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L21[01:38:58] <barteks2x> I implemented
entity spawner for cubic chunks... and nothing spawns because for
some reason world thinks that all of these columns are not actually
loaded
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L23[01:42:15] <barteks2x> now trying to
find out who wrote this: public int getMinBlockZ() {return
Coords.cubeToMinBlock(cubeX);}
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L25[01:51:41] <barteks2x> Razaekel wrote
this code 2 years ago... and nobody noticed since then
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L29[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160615 mappings to Forge Maven.
L30[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160615-1.9.4.zip
(mappings = "snapshot_20160615" in build.gradle).
L31[02:00:12] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L53[03:17:18] <kashike> barteks2x: uh
L55[03:18:10] <barteks2x> I didn't
implement it inc ubic chunks
L56[03:18:15] <barteks2x> I always load
synchronously
L57[03:18:29] <kashike> "Unimplemented
Forge feature"
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L59[03:18:36] <barteks2x> I should change
the name
L60[03:18:56] <kashike> oh, you mean
"Forge feature we have not implemented"?
L61[03:18:59] <barteks2x> I meant that it's
unimplemented in my mod but is in forge
L62[03:18:59] <kashike> if so, makes
sense
L63[03:19:02] <kashike> ah okay
L64[03:19:23] <barteks2x> not sure how I
could write it differently without making a really long tag
L65[03:19:29] <barteks2x> it's already very
long
L66[03:20:28] <kashike> hm
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L68[03:21:36] <kashike> barteks2x:
"Feature: Forge", and a new "Pending
Implementation"? :P
L69[03:22:48] <barteks2x> this seems even
more confusing to me
L70[03:24:25] <barteks2x> Pending
implementation would be really just the same as Feature or
Enhancement
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L73[03:25:16] <kashike> it's more of
"This issue requires an implementation that is pending/in
progress"
L74[03:26:40] <barteks2x> It's nowhere near
"in progress" for now. This is really just a performance
issue, and performance is mostly low priority now
L75[03:26:57] <barteks2x> I want to make it
work first, then make it work fast
L76[03:28:44] <barteks2x> Maybe I will
change it to something like "Forge feature:
reimplement"
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L87[04:03:29] <Tazz> its surprisingly easy
to write a parser in C XD
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L89[04:04:47] <gigaherz|work> it's easy to
write a parser.
L90[04:05:06] <gigaherz|work> you just need
some lexing rules, and a set of parse rules
L91[04:05:16] <gigaherz|work> hand-writing
a recursive-descent parser is easy enough
L92[04:05:28] <gigaherz|work> hand-writing
a table-based LALR parser is rather complicated
L93[04:06:11] <gigaherz|work> so if you can
make do with LL(k), a custom hand-written recursive descent parser
works well enough
L94[04:07:26] <gigaherz|work> (or more
probably, a predicated LL(k))
L95[04:08:12] <Tazz> gigaherz|work,
thoughts making my language use something like libuv as its IO
lib?
L96[04:09:32] <unascribed> is it practical
to have a TileEntity that only has IItemHandler caps in
1.9.4?
L97[04:09:38] <unascribed> or are there
still a lot of things that expect IInventory
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L99[04:11:06] <gigaherz|work> unascribed:
Forge stance is "fuck IInventory"
L100[04:11:17] <unascribed> (the issue and
why I'm asking is I have an "interface" block that should
be able to have IFluidHandler, IItemHandler, etc caps added to it
by submodules, but on its own it does nothing, and I'd prefer to
keep it decoupled and not have to have dummy impls of all the
interfaces)
L101[04:11:39] <unascribed> so in an ideal
world, IItemHandler would be enough
L102[04:11:41] <unascribed> but this is
not an ideal world
L103[04:11:43] <gigaherz|work> it should
be
L104[04:11:44] <unascribed> so IInventory
is still needed
L105[04:11:45] <gigaherz|work> or more
accurately
L106[04:11:46] <unascribed>
>.>
L107[04:11:52] <gigaherz|work> ignore
IInventory
L108[04:11:55] <gigaherz|work> pretend it
doesn't exist
L109[04:12:01] <gigaherz|work> if someone
complains, point them to the other mod
L110[04:12:04] <unascribed> and eventually
everyone will support it, yeah
L111[04:12:16] <unascribed> I'll go with
that and see if it ruins everything... hoppers are patched to
support it, right?
L112[04:12:17] <gigaherz|work> all the
vanilla blocks are updated
L113[04:12:20] <unascribed> cool
L114[04:12:24] <gigaherz|work> and all the
new modders have been instructed NOT to use IInventory
L115[04:12:29] <unascribed> so if people
are stuck with a broken mod I'll say "use a chest as a
buffer"
L116[04:12:45] <unascribed> since my
interface has a pull mode, which will also use caps
L117[04:12:53] <gigaherz|work> (at least
the ones who come and ask ;P)
L118[04:13:04] <gigaherz|work> yeah
L119[04:13:07] <unascribed> maybe it
should detect IInventory and send you a chat message
L120[04:13:31] <unascribed> "The
<block name> is using a deprecated inventory system that is
not compatible with the Interface. Use a chest as a buffer and
submit a bug report to the author of <mod name>."
L121[04:13:33] <gigaherz|work> a good
practice is to support interfacing with IInventory
L122[04:13:37] <gigaherz|work> but not
exposing it yourself
L123[04:13:41] <unascribed> fair
L124[04:14:15] <unascribed> since that
doesn't require polluting my implementation
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L126[04:14:25] <gigaherz|work> so if you
pull from chests, it's easy to do like
L127[04:14:34] <gigaherz|work> if
instanceof IInventory, return InvWrapper(te)
L128[04:14:45] <gigaherz|work> let forge
handle the rest for you ;P
L129[04:14:46] <unascribed> I originally
didn't really get caps, and thought they were kinda pointless
L130[04:14:50] <unascribed> but now I'm
actually using them
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L132[04:14:54] <gigaherz|work> yeah
L133[04:14:56] <unascribed> and wow
there's so many things you can do with them you couldn't
before
L134[04:15:08] <gigaherz|work> it's the
inertia
L135[04:15:20] <gigaherz|work> "We
are already doing everything this way, why change it?"
L136[04:15:26] <gigaherz|work> well
because it's awesome.
L137[04:15:43] <gigaherz|work> and yeah,
attachable upgrades.
L138[04:16:13] <unascribed> basically, I
currently have an item storage mod, kinda like AE
L139[04:16:21] <unascribed> and I want to
add fluid support, ala ExtraCells
L140[04:16:28] <unascribed> but I don't
want to have an entire separate set of blocks for using
fluids
L141[04:16:32] <gigaherz|work> yeah
L142[04:16:34] <unascribed> the existing
terminal, interface, etc, should work with fluids
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L144[04:16:51] <unascribed> and the best
way I can think to do this, that's future-proof and doesn't result
in painful hardcoding
L145[04:16:53] <gigaherz|work> so you can
have a generic block
L146[04:16:59] <unascribed> is entirely
dynamically through a Registry and some caps
L147[04:17:02] <gigaherz|work> and if it
has fluids in the network, you just expose IFluidHandler
L148[04:17:05] <gigaherz|work> now that
it's a thing
L149[04:17:11] <unascribed> for example I
treat stacks as entirely opaque
L150[04:17:23] <unascribed> so I don't
care what your implementation is working with
L151[04:17:29] <unascribed> I just manage
the storage allocation
L152[04:17:42] <gigaherz|work> heh
L153[04:17:53] <unascribed> of course
though
L154[04:17:55] <unascribed> right now this
is all design
L155[04:17:57] <unascribed> it doesn't
compile yet
L156[04:18:00] <unascribed> so no idea if
it works in practice!
L157[04:18:03] <gigaherz|work> XD
L158[04:18:14] <unascribed> it's promising
though
L159[04:18:22] <gigaherz|work> well I have
no fluids in my Rift proxy/interface system
L160[04:18:23] <unascribed> I'd love to
have a super-extensible easy to update caps-based digital storage
mod
L161[04:18:30] <unascribed> and, you could
even store not-stacks
L162[04:18:35] <gigaherz|work> but I can
easily see how it could work
L163[04:18:37] <unascribed> in AE, you
have these special crafting storage blocks
L164[04:18:46] <unascribed> but my drives
are entirely generic, and can reserve data for everything
L165[04:18:52] <unascribed> so the normal
drives could be used for crafting patterns.
L166[04:18:59] <gigaherz|work> I was
waiting for a capability-based fluid storage system
L167[04:19:15] <gigaherz|work> but I don't
really have much "brain time" left these days
L168[04:19:18] <unascribed> (which makes
sense, considering a real drive can store any data, there's no such
thing as a drive that only stores documents, unless you decide to
use it that way)
L169[04:19:55] <gigaherz|work> yeah
L170[04:20:00] <gigaherz|work> I was
thinking about that a while ago
L171[04:20:08] <gigaherz|work> my solution
was to have a "packet encoder"
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L173[04:20:14] <unascribed> this is the
utopian version of the mod I already have released, essentially
:P
L174[04:20:16] <gigaherz|work> and the
storage would simply store "packets"
L175[04:20:18] <gigaherz|work> as in,
files
L176[04:20:24] <unascribed> I woke up
yesterday with a vision on how to redesign the system
L177[04:20:25] <unascribed> so I am
:P
L178[04:20:36] <unascribed> yeah, my
system is a generic allocator for types and bits
L179[04:20:37] <gigaherz|work> so a fluid?
well it's a packet with the fluid id, and the amount
L180[04:20:37] <gigaherz|work> ;P
L181[04:20:49] <unascribed> you ask it to
(de)allocate bits and types
L182[04:20:54] <unascribed> and you have
callbacks for stack insertion/removal
L183[04:20:59] <unascribed> the two
default modules will be fluid and items
L184[04:21:12] <unascribed> there's also
consistency checks and a number of fail-fast checks
L185[04:21:18] <unascribed> because
fail-fast
L186[04:21:36] <unascribed> the only thing
I'm afraid of though is that this will be *too* abstract
L187[04:21:41] <unascribed> and will scare
people away from working on the code
L188[04:27:02] <unascribed> there, I now
have milestones on all my github issues
L189[04:27:18] <unascribed> slated for the
final pre-refactor release or 2.0.0 :D
L190[04:27:33] <unascribed> I have yet to
find a good versioning scheme
L191[04:27:48] <unascribed> I've been
going with incrementing major, and therefore not releasing major
updates to old versions
L192[04:27:53] <unascribed> which seems to
be a good plan
L193[04:28:04] <unascribed> incrementing
major for Minecraft updates*
L194[04:28:27] <unascribed> for example,
2.0.0 won't wind up on 1.8.9, because 1.8 is 0.x, and incrementing
major there would result in 1.x, which is used for 1.9.x
L195[04:28:45] <unascribed> gives a
graceful deprecation path for old versions that isn't "I think
this version is old"
L196[04:29:01] <gigaherz|work> you could
use more version components ;P
L197[04:29:04] <unascribed> it's "the
code is getting major changes and I don't feel like backporting
it"
L198[04:29:04] <gigaherz|work>
1.8.9.0.2
L199[04:29:13] *
unascribed catches fire
L200[04:29:20] <gigaherz|work> which would
mean "mc 1.8.9, update 0, patch 2"
L201[04:29:26] *
unascribed is now ashes
L202[04:29:38] <gigaherz|work>
"1.9.0.0.1"
L203[04:29:52] *
unascribed has transcended the mortal realm
L204[04:29:52] <gigaherz|work> "mc
1.9(.0), update 0, patch 1"
L205[04:29:56] <gigaherz|work> etc
L206[04:30:02] <unascribed> or just
L207[04:30:03] <unascribed> you know
L209[04:30:06] <unascribed> 1.9-0.x
L210[04:30:14] <unascribed> that has its
own problems though
L211[04:30:16] <gigaherz|work> meh too
standard and simple
L212[04:30:16] <gigaherz|work> ;P
L213[04:30:25] <unascribed> hm, I did help
write that doc
L214[04:30:28] <unascribed> maybe I should
use it :P
L215[04:30:36] <unascribed>
1.8.9-0.0.3.1
L216[04:30:38] <unascribed> ehh
L217[04:30:47] <unascribed> hm.
L218[04:30:56] <unascribed> it's very
Forge-like, and the Forge scheme seems to work pretty well
L219[04:31:03] <unascribed> and MAJORMOD
is still incr'd for updates
L220[04:31:11] <barteks2x> and my current
version: 1.9.4-0.0.168.0
L221[04:31:14] <gigaherz|work> I prefer
3-component versions
L222[04:31:15] <unascribed> let me convert
my existing version numbers to this format and then decide how I
feel
L223[04:31:17] <gigaherz|work> with
separate mc ;P
L225[04:31:22] <unascribed> yeah, > 3
feels wrong
L226[04:31:31] <unascribed> but API and
MOD versions should be separate
L227[04:31:35] <gigaherz|work> since I
often apply fixes to multiple mc versions
L228[04:31:36] <unascribed> semver expects
you to only have an api
L229[04:31:46] <gigaherz|work> yeah semver
doesn't work for non-libraries
L230[04:31:54] <unascribed> so, for
1.2.0.3
L231[04:31:58] <unascribed> if you remove
an API method
L232[04:31:59] <gigaherz|work> it's too
abstract
L233[04:32:00] <unascribed> 1.3.0.3
L234[04:32:02] <unascribed> if you remove
a tile entity
L235[04:32:04] <unascribed> 2.2.0.3
L236[04:32:17] <gigaherz|work> specially
if your mod has no api
L237[04:32:17] <gigaherz|work> then
L238[04:32:21] <unascribed> and the order
seems good too, because it's still order-of-importance
L239[04:32:25] <unascribed> well, then you
leave out MAJORAPI :P
L240[04:32:26] <gigaherz|work> major =
"something big that breaks gameplay"
L241[04:32:40] <gigaherz|work> minor =
"something small that tweaks gameplay but won't change how you
do things"
L242[04:32:48] <gigaherz|work> patch =
"bugfix, no gameplay changes"
L243[04:32:49] <barteks2x> My mod will
definitely have an API
L244[04:32:50] <gigaherz|work> it
works
L245[04:32:54] <gigaherz|work> it's just
not concrete enough
L246[04:33:18] <unascribed>
"0.2.2_01"
L247[04:33:26] <unascribed> can you tell I
haven't decided on how to version
L248[04:33:31] <unascribed> I actually
have a released titled that :x
L249[04:33:34] <unascribed> release*
L250[04:33:43] <gigaherz|work> I changed
over time
L251[04:33:48] <gigaherz|work> my mods
were first 0.25
L252[04:33:51] <gigaherz|work> 0.32
L253[04:33:57] <gigaherz|work> then I
added a second point
L254[04:34:00] <gigaherz|work> 0.4.0
L255[04:34:01] <gigaherz|work> etc
L256[04:34:18] <gigaherz|work> because
that scheme doesn't hold when you reach 0.9x
L257[04:34:53] <barteks2x> At some point
(bukkit plugin) I used output of git describe as version
L258[04:35:05] <gigaherz|work> heh
L259[04:35:11] <gigaherz|work> that has a
very annoying thing
L260[04:35:17] <barteks2x> now it would
be: v0.0-168-g095230c
L261[04:35:20] <gigaherz|work> you have to
tag when you BEGIN devloping a version
L262[04:35:21] <unascribed> oh
L263[04:35:22] <unascribed> huh
L264[04:35:23] <gigaherz|work> instea of
when you finish
L265[04:35:24] <unascribed> git
describe
L266[04:35:30] <unascribed> no idea that
existed
L267[04:35:34] <gigaherz|work> it
does
L268[04:35:35] <gigaherz|work> it's
L269[04:35:40] <gigaherz|work>
tagname.commitssincetag
L270[04:35:44] <barteks2x> I still use it,
but differently
L271[04:35:44] <gigaherz|work> so if you
create a tag called
L272[04:35:45] <unascribed> yeah, just
looked at it
L273[04:35:46] <gigaherz|work> v0.1
L274[04:35:47] <gigaherz|work> it would
say
L275[04:35:49] <gigaherz|work>
v0.1.3455
L276[04:35:55] <gigaherz|work> which
means
L277[04:36:03] <gigaherz|work> you have to
tag v0.1 when you begin working on 0.1
L278[04:36:12] <kashike> I version
"mc-SNAPSHOT-githash" - 1.9-SNAPSHOT-aabbccdd
L281[04:36:30] <unascribed> hm.
L282[04:36:30] <gigaherz|work> git
describe works best for even-odd versioning
L283[04:36:34] <gigaherz|work> where odd
numbers are beta
L284[04:36:38] <gigaherz|work> and even
numbers are release
L285[04:36:39] <unascribed> Cazzar, we
already said semver doesn't work very well for non-libraries
L286[04:36:41] <gigaherz|work> then you do
like
L287[04:36:45] <gigaherz|work> tag
v0.1
L288[04:36:46] <unascribed> there's
modified semver in the forge docs
L289[04:36:48] <gigaherz|work> work on
next version
L290[04:36:50] <unascribed> that's what
I'm thinking about
L291[04:36:58] <gigaherz|work> branch&
tag v0.2 for 0.2 rlease
L292[04:37:04] <unascribed> of course
though
L293[04:37:06] <gigaherz|work> then tag
v0.3 for master, where you continue working on the eventual
0.4
L294[04:37:11] <gigaherz|work> and so
on
L295[04:37:12] <unascribed> this still
doesn't fix the major update issue across versions
L296[04:37:17] <Cazzar> I'm more talking
about the strurcture :P
L297[04:37:20] <unascribed> 0.x.x.x can't
get the refactor, as that'd be 1.x.x.x
L298[04:37:24] <barteks2x> now, git
describe doesn't work too well with tags, so I append branch name
to version if it's not master
L299[04:37:27] <unascribed> which is the
first 1.9.x version
L300[04:37:30] <unascribed> hmm...
L301[04:37:35] <barteks2x> *branches, not
tags
L302[04:37:47] <unascribed> maybe I should
use 1.1, 1.2, 1.3, 1.4, 1
L303[04:37:49] <unascribed> in that
order
L304[04:37:52] <gigaherz|work> barteks2x:
for branches
L305[04:37:53] <unascribed> /s
L306[04:37:55] <gigaherz|work> isn't it
like
L307[04:38:02] <gigaherz|work>
tagname.commits-branchname?
L308[04:38:10] <unascribed> idk, I think
I'm going to stay with my "pretend semver" I have going
now
L309[04:38:13] <gigaherz|work> so if you
ahve a mc1.8.9
L310[04:38:15] <unascribed> but no more
patch versions (_xx)
L311[04:38:16] <gigaherz|work> git
describe would show
L312[04:38:22] <gigaherz|work>
v1.2.345-mc1.8.9?
L313[04:38:38] <barteks2x> no idea, I just
append branch name in build.gradle
L314[04:38:44] <unascribed> just
checked
L315[04:38:47] <unascribed> describe does
not use branch name
L316[04:38:50] <gigaherz|work> hmmm
L317[04:38:53] <gigaherz|work> there's a
way to add it, though
L318[04:38:55] <gigaherz|work> I have seen
it done
L321[04:39:23] <unascribed> not sure why I
ran it twice
L322[04:39:23] <barteks2x> probably not
the best implementation but it works
L323[04:39:26] <gigaherz|work> OH
L324[04:39:27] <gigaherz|work> the
hash
L325[04:39:31] <gigaherz|work> that's
probably what I remembered
L326[04:40:32] <barteks2x> I need to
update my comment in build.gradle about getting version
string
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L329[04:42:00] <unascribed> hm, I also
have the versioning I was going to use for my game but never got
to
L330[04:42:24] <unascribed> YYYY-MM-DD
NN
L331[04:42:27] <unascribed> where N is the
hotfix number
L332[04:42:37] <unascribed> doesn't work
too well for a mod though..
L333[04:42:41] <unascribed> standalone
game, sure
L334[04:45:11] <unascribed> hm
L335[04:45:19] <unascribed> should the
items module be "Correlated Itemistics" or
"Correlated Items"
L336[04:45:30] <unascribed> the first is a
throwback to the mods original name, Correlated
Potentialistics
L337[04:45:34] <unascribed> but man is
that a long name
L338[04:47:18] <barteks2x> I was wondering
why I can't start my mod in debug mode. I was trying to run gradle
build in debug mode for almost 10 minutes
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L352[06:21:07] <Baughn> I'm trying to fix
a problem on my server that I've dubbed "chunk-churn".
Basically, when a mod does a getBlock call that loads an unloaded
chunk, it's immediately unloaded again, then reloaded the next
tick..
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L354[06:22:16] <Baughn> The solution I
came up with thus far is to detect this situation, then delay
unloading those chunks.
L355[06:22:42] <Baughn> I can also use
statistical profiling to detect dependencies between chunks, i.e.
when a TE in one chunk loads the chunk next to it.
L356[06:23:22] <Baughn> And that all
_works_. I have it working as a mod, even; no Forge changes
required yet. What doesn't, is subsequently unloading the
chunks..
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L358[06:24:50] <Baughn> Is there any
interface I can use to do the opposite of forcing a chunk?
L359[06:25:07] <Baughn> Instead of saying
"This chunk should be kept in memory, and ticked", I want
to say "This chunk should be unloaded *right now*"
L360[06:25:47] <Baughn> (..well, more
accurately, I'd like to unload an entire set of interdependent
chunks inside of a single tick, so they don't end up loading each
other again.)
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L392[08:36:06] <LordSaad> hello. trying to
read a schematic file and all is good except theres a weird bug
when reading the schematic thats turning quartz slabs to stone
slabs. i checked the metadata and the slab is saved with metadata
of 15 while quartz slabs just have 7. i placed a slab with metadata
15 and the item texture is null while the block itself is a quartz
slab
L393[08:36:13] <LordSaad> like what the
hell is going on here?
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L395[08:36:31] <LordSaad> is it a block id
change in 1.9 or is mcedit using an older system?
L396[08:39:31] <M4thG33k> Hello! Is there
a way to apply a new color to a texture for armor in-code rather
than create a new texture? For example, if an itemstack has
specific data I would like to change a white texture blue
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L399[08:39:42] <LordSaad> yes
L400[08:40:08] <M4thG33k> Is there an
example of this somewhere?
L402[08:40:23] <LordSaad> u need that in
ur item class
L403[08:40:41] <LordSaad> specify the nbt
as you wish
L404[08:40:59] <LordSaad> ull also need
this
L406[08:41:02] <LordSaad> to register the
item
L407[08:41:26] <LordSaad> u register that
in ur common proxy's init
L408[08:43:23] <M4thG33k> What exactly
does that do? Is it called somewhere else in your code, or is it
then used internally by MC?
L409[08:44:03] <gigaherz|work> M4thG33k:
hmm you mean for the actual armor texture applied to the
model
L410[08:44:05] <gigaherz|work> or the
item?
L411[08:44:23] <M4thG33k> Both
(eventually), right now I'm focusing on the model
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L414[08:44:47] <LordSaad> its used
internally
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L416[08:44:52] <LordSaad> after u register
it of course
L417[08:45:01] <LordSaad> u just set the
nbt as you wish when you wish and itll work
L418[08:45:23] <gigaherz|work> Hmm I don't
believe there's any way to apply a color multiplier to the model
texture
L419[08:45:44] <LordSaad> ... i just said
how
L420[08:45:48] <LordSaad> and its
amazing
L421[08:46:02] <LordSaad> the color blends
with the texture too
L422[08:46:15] <M4thG33k> That works for
the item, but I need the model when the player wears the armor to
be retextured as well
L423[08:46:32] <LordSaad> look at leather
armor code?
L424[08:46:40] <LordSaad> i have no
clue
L425[08:46:51] <LordSaad> i need to know
as well
L426[08:47:08] <gigaherz|work> As I said,
I don't believe the "standard" armor model can
L427[08:47:21] <gigaherz|work> it MAY be
possible to achieve using a custom ModelBiped
L428[08:47:40] <M4thG33k> Yeah, I have a
custom model, but I'm still not entirely sure how to recolor
stuff
L429[08:47:53] <gigaherz|work> well the
model renderers use display lists and such
L430[08:48:00] <gigaherz|work> you'd have
to copy-and-customize the code
L431[08:48:11] <gigaherz|work> so that it
does a GL11.glColor in there
L432[08:48:27] <LordSaad> giga
L433[08:48:30] <gigaherz|work> I can't
check if there's any better way
L434[08:48:33] <gigaherz|work> ;P
L435[08:48:38] <LordSaad> any idea of my
problem?
L436[08:49:10] <LordSaad> either mcedit is
saving schematics in an old format or something undocumented is
screwing my meta data up
L437[08:49:19] <gigaherz|work> dunno
L438[08:49:27] <LordSaad> did block ids
change in 1.9?
L439[08:49:28] <gigaherz|work> I'd have to
look at the code and file contents and such
L440[08:49:36] <gigaherz|work> but I can't
do that right now
L441[08:49:43] <LordSaad> its standard
stuff, im just reading the schematic data
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L462[09:57:07] <gigaherz> FINALLY! Steam
now has a way to exclude tags from queues! \o/
L463[09:57:15] <gigaherz> no more RTS or
Zombie games on my queue
L464[09:57:31] <gigaherz> (or FPS, or
Sports, or ...)
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L473[10:21:16] ***
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L477[10:27:32] <LordSaad> new
ItemStack(object.getState().getBlock(), 1,
object.getState().getBlock().getMetaFromState(object.getState()));
L478[10:27:44] <LordSaad> the
object.getState part refuses to work
L479[10:27:50] <LordSaad> im trying to
rendering the item stack in a gui
L480[10:28:03] <LordSaad> stuff like
quartz slabs are rendering as stone slabs
L481[10:28:29] <LordSaad> i double
checked, it builds the structure correctly from the schematic but
the itemstack refuses to retrieve the correct item
L482[10:31:29] <Temportalist> Which one?
there are 3.
L483[10:31:54] <LordSaad>
renderToolTip(itemStack, mouseX, mouseY);
L484[10:31:55] <LordSaad> standard
L485[10:32:18] <Temportalist> there are 3
object.getState. Which one doesnt seem to be working? :P
L486[10:32:41] <LordSaad> the metadata
part
L487[10:32:47] <LordSaad> i cant tell
which of the 2 in the metadata part
L488[10:32:52] <LordSaad> they're supposed
to be the same thing
L489[10:33:06] <LordSaad> like
L490[10:33:09] <Temportalist> What is the
object?
L491[10:33:12] <Temportalist> Why data
type?
L492[10:33:19] <Temportalist> What?
L493[10:33:19] <LordSaad> its from a
schematic file
L494[10:33:29]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L495[10:33:33] <Temportalist> that doesnt
help. What data type is object?
L496[10:33:42] <LordSaad>
IBlockState
L497[10:34:04] <Temportalist> Why the fuck
are you calling IBlockState.getState()??? haha
L498[10:34:17] <LordSaad> sorry*
L499[10:34:20] <LordSaad> the object
L500[10:34:24] <Temportalist> I dont even
think that exists
L501[10:34:27] <LordSaad> contains an
IBlockState and a BlockPos
L502[10:34:42] <LordSaad> forgot to
mention that part
L503[10:34:48] <Temportalist> But what is
the data type of the object.
L504[10:34:59] <Temportalist> I dont care
if it "contains XYZ"
L505[10:35:05] <Temportalist> I want the
actual data type
L506[10:35:11] <LordSaad> of the
state?
L507[10:35:21] <Temportalist> No. Of the
object
L508[10:35:21] <abab9579> Might be related
with unlisted blockstate properties?
L509[10:35:26] <Temportalist> the varaible
you call object
L510[10:35:32] <Temportalist>
"object"
L511[10:35:38] <LordSaad> its a custom
class...
L512[10:35:42] <LordSaad> to read the
schematic
L513[10:35:44] <LordSaad> thats all it
is
L514[10:35:49] <Temportalist> Can you
provide code?
L515[10:35:52] <abab9579> How did you load
it?
L516[10:35:53] <LordSaad> sec
L517[10:36:11] <LordSaad> let me
push
L519[10:37:31] <LordSaad> the schematic
loads fine
L520[10:37:34] <LordSaad> everything loads
fine
L521[10:37:38] <LordSaad> it builds the
structure perfectly
L522[10:37:47] <LordSaad> but the
itemstack for some reason isnt perfect
L523[10:38:16] <LordSaad> and
rendertooltip crashes on afew very specific unknown blocks for some
reason. like, it works on the stone slab in layer x but not on the
stone slab in layer y
L524[10:38:34] <LordSaad> also: the code
is currently messy. i was testing and just pushed a messy
commit
L525[10:39:00] <Temportalist> Do you check
if the stack can render in each layer?
L526[10:39:28] <LordSaad> do u mean
schematic layers or internal rendering layers?
L527[10:39:32] <Temportalist>
internal
L528[10:39:44] <LordSaad> what would a
check like that look like?
L529[10:39:55]
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L530[10:39:56] <LordSaad> the
rendertooltip is at the bottom of that loop i linked
L531[10:40:05] <Temportalist> Hm, guess
you don't iterate over the render layers
L532[10:40:45] <LordSaad> it works most of
the time and renders the proper items in the gui. its just iffy on
a half of those blocks
L533[10:41:18] <Temportalist> which half?
haha
L534[10:41:31] <LordSaad> ok so
L535[10:41:33] <LordSaad> half slabs
L536[10:41:44] <LordSaad> im getting stone
slabs instead of quartz slabs
L537[10:41:55] <LordSaad> quartz pillars
and such render as regular quartz blocks
L538[10:42:43] <LordSaad> and specifically
on layer 5 which has nothing suspicious schematic wise,
rendertooltip crashes the game on the stone slabs... like
wtf...
L539[10:43:05] <LordSaad> when i order the
schematic to build, it builds it all PERFECTLY
L540[10:44:02] <Temportalist> could it be
a side issue?
L541[10:44:12] <Temportalist> Could the
data be de-synced between client and server?
L542[10:44:24] <LordSaad> no thats not
possible
L543[10:44:29] <LordSaad> the gui is
client side
L544[10:44:40] <LordSaad> and the
schematic is loaded internall on the same side
L545[10:44:46] <LordSaad> as in literally
above that for loop
L546[10:44:49] <LordSaad> in a draw screen
function
L547[10:44:57] <LordSaad> there shouldnt
be any syncing at all...
L548[10:45:06] <Temportalist> But you said
they place perfectly
L549[10:45:15] <Temportalist> And
placement occurs server side for the most part
L550[10:45:48] <LordSaad> that was for
testing. im loading the schematic checing, as in, loading the block
states into a list
L551[10:46:10] <LordSaad> i looped the
list and placed the blocks. perfect. then i looped the list to
render items, almost perfect
L552[10:46:19] <LordSaad> ok so i did
something
L553[10:46:28] <LordSaad> i made it say
the id of the slabs
L554[10:46:34] <LordSaad> stone slabs gave
an id of 15
L555[10:46:45] <LordSaad> the stone slabs
in vanilla are 0, quartz is 7
L556[10:47:07] <LordSaad> i gave myself a
slab of id 15, the texture was null but when i placed it, it just
showed a quartz slab
L557[10:47:11] <Temportalist> Are you
using ID's to store things in the schematic?
L558[10:47:21] <LordSaad> im kinda forced
to...
L559[10:47:24] <Temportalist> Dont
L560[10:47:24] <LordSaad> thats how
schematics are made
L561[10:47:29] <Temportalist> use strings
with names
L562[10:47:31] <LordSaad> thats how mcedit
saves them
L563[10:47:37] <Temportalist> mcedit
sucks
L564[10:47:48] <LordSaad> so does every
schematic program ever?
L565[10:47:51] <LordSaad> including
worldedit?
L566[10:48:00] <Temportalist> for the most
part
L567[10:48:03] <LordSaad> ...
L568[10:48:15] <LordSaad> should i write
my own schematic files?
L569[10:48:20] <LordSaad> *generate
L570[10:48:45] <Temportalist> well,
depends on how they work. I've never looked too much into
schematics
L571[10:48:49] <LordSaad> schematica does
it this way. every person on the forge site forums uses this way to
load schematics
L572[10:48:58] <Temportalist> But if you
are going to store blocks and items, you should use the resource
location system
L573[10:49:01] <LordSaad> its not the
schematic's fault
L574[10:49:10] <LordSaad> schematics are
backwards compatable, so..
L575[10:49:26] <Temportalist> I'm just
saying that by storing ID's\, you mod is going to be inherently
broken some of teh time because Id's flucutate
L577[10:52:40] *
Temportalist shrugs
L578[10:57:22] ***
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L582[11:01:19] *
mikebald wasn't aware JSON supported 2 keys under the same object.
There's 2 "inventory" keys under variants.
L583[11:01:35] <Rushmead> oooh yeah
L584[11:02:03] <mikebald> Looks like it's
standard to just use the last one and fail silently
L585[11:02:41] <sham1> Yeah, JSON only
supports one key per value
L586[11:02:53] <gigaherz> it doesn't, it
just sets them on a map, which will probvably keep the last one
;P
L587[11:03:13] <sham1> Wait
L588[11:03:22] <sham1> JSON has no
protection against duplicates?
L589[11:03:39] <gigaherz> "JSON"
isn't a thing per se
L590[11:03:42] <gigaherz> GSON may
not
L591[11:03:57] <sham1> I am talking about
the JSON specification and what it may say about it
L592[11:04:37] <sham1> Ah
L593[11:04:42] <sham1> The JSON spec does
not specify
L594[11:04:43] <gigaherz> the jso
nstandard doesn't mention duplicates at all
L595[11:05:41]
⇨ Joins: IceDragon (~ThatGuy@63.143.88.7)
L596[11:05:54] <sham1> Although JSON
itself should be a representation of a valid Javascript object, so
you know
L597[11:06:27] <sham1> Probably should
investigate the ECMAScript object specification for the most
"canonical" answer
L598[11:07:09] <kenzierocks> is there
actually no hook in block for when it gets removed from the world
by any means?
L599[11:07:33] <sham1> Wasn't there a
onDestroy or something
L600[11:07:45] <gigaherz>
breakBlock?
L601[11:07:45] <kenzierocks> i thought
there would be but there's just separate methods for
player/explosion
L602[11:07:53] <gigaherz>
BlockBreakEvent?
L603[11:08:35] <kenzierocks> dont see
that
L604[11:08:59] <sham1> Are you even
trying
L605[11:09:26] <kenzierocks> wait what the
what
L606[11:09:30] <kenzierocks> breakBlock is
a thing
L607[11:09:33] <kenzierocks> eclipse
halp
L608[11:09:48] <sham1> Use IDEA
L609[11:10:06] <kenzierocks> no
L610[11:10:10] <kenzierocks> it sucks
more
L611[11:10:11] <sham1> Yes
L612[11:10:13] <sham1> Wat
L613[11:10:14] <sham1> How
L614[11:10:19] <kenzierocks> annotation
processing
L615[11:10:33] <kenzierocks> have to
recompile for any updates >.>
L616[11:10:39] <kenzierocks> eclipse does
that automagically
L617[11:10:40] <sham1> All the wat
L618[11:11:03] <kenzierocks> also
"what intellij says is right" vs "what actually
compile with javac" are different
L619[11:11:14] <kenzierocks> same with th
eclipse compiler...but still
L620[11:11:22] <sham1> You do know that
IDEA consults javac
L621[11:11:23] <gigaherz> eclipse comes
with its own compiler
L622[11:11:26] <sham1> Same as
Eclupse
L623[11:11:30] <sham1> If you configure it
to
L624[11:11:31] <kenzierocks> yes gigaherz
i know
L625[11:11:36] <gigaherz> that will
generate different code depending on if you build wit hit, or use
"gradlew build"
L626[11:11:41] <kenzierocks> yes
L627[11:11:43] <kenzierocks> correct
L628[11:11:51] <kenzierocks> i don't see
how that's applicable
L629[11:11:51]
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L630[11:12:03] <gigaherz> I mean you cna't
get worse than that
L631[11:12:04] <gigaherz> ;P
L632[11:12:09] <PaleoCrafter> uhm... IDEA
does not really use output from the compiler for code hints in any
form :P
L633[11:12:24] <kenzierocks> ^
L634[11:12:25] <sham1> But when you
build
L635[11:12:28] <PaleoCrafter> of
course
L636[11:12:32] <kenzierocks> when you
build, yes
L637[11:12:42] <kenzierocks> but sometimes
there are bugs in javac :D
L638[11:12:47] <sham1> Well report
them
L639[11:12:50] <gigaherz> IMO in practice,
the difference is in IDEA you have to hit build to get it to
hotswap
L640[11:12:54] <sham1> To the bug
tracker
L641[11:12:55] <gigaherz> while in eclipse
you haveto hit save manually
L642[11:13:05] <kenzierocks> sham1:
implying fixes come in decent time
L643[11:13:07] <gigaherz> I prefer idea
simply because I like the UI and such more
L644[11:13:10] <PaleoCrafter> but IDEA
does have annotation processing support anyways :P
L645[11:13:15] <sham1> But muh swing
L646[11:13:43] <kenzierocks> yes it does
PaleoCrafter
L647[11:13:53] <kenzierocks> except that
it doesn't run the APs unless you call make
L648[11:13:55] <sham1> Also, bugs in the
canonical compiler are called "features", gosh
L649[11:14:09] <kenzierocks> and intellij
doesn't do that automatically...and it's a little broken if you
tell it to
L650[11:14:15] <PaleoCrafter> ah,
okay
L651[11:14:33] <PaleoCrafter> APs are meh
anyways :P
L654[11:15:33] <PaleoCrafter> Just use
Scala or Kotlin :P
L655[11:16:06] <kenzierocks> i hate
scala...so messy with symbols
L656[11:16:10] <sham1> Or Frege or Clojure
or JPython or *insert JVM language here*
L657[11:16:13] <kenzierocks> and forge has
no kotlin support iirc
L658[11:16:42] <PaleoCrafter> well, the
Kotlin libs are only about 1mb, just shade them :P
L659[11:17:06] <kenzierocks> PaleoCrafter:
has to do with the bytecode itself i think....or something
L660[11:17:16] <kenzierocks> there's
language adapters you need to write
L661[11:17:27] <PaleoCrafter> that's about
it though :P
L662[11:17:40]
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L663[11:18:10] <kenzierocks> ...anyways my
complaint about eclipse was once again invalid
L664[11:18:24] <kenzierocks> i was already
implementing breakBlock, so it didn't suggest it for
re-implementing
L665[11:18:30] <kenzierocks> whoops
L666[11:18:59] <sham1> ^F is your
friend
L667[11:21:03] <PaleoCrafter> so, after
Twitter, Facebook has that GIF feature as well now
L668[11:21:06] <kenzierocks> ⌘F
L669[11:21:09] <kenzierocks> OSX
please
L670[11:21:19] <sham1> I am sorry
L671[11:21:27] <PaleoCrafter> if WhatsApp
gets it as well, I can die happily :3
L672[11:21:37] <kenzierocks> lol
L673[11:22:30] <sham1> Also, it's
JIF
L674[11:22:40] <PaleoCrafter> fuck
off
L675[11:22:46] <sham1> ;P
L676[11:22:55] <kenzierocks> JPINGM
L677[11:22:59] <kenzierocks> the great new
file format
L679[11:23:20] <kenzierocks> ah
L680[11:23:21] <kenzierocks> but you
see
L681[11:23:30] <kenzierocks> its actually
JPEG + PNG + GIF + WEBM
L682[11:23:32] <kenzierocks> all in
one
L683[11:23:50]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L684[11:24:31] <capitalthree> it's
hiff
L685[11:24:44] <sham1> It's Patric
L686[11:24:51] <nxsupert> The only time an
attempt at creating a universal standard has ever worked is Unicode
:P
L687[11:24:55] <sham1> Ye
L688[11:24:56] <kenzierocks> jiffpng
L689[11:25:01] <capitalthree> also flif
pwns all
L690[11:25:08] <capitalthree> image format
wise
L691[11:25:10] <sham1> And even then,
there are still people who for some reason use ASCII
L692[11:25:15] <sham1> Instead of
UTF-8
L693[11:25:23] <kenzierocks> sham1: what
about my EBCDIC
L694[11:25:28] ⇦
Quits: Lunatrius (~Lunatrius@77.38.77.164) (Ping timeout: 186
seconds)
L695[11:25:35] <capitalthree> ascii is a
subset of utf-8 so we can all just pretend they're on our
standard
L696[11:25:39] <sham1> (Well, any ASCII
codepoint is also a valid UTF-8 codepoint)
L697[11:25:54] <sham1> IBM
mainframes
L698[11:25:55] <sham1> Oh boy
L699[11:26:30] <nxsupert> I feel bad for
the Unicode Consortium.
L700[11:26:44]
⇨ Joins: jk-5
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L701[11:26:45] <sham1> "Here's that
Unicode needs"
L702[11:26:48] <capitalthree> I am
disappointed there's no unicode cock
L703[11:26:48] <sham1>
"EMOJIS"
L704[11:27:08] <PaleoCrafter> are you
certain it wasn't added in one of those emoji waves? :P
L705[11:27:08] <capitalthree> yeah
exactly, emojis but no wangs! it's an outrage
L706[11:27:15] <nxsupert> They do so much
work. But all they ever get press for is emojis.
L707[11:27:32]
⇨ Joins: Lunatrius (~Lunatrius@77.38.77.164)
L708[11:27:46] <sham1> But everyone
thought that emojis were made by Apple instead of the Japanese that
the Unicode Consortium took them from
L709[11:28:03] <sham1> Because consumer
is... well.
L710[11:28:37] <PaleoCrafter> I doubt most
people even realise they're looking at the same thing across
multiple apps and devices :P
L711[11:28:49] <sham1> "But but but,
they look different"
L712[11:29:00] <sham1> That's because they
are under different fonts, silly
L713[11:29:29] <capitalthree> some of us
try not to think about emojis at all
L714[11:29:47] <capitalthree> some of us
still make our smileys with multiple ascii chars like cavemen
L715[11:29:59] <sham1> Yeah
L716[11:30:06] <sham1> We here in IRC are
not lazy like that
L717[11:30:14] <sham1> We actually put
some thought to our smileys
L718[11:30:16] <sham1> :)
L719[11:32:12] <sham1> 0xFF
L720[11:32:14]
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L721[11:32:45] <PaleoCrafter> well, can't
Emojis consist of multiple characters as well? :P
L722[11:32:52] <PaleoCrafter> The colour
modifiers and shit :P
L723[11:33:05] <sham1> Well, what is a
character
L724[11:33:22] <sham1> Is character a
byte?
L725[11:33:33] <sham1> If so, then 'ä' is
two characters
L726[11:33:36] <sham1> Yet I see only
one
L727[11:33:38]
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L728[11:35:20] <sham1> But if a character
= codepoint
L729[11:36:11] <sham1> In that case, a
multibyte string can be just one character
L730[11:36:41] <PaleoCrafter> ä would be
one byte, wouldn't it?
L731[11:37:05] <sham1> In UTF-8 it is 2
bytes long
L732[11:37:23] <sham1> 0xC3 & 0xA4 to
be exact
L733[11:37:38] <Wuppy> sup guys :)
L734[11:37:44] <sham1> \o
L735[11:38:18] <PaleoCrafter> I'm fairly
certain it's 0xE4 :P
L736[11:38:34] <TechnicianLP> i knew they
were two bytes but why does one know which bytes?
L738[11:39:04] <sham1> Under UTF-8, it
clearly shows 2 bytes
L739[11:39:24] <sham1> But it happens to
also be U+00E4
L740[11:40:38] <sham1> Under ISO 8859-1,
'ä' is just 0xE4
L741[11:41:25]
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L742[11:42:38] <PaleoCrafter> yeah, I
thought UTF-8 matched that as well, but it only holds up for
ASCII
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L746[11:43:41] <TechnicianLP> does someone
know whetetr the securitymanager can be replaced via
reflection?
L747[11:43:42] <sham1> Well, one has to
know this stuff as UTF-8 might be the most common encoding in the
Internet nowadays
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L749[11:44:10] <sham1> Assuming we count
ASCII as UTF-8
L750[11:44:24] ***
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L754[11:49:37] <blood|wrk> Flamegoat
around?
L755[11:56:21]
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L763[12:14:58] <Rushmead> If i have my
"inventory" variant, how do i register that?
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L765[12:16:26] <TechnicianLP> i just found
a method to exclude Fields from Reflection ... yay:
sun.reflect.Reflection.registerFieldsToFilter(Class<?>
paramClass, String... paramVarArgs)
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L773[12:27:38] <masa> Rushmead: item
model? setCMRL(item, meta, "inventory");
L774[12:28:07] <masa> anyone know why
calling player.openContainer.detectAndSendChanges(); doesn't update
the item amount in the hotbar?
L775[12:28:16] <masa> it seems to lag
"one behind"
L776[12:28:32] <masa> it updates if I open
the inventory though
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L782[12:46:39] <TechnicianLP> i think i
just found a security hole in java -.-
L783[12:47:00] <sham1> And the sky is blue
and birds chirp
L784[12:47:04] <TechnicianLP> accessing
fields via reflection that are blacklisted to be accessed
L785[12:47:15] <sham1> Oh
L786[12:47:40] <sham1> I'd imagine that
the blacklisting will be done by securitymanager
L787[12:47:49] <sham1> So that
L788[12:48:00] <sham1> When you would
access a blacklisted field
L789[12:48:15] <sham1> The SecurityManager
with the right flags would be like: "Hey, stop
that!"
L790[12:48:33] <TechnicianLP>
sun.reflect.Reflection.registerFieldsToFilter(Class<?>
paramClass, String... paramVarArgs)
L791[12:48:41] <sham1> Yes
L792[12:48:55] <sham1> But I am talking
about how it would practically stop the reflection
L793[12:49:01] <sham1> Not how the
reflection is added
L794[12:49:01] <TechnicianLP> in the
static of that class the securitymanager is blacklisted for access
vi reflection
L795[12:49:12] <TechnicianLP> it filters
the fields out on the getdeclaredfields
L796[12:49:16] <kenzierocks> TechnicianLP:
java is not very secure
L798[12:49:25] <sham1> Well
L799[12:49:29] <sham1> It's getting
better
L800[12:49:35] <kenzierocks> there's no
reason for it to get better
L801[12:49:43] <kenzierocks> languages
shouldn't need to be "secure"
L802[12:49:56] <sham1> *eye roll*
L803[12:50:00] <kenzierocks> the golden
rule of security is that the client is untrusted
L804[12:50:01] <kenzierocks> always
L805[12:50:13] <sham1> And that could be
enforced by the language
L806[12:50:18] <sham1> By not trusting
anyone
L807[12:50:30] <kenzierocks> what do you
mean by that
L808[12:50:54] <sham1> What do you
mean
L809[12:51:11] <kenzierocks> what do you
mean by the language not trusting anyone
L810[12:51:17] <kenzierocks> i don't see
how there is a concept of trust
L811[12:51:23] *
mikebald reflects on this convo and chuckles to
himself.
L812[12:51:50] <sham1> By for instance not
allowing you to do something unsafe unless you explicitly declare
it
L813[12:51:54] <sham1> A la Rust
L814[12:51:59] <kenzierocks> i don't know
rust
L815[12:52:25] <kenzierocks>
examples?
L817[12:52:58]
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L819[12:53:03] <mikebald> correct me if
I'm wrong, but couldn't one use reflection to check the protection
of their own properties and/or methods?
L820[12:53:12] <sham1> Probably
L821[12:53:36] <mikebald> seems like
there's a method in place then for ensuring some level of security
in java
L822[12:53:49] <kenzierocks> yes there is
some security
L823[12:54:00] <kenzierocks> sham1: i
don't see how that applies to "don't trust the
client"
L824[12:54:10] <sham1> It doesn't
L825[12:54:17] <kenzierocks> then how is
it applicable?
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L827[12:54:23] <sham1> But it enforces
safe coding
L828[12:54:26] <kenzierocks> the security
problem here is malicious code
L829[12:54:47] <kenzierocks> which you
really can't protect against....you shouldn't be executing unknown
code
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L831[12:55:27] <sham1> One cannot prove
that any outside code is safe
L832[12:55:32] <kenzierocks> yes
L833[12:55:40] <kenzierocks> i agree
L834[12:55:42] <sham1> Well, you can say
open source and that, but then again heartbleed
L835[12:56:14] <sham1> EVen your own
codebase can be used maliciously if it is not protected against
stuff like that
L836[12:56:45] <kenzierocks> eh?
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L838[12:57:53] <sham1> One cannot trust
any code assuming they have not proven that there are no security
holes
L839[12:58:05] <sham1> And beyound simple
programs
L840[12:58:18] <kenzierocks> i mean,
that's similar to the halting problem
L841[12:58:36] <kenzierocks> i still don't
see how that changes the opinion that java needs to improve
"security"
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L843[12:58:47] <sham1> It does not need
to
L844[12:58:50] <sham1> It does it
anyway
L845[12:58:56] <kenzierocks> ok?
L846[12:59:08] ⇦
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L847[12:59:14] <TechnicianLP> i just
replaced a securitymanager that doesnt want to get replaced
...
L848[12:59:20] <sham1> :P
L849[12:59:20] <kenzierocks> yes, you can
do that
L850[12:59:32] <sham1> The fuck you doing
m8
L851[12:59:58] <TechnicianLP> trying to
secure my mod against any modification :P
L852[13:00:11] <sham1> Why not just have a
fingerprint
L853[13:00:16] <sham1> And have it be
checked
L854[13:00:21] <sham1> Forge can do that
for you
L855[13:00:44] <sham1> wait no
L856[13:00:49] <sham1> But why
L857[13:00:59] <sham1> Just tell people
reflecting to your code to fuck off
L858[13:01:31] <sham1> And/Or make an API
that allows easy access to whatever
L859[13:02:20] <kenzierocks> TechnicianLP:
you can't secure the mod against modification
L860[13:02:31] <kenzierocks> i guarentee
if you give me it, I can mod it
L861[13:02:37] <kenzierocks> that's how
java is.
L862[13:02:48] <sham1> If by nothing else
then ASM
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L865[13:07:38]
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L866[13:08:37] <Ferdz_TheWeeb> Can anyone
tell me why this blockstate
http://pastebin.com/W9V0nCNq
still gives me missing variant exceptions such as blockstate
"placeableitems:block_empty_bucket[facing=d45]"
L867[13:09:07] <kenzierocks> maybe because
you defined normal?
L868[13:09:13] <kenzierocks> what happens
if you don't define that
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L870[13:10:39] <Ferdz_TheWeeb> I was using
forge's EnumFacing before that way and it didn't cause
problem
L871[13:10:41] <Ferdz_TheWeeb> Let me
try
L872[13:11:31] <Ferdz_TheWeeb> Nope, still
does the errors even without normal
L873[13:11:54] <sham1> Show your
code
L874[13:12:04] <Ferdz_TheWeeb> Can I not
use numbers in blockstates? And what code do you want?
L875[13:12:13] <sham1> The block
code
L876[13:12:28] <sham1> Also d45 is not a
valid number
L877[13:13:13] <Ferdz_TheWeeb> Alright
give me a second
L878[13:13:55]
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L881[13:14:45] <Ferdz_TheWeeb> I just
changed the IDs for the Enum as well, so that's not the issue
L882[13:14:49] <PaleoCrafter> sham1, d45
for sure is a valid number :P
L883[13:15:32] <sham1> d45 is a bloody
45-sided die
L884[13:16:05] <Ferdz_TheWeeb> I didn't
know if I was allowed to only use numbers as name so I tried d45 as
well but to no avail
L885[13:16:17] <kenzierocks>
Ferdz_TheWeeb: what is the blockstates file saved as?
L886[13:16:22] <kenzierocks> i.e. what is
the filename
L887[13:16:24] <Ferdz_TheWeeb> I'm trying
to have my blocks face the player at a 45degree precision, not
90
L888[13:16:34] <Ferdz_TheWeeb> It's called
block_empty_bucket.json
L889[13:16:57] ***
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L890[13:17:04] <kenzierocks> and what is
the unlocalized name of the block?
L891[13:17:04] <PaleoCrafter> sham1, or,
assuming D is the highest digit and the digits go 0-9A-D,
it's
L892[13:17:04] <PaleoCrafter> 2609
:P
L893[13:17:16] <sham1> There's no 0x
before it
L894[13:17:19] <sham1> I cannot know the
base
L895[13:17:38] <PaleoCrafter> so I just
assumed base 14 xD
L896[13:17:45] <Ferdz_TheWeeb> It's
block_empty_bucket
L897[13:18:05] <sham1> If it is not clear
from the number or the context, I always assume base-10 because god
damn it
L898[13:18:07] <kenzierocks> hmm, k.
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L900[13:18:15] <Ferdz_TheWeeb> As I said,
this file setup worked back when I was using Forge's EnumFacing and
I'm trying to change to my own systme
L901[13:18:19] <kenzierocks> what about
the registry name Ferdz_TheWeeb
L902[13:18:31] <Ferdz_TheWeeb> Both are
block_empty_bucket
L903[13:18:31] <raoulvdberge> !gm
field_77990_d
L904[13:18:35] <kenzierocks> ok.
L905[13:18:42] <kenzierocks> can I see
logs for startup?
L906[13:19:08] <Ferdz_TheWeeb> Sure, do
you want the whole log or just the error?
L907[13:19:12] <raoulvdberge> wtf is this
of a piece of shit error
L908[13:19:13] <raoulvdberge>
com.google.common.util.concurrent.ExecutionError:
java.lang.IllegalAccessError: tried to access field
net.minecraft.item.ItemStack.field_77990_d from class
cofh.api.energy.ItemEnergyContainer
L909[13:19:34] <raoulvdberge> !gf
field_77990_d
L911[13:20:18] <sham1> RF api
L912[13:20:50] <raoulvdberge> why can't it
get an itemstack through getStackCompound
L913[13:21:02] <sham1> Because
L914[13:21:16] <kenzierocks> ...that's
really weird Ferdz_TheWeeb
L915[13:21:29] <kenzierocks> it's only
getting errors for non-90-deg angels
L916[13:21:33] <kenzierocks> angles*
L917[13:21:37] <masa> gm
func_77990_d
L918[13:21:42] <masa> whoops
L919[13:21:51] <sham1> Don't forget that
bang
L920[13:22:24] <masa> no I was going to pm
it to the bot like usual but messed up swapping windows
L921[13:22:42] <Ferdz_TheWeeb> Uh you're
right o.o
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L923[13:23:13] <kenzierocks>
Ferdz_TheWeeb: fix your model definitions
L924[13:23:28] <kenzierocks> you're using
placeableitems:bucket_empty everywhere
L925[13:23:34] <kenzierocks> should be
placeableitems:blocks/bucket_empty
L926[13:23:38] <kenzierocks> or
block
L927[13:23:50] <kenzierocks> whatever the
folder is :P
L928[13:23:52] <Ferdz_TheWeeb> Nope
L929[13:24:07] <kenzierocks> uhh i'm 95%
sure
L930[13:24:09] <Ferdz_TheWeeb> It worked
with my other blocks as well without block/
L931[13:24:11] <sham1> No it shouldn't
be
L932[13:24:17] <sham1> It should be
without block/
L933[13:24:29] <Ferdz_TheWeeb>
Wtf...
L934[13:24:33] <kenzierocks> how come mine
only works with block
L935[13:24:34] <kenzierocks> then
L936[13:24:50] <kenzierocks> oh, that's
textures
L937[13:24:51] <Ferdz_TheWeeb> I removed
the angles without a multiple of 90 and now it wortks
L938[13:24:52] <kenzierocks> nvm
L939[13:25:05] <Ferdz_TheWeeb> Well turns
out "y": 45 is impossible
L940[13:25:18] <kenzierocks> yea that
might be so
L941[13:25:35] <Ferdz_TheWeeb> Shit
L942[13:25:46] <raoulvdberge> *WHY* is
this even crashing
L944[13:25:50] <raoulvdberge> I DO NOT
understand it
L945[13:25:50] <kenzierocks> you can
define your own transform Ferdz_TheWeeb
L946[13:26:17] <Ferdz_TheWeeb> What do you
mean my own transform?
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L951[13:28:45] <Ferdz_TheWeeb> Uhm
okay
L952[13:29:10] <Ferdz_TheWeeb> Do I define
my transform in the same file or can it be a seperate file?
L953[13:29:19] <kenzierocks> same
file...?
L954[13:29:20] <kenzierocks> what
L955[13:29:29] <Ferdz_TheWeeb> As my
blockstate
L956[13:29:38] <kenzierocks>
"transform": { "data for transform" : "
stuff"}
L957[13:29:49] <kenzierocks> it's part of
the same json object
L958[13:30:05] <kenzierocks> instead of
"y": 45
L959[13:30:16] <kenzierocks> do
"transform": {"rotation":
{"y":54"}}
L960[13:30:23] <kenzierocks> well,
45
L961[13:30:25] <Ferdz_TheWeeb> Oooh
alright I'll try it out
L962[13:30:26] <kenzierocks> you get
it
L963[13:30:29] <Ferdz_TheWeeb> yep
L964[13:30:55] <masa> raoulvdberge: hmm
well stackTagCompound seems to be private these days, are they
really trying to access it directly? O_o
L965[13:31:04] <raoulvdberge> i think i
know what is going on
L966[13:31:13] <raoulvdberge> some other
mod is bundling a bad version of the RF API
L967[13:31:23] <raoulvdberge> that
accesses stackTagCompound immediately without using the
getter
L968[13:31:31] <raoulvdberge> and is
interfering with the default ItemEnergyContainer
L969[13:31:33] <raoulvdberge> is that
possible?
L970[13:33:03] <masa> I think so?
L971[13:33:15] <masa> the log should tell
you which mods add APIs, right?
L972[13:33:15] <raoulvdberge> most likely
i guess
L973[13:33:27] <masa> so see which ones
are adding the RF API
L974[13:33:39] <raoulvdberge> the log has
my mod in the stacktrace, because my item is using
ItemEnergyContainer#getEnergyStored
L975[13:33:44] <raoulvdberge> no other
mod
L976[13:34:09] <masa> no I mean doesn't it
print all the APIs when the game starts?
L978[13:36:15] <raoulvdberge> masa:
aaaaha!
L979[13:36:17] <raoulvdberge> * CoFHAPI
(1.7.10R1.0.2) from [1.9.4] MachinePowerCraft-1.1.2.jar
L980[13:36:18] <raoulvdberge> -_-
L981[13:36:32] <kenzierocks> idiots
:D
L982[13:36:41] <kenzierocks>
Ferdz_TheWeeb: um.
L983[13:36:52] <kenzierocks> i take no
responsibiliy!
L984[13:36:55] <raoulvdberge> fucking
giving other modders headaches
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L986[13:40:02] <masa> mmhm
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L995[13:52:43] <M4thG33k> Is there any
sort of tool out there to help with translation/rotation/scaling of
models for armor and such? It's painstakingly difficult using my
current method
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L997[13:53:45] <sham1> Make the tool
yourself :P
L998[13:54:29] <M4thG33k> I don't want to
reinvent the wheel...
L999[13:54:40] <sham1> Well, there is no
such tool
L1000[13:54:41] <raoulvdberge> !gm
func_77978_p
L1001[13:54:41] <sham1> So you have
to
L1002[13:54:55] <sham1> Also, reinventing
the wheel is a great way to learn
L1003[13:55:11] <M4thG33k> For some
things, for others it's just a huge waste of time
L1004[13:55:46] <gigaherz> I hate that
expression
L1005[13:55:50] <gigaherz> if no one had
reinvented the wheel
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L1007[13:55:54] <gigaherz> it would be
made out of stone
L1008[13:55:58] <gigaherz> with a wooden
axle
L1009[13:56:17] <M4thG33k> that's just
improving it, not re-creating it for the first time
L1010[13:56:46] <gigaherz> not
really
L1011[13:57:38] <gigaherz> whoever
decided to bend wood into a circle
L1012[13:57:45] <gigaherz> and connect it
to the cented by other sticks
L1013[13:57:48] <gigaherz> they DID
reinvent the wheel
L1014[13:58:15] <gigaherz> then someone
added a metal layer on the outside, which wasn't a
reinventing
L1015[13:58:31]
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L1016[13:58:36] <M4thG33k> I'm not going
to argue about this; it's not the reason I came here. :P
L1017[13:58:51] <gigaherz> but then
someone decided to make wheels out of metal, with rubber
outside
L1018[13:58:55] <gigaherz> that's also
reinventing
L1019[13:58:56] <gigaherz> XD
L1020[13:58:58] <gigaherz> anyhow
L1021[13:59:01] <gigaherz> reinventing
does not mean bad.
L1022[13:59:13] <gigaherz> sometimes the
existing solution is a local maximum
L1023[13:59:21] <gigaherz> and you have
to start from scratch to reach a better peak
L1024[14:00:24] <Flamegoat> blood|wrk: I
am now
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L1036[14:31:00] <gudenau> Isn't there a
way to have blockstates that are only for getting texture variants
or somthing? Like not based on "meta".
L1037[14:32:11] <kenzierocks>
getActualState and getExtendedState
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L1039[14:34:39] <gudenau> I need to do
some math to figure out these states to. Meh.
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L1041[14:41:30] <gudenau> It has been so
long since I did connected textures, I frogot how many images it
uses.
L1042[14:42:46] <Ordinastie_> 47 I
think
L1043[14:43:27] <Ordinastie_> or 18 if
you want to cut corners
L1044[14:43:36] <Ordinastie_> like,
literraly
L1045[14:44:43] <gudenau> Yeah, not doing
that.
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L1049[14:50:46] <SnowShock35> Does anyone
know if it's possible to altar the default path location for
logoTexture in splash.properties like ik it's default is
"textures/gui/title/mojang.png" but that's already within
the "assets/minecraft/" directory. Is there a way to
further back out of that?
L1050[14:51:41] <masa> why would you want
to go and change the company logo for their game...
L1051[14:52:00] <Ordinastie_> that
doesn't sound like a dick move at all
L1052[14:52:16] <SnowShock35> It's less
about changing and more about knowing if it's possible. That's
all
L1053[14:52:32] <Ordinastie_> yeah
sure
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L1055[14:53:55] <SnowShock35> -_-
Whatever
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L1057[15:00:21] <tterrag> SnowShock35,
what exactly are you asking?
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L1059[15:01:17] <heldplayer> SnowShock35:
Simple answer, no it's not possible
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L1061[15:02:16] <SnowShock35> Thank you
heldplayer. Glad someone can give me a simple answer without making
a fuss.
L1062[15:02:33] <heldplayer> Also please
consider respecting the fact that Mojang does not want the splash
logo to be changed
L1063[15:02:38] <gudenau> Bah, how does
the extendedblockstate thing work?
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L1065[15:03:31] <SnowShock35> I
understand that. It was just a case of testing. I was curious. I've
only ever changed the main menu and have no intention of changing
the splash screen in publically available packs
L1066[15:03:46] <heldplayer> Alright,
good to know :)
L1067[15:04:23] <heldplayer> There
probably are mods out there that change it, though
L1068[15:05:16] <SnowShock35> Yeah, so
I've seen. Didn't like them. Glad Forge did implement there own
splash screen keeping natively to Mojang's design with the addition
of a loading bar and loading icon :)
L1069[15:06:15] <gudenau> Errr.
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L1075[15:24:26] <gigaherz> [22:02]
(gudenau): Bah, how does the extendedblockstate thing work?
L1076[15:24:40] <gigaherz> in
createBlockState you return a new ExtendedBlockState rather than
the default BlockstateContainer
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L1078[15:24:51] <gigaherz> and then
pretend it doesn't exist EXCEPT in the getExtendedState
method
L1079[15:24:56] <gigaherz> where you can
assign the unlisted properties
L1080[15:25:34] <gigaherz> then you'd
receive it in your IBakedModel#getQuads, where you can obtain the
unlisted properties
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L1109[16:42:02] <shadowfacts> niceme.me
diesieben07
L1110[16:42:18] *
diesieben07 has all the maymays
L1111[16:43:42] <shadowfacts>
nicememe.website
L1112[16:44:22] *
diesieben07 dies
L1113[16:44:35] <diesieben07> how many of
these are there? :D
L1114[16:44:49] <diesieben07> I want one
where it says "Nice maymay"
L1115[16:45:37] <kenzierocks> so many
diesieben07
L1116[16:45:39] <kenzierocks> so
many
L1117[16:45:45] <diesieben07> gah and it
uses jquery to play the audio
L1118[16:45:47] <diesieben07> why the
fuck
L1119[16:45:50] <shadowfacts> .ay is a
tld, but it's an official country one so there couldn't be
nicemaym.ay
L1121[16:46:00] <diesieben07> haha
L1122[16:46:19] <diesieben07> what int
the fuck
L1123[16:46:22] *
diesieben07 goes back to debugging
L1124[16:46:25] <shadowfacts> lol
L1125[16:47:01] *
diesieben07 has sudden urge to scream HYPER HYPER
L1126[16:47:59] <kenzierocks> >what
int
L1127[16:48:24] ***
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L1128[16:48:46] <shadowfacts> much
tpyo
L1129[16:50:39] <diesieben07> LOL that
website is just embedding a youtube video
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L1141[17:21:44] <sfxplayer> Is there a
server side equivalent of minecraft.getMinecaft()
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L1148[17:22:55] <TehNut> sfxplayer:
FMLCommonHandler.instance().getMinecraftServerInstance()
L1149[17:22:59] <diesieben07> sfxplayer,
that question shows you have a fundamentally flawed unterstanding
of how the game works.
L1150[17:23:13] <TehNut> The Minecraft
class only exists clientside
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L1152[17:24:01] <sfxplayer> i meant a way
of getting the worldServer object
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L1154[17:24:18] <TehNut> Then ask
that
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L1156[17:24:58] <diesieben07> there is no
"the world server"
L1157[17:25:06] <diesieben07> there are
as many worlds as there are dimensions
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L1159[17:25:44] <sfxplayer> the
object
L1160[17:25:57] <diesieben07>
thing.
L1161[17:28:24] <diesieben07> apparently
that was a satisfactory answer.
L1162[17:33:31] <Zaggy1024> in almost all
cases, if you're trying to get the MinecraftServer instance you're
doing something wrong
L1163[17:34:05] <sfxplayer> could you
elaborate
L1164[17:34:23]
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L1165[17:34:34] <Zaggy1024> only if you
tell us what you actually want to do
L1166[17:35:18] <Zaggy1024> there's
usually a way to get a world object in most contexts you would need
one in
L1167[17:35:19] <sfxplayer> i'm sending a
packet to the server telling to modify the nbt of a
tileentity
L1168[17:35:37] <diesieben07> that's
already bad.
L1169[17:36:00] <Ordinastie_>
diesieben07, probably, but you can't know for sure
L1170[17:36:04] <diesieben07> l33thaxor
comes around and sends a packet "yeah hey please put 64
diamonds in this chest"
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L1172[17:36:12] <diesieben07> your mod
will go "oh yeah sure, here you go".
L1173[17:36:40] <Ordinastie_> tbh, he
didn't say inventory
L1174[17:36:49] <sfxplayer> to be
specific the nbt in question has nothing to do with items
L1175[17:36:57] <diesieben07> you said
"NBT"
L1176[17:37:01] <heldplayer> I'm gonna go
ahead and guess it's an NBT editor
L1177[17:37:05] <diesieben07> if you
don't verify, you can modify ANY TE.
L1178[17:37:11] <diesieben07> including
chests.
L1179[17:37:21] <Ordinastie_> you can get
the server from the messageContext
L1180[17:37:55] <sfxplayer> i varifying
that its an instance of my tileentity and only modifing one
value
L1181[17:38:07] <sfxplayer> thanks
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L1183[17:38:12] <Zaggy1024> you shouldn't
send packets to modify NBT, you should be sending packets to tell
the server the client did something, and then the server should
decide what to dow ith that
L1184[17:38:14] <diesieben07> why do you
use NBT then -_-
L1185[17:38:18] <diesieben07> this has
NOTHING to do with NBT.
L1186[17:38:19] <diesieben07>
NOTHING.
L1187[17:38:30] <diesieben07> also what
zaggy said
L1188[17:38:51] <Ordinastie_> meh, I just
assume he's bad at asking questions
L1189[17:39:02] <diesieben07> as usual,
xyproblem
L1190[17:39:56] <diesieben07> "how
do i minecraft.getminecraft on the server" when really the
question is "how do i make a packet to change a value in a
TE"
L1191[17:39:59] <diesieben07> -_-
L1192[17:40:29] <heldplayer> diesieben07:
Not saying you're wrong, but who stepped on your toes?
L1193[17:40:36] <sfxplayer> i was being
brief i did not want to type out everything
L1194[17:40:53] <diesieben07> being brief
!= saying someting completely different.
L1195[17:41:01] <Ordinastie_> sfxplayer,
as you can see, that really helped...
L1196[17:41:02] <diesieben07> nobody,
just being slightly annoyed because everyone on the forums is a
moron today
L1197[17:41:12] <Ordinastie_>
s/today//
L1198[17:41:25] <heldplayer> lol
L1199[17:41:37] <diesieben07> well, more
of a moron than usual.
L1200[17:41:50] <diesieben07> plus i am
always like this :D
L1201[17:42:02] <heldplayer> That's
something that happens a lot in the MC community :P
L1202[17:42:11] <heldplayer> I don't
remember you being always like that!
L1203[17:42:23] <diesieben07> well i have
my tea now, i might calm down :P
L1204[17:42:29] <heldplayer> Hmmmmm
teaaa
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L1210[17:57:51] <masa> is there something
special to get the items to update in the hotbar?
L1211[17:58:15] <masa>
player.openContainer.detectAndSendChanges(); doesn't seem to do
it
L1212[17:58:27] <diesieben07> really you
shouldn't have to do anything....
L1213[17:58:44] <diesieben07> however you
can force it with
player.sendContainerToPlayer(player.openContainer)
L1214[17:58:52] <masa> my ender pearl
count is one too low when throwing consecutive pearls, it only
updates if I open the inventory or when I dismount
L1215[17:59:02] <diesieben07> i still
have not figured out (or really investigated) why this
happens...
L1216[17:59:08] <diesieben07> the
container chekcs every tick for changes
L1217[17:59:15] <masa> yeah..
L1218[17:59:15] <diesieben07> so NO idea
why it does not detect them sometimes.
L1219[17:59:24] <masa> weird indeed
L1220[17:59:38] <Ordinastie_> I have some
issues with that too
L1221[17:59:40] <diesieben07> but yeha,
you can force send it like i said above
L1222[17:59:49] <diesieben07> oh ordi you
shut up you have your own inv system :P
L1223[17:59:59] <Ordinastie_> yes, and my
container updates
L1224[18:00:07] <Ordinastie_> but not the
item in hand
L1225[18:00:12] <Ordinastie_> nor the
hotbar
L1226[18:00:25] <Ordinastie_> the GUI is
the item inventory
L1227[18:00:34] <Ordinastie_> the model
displays the stack inside it
L1228[18:00:46] <Ordinastie_> but
sometimes, the model doesn't update until I close the
inventory
L1229[18:00:49] <masa> oh right in 1.9+
the offhand also doesn't always update in the first person
view
L1230[18:00:50] <Ordinastie_> don't know
why
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L1233[18:01:56] <TotesNotDeJay> unless
nessasary. Stay on topic. Banned topics: Release ETAs, Official
API, 'MC would be better in {insert language here}' #ForgeGradle
for gradle questions
L1234[18:01:56] <TotesNotDeJay> [19:01]
->> Topic set by LexManos!~LexManos@172.76.2.58 on 4/27/2016
7:30:22 PM
L1235[18:02:19] <TotesNotDeJay> Hi, i'm
running a server and whenever someone joins they get "fatally
missing blocks and items" a console check says missing mod
"kimagine"
L1236[18:02:20] <diesieben07> thanks for
the reminder. :D
L1237[18:02:27] <masa> yay this works,
thanks diesieben07 :)
L1238[18:02:36] <TotesNotDeJay> Sorry
ignore the first thing I said. IceChat is wierd lookin
L1239[18:02:54] <diesieben07> that means
your server has that mod and they don't.
L1240[18:03:08] <TotesNotDeJay> The mod
is kimagine, something that references me to cauldron.
L1241[18:03:18] <TotesNotDeJay> #Cauldron
didn't respond so I'm attempting here.
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L1243[18:03:48] <diesieben07> sec
L1244[18:04:31] <diesieben07> and of
course web.archive.org is down
L1245[18:04:32] <diesieben07> fuck
me
L1246[18:05:40] <diesieben07>
TotesNotDeJay, so are you running cauldron on your server?
L1247[18:05:49] <TotesNotDeJay>
Yes/
L1248[18:06:03] <diesieben07> well,
that's not supported officially...
L1249[18:06:07] <diesieben07> 1.7.10 is
also dead.
L1250[18:06:08] <diesieben07>
update.
L1251[18:06:18] <TotesNotDeJay> Rip the
entire modpack.
L1252[18:06:32] <Ordinastie_> yep
L1253[18:07:11] <TehNut> While I agree
that everybody should update, there are cases where they can't or
just don't want to
L1254[18:07:16] <TehNut> Have you tried
updating from Cauldron to Thermos?
L1255[18:07:38] <TehNut> Cauldron's last
release was in May of last year
L1256[18:07:40] <diesieben07> how many
stupid names can they invent for their hacky bullshit? :D
L1257[18:07:48] <TotesNotDeJay> Yes. I'm
using Thermos.
L1258[18:07:49] <TehNut> Thermos was on
April 23rd this year
L1259[18:07:51] <TehNut> Lots of
them
L1260[18:07:54] <TehNut> Then say that
>.>
L1261[18:07:57] <TotesNotDeJay>
diesieben07 It's heat related lol
L1262[18:08:02] <TehNut> Cauldron is not
Thermos
L1263[18:08:16] <diesieben07> i get the
theme... yes.
L1264[18:08:19] <diesieben07> doesn't
change anything
L1265[18:08:26] <diesieben07> they are
beating the dead horse that is bukkit
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L1271[18:19:06] <GunnerWolf> Has
registering a GUI Handler changed considerably from 1.8.9 to 1.9.4?
the way MinecraftByExample does it complains about creating a GUI
during mod construction
L1272[18:19:42] <diesieben07> it hasn't
changed at all really.
L1273[18:19:49] <diesieben07> if you get
an error, show your code.
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L1276[18:21:11] <williewillus> where are
@mod dependencies parsed?
L1277[18:21:45] <diesieben07>
FMLModContainer
L1278[18:22:42]
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L1279[18:22:49] <GunnerWolf> hmm, it
seems to be because I'm trying to register the GuiHandler too
early, given one of the first things registerGuiHandler does is
check if mc == null and throws the error I'm getting if so. I
assume a GuiHandler shouldn't be registered during preInit?
L1280[18:23:24] <diesieben07> that's
fine.
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L1282[18:24:07] <diesieben07> show your
code ;)
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L1284[18:29:10] <masa> yep mine is on
preInit too
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L1289[18:39:28] <Zaggy1024> GunnerWolf,
mc shouldn't be null in preinit
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L1293[18:43:52] <GunnerWolf> maybe I just
royally fucked up somewhere
L1295[18:44:49] <diesieben07> that
creates a NEW instance
L1296[18:44:57] <diesieben07> FML won't
give 2 shits about it.
L1297[18:45:04] <diesieben07> use
@Instance and let FML initialize the field
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L1302[18:50:43] <Cojo> who wants to give
me the run down on what's new in registering blocks in 1.9.4?
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L1304[18:51:30] <diesieben07> first of
all you only call GameRegistry.register for *everything* now
L1305[18:51:35] <diesieben07> Blocks,
Items, Potions, etc.
L1306[18:51:40] <Cojo> yeah, i see
that
L1307[18:51:46] <Cojo> pretty cool
L1308[18:51:52] <diesieben07> to specify
the registry name, call setRegistryName beforehand or use the
overload with ResourceLocation
L1309[18:52:00] <diesieben07> Also
ItemBlocks are no longer registered automagically
L1310[18:52:20] <diesieben07> if you want
one to exist, do GameRegistry.register(new ItemBlock(myBlock),
myBlock.getRegistryName());
L1311[18:52:34] <diesieben07> that's
about it.
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L1313[18:53:05] <Cojo> hmmm
L1315[18:53:38] <Cojo> my block isn't
showing up in game, but there are no model errors or anything in
the console
L1316[18:53:53] <Cojo> do you see
anything i'm doing wrong? the registerBlockVariant just does the
model registration in the client proxy
L1317[18:54:14] <diesieben07> you are not
specifying an ItemBlock
L1318[18:54:26] <Cojo> do i need to? it's
just a basic block
L1319[18:54:28] <diesieben07> hence your
block cannot exist in Item form
L1320[18:54:37] <diesieben07> no
itemblock = block cna only exist placed down
L1321[18:54:42] <diesieben07> not in
inventories or as an item entity
L1322[18:54:46] <Cojo> hmmm
L1323[18:54:56] <diesieben07> like i
said, the default itemblock is no logner created
automagically
L1325[18:55:27] <diesieben07> to pass new
ItemBlock(block) instead of null
L1326[18:56:44] <Cojo> you rock my
world
L1327[18:56:46] <Cojo> :D
L1328[18:58:39] <Cojo> thanks!!
L1329[18:58:53] <GunnerWolf> thanks
diesie, I honestly have no idea how that hadn't caused issues
before now
L1330[18:58:53] <diesieben07> <3
L1331[18:59:09] <diesieben07> probably
becuase you never used your instance field anywhere :D
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L1333[19:03:22] <GunnerWolf> true, I
don't think I have used it outside of GUI stuff, which I've only
just started adding
L1334[19:03:39] <GunnerWolf> now to
figure out where else I went wrong with this GUI :P
L1335[19:04:25] <Cojo> haha, how do i
make my custom stairs not appear as a flat "L" in the
inventory?
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L1337[19:04:57] <diesieben07> don't put
them in a hooodraulic press before?
L1338[19:05:02] <Cojo> :p
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L1341[19:14:49] <GunnerWolf> if I
override createTileEntity in my block, I don't have to manually
call createTileEntity anywhere do I? Because I don't seem to have a
tile entity right now and I'm not sure why
L1342[19:15:07] <williewillus> no you
don't call it, and how do you know you don't have one?
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L1344[19:15:37] <GunnerWolf> okay well if
I do have one, it's not in the same location as my block, because
world.getTileEntity is returning null
L1345[19:15:39] <diesieben07> did you
also override hasTileEntity?
L1346[19:15:45] <williewillus> ^
L1347[19:16:28] <GunnerWolf> I did not..
I assume I should override that and return true?
L1348[19:16:34] <williewillus> yes
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L1351[19:18:04] <GunnerWolf> Hmm.. it's
still returning null
L1352[19:18:13] <williewillus> the forge
update checker uses the "recommended" promo
correct?
L1353[19:18:16] <williewillus>
GunnerWolf: show code
L1354[19:18:45] <TehNut> yes willie
L1355[19:18:47] <TehNut> well
L1356[19:18:51] <TehNut>
mcver-recommended
L1357[19:18:54] <williewillus> okay
L1358[19:19:17] <williewillus> latest is
just shown in the mod list or is it used elsewhere?
L1359[19:19:28] <williewillus> (writing a
short RTD about it)
L1361[19:20:52] <williewillus> where's
your hasTileEntity
L1362[19:21:11] <GunnerWolf> oh I haven't
committed it, 1 sec
L1363[19:21:42] <GunnerWolf> there we go,
should be there now
L1364[19:21:53] <diesieben07> that's the
deprecated version
L1365[19:22:01] <williewillus> use the
one with IBlockState argument
L1366[19:22:23] <williewillus>
hasTileEntity(IBlockState state) { return true; }
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L1370[19:23:21] <GunnerWolf> Okay, fixed
that
L1371[19:29:52] <diesieben07> holy crap
the java "watch this directory" API is weird AF.
L1372[19:29:59] <williewillus> ?
new?
L1373[19:30:52] <diesieben07> java 7,
NIO
L1374[19:31:26] <diesieben07> it
ultimately (after like 20 hoops it feels like) spits out a list of
WatchEvent
L1375[19:31:39] <diesieben07> WatchEvent
however is *generic*, so you cannot just get the Path out that
changed
L1376[19:31:50] <diesieben07> you have to
do an unsafe cast to WatchEvent<Path>
L1377[19:31:55] <diesieben07> taken from
the oracle tutorial -_-
L1378[19:32:38] <diesieben07> because
there is WatchEvent.Kind.OVERFLOW which then has a
WatchEvent<Object> because there is no path
L1379[19:32:45] <diesieben07> instead of
just ... mkaing it null
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L1391[19:45:26] <diesieben07>
williewillus, i personally would at least describe what the JSON
does, I had to stare at it for a bit to realize what promos did
(admittedly it is 2:45am, but still)
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L1395[19:57:30] <williewillus>
updated
L1396[19:58:23] <diesieben07> +1 from me
;)
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L1407[20:28:11] <williewillus> how do I
show all *direct* subclasses of somethign in intellij?
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L1409[20:30:15] <diesieben07>
williewillus, Ctrl-H is the best you can do i think
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L1414[20:42:14] <Ferdz_TheWeeb> For some
reason the bucket handle is rendered correctly, but not the actual
bucket
L1415[20:43:02] <diesieben07> i don't
think vanilla jsons support non-90° rotations
L1416[20:43:09] <williewillus> show
json
L1417[20:43:13] <williewillus> oh
L1418[20:43:14] <williewillus> yeah
L1419[20:43:23] <williewillus> you have
to use a submodel and rotate that using forge json
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L1421[20:44:11] <KnightMiner> Vanilla
models support 22.5 degree increments, though the blockstates only
allow 90 degree increments
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L1424[20:44:41] <williewillus> vanilla
blockstates allow 90 degree rotations of the entire model, vanilla
models support 22.5 deg rotation of specific cubes
L1425[20:44:48] <williewillus> forge
blockstate supports arbitrary transform
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L1427[20:45:38] <williewillus> try uvlock
maybe?
L1428[20:46:08] <williewillus> stick
"uvlock": true in defaults
L1429[20:46:43] <Ferdz_TheWeeb> It's
loading
L1432[20:53:14] <Ferdz_TheWeeb> using
"post-rotation" doesn't work either, any ideas why this
happens? :(
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L1439[21:33:01] <Ferdz_TheWeeb> For some
reason, when the model elements don't have the rotation thingy
defined, it fucks up. I added them manually to every element, but
is there a way I could avoid that?
L1441[21:34:04] <williewillus> huh
interesting
L1442[21:34:08] <williewillus> it
probably needs the origin
L1443[21:34:27] <williewillus> mightve
been trying to rotate around 0, 0, 0 or something before
L1444[21:35:47] <Ferdz_TheWeeb> Yeah
that's what I'm thinking
L1445[21:36:02] <Ferdz_TheWeeb> Would
there be any way to like.. avoid this? :P
L1446[21:37:55] <williewillus> probably
not
L1447[21:41:32] <Ferdz_TheWeeb> Or would
there be a way to have the rotation applied to everything without
having to copy and paste all the way through?à
L1448[21:41:53] <williewillus> not
sure
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L1488[23:23:25] <Abastro> hi
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L1493[23:50:58] <madcrazydrumma> Hey
guys! So I've got my block that I've made. But now I want to render
an entity on the top of the block which is 'tinted' a certain
color
L1494[23:51:05] <madcrazydrumma> Any idea
how I could get around doing this?
L1495[23:51:30] <killjoy> does color(r,
g, b, a) work?
L1496[23:51:49] <killjoy> It's a TESR,
right?
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L1498[23:56:27] <madcrazydrumma> No
L1499[23:56:34] <madcrazydrumma> Its just
a json model my block
L1500[23:56:44] <killjoy> maybe you want
to spawn an entity on top of it.
L1501[23:57:25] <madcrazydrumma> And how
would I say change the color of it?
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L1503[23:57:35] <killjoy> color.
L1504[23:57:44] <killjoy> that's assuming
nothing does it already
L1505[23:57:58] <killjoy> some gl
hax
L1506[23:58:17] <killjoy>
GlStateManager.color
L1507[23:58:29] <killjoy> params are red,
green, blue, alpha
L1508[23:59:02] <madcrazydrumma> Yeah I
know the params, but if I just spawn an entity on top of it, how do
I render that entity?
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L1510[23:59:23] <killjoy> you should make
it a custom entity whose renderer wraps another entity.
L1511[23:59:42] <killjoy> just have
doEntityRender delegate