 1 face
L513[09:13:42]
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L514[09:14:00] <raoulvdberge> i just kept
using IInventory for crafting stuff
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L517[09:20:02] <masa> well I need ALL
slots to be SlotItemHandler or my Containers will break
L518[09:20:11] <Mata> !gf
func_185962_a
L519[09:20:14] <Mata> !gm
func_185962_a
L520[09:20:39] <masa> hmm wait...
L521[09:22:46] <masa> oh right yeah it was
this one that as annoying:
L523[09:22:52] <masa> *was
L524[09:23:15] <masa> that needs to extend
InventoryCrafting due to the vanilla crafting system
L525[09:24:52] ⇦
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L526[09:26:19] ***
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L527[09:28:59] <raoulvdberge> yes
L528[09:29:05] <raoulvdberge> its so
annoying
L529[09:29:33] <raoulvdberge> i think
crafting could use a rework at mojangs side
L530[09:30:09] ***
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L531[09:30:11] <masa> yeah... but if you
let mojang do the re-work, are you sure it won't just get worse?
;)
L532[09:30:39] <raoulvdberge> heh
L533[09:30:49] ***
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L534[09:33:48] ⇦
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L535[09:34:21] <Mata> this is weird, I
just setup a workspace
L536[09:34:23] <Mata> for 1.9
L539[09:37:24] <AKTheKnight> Mata, you can
ignore that one I think. Looks like it's the minecraft auth
stuff
L540[09:37:30] <AKTheKnight> So ignorable
in a dev env
L541[09:37:47] <Mata> Yea I can't ignore
it
L542[09:37:56] <AKTheKnight> Wait it
crashes?
L543[09:37:59] <Mata> Yea
L544[09:38:02] <AKTheKnight> Oh poop
L545[09:38:05] <Mata> lol ikr
L546[09:38:07] <AKTheKnight> That 's worse
:P
L547[09:40:02] <TechnicianLP> it looks
like something went wrong with the authlib dependency
L548[09:40:42] <TechnicianLP> but i dont
kno how the file survived the checksum ....
L549[09:41:15] <Mata> For some reason with
1907 i've noticed files haven't been added to the classpath
correctly
L550[09:41:24] <Mata> like the logger
andso i have to add manually
L551[09:41:31] ***
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L552[09:41:48] <Mata> may that be the
issue TechnicianLP
L553[09:42:12] <TechnicianLP> probably if
the authlib is not in the classpath i cannot be found
L554[09:43:05] <Mata> Yea its a problem
with that, just added it and now another lib is erroring
L555[09:46:03] ⇦
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L559[09:57:17] <Mata> <Mata> For
some reason gradle doesn't seem to be adding libraries to the
classpath, so when running minecraft everything errors
L560[09:57:17] <Mata> <Mata> *when
on the module main, when on the parent module minecraft loads but
the mod doesn't
L561[09:57:17] <Mata> <Mata> I was
able to add a few, but there are just way too much
L563[10:01:59] <masa> have you imported
the build.gradle to idea properly?
L564[10:02:12] <masa> and done the
genIntellijRuns or whatever task?
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L566[10:06:41] <Mata> hmm reimporting the
build.gradle mysteriously fixed it
L567[10:06:53] ⇦
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L572[10:20:19] *
Tazz wonders if it is bad that he is writing disassemblies of C
code by hand
L573[10:20:31] <Tazz> And memory*
L574[10:20:44] <LatvianModder> is this
known 1.9.4 bug? I can punch tall plants in creative, but they
still drop item. not sure if vanilla bug or forge bug
L575[10:25:22] <PaleoCrafter> just try it
in Vanilla :P
L576[10:26:23] ***
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L577[10:26:36] <wiresegal> probably
similar to shearing a plant still dropping its regular things
(forge bug)
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L579[10:27:40] <PaleoCrafter> yep, looks
like it's a Forge thing
L580[10:27:57] <ghz|lappy> o/ nap
over.
L581[10:28:23] ⇦
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L583[10:33:44] <TobyO> hey
L584[10:33:49] <AKTheKnight> o/
L585[10:35:14] <TobyO> Can anyone lend
some help with OBJ models? My dynamic one is rendered really dark
and without it's texture
L586[10:35:28] <TobyO> (pink + black
squares)
L587[10:35:29] <Tazz> Hey ghz|lappy am I
crazy? I'm writing disassemblies of C code to x86_64
assembly?
L588[10:35:52] <Tazz> By hand from memory
haha
L589[10:36:16] <ghz|lappy> lol
L590[10:36:35] <ghz|lappy> wait "from
C to x86" would be compiling, not disassembling
L591[10:37:03] <Tazz> Well transcompiling
however I'm writing what the disassembled code would look
like
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L593[10:38:13] <wiresegal> tazz, yes you
are insane ._.
L594[10:39:26] <Tazz> Haha
L595[10:39:47] ⇦
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L597[10:41:31] <Tazz> It's to validate my
new compiler project and Minecraft mod
L598[10:41:51] <Tazz> I've already written
the assembler
L599[10:42:13] <Tazz> Well most of the
assembler it doesn't support different address modes
L600[10:42:26] <Tazz> And no jmp'ing
L601[10:42:41] <Tazz> I just started it
this morning
L602[10:43:14] <Tazz> But I'm essentially
implementing gcc for a custom assembly language to run on a
Minecraft computer
L603[10:43:52] <Tazz> Basically everything
is compiled to executable binaries for the computer to run
L604[10:47:10] <wiresegal> ._.
L605[10:47:13] <wiresegal> again,
insane
L606[10:49:41] <Tazz> Rofl designing and
implementing compilers and whatnot is a hobby of mine
L607[10:50:01] <Tazz> So I guess I was
already insane for even Eschelle
L608[10:52:41] <Tazz> Hmmmm now I'm
contemplating rewriting this all in kotlin now that it's out and
the cool thing to use modding wise
L609[10:53:20] <Tazz> Or at least the mod
part since the assembler is in java it should be
interoperable
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L612[10:54:26] <wiresegal> kotlin is so
nice :D
L613[10:54:51] <wiresegal> and you can
easily convert java -> kotlin
L614[10:54:57] <wiresegal> there's a tool
in intellij to do it
L615[10:55:22] <Tazz> Oh awesome
L616[10:55:35] <Tazz> Does kotlin work
well with maven
L617[10:55:46]
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L619[10:56:21] <wiresegal> idk
L620[10:56:25] <wiresegal> it works fine
with gradle, so
L621[10:56:43] <wiresegal> should just
need a plugin for it
L622[10:57:03] <Tazz> Also what age range
are you people around jw?
L623[10:57:19] <ghz|lappy> 32
L624[10:57:32] <ghz|lappy> I'm proud of my
2^5
L625[10:57:47]
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L626[10:57:47] <wiresegal> i'm 16 :P
L627[10:57:53] <wiresegal> i'm 2^4
:D
L628[10:58:01] <ghz|lappy> be happy of
your 2^4, you'll miss it ;P
L629[10:58:36] <Tazz> I'm 19 what's that
in exponentiation?
L630[10:58:38] <Tazz> Rofl
L631[10:58:53] <PaleoCrafter> I'm 17, at
least it's a prime xD
L632[10:58:59] <wiresegal> 4.2479275131,
tazz
L633[10:59:01] <wiresegal>
2^4.2479275131
L634[10:59:08] <PaleoCrafter> If I were 15
I could at least say Mersenne Prime, but meh
L635[10:59:20] <Tazz> Haha
L636[10:59:23] <ghz|lappy>
log(19)/log(2)
L637[10:59:24] <ghz|lappy> ;P
L638[10:59:27] <wiresegal> exactly
:3
L639[10:59:31] <ghz|lappy> !!calc
log(19)/log(2)
L640[10:59:31] <ghz|lappy> ghz|lappy:
Result(s): 4.247927513
L641[10:59:31] <gigaherz> ghz|lappy:
Result(s): 4.247927513
L642[10:59:39] <ghz|lappy> oh oops forgot
to disable it here
L643[11:00:22] <TobyO> Has anyone made a
working dynamic obj model I can look at? Still struggling to work
out why my model is rendering all black for the dynamic part
L644[11:00:26] <Tazz> ghz|lappy: I was
never good with maths
L645[11:00:32] <ghz|lappy> heh
L646[11:01:00] <ghz|lappy> I was good with
maths at first, then suddenly maths became too high-level for me,
and I never rtuly caught up
L647[11:01:03] <TobyO> Haven't been able
to find a solution or any good examples of how to render it
properly
L648[11:01:16] <ghz|lappy> I can manage up
to basic integration and derivatives
L649[11:01:18] <Sinhika> Question: is
setupDecompWorkspace known to work with Forge
1.9.4-12.17.0.1910?
L650[11:01:29] <ghz|lappy> it should
L651[11:01:32] ***
AEnterprise is now known as AEnterpriseAFK
L652[11:01:38] <ghz|lappy> worked just
fine with 1909
L653[11:01:48] <wiresegal> you need 2.2
forgegradle, right?
L654[11:01:50] <ghz|lappy> and 1910 didn't
change anything about that I believe
L655[11:01:53] <ghz|lappy> yep
L656[11:01:58] <ghz|lappy> Sinhika: basic
troubleshooting:
L657[11:02:06] <ghz|lappy> did you change
your forgegradle to 2.2-snapshot?
L658[11:02:13] <Sinhika> Hmm. I couldn't
get it to work with 1909, either. Let me check that.
L659[11:02:16] <wiresegal> for me, basic
troubleshooting is going onto #minecraftforge and asking about it
x3
L660[11:02:17] <ghz|lappy> and are you
using 1.9.4 mappings (0519 or newer)
L661[11:02:29] <wiresegal> i know little
to nothing about gradle
L662[11:02:34] <Tazz> Yeah maths was like
my strongest subject however I used a calc
L663[11:02:54] <Tazz> Most of the time at
least
L664[11:03:01] <ghz|lappy> the parts of
math were you could use a calculator were always boring to me
L665[11:03:02] <PaleoCrafter> what kind of
calculator? :P
L666[11:03:19] <ghz|lappy> thankfully, I
was never taught how to compute square roots on paper
L667[11:03:27] <PaleoCrafter>
really?
L668[11:03:30] <ghz|lappy> yup
L669[11:03:35] <ghz|lappy> my year somehow
missed it
L670[11:03:44] <PaleoCrafter> not even
Heron's thingy?
L671[11:03:47] <ghz|lappy> I was the first
year of a new education system
L672[11:03:57] <ghz|lappy> basically: we
betatested it
L673[11:03:58] <PaleoCrafter> ah
L674[11:04:01] <Tazz> I've been known to
factor polynomials in my head a few times
L675[11:04:13] <Sinhika> ah, no, I was
using the 2.1-SNAPSHOT. Missed that change in updating my
build.gradle files. Okay, now what's this about the mappings? the
build.gradle that comes with the 1910 MDK uses the 20160518
mapping.
L676[11:04:25] <ghz|lappy> tht's
fine
L677[11:04:45] <PaleoCrafter> Tazz, to
what degree? :P
L678[11:04:46] <ghz|lappy> I wasn't sure
if 0518 was first or 19
L679[11:04:57] <Tazz> Oh and I used a
graphing calc from 9th-11th
L680[11:05:44] <Sinhika> Now, do I need to
clear out my ~/.gradle cache directory, or will it handle itself if
I run ./gradlew cleanCache?
L681[11:05:55] <ghz|lappy> PaleoCrafter:
this may be a fabricated memory, but I faintly recall the teacher
saying omething like
L682[11:06:27] <ghz|lappy> "Normally
we'd teach you how to do this on paper, but it's <whatever
year> and you will never really use this, and I have way too
much toteach you, so for qaure roots, just use
thecalculator"
L683[11:06:39] <PaleoCrafter> hehe
L684[11:06:44] <ghz|lappy> can't
type
L685[11:06:46] <ghz|lappy> square^
L686[11:06:47] <PaleoCrafter> I once
calculated a root using triangles in an exam
L687[11:06:51] <PaleoCrafter> had too much
spare time, lol
L688[11:06:55] <ghz|lappy> lol
L689[11:07:25] ⇦
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L690[11:07:25] <Tazz> PaleoCrafter not
sure probably nothing over 2
L691[11:07:30] <Xilef11> Sinhika, just
SetupDecompWorkspace should be enough
L692[11:07:45] <ghz|lappy> Sinhika: just
rerun setupDecW
L693[11:07:53] <Tazz> My teacher didn't
like me when I did that because of the not showing work but he was
impressed with it nontheless
L694[11:08:07] <Tazz> Esp
L695[11:08:20] <ghz|lappy> Tazz: yeah, my
teachers also wanted the steps
L696[11:08:30] <Tazz> When it was a
complex equation and I was able to solve it in my head within a few
seconds
L697[11:08:51] <ghz|lappy> although I
can't do maths in my head really
L698[11:08:54] <ghz|lappy> well not
numbers
L699[11:09:21] <ghz|lappy> but for logic
things like isolating variables on an equation
L700[11:09:37] <ghz|lappy> it was easier
for me to do it in my head and write the result
L701[11:09:41] <ghz|lappy> sometimes
L702[11:09:43] <ghz|lappy> brb
L703[11:09:51] <Tazz> Yeah
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L705[11:10:11] <capitalthree> EntityItem
age still ticks on clients, right?
L706[11:10:18] <Sinhika> Okay, that fixed
it! Thank you ghz, Xilef11, wiresgal, etc.
L707[11:10:43] <Tazz> But I've long since
smoked too much pot and not done enough of it to maintain that
level of knowledge haha
L708[11:10:46] <Sinhika> Now I can spend
the day porting everything to 1.9.4, or getting rolling,
anyway.
L709[11:13:41] <wiresegal>
'wiresgal'
L710[11:14:05] <PaleoCrafter> learn to use
your tab key, thank me later
L711[11:14:54] <wiresegal> i have just,
three times in a row, loaded a world that crashes. Without
realizing that I could just load up another of my testworlds.
L712[11:15:38] <PaleoCrafter> or try to
fix the cause of the crash? :P
L713[11:16:19] ⇦
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L714[11:18:11] <wiresegal> cause is
williewillus's fault not mine
L715[11:18:26] <wiresegal> and it's fixed,
but new version isn't out
L716[11:19:03] <wiresegal> also, does
anyone know a way to make an arrow immune to Infinity?
L717[11:19:09] <wiresegal> like tipped
arrows are
L718[11:20:22] <PaleoCrafter> I'd wager
they're special cased :D
L719[11:20:24] <wiresegal> because i can't
figure out how tipped arrows do it
L720[11:20:36] <wiresegal> oh hey that's a
forge bug
L721[11:20:59] <wiresegal> ... whoever did
this is a derp...
L722[11:21:10] <wiresegal> they replaced a
.class == with an instanceof
L723[11:22:07] <PaleoCrafter> /Forge: Fix
consuming custom arrows. ? :P
L724[11:22:48] <TehNut> Which version
added texture pack stacking? 1.7 or 1.8
L725[11:23:03] <ghz|lappy> resource packs
were 1.6?
L726[11:23:03] <PaleoCrafter> 1.6?
L727[11:23:05] <wiresegal> 1.8, I
think
L728[11:23:05] <PaleoCrafter> yah
L729[11:23:20] <wiresegal> let me look it
up
L730[11:23:28] <TehNut> No I mean the
stacking feature in the RP GUI
L731[11:23:36] <ghz|lappy> hmmm
L732[11:23:37] <TehNut> Where you can do
them in layers
L733[11:23:39] <wiresegal> it was
1.7
L734[11:23:46] <ghz|lappy> I think that
was in 1.7 already
L735[11:23:49] <wiresegal> 1.7.2 to be
exact
L736[11:23:52] <PaleoCrafter> thought that
was already in in 1.6
L737[11:23:52] <TehNut> Alrighty
L738[11:23:58] <Necr0> the off-hand slot
is -106?
L739[11:24:12] <ghz|lappy> Necr0: you
shouldn't use it by number
L740[11:24:44] <ghz|lappy> unless you are
doing some sort of alternative armor gui
L741[11:24:46] <wiresegal> i am creating
what might be the most evil arrow >:D
L742[11:24:54] <wiresegal> it's levitation
but more evil
L743[11:25:22] <wiresegal> and the person
afflicted by it can't escape your arrows
L744[11:25:37] <ghz|lappy> nah the most
evil arrow would change a player's gamemode to spectator,
forever
L745[11:25:43] <PaleoCrafter> so homing
levitation arrows? :P
L746[11:25:51] <wiresegal> ghz|lappy:
ಠ_ಠ
L747[11:25:56] <wiresegal> PaleoCrafter:
no, they won't home
L748[11:26:02] <wiresegal> you'll still
need skill
L749[11:26:08] <wiresegal> but they'll be
floating so they can't run away
L750[11:30:30] <ghz|lappy> make a bear
trap launcher
L751[11:30:47] <wiresegal> it's so fun
doing /effect @p hunger 10 100 and watching my auto-food belt keep
up perfectly
L752[11:30:54] <ghz|lappy> lol
L753[11:31:06] <AKTheKnight> wiresegal:
you're too evil
L754[11:31:11] <wiresegal> i am
L755[11:31:36] <wiresegal> also, FINALLY
my mod gives you things which make you think twice about only
making a sash
L756[11:32:01] <wiresegal> an autofeeder
belt and a storage belt
L757[11:33:18] ⇦
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L760[11:37:04] <AKTheKnight> Auto feeder
all the way
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L767[11:50:19] <Sinhika> Hmm. When did it
become unnecessary to have one's own bonemeal event handler if
inheriting from BlockCrops?
L768[11:52:05] <TehNut> 1.7
L769[11:52:17] <TehNut> or maybe earlier,
I didn't mess with crops until then and it worked
L770[11:55:12]
⇨ Joins: primetoxinz
(~tyler@ip68-107-226-229.hr.hr.cox.net)
L771[11:56:27] <williewillus> is & a
special code for string.format?
L772[11:57:00] <williewillus> my lang key
is botania.rank2=&bB and I'm doing
`I18n.format(botania.rank2).replaceAll(&, <section
symbol>)
L773[11:57:04] <williewillus> and it's
saying format error
L774[11:59:11] <Temportalist>
PaleoCrafter: Do you have an ideas why IDEA says this is an
error?
L775[11:59:11] <Temportalist> Expression
of type scala.Predef.Map[scala.Predef.Class[_ <: T],
scala.Predef.Map[scala.Predef.String, AnyRef]] doesn't conform to
expected type scala.Predef.Map[scala.Predef.Class[_ <: T],
scala.Predef.Map[scala.Predef.String, AnyRef]]
L776[11:59:36] <PaleoCrafter> maybe the Ts
differ? :P
L778[12:02:25]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-108-184.buckeyecom.net)
L779[12:02:33] <PaleoCrafter> on what line
does it error, Temportalist?
L780[12:02:49] <Temportalist> Its not an
actual compiler error, just IDEA saying its an error
L781[12:02:56] <Temportalist> and its
19
L782[12:03:09] ⇦
Quits: Naiten (~Naiten@77.35.148.231) (Read error: Connection reset
by peer)
L783[12:03:44] <PaleoCrafter> well, IDEA
is sometimes confused by Scala's types
L784[12:03:49] <PaleoCrafter> but that's
quite simple Oo
L785[12:04:01] <PaleoCrafter> have you
tried just leaving out the type annotation on the method? xD
L786[12:04:07] <Temportalist> I think its
just confused, but it wasnt earlier
L787[12:04:10] <Temportalist> no
L788[12:04:22] <Temportalist> that didnt
do anything
L789[12:05:59] <PaleoCrafter>
williewillus, maybe the localisation gets read in weirdly?
L790[12:06:05] <williewillus> yeah I
solved it
L791[12:06:09] <PaleoCrafter> what was
it?
L792[12:06:10] <williewillus> or
"solved" it
L793[12:06:16] <williewillus> looking in
the wrong place :P
L795[12:06:22] <PaleoCrafter> lol
L796[12:06:27] <Temportalist> ohp, it
back
L797[12:06:30] <PaleoCrafter> your lang
file shouldn't contain color codes, btw :P
L798[12:06:39] <PaleoCrafter> lol
L799[12:06:56] <PaleoCrafter> just make
the instance field a mutable map, lol
L800[12:07:03] <PaleoCrafter> it's private
anyways :P
L801[12:07:54] <Temportalist> fair
point
L802[12:08:32] <williewillus>
PaleoCrafter: then where should it be applied, in code? xP
L803[12:08:34] <theFlaxbeard> Is there an
example of IItemHandler capability usage out there?
L804[12:08:42] <williewillus> usage for
what
L805[12:08:47] <williewillus> justa
general inventorey?
L806[12:08:52] <williewillus>
*inventory
L807[12:08:56] <PaleoCrafter> preferably,
yes, williewillus :P
L808[12:09:00] <sokratis12GR> Guys how I
can add a glow effect on an item ?
L809[12:09:02] <williewillus> gross
L810[12:09:12] <theFlaxbeard> Yes
williewillus
L811[12:09:16] <TehNut> Yeah I'll stick to
applying color codes in the lang files
L812[12:09:32] <williewillus>
sokratis12GR: what do you mean glow?
L813[12:09:42] <PaleoCrafter>
sokratis12GR, override hasEffect
L814[12:09:45] <Digitalsabre> A few
minutes ago, I looked down at my unread messages for all channels
I'm in on all IRC servers and saw that all of them were multiples
of 5. I'm still trying to determine if this is a good omen or a bad
one.
L815[12:09:49] <sokratis12GR> like ...
shaders that give light
L816[12:09:56] <PaleoCrafter> oh,
lol
L817[12:10:05] <PaleoCrafter> look at
dynamic lights?
L818[12:10:37] ⇦
Quits: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
(Quit: Leaving)
L819[12:11:04] <PaleoCrafter> wat, the
download count for my mod doubled in the last 9 hours Oo
L820[12:11:07] ***
blood|sleep is now known as blood_
L821[12:11:31] <AKTheKnight> Same, I went
from 2 to 4 :P
L822[12:11:32]
⇨ Joins: williewillus
(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L823[12:11:40] <sokratis12GR> Idk how to
explain it... I mean to give light from a specific (armor)
placed
L824[12:11:40] <PaleoCrafter> lol
L825[12:11:44] <williewillus> okay this is
weird my bouncer isnt connecting to irc :P
L826[12:12:07] <williewillus> i'm just
using a random free one so maybe it got banned lol
L827[12:12:54] ⇦
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L828[12:13:07] <AKTheKnight> Oh I saw a
nice free bouncer the other day
L829[12:13:30] <PaleoCrafter> I really
can't understand how this increase came about, lol
L830[12:13:42] <PaleoCrafter> I haven't
got any new comments or anything either
L832[12:13:59] <sokratis12GR> which mod
PaleoCrafter ?
L834[12:14:18] <sokratis12GR> lol thats
cool
L835[12:14:36] <sokratis12GR> finally 3d
crafting :D
L836[12:14:53] <AKTheKnight> PaleoCrafter:
So you can automate sides and middle but not diagonals?
L837[12:14:57] <PaleoCrafter> yep
L838[12:14:59] <williewillus> did you get
into a pack?
L839[12:15:05] <williewillus> check your
"dependents" tab
L840[12:15:06] <PaleoCrafter> can I look
that up somewhere?
L841[12:15:11] <PaleoCrafter> oh,
yeah
L842[12:15:13] <PaleoCrafter> I did
:O
L844[12:15:43] <Ordinastie_> oh lol, I
didn't know that
L845[12:15:46] <sokratis12GR> Lol Arisen
became featured
L846[12:16:02] <PaleoCrafter> I thought of
it, but I didn't think it'd get recognized that quickly xD
L847[12:16:19] *
williewillus twiddles thumbs and waits for tinkers to
update
L848[12:16:28] <sokratis12GR> me too
williewillus
L849[12:16:28] <williewillus> so I can
move my world to 1.9.4 ><
L850[12:16:36] <williewillus> its the only
one left rn
L851[12:16:45] <sokratis12GR> do you play
Arisen ?
L852[12:17:18] <PaleoCrafter> I better get
this JEI support finished quickly, lol
L854[12:18:18] <williewillus> no i only
play 1.9.x with a few mods
L855[12:18:25] <williewillus> psi quark
botania BM and TiCO :P
L856[12:18:26] <williewillus> and
JEI
L857[12:18:34] <williewillus> and probably
adding mekanism 9 when it comes out for 1.9
L858[12:18:53] <PaleoCrafter> btw,
AKTheKnight, I only allow those slots because interacting with the
diagonals specifically is kind of not possible xD
L859[12:19:02] <williewillus>
theFlaxbeard: each IItemHandler is an inventory
L860[12:19:07] <williewillus> so you would
have one, with 2 slots in it
L861[12:19:14] <PaleoCrafter> I could make
hoppers adjacent to one side fill all slots there, but that doesn't
feel that good either
L862[12:19:19] <williewillus> oh but
L863[12:19:24] <williewillus> you want to
control access
L864[12:19:25] <theFlaxbeard> Don't I need
two if I want sidedness
L865[12:19:26] <theFlaxbeard> yeah
L866[12:19:27] <AKTheKnight> Ahh okay. I
was gonna ask if you could have it so if there is redstone on the
right, it changes right to bottom right
L867[12:19:49] <AKTheKnight> So you rotate
the slots clockwise by 1 if redstone signal
L868[12:19:56] <PaleoCrafter> could use a
RangedWrapper, theFlaxbeard
L869[12:19:58] <williewillus> you can use
the rangedwrapper
L870[12:20:04] <PaleoCrafter> hah :P
L871[12:20:19] <sokratis12GR> lol are
100K+ download popular mod ?
L872[12:20:21] <williewillus> but I wrote
it so meh! *pouts*
L873[12:20:27] <williewillus> ;p
L874[12:20:34] <williewillus>
sokratis12GR: I'd say yeah :P
L875[12:20:37] <PaleoCrafter> hm... I
guess that's an option, AKTheKnight, will look into it ^
L876[12:20:40] <sokratis12GR> cool
:D
L877[12:20:52] <williewillus> you broke
100K?
L878[12:20:54] <AKTheKnight> What about 1
mil plus?
L879[12:21:17] <sokratis12GR> we3ll
130k
L880[12:21:24] <AKTheKnight> Nice
work
L882[12:21:34] <AKTheKnight> That's
awesome
L883[12:21:39] <sokratis12GR> ty :D
L885[12:22:28] <williewillus> yes
L886[12:22:38] <theFlaxbeard> Cool
L888[12:23:06] <AKTheKnight> I should
probably port to 1.9.4
L889[12:23:10] ***
kirby|gone is now known as mrkirby153
L890[12:23:27] <theFlaxbeard> And do I
want to call serializeNBT() and deserializeNBT() in my TE's
read/write function
L891[12:23:34] <theFlaxbeard> or is that
handled by forge somehow?
L892[12:23:37] <williewillus> did the snow
particles change in 1.9?
L893[12:23:42] <sokratis12GR> gg 2 for 2
years
L894[12:23:48] <williewillus>
theFlaxbeard: yes you do, since it's your own te
L895[12:24:06] <theFlaxbeard> How does it
work if it's not my own te, for future reference?
L896[12:24:11] <williewillus> i see lots
of snow particles but the P: count is like 19
L897[12:24:14] <williewillus> which is
super low
L898[12:24:39] <williewillus>
theFlaxbeard: see the part on "attaching capabilities to
foreign objects"
L900[12:26:13] ⇦
Quits: Magik6k (~Magik6k_@magik6k.net) (Ping timeout: 195
seconds)
L901[12:26:38] <sokratis12GR>
PaleoCrafter: what is the class for dynamic lights ?
L902[12:26:50] <PaleoCrafter> it's a mod
:P
L903[12:27:09] <sokratis12GR> lol :P
L904[12:28:05] <PaleoCrafter> expect
hacks, btw :P
L905[12:28:25] <PaleoCrafter> it's
everything but straightforward
L906[12:28:58] <williewillus> how do you
get the translated text out of a chatcomponenttranslation
L908[12:31:19]
⇨ Joins: Compa
(~Compile@cpe-184-59-48-115.wi.res.rr.com)
L909[12:31:49] <Temportalist>
theFlaxbeard: If you can read scala, I have some decent source
files I worked up to get capabilities setup really easily
L910[12:32:03] <theFlaxbeard> I got it
working, but thanks :)
L911[12:32:09] ⇦
Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi) (Read
error: Connection reset by peer)
L912[12:32:15] ⇦
Quits: Compa (~Compile@cpe-184-59-48-115.wi.res.rr.com) (Client
Quit)
L913[12:34:29] ***
big_Xplo|AFK is now known as big_Xplosion
L914[12:34:29] ⇦
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L915[12:34:37] <theFlaxbeard> Overriding
shouldRefresh to only refresh if the block in the blockstate
changes should be safe, right?
L916[12:34:42] <theFlaxbeard> As long as
my block always produces the same TE
L917[12:35:47] <wiresegal> williewillus:
can't you just call I18n.format(the text)?
L918[12:35:58] <gigaherz> theFlaxbeard:
yup that's how we do it
L919[12:36:03] <williewillus> what
text
L920[12:36:29] <wiresegal> whatever text
is contained within the chatcomponenttranslation
L921[12:37:13]
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(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L922[12:37:16]
⇨ Joins: Azelphur (~Azelphur@znc.azelphur.com)
L923[12:38:02] <PaleoCrafter>
williewillus, looks like it's actually just
getUnformattedComponentText
L924[12:38:30] <williewillus> holy diff
size on MCMultipart PR :P
L925[12:38:34] <williewillus> but
yay
L926[12:38:42] <williewillus> $ labels add
2891 Feature
L927[12:38:44] <Actuarius> Added labels
[Feature] for issue 2891; new labels: [Feature].
L928[12:38:50] <williewillus> $ labels add
2891 Hype
L929[12:38:50] <Actuarius> Label Hype
doesn't exist
L930[12:38:52] <williewillus> :P
L931[12:39:00] <amadornes> lol
L932[12:39:36] <MrKickkiller> Needs da
hype :P
L933[12:39:53] <shadowfacts> lol
L934[12:40:06] <PaleoCrafter> "add
Lua :D", wat
L935[12:41:03] <williewillus> If it gets
taken I hope you put some primers on RTD, unlike a certain rainy
warrior that never documents any of the cool stuff he adds ;)
L936[12:41:04] <gigaherz> oooh mcmultipart
is getting merged into forge?
L937[12:41:16] <PaleoCrafter> reading
diffs for patch files always confuses me, lol
L938[12:41:17] <amadornes> yas :D
L939[12:41:20] <wiresegal> :o
L940[12:41:21] <gigaherz> \o/
L942[12:41:25] <wiresegal> #Hype
L943[12:41:31] <amadornes> smash that like
button :D
L944[12:41:32] <theFlaxbeard> Is there a
way to tell if the game is paused in the client?
L945[12:41:32] <gigaherz> I'll be able to
implement support for it without feeling bad for having
dependencies!
L946[12:41:56] <williewillus>
theFlaxbeard: Minecraft.isGamePaused
L947[12:41:59] <PaleoCrafter>
williewillus, fry writes specifications for file formats he
introduces and then expects everybody to know what to do from there
:P
L948[12:42:01] <theFlaxbeard> danke
L949[12:42:07] <williewillus> :P
L950[12:42:14] <PaleoCrafter> so he sorta
does document it
L951[12:42:23]
⇨ Joins: infinitefoxes_
(~infinitef@108.19.51.185)
L952[12:42:30] <PaleoCrafter> he is king
at finding documentation - especially in PDF form - though
L953[12:42:56] <wiresegal> RTD?
L954[12:43:04] <AKTheKnight> Willie, is
this you? "willieaway joined
(williewill@Get.A.Free.Bouncer.At.PanicBNC.com)"
L955[12:43:11] <AKTheKnight> In the TR
channel
L956[12:43:25] <Temportalist> amadornes:
HYPE YAS \o/
L957[12:43:34] <williewillus> AKTheKnight:
lol my bouncer is back probably
L958[12:43:36] <williewillus> wiresegal:
readthedocs
L959[12:43:37] ⇦
Quits: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
(Quit: Leaving)
L960[12:43:41] <wiresegal> ah
L961[12:43:45] <sokratis12GR> me can't
wait 2874 to be fixed :d
L962[12:43:51]
⇨ Joins: williewillus
(williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
L963[12:43:51] <AKTheKnight> It's a funny
way of them advertising
L964[12:44:03] <Temportalist> amadornes:
whats 2874?
L965[12:44:08] <PaleoCrafter>
sokratis12GR, it is?
L966[12:44:16] <amadornes> where,
Temportalist?
L967[12:44:17] <williewillus> we need a
bot command that just takes pr/issue numbers
L968[12:44:19] <williewillus> and gives
the link
L969[12:44:21] <williewillus> because
lazy
L970[12:44:22] <wiresegal> yes pls
L971[12:44:25] ⇦
Quits: infinitefoxes__ (~infinitef@108.19.51.185) (Ping timeout:
192 seconds)
L972[12:44:25] <PaleoCrafter> oh, nvm, it
isn't
L973[12:44:26] <gigaherz> PaleoCrafter:
EnumHelper armor material fixes for 1.9.4
L974[12:44:28] <Temportalist> Oh, wong
person haha
L975[12:44:29] <PaleoCrafter> only the
unit test thingy
L977[12:44:31] <amadornes> heh :P
L978[12:44:34] <PaleoCrafter> I know what
1874 is :P
L979[12:44:45] <PaleoCrafter> *2874,
duh
L980[12:44:47] <Temportalist>
sokratis12GR: I RAN INTO THAT
L981[12:45:02] <gigaherz> I would
have
L982[12:45:02] <PaleoCrafter> fry
------^
L983[12:45:04] <PaleoCrafter> + xy
L984[12:45:08] <gigaherz> if I hadn't
decided to maybe abandon Survivalist
L985[12:45:09] <PaleoCrafter> +
learnjava
L986[12:45:11] <PaleoCrafter> + all the
things
L989[12:46:05] <williewillus> are other
bots not allowed here? :P
L990[12:46:10] <PaleoCrafter> don't think
so
L991[12:46:24] <wiresegal> what's Int.box
in scala
L992[12:46:45] <PaleoCrafter> same as
Integer.valueOf
L993[12:47:22] <gigaherz> I wonder why
it's "Integer.valueOf" and not "new
Integer(num)" -- does it not create a new instance?
L994[12:47:25] <Temportalist> wiresegal:
helps with converting to java primitive classes
L995[12:47:26] <wiresegal> ah
L996[12:47:39] <PaleoCrafter> gigaherz,
some values are cached
L997[12:47:40] <wiresegal> kotlin just
ignores the fact that java primitives exist x3
L998[12:47:50] <gigaherz> Ah
L999[12:47:57] <gigaherz> wiresegal:
ewh
L1000[12:48:01] <PaleoCrafter> namely
-128 to 127 or whatever you set as maximum
L1001[12:48:06] <wiresegal> it actually
is a lot better than it sounds, giga
L1002[12:48:19] <wiresegal> it
autoconverts them into its own classes
L1003[12:48:25] <wiresegal> and vice
versa
L1004[12:48:35] <PaleoCrafter> Scala
doesn't have primitives either :P
L1005[12:48:51] <wiresegal> so void
blah(int x, float y) -> fun blah(x: Int, y: Float): Unit
L1007[12:49:05] <wiresegal> yeah but it
can't just handwave away the java ones apparently
L1008[12:49:09] <PaleoCrafter> it
can
L1009[12:49:20] <wiresegal> oh neat
L1010[12:49:50] <wiresegal> I much prefer
the KT syntax to scala, since it just feels so much cleaner
L1011[12:49:59]
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L1012[12:50:10] <AKTheKnight> What's the
command to check what the un obsfucated method name is?
L1013[12:50:32] <wiresegal> gm?
L1014[12:50:46] <AKTheKnight> !gm
func_184996_a
L1015[12:50:50] <AKTheKnight>
Thanks
L1016[12:51:24] <gigaherz> gm for
methods, gf for fields, gc for classes
L1017[12:51:25] <TechnicianLP> ok im
getting weird json errors from my blockstate: Caused by:
com.google.gson.JsonSyntaxException:
java.lang.IllegalStateException: Not a JSON Object:
factorial-rev:machine/start" the json file is there without
any syntax errors .... any idea why im gtting this?
L1018[12:51:29] <gigaherz> gp for
parameters
L1019[12:51:33] <AKTheKnight> I won't
remember that :P
L1020[12:51:39] <gigaherz> then remember
!help
L1021[12:51:53] <AKTheKnight> I wasn't
sure if that was a command. And didn't want to be annoying by
trying it :P
L1022[12:52:14] <gigaherz> TechnicianLP:
can you pastebin the json file?
L1023[12:52:29] <gigaherz> it's
complaining that it has found a {}
L1024[12:52:32] <gigaherz> where it
didn't expect one
L1025[12:53:52] <TechnicianLP> blockstate
or the other one?
L1026[12:54:19] <gigaherz> which one is
failing? ;p
L1027[12:54:26] <TechnicianLP> the
blockstate
L1028[12:54:34] <gigaherz> yeah then
which one you think we want to see?
L1030[12:56:50] <gigaherz>
"start": "factorial-rev:machine/start",
L1031[12:56:58] <gigaherz> the submodels
need to be objects
L1032[12:57:13] <gigaherz>
"start": { "model":
"factorial-rev:machine/start" },
L1033[12:57:51]
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L1036[12:59:15] <Temportalist> wiresegal:
any good resources for those interested in kotlin?
L1037[12:59:18] <gigaherz> this is how I
did it, and that works
L1038[12:59:19] <gigaherz> ;P
L1039[12:59:36] <gigaherz> and no it
doesn't, TechnicianLP
L1040[12:59:37]
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L1041[13:00:09] <gigaherz> it has two
versions
L1042[13:00:13] <gigaherz>
"submodel": "name"
L1043[13:00:14] <gigaherz> and
L1044[13:00:28] <gigaherz>
"submodel": { "name": { "model":
"resloc" } }
L1045[13:01:10] <TechnicianLP> ok so they
have to be objects only if you have multiple submodels? ok
....
L1046[13:01:13] <TechnicianLP>
thanks
L1047[13:01:32]
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L1048[13:01:38] <PaleoCrafter>
Temportalist, stay with Scala :P
L1049[13:01:44] <Temportalist>
PaleoCrafter: hahaha
L1050[13:01:47] <capitalthree> scala?
:D
L1051[13:02:18] <capitalthree> oh
L1052[13:02:27] <capitalthree>
Temportalist: I'm actually working on my kotlin mod as we
speak
L1053[13:02:38] <Temportalist> Nice
L1054[13:02:45] <capitalthree>
Temportalist: do you want resources on kotlin itself, or using
kotlin with forge, or setting up the gradle build?
L1055[13:02:50] <Temportalist> Im more
intrigued than anything
L1056[13:02:56] <Temportalist> any or
all?
L1057[13:02:56]
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L1058[13:03:00] <capitalthree> because if
the middle one, the answer is basically "kotlin integrates
very tightly with java and you have nothing to worry
about"
L1059[13:03:07] <capitalthree> er well
you have one thing to worry about
L1060[13:03:25] <capitalthree> kotlin is
null safe but you can't trust that calls from java code are
non-nullable even if kotlin thinks they are :P
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L1063[13:04:19] <capitalthree> I am
pretty sure I'm now doing kotlin library shadowing in a very
correct way
L1064[13:05:07] <capitalthree> at least,
as correct as shadowing the kotlin language runtime can be. which
is to say, it's very very wrong, and it should ship in forge like
scala does, but oh well :P
L1065[13:05:12] <Temportalist> how about
just learning kotlin?
L1067[13:06:07] <capitalthree> also, I
encourage you to peruse my mod, it's very simple and I try to use a
few interesting kotlin language features by way of example
L1068[13:06:44]
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(~cyhiggin@68-114-105-20.dhcp.slid.la.charter.com) ())
L1069[13:06:47] <capitalthree> there was
someone else here who also had a kotlin mod
L1070[13:06:51] <capitalthree> trying to
remember who
L1071[13:06:56] <capitalthree> he
actually helped me with the build.gradle
L1072[13:07:24] <capitalthree> I think a
great way to learn is full immersion... come up with a simple mod
idea and just do it, and learn as you go
L1073[13:07:59] <PaleoCrafter> me?
:P
L1074[13:09:21] <McJty> I did the
same
L1075[13:09:29] <McJty> Although the
simple mod idea turned out into a big mod eventually
L1076[13:09:48] <PaleoCrafter> oh, McJty
\o/
L1077[13:10:16] <Temportalist>
PaleoCrafter: whats your case for sticking with scala?
L1078[13:10:22] <McJty> That's the
problem with mods where you can keep on adding stuff :-)
L1079[13:10:37] <capitalthree>
PaleoCrafter: yeah you haha
L1080[13:10:39] <capitalthree> it was
you
L1081[13:10:45] <capitalthree> wait so
why are you telling people to stay with scala :P
L1082[13:10:47] <PaleoCrafter> btw, I've
noticed some new issues with Kotlin :P
L1083[13:10:50] <PaleoCrafter> I like
Scala?
L1084[13:10:57] <PaleoCrafter> I only
stick to Kotlin for this mod because I started with it
L1085[13:10:59] <capitalthree> McJty: my
mod is more or less tripling in size for a minor feature request
:P
L1086[13:11:11] <capitalthree> McJty: at
first it was a mod to control item despawn times, which is dead
simple, just hook a few events and alter lifespan
L1087[13:11:24] <capitalthree> then
someone was like "maybe items should start fading in and out
before they despawn!"
L1088[13:11:28] <capitalthree> which,
yes, they should
L1090[13:11:37] <capitalthree> ...and now
my mod needs server to client communication and rendering hooks
:D
L1091[13:11:45]
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L1092[13:11:46] <McJty> :-)
L1093[13:11:46]
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L1094[13:11:50] <capitalthree> and a
serverside data structure to track what items are about to
despawn
L1095[13:11:54] <capitalthree> fun
times
L1096[13:12:07] <capitalthree> I'm having
fun though :)
L1098[13:12:21] <capitalthree>
PaleoCrafter: what issues have you noticed with kotlin?
L1099[13:12:22]
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L1100[13:12:33] <PaleoCrafter> see my two
previous messages :P
L1101[13:12:50] <PaleoCrafter> I've also
noticed that Kotlin source isn't included in the auto-generated
sources jar
L1102[13:13:08] <capitalthree> I don't
even know what source replacements are
L1103[13:13:20] <PaleoCrafter> like,
replace @VERSION@ in your main mod file
L1104[13:13:26] <capitalthree> ahhh
L1105[13:13:27] <PaleoCrafter> I should
report this to the FG issues at some point, lol
L1106[13:13:33] <AKTheKnight> Hey McJty
Are you still working on the wiki project?
L1107[13:13:40] <McJty> AKTheKnight, from
time to time
L1108[13:13:47] <capitalthree> so this
isn't so much problems with kotlin as problems with FG integration
when using kotlin
L1109[13:13:57] <AKTheKnight> Ahh
okay
L1110[13:13:58] <McJty> AKTheKnight, I
have plans for it but at the moment I'm modding still
L1111[13:14:00] <capitalthree> I was
afraid you were gonna say "turns out kotlin is
garbage!"
L1112[13:14:01] <PaleoCrafter> yeah
L1113[13:14:13] <capitalthree> but yeah
it's likely that for future mods I will just use scala and not
kotlin
L1114[13:14:17] <AKTheKnight> Fair
enough. Just myself and the other TR people were wondering
L1115[13:14:23] <capitalthree> even
though I still strongly believe kotlin is a far better fit for
modding a java game than scala is :P
L1116[13:14:35]
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L1118[13:14:44] <PaleoCrafter> but Scala
is just more powerful :P
L1119[13:14:49] <PaleoCrafter> so, McJty,
let's talk immersion xD
L1120[13:15:04] <Temportalist>
immersion?
L1121[13:15:07]
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L1122[13:15:10] <capitalthree> scala is
more powerful, but kotlin is more tightly integrated with
java
L1123[13:15:19] <capitalthree> there's a
bit less hassle to interop with code using java data
structures
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L1126[13:15:37] <capitalthree> and I
don't necessarily need the power of scala
L1127[13:15:38] <McJty> I dislike the
scala complexity a bit to be honest. There are so many ways to do a
thing and the compiler infers too much
L1128[13:15:49] <McJty> I prefer Kotlin
but I don't know it very much
L1129[13:15:56] <capitalthree> especially
since in a fundamentally imperative game engine, scala can't really
shine imo
L1130[13:16:03] <capitalthree> you can't
ever do things the scala way in a minecraft mod
L1131[13:16:10] <capitalthree> except on
a local level
L1132[13:16:14] <wiresegal> wait, you
don't put your kotlin inside src/main/java? ._.
L1133[13:16:18] <McJty> PaleoCrafter, you
made that immersion mod?
L1134[13:16:22] <PaleoCrafter> why would
I, wiresegal?
L1135[13:16:25] <capitalthree>
src/main/kotlin
L1136[13:16:26] <PaleoCrafter> McJty, yes
:P
L1137[13:16:35] <wiresegal> I... uh,
didn't know there was another way
L1138[13:16:37] <McJty> aha. I still plan
to port Immersive Craft to 1.9.4
L1139[13:16:38] <PaleoCrafter> lol
L1140[13:16:40] <McJty> But currently
still doing other things
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L1143[13:17:09] <wiresegal> I literally
learned kotlin by working on Botanical Addons, and I still know nix
about gradle
L1144[13:17:10] <capitalthree> McJty:
what do you mean the compiler infers too much?
L1145[13:17:12] <Temportalist>
PaleoCrafter: OH the one the gets rid of UIs!
L1146[13:17:18] <capitalthree> you can
make the compiler infer nothing, by specifying everything :P
L1147[13:17:20] <PaleoCrafter> yus
L1148[13:17:29] <Temportalist>
PaleoCrafter: how is that coming along?
L1149[13:17:35] <capitalthree> wait I
thought vanilla has a button for that
L1150[13:17:52] <McJty> capitalthree,
well it guesses too many things so you don't have to write stuff.
The compiler can often find out what you mean
L1151[13:17:57] <McJty> I'm not a big fan
of that to be honest
L1152[13:18:06] <capitalthree> McJty: do
you mean type inferrence?
L1153[13:18:07] <wiresegal> also, paleo,
what's that 'KotlinAdapter' thing
L1154[13:18:21] <PaleoCrafter> I'm using
a Kotlin object for my main "class"
L1155[13:18:28] <PaleoCrafter> that
requires some special treatment
L1156[13:18:29] <wiresegal> because,
uh... my kotlin mods don't use that? ._.;
L1157[13:18:46] <capitalthree> wiresegal:
as far as I can tell there's no particularly important reason to
use the kotlin adapter :P
L1158[13:18:52] <wiresegal> oh ok,
phew
L1159[13:18:56] <capitalthree> if your
mod is a class, you're fine
L1160[13:19:02] <capitalthree> if your
mod is an object, you use the adapter
L1161[13:19:08] <wiresegal> oh I
see
L1162[13:19:10] <wiresegal> fair
enough
L1163[13:19:15] <capitalthree> I didn't
use it either
L1164[13:19:24] <capitalthree> because to
me it was just an extra thing that doesn't seem to add value
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L1167[13:19:42] <McJty> capitalthree, not
only that but the fact you don't always have to use ';' at the end
and so on
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L1169[13:19:45] <wiresegal> I'm just
having my mod pretend it's java, it's worked so far
L1170[13:20:17] <capitalthree> McJty:
optional semicolons bug you? :P
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L1172[13:20:39] <capitalthree> I dunno
what to say to those criticisms really... it still statically
typechecks your code... it's not like you can make mistakes and not
find out until runtime
L1173[13:20:46] <capitalthree> so yes it
infers some things but I don't see the downside
L1174[13:21:02] <McJty> Well it is not my
style. I prefer a more rigid syntax in most cases
L1175[13:21:08] <McJty> But then I never
really got the hang of scala
L1176[13:21:15] <wiresegal>
VanillaImmersion's main class is... interesting
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L1178[13:21:18] <McJty> I tried it a few
times but I doesn't click
L1179[13:21:25] <PaleoCrafter> how so,
wiresegal? :P
L1180[13:21:32] <wiresegal> same, kotlin
just feels more natural to me
L1181[13:21:39] <wiresegal> so MUCH...
PaleoCrafter
L1182[13:21:44] <PaleoCrafter> lol
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L1185[13:21:52] <capitalthree> McJty: the
case can be made that it's actually trading off one syntax rigidity
for another. the "val identifier" and "val
identifier : type" syntax is a lot easier on parsers than
"type identifier" and is part of the reason it can get
away with optional semicolons :P
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L1187[13:22:39] <capitalthree> wiresegal:
share your kotlin mod :D
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L1191[13:23:07] <wiresegal> yes,
src/main/java. ¯\_(ツ)_/¯
L1192[13:23:25] <PaleoCrafter> you just
do all you shit in the "common" proxy, although that
shouldn't even be a thing :P
L1193[13:23:41] <capitalthree> I feel so
pathetic with my tiny mod with 2 files xD
L1195[13:23:44] <wiresegal> well, if i
ever do things ONLY on the server, it'll be the base for both
client and common
L1196[13:23:51] <wiresegal> eh
L1197[13:23:53] <wiresegal> client and
server
L1198[13:23:54] <capitalthree> it'll be 3
files after I push the current feature
L1199[13:24:07] <wiresegal> those are the
best kind, capitalthree
L1200[13:24:14] <capitalthree> simple
ones?
L1201[13:24:28] <capitalthree> at least,
I do think my mod can be good for learning, just because it'll only
take a few minutes to understand everything it's doing
L1202[13:24:31] *
capitalthree shrugs
L1203[13:24:36] <wiresegal> no, small but
effective mods like LiMi, which was a gist xD
L1204[13:24:38]
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L1205[13:24:46] <capitalthree> but I also
have great respect for people who have written so much more code
than I have :P
L1206[13:24:50] <capitalthree> so kudos
wiresegal and PaleoCrafter
L1207[13:24:56] <capitalthree> what's
LiMi?
L1208[13:25:10] <wiresegal> vazkii's 'i
don't like waila, here's its tooltip feature'
L1209[13:25:24] <capitalthree> I thought
waila *is* the tooltip feature?
L1210[13:25:29] <wiresegal> she doesn't
like the whole thing, but the tooltip is essential in large
packs
L1211[13:25:35] <wiresegal> looking at
blocks and such
L1213[13:25:42] <wiresegal> that's what
she doesn't like
L1214[13:25:43] <PaleoCrafter> took me
long enough xD
L1215[13:25:50] <capitalthree> ohhh you
mean tooltip in inventories?
L1216[13:25:58] <wiresegal> the modid
tooltip
L1217[13:25:59] <capitalthree> well ok. I
love waila though :D
L1218[13:26:09] <AKTheKnight>
PaleoCrafter: <3 That's awesome
L1219[13:26:10] <wiresegal> same, but she
doesn't ¯\_(ツ)_/¯
L1220[13:26:14] <capitalthree> hehe
L1221[13:26:15] <AKTheKnight> That's
perfect
L1222[13:26:17] <AKTheKnight> Now to use
it :P
L1223[13:26:22] <capitalthree> Lingering
Loot counts as small but effective I think :)
L1224[13:26:22] <Temportalist>
PaleoCrafter: YAS
L1225[13:26:27] <wiresegal> whaaaaaaaat.
PaleoCrafter
L1226[13:26:30] <Temportalist>
PaleoCrafter: why does the crafting bench break?...
L1227[13:26:36] <capitalthree> I've had
some people respond to Lingering Loot with "wow this should be
in vanilla"
L1228[13:26:41] <PaleoCrafter> because
I'm creative and williewillus is a noob
L1229[13:26:47] <Temportalist> ?
L1230[13:26:49] <williewillus> lol
L1231[13:26:59] <PaleoCrafter> the event
doesn't fire on the client when you're in creative
L1232[13:27:11] <PaleoCrafter> so the
client breaks the block
L1233[13:27:15] <Temportalist> ah
L1234[13:27:21] <wiresegal> 10/10
L1235[13:27:22] <Temportalist> So in
survival that wouldnt happen?
L1236[13:27:38] <PaleoCrafter> nope
L1237[13:27:47] <Temportalist>
cool!
L1238[13:27:49] <Temportalist> got an
ETA?
L1239[13:27:59] <PaleoCrafter> uhm... 10
minutes or something?
L1240[13:28:11] <Temportalist>
Actaully
L1241[13:28:12] <Temportalist> ?
L1242[13:28:14] <wiresegal> i noticed
that when I did an IPreventBreakInCreative for my items, it isn't
nearly as smooth as swords not being able to break blocks
L1243[13:29:56] <williewillus> wat is an
IPreventBreakInCreative
L1244[13:30:13] <wiresegal> exactly what
it sounds like
L1245[13:30:16]
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L1246[13:30:19] <AKTheKnight> I would
guess preventing break in creative :P
L1247[13:30:24] <williewillus> oh thought
you meant it as a forge/vanilla interface lol
L1248[13:30:30] <williewillus> and yes it
should work the same
L1249[13:30:31] <wiresegal> it is
LITERALLY what it says on the can, it's a bodiless interface
L1250[13:30:33] <williewillus> in
survival
L1251[13:30:44] <sham1> Evening
L1252[13:30:46] <wiresegal> it doesn't
have an effect in survival :3
L1253[13:30:51] <PaleoCrafter> I like it
when the "I" as interface prefix reads just like the
pronoun :3
L1254[13:31:03] <sham1> IInterface
L1255[13:31:09] <McJty> Where is that
interface?
L1256[13:31:12] <AKTheKnight> Is it bad
to not remember the recipes for things in your own mod?
L1257[13:31:12] <wiresegal> Yes! It was I
who prevented the break in creative!
L1258[13:31:19] <williewillus> yeah
because i missed the hook point for creative
L1259[13:31:19] <sham1>
IInterfacable
L1260[13:31:20] <williewillus> lol
L1261[13:31:24] <williewillus> McJty: its
his own interface
L1262[13:31:31] <McJty> ah ok
L1264[13:31:35] <wiresegal>
IInterfaceInterfaceableFactoryGeneratorInterface
L1265[13:31:38] <Nosirrom> I once made a
recipe for my mod that was actually impossible to get the required
item for
L1266[13:31:55] <sham1> Meanwhile, ICE
HOCKEY
L1267[13:31:55] <PaleoCrafter> exactly
those IHas* trhings, Temportalist :P
L1268[13:32:03] <McJty> Have to go
L1269[13:32:05]
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L1270[13:32:06] <wiresegal>
IHasCheeseburger
L1271[13:32:06] <Temportalist> ^_^
L1272[13:32:10] <Temportalist> ^^^^
L1273[13:32:11] <Temportalist> Yup
L1274[13:32:14] <AKTheKnight>
IAmHungry
L1275[13:32:18] <shadowfacts> IHas*
L1276[13:32:19] <Temportalist> I thought
it was a bit much to do IHaz*
L1277[13:32:29] <AKTheKnight> Fine.
IHasHunger
L1278[13:32:30] <shadowfacts> pls, it
IHave*
L1279[13:32:33] <Temportalist>
AKTheKnight: IHazHunger
L1280[13:32:46] <AKTheKnight>
IIsHunger
L1281[13:32:54] <Temportalist> :D
L1282[13:32:59] <williewillus> someone
make lolcat to jvm a thing
L1283[13:33:14] <williewillus> the
"I" interface prefix is required ;p
L1284[13:33:27] <williewillus> *lolcode
to jvm
L1285[13:33:32] <wiresegal> why
L1286[13:33:46] <sham1> Because
L1287[13:34:00] <wiresegal> also, willie,
it makes me sad that the fruit of grisaia isn't an ItemFood
L1288[13:34:07] <wiresegal> that doesn't
get --'d
L1290[13:34:18] <williewillus>
"--'d"?
L1291[13:34:29] <wiresegal>
stack.stackSize--
L1292[13:34:47] <williewillus> because
that's not how it works :P
L1293[13:34:51] <wiresegal> fiiiine
L1294[13:35:01] <wiresegal> i'll add
special compatability for it in my food belt >.>
L1295[13:35:23] <williewillus> it's an
item that fills your hunger while you're "using" it, so
it's only a food in lore
L1296[13:35:44] <wiresegal> well my food
belt will pretend it's a food
L1298[13:39:59] <Temportalist> No
L1299[13:43:15] <capitalthree> my handler
for EntityViewRenderEvent isn't being called D:
L1300[13:43:26] <capitalthree> does forge
have a separate event bus for rendering events?
L1301[13:43:42] <wiresegal> don't think
so
L1302[13:43:57] <capitalthree> so
MinecraftForge.EVENT_BUS.register should be good enough?
L1303[13:44:08] <wiresegal> ye
L1304[13:44:18] <sokratis12GR> yep
L1305[13:44:54] <capitalthree> is this
the wrong event for when an entity renders?
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L1307[13:50:38] <tterrag|ZZZzzz>
capitalthree: yes
L1308[13:50:41] <tterrag|ZZZzzz> that
event is for the VIEW
L1309[13:50:48] <tterrag|ZZZzzz> it's
also abstract
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L1312[13:51:23] <tterrag> use
RenderLivingEvent
L1313[13:51:45]
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L1315[13:53:44] <AKTheKnight> Custom
achievements aren't displaying their item. Any ideas?
L1316[13:54:47] <sokratis12GR> show code
?
L1317[13:56:19] <tterrag> hm
L1318[13:56:27] <tterrag> just tried my
first 1.9.4 setup and I get tons of compiler errors
L1319[13:56:29] <AKTheKnight> public
static Achievement achievementFirstBag = new
Achievement("achievement.firstbag", "firstbag",
4, 4, ModItems.foid, null);
L1320[13:56:46] <tterrag> and yes, I am
using FG 2.2
L1321[13:57:08] <tterrag> AKTheKnight:
ModItems.foid is probably null
L1322[13:57:29] <AKTheKnight> The void
bag is registered though
L1323[13:57:30] <AKTheKnight> ooh
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L1325[13:57:38] <AKTheKnight> maybe it's
dusks rendering
L1326[13:58:16] <tterrag> are you sure
you aren't registering achievements before you actually create the
items?
L1327[13:58:51] <AKTheKnight> Registering
items in pre-init. Achievement in init
L1328[13:59:29] <iTitus> But that line
implies you are creating the Achievement in a static context
L1329[13:59:54] <iTitus> Probably on
class load of the class that variable is in
L1330[13:59:54] <sokratis12GR>
craftCoalArmor = new AchievementARP("craftCoalArmor", 0,
0, CoalArmor.helmet,
AchievementList.OPEN_INVENTORY).setNormalCrafting(); this is my way
of creating an achievement
L1331[14:01:04] <tterrag> no one else is
having this issue in 1.9.4?
L1332[14:01:14] <tterrag> wait, I might
have an idea
L1333[14:01:20] <tterrag> !latest
1.9.4
L1334[14:02:44] <tterrag>
yeah...whoops
L1335[14:02:49] <capitalthree> tterrag:
RenderLivingEvent? but I want EntityItems :o
L1336[14:02:57] <tterrag> too bad
:P
L1337[14:03:03] <capitalthree> er, so I
can't?
L1338[14:03:07] <capitalthree> or do they
still count as living
L1339[14:03:13] <tterrag> override the
renderer, or use your own entity
L1340[14:03:17] <tterrag> they are not
living, no
L1341[14:03:25] <capitalthree> hm I
see
L1342[14:03:38] <tterrag> what exactly
are you doing?
L1343[14:04:02] <capitalthree> I want to
make dropped items start to get semitransparent before they
despawn
L1345[14:04:25] <sokratis12GR> like
blkinking ?
L1346[14:04:33] <sokratis12GR>
blinking*
L1347[14:04:47] <fry> tterrag: what
errors?
L1349[14:04:50] <tterrag> fry: nvm
L1350[14:04:53] <tterrag> it was my
mappings version
L1351[14:04:56] <fry> ok :P
L1352[14:05:03] <tterrag> capitalthree:
that's not going to be possible anyways. afaik you can't add
transparency to the item render
L1353[14:05:10] <tterrag> not simply,
that is
L1354[14:05:33] <sokratis12GR> Fry did
you saw PaleoCrafter's ping ?
L1355[14:05:37] <tterrag> AKTheKnight:
you didn't listen
L1356[14:05:46] <tterrag> your
achievement declaration is static, which means it is loaded at
*class init*
L1357[14:05:50] <tterrag> LONG before
items are even thought of
L1358[14:05:57] <fry> yes, I saw it
L1359[14:06:01] <sokratis12GR> kk
L1360[14:06:06] <fry> didn't read enough
context to see what it was about
L1361[14:06:21] <sokratis12GR> about
EnumHelper needing an update
L1363[14:06:50] <tterrag> er...where did
EnumChatFormatting go? O.o
L1364[14:06:56] <tterrag> ChatFormatting
is realms
L1365[14:07:12] <capitalthree> tterrag:
oh D: really?
L1366[14:07:13] <AKTheKnight> nm I see
it
L1367[14:07:17] <unascribed>
TextFormatting
L1368[14:07:17] <sokratis12GR> I mean
EnumHelper.addArmorMaterial needs an update, because of 1.9.4
L1369[14:07:22] <fry> tterrag:
TextSomething
L1370[14:07:23] <capitalthree> tterrag:
is there a reason why not?
L1371[14:07:24] <tterrag> neat, ok
L1372[14:07:35] <tterrag> capitalthree:
because it forces the color to white
L1374[14:08:11]
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L1377[14:08:53] <sokratis12GR> tterrag:
TextFormatting
L1378[14:09:15] <capitalthree> tterrag:
but I can't replace the renderer like you said?
L1379[14:09:23]
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L1381[14:10:00] <fry> tterrag: everyone
ping tterrag
L1382[14:10:46] <sokratis12GR> xD
L1383[14:11:12] <AKTheKnight> tterrag
Thanks :) It works now
L1384[14:11:17] <AKTheKnight> Thanks to
everyone else too :)
L1385[14:11:17] <tterrag> argh...why is
there two VertexBuffers
L1386[14:11:33] <tterrag> capitalthree:
it may be possible
L1387[14:11:37] <tterrag> but in my
experience it's difficult
L1388[14:12:13] <capitalthree> u_u
L1389[14:12:40] <capitalthree> tterrag:
how about flickering? :P could I just make it randomly *not*
render?
L1390[14:12:44] <unascribed> this is why
I suggested just not ren- yeah
L1391[14:12:56] <TobyO> Has anyone
successfully setup a TESR with moving parts?
L1392[14:12:58] <unascribed> extend
RenderItem or whatever and don't call super if you decide to
flicker this frame
L1393[14:13:05] <unascribed> TobyO,
that's literally all TESRs are for
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L1395[14:13:23] <capitalthree>
unascribed: and how do I attach that new renderer to an item?
L1396[14:13:30] <TobyO> I am having
trouble with my textures
L1397[14:13:51] <unascribed>
RenderingRegistry or ClientRegistry
L1398[14:13:53] <unascribed> one of those
two
L1399[14:14:02] <unascribed> pass
EntityItem.class as the thing to bvind
L1400[14:14:03] <unascribed> bind*
L1401[14:14:22] <TobyO> unascribed, do
you know of any tutorials or examples that I could look at?
L1402[14:14:24] <unascribed> and, of
course, make sure to do it in your ClientProxy
L1403[14:14:34] <unascribed> TobyO, what
kind of "moving parts"
L1404[14:14:47] <TobyO> It's a rock
tumbler so just one rotating barrel type shape
L1405[14:14:53] <capitalthree> I don't
know what a ClientProxy is >_>
L1406[14:14:58] <unascribed> rip
capitalthree
L1407[14:15:17] <unascribed> TobyO, so
call GlStateManager.rotate before rendering your barrel
L1408[14:15:27] <TobyO> that's what I am
doing.
L1409[14:15:31]
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L1410[14:15:35] <TobyO> bit confused
about bindTexture
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L1412[14:15:55] <unascribed> pass it
TextureMap.locationBlocksTexture
L1414[14:16:01] <unascribed> or whatever
it's called in 1.9, if you're using that
L1415[14:16:07] <TobyO> that just gives
the default pink/black grid
L1416[14:16:18] <unascribed> yeah, so
look up the TextureAtlasSprite you want
L1417[14:16:26] <unascribed> and use the
get{Min,Max}{U,V} methods on it
L1418[14:16:38] <unascribed>
Minecraft.getMinecraft().getTextureMapBlocks().getSprite iirc
L1420[14:16:54] <fry> TobyO: what do you
want to be moving?
L1421[14:17:21] <Temportalist>
Yay!!!
L1422[14:17:29] <TobyO> hey fry, its a
barrel shape which I want to rotate for a rock tumbler
L1423[14:17:32] <capitalthree> hmmm what
happens if someone starts a "physical" client and then
starts a game and hits open to lan?
L1424[14:18:13] <unascribed>
nothing?
L1425[14:18:19] <unascribed> the logical
server is still a logical server
L1426[14:18:22] <unascribed> logical
client is still a logical client
L1427[14:18:38] <unascribed> there can
just be more clients on the server...
L1429[14:19:45] <TobyO> I can pass in my
own ResourceLocation for the actual texture that I want rendered
but the vertex mapping is all off
L1430[14:19:48] <unascribed> oh, so then
your model doesn't have proper UVs
L1431[14:19:55] <TobyO> It should
do
L1432[14:20:06] <TobyO> I did it in
blender and the UV looks fine in there
L1433[14:20:06] <unascribed> it defaults
to the missing texture UVs if it can't find the sprite
L1434[14:20:11] <PaleoCrafter> you might
need to flip the V
L1435[14:20:29] <TobyO> I feel like MC is
flipping me the V at the moment
L1436[14:20:35] <PaleoCrafter> you
usually do when exporting from Blender
L1437[14:20:38] <unascribed> alos
L1438[14:20:41] <unascribed> also*
L1439[14:20:46] <unascribed> do not use
pushAttrib/popAttrib
L1440[14:20:49] <unascribed> it desyncs
the state manager
L1441[14:20:51] <TobyO> okay
L1442[14:20:51] <PaleoCrafter> pass
"flip-v": "true" in the custom data for the
model thingy
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L1444[14:21:17] <unascribed> someone
needs to PR a patch to put @Deprecated on push/popAttribu
L1445[14:21:20] <unascribed>
Attrib*
L1446[14:21:37] <TobyO> I should be doing
bindTexture(TextureMap.locationBlocksTexture);
L1447[14:21:38] <TobyO> though instead of
just passing in the resource?
L1448[14:21:49] <unascribed> for a baked
model, you probably want locationBlocksTexture
L1449[14:21:51] <unascribed> to use the
atlas
L1450[14:21:57] <unascribed> binding a
custom ResLoc binds that texture alone
L1451[14:22:15] <TobyO> well the static
part uses a baked model
L1452[14:22:33] <unascribed> you should
be rendering your static part outside the TESR with the normal
model system
L1453[14:22:40] <unascribed> I assumed
your barrel was the baked model
L1454[14:22:57] <TobyO> hang on I think I
have got this a bit wrong
L1455[14:23:10] <TobyO> I am doing this:
bakedModel = model.bake(TRSRTransformation.identity(),
DefaultVertexFormats.ITEM,
L1456[14:23:10] <TobyO> location ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString()));
L1457[14:23:23] <TobyO> sorry, this
formats horribly
L1458[14:23:41] <unascribed> shouldn't
the format be BLOCK?
L1459[14:24:04] <TobyO> I have only seen
it as ITEM everywhere, wasn't sure if that was wrong or right
L1460[14:24:21] <unascribed> well, you
either need to switch your begin call to ITEM, or change your bake
call to BLOCK
L1461[14:24:28] <TobyO> All the examples
I have seen have it like that but intuitively you'd think it should
be block
L1462[14:24:38] <unascribed> (for what
it's worth I'm guessing a bit here, I don't recognize the method
you sent)
L1463[14:25:29] <TobyO> Yeah, I am
guessing a lot. The only information I have is from the 2ish mods
that I have seen use this
L1464[14:27:19] <TobyO> With it set to
block I get an all black item
L1465[14:27:28] <TobyO> object*
L1467[14:28:22] <TobyO> Thanks, I'll give
that a go :)
L1468[14:28:40] <fry> ignore the
animation property stuff
L1469[14:29:03] <fry> if you extend
FastTESR - don't use GL, and pass the rotation as a first parameter
to the .bake method
L1470[14:29:35]
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L1471[14:30:17] <primetoxinz> how do I
setup Idea so I can use dependency code?
L1472[14:30:53] <TobyO> thanks a lot
fry
L1473[14:31:02] <diesieben07> just define
the dependency in gradle, refresh and you're done
L1474[14:31:27] <primetoxinz> hmm, both
the deps load in minecraft,but I can't find the classes
L1475[14:31:34] <fry> don't thank me
until it works :P
L1476[14:32:06] <diesieben07> what have
you done to find them?
L1477[14:32:29] <primetoxinz> tried to
extend one of the classes
L1478[14:33:41]
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L1479[14:33:45] <diesieben07>
strange
L1480[14:33:45] <tterrag> why is
getBoundingBox deprecated?
L1481[14:33:48] <tterrag> what is the
replacement?
L1482[14:33:52] <diesieben07> and you
refreshed the gradle project?
L1483[14:34:05] <primetoxinz> yeah gradle
setupDecompWorkspace --refresh-dependencies
L1484[14:34:16] <diesieben07> not what i
mean
L1485[14:34:19] <diesieben07> inside
idea
L1486[14:34:31] <primetoxinz> oh?
L1487[14:34:43] <diesieben07> yes, the
blue arrow thingy in the gradle sidebar
L1488[14:35:06] <tterrag> I'm fully
convinced mojang added these deprecation annotations just to annoy
us
L1489[14:35:08] <diesieben07> tterrag,
many methods in Block are, apparently Mojang uses @Deprecated in a
"you should never call this, but overriding is fine" way,
which is retarded.
L1490[14:35:20] <tterrag> forge should
patch them out
L1491[14:35:24] <tterrag> this is
ridiculous
L1492[14:35:49] <primetoxinz> yeah,
refreshing idea didn't change anything
L1493[14:35:57] <fry> tterrag: use the
state method
L1494[14:36:00] <diesieben07> show the
build.gradle
L1495[14:36:21] <fry> diesieben07: it's
not retarded
L1496[14:36:24] <tterrag> um
L1497[14:36:26] <tterrag> I am?
L1498[14:36:29] <tterrag> public
AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess
source, BlockPos pos) {
L1499[14:36:31] <diesieben07> wat.
L1500[14:36:36] <diesieben07> then what
is it?
L1501[14:36:40] <fry> people not knowing
how to use @Deprecated are retarded
L1502[14:36:49] <fry> put @Deprecated on
your override
L1504[14:37:08] <diesieben07> wat.
L1505[14:37:34] <diesieben07> @Deprecated
is designed for things that are "discouraged from use"
(quote from the javadoc)
L1506[14:37:38] <diesieben07> overriding
is using to me
L1507[14:37:48] <diesieben07> plus it
explicitly says that overriding a deprecated method is a
warning
L1508[14:37:54] <diesieben07> you are
telling me i cannot make warning-free code with this?
L1509[14:38:00] <fry> god damn it
L1510[14:38:03] <tterrag> so how are we
meant to do selection boxes which extend past the block
bounds?
L1511[14:38:07] <unascribed> using
Minecraft is a warning
L1512[14:38:07] <fry> PUT @DEPRECATED ON
YOUR OVERRIDE
L1513[14:38:17] <primetoxinz> oh,
diesieben07. somehow they should now
L1514[14:38:18] <diesieben07> why
o.O
L1515[14:38:22] <fry> there will be NO
WARNING ANYMORE
L1516[14:38:36] <diesieben07> yes but ...
wat.
L1517[14:38:37] <primetoxinz> show up, i
meant
L1518[14:38:45] <diesieben07> mojang
doesn't even do it that way.
L1519[14:39:17] <tterrag> fry: because
it's not *actually* deprecated
L1520[14:39:24] <tterrag> I am still
required to use it
L1521[14:39:27] <tterrag> how is taht
deprecated?
L1522[14:39:32] <fry> use the state
method
L1523[14:39:37] <fry> not the block
methodf
L1524[14:39:49] ***
airbreather_ is now known as airbreather
L1525[14:39:50] <diesieben07> so you mean
make a custom IBlockState? :D
L1526[14:39:55] <fry> -_-
L1527[14:40:01] <diesieben07> override =
use.
L1528[14:40:01]
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L1529[14:40:08] <diesieben07> calling is
not the only use of a method.
L1530[14:40:14] <fry> it's like you're
not even trying to see what I'm saying
L1531[14:40:21] <diesieben07> I see what
you are saying.
L1532[14:40:29] <diesieben07> I am saying
it is ridiculous what you are saying.
L1533[14:40:30] <unascribed> tterrag
needs to override getBoundingBox on his block so that he can change
the bounding box
L1534[14:40:39] <unascribed> so you are
telling him to make a custom IBlockState to override
getBoundingBox
L1535[14:40:44] <unascribed> which is
asinine
L1536[14:41:33] <gigaherz> diesieben07:
it's supposed to mean "don't call from outside"
L1537[14:41:37] <gigaherz> not
"don't override"
L1538[14:41:42] <unascribed> which is
dumb
L1539[14:41:45] <diesieben07> but that is
not what it means.
L1540[14:41:46] <unascribed> that's the
point :P
L1541[14:41:48] <gigaherz> blame whoever
you want for it not being the right annotation
L1542[14:41:48] <diesieben07> read the
javadocs.
L1543[14:41:58] <gigaherz> but that's
what it's misused for
L1544[14:42:12] <diesieben07> yes,
MISused.
L1545[14:42:15] <diesieben07> hence our
complainig.
L1546[14:42:47]
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L1547[14:43:07] <gigaherz> unless we all
are wrong
L1548[14:43:24] <diesieben07> Read the
@Deprecated javadoc.
L1549[14:43:26] <gigaherz> and mojang
DOES want to start making blocks extend the BlockStateContainer
class
L1550[14:43:37] <gigaherz> and the
methods in block are actually deprecated
L1551[14:44:17]
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L1552[14:46:01] <tterrag> is there
seriously no way to just mark a single block for a render
update?
L1553[14:46:08] <tterrag> do I actually
have to call range with pos twice?
L1554[14:46:08] ***
mDiyo is now known as mDiyo|streaming
L1555[14:46:10] <diesieben07> of course
not
L1556[14:46:16] <unascribed> it's called
notifyBlockUpdate or something dumb now
L1557[14:46:23] <unascribed> one
second
L1558[14:46:24] <diesieben07> 16x16x16
are compiled into one chunk
L1559[14:46:39] <tterrag> but there's no
state change...
L1560[14:46:47] <tterrag> I just want to
update the render
L1562[14:47:34] <tterrag> !gm
notifyBlockUpdate
L1563[14:47:59]
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L1564[14:48:06] <tterrag> I assume the
flags haven't changeds
L1565[14:48:35] <unascribed> not
sure
L1566[14:48:43] <unascribed> they're
unused on the server-side
L1567[14:48:49] <unascribed> on the
client-side 8 seems to mean "re-render"
L1568[14:49:33] <LatvianModder> does it?
man, I was looking for that method for ages
L1569[14:50:13] <LatvianModder> I was
using worldObj.markBlockRangeForRenderUpdate(getPos(),
getPos());
L1570[14:50:20] <LatvianModder> so not
sure which one is better
L1571[14:50:21] <gigaherz> [21:45]
(tterrag): is there seriously no way to just mark a single block
for a render update?
L1572[14:50:29] <unascribed> this is what
happens when someone re-de-obfuscates a method and changes the
prefix :P
L1573[14:50:31] <gigaherz>
notifyBlockUpdate on the client, with flags 8
L1574[14:50:36] <gigaherz> any other
value of flags does nothing on the client
L1575[14:50:42] <gigaherz> and on the
server, the flags number isn't used at all
L1576[14:50:43] <tterrag> what about on
the server?
L1577[14:50:50] <gigaherz> it just sends
the update tothe client
L1578[14:50:51] <unascribed> I just said
all this :L
L1579[14:50:58] <tterrag> I see
L1580[14:51:03] <tterrag> but the method
still *works* on the server
L1581[14:51:06] <gigaherz> yes
L1582[14:51:07] <LatvianModder> which
method calls TileEntity getUpdatePacket() to be sent to
client?
L1583[14:51:17] <gigaherz>
notifyBlockUpdate.
L1584[14:51:18] <unascribed>
notifyBlockUpdate
L1585[14:51:19] <gigaherz> on the
server.
L1586[14:51:20] <unascribed> :P
L1587[14:51:40] <gigaherz>
notifyBlockUpdate -> getDescriptionPacket/getUpdatePacket ->
packet to the client -> onDataPacket
L1588[14:52:06] <gigaherz> if client:
notifyBlockUpdate -> if flags & 8 -> render update
L1589[14:52:25] <Wuppy> woohoo I finally
managed to write my own Decision Tree system :)
L1590[14:52:34] <gigaherz> note however,
tterrag
L1591[14:52:49] <gigaherz>
notifyBlockUpdate on the client calls
"markBlocksForUpdate"
L1592[14:53:07] <gigaherz> which is
exactly the same as calling markBlockRangeForRenderupdate with the
same blockpos twice
L1593[14:53:35] <gigaherz> xcept wait I
just saw
L1594[14:53:37] <gigaherz> it does
L1595[14:53:40] <gigaherz> (flags&8)
!= 0
L1596[14:53:44] <gigaherz> when calling
markBlocks
L1597[14:53:53] <gigaherz> but
markBlockRange passes false on that arg
L1598[14:53:57] <gigaherz> what does
"true" mean?!
L1599[14:54:19] <gigaherz> ah it's passed
to "setNeedsUpdate" on the chunk
L1600[14:54:28] <gigaherz> so wait
wtf
L1601[14:54:37] <williewillus> that makes
sense
L1602[14:54:39] <gigaherz> OH!
L1603[14:54:43] <gigaherz> it means
"immediate"
L1604[14:54:59] <gigaherz> sortof
L1605[14:55:12] <williewillus> so does
the rerender happen if you pass false? :P
L1606[14:55:23] <gigaherz> it doesn't
happen either way
L1607[14:55:28] <gigaherz> it's just
MARKED as dirty
L1608[14:55:43] <gigaherz> the difference
is
L1609[14:55:59] <gigaherz> one of them
marks "needsUpdateCustom", the other does not
L1610[14:56:28] <gigaherz> and in the end
it comes down to
L1611[14:56:31] <gigaherz> if needs
custom
L1612[14:56:33]
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L1613[14:56:34] <gigaherz>
updateChunkNow
L1614[14:56:34] <gigaherz> else
L1615[14:56:37] <gigaherz>
updateChunkLater
L1616[14:56:47] <gigaherz> on
"updateChunks", which runs on its own time (rendering
thread)
L1617[14:57:04] <williewillus>
needsUpdateCustom sounds like a terrible mcp name
L1618[14:57:10] <gigaherz> aha
L1619[14:57:19] <gigaherz> needsUpdateNow
does the update "inline"
L1621[14:57:33] <gigaherz> while
needsUpdateLater queues the update for after all the queued tasks
are finished
L1622[14:57:43] <gigaherz> so it comes
down to the following:
L1623[14:57:53] <gigaherz> 1.
notifyBlockUpdate on server sends packet to client
L1624[14:58:05] *
williewillus writes down in gist
L1625[14:58:18] <gigaherz> 2.
notifyBlockUpdate on client marks the chunk for update, and if the
flags has bit 8 set, it marks the chunk to redraw ASAP
L1626[14:58:22] *
PaleoCrafter slaps williewillus
L1627[14:58:29] <PaleoCrafter> do it for
the RTD :P
L1628[14:58:37] <williewillus> where the
hell would this even go on rtd
L1629[14:58:37] <gigaherz> 3.
markBlockRangeForRenderUpdate is always "whenever"
L1630[14:58:48] <gigaherz> some rendering
page/section
L1631[14:58:56] <williewillus> I don't
think I should throw every single "take apart this internal
method piece by piece" gist I make on there :P
L1632[14:58:57] <PaleoCrafter>
"Willie's Random Primers"
L1633[14:59:15] <tterrag> what's the new
parent for block item models?
L1634[14:59:18] <gigaherz>
"Requesting render updates"
L1635[14:59:29] <gigaherz> tterrag:
block/block works for both
L1636[14:59:32] <williewillus>
minecraft:block/block
L1637[14:59:39] <gigaherz> it has all the
transforms
L1638[14:59:47] <gigaherz> vanilla
does
L1639[14:59:55] <tterrag> and it's
invisible
L1640[14:59:59] <gigaherz>
"block/block" -> "block/theBlock" ->
"item/theBlock"
L1641[15:00:02] <tterrag>
"parent":"block/block",
L1642[15:00:05] <tterrag> is that
wrong?
L1643[15:00:13] <gigaherz> do you have
"elements"?
L1644[15:00:13] <diesieben07> fry, this
is not applicable here at all. That link still assumes that
@Deprecated is used to mark "old API" (note that
overriding a secific method is still using an API).
L1645[15:00:22] <diesieben07>
Block.getBoundingBox is NOT "old API".
L1646[15:00:24] <tterrag> no, why would
I? I don't add any elements
L1647[15:00:27] <gigaherz> if you want a
cube
L1648[15:00:28]
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L1649[15:00:29] <fry> yes, it is
L1650[15:00:31] <gigaherz> then use
"block/cube"
L1651[15:00:34] <diesieben07> No it is
not.
L1652[15:00:36]
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L1653[15:00:41] <gigaherz> or
"block/cube_all" or whatever
L1654[15:00:42] <tterrag> gigaherz: doing
that my item render is a flat quad
L1655[15:00:44] <diesieben07> you must
use it as a Block creator to change your bounding box.
L1656[15:00:48] <fry>
state.getBoundingBox is the new api
L1657[15:00:49] <gigaherz> tterrag:
really?
L1658[15:00:51] <diesieben07> that is
using an API to change the bounding box,
L1659[15:00:51] <williewillus>
interesting
L1660[15:00:52] <tterrag> yes
really
L1661[15:00:53] <gigaherz> it
shouldn't
L1662[15:01:01] <diesieben07> overriding
a method is STILL using an API.
L1663[15:01:10] <fry> why the fuck does
that matter
L1664[15:01:19] <fry> call it what you
want
L1665[15:01:20] <diesieben07> what you
mean (state.getBoundingBox) is the API for *querying* the box
L1666[15:01:34] <diesieben07> the API for
*setting* it is overriding BlockgetBoundingBox
L1667[15:01:36] <gigaherz> tterrag:
item/stone.json is just
"parent":"block/stone.json"
L1668[15:01:47] <diesieben07> which is
deprecated which means that that API is going away.
L1669[15:01:48] <diesieben07> which is
ridiculous.
L1670[15:01:52] <tterrag> that's all I
have
L1671[15:02:09] <fry> yes, it is going
away, eventually, hopefully
L1672[15:02:13] <diesieben07> (I'm on 2g
train internet, i might die...)
L1673[15:02:14] <gigaherz> tterrag: and
block/stone.json is just "block/cube_all"
L1674[15:02:22] <tterrag> hm...I'm not
using all
L1675[15:02:23] <gigaherz> so I'm not
sure why it wouldn't work for you
L1676[15:02:25] <diesieben07> what... so
you would then have to have a Block AND a
BlockStateContianer...
L1677[15:02:27] <diesieben07>
seriously?
L1678[15:02:27] <PaleoCrafter> literally,
diesieben07? :P
L1679[15:02:29] <gigaherz> cube_all is
cube
L1680[15:02:32] <diesieben07> What is the
point of Block then?
L1681[15:02:39] <gigaherz> with all the
textures set to "#all"
L1682[15:02:47] <gigaherz> and cube is
block, with a cube in "elements"
L1683[15:03:06]
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L1684[15:03:08] <gigaherz>
"block/block" -> "block/cube" ->
"block/cube_all" -> "block/stone" ->
"item/stone"
L1686[15:03:32] <gigaherz> the only one
that has "display" is "block/block.json"
L1687[15:03:39] <gigaherz> do you have
any "display" block anywhere?
L1689[15:03:45]
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L1690[15:03:49] <gigaherz> remove
it.
L1691[15:03:51] <tterrag> uh
L1692[15:03:52] <tterrag> ok
L1693[15:03:57] <gigaherz> you are doing
display twice
L1694[15:04:02] <gigaherz> so it's
undoing the existing transforms
L1695[15:04:04]
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L1696[15:04:13] <tterrag> ok...but now
it's the wrong way around O.o
L1697[15:04:22] <tterrag> I had that
display transform for a reason
L1698[15:04:28] <gigaherz> hmmmm
L1699[15:04:33] <williewillus> they
should have merged
L1700[15:04:34] <williewillus> i
thought
L1701[15:04:37] <gigaherz> wait
wait
L1702[15:04:43] <gigaherz> tterrag: they
aren't accumulative
L1703[15:04:48] <gigaherz> your issue is
"gui" just does 180
L1704[15:04:51] <TobyO> hey fry, given
that rendering code a go and I'm still getting missing texture
colors
L1705[15:04:53] <tterrag> it worked in
1.8
L1706[15:04:56] <gigaherz> yes
L1707[15:04:57] <gigaherz> but not
anymore
L1708[15:04:59] <gigaherz> in 1.8
L1709[15:05:04] <tterrag> woo
regression
L1710[15:05:04] <williewillus> that's new
:P
L1711[15:05:09] <gigaherz> the
"display" transforms were applied ON TOP OF the
defaults
L1712[15:05:12] <fry> TobyO: where are
you getting the model from, and how?
L1713[15:05:15] <gigaherz> on 1.9, there
are no defaults at all
L1714[15:05:22] <gigaherz> it's
"flat" by default now
L1715[15:05:30] <gigaherz> so your custom
transforms have to be "augmented" to also include the
defaults
L1716[15:05:30] <TobyO>
ModelLoaderRegistry.getModel
L1717[15:05:36] <tterrag> then what
should I do to rotate it 180
L1718[15:05:38] <gigaherz> which
means
L1719[15:05:46] <gigaherz> copy the
"gui" block from block.json
L1720[15:05:49] <gigaherz> and then on
the Y
L1721[15:05:51] <gigaherz> add 180
L1722[15:05:59] <fry> if that model isn't
loaded normally for some item/block, then you need to load its
textures manually
L1723[15:06:45] <fry> if you could add
its location to a list you return from your state mapper, either by
using a special property for it, or by using a custom state
mapper
L1724[15:06:45] <TobyO> how should i go
about doing that?
L1725[15:06:47] <williewillus> speaking
of the chunk rerender stuff
L1726[15:06:54] <williewillus> a weird
bug popped back up in 1.9.4
L1727[15:06:57] <gigaherz> TobyO:
texturestitchevent
L1729[15:07:00] <williewillus> where if a
ton of blocks change at once inthe chunk
L1730[15:07:04] <williewillus> my TE data
gets wiped clientside
L1732[15:08:13] <gigaherz> tterrag: I
suggest creating a block/machine.json that has those
transforms
L1733[15:08:30] <gigaherz> just like
vanilla has block/orientable for furnaces and dispensers
L1734[15:08:35] <fry> williewillus: if a
ton of blocks are changed, then the whole chunk is probably resent,
which includes the TE data in 1.9.4, check your
TileEntity.getUpdateTag
L1736[15:08:45] <fry> and the rest of
syncing logic
L1737[15:08:47] <williewillus> my
getUpdateTag sends full TE data
L1738[15:08:52] <williewillus> like
vanilla does
L1739[15:09:59] <wiresegal> it's 63 block
updates in a tick
L1740[15:10:31] <wiresegal> I know this
only because it was the bane of all command-blockers' existence
right up until the new updateless ones
L1741[15:10:34] <diesieben07> fry,
another quote from the docs: "A deprecated class or method is
like that. It is no longer important. It is so unimportant, in
fact, that you should no longer use it, since it has been
superseded and may cease to exist in the future."
L1742[15:10:34] <diesieben07> these
deprecations go against that.
L1743[15:11:00] <fry> wtf is the point
you're trying to make
L1744[15:11:06] <fry> we have these
warnings now
L1745[15:11:11] <fry> they work well
enough
L1746[15:11:17] <fry> they're not going
away
L1747[15:11:26] <diesieben07> the point i
am making is: these warning suck, they are stupid and they SHOULD
go away.
L1748[15:11:46] <diesieben07> yes we
cannot do anything about it, because of the environment
L1749[15:11:57] <diesieben07> but you
argueing in favor of them makes no sense
L1750[15:12:16] <fry> how would you go
about it then?
L1751[15:12:21] <gigaherz> I wonder why
there doesn't seem to be any @Internal annotation, that makes it
warn if you call it from outside the jar
L1752[15:12:26] <fry> if you want to
migrate from method A to method B
L1753[15:12:32] <fry> but keep method A
working
L1754[15:12:43] <diesieben07> gigaherz,
java 9 ;)
L1755[15:12:47] <fry> ^ :P
L1756[15:13:02] <diesieben07> the point
is, they are not migrating...
L1757[15:13:08] <diesieben07> and if they
are, then that is really fucking retarded
L1758[15:13:23] <diesieben07> because
what is the point of putting everything in blockstate
container?
L1759[15:13:23] <williewillus> wiresegal:
I can't reproduce the issue >_<
L1760[15:13:30] <diesieben07> why does
block exist then?
L1761[15:13:36] <williewillus> with
hopperhocks and jungle trees
L1762[15:13:42]
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L1763[15:13:47] <fry> I would be happy if
Block went away :P
L1764[15:13:51] <Tazz> Whattup
L1765[15:13:57] <diesieben07> but then we
have BlockStateContainer
L1766[15:14:00] <diesieben07> which does
the same thing
L1767[15:14:01] <wiresegal> i can,
easily, willie
L1768[15:14:13] <wiresegal> try it in
NP?
L1769[15:14:15] <diesieben07> also, why
are all the methods deprecated hten?
L1770[15:14:15] <fry> except it's an
interface
L1771[15:14:17] <diesieben07> and not the
Block class
L1772[15:14:25] <williewillus> NP?
L1773[15:14:32] <wiresegal> Natural
Pledge
L1774[15:14:35] <wiresegal> BA for
1.9
L1775[15:14:43] <gigaherz> BA?
L1776[15:14:47] <williewillus> why would
that make a difference?
L1777[15:14:48] <wiresegal> Botanical
Addons
L1778[15:15:01] <wiresegal> idk, but i
can reproduce it reliably there ¯\_(ツ)_/¯
L1779[15:15:14] <williewillus> can you
give me exact steps
L1780[15:15:18] <williewillus> and all
your client settings :P
L1781[15:15:22] <tterrag> and I'm
guessing there's still no way to do a TESR item with itemstack
context?
L1782[15:15:24] <williewillus> (relevant
ones)
L1783[15:15:26] <wiresegal> well, exact
steps
L1784[15:15:32] <wiresegal> place
hopperhock
L1785[15:15:33] <wiresegal> leave
world
L1786[15:15:36] <wiresegal> join
world
L1787[15:15:40] <wiresegal>
reproduced
L1788[15:15:56] <williewillus> nope
:P
L1789[15:16:03]
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closed the connection)
L1790[15:16:04] <williewillus> whats your
render distance
L1791[15:16:05] <wiresegal> and...
default client sets except gui size and bobbing
L1792[15:16:09] ***
big_Xplosion is now known as big_Xplo|AFK
L1793[15:16:10] <williewillus> okay
L1794[15:16:17] <wiresegal> i'm in spawn
chunks
L1795[15:16:26] <williewillus> oh okay
I'm not hold on
L1796[15:16:44] <gigaherz> tterrag: so
far as I know, the only way is to wrap TileEntityItemStackRenderer,
and overrider renderbyItem to handle your item before falling back
to the original one
L1797[15:16:44] <williewillus> still nope
:P
L1798[15:16:57] <wiresegal> try
/filling... uh... half a chunk?
L1799[15:17:10] <Tazz> Who would be up to
writing a review of my language Eschelle
L1800[15:17:10] <wiresegal> with the
flower in it
L1801[15:17:37] <tterrag> gigaherz: so by
the end of the day we'll have a wrapped renderer 20 deep since
every mod needs it
L1802[15:17:38] <tterrag> nice
L1803[15:17:46] <PaleoCrafter> Tazz, I
think "looks like Scala, but isn't" sums it up pretty
well? :P
L1804[15:17:49] <gigaherz> tterrag: I
didn't say it's a good way
L1805[15:18:09] <fry> stop using TESRs
for items
L1806[15:18:13] <gigaherz> I those NOT to
use tesr for my ender chest
L1807[15:18:19] <gigaherz> I have a
static model for them
L1809[15:18:26] <tterrag> fry: I will as
soon as I have a different way to use GL in an item render
L1810[15:18:30] <gigaherz> it's tesr in
world, static in hand
L1811[15:18:31] <Ivorius> How do I set a
block to use no model?
L1812[15:18:36] <fry> stop using GL in
your item renderers
L1813[15:18:36] <Ivorius> Preferably in
the blockstate json
L1814[15:18:39] <tterrag> I *can't*
L1815[15:18:51] <PaleoCrafter> which
reminds me, I need to move away from using a TESR to render the
items on top of my blocks xD
L1816[15:18:53] <gigaherz> fry: that
sucks in many cases, though
L1817[15:18:54] <wiresegal> it's the
'invisible' render layer, Ivorius
L1818[15:18:55] <tterrag> how many times
have we had this conversation?
L1819[15:18:56] <tterrag> jesus
christ
L1820[15:19:00] <fry> like 100
L1821[15:19:05] <gigaherz> and no using
horribly complicated custom baked models isn't a solution
L1822[15:19:23] <wiresegal> PaleoCrafter:
what are you going to use instead? ._.
L1824[15:19:35] <Tazz> PaleoCrafter when
it's ready for beta I want someone to use it for a project then
review your experience
L1825[15:19:37] <tterrag> until I can
recreate that in 1.8+ I won't be happy
L1826[15:19:44] <gigaherz> I
wholeheartedly agree that allowing GL on items causes lazy modders
to use gl on itms for items that don't *need* it
L1827[15:19:47] <Ivorius> wiresegal:
TRANSLUCENT?
L1828[15:19:54] <Ivorius> That's for
transparent objects
L1829[15:19:57] <PaleoCrafter> backed
models, wiresegal :P
L1830[15:19:59] <tterrag> gigaherz: I
need it
L1831[15:19:59] <wiresegal> isn't there
an invisible layer? gimme a sec
L1832[15:20:01] <tterrag> 100%
L1833[15:20:01] <gigaherz> but it hinders
the modding experience for certain complex items
L1834[15:20:02] <williewillus> wiresegal:
still nope
L1835[15:20:08] <gigaherz> tterrag:
yeah
L1836[15:20:10] <tterrag> there is NO WAY
to do what I want without raw GL (or VertexBuffer) access
L1837[15:20:12] <williewillus> are you
using a git build or latest public release?
L1838[15:20:24] <fry> or
VertexBuffer?
L1839[15:20:26] <wiresegal> ah
L1840[15:20:27] <wiresegal> override fun
getRenderType(state: IBlockState?): EnumBlockRenderType {
L1841[15:20:27] <wiresegal> return
EnumBlockRenderType.INVISIBLE
L1842[15:20:28] <tterrag> fry: you can
handwave and say "use models" all you want, they will
NEVER cover 100% use case
L1843[15:20:28] <wiresegal> }
L1844[15:20:38] <gigaherz> fry:
equivalent of FastTESR for items
L1845[15:20:40] <tterrag> fry: vertex
buffer can draw from arbitrarily bound textures
L1846[15:20:40] <wiresegal> willie, i'm
using latest release
L1847[15:20:43] <gigaherz> taking an
ItemStack
L1848[15:20:49] <williewillus> oh
LOL
L1849[15:20:55] <wiresegal> oh ._.
L1850[15:20:58] <williewillus> latest
public release doesn't have the fix
L1851[15:21:02] <wiresegal> i just
realized how stupid saying that was
L1852[15:21:06] <Ivorius> Ah yeah, no
render
L1853[15:21:12] <Ivorius> But it doesn't
pass me the block state
L1854[15:21:13] ***
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L1855[15:21:14] <fry> tterrag: VB doesn't
care about the bound texture at all
L1856[15:21:16] <williewillus> and I
forgot that I havent released a built with it yet
L1857[15:21:19] <Ivorius> Which means
it's useless to me
L1858[15:21:20] <tterrag> fry:
correct
L1859[15:21:21] <williewillus>
goddammit
L1860[15:21:30] <tterrag> that's exactly
my point. but I need GL access to be able to bind a texture in the
first place
L1861[15:21:50] <wiresegal> by the way,
williewillus, what are you planning to do for the terra blade
balancing?
L1862[15:21:52]
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L1863[15:22:00] ***
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L1864[15:22:02] <tterrag> I have to go
now, bye
L1865[15:22:04] ***
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L1866[15:22:13] <fry> of course you do
-_-
L1867[15:23:04] <tterrag|away> sorry my
life inconveniences you? >.>
L1868[15:23:14] <gigaherz> the one use
I'd have had for custom drawing of items
L1869[15:23:23] <gigaherz> was to have
the item IN HAND have spinning parts
L1870[15:23:42] <wiresegal> can't that be
done with the ASM or whatever it's confusingly called?
L1871[15:23:49] <fry> yes it can
L1872[15:23:56] <gigaherz> where rebaking
a model every tick doesn't really sound like a good idea for
that
L1873[15:24:18] <fry> surprzingly it's
faster than using GL
L1874[15:24:21] <unascribed> and I want
an item in hand to show you the contents of a storage system
L1876[15:24:49] <wiresegal> that name
tho
L1877[15:25:21] <gigaherz> fry: is there
any step by step instruction to how to get something like that
working?
L1878[15:25:24] <williewillus> well you
cache the models right?
L1879[15:25:32] <fry> of course,
williewillus
L1880[15:25:40] <fry> gigaherz: full
example is on the forge github
L1881[15:26:11] <williewillus> wait it
says // TODO: caching?
L1882[15:26:14] <williewillus> in
AnimationTESR :P
L1883[15:26:15] <gigaherz> where in it?
XD
L1884[15:26:16]
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L1886[15:26:24] <fry> yes, it can
probably be even faster
L1887[15:26:50] <fry> right now it easily
renders ~2000 TESRS on the screen with no substantial performance
hits
L1888[15:27:14] <fry> I'll one day make
item rendering faster too, but not today
L1889[15:27:18] <gigaherz> oh it's a
capability?
L1890[15:27:25] <fry> yes
L1891[15:27:38] <fry> it fits nicely into
the concept
L1892[15:27:50] <Ivorius> fry: Is there a
'no faces' block model?
L1893[15:27:51] <fry> and if we ever get
a TE-less capabilities, it won't need a TE
L1894[15:27:57] <Ivorius> It seems like
air is hardcoded or whatever
L1895[15:28:09] <fry> Ivorius: if you
don't use "layerX" textures, use bultin/generated
L1896[15:28:10] <Ivorius> And json models
are for whatever reason required to have at least one face
L1897[15:28:17] <fry> if you do - make 1
element with 1 face of size 0
L1898[15:28:57] *
fry will be back in a little while
L1900[15:31:23] <Ivorius> Thanks, I'll
try both :)
L1901[15:31:38] <Ivorius> (would have
done so but apparently my blockstate is still incorrect)
L1902[15:32:11]
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L1904[15:34:41] <PaleoCrafter> you
probably want the latter option, Ivorius, last time I tried using
builtin/generated the particles where the missing texture
L1905[15:34:45] <PaleoCrafter> might have
been fixed though
L1906[15:34:57] <williewillus> yeah
L1907[15:35:03] <williewillus>
builtin/generated takes layer0 as the particle texture
L1908[15:35:08] <williewillus> unless
otherwise specified
L1909[15:35:19] <Ivorius> What
particles
L1910[15:35:24] <Ivorius> When my block
is invisible
L1911[15:35:24] <PaleoCrafter> break,
walk etc.
L1912[15:35:30] <tterrag|away> fry:
unfortunately my item rendering is not predetermined
L1913[15:35:31] <Ivorius> hrm
L1914[15:35:38] <tterrag|away> it's not a
looped animation or a set of states
L1915[15:35:49] <PaleoCrafter> back in
the day I had specifically set the "particles" texture,
shouldn't that work, williewillus?
L1916[15:36:02] <tterrag|away> and yes, I
am back briefly, so what did you want to say?
L1917[15:36:08] <williewillus> no
idea
L1918[15:37:22] <williewillus> hmm
L1919[15:37:33] <williewillus> if you
have a superflat preset without biome id what does mc choose?
L1920[15:37:37] <williewillus> guess I
should try
L1921[15:39:50] <tterrag|away> fry: well
I've got to go again
L1922[15:40:06]
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L1923[15:40:18] <williewillus> plains
hrm
L1924[15:42:50] <gigaherz> hmf now comes
the part I don't care about: this seems to rely on b3d skeleton
animations
L1925[15:42:59] <williewillus> it
doesn't
L1926[15:43:00] <gigaherz> and I have 0
interest in rigging this model XD
L1927[15:43:09] <williewillus> the
engine-y thing is completely json
L1928[15:43:15] <gigaherz> ?
L1929[15:43:27] <gigaherz> then it means
I have no idea how it works.
L1930[15:43:36] <williewillus>
assets/modid/armatures/... provides very primitive
"rigging"
L1931[15:43:43] <williewillus> for json
models
L1932[15:43:52] <williewillus>
assets/modid/asm/... provides the actual animation states
L1933[15:44:04] <gigaherz> how about .obj
models? ;P
L1934[15:44:11] <gigaherz> I want a part
to spin;P
L1935[15:44:19] <williewillus> i dont
think they support it yet
L1936[15:44:32] <gigaherz> yeah that
means it's useless to me ;P
L1937[15:44:34] <williewillus> bug shade
if he's alive :P
L1938[15:44:43] <gigaherz> haven't seen
him around for a while
L1939[15:46:55] <PaleoCrafter> were his
OBJ actually merged? lol
L1940[15:47:14] <gigaherz> ?
L1941[15:47:19] <williewillus> no
L1942[15:47:23] <gigaherz> what obj
loader do you whink we all have been using for like, a year
L1943[15:47:23] <PaleoCrafter> *OBJ
changes, lol
L1944[15:47:25] <williewillus> no idea
why
L1945[15:47:27] <PaleoCrafter> forgetting
words
L1946[15:47:34] <williewillus> which is
annoying
L1947[15:47:38] <gigaherz> oh you mean
the changes he did AFTER that
L1948[15:47:42] <williewillus> because
his PR lets me use group vis from json
L1949[15:47:46] <williewillus> instead of
having to do code
L1950[15:47:47] <gigaherz> yeah that may
be part of the reason why he's not around anymore
L1951[15:48:01] <PaleoCrafter>
williewillus, mark the PR as "Needs Update (from fry, god
dammit)"
L1952[15:48:11] <PaleoCrafter> that label
should be a thing :P
L1953[15:48:11] <williewillus> lol
L1954[15:48:22] <williewillus>
"nope"
L1955[15:48:26] <williewillus> ;p
L1956[15:48:33] <PaleoCrafter>
probably
L1957[15:51:08] <fry> animation system is
being worked on to allow rotating obj models too
L1958[15:51:23] <fry> as well as
potentially anything else
L1959[15:51:34] <fry> but no saying when
those updates will be done :D
L1960[15:51:36] <gigaherz> that's be
awesome ;P
L1961[15:51:43] <Tazz> Yo anyone up for
battlebots in 22nd? Rofl
L1962[15:51:44] <gigaherz> whenever they
are done, I'll activate it ;P
L1963[15:51:56] <Tazz> MC*
L1964[15:52:05] <Tazz> ffs
autocorrect
L1965[15:53:38] <gigaherz> wat
L1966[15:53:43] <gigaherz> which word in
there was meant to be "mc"?
L1967[15:54:02] <williewillus> 22nd
L1968[15:54:03] <williewillus>
probs
L1969[15:54:25] <Temportalist> What is
the difference between running the gradle task
"runClient" and creating a run config with
GradleStart?
L1970[15:54:38] <gigaherz> one's more
integrated with the IDE
L1971[15:55:33] <Temportalist> Can you be
more specfic?
L1972[15:55:47] <gigaherz> no, because I
don't know any specificity
L1973[15:56:15] <sokratis12GR> !lmod
1.9.4 WeaponsPlus 1.1.1
L1974[15:56:22] <sokratis12GR> wrong
place :P
L1975[15:56:45]
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L1976[15:56:45] <TobyO> fry, this
animation code you linked me to, does it do rotation?
L1977[15:56:52] <masa> why the hell is
isChunkLoaded() in World protected? O_o
L1978[15:56:56] <fry> somewhat
L1979[15:59:37] <williewillus> masa: use
isBlockLoaded
L1980[15:59:49] <TobyO> is there a
rendere.rotate or similar? or should i be using GLStatemanager to
do my rotations?
L1981[15:59:56] <williewillus> wat
L1982[16:00:20] <TobyO> sorry, talking to
fry
L1983[16:00:44] <TobyO> cant get this
model to render properly for the life of me
L1984[16:00:50] <TobyO> its been winding
me up all day
L1985[16:01:06] <fry> create a new
TRSRTransformation, and pass a quat representing a rotation as one
of the constructor arguments
L1986[16:01:21] *
fry is a bit ill, so might not explain it properly right
now
L1987[16:01:35] <TobyO> okay thanks
:)
L1988[16:02:42] <williewillus> is there a
public mcp 1.9.4 release?
L1989[16:02:59] <williewillus> thats a
no
L1990[16:03:18] <Lordmau5> wow,
willie
L1991[16:03:24]
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L1992[16:03:25] <Lordmau5> give people
some time - you waited for 18 seconds
L1993[16:03:31] <williewillus> i looked
myself
L1994[16:03:33] <Lordmau5> ah
L1995[16:03:37] <Lordmau5> that works
:p
L1996[16:04:52] <williewillus> i wish
there was a way to get a MCP env using FG
L1997[16:05:18] <williewillus> just
deobf+decompile+fix, don't patch
L1999[16:06:13] <fry>
projects/Clean
L2000[16:06:48] <williewillus> lol derp,
didn't even think of that since I usually just hide it so I don't
accidentally touch it
L2001[16:07:00] ***
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L2002[16:07:05] <gigaherz> ofc remember
not to genPatches afterward ;P
L2003[16:07:06]
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L2004[16:07:23] <williewillus> yeah I
just want to twiddle with internal stuff for fun :P
L2005[16:08:57] <Lordmau5> inb4 manages
to bump performance by 1000%+
L2006[16:09:01] ***
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L2007[16:10:07] <gigaherz> making mc
faster is easy -- it's making it faster WITHOUT breaking the game
that is hard
L2008[16:10:35] <Lordmau5> Someone
mentioned it a while ago
L2009[16:10:48] <Lordmau5> the day Mojang
stops updating the Java version of Minecraft will be a glorious day
for modders
L2010[16:10:57] <gigaherz> ?
L2011[16:10:58] <fry> wat
L2012[16:11:00] <williewillus> wtf
L2013[16:11:09]
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L2014[16:11:15] <williewillus>
"Inherited json (null) not found"
L2015[16:11:16] <Lordmau5> Well, no more
adjustments to renamed class names, one example
L2016[16:11:19] <williewillus> oh
lol
L2017[16:11:21] <williewillus> wrong
branch -.-
L2018[16:11:37] <Lordmau5> Also, we could
potentially change more base-code without the fear or Mojang
patching / reverting it afterwards
L2019[16:11:47] <fry> ah, updating
minecraft
L2020[16:11:48] <Lordmau5> what giga
said: "making it faster WITHOUT breaking the game"
L2021[16:11:50] <gigaherz> Lordmau5:
mojang has been using 1.8.0_25 for like 2 years
L2022[16:11:56] <fry> not updating the
version of java MC uses
L2023[16:11:58] <Lordmau5> yes
L2024[16:12:01] <gigaherz> OH
L2025[16:12:03] <gigaherz> yeah
L2026[16:12:05] <Lordmau5> oh lmfao
L2027[16:12:05]
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L2028[16:12:09] <gigaherz> but at the
same time, MC will be dead
L2029[16:12:12] <Lordmau5> yea, re-read
it - could've had 2 meanings :p
L2030[16:12:12] <fry> poor wording
:P
L2031[16:12:17] <Lordmau5> sorry,
haha
L2032[16:12:21] <gigaherz> it will become
a niche
L2033[16:12:24] <gigaherz> smaller and
smaller over time
L2034[16:12:36] <fry> nobody can predict
what will happen
L2035[16:12:39] <Lordmau5> ^
L2036[16:12:47] <fry> you can speculate
all you want :P
L2037[16:12:54] <williewillus> then
glorious C++ mc overlord will welcome modders with open arms
.....right? guys?
L2038[16:12:55] <williewillus> ;p
L2039[16:13:05] <Lordmau5> oh god
c++
L2040[16:13:09] <Lordmau5> I don't... I
just don't want to...
L2041[16:13:19]
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L2042[16:13:21] <williewillus> lol I'm
joking
L2043[16:13:26] ***
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L2044[16:13:34] <Lordmau5> You think they
could've gotten as much performance gain with C#?
L2045[16:13:39] <williewillus> no
L2046[16:13:42] <williewillus>
maybe
L2047[16:13:43] <Lordmau5> yea, that's
the downside
L2048[16:13:49] <Lordmau5> C# would've
been easier for modding, I assume
L2049[16:13:50] <williewillus> but C++
originated as a phone edition
L2050[16:14:00] <Lordmau5> us Java coders
wouldn't need to adept as much, since the syntax is really
similar
L2051[16:14:03] <williewillus> so its
very performance sensitive
L2052[16:14:05] <Lordmau5> oh yea,
true
L2053[16:14:13] <gigaherz> Lordmau5: not
AS MUCH maybe
L2054[16:14:18] <williewillus> either way
no way they would let us have direct code access
L2055[16:14:25] <williewillus> the way we
will mod is
L2056[16:14:32] <Lordmau5> due to legal
reasons, though
L2057[16:14:32] <williewillus> 1.
"plugins" aka buffed up RP's
L2058[16:14:36] <williewillus> 2. some
lua api
L2059[16:14:38] <gigaherz> but just being
able to use valuetypes and primitive generics would allow some
interesting improvements
L2060[16:14:40] <williewillus> or other
scripting
L2061[16:14:48] <Necr0> the packet i
return from imessagehandler will automatically be sent right?
L2062[16:14:51] <Lordmau5> gigaherz, and
proper multithreading right from the start
L2063[16:14:55] ***
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L2064[16:15:00] <williewillus> ?
L2065[16:15:05] <williewillus>
multithreading for what?
L2066[16:15:15] <williewillus> no matter
what platform you are on that doesn't come for free
L2067[16:15:18] <gigaherz> the only thing
that remains unthreaded in mc
L2068[16:15:19] <williewillus> Necr0:
should be
L2069[16:15:23] <gigaherz> is the
logic
L2070[16:15:24] <Necr0> ok great
L2071[16:15:26] <Lordmau5> ah
L2072[16:15:28] <gigaherz> it still
doesn't have one thread per dimension
L2073[16:15:32] <PaleoCrafter> I'd rather
have single-threaded modded MC :P
L2074[16:15:36] <williewillus> yeah
L2075[16:15:45] <williewillus> so many
assumptions about things
L2076[16:15:55] <PaleoCrafter> people
fuck up enough without that kind of burden
L2077[16:16:00] <williewillus> the
furthest I really imagine java mc getting is thread per world,
that's barely manageable
L2078[16:16:03] <gigaherz> and that
shouldn't be as hard as it seems to be ;P
L2079[16:16:30] <williewillus> but thread
per world is not worth it in vanilla
L2080[16:16:38] <williewillus> because
the majority of activity is concentrated in one world
L2081[16:16:39] <gigaherz> it would
introduce some issues though
L2082[16:16:48] <gigaherz> mostly with
global WorldSavedData
L2083[16:16:59] <gigaherz> such as my
ender chests
L2084[16:16:59] <gigaherz> ,p
L2085[16:17:15] <gigaherz>
cross-dimension item transfer would need a rewrite
L2086[16:17:22] <williewillus> you just
need to be threadsafe
L2087[16:17:24] <gigaherz> or redesign at
least
L2088[16:17:28] <gigaherz> yeah
L2089[16:17:29]
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L2090[16:17:44] <williewillus> worst
coems to worst if you have to communicate between worlds
L2091[16:17:53] <williewillus> have each
have a "scheduled tasks" queue like mcServer does
L2092[16:17:58] <williewillus> that it
runs the next tisck
L2093[16:18:00] <williewillus>
*tick
L2094[16:18:01] <gigaherz> well I suppose
just adding some synchronizing on
insertItem/extractItem/setStackInSlot
L2095[16:19:14] <williewillus> but yeah I
don't imagine java vanilla doing that anytime soon
L2096[16:19:17] <williewillus> it's just
not worth
L2097[16:19:25] <williewillus> they're
better off focusing on the graphics side
L2098[16:19:39]
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L2100[16:20:08] <PaleoCrafter> of course
MC technically is multi-threaded with the network thread already
:D
L2101[16:20:31] <gigaherz> isn't
rendering threaded too?
L2102[16:20:48] <williewillus>
mostly
L2103[16:21:03] <PaleoCrafter> well, the
network thread exists both on client and server
L2104[16:21:26] <gigaherz> threading
steps:
L2105[16:21:29] <gigaherz> 1. separate
client and server
L2106[16:21:33] <gigaherz> 2. separate
network
L2107[16:21:35] <gigaherz> 3. separate
rendering
L2108[16:21:42] <gigaherz> 4. separate
dimensions
L2109[16:21:48] <PaleoCrafter> 5.
separate the red sea
L2110[16:21:51] <williewillus> lol
L2111[16:21:55] <gigaherz> 5. process
chunks in workers?
L2112[16:22:02] <gigaherz>
entities/TEs
L2113[16:22:10] <gigaherz> you could
spawn one worker per core
L2114[16:22:12] <Temportalist> I just got
dynamic entity AI on "golems" with morph-bodies working
in 1.9.4 :D
L2115[16:22:21] <gigaherz> and send a
bunch of entities/TEs to each worker
L2116[16:22:29] <PaleoCrafter> u wot,
Temportalist
L2117[16:22:42] <williewillus> gigaherz:
once you start breaking worlds up it gets ridiculously hard
L2118[16:22:46] <gigaherz> 6. the same,
but for rendering
L2119[16:22:52] <williewillus> hoppers
across chunk boundaries?
L2120[16:22:56] <williewillus> lots of
overhead
L2121[16:22:59] <gigaherz> 7. async
minecraft
L2122[16:23:04] <gigaherz> where
everything is a "task"
L2123[16:23:11] <gigaherz> and gets
scheduled wherever, whenever
L2124[16:23:20] <williewillus> 8. achieve
nirvana
L2125[16:23:23] <gigaherz> using
continuations to pass over control
L2126[16:23:37] <gigaherz> 8.
quantum/functional minecraft
L2127[16:23:54] <gigaherz> you give it an
initial state, and a sequence of inputs
L2128[16:23:59] <gigaherz> and the game
collapses into a final result
L2130[16:24:29] <PaleoCrafter> might not
be able to watch a stream right now
L2131[16:24:36] <PaleoCrafter> my
internet is sluggish as hell for some reason
L2132[16:24:49] <PaleoCrafter> seems to
be okay-ish though
L2133[16:24:53] <Temportalist> So think
of a completely blank entity, no AI at all
L2134[16:24:58] <PaleoCrafter> if you
weren't offline :P
L2135[16:25:02] <williewillus> ^
L2136[16:25:07] <Temportalist> Ill go
back up
L2137[16:25:58] <gigaherz> I haven't been
able to watch twitch the past few days
L2138[16:26:04] <gigaherz> I receive data
at around 1mbps
L2139[16:26:15] <gigaherz> but I need
3-5mbps to watch on Source
L2140[16:26:30] <gigaherz> whic means it
buffers 3 seconds
L2141[16:26:33] <gigaherz> plays 3
seconds
L2142[16:26:35] <gigaherz> buffers 3
seconds
L2143[16:26:38] <gigaherz> plays 3
seconds
L2144[16:26:39] <gigaherz> etc
L2145[16:26:43] <gigaherz>
unwatchable.
L2146[16:26:49]
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L2148[16:27:28] <williewillus>
interesting mod
L2149[16:28:35] <Temportalist> did that
make any sense?
L2150[16:30:12] <diesieben07> gigaherz,
download it? :D
L2151[16:31:11] <gigaherz> a
livestream?
L2152[16:31:24] <gigaherz> the point is
watching it live, while beingable to write stuff on chat
L2153[16:31:34] <TehNut> gigaherz: Try
Livestreamer
L2154[16:31:43] <TehNut> It'll play from
VLC instead of the website
L2155[16:31:45] <gigaherz> it's the only
way to satisfy the 10 year old in my brain ;p
L2156[16:31:54] <diesieben07> oh
L2157[16:31:55] <Temportalist> I need to
find some music which I can play when I feel like streaming
L2158[16:32:02] <gigaherz> TehNut: won't
matter, I tried downloading a VOD
L2159[16:32:03] <gigaherz> got
1mbps
L2160[16:32:11] <TehNut> huh
L2161[16:32:12] <gigaherz> twitch just
simply doesn't SEND fast enough to me
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L2163[16:32:21] <diesieben07> i don't
watch livestreams, so it didn't click in my head
L2164[16:32:42] <diesieben07> have you
checked your trace route to them? if there's anything in a
way?
L2165[16:32:52] <diesieben07> maybe the
tube is blocked by a swarm of ducklings
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L2167[16:34:03] <KnightMiner> Hey, how
would I go about creating particles from some serverside code in
1.7.10? I know it involves sending packets to the client, but as I
have never done anything with packets before I was hoping someone
could point me to a tutorial or class that would help me figure it
out
L2168[16:35:01] <diesieben07> well, you
send a packet to the client and then in the packet receive handler
you spawn the particles
L2169[16:35:10] <diesieben07> since the
packet is received on the client, you can spawn them there
L2170[16:35:18] <KnightMiner> So,
basically I create my own packet type?
L2171[16:35:28] <KnightMiner> I am just
planning on using vanilla particles
L2172[16:35:59] <diesieben07> Yes, you
create your own packet
L2174[16:36:04] <diesieben07> but
*really* what you should do is update.
L2175[16:36:13] <diesieben07> 1.8+ has a
vanilla way of doing it.
L2176[16:36:18] <KnightMiner> to 1.9 I'd
assume
L2177[16:36:29] <diesieben07> at least
1.8.9
L2178[16:36:54] <williewillus> see
WorldServer.spawnParticle
L2179[16:36:57] <KnightMiner> I actually
have a 1.8 version of the mod, but as I still am playing a 1.7
skyblock pack that uses the mod I want to backport the feature to
1.7
L2180[16:36:59] <williewillus> not the
ones from world
L2181[16:37:04] <williewillus> oh
1.7
L2182[16:37:12] <williewillus> use your
own packets yeah
L2183[16:40:32]
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L2185[16:41:55] <KnightMiner> Just to
make things a bit easier on myself, can you point me to a mod that
uses packets in its code? I find I learn a bit better by
example
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L2187[16:42:44] <diesieben07> read what
giga posted.
L2189[16:43:20] <gigaherz> read through
that
L2190[16:43:32] <gigaherz> if you are
still confused, I'll show my packets ;P
L2191[16:44:58] <KnightMiner> Looks like
SimpleImpl is my best bet there, using sendToAllAround
L2192[16:45:11] <KnightMiner> What is the
vanilla range for particles?
L2193[16:46:19]
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L2196[16:46:57] <Necr0> is there a way to
determine which client/player has sent a packet or do i have to
include it in the packet?
L2197[16:48:03] <diesieben07>
MessageContext#getServerHandler().playerEntity
L2198[16:48:43] <Necr0> thanks ^^
L2199[16:52:37]
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L2204[17:02:53] <TobyO> How am I supposed
to apply a texture to a baked model?
L2205[17:03:36] <TobyO> My model already
has a UV Map
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L2208[17:06:18] <diesieben07> TobyO, it
is your model? or what exactly are you trying to do?
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L2211[17:06:45] <TobyO> I have a block
that has a rotating part for a rock tumbler
L2212[17:07:10] <TobyO> the rotating part
needs a texture and I am struggling to work out how
L2213[17:07:25] <TobyO> something to do
with a getAtlasSprite
L2214[17:07:48] <Temportalist> are there
any other mods which feature golem-like entities (other than
thaumcraft)
L2215[17:07:49] <diesieben07> uh, baked
models already have the texture in it
L2216[17:07:54] <diesieben07> or rather
the UV coords
L2217[17:08:07] <diesieben07> baked
models *always* use the texture sheet for block and item
textures
L2218[17:08:59] <TobyO> so what do I use
for the TextureAtlasSprite argument in IModel.bake?
L2219[17:09:59] <diesieben07> it does not
have such an argument.
L2220[17:10:18] <TobyO> IBakedModel
bake(IModelState state, VertexFormat format,
Function<ResourceLocation, TextureAtlasSprite>
bakedTextureGetter);
L2221[17:10:39] <diesieben07> I do not
see a TAS argument there.
L2222[17:10:44] <diesieben07> there is a
function there, yes.
L2223[17:10:46] <TobyO> The last
one
L2224[17:11:14] <TobyO> That's the
function I am using to turn the model into a bakedmodel
L2225[17:11:23] <diesieben07>
ModelLoader.defaultTextureGetter()
L2226[17:11:53] <TobyO> oh super
thanks
L2227[17:12:36]
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L2229[17:13:22] <TobyO> hmm, that doesnt
seem to help
L2230[17:13:28] <TobyO> still getting
pink and black
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L2232[17:13:45] <gigaherz> errors in the
debug log?
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L2237[17:15:32] <TobyO> no theres none
:/
L2238[17:16:30] <Temportalist> Trying to
think of better systems for AI. I like Azanor's concept of seals
for TC5, but I want to put a twist on it so that's it doesn't copy
so much
L2239[17:17:01] <gigaherz> hmmm
L2240[17:17:09] <Temportalist> gigaherz:
that one is soooo old hahaha
L2241[17:17:15] <gigaherz> Ancient
Warfare 2 has NPCs
L2242[17:17:21] <gigaherz> they have a
primary "job"
L2243[17:17:28] <gigaherz> and then can
get a pre-programmed "task list"
L2244[17:17:43] <gigaherz> or something
like that
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L2246[17:21:38] <TobyO> diesieben07: Do I
need to add the texture somewhere or is that handeled by the model
itself?
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L2248[17:21:55] <diesieben07> the model
grabs whatever textures it needs
L2249[17:22:05] <diesieben07> that
Function is somewhat like the old registerIcon from 1.7 and
previous
L2250[17:22:12] <gigaherz> if the model
is linked to a block or item
L2251[17:22:25] <gigaherz> if you load it
manually for an entity or TESR, then you have to manaully stitch
the textures
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L2253[17:23:02] <diesieben07> shouldn't
the defaultTextureGetter stitch them?
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L2256[17:23:38] <TobyO> At the moment
it's not texturing the model at all
L2257[17:23:45] <TobyO> I'm getting
default pink and balck
L2258[17:24:06] <diesieben07> how exactly
are you getting the model and how are you rendering it? show more
of your code please
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L2261[17:24:34] <TobyO> That's the TESR
clas
L2262[17:25:24] <TobyO> That
onTextureStitchEvent is never called either so ignore that
L2263[17:25:25] <diesieben07> oh god,
don't get the model out every frame
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L2265[17:25:32] <gigaherz> diesieben07:
nope, the getter just queries the atlas
L2266[17:25:43] <diesieben07> doesn't
that stitch? o.O
L2267[17:25:44] <gigaherz> it won't
stitch anything -- stitching is only done once, during init
L2268[17:25:54] <gigaherz> (or on
resource pack reload)
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L2271[17:26:29] <diesieben07> huh
ok
L2272[17:26:50] <TobyO> This is probably
clearer
L2274[17:27:15] <TobyO> The texture just
isn't loading though
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L2276[17:27:34] <TobyO> At the moment I
am just guessing
L2279[17:28:31] <gigaherz> the former is
how I manage (and cache) TESR/Entity models
L2280[17:28:43] <gigaherz> the latter is
for stitching textures that are not stitched by default
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L2283[17:29:34] <TobyO> yeah, I tried
that stitching event but it was never called
L2284[17:29:51] <gigaherz> did you
register your class on the bus?
L2285[17:30:22] <gigaherz>
MinecraftForge.EVENT_BUS.register(theClassInstance)
L2286[17:31:23] <TobyO> ah, yes let me
just check
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L2289[17:34:56] <TobyO> I wasn't but I am
now, but it didnt help
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L2294[17:39:33] <TobyO> I'm not too
worried about caching the TESR right now so long as I can get it to
actually render
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L2296[17:45:37] <TobyO> I think I'm going
to give up. There doesn't seem to be any unified way of doing it
and nothing is working :/
L2297[17:46:29] <gigaherz> what were you
trying to do=?
L2298[17:46:46] <TobyO> Just have a TESR
with a rotating part.
L2299[17:46:58] <gigaherz> that should
have been easy
L2300[17:47:00] <TobyO> The rotating part
in an OBJ model but I can't get its texture to render
L2301[17:47:06]
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L2302[17:47:26] <TobyO> I have been
pointed to about 5 different projects that all do it differently
and none of them have worked for me
L2304[17:47:49] <gigaherz> however, my
texture is just iron block
L2305[17:47:54] <gigaherz> so I don't
have to stitch
L2306[17:47:57] <gigaherz> but you said
it didn't work
L2307[17:48:05] <tterrag|away>
glRotate(...); renderModel();
L2308[17:48:06] <gigaherz> did the stitch
event get called at all?
L2309[17:48:06] <tterrag|away> O.o
L2310[17:48:15] <gigaherz> ?
L2311[17:48:22]
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L2312[17:48:25] <tterrag|away> what
gigaherz has is good
L2313[17:48:36] <TobyO> the event got
called
L2314[17:48:43] <TobyO> but it didnt help
any
L2315[17:48:54] <gigaherz> did you stitch
the right thing?
L2316[17:49:16] <TobyO> Here is my
project
L2318[17:50:02] <tterrag|away> having a
client package but putting renderers somewhere else
L2320[17:50:06] <tterrag|away> that
always bothers me :P
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L2322[17:50:34] <TobyO> It comes from
following about 10 different tutorials from different
mods/people
L2323[17:50:40] <TobyO> I am still very
much learning
L2324[17:50:42] <gigaherz> tterrag|away:
true
L2325[17:50:58] <tterrag|away> TobyO: I
understand. that's why I said something :P
L2326[17:51:00] <gigaherz> there my
renderers are now inside client.
L2327[17:51:00] <gigaherz> XD
L2328[17:51:02] <TobyO> That's the
problem when none of the API is comments :(
L2329[17:51:11] <tterrag|away> the
typical reason for having a "client" package is so that
you know what classes are unsafe to load in a server
environment
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L2331[17:51:51] <TobyO> yeah, I get that
much. My project management is a bit of a mess at the moment. I am
just trying to get things working and I can tidy up later
L2332[17:52:02] <gigaherz> TobyO: that
was to me ;P
L2333[17:52:15] <gigaherz> or
actually
L2334[17:52:16] <gigaherz> to us
both
L2335[17:52:24] <gigaherz> since I also
have root.renderers.*
L2336[17:52:25] <gigaherz> XD
L2337[17:52:28] <gigaherz> had*
L2338[17:52:30] <gigaherz> I just moved
it ;P
L2339[17:52:43] <TobyO> Thanks for the
help
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L2341[17:53:38] <gigaherz> TobyO: my
suggestion really is, take my RenderingStuffs class, and see how I
use it, and work from there ;P
L2342[17:53:44] <gigaherz> I wrote it to
simplify TESRs and entities
L2343[17:53:57] <gigaherz> it has no
otherp urpose than load models for use in renderers
L2344[17:54:03] <gigaherz> and draw them
afterward
L2345[17:54:08] <TobyO> It just seems
more complicated than all the other examples I have looked at so
far
L2346[17:54:20] <TobyO> I don't know what
the magic sauce they are using is :P
L2347[17:54:23] <gigaherz> ;P
L2348[17:54:29] <gigaherz> in my case
it's just 2 things
L2349[17:54:30] <gigaherz> 1.
L2350[17:54:40] <gigaherz>
RenderingStuffs.handle("model location")
L2351[17:54:46] <gigaherz> which returns
a special object
L2352[17:54:48] <gigaherz> that tracks a
model
L2353[17:54:54] <gigaherz> then
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L2355[17:54:58] <gigaherz> when you want
to draw this model
L2356[17:54:59] <gigaherz> just do
L2357[17:55:08] <gigaherz>
RenderingStuffs.renderModel(theHandle)
L2358[17:55:18] <gigaherz> which I need
to turn into a method in the handle object...
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L2361[17:56:01] <TobyO> And that did
everything I wanted but I couldn't get the texture loaded
L2362[17:56:01] <gigaherz> eh
L2363[17:56:05] <gigaherz>
brainfart
L2364[17:56:13] <gigaherz> when you want
to use the model you do
L2365[17:56:21] <gigaherz>
RenderingStuffs.loadModel(theHandle), which returns the baked
model
L2366[17:56:27] <gigaherz> and this model
you can use for wahtever,
L2367[17:56:31] <gigaherz> including
renderModel(theModel)
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L2369[17:57:36] <TobyO> I'll try that at
some point
L2370[17:57:43] <TobyO> at the moment
it's wound me up to much
L2371[17:57:47] <gigaherz> np
L2372[17:57:51] <gigaherz> it's sometimes
good to take a break
L2373[17:58:00] <gigaherz> frustration is
a very strong force
L2374[17:58:09] <TobyO> It shouldn't be
this complicated. I have gotten nowhere in the last 5 hours of
trying things
L2375[17:58:16] <gigaherz> it isn't
L2376[17:58:22] <gigaherz> you just
really didn't know which things to try
L2377[17:58:26] <gigaherz> and minecraft
is complex
L2378[17:59:19] <TobyO> It feels like
there's a hundred different classes and ways of doing things for
ever subtly different case
L2379[17:59:49] <Ordinastie_> some libs
are made to make stuff easier
L2380[18:01:38] <TobyO> hmm
L2381[18:01:42] <TobyO> cheers
anyways
L2382[18:01:44] <TobyO> night
L2383[18:01:50]
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L2387[18:05:59] ***
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L2389[18:07:57] <wiresegal> also yes,
it's ok for it to be outside the function call, that's a kt
feature
L2390[18:09:00] <gigaherz> WTF would
cause a class to just simply not be seen
L2391[18:09:35] <wiresegal> o.o no
idea
L2392[18:12:19]
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L2393[18:12:52] <MaelstromPhx> is it
possible to manually attach a capability to an entity?
L2394[18:13:04] <PaleoCrafter> yes
L2395[18:13:14] <MaelstromPhx> how?
L2396[18:13:25] <PaleoCrafter> a foreign
entity or your own?
L2397[18:13:41] <MaelstromPhx>
foregin
L2398[18:13:46] <MaelstromPhx> like a
zombie or skele
L2399[18:13:59] <PaleoCrafter>
AttachCapabilitiesEvent.Entity
L2400[18:14:18] <MaelstromPhx> isn't
forge the one that calls that?
L2401[18:14:25] <gigaherz> no
L2402[18:14:30] <gigaherz> that's for
mods to attach things
L2403[18:14:34] <gigaherz> technically
you attach an ICapabilityProvider (or
ICapabilitySerializable)
L2404[18:14:56] <gigaherz> and this
provider in turn implements hasCapability/getCapability like you
would on your own thing
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L2407[18:16:23] <MaelstromPhx> how would
it know which entity is the correct one tho? because i dont want it
to attach to all the zombies, just the ones spawned by me
L2408[18:16:54] <gigaherz> well...
L2409[18:17:05] <gigaherz> that is an
issue
L2410[18:17:13] <gigaherz> I'd suggest
you just give it to all of them
L2411[18:17:28] ***
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L2412[18:17:32] <gigaherz> but have a way
to only "enable" the feature on your own
L2413[18:17:34] <gigaherz> something
like
L2414[18:17:45] <gigaherz> instance =
getCapability(yourCap)
L2415[18:17:50] <gigaherz>
instance.enable()
L2416[18:18:04] <gigaherz> that you can
call right after you create the entity
L2417[18:18:26] <MaelstromPhx> ah
L2418[18:18:28] <MaelstromPhx> makes
sense
L2419[18:18:29] <MaelstromPhx> ty
L2420[18:19:05] *
gigaherz makesa giant shrug
L2421[18:19:08] <gigaherz> did a
"clean" on gradle
L2422[18:19:10] <gigaherz> built
again
L2423[18:19:14] <gigaherz> now it
works
L2424[18:19:17] <wiresegal> bleh, why is
this property override not working
L2425[18:19:49]
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L2426[18:20:00] <PaleoCrafter> wiresegal,
do you ahve it actually referenced in the model? :P
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L2428[18:21:01] <wiresegal> the code
itself isn't being called, and yes
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L2432[18:21:31] <PaleoCrafter> I've seen
it
L2433[18:21:44] <wiresegal> the second
part is the model, which you might not have looked at :P
L2434[18:21:55] <PaleoCrafter> yeah
L2435[18:21:56] <PaleoCrafter>
hm...
L2436[18:22:15] <wiresegal> it's not that
the override isn't working, the highlighted code won't get
called
L2438[18:22:38] <gigaherz> it's now a
nicer class to use ;P
L2439[18:23:00] <gigaherz> and no that's
not to you wiresegal, just showing off my efforts
L2440[18:23:00] <gigaherz> ;p
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L2442[18:23:32] <wiresegal> yeah, i
noticed when i saw model x3
L2443[18:23:46] <wiresegal> because my
problem is a propertyoverride
L2444[18:24:08]
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L2445[18:24:28] <PaleoCrafter> I honestly
can't tell, lol
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L2447[18:24:37] <PaleoCrafter> that
should definitely work xD
L2448[18:24:41] <gigaherz> I have no idea
how propertyoverrides work so /shrug
L2449[18:25:09] <wiresegal> it works in
literally all my other items, so ¯\_(ツ)_/¯
L2450[18:25:53] <wiresegal> and the font
for IDEA is monospace so it's not just a stray character...
L2451[18:26:33] <PaleoCrafter> have you
tried turning your PC off and on again?
L2452[18:27:34] <wiresegal> I've tried
recloning, so...
L2453[18:29:34] <wiresegal> this really
annoys me because I got the item looking so good and it looks
unintuitive when blocking with it D:
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L2457[18:43:17]
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L2458[18:45:43] <Sinhika> I'm trying to
figure out how to implement buckets of alternate materials. Could
someone point me at some open source code that implements
UniversalBucket, or whatever we're supposed to use, for 1.8.9 or
1.9?
L2459[18:45:43]
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L2460[18:45:48] <synthetica> Hi!
L2461[18:46:06] <Sinhika> hello!
L2462[18:48:27]
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L2463[18:53:16] <wiresegal> nobody has
any ideas on how to get my override working? :(
L2464[18:53:36]
⇨ Joins: williewillus
(williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
L2465[18:55:37] <diesieben07> wiresegal,
what exactly makes you think it does not work?
L2466[18:56:31] <Sinhika> I came in late,
what's the problem?
L2467[18:58:15] <wiresegal> the code
doesn't ever get called, and the overriden model is never
used
L2468[18:58:21] <synthetica> Oh, hi,
wiresegal. Long time, no see, I guess.
L2469[19:00:13] <diesieben07> wiresegal,
where do you use the override?
L2472[19:00:50] <wiresegal> synthetica:
should I remember you? ._.
L2473[19:01:32] <diesieben07> wiresegal,
maybe you want to include your ModID in the RL
L2474[19:01:44] <wiresegal> it's a
vanilla override, i'm using its name
L2475[19:01:48] <wiresegal> and it's
worked in the past
L2476[19:02:17] <DebugsPeople> in
1.9?
L2477[19:02:33] <wiresegal> it can't be
something like that since the item initializer adds vanilla
overrides to the item...
L2478[19:02:36] <wiresegal> yes, in
1.9
L2479[19:02:42] <wiresegal> although not
in 1.9.4
L2480[19:02:53] <wiresegal> but i didn't
test it at all in 1.9.4
L2481[19:03:17] <DebugsPeople> did you
change anything at all?
L2482[19:03:22] <wiresegal> this is a new
item.
L2483[19:03:37] <synthetica> I don't if
you should remember me, but it's nucleria/a couple other names,
wiresegal
L2484[19:03:47] <wiresegal> oh, nucleria!
yes, I remember you
L2485[19:04:23]
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L2486[19:04:26] <synthetica> Cool!
L2487[19:04:39]
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L2488[19:04:52] <DebugsPeople> only
reason I don't use kotlin is that you have to include the
runtime
L2489[19:05:11] <synthetica> I've been
through way to many projects to stay interesting. And my tweets are
ridiculous. I don't really blame you for unfollowing me. :)
L2490[19:05:31] <DebugsPeople> XD
L2491[19:06:31] <wiresegal> it's tiny,
smaller than my model files
L2492[19:06:35] <wiresegal> the runtime,
i mean
L2493[19:06:37] <DebugsPeople> my tweets
are more than infrequent
L2494[19:06:45] <synthetica> I've got a
project that may or may not last, but we'll see.
L2495[19:07:04] <synthetica> Oh, I tweet
in rare sprints, but they're insane when they come.
L2496[19:07:11] <DebugsPeople> lol
L2497[19:07:18]
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L2498[19:07:23] <synthetica> Psychedelic
stuff, man.
L2499[19:07:47] <DebugsPeople> wiresegal,
might actually try it then, but not rn, already too far into the
mod
L2500[19:08:15] <wiresegal> DebugsPeople:
there's an intellij tool to convert java -> kotlin
L2501[19:08:27] <DebugsPeople> wat
:O
L2502[19:08:34] <wiresegal> conspicuously
with a lack of kotlin -> java because n|m
L2503[19:08:51] <DebugsPeople> n|m?
L2504[19:08:56] <synthetica> My Sgt.
Pepper's record is really detuned. Paul McCartney sounds like a
large gangsta. It sucks, but Led Zeppelin IV seems fine...
L2505[19:09:09] <DebugsPeople> wat
L2506[19:09:19] <synthetica> That's kind
of what me tweets are like.
L2507[19:09:25] <wiresegal> n|m is an
emoticon for a middle finger
L2508[19:09:28] <DebugsPeople> oh
L2509[19:09:35] <synthetica> Is it
really?
L2510[19:09:41] <DebugsPeople> probably
because it's not needed
L2511[19:09:45] <wiresegal> yes
L2512[19:09:52] <wiresegal> oh wait
L2513[19:09:56] <wiresegal> it's
\n|m
L2514[19:10:01] <synthetica> Never seen
that one before.
L2515[19:10:07] <DebugsPeople> same
L2516[19:10:18] <DebugsPeople> though it
was something like w/e
L2517[19:10:29] <wiresegal> nah that's
¯\_(ツ)_/¯
L2518[19:11:00]
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L2520[19:11:20] <synthetica> You're a
real master of emoticons.
L2521[19:11:29] <wiresegal> thanks
(ノ◕ヮ◕)ノ*:・゚✧
L2522[19:11:29] <DebugsPeople> ( ͡° ͜ʖ
͡°)
L2523[19:11:46] <wiresegal> DebugsPeople:
ಠ_ಠ
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L2525[19:11:58] <DebugsPeople> nope that
doesn't work
L2526[19:12:18] <synthetica> I'm being
attacked.
L2527[19:12:23] <DebugsPeople>
(∩>_<)⊃━☆゚.*
L2528[19:12:35] <synthetica> Stop.
L2529[19:12:44] <DebugsPeople> xD
L2530[19:12:49] <wiresegal> ᕕ( ᐛ )ᕗ
L2531[19:13:04] <synthetica> I hate my
life.
L2532[19:13:20] <DebugsPeople>
#uwotm8
L2533[19:13:31] <synthetica> *begins
tying a noose*
L2534[19:13:37] <wiresegal>
ヽ༼ຈل͜ຈ༽ノ
L2535[19:13:55] <MaelstromPhx> does an
entityitem store the item amount anywhere?
L2536[19:13:55] <synthetica> I guess you
guys beat me. *dies*
L2537[19:14:00] <DebugsPeople> your last
3 don't even work
L2538[19:14:06] <DebugsPeople> on
hexchat
L2539[19:14:09] <wiresegal> MaelstromPhx:
yes, if you look at the item name
L2540[19:14:11] <wiresegal> i mean
L2541[19:14:12] <wiresegal> stack
L2542[19:14:14] <wiresegal> bleh
L2543[19:14:18] <DebugsPeople> xD
L2544[19:15:11] <MaelstromPhx> how can i
get the stack?
L2545[19:15:12] <DebugsPeople> just made
hexchat comic sans >:D
L2546[19:15:52] <synthetica> It's the
best font, after all.
L2547[19:16:02] <wiresegal> MaelstromPhx:
EntityItem::getEntityItem
L2548[19:16:10] <wiresegal> what a
confusing name, guys >.>
L2549[19:16:36] <synthetica> Done.
L2550[19:17:02] <MaelstromPhx> ty
<3
L2551[19:17:05] <synthetica> Sick, Comic
Sans!
L2552[19:17:42] <wiresegal> i'd still
like for someone to figure out why the hell my override won't work
and my gauntlets can't look like they're shielding you ;-;
L2553[19:19:28] <synthetica> That's a
pretty good song by The Knack.
L2554[19:19:45] <synthetica> M-m-m-m-m-my
Gauntlets.
L2555[19:19:59] <synthetica> Save me from
myself!!!
L2557[19:20:34] <DebugsPeople> Sick
m8
L2558[19:20:42] <DebugsPeople> I r8
8/8
L2559[19:20:52] <TehNut> 5/7 perfect
score?
L2560[19:20:56] <wiresegal> AAAAAAAAAAAAH
TehNut
L2561[19:21:05] <wiresegal> MY SOUL, IT
BURNS
L2562[19:21:14] <TehNut> :D
L2563[19:21:39] <DebugsPeople> lol
L2564[19:21:49] <DebugsPeople> I hope you
don't actually use that :P
L2565[19:22:38] <DebugsPeople> wiresegal,
where is that java -> kotlin magic?
L2566[19:22:41] <TehNut> Nah,
Consolas
L2568[19:23:27] <wiresegal> it's in
intellij, let me find the name
L2569[19:23:28] <MaelstromPhx> aww
yus
L2570[19:23:31] <MaelstromPhx> first
working mod
L2571[19:24:00] <DebugsPeople> still on
monospaced
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()
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L2577[19:27:15] <williewillus> wiresegal:
have you ever made a debug world with botania lol
L2578[19:27:19] <williewillus> so many
particles
L2579[19:27:21] <wiresegal> yes
L2580[19:27:24] <wiresegal> it's crazy, i
know
L2581[19:27:37] <wiresegal> I actually
had one
L2582[19:27:43] <wiresegal> until I saw a
Corporea Crystal Cube
L2583[19:27:46] <wiresegal> then I didn't
have one
L2584[19:28:29] <DebugsPeople> wiresegal,
how to setup the gradle file?
L2585[19:29:15] ***
PaleoCrafter is now known as PaleOff
L2587[19:29:36] <wiresegal> you can copy
the build.properties as a base
L2588[19:29:41] <wiresegal> jei is
autoincluded :3
L2589[19:29:45] <Sinhika> ..I looked
through the 1.9.4 modlist on CurseForge. I don't think anyone has
implemented alternate buckets, period.
L2590[19:29:55] <synthetica>
Really?
L2591[19:30:00]
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L2592[19:30:13] <synthetica> I guess that
might make sense.
L2593[19:30:21] <LexManos> What about
buckets?
L2594[19:30:49] <williewillus> what would
an "alternate" bucket do :P
L2595[19:31:00] <Sinhika> I'm trying to
figure out how to use Forge's UniversalBucket class to implement
buckets made out of custom materials and properties.
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L2597[19:31:01] <TehNut> I assume
"non iron" buckets
L2598[19:31:25] <LexManos> you dont
L2599[19:31:37] <Sinhika> Yes. Well, in
the original Simple Ores2, which I am porting up to 1.9.4, copper
buckets had a different texture, and melted if you tried to fill
them with lava.
L2600[19:31:42] <LexManos> the universal
bucket is just a multi-layer model
L2601[19:31:46] <LexManos> you can do
whatever you want
L2602[19:31:57] <williewillus> wiresegal:
have you ever stepped on the pressure plates xP
L2603[19:32:10] <williewillus> *then* you
don't have a debug world anymore :P
L2604[19:32:11] <wiresegal> williewillus:
that's why you're in spectator mode
L2605[19:32:24] <williewillus> wheres the
fun in that
L2606[19:32:30] <DebugsPeople> why is
idea so mean and always says ext doesn't exist (gradle)
L2607[19:32:36] <Sinhika> I was hoping to
use Forge's fluid container stuff to re-implement a more versatile
bucket, so that I didn't have to write special cases for every
liquid every mod might add on.
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L2609[19:32:54] <LexManos> then do like
the universal bucket does
L2610[19:33:03] <LexManos> again, its
straight forward, you dont have to use that class exactly
L2611[19:33:15] <DebugsPeople> o/ willie
and lex
L2612[19:33:15] <LexManos> the main thing
is to make a multi-layer model.
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L2615[19:36:34] <DebugsPeople> now to
hope everything works williewillus
L2616[19:36:42] <williewillus> ?
L2617[19:36:49] <DebugsPeople>
*wiresegal
L2618[19:37:01] <DebugsPeople> sorry
:(
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L2620[19:46:52] <Sinhika> Okay, thanks.
I'll have to study this some more. G'night, and good luck!
L2621[19:46:57]
⇦ Parts: Sinhika
(~cyhiggin@68-114-105-20.dhcp.slid.la.charter.com) ())
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L2623[19:50:27] <wiresegal> bleh i can't
find anything which could be messing up this override
L2624[19:50:53] <diesieben07> use a
debugger, find out where it gets lost
L2625[19:51:20] <wiresegal> but the code
isn't getting called
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L2627[19:52:27] <diesieben07> do what i
said anyways :P
L2628[19:52:50] <williewillus> try
setting it in vanilla code
L2629[19:52:50] <wiresegal> how tho
L2630[19:53:00] <wiresegal> what do you
mean, setting it in vanilla code?
L2631[19:53:00] <williewillus> with
conditional that its your item
L2632[19:53:03] <DebugsPeople> still
telling me kotlin is not configured :((
L2633[19:53:05] <williewillus> set the
breakpoint in vanilla
L2634[19:53:24] <wiresegal> DebugsPeople:
using my build.gradle?
L2635[19:53:37] <DebugsPeople> yes, it
works, but it's saying that
L2636[19:53:40] <DebugsPeople> lemme
refresh
L2637[19:54:08] <DebugsPeople> now to
wait 5 mins for the gradle build ....
L2638[19:54:30] <DebugsPeople> oh hey, no
5 minutes this time
L2639[19:54:51] <wiresegal> i can't
figure out where it's being used
L2640[19:55:28] <DebugsPeople> now it's
giving me errors about kotlin not existing
L2641[19:55:41] <wiresegal> ._.
L2642[19:56:20] <DebugsPeople> Could not
resolve org.jetbrains.kotlin:kotlin-stdlib:1.0.2 :S
L2643[19:57:56] <wiresegal> hm
L2644[19:58:09] <DebugsPeople> wait, I
possibly have to restart idea
L2645[20:00:27] <williewillus> wiresegal:
try breaking inside ItemOverrideList.applyOverride, conditionally
on stack.getItem() == your item
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L2647[20:01:13] <williewillus> every
`ItemOverride` is one element inside the "overrides" json
array
L2648[20:01:22] <wiresegal> having a
breakpoint in there is doing nothing
L2649[20:01:28] <williewillus> so not
hitting it?
L2650[20:01:34] <williewillus>
that's...not possible :P
L2651[20:01:38] <wiresegal> NOTHING is
.-.
L2652[20:01:48] <williewillus> it's
called for every item every render tick
L2653[20:01:52] <wiresegal> i'm clicking
on a shield and nothing is happening
L2654[20:02:03] <williewillus> are you in
debug mode?
L2655[20:02:08] <wiresegal> uh
L2656[20:02:17] <wiresegal> no, the
overrides list is empty for... ALL items?
L2657[20:02:37] <williewillus> lol no, or
else bows would be broken
L2658[20:03:15] <wiresegal> it's never
checking the thunderfist.
L2659[20:03:42] <williewillus> did you
set a custom mesher or forget to setCustomMRL or something?
L2660[20:03:43] <wiresegal> it's checking
the shield I have, the flowstone too, but not the fist.
L2661[20:04:50] <wiresegal> setCustomMRL?
I do that automatically, so no
L2662[20:04:51] <williewillus> what is
"checking" again
L2663[20:04:51] <wiresegal>
applyOverride
L2664[20:04:51] <DebugsPeople> calling
the method in that
L2665[20:06:38] <wiresegal> but why is it
only calling the method on the shield and flowstone :V
L2666[20:06:48]
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L2671[20:07:52] <wiresegal> there's
definitely 3 instances of a fist there
L2672[20:08:50] <wiresegal> so why the
hell is it not getting the normal render calls there
L2673[20:09:31] <wiresegal> it's just
shield and travelStone over and over :V
L2674[20:10:17]
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L2675[20:10:43] <wiresegal> so it's not
that the override doesn't work, it's that it's never even being
called into question
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L2677[20:11:37] <wiresegal> nothing in
the class looks like it should do that, and the model is certainly
working...
L2678[20:12:37]
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L2680[20:15:03] <wiresegal> the rabbit
hole gets deeper
L2681[20:15:24] <wiresegal> thunderfists
don't even get a list at all
L2682[20:17:01] <williewillus> list in
where?
L2683[20:17:12] <wiresegal> an
ItemOverrideList
L2684[20:18:02] <wiresegal> like
seriously what the shit
L2685[20:18:09] <williewillus> then your
json is malformed
L2686[20:18:40] <wiresegal> no errors in
log
L2687[20:18:48] <wiresegal> only mention
is in my custom logdumper
L2688[20:19:33] <williewillus> idk them
:P
L2689[20:20:12] <DebugsPeople> got it to
work now
L2690[20:20:23] <DebugsPeople> wait
no
L2691[20:20:29] <DebugsPeople> kotlin
works
L2693[20:20:34] <DebugsPeople> everything
else is broken
L2694[20:20:36] <wiresegal> lol
L2695[20:22:53]
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L2696[20:22:53] <wiresegal> this looks
correct right?
L2697[20:22:53] <wiresegal>
"overrides": [{
L2698[20:22:53] <wiresegal>
"predicate": {
L2699[20:22:53] <wiresegal>
"blocking": 1
L2700[20:22:53] <wiresegal> },
L2701[20:22:53] <wiresegal>
"model":
"botanicaladdons:item/thunderFistBlocking"
L2702[20:22:53] <wiresegal> }]
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L2706[20:22:53]
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L2708[20:23:38] <wiresegal> the thing is
that even something like a regular model has a list...
L2709[20:23:48]
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L2710[20:23:48] <wiresegal> of length 0
admittedly
L2711[20:26:16] <DebugsPeople>
useDepAts
L2712[20:26:16] <DebugsPeople> wat does
that do?
L2713[20:26:16] <wiresegal> use
Dependencies accesstransformers
L2714[20:26:16] <wiresegal> JEI needs
it
L2715[20:26:16] <DebugsPeople>
!latest
L2716[20:26:16] <DebugsPeople> !latest
1.9.4
L2717[20:26:16] <DebugsPeople> no?
L2718[20:26:18] <DebugsPeople> oh, I have
JEI in the mods folder anyways so i left those parts out
L2719[20:26:27]
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L2720[20:26:36] <DebugsPeople> oh, there
it is
L2721[20:26:39]
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L2723[20:26:46] <wiresegal> use it as a
dependency like I did, it's better
L2724[20:26:53] <DebugsPeople> why?
L2725[20:27:19] <DebugsPeople> and what's
this? attributes 'FMLAT': 'ba_at.cfg'
L2726[20:27:28] <wiresegal> remove
that
L2727[20:27:31] <wiresegal> that's my
access transformer
L2728[20:27:56]
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L2730[20:33:12] <DebugsPeople>
alright
L2731[20:33:13] <DebugsPeople> love how
everything broke by adding kotlin
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L2733[20:33:13] <wiresegal> does anyone
know where ItemOverrideLists are built?
L2734[20:33:13] <DebugsPeople> now giving
me an error at `version =
"${config.mc_version}-${config.forge_version}"`
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L2736[20:33:45] <DebugsPeople> because
I'm stupid
L2737[20:35:28] <DebugsPeople> and didn't
have mc_version in my build.properties
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L2739[20:39:42] <williewillus> wiresegal:
when the json is deserialized
L2740[20:39:58] <wiresegal> williewillus:
when exactly ._.
L2741[20:40:06] <wiresegal> i need to
figure out where things are going wrong
L2742[20:40:16] <williewillus> during
model loading / baking :P
L2743[20:41:11] <DebugsPeople> yay,
everything works, finally ...
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L2745[20:42:53] <wiresegal> i am
seriously confused as to why this isn't working. i'm half-wondering
if it's just my machine
L2746[20:43:08] <DebugsPeople> wait, I'm
converting my package-info.java files as well :/
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L2748[20:43:29] <wiresegal> i... don't
know if those can be kotlin.
L2749[20:43:35] <wiresegal> but your api
should always be java
L2750[20:43:38] <DebugsPeople> yeah,
same
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L2752[20:45:07] <wiresegal> any chance
someone else can try cloning NaturalPledge, because i'm
half-thinking it's my machine at this point
L2753[20:45:34] <mezz> what's the right
way to send an IBlockState over the network?
L2754[20:45:50] <DebugsPeople> my packet
handler got turned into an object ??
L2755[20:45:55] <DebugsPeople> what is
that even
L2756[20:45:58] <wiresegal> was it all
statics, debugs?
L2757[20:46:03] <mezz> I'm relying on
block.getMetaFromState but it makes me uneasy
L2758[20:46:10] <wiresegal> objects are
basically singleton instances
L2759[20:46:28] <wiresegal> they're
entirely static, if you think about it
L2760[20:46:31] <DebugsPeople> yes
L2761[20:46:55] <DebugsPeople> I think I
know what singletons are :P
L2762[20:47:10] <wiresegal> there's no
such thing as statics, by the way.
L2763[20:47:11] <DebugsPeople> just
static classes with an instance
L2764[20:47:17] <wiresegal> in
kotlin
L2765[20:47:22] <DebugsPeople> oh?
L2766[20:47:24] <wiresegal> only objects
and companion objects.
L2767[20:47:34] <DebugsPeople> and static
methods?
L2769[20:47:56] <wiresegal> that block is
basically the static component of that item
L2770[20:48:19] <wiresegal> it is always
ONLY an instance of Any, though
L2771[20:48:29] <wiresegal> meanwhile,
objects can inherit
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L2774[20:49:24] <DebugsPeople> why can it
not be non null :SS
L2775[20:49:32] <DebugsPeople>
*null
L2776[20:49:35] <wiresegal> to make a
nullable:
L2777[20:49:38] <wiresegal> Type?
L2778[20:50:05] <DebugsPeople> var
lookVec: Verctor3f
L2779[20:50:06] <wiresegal> instance:
Type? -> @Nullable Type instance
L2780[20:50:19] <wiresegal> instance:
Type -> @Nonnull Type instance
L2781[20:50:41] <wiresegal> kotlin
doesn't allow you to get a NPE if it's the only thing you're using,
it's quite refreshing actually
L2782[20:51:19] <DebugsPeople> maybe I
shouldn't have converted it to kotlin :P
L2783[20:51:29] <wiresegal> nah it's
good
L2784[20:51:58] <wiresegal> it'll take
some getting used to but it'll be better for it
L2785[20:52:42] <wiresegal> all the
things I found annoying about it are the things java handwaves away
which can cause exceptions.
L2786[20:52:42] <DebugsPeople> it'll be
better for it?
L2787[20:52:54] <DebugsPeople> ok?
L2788[20:53:12] <wiresegal> your code
will be less prone to NPEs, and will be cleaner
L2789[20:53:41] <wiresegal> for example,
smart casts, which are possibly the best thing ever
L2790[20:53:56] <DebugsPeople> oh, right,
semicolons are optional
L2791[20:54:29] <wiresegal> if you check
the type of an object (if (x != null) { ... }) or (if (x is Type)
{...}) it'll assume that x is whatever you checked it as
L2792[20:54:44] <DebugsPeople> no lamdas?
:(
L2793[20:54:47] <wiresegal> so you don't
have to make a casted instance
L2794[20:54:51] <wiresegal> oh, we have
lambdas
L2795[20:55:37] <wiresegal> they're in
some respects better than java's, but mostly in
programmer-ease-of-use, not functionality
L2797[20:56:21] <wiresegal> two of them
to be exact
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L2799[20:58:25] <wiresegal> (if a
function's last parameter is a lambda, you can move it outside the
parentheses. If a lambda is the only parameter, you can ignore the
parens completely.)
L2800[20:58:39] <wiresegal> lazy is a
function there, so is mapNotNull
L2801[20:58:58] <DebugsPeople>
MOD_ID.toUpperCase() is not constant :S
L2802[20:59:08] <wiresegal> ?
L2803[20:59:21] <wiresegal> oh yeah, just
make a const val MOD_ID_UPPER then
L2804[21:00:20] <DebugsPeople> but like
ease of use?
L2805[21:00:25] <DebugsPeople> I'm gonna
have to change both
L2806[21:00:31] <wiresegal> what do you
mean?
L2807[21:00:48] <wiresegal> also, any
variable used in an annotation must be declared as 'const'
L2808[21:00:55] <DebugsPeople> well, if I
change MOD_ID I'll have to change MOD_ID_UPPER
L2809[21:01:02] <wiresegal> no
L2810[21:01:12] <wiresegal> const val
MOD_ID_UPPER = MOD_ID.toUpperCase()
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L2812[21:01:50] <DebugsPeople> oh
L2813[21:01:53] <DebugsPeople> that
works?
L2814[21:01:55] <wiresegal> yes
L2815[21:02:12] <wiresegal> at least it
has for me
L2816[21:02:22] <DebugsPeople> nope
L2817[21:02:25] <DebugsPeople> not with
const
L2818[21:02:36] <wiresegal> ah well
L2819[21:02:56] <wiresegal> guess it's
just editing two values ¯\_(ツ)_/¯
L2820[21:03:02] <wiresegal> i'm surprised
java would let you do that
L2821[21:03:10] <DebugsPeople> also
"public subclass exposes internal supertype"?
L2822[21:03:14] <wiresegal> and why do
you need the uppercased mod id in the first place?
L2823[21:03:27] <DebugsPeople> network
channel
L2824[21:03:29] <DebugsPeople> idk
L2825[21:03:33] <wiresegal> ah, that's
because you can't upgrade an internal class
L2826[21:03:42] <wiresegal> you don't
need upper for that
L2827[21:04:04] <Temportalist> wiresegal:
I have a completely lower case modid for all my mods
L2828[21:04:25] <DebugsPeople> my mdid is
my mod name without whitespaces
L2829[21:04:30] <wiresegal> yep
L2830[21:04:50] <wiresegal> i mean i
never edit "botanicaladdons" which is my modid
L2831[21:04:59] <wiresegal> i never make
it into BOTANICALADDONS ever
L2832[21:04:59] <DebugsPeople> and what's
an open class?
L2833[21:05:08] <wiresegal> that means
you can extend it
L2834[21:05:13] <wiresegal> by default
classes are fina
L2835[21:05:15] <wiresegal> *final
L2836[21:05:38] <wiresegal> everything is
by default, so you have to declare it as open if you want it
overridable
L2837[21:05:41] <DebugsPeople> oh, but
abstract classes don't need it
L2838[21:05:45] <wiresegal> abstract
implies open
L2839[21:06:09] <wiresegal> because you
can't instantiate an abstract class
L2840[21:07:24] <DebugsPeople> what's an
internal var?
L2841[21:07:41] <DebugsPeople> or rather
is there something similar in java?
L2842[21:09:06] <wiresegal> internal var
x: Type -is- Type x
L2843[21:09:18] <wiresegal> basically the
visibility between private and protected
L2844[21:09:27] <wiresegal> by default
things are public visibility
L2845[21:10:41] <DebugsPeople> what's the
init {}?
L2846[21:10:51] <DebugsPeople> and sorry
for asking you about everything?
L2847[21:10:53] <wiresegal> that's the
constructor block
L2848[21:10:54] <wiresegal> it's
fine
L2849[21:10:56] <DebugsPeople> *!
L2850[21:11:14] <wiresegal> it's called
after ANY constructor you do
L2851[21:11:17] <DebugsPeople> but what
about constructor(){}?
L2852[21:11:18] <DebugsPeople> oh
L2853[21:11:27] <DebugsPeople> and it
works for objects too
L2854[21:11:30] <DebugsPeople> ig
L2855[21:11:30] <wiresegal> yep
L2856[21:11:34] <wiresegal> including
companion ones
L2857[21:11:47] <williewillus> mezz:
Block.getStateId?
L2858[21:11:57] <williewillus> it's still
block ID << meta right now but that's probably gonna
change
L2859[21:12:48] <williewillus> oh wait
its actually the other way around i didnt know that
L2860[21:13:16] <wiresegal> also,
DebugsPeople, the Companion object can actually be referenced (for
example, registering it as an event handler)
L2861[21:14:04] <DebugsPeople> oh fuck
mezz, so sorry, we totally ignored you :/
L2863[21:14:27] <wiresegal> oh no, we
totally did D:
L2864[21:14:32] <wiresegal> we should
probably PM this...
L2865[21:14:46] <DebugsPeople> true
:S
L2866[21:14:47] <TehNut> mezz: IIRC
you're supposed to rely on that
L2867[21:15:47] <mezz> it's all good, got
a response elsewhere. it's not perfect but it's the right way for
now
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L2872[21:23:49] <Temportalist> So
apparently my Capability for entites is only loading initial nbt
data on the server...
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L2875[21:36:42] <capitalthree> so I am
trying to register a replacement entity rendering handler for
EntityItem
L2876[21:36:54] <capitalthree> where can
I find the vanilla rendering handler for it?
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L2882[22:05:31] <capitalthree> :/
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L2893[22:22:16] <tterrag> hm...what would
be the best way to render something to the screen only on block
highlight? DrawBlockHighlightEvent sounds nice, but I don't know if
it's the best for GUI-style rendering
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L2897[22:24:21] <tterrag> actually no, it
doesn't look like there's any transformations being applied before
that event is fired
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L2905[22:47:02] <tterrag> yeah nvm...GL
state is setup for world rendering
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L2907[22:50:13] <thecodewarrior> Couldn't
you just check mc.objectMouseOver?
L2908[22:50:23] ***
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L2909[22:52:40] <tterrag> that's what I'm
doing now
L2910[22:53:39] <mezz> noob question,
when is it necessary to use world.markBlockRangeForRenderUpdate ? I
see pressure plates, buttons, doors, and rail detectors use it. I'm
not sure why though
L2911[22:54:18]
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L2913[23:00:10] <tterrag> hm...so why
would my onDataPacket not be called?
L2914[23:00:17] <tterrag> I know TE
syncing changed in 1.9.4, but how exactly?
L2915[23:00:36] <tterrag> mezz: they
likely update themselves and the block they affect?
L2916[23:00:54] <thecodewarrior> Shaders
are so cool. PERFECT CIRCLES!
L2917[23:01:31]
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L2918[23:01:40] <mezz> tterrag, see the
chunk update packet. they grab tile nbt for the whole chunk and add
it to the packet
L2919[23:01:51] <tterrag> ok...
L2920[23:01:56] <tterrag> but my method
is never called?
L2921[23:01:59] <mezz> it's
funtastic
L2922[23:02:05] <mezz> you'll see why I
think
L2923[23:02:22] <tterrag> I really don't
feel like code digging
L2924[23:02:45] <mezz> I don't have 1.9.4
open right now because I gave up on it until lex does something
smart with the tile sync
L2925[23:04:27] <McJty> I haven't
encountered any problems with it so far
L2926[23:04:34] <McJty> My
getUpdatePacket() is called when I need it
L2927[23:06:02]
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L2928[23:07:02] <tterrag> from what I can
see getUpdatePacket is not being called
L2929[23:07:08] <tterrag> is there
some...override...registration..I need to do?
L2930[23:07:45] <McJty> Not that I know.
It just worked for me
L2931[23:08:03] <mezz> see
getUpdateTag()
L2932[23:08:18] <mezz> it's what the
chunk packet uses to do the initial sync
L2933[23:08:30] <tterrag> tried that as
well
L2934[23:08:31] <tterrag> was not
called
L2935[23:09:33] <mezz> it's all there in
SPacketChunkData... at some point you'll have to dig and step
through :/
L2936[23:11:52] <tterrag> ok, now
getUpdateTag is called
L2937[23:11:56] <tterrag> I think eclipse
debug was busted
L2938[23:12:07] <mezz> ah that's the
worst
L2939[23:12:13] <tterrag> however - still
no onDataPacket
L2940[23:12:38] <mezz> missing
super.getUpdateTag?
L2941[23:12:39] <tterrag> is that not
called either?
L2942[23:12:54] <tterrag> oh yeah that
was it...I just directly converted
L2943[23:12:56] <tterrag> good call
L2944[23:13:01] <mezz> super has the tile
position
L2945[23:13:09] <mezz> cool
L2946[23:13:19] <tterrag> that fixes
it...partially
L2947[23:13:31] <tterrag> STILL no
onDataPacket
L2948[23:14:26] ***
mrkirby153 is now known as kirby|gone
L2949[23:14:34] <tterrag> because it just
calls readFromNBT
L2950[23:14:36] <tterrag> ?!!?!?
L2951[23:14:48] <mezz> yeah.
L2952[23:15:05] <mezz> onDataPacket is
when the tile is synced from something other than the chunk load I
guess?
L2953[23:15:19] <tterrag> this is 100%
moronic
L2954[23:15:26] <tterrag> I need that
onDataPacket hook
L2955[23:15:39] <mezz> dunno, lex said
he's going to mess with it. I got to where you are and said forget
it, I'll wait
L2956[23:16:52] ***
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L2959[23:18:39] <tterrag> masa: what
exactly is "resynced" ?
L2960[23:18:45] <LexManos> im leaving it
as is for now
L2961[23:18:50] <masa> so you can do it
mostly like it used to be, you just might need to rearrange some of
the packet/writeNBT methods
L2962[23:18:53] <LexManos> and will be
re-addressing it if it becomes an issue
L2963[23:18:55] <McJty> If the server
calls a notifyBlockUpdate or something
L2964[23:18:59] <mezz> boo
L2965[23:19:02] <LexManos> its a lot of
hacks that are needed
L2966[23:19:05] <McJty> I think it is
fine too. I have no problems with it personally
L2967[23:19:21] <McJty> Just something
extra to think about when working with TE syncing
L2968[23:19:23]
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L2969[23:19:29] <mezz> McJty, I already
explained what my issue is with it, I don't use nbt for sync
L2970[23:19:44] <McJty> ah yes
L2971[23:19:47] <mezz> it's not that I
don't know how...
L2972[23:19:52] <LexManos> you dont use
nbt for sync
L2973[23:19:54] <LexManos> yes I know
that
L2974[23:20:06] <LexManos> Why CANT
L2975[23:20:09] <LexManos> That's the
issue.
L2976[23:20:33] <LexManos> You know I
never accept 'I used it an old way so it needs to be that way!' as
a valid argument.
L2977[23:20:50] <tterrag> my issue is
that I relied on the onDataPacket hook to initialize some
data
L2978[23:20:58] <tterrag> but now since
it just calls readFromNBT I have no way to discern
L2979[23:21:12] <tterrag> I might be able
to just slap it in readFromNBT...though I have a feeling there was
a good reason I didn't do that in the first place
L2980[23:21:16] <mezz> I just didn't want
to change it all to nbt only to change it back when you fixed it.
if you're not touching it then I'll figure something out
L2981[23:21:23] <masa> I kind of have teh
same issue, but I haven't looked at it properly yet
L2982[23:21:32] <tterrag> oh I
remember
L2983[23:21:38] <tterrag> because it only
needs to happen in the client
L2984[23:21:44] <tterrag> and readFromNBT
doesn't guarantee world context
L2985[23:21:51] <masa> yep exactly
L2986[23:22:17] <tterrag> lex: can we at
least get a handleDataTag() ? on the client?
L2987[23:22:38] <tterrag> what if I want
to send partial data in a different format readFromNBT cannot
handle?
L2988[23:22:42] <tterrag> this seems
extremely limited
L2989[23:23:09] <mezz> mojang has if (nbt
tag exists) all over their readFromNBT
L2990[23:23:16] <mezz> it's... scary
imo
L2991[23:23:32] <tterrag> jesus
christ...yes...please we need at least a hook method. everything
else is alright
L2992[23:23:48] <tterrag> the default
impl would just call readFromNBT and modders would see no change
(nor would vanilla)
L2993[23:23:51] <tterrag> I could draw it
up right now if you want
L2994[23:24:15] <capitalthree> oh dang
looks like I have to use an access overrider
L2995[23:24:17] <mezz> I'd be cool with
that too actually, would let me just pack my shit into an nbt byte
array for the network and handle it as network stuff
L2996[23:24:30] <capitalthree> but if I
can just override RenderEntityItem.func_177077_a then I should be
able to work this out :D
L2997[23:24:30] <tterrag> mezz: that's
hacky as hell and I hate it, but yes :P
L2998[23:24:54] <tterrag> obviously
having full packet control back would be optimal, but if that's too
much...yeah
L2999[23:25:54] <mezz> I guess I could
just use a "network" nbt tag and handle it in readFromNBT
already
L3000[23:28:44] <capitalthree> are there
any up to date howtos on access transformers? :P
L3001[23:28:51] <tterrag> capitalthree:
it has not changed in ages
L3002[23:28:56] <tterrag> but first
advice: don't
L3003[23:29:07] <tterrag> the only really
valid use case is overriding private methods
L3004[23:29:13] <tterrag> and even then,
try to find an alternate solution first
L3005[23:29:29] <capitalthree> tterrag:
overriding private methods *is* my use case here
L3006[23:29:53] <capitalthree>
RenderEntityItem uses func_177077_a which calls
GlStateManager.color at the end
L3007[23:30:06] <capitalthree>
func_177077_a is called in doRender
L3008[23:30:23] <mezz> ATs come with a
big disclaimer, nothing personal capitalthree
L3009[23:30:23] <tterrag> seems like
overkill, but ok
L3010[23:30:25] <capitalthree> so ideally
I just want to override func_177077_a, call super's func_177077_a,
change the color again, and that's it
L3011[23:30:32] <capitalthree> as opposed
to copypasting those entire two functions :P
L3012[23:30:46] <capitalthree> mezz:
that's fair
L3013[23:30:58] <capitalthree> trust me,
I would absolutely love a suggestion on an alternative way to
change the EntityItem rendering
L3014[23:31:32] <mezz> capitalthree,
message MCPBot_Reborn with !help to get some info. do !gm
func_177077_a and it will give you a line for an AT to make it
public
L3015[23:31:43] <capitalthree> !gm
func_177077_a
L3018[23:32:19] <mezz> then to
setupDecompWorkspace and you're good
L3019[23:33:06] <capitalthree> thanks
mezz :D
L3020[23:33:09] <mezz> np
L3022[23:34:47] <tterrag> haha jesus
christ mojang
L3023[23:35:01] <tterrag> do they have no
code oversight?
L3024[23:35:03] <tterrag> this is
embarassing
L3025[23:35:14] <mezz> 1.9.4 bug
fix
L3026[23:35:17] <tterrag> look at ~1168
in NetHandlerPlayClient
L3027[23:35:23] <tterrag> if (i == 1
&& tileentity instanceof TileEntityMobSpawner || flag || i
== 3 && tileentity instanceof TileEntityBeacon || i == 4
&& tileentity instanceof TileEntitySkull || i == 5
&& tileentity instanceof TileEntityFlowerPot || i == 6
&& tileentity instanceof TileEntityBanner || i == 7
&& tileentity instanceof TileEntityStructure || i == 8
&& tileentity instanceof TileEntityEndGateway || i == 9
&& tileentity instanceof TileEntitySign)
L3028[23:35:50] <mezz> love that
shit
L3029[23:35:59] <mezz> heh
L3031[23:36:31] <tterrag> right under
onDataPacket
L3032[23:36:57] <tterrag> tiny patch to
NetHandlerPlayCLient to change the invocation
L3033[23:37:21] <tterrag> and I checked,
the only other place vanilla directly calls readFromNBT with a
packet is under that if statement ^
L3034[23:37:28] <tterrag> so...should be
fine
L3035[23:37:36] <mezz> seems like tossing
a bandaid into a gaping wound but ok :p
L3036[23:37:48]
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L3037[23:37:52] <tterrag> I think it
fixes the one main hole in the new syncing
L3038[23:37:59] <tterrag> the fact that
there is no unique hook for client data received
L3039[23:38:07] <tterrag> everything else
can be adapted to
L3040[23:38:29] <mezz> alright
L3041[23:38:56] <tterrag> if you see
anything better, do your own PR :P
L3042[23:39:02] <mezz> I really believe
anything more would really be a mess very quickly like lex
said
L3043[23:39:07] <tterrag> I'm the one
wasting my CPU power on genPatches right now >_>
L3044[23:39:28] <mezz> this is good
enough for me to hack it together and hope they fix it better in
1.10
L3045[23:39:53] <tterrag> exactly
:D
L3046[23:40:17] <Kolatra> my god that if
statement
L3047[23:40:27] <mezz> nbt over
network... *shakes fist at notch*
L3048[23:40:58] <tterrag> nbt is binary,
it's decently efficient for networking
L3049[23:41:01] <tterrag> not the
best...but decent :P
L3050[23:41:08] <tterrag> unless they
write it as a string...
L3051[23:41:11] <Kolatra> wait is that if
statement in 1.7?
L3052[23:41:15] <tterrag> Kolatra: likely
not
L3053[23:41:20] <tterrag> this is
1.9.4
L3054[23:41:21] <capitalthree> mezz:
apparently my access transformers "be broke"
L3055[23:41:22] <mezz> I need packed
data, the tag names are just waste
L3056[23:41:30] <mezz> capitalthree,
interesting
L3057[23:41:30] <capitalthree> but I
copied exactly how the bot sent it :P
L3058[23:41:40] <capitalthree> 23:31:56
[esper] -MCPBot_Reborn(~MCPBot_Re@mcpbot.bspk.rs)- AT : public
net.minecraft.client.renderer.entity.RenderEntityItem
func_177077_a(Lnet/minecraft/entity/item/EntityItem;DDDFLnet/minecraft/client/renderer/block/model/IBakedModel;)I
# transformModelCount
L3059[23:41:45] <capitalthree> so I
used
L3060[23:41:45] <capitalthree> public
net.minecraft.client.renderer.entity.RenderEntityItem
func_177077_a(Lnet/minecraft/entity/item/EntityItem;DDDFLnet/minecraft/client/renderer/block/model/IBakedModel;)I
# transformModelCount
L3061[23:42:02] <mezz> maybe it's the
wrong minecraft version?
L3062[23:42:04] <tterrag> what exactly is
the crash?
L3063[23:42:04] <mezz> dunno
L3064[23:42:06] <capitalthree> it looks
weird to me but I don't dare tweak it :P
L3065[23:42:12] <capitalthree> ohhhh good
point
L3066[23:42:16] <capitalthree> how do I
ask by mineraft version?
L3067[23:42:22] <tterrag> just tack it on
the end
L3068[23:42:28] <tterrag> !gm 177077
[version]
L3069[23:42:33] <capitalthree> !gm
func_177077_a 1.8.9
L3070[23:42:39] <capitalthree> thanks
<3
L3071[23:42:42] <tterrag> anyways, the
method sig is not nonsense
L3072[23:42:57] <tterrag>
(Lnet/minecraft/entity/item/EntityItem;DDDFLnet/minecraft/client/renderer/block/model/IBakedModel;)I
<- that's just args and return type, in bytecode form
L3073[23:43:20] <tterrag> EntityItem,
double, double, double, float, IBakedModel) returns int
L3074[23:43:44] <capitalthree> ahhh so
that's what the DDDF is
L3075[23:43:44]
⇦ Quits: alekso56 (~znc@ti0107a400-2313.bb.online.no) (Read
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L3076[23:43:52] <capitalthree> I was just
like "hmm java class paths with random letters in
between"
L3077[23:44:12] <mezz> java hacker
shit
L3078[23:45:34] <capitalthree> masa: so
my build.gradle doesn't have a jar section at all, do I need to add
one?
L3079[23:46:03] <tterrag> Z boolean, I
int, F float, B byte, S short, J long, Z boolean, V void, C
char
L3080[23:46:06] <tterrag> there might be
more :P
L3081[23:46:30] <bspkrs> boolean is even
in the official docs twice
L3082[23:46:33] <mezz> capitalthree, just
match mine as close as you can if it's not working
L3083[23:46:36] <tterrag> and L is for
types
L3084[23:46:39] <tterrag> bspkrs: really?
how so
L3085[23:47:01] <tterrag> capitalthree:
you need to add the manifest entry
L3086[23:47:08] <bspkrs> it's not... I
was just poking fun at the fact that you included it in your list
twice
L3087[23:47:19] <tterrag> :O
L3088[23:47:22] <tterrag> oops
L3089[23:47:26] <mezz> oh I didn't even
see that hah
L3091[23:48:27] <capitalthree> ah ok
cool
L3092[23:48:32] <bspkrs> Double and Long
both make mcp param names fun...
L3093[23:48:38] <bspkrs> for some
reason
L3094[23:48:42] <capitalthree> that's
slightly shorter
L3095[23:49:37]
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L3097[23:51:21] <tterrag> mezz masa ^
:P
L3098[23:52:17] <mezz> better start
posting reaction gifs to get this PR some traction /s
L3099[23:52:44] <tterrag> yeah seriously
-_-
L3100[23:52:44]
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L3101[23:52:51] <capitalthree> so after
using access transformers, how do I make my IDE stop thinking it's
private? xD
L3102[23:52:56] <tterrag> that's what
happens when you link a PR to twitter
L3103[23:52:57] <capitalthree> it
compiles fine in gradle on the command line
L3104[23:53:10] <mezz> fix yer spaces in
the patch tterrag
L3105[23:53:15] <tterrag> mezz: yeah
already on it lol
L3106[23:53:17] <tterrag> shhh
L3108[23:53:58] <tterrag> fixed
L3109[23:54:04] <tterrag> you didn't see
anything
L3110[23:54:13] <mezz> :+1:
L3111[23:54:15]
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for inactivity)
L3112[23:54:27] <TehNut>
:brokenimage:
L3113[23:54:37] <mezz>
:brokengithub:
L3114[23:54:40] <tterrag> fry|sleep: why
did you commit my PR? O.o
L3115[23:54:55] <tterrag> it says you
merged it, but you added to the commit title? what wizardry is
this? did you force push?
L3116[23:55:11] <mezz> github has a
squash-merge that lets you change the title
L3117[23:55:16] <mezz> it's the best shit
in the universe
L3118[23:55:25]
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(~Kodos@2602:306:ce20:6c30:f91d:e584:64ec:f647)
L3119[23:55:37] <tterrag> ahh I didn't
know it let you change the title of single commit PRs
L3120[23:55:38] <tterrag> that's
nifty
L3121[23:55:55] <tterrag> if thsi new PR
gets merged I will finally have more merged PRs than closed
PRs
L3122[23:55:57] <tterrag> \o/
L3123[23:55:58] <mezz> well it squashes
into a new commit so you can name it whatever
L3125[23:56:27] <mezz> ego much
>_>
L3126[23:57:16] <tterrag> no. I think we
can all agree that is a legitimate accomplishment with forge PRs
>.>
L3127[23:57:19] <mezz> lol just about the
first half of my PRs are rejected for being stupid
L3128[23:57:41] <mezz> never looked at it
from this view before lmao
L3129[23:59:19] <tterrag> $ labels add
2893 Feature
L3130[23:59:20] <Actuarius> Added labels
[Feature] for issue 2893; new labels: [Feature].
L3131[23:59:22] <tterrag> because I can
>_>
L3132[23:59:37] <mezz> labels add
butts
L3133[23:59:39]
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L3134[23:59:42] <illy> your going mad
with power :P