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L10[00:34:05] <Flaeme> Is... is there
something up with the Forge maven?
L11[00:34:40] <Flaeme> IDK, I feel like my
version of ForgeGradle is broken and files.minecraftforge.net/maven
is a 500
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L32[01:32:08] <LexManos> looks fine to
me
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L38[01:41:33] <Ferdz_TheWeeb> Can anyone
tell why this
http://pastebin.com/Nvdu8seu blockstate
json not apply the texture when material = wood? It just does
missing variants exceptions
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L43[01:47:34] <Ferdz_TheWeeb> Even when
inline it doesn't work, am I supposed to add the material field to
every line? o.O
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L47[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160702 mappings to Forge Maven.
L48[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160702-1.10.2.zip
(mappings = "snapshot_20160702" in build.gradle).
L49[02:00:16] <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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L55[02:14:08] <zetaPRIME> How exactly does
Minecraft handle the whole single-player-is-still-a-server thing?
Does the client have two "independent" copies of the
client-visible world state?
L56[02:14:35] <elan_oots> The client and
server code both run on the same JVM in different threads
L57[02:15:46] <zetaPRIME> so there's both a
client and a server copy of the part of the world currently visible
to the player in memory?
L58[02:16:27] <elan_oots> I don't know
about that
L59[02:16:29] <elan_oots> I doubt it
L60[02:16:56] <elan_oots> That's why you
can do stuff when testing in singleplayer that would crash the
server in multiplayer though
L61[02:17:39] <zetaPRIME> so more "if
integrated server, just render the visible part of server
state"?
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L65[02:21:24] <tterrag> actually there are
two "copies" of the world
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L68[02:28:43] <zetaPRIME> are packets
between integrated server and local client constructed and queued
the same way as over actual tcp? ...or even sent over a localhost
tcp connection?
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L70[02:30:46] <tterrag> see
NetworkSystem#addLocalEndpoint
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L86[03:28:37] <r3becca> does anyone know of
a super basic example mod which just adds another simple block and
corresponding item?
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L91[03:41:50] <Tencao> Does anyone know why
I sometimes get this error when connecting to a forge 1.7.10
server
L93[03:42:38] <Tencao> Latest dev froge
(1614 I think)
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L95[03:44:22] <Tencao> This is a client
side error
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L101[04:04:50] <r3becca> bare bones
example block mod anyone?
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L106[04:09:50] <r3becca> thanks
Disconsented , i'll give that a try :D
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L121[05:29:49] <Kopharex> Does anyone know
of an easy way to create connected models?
L122[05:30:52] <sham1> What do you
mean
L123[05:30:55] <sham1> Something like
pipes?
L124[05:31:00] <sham1> That can be done
with blockstates
L125[05:31:09] <Kopharex> Yes
L126[05:31:19] <Kopharex> What about the
model generation?
L127[05:31:30] <sham1> submodel is what
you want for the connecting part
L128[05:31:39] <sham1> They get added to
the "core" model
L129[05:31:51] <Kopharex> Oh Cool
L130[05:31:52] <sham1> So you don't need
to make n! permutations
L131[05:32:01] <Kopharex> That's super
handy
L132[05:32:22] <Kopharex> Do you happen to
know any tutorials/examples?
L133[05:33:00] <Kopharex> Nevermind,
forgot the forge docs
L134[05:33:04] <Kopharex> Just found
them.
L135[05:34:09] <sham1> Ya
L136[05:34:17] <sham1> I can still give
you an example
L138[05:34:53] <sham1> That takes
advantage of the submodels
L139[05:35:09] <sham1> Without submodels,
I would have had to create 6! permutations
L140[05:35:37] <sham1> AKA 720 different
models to account for all the different configurations
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L142[05:36:40] <Kopharex> Thanks for the
example :)
L143[05:36:56] <Kopharex> What model
editor do you use?
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L146[05:40:56] <sham1> A text editor
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L148[05:42:29] <Kopharex> Doesn't it get
messy with complex models?
L149[05:43:16] <sham1> not really
L150[05:43:49] <Chais> MC reads OBJ,
right?
L151[05:44:57] <sham1> Well, Forge
does
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L154[05:45:55] <Chais> blender would be a
possiblity then. but yes, OBJ can be done by hand. I'd probably not
do it though ^^
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L156[05:49:48] <Kopharex> Yeah I was using
blender, with the blender2Minecraft plugin
L157[05:50:07] <Chais> blender features
export to OBJ by default
L158[05:50:07] <Kopharex> The exported
JSON file is all cluttered though
L159[05:50:13] <masa> I have use BDCraft
Cubik for the few things that I have actually needed non-full-cube
models for
L160[05:50:36] <masa> I think it only does
cube parts though
L161[05:50:37] <Kopharex> I'm on ubuntu
and i can't use cibik :(
L162[05:50:43] <Kopharex> ubik*
L163[05:50:44] <masa> right...
L164[05:51:25] <masa> isn't there
something like mrcrayfish's model creator which I think is in
java?
L165[05:51:31] <masa> and is techne still
a thing?
L166[05:51:42] <masa> and tabula?
L167[05:52:28] <Kopharex> mrcrayfish's
creator isn't working for ma, can't set a texture
L168[05:53:04] <Kopharex> the techne
webapp looks like a wreck and tabula is in-game only as far as i
know
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L173[06:38:40] <Chais> yay my doors work
^^
L174[06:40:37] <Chais> btw what notation
is preferred for registry names? camelCase or under_score?
L175[06:40:43] <Chais> s/what/which/
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L177[06:42:48] <Chais> vanilla uses
underscores. are modders generally in line with that? or does
everyone do as he pleases?
L178[06:44:58] <FusionLord> IIRC registry
names are all lowercase
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L189[07:23:56] <Nitrodev> well they SHOULD
be
L190[07:24:11] <Nitrodev> i think it's
pobbile for them to be uppercase too
L191[07:24:16] <Nitrodev> not certain
though
L192[07:24:24] <Nitrodev> been awhile
since i modded mc
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L195[07:29:49] <Chais> is there a way in
idea to do a refactoring for the registry name? replace in path
doesn't seem to want to search the resources folder. it doesn't
recurse properly even if told to
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L197[07:30:21] <Ordinastie_> what ?
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L199[07:30:51] <Chais> I'm trying to
change the registry name of my doors. because currently it's just
the vanilla names
L200[07:31:15] <Chais> I can change the
strings in the code no problem. but I need to do the change in the
json files too, and need to change their names as well
L201[07:31:40] <Ordinastie_> ah, no you
can't automaticly refactor that
L202[07:31:55] <Chais> but it seems I
can't even do it half-automatic
L203[07:32:12] <Chais> search in path
doesn't recurse the resources tree for some reason
L204[07:32:33] <Chais> it only finds the
blockstates and stops searching :/
L205[07:34:17] <Ordinastie_> may I ask
what your mod is about ?
L206[07:36:40] <Chais> have you seen
howl's moving castle?
L207[07:36:48] <Ordinastie_> no
L208[07:37:39] <Chais> you should catch up
on that ;) anyway, that castle has a magic door, that, depending on
what colour is selected on the knob connects to different doors all
over the world
L209[07:37:48] <Chais> I'd like to make
that kind of teleport door
L210[07:38:24] <Ordinastie_> may I suggest
you start modding with something a bit more feasible :)
L211[07:38:36] <Chais> lol. nope :D
L212[07:38:51] <Chais> I have the vanilla
doors :D now for added functionality
L213[07:39:35] <kashike> Howl's Moving
Castle was good
L214[07:39:40] <kashike> good luck with
your mod
L215[07:39:45] <Chais> thx ^^
L216[07:39:52] <Chais> I assumed it
wouldn't be easy
L217[07:40:24] <Chais> Ordinastie_: in
french it's Le Chaâteau ambulant
L218[07:40:37] <Chais> *Château
L219[07:41:36] <Ordinastie_> considering
the difficulties you had with just copying the doors, I fear you
end up asking here for every step of the functionalities
implementations :/
L220[07:42:48] <Chais> which could easily
be remedied with a proper documentation :/
L221[07:43:32] <Ordinastie_> pretty sure
proper documentation wouldn't be enoughg
L222[07:44:36] <Chais> I'm pretty sure it
would. by proper I mean something Java standard library style
though. educational style
L223[07:44:46] <Chais> not just api
docs
L224[07:45:06] <Ordinastie_> you inside MC
? or just the forge parts ?
L225[07:46:11] <masa> how do I make the
wire frame model rendered from the BakedQuads render with a white
color instead on the texture color?
L226[07:46:30] <Ordinastie_> disable the
textures
L227[07:46:35] <Chais> ideally MC too,
because that's what we're hooking in to. it's what defines much of
the process
L228[07:46:49] <gigaherz> and set the
vertex colors to white ;P
L229[07:47:30] <masa> tell it to me like I
don't know what rendering is (which is pretty accurate ;p)
L231[07:48:10] <gigaherz> okay first
L232[07:48:17] <gigaherz> static model or
custom renderer?
L233[07:48:22] <masa> that's what I have
now, it renders the wire rfame but using the colors from the
texture
L234[07:48:49] <gigaherz> EWH
glBegin
L235[07:49:20] <gigaherz> no wait I
misread
L236[07:49:22] <gigaherz> nevermind
;P
L237[07:49:30] <gigaherz>
DefaultVertexFormats.BLOCK
L238[07:49:31] <gigaherz> change to
L239[07:49:39] <gigaherz>
POSITION_COLOR
L240[07:49:41] <gigaherz> but tha
tmeans
L241[07:49:50] <gigaherz> you'll have to
parse the contents of the vertex
L242[07:49:52] <gigaherz> hmm
L243[07:49:59] <masa> hmm
L244[07:50:13] <gigaherz>
GL11.glDisable(GL_TEXTURE2D)
L245[07:50:22] <gigaherz> try that before
drawing
L246[07:50:27] <gigaherz> and the
corresponding glEnable after
L247[07:50:46] <Ordinastie_> isn't there a
corresponding GlStateManager method ?
L248[07:51:07] <gigaherz> could be, never
tried
L249[07:51:13] <gigaherz> I don't have the
IDE open right now
L250[07:51:22] <gigaherz> also you can use
LightUtil.renderQuadColor?
L251[07:51:42] <gigaherz>
LightUtil.renderQuadColor(wr, quad, -1); to force the vertex color
to white
L252[07:51:52] <gigaherz> no wait that
wouldn't work
L253[07:51:54] <gigaherz> it
multiplies
L254[07:51:58] <masa> yay that works,
thanks :p
L255[07:51:59] <gigaherz> MEH still
sleepy
L256[07:52:16] <masa> the disable texture
2D from GlStateManager
L257[07:52:37] <masa> eww...
problem...
L258[07:52:50] <masa> some blocks have an
empty dummy model?
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L260[07:53:04] <gigaherz> TESR?
L261[07:53:08] <masa> yes
L262[07:53:18] <gigaherz> yeah you won't
be able to draw TESR that way
L263[07:53:25] <masa> yeah I know...
L264[07:53:41] <masa> can I somehow see if
the base model is empty?
L265[07:53:51] <gigaherz> getQuads would
return an empty list ;P
L266[07:54:11] <masa> hmm, then why am I
rendering a full cube wire frame for it :p
L267[07:54:51] <gigaherz> hahaha
L269[07:55:00] <gigaherz> masa: wat?
L270[07:55:03] <gigaherz> what
block?
L271[07:55:14] <masa> mob skulls, dragon
head for example
L272[07:55:16] <gigaherz> hmm
L273[07:55:19] <gigaherz> wait
L274[07:55:24] <gigaherz>
block.getRenderType
L275[07:55:45] <gigaherz> if it's not
MODEL
L276[07:55:53] <gigaherz> you shouldn't
query a baked model for it
L277[07:55:56] <masa> mmkay
L278[07:56:16] <gigaherz>
ENTITYBLOCK_ANIMATED == TESR
L279[07:56:25] <gigaherz> LIQUID == the
water/lava rendering system
L280[07:56:31] <gigaherz> (vanilla one,
forge uses models for it)
L281[07:57:05] <masa> yep that seemed to
fix it
L282[07:57:09] <gigaherz> (I mean that mod
liquids will be models, not that forge cahnges water/lava to models
-- I don't know if it does that)
L284[08:00:54] <gigaherz> nicee
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L290[08:10:57] <masa> for TESR blocks I'm
going to have just the ghost block and no wire frame option,
because I can't be arsed to try to get the vertex data for those
:p
L291[08:11:07] <masa> unless it would be
simple enough somehow
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L294[08:12:05] <masa> hmm but how the hell
would I even intercept the VertexBuffer stuff for those...
ugh
L295[08:13:37] ***
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L296[08:14:10] <FusionLord> Idk if it is
the best practice but... if ITileProvider create new TileEntity,
get renderer with TileEntity and render it...
L297[08:14:23] <williewillus> that's not
reliable
L298[08:14:33] <williewillus>
ITileProvider is old/not used by a lot of mods
L299[08:14:53] <williewillus> check
Block.hasTileEntity for a guaranteed correct result
L300[08:15:03] <FusionLord> same
concept
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L304[08:21:16] <masa> oh hey
FusionLord
L305[08:21:32] <masa> so that
BlockHighLights mod of yours, did you abandon it?
L306[08:21:50] <masa> didn't see anything
on curseforge a tleast...
L307[08:22:29] <masa> is it cool if I go
ahead and release my "Placement Preview" mod?
L308[08:23:02] <masa> I just have a couple
of config and keybind things to tidy up, all the rendering stuff
seems to be working pretty good
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L319[08:35:52] <williewillus> how do I
soft-depend on a mod (thaumcraft 5 in this case) without letting it
load during runtime?
L320[08:45:29] <williewillus> how do you
check if someone is op without reflection 0.o
L321[08:46:19] <kashike> a method in
server.getPlayerList().getOpsList()
L322[08:46:24] <kashike> forget name right
now
L323[08:48:33] <kashike>
server.getPlayerList().getOppedPlayers().hasEntry(game
profile)
L324[08:48:51] <kashike> williewillus
^
L325[08:48:58] <kashike> your name is hard
to type
L326[08:49:35] <williewillus> thats
preotected
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L328[08:49:51] <williewillus> lol just do
willie+tab complete
L329[08:50:00] <kashike> on a phone?
:)
L330[08:50:24] <williewillus> how anyone
uses irc productively on a phone I don't know :P
L331[08:50:37] <williewillus> i think I
can do UserListOps.getGameProfileFromName and see if its null
L332[08:50:41] <kashike> williewillus:
getEntry(profile) != null then
L333[08:51:07] <williewillus> ah
okay
L334[08:51:25] <kashike> but why not just
use the hasPermission method on ICommandSender?
L335[08:51:51] <kashike>
canCommandSenderUseCommand
L336[08:51:59] <williewillus> it's not for
commands
L337[08:52:09] <kashike> doesn't
matter
L338[08:52:20] <kashike> it's a general
purpose has permission method
L339[08:52:25] <kashike> Vanilla uses it
as so as well
L340[08:52:42] <kashike> checking is
players can edit command blocks, etc
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L342[09:00:33] <williewillus> !gm
func_149878_d 1,7.10
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L348[09:18:17] <williewillus> twilight
foresty does not use @Override and that is making porting very
annoying :P
L349[09:18:49] <gigaherz> get some idea
command/plugin that automatically adds @Override everywhere
L350[09:18:49] <gigaherz> ;P
L351[09:19:02] <williewillus> yeah except
that a bunch of the signatures changed from 1.7 to 1.9 :P
L352[09:19:07] <gigaherz> yeah I
mean
L353[09:19:09] <williewillus> so it would
only add it in the places its still correct
L354[09:19:13] <gigaherz> add it on the
1.7.10 codebase
L355[09:22:09] <williewillus> another pet
peeve
L356[09:22:15] <williewillus> the mcp
comments are copy pasted everywhere .-.
L357[09:22:35] <kashike> mapping
comments?
L358[09:22:42] <williewillus> yes
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L360[09:26:46] <williewillus> !gm
func_145771_j 1.7.10
L361[09:27:44] <Chais> so this is odd. I
had my doors working. they stop working if I change the registry
name and consequently the names of the JSONs
L362[09:28:17] <williewillus> what's
"working" mean?
L363[09:28:45] <Chais> items and blocks
looked as intended and the blocks behaved as you would expect from
doors
L364[09:30:02] <Chais> I've tracked the
problem down to ModelLoader.loadModel where
magiccastle:magic_door_acacia#facing=north,half=upper,hinge=left,open=true
somehow gets converted into
Variant{modelLocation=minecraft:block/magic_door_acacia_top_rh,
rotation=X0_Y0, uvLock=false, weight=1} for some reason
L365[09:31:39] <Chais> somehow
loader.getModelBlockDefinition(variant) jumps from my mod's
namespace to minecraft's
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L367[09:32:25] <Chais> since there is not
magic_door_acacia model in minecraft of course it that
excepts
L368[09:32:26] <williewillus> your
registration is someohw changing to mc's then i think
L369[09:32:40] <williewillus> the system
should work fine if it was broken we'd have a lot of angry
modders
L370[09:32:41] <williewillus> ;p
L371[09:33:06] <Chais> guess so. I just
don't see where. I'm never explicitly referencing minecraft in the
JSONs
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L373[09:34:09] <diesieben07> if you dont
specify a resource domain, it assumes "minecraft"
L374[09:34:36] <Chais> that explains this
then
L375[09:34:41] <Chais> my bad. thank
you
L376[09:42:07] <williewillus> !gm
func_145780_a
L377[09:42:10] <williewillus> !gm
func_145780_a 1.7.10
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L381[09:58:25] <jmeyer2k> hi there
L382[09:58:38] <jmeyer2k> anyone have a
fun mod idea I can work on?
L383[09:59:23] <gigaherz> sure,
plenty
L384[09:59:28] <gigaherz> you just haveto
come up with one
L385[09:59:38] <williewillus> lol
L386[10:00:01] <jmeyer2k> see, the problem
is I'm hopelessly uncreative
L387[10:00:03] <williewillus> great advice
/s
L388[10:00:12] <jmeyer2k> I guess I just
have to think creatively ;)
L389[10:00:19] <williewillus> search
around the mc/ftb/suggestions subreddits
L390[10:00:24] <williewillus> and see if
something catches your eye
L391[10:01:05] <gigaherz> or make a reddit
post
L392[10:01:16] <gigaherz> "Hopelessly
uncreative modder looking for ideas"
L393[10:01:19] <gigaherz> it will fill up
in a minute
L394[10:01:37] <gigaherz> for most people
ideas are easier than coding ;p
L395[10:01:45] <gigaherz> in fact
L396[10:01:53] <gigaherz> i had one last
wee:
L397[10:02:03] <gigaherz> a mod that adds
slab and stair-shaped chests (or storage boxes)
L398[10:02:34] <jmeyer2k> alright
yeah
L399[10:02:57] <gigaherz> week*
L400[10:03:39] <kashike> I'm bad with
ideas, good with code :P
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L402[10:06:47] <williewillus> ^ same
here
L403[10:06:50] <williewillus> I just port
shit :D
L404[10:06:56] <williewillus> got it down
to a process now lol
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L412[10:30:23] <williewillus> !gm
func_146066_aG
L413[10:30:59] <williewillus> oh god
L415[10:32:00] <kashike> niiiiice
L416[10:32:12] <kashike> this on GitHub?
:p
L417[10:32:19] <williewillus> I'm porting
twilight forest
L418[10:32:23] <williewillus> and no not
yet
L419[10:32:35] <williewillus> (my progress
that is, the actual code is open source)
L420[10:32:44] <kashike> ooh
L421[10:32:50] <kashike> nice choice to
port
L422[10:33:03] <williewillus> heh it was
mentioned a lot in taht reddit post i made
L423[10:33:04] <williewillus> so why
not
L424[10:34:02] <MushroomDynamo> someone
needs to group up and send williewillus a bottle of port in
appreciation
L425[10:34:04] <MushroomDynamo> because
wine puns
L426[10:35:04] <williewillus> it doesn't
use override at all so this one is going to be a buggier than usual
port
L427[10:35:07] <williewillus> lots of dead
code
L428[10:35:34] <kashike> I wish Java
required Override
L429[10:35:36] <kashike> :p
L430[10:35:39] <williewillus> yeah..
L431[10:36:02] <williewillus> idk which is
worse no overrides or the MCP comments being pasted in
EVERYWHERE
L432[10:36:13] <kashike> hehe
L433[10:36:32] <kashike> I love the
par1blahBlah too
L434[10:36:37] <kashike> :p
L435[10:36:43] <williewillus>
>_>
L436[10:36:52] <williewillus> I exorcised
a ton of those from botania last week, but there's still more
L437[10:37:11] <kashike> hehe
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L440[10:45:56] <williewillus> there's so
much dead code in here because the signature/name changed and it
didn't have @Override so it just stuck there never getting
called
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L442[10:47:18] <williewillus> !gm
func_110163_bv
L443[10:49:26] <williewillus> !gm
func_145778_a
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L445[10:50:44] <plathrop> I know I'm not
supposed to ask Java questions, so feel free to throw rotten fruit,
but can any of you point me to a decent explanation of @Override? I
actually learned Java before annotations so I've just been using it
w/o understanding and the above conversation makes me think I
should fix that
L446[10:50:56] <williewillus> !gm
func_70182_d
L447[10:51:07] <williewillus> plathrop:
it's just an extra compile time check
L448[10:51:24] <williewillus> the compiler
is forced to generate an error if you annotate a method with
@Override and it doens't actually override soething
L449[10:51:32] <plathrop> Ah! That makes
sense.
L450[10:51:34] <plathrop> Cool,
thanks
L451[10:51:37] <williewillus> this is very
useful in modding because the names and signatures shift very
often
L452[10:51:43] <williewillus> and you want
to make sure you keep overriding what you were
L453[10:51:55] <williewillus> !gm
func_70182_d 1.7.10
L454[10:52:11] <plathrop> !gm func_70182_d
1.7.10
L455[10:52:19] *
plathrop wants to see what that does :-)
L456[10:53:00] <williewillus> looks up the
MCP<->SRG names
L457[10:53:02] <williewillus> !mh
rotateAroundY
L458[10:53:03] <MushroomDynamo> thanks for
the explanation on @Override, I was wondering that too tbh
L459[10:56:05] <plathrop> MCP is Mod Coder
Pack, but I'm unfamiliar with SRG
L460[10:56:21] <williewillus> srg names:
func_blah blah blah
L461[10:56:26] <williewillus> or
field_1239515_c
L462[10:56:27] <williewillus> etc
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L464[10:56:36] <plathrop> gotcha
L465[10:56:50] <williewillus> MCP names
are human readable and assigned by the community, SRG is the
machine-generated ones and are what's actually used when
running
L466[11:01:31] <jmeyer2k> are there any
mod starter git repos?
L467[11:01:36] <jmeyer2k> like boiler
plate?
L468[11:04:38] <williewillus> not
really
L469[11:04:45] <williewillus> there isn't
really that much boilerpalte to be honest
L470[11:06:53] <gigaherz> there's the
ExampleMod
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L472[11:07:08] <gigaherz> that has all the
necessary bits for a mod to work
L473[11:07:20] <gigaherz> anything else is
optional ;P
L474[11:07:46] <gigaherz> although the way
things work, it is stringly recommended that you setup your proxies
also
L475[11:07:52] <gigaherz> but th at's just
one field on the @Mod class
L476[11:07:57] <gigaherz> with the proxy
annotation
L477[11:08:03] <gigaherz> and two strings
for the proxy class names
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L479[11:11:43] <williewillus> !gm
func_110174_bM
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L485[11:27:32] <williewillus> it shuold be
required practice that everytime a modder copies vanilla they have
to state all changes to it >_<
L486[11:27:36] <williewillus> porting
copied vanilla code is the worst
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L491[11:42:47] <williewillus> !gm
func_150936_a
L492[11:42:50] <williewillus> !gm
func_150936_a 1.7.10
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L495[11:46:49] <MrJoki007> hi
L496[11:47:30] <MrJoki007> i have a
problem when i want to start my ftb unstable server with the forge
version forge-1.10-12.18.0.2000-1.10.0-universal.jar i get this
error:
http://hastebin.com/abakikunok.avrasm
L497[11:47:51] <williewillus> did you run
the installer?
L498[11:47:56] <MrJoki007> yes
L499[11:48:05] <gigaherz> Caused by:
java.lang.ClassNotFoundException:
org.apache.logging.log4j.Level
L500[11:48:06] <williewillus> and do you
have the vanilla server jar in the same folder?
L501[11:48:09] <gigaherz> forge is not
installed properly.
L502[11:48:12] <MrJoki007> yes
L503[11:48:15] <williewillus>
reinstall
L504[11:48:32] <gigaherz> run the
installer again, and check that the launcher profile has the right
forge version selected
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L506[11:51:09] <MrJoki007> thanks i have
reinstalled it twice but now it works thanks
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L510[11:56:34] <williewillus> oh god
L511[11:56:54] <williewillus> one of the
TF TE's sets blocks in the world every tick
L512[11:56:56] <williewillus> the lag
:/
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L515[11:59:03] <MrJoki007> can somebody
help me? in the ftb unstable pack are some mods that need 1.10 but
i need sponge on my server. anyway in getting sponge to work?
:(
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L521[12:08:47] <Chais> the second param of
PropertyEnum.create takes the class of the enum?
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L523[12:10:38] <williewillus> yes
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L525[12:13:02] <williewillus> !gf
field_150004_a 1.7.10
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L527[12:17:40] <MushroomDynamo>
okay...might someone be able to eli5 how to figure out WHAT the
item actually is for an ItemStack object? I get the impression that
ItemStack.getItem() does not do what I think it does, unless its
purpose is to throw NPEs
L528[12:18:06] <williewillus> did you
check that the stack itself is not null?
L529[12:18:16] <gigaherz> MushroomDynamo:
in *theory*
L530[12:18:17] <williewillus> stacks with
null items should not happen unless anothermodder is screwing stuff
up
L531[12:18:24] <gigaherz>
ItemStack#getItem returns the instance of the item it corresponds
to
L532[12:18:36] <MushroomDynamo> ...you
know what, i have four of those TEs in my test world and I think
one might not have an item in it.
L533[12:18:37] <gigaherz> but there's a
possibility that a broken mod will create (by mistake) a null
itemstack
L534[12:18:39] <gigaherz> with no
item
L535[12:18:51] <MushroomDynamo> that would
probably explain it.
L536[12:23:33] <Chais> how would I create
the blockstate for a block that extends a vanilla block? new
BlockStateContainer(this, COLOR) does not include the original
states
L537[12:23:51] <williewillus> you have to
manually include the ones from the sueprclass as well
L538[12:23:57] <Chais> ok
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L541[12:31:09] <MushroomDynamo> oh...oh my
god. it worked. I actually got my custom recipe handler working
after banging my head against it for half a day.
L542[12:31:15] <MushroomDynamo>
JUBILATION
L543[12:34:13] <MushroomDynamo> also it
was indeed me forgetting to check if an itemstack was null so
thanks for that, heh
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L547[12:42:26] <Chais> I suppose I need to
call super.getActualState in my implementation as well?
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L551[12:44:04] <jmeyer2k_> hi guys
L552[12:46:19] <kashike> williewillus:
nice work
L553[12:46:35] <williewillus> ?
L554[12:46:40] <kashike> tf
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L557[12:54:25] <kashike> oh my
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L559[12:56:39] <williewillus> !gm
func_150567_a
L560[12:57:35] <simon816> ugh never name
variables single letters
L561[12:57:36] <simon816> int i, dx, dy,
dz, l, m, n, x_inc, y_inc, z_inc, err_1, err_2, dx2, dy2,
dz2;
L562[12:58:37] <KnightMiner> What happened
to j and k?
L563[12:58:42] <williewillus> there's so
much vanilla copying in this mod it hurts
L564[12:58:57] <williewillus> *vanilla
copying without documentation
L565[12:58:58] <KnightMiner> Which
mod?
L566[12:59:01] <williewillus> TF
L567[12:59:12] <KnightMiner>
TerraFirmaCraft?
L568[12:59:18] <williewillus> Twilight
Forest
L569[12:59:19] <kashike> Twilight
Forest
L570[12:59:27] <KnightMiner> Ah
L571[12:59:29] <TehNut> TerraFirmaCraft
would be TFC
L573[12:59:35] <kashike> interesting
approach
L574[12:59:46] <williewillus>
thefuck
L575[13:00:32] <KnightMiner> Are you
updating it to 1.9 now?
L576[13:00:37] <williewillus> yes
L578[13:00:50] <williewillus> I'll worry
about 1.10 later hopefully it works
L579[13:01:14] <kashike> williewillus:
have fun with structures
L580[13:01:15] <kashike> :P
L581[13:01:22] <williewillus> did it
change a lot? .-.
L582[13:01:24] <KnightMiner> So, the biome
is based on a predetermined grid?
L583[13:01:36] <kashike> BlockPos,
etc
L584[13:01:45] <williewillus> yeah thats
the easy stuff :P
L585[13:01:48] <kashike> there's a lot of
structure stuff in TF
L586[13:01:55] <williewillus> tedious is
okay
L587[13:02:08] <KnightMiner> There is the
structure block though, not sure if its useable in 1.9 for modders
yet though
L588[13:02:09] <williewillus> but if the
original code was a mess + the mc system changed
L589[13:02:17] <williewillus> dearie
that'll be hell
L591[13:02:26] <kashike> heh
L592[13:02:45] <williewillus> make it work
first then make it not crap
L593[13:02:45] <williewillus> :D
L594[13:02:55] <kashike> yup
L595[13:03:33] <Chais> make it work first,
then go about making it not crap, get lost in the middle and think
'ah fuck it. it works'
L596[13:04:03] <Chais> at least that how
it tends ending up for me :D
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L598[13:04:42] <williewillus> the biome
package is so messy and on top of that I'm not very familiar and
ontop of that it changed in 1.9
L599[13:04:43] <williewillus> yay
L600[13:04:52] <kashike> hehe
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L603[13:12:54] <MushroomDynamo> So I
notice that the vanilla furnace has fuel values for some items
hardcoded and then finishes off with
GameRegistry.getFuelValue(ItemStack). If I am implementing a TE
that burns fuel in a similar fashion, can I rely exclusively on
getFuelValue or should I do the dumb thing and hardcode the vanilla
fuel values too?
L604[13:13:05] <MushroomDynamo> I'm
assuming the answer is the former but safety check
nonetheless
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L607[13:16:07] <elan_oots> What's the best
way to implement logic if I'm making an energy pipe
L608[13:16:20] <elan_oots> Each pipe will
be a Tile Entity with its own little storage
L609[13:18:47] <simon816> MushroomDynamo,
just call TileEntityFurnace.getItemBurnTime
L610[13:18:47] <McJty> I wouldn't actually
do it like that but it is one way
L611[13:18:50] <simon816> it's
static
L612[13:19:16] <McJty> elan_oots, I would
make a network cache and update that whenever something in the grid
changes. And you only worry about pipes that connect to
anything
L613[13:19:24] <McJty> So it doesn't
matter if your pipe is 1000 blocks long or 10
L614[13:19:28] <McJty> It is the two ends
that matter
L615[13:19:53] <McJty> You have to update
that information whenever a pipe in your network changes of
course
L616[13:21:13] <McJty> elan_oots, mind
you, it is a bit more complicated to implement that. But I think it
is worth it as it makes it rather efficient
L617[13:22:01] <elan_oots> So I'd have
code in the block class that whenever a block is added or destroyed
it looks up that energy network and updates it?
L618[13:22:31] <McJty> yes, in the tile
entity class basically (every cable will still have to be a tile
entity, if only to keep track of in what network it belongs)
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L620[13:23:17] <simon816> McJty, mind you,
it'd have either be serialized or the network be re-generated when
chunks are first loaded
L621[13:23:27] <McJty> yes
L622[13:23:35] <McJty> Both are possible
options
L623[13:23:49] <elan_oots> I'd want the
network to have its own buffer of energy based on how many wires
there are so I'd probably serialize it
L624[13:24:00] <McJty> The regeneration
has the disadvantage that it only works if all the chunks of that
network are loaded
L625[13:24:10] <McJty> If you serialize
then you would even work with parts of your cable that are not in
loaded chunks
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L627[13:25:14] <elan_oots> So the TE would
basically store its network and whether or not it was an
endpoint?
L628[13:25:55] <McJty> yes, something like
that. What I typically do is store networks itself in
WorldSavedData instances
L629[13:26:09] <McJty> And networks can
have an ID which you remember in the TE
L630[13:26:17] <McJty> Of course there are
all kinds of complexities you have to be careful with
L631[13:26:29] <McJty> Like merging
adjacent networks if a cable happens to be placed between
them
L632[13:26:31] <McJty> And splitting
networks
L633[13:26:37] <elan_oots> Oh shoot forgot
about that
L634[13:26:39] <McJty> So coding this
correctly *is* complex
L635[13:27:29] <McJty> The easiest way to
handle this is to just rebuild the network from the ground up when
a change occurs
L636[13:27:40] <McJty> That's not as
efficient but one can hope that such networks typically don't
change that much
L637[13:27:47] <elan_oots> What about
unloaded chunks?
L638[13:28:02] <McJty> Well you have to be
careful about those of course
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L640[13:28:12] <McJty> If you do it right
you can have a functional network that doesn't even care if some
parts are not loaded
L641[13:28:23] <McJty> As the parts
themselves don't actually contain any info except network ID
L642[13:28:46] <McJty> But of course if
you need to rebuild the network then you might have to load the
chunks
L643[13:29:03] <McJty> So there are many
things to think about when designing something like this
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L652[13:43:17] <jrbudda> I need help I'm
at my wits end
L653[13:43:47] <jrbudda> can anyone
explain to me in excruciating detail when in the loading process
forge replaces base classes?
L654[13:43:54] <williewillus> it
doesn't
L655[13:43:55] <diesieben07> why do you
care? :O
L656[13:43:59] <williewillus> not for the
last few years
L657[13:44:00] <diesieben07> and yes, it
doesnt.
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L659[13:44:09] <williewillus> and yeah
that question makes me nervous :D
L660[13:44:20] <jrbudda> ok, talking about
1614 for 1.7.10 here
L661[13:44:26] <jrbudda> should have
specified
L662[13:44:27] <diesieben07> same
deal
L663[13:44:30] <jrbudda> okay
L664[13:44:30] <williewillus> it patches
them in-place when starting up
L665[13:44:31] <diesieben07> but you
should update.
L666[13:44:34] <jrbudda> ok
L667[13:44:39] <williewillus> it hasn't
replaced classes for a long time
L668[13:44:43] <diesieben07> the vanilla
laucher has a feature called tweakers
L669[13:44:47] <jrbudda> ok so in 1614 its
all patches
L670[13:44:48] <diesieben07> they can
register class tranformers
L671[13:44:50] <jrbudda> fmltweaker
L672[13:44:55] <diesieben07> yep.
L673[13:44:58] <williewillus> why do you
ask? :P
L674[13:45:05] <diesieben07> and
PatchingTransformer patches the classes.
L675[13:45:24] <jrbudda> cause
shadersmod's tweaker is failing
L676[13:45:30] <jrbudda> on a class that
it shouldn't be
L677[13:45:40] <williewillus> !gm
func_150557_a
L678[13:45:42] <jrbudda> and im trying to
rule out load order issues
L679[13:45:43] <williewillus> !gm
func_150557_a 1.7.10
L680[13:46:16] <jrbudda> what im doing is
totally bananas, im aware
L681[13:46:27] <jrbudda> but i cant figure
this out
L682[13:46:42] <williewillus> anyone know
what setColor() on a biome did in 1.7?
L683[13:46:55] <williewillus> everything
is unmapped and the method/field is gone in 1.9
L684[13:48:28] <jrbudda> i dont think it
does anything
L685[13:48:33] <jrbudda> it sets .color on
the biome
L686[13:48:40] <jrbudda> but its never
used for anything
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L690[13:51:29] <jrbudda> OK new really
stupid question
L691[13:52:13] <jrbudda> fmltweaker
injects tweakers into the same classloader list that's used by
launcherwrapper, right?
L692[13:53:31] <jrbudda> so if fmltweaker
is the primary tweaker, allll tweakers should be getting Forge'd
classes as their input, regardless of if they're specified by the
launchwrapper args, or found in a mod by FML
L693[13:53:35] <jrbudda> or is that
wrong?
L694[13:53:40] <jrbudda> id like it to be
wrong
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L696[13:54:07] <williewillus> !gm
func_150567_a
L697[13:54:18] <williewillus>
genBigTreeChance what a terrible name :P
L698[14:03:19] <jrbudda> oh god ive really
pissed it off now MOD HAS DIRECT REFERENCE System.exit() THIS IS
NOT ALLOWED REROUTING TO FML!
L699[14:03:32] <williewillus> !fh
worldGeneratorBigTree
L700[14:04:14] <jrbudda> FML loaded mods
aren't allowed to replace minecraft.java?
L701[14:04:23] <jrbudda> without
redirecting calls to fml?
L702[14:04:27] <jrbudda> ugh
L703[14:04:34] <jrbudda> there goes plan
B
L704[14:04:43] <williewillus> wat are you
trying to do lol
L705[14:04:50] <jrbudda> you dont even
want to know
L706[14:05:00] <williewillus> anything
that replaces whole classes is probably/definitely going to break
fml
L707[14:05:15] <jrbudda> basically rewrite
the whole game and be compatible with vanilla, forge, shadersmod,
optifine and all combinations thereof
L708[14:05:26] <jrbudda> iver got
everything working EXCEPT forge+shadersmod+optifine
L709[14:05:36] <jrbudda> and even that's
90% working
L710[14:05:37] <williewillus> that's a
pretty big chunk
L711[14:05:47] <jrbudda> but shadersmod is
working right
L712[14:05:53] <jrbudda> and i cant figure
out why
L713[14:05:56] <williewillus> also how are
you doing that if fml is patching? won't the patches not
apply?
L714[14:06:17] <jrbudda> dont need me,
calling manually via reflection
L715[14:06:20] <jrbudda> em*
L716[14:06:34] <williewillus> rip
performance
L717[14:07:01] <jrbudda> its not how i
would choose to do it
L718[14:07:04] <jrbudda> i inherited
it
L719[14:07:12] <williewillus> just what
the hell is this?
L720[14:07:15] <williewillus> link
:P
L722[14:07:51] <jrbudda> VR
implementation
L723[14:08:00] <jrbudda> its kind of the
best thing ever
L724[14:11:09] <jrbudda> heres what I dont
get, im looking at 2 logs, one from loading forge/optifine/smc
normally in the mods folder, and then loaded my way via libraries
and the launchwrapper args
L725[14:11:24] <jrbudda> and the smc
transformer reports wildly different byte sizes
L726[14:11:31] <jrbudda> for classes that
I do not at all modify
L727[14:11:48] <jrbudda> that should be
stock forge'd vanilla code
L728[14:12:37] <jrbudda> [SMC FNE] 12273
(+0)
L729[14:12:59] <jrbudda> SMC FNE] 16049
(+349)
L730[14:13:03] <jrbudda> for the same
class
L731[14:13:10] <jrbudda> the first one
being when it fails
L732[14:13:44] <jrbudda> FML makes no
'binary discrepency' warning about this class, as it does many
others
L733[14:14:34] <jrbudda> and its not a
class optifine fiddles with i dont think
L734[14:16:14] <jrbudda> the only thing i
can think of is when you use the launchwrapper args like you wind
up getting vanilla classes as input, and not ones that have been
patched by forge
L735[14:16:39] <jrbudda> and ofc the
tweaker is expecting forge classes
L736[14:17:07] <jrbudda> i guess i need to
go dig through FML
L737[14:17:35] <williewillus> talk to
people who actually know about the startup process/fml because we
sure dont :P
L738[14:19:16] <jrbudda> well i can settle
this with science, ill dump the classes to disk and look and see if
they've been patched by forge or not
L739[14:19:34] <jrbudda> if they havent i
dunno what to do
L740[14:19:47] ***
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L743[14:23:50] <williewillus> !fh
worldGeneratorTrees
L744[14:24:44] <williewillus> !gm
func_147099_x
L745[14:25:39] <jrbudda> i crashed the
SanityChecker
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L747[14:25:50] <jrbudda> the software
knows exactly how I feel
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L750[14:28:13] <williewillus> !fh
plantNoise
L751[14:30:49] ***
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L752[14:32:18] <williewillus> !fh
genTallFlowers
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L755[14:36:40] <jrbudda> well now im even
more confused
L756[14:37:13] <jrbudda> im saving all the
.classes when my tweaker sees them, and they've been modified by
Forge, but only like.... partially
L757[14:37:26] <williewillus> !gm
func_150572_a
L758[14:37:29] <jrbudda> like half the
names are still ab, i j, and not SRG names
L759[14:37:30] <williewillus> !gm
func_150572_a 1.7.10
L760[14:38:43] <diesieben07> jrbudda,
please, for the love of god, stop. you have no idea what you are
doing.
L761[14:38:57] <jrbudda> im doing
science
L762[14:39:04] <williewillus> lol
L763[14:41:59] <jrbudda> I will figure
this out if it kills me
L764[14:42:31] <simon816> I'm guessing
your tweaker is loaded before FML's
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L766[14:44:39] <jrbudda> thats the six
million dollar question
L767[14:44:54] <jrbudda> i mean a lot of
these classes im looking at, incoming to my tweaker
L768[14:45:01] <jrbudda> have all the
forge events and calls in them
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L770[14:47:11] <williewillus> when you do
chunk.getBlockState do yuo pass in local coords or world
coords?
L771[14:47:29] <LexManos> asm is bad
mmkay...
L772[14:47:55] <LexManos> you should know
what you're doing before you try it
L773[14:48:02] <LexManos> getting help
isnt gunna happen.
L774[14:48:08] <williewillus> his case
kinda needs it though heh VR is such a huge modification
L775[14:48:11] <williewillus> either way
youre crazy :D
L776[14:48:20] <jrbudda> im not doing any
asm, is the thing
L777[14:48:34] <jrbudda> im trying to
figure out why shadersmod asm is failing
L778[14:48:37] <simon816> williewillus,
it's BlockPos which is world coords IIRC
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L780[14:48:55] <williewillus> simon816:
okay just making sure, some methods take blockpos and treat it like
chunk coords or local coords
L781[14:49:54] <williewillus> !mh
worldGeneratorSwamp
L782[14:49:59] <williewillus> !fh
worldGeneratorSwamp
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L786[14:53:36] <LexManos> io understand
that hes doing vr crap and it could use edits to the vanilla
codebase
L787[14:53:41] <LexManos> Doesnt mean we
support it tho.
L788[14:54:01] <LexManos> The system that
coremods go through is rather simple if you take time to understand
it. But whatever
L789[14:55:15] <jrbudda> im not against
coremods, this is the method i inherited. The class that SMC's
tweaker is failing on is not a class that I edit, distribute, patch
or otherwise touch
L790[14:55:39] <jrbudda> the only
difference is im calling SMC's tweaker from the launcherwrapper
args
L791[14:55:43] <diesieben07> what error
are you getting?
L792[14:56:06] <jrbudda> and i just need
to understand how the classloader order works, cause something is
amiss
L793[14:57:56] <LexManos> Again you're on
your own here.
L794[14:58:13] <LexManos> Protip tho: You
shouldnt do anything with tweakers or the launch args let forge
handle everything
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L797[15:02:51] <simon816> I recommend
using Mixin that deals with a lot of the pains of coremodding for
you
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L803[15:29:11] <LexManos> gateway
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L811[15:51:03] <jrbudda> if anyone is
interested I answered my question >
http://pastebin.com/raw/6Qmp9SRn - Forge has 5
different tweakers and applying the MC patches and running
de-obfuscation are separate steps. When you specify an additional
tweaker in the launchwrapper args it run after forge patching but
before forge deobfuscation, hence the asm failures
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L813[15:53:15] <LexManos> Not only are you
developing a coremod, you're doing it for 1.7
L814[15:58:57] <masa> double whammy
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L816[16:03:34] <iari> wow, to kicks in
half an hour o.o
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L818[16:06:04] <williewillus> thats not
even that bad
L819[16:06:06] <williewillus> lol
L820[16:06:22] <williewillus> and they
were related to the same issue
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L827[16:19:12] <FusionLord> Missleading
error... "Caused by:
net.minecraftforge.gradle.util.GradleConfigurationException: There
are no mappings for MC 1.10" the issue was I forgot to upgrade
the Gradle version... >.>
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L830[16:22:08] <gigaherz> FusionLord:
whenever I upgrade the mc version
L831[16:22:13] <gigaherz> I always compare
the file with the stock one
L832[16:22:16] <gigaherz> to see what is
new
L833[16:22:25] <gigaherz> that way I don't
miss things like forgegradle changes
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L836[16:26:26] <williewillus> oh god
why
L837[16:26:38] <williewillus> one of the
decorative blocks in TF schedules updates constantly to do color
fading
L838[16:26:44] <diesieben07> lol
L839[16:26:59] <diesieben07> you sound
like you are having a GREAT time :D
L840[16:27:29] <williewillus> i found this
this morning, so yes I am having an amazing time
L842[16:28:20] <diesieben07> lol
L843[16:28:23] <diesieben07>
ModLoader
L844[16:28:53] <PaleoCrafter>
williewillus, I hope you're going to implement that with animated
textures + interpolation :P
L845[16:29:02] <PaleoCrafter> the color
fading, that is
L846[16:29:24] <williewillus> actually I
was wrong, it doesn't schedule updates constantly, it uses a weird
mix of different meta values + color multiplier + animated
textures
L847[16:29:28] <williewillus> 0.o
L848[16:29:39] <PaleoCrafter> oh
dear
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L850[16:30:56] <TehNut> sounds good, ship
it
L851[16:31:06] <williewillus> i thought it
was doing that because the fade "framerate" is really
slow
L852[16:31:09] <williewillus> and it looks
awful :P
L853[16:31:20] <williewillus> need some
"interpolate": true from 1.8 in there :D
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L857[16:35:40] <sham1> Now I am doing some
help in Modder support
L858[16:36:13] <sham1> Is kind of sad when
people expect people to just give copypaste code
L859[16:37:59] <williewillus> !gm
func_150002_b
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L869[17:05:49] <williewillus> man you
always can tell how old a mod is by looking at its networking
:P
L870[17:06:27] <diesieben07> haha
L871[17:06:33] <diesieben07> switch
(packetID) { HUGE ASS LIST }
L872[17:06:50] <williewillus> aka if its a
hacked up horror show using FMLProxyPacket it probably came before
1.6
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L874[17:07:11] <sham1> sounds
horrible
L875[17:07:48] <diesieben07> to be fair i
am actually building a packet system as we speak that also uses
FMLProxyPacket
L876[17:08:06] <diesieben07> because i am
not doing My system > simplImpl > FML > mc
L877[17:08:46] <williewillus> noooo fry is
gone
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L879[17:09:10] <sham1> fry playing
peekaboo as we speak
L880[17:09:15] <williewillus> did we ever
figure out how you do fullbright blocks in 1.8+?
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L882[17:10:41] <PaleoCrafter> I think
somebody did xD
L883[17:10:48] <williewillus> who would
that be xP
L884[17:11:05] <PaleoCrafter> prolly fry
:P
L885[17:11:07] <williewillus> i mean you
can bake the model with light info but I thought the wr overrides
that
L886[17:11:13] <williewillus> / doesn't
consider it
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L888[17:18:21] <Ordinastie_> I'd say it's
easy, just set the brightness to 0xF00F0
L889[17:18:26] <Ordinastie_> but maybe
that's just me :p
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L891[17:18:35] <williewillus> set what
brightness where
L892[17:18:36] <williewillus> :P
L893[17:18:52] <williewillus> i want to do
it in the static renderer
L894[17:18:57] <Ordinastie_> I personnally
set it for the vertexes :p
L895[17:19:06] <Ordinastie_> but like I
said, that's just me
L896[17:19:10] <williewillus> you mean you
set it when you bake the model?
L897[17:19:19] <williewillus> and it
works?
L898[17:19:32] <Ordinastie_> I mean I
don't use model for that reason
L899[17:19:49] <williewillus> what are you
using?
L900[17:19:55] <Ordinastie_> my own
system
L901[17:20:00] <PaleoCrafter> mad
hax
L902[17:20:09] <Ordinastie_> that
basically inject vertex data directly into the vertex buffer
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L904[17:21:47] <diesieben07> he's
coremodding, that's what he's doing.
L905[17:22:37] <williewillus> so not a
relevant solution for me anyone else? :P
L906[17:23:24] <Ordinastie_> the problem
comes from shitty MC design
L907[17:23:43] <williewillus>
whatever
L908[17:24:08] <Ordinastie_> where vertex
data gets overriden by MC after it's handed over by the
models
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L910[17:24:50] <Ordinastie_> fry
supposedly added a way to specify the brightness again after, but I
never looked into it because I don't need it anymore
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L930[18:16:57] <Wuppy> o/
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L955[18:57:27] <Domi> Hello, I need the
change the vanilla code of minecraft for my mod. I did the change
and then gradlew build but no change is made
L956[18:57:37] <williewillus> xy
L957[18:57:42] <williewillus> what do you
need to change and why
L958[18:57:48] <williewillus> ( you can't
in normal usage )
L959[18:58:49] <Domi> I want to get chat
messages written by the player. So I changed guichat
L960[18:58:58] <williewillus> there are
events to do that
L961[18:59:07] <williewillus> none of that
needs vanilla editing
L962[18:59:44] <williewillus> directly
editing vanilla is extremely incompatible (remember how mods were
back in 1.2/beta 1.8) so nowadays you can't anymore
L963[19:01:03] <Domi> ok I checked
ServerCommandManager but it seems that the command is send to the
server too
L964[19:01:36] <williewillus> describe
what you want to do
L965[19:02:44] <williewillus> do you want
to stop messages from leaving the client, or just read them, or
what?
L966[19:03:41] <Domi> I want to suppress
messages if they contain bad words. The server should not know of
the
L967[19:03:42] <Domi> existents of my mod
because it is a bad word filter
L968[19:04:22] <williewillus> doing taht
clientside is useless
L969[19:04:29] <williewillus> I can just
uninstall your mod
L970[19:04:33] <williewillus> or otherwise
hack around it
L971[19:05:11] <williewillus> or do you
want to suppress incoming bad words?
L972[19:05:32] <williewillus> if the
latter you want to use ClientChatReceivedEvent
L973[19:05:38] <williewillus> which is
designed exactly for your usecase
L974[19:05:51] <Domi> I know. It is not
for you or me.
L975[19:06:10] <williewillus> what usecase
is it? :P does that event fit your needs?
L976[19:06:49] <williewillus> get the
message, check it, cancel the event to prevent the message from
shwoing
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L978[19:07:15] <Domi> It is for students
at the age of 13-15.
L979[19:07:46] <williewillus> you sitll
haven't answered waht exactly it's supposed to do, but I assume
it's an incoming chat filter
L980[19:07:51] <williewillus> which means
taht event will work
L981[19:08:04] <williewillus> *that what*
-.-
L982[19:08:19] <Domi> but does my mod
receive the event first. It should filter outgoing chat
messages
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L984[19:09:26] <Domi> I minecraft does no
say I dont have the permisson to execute this command
L985[19:09:39] <Domi> *now
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L987[19:14:50] <williewillus> oh you are
filtering outgoing messages
L988[19:16:13] <williewillus> not sure if
there's a way of doing that right now
L989[19:16:19] <williewillus> purely
clientside at least
L990[19:16:29] <williewillus> you can
block it serverside and prevent it from displaying for other
players
L991[19:18:05] <Domi> ok thank you for
your help
L993[19:25:11] <diesieben07>
getArmorEffectTranslationVectorForPass is a bit short for a method
name, dont you think? :D
L994[19:27:04] <TehNut> Needs at least 10
more characters in it
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L996[19:28:08] <RANKSHANK> Hey when in
rome... something something... java syntax ;D
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L1007[20:15:24] <williewillus> !gm
func_150125_e
L1008[20:15:27] <williewillus> !gm
func_150125_e 1.7.10
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L1021[20:24:40] <SatanicSanta> So, we
used to be able to modify trades on the fly with an
IVillageTradeHandler. How can we do this with the new village
stuff? I see that most of the IVillageTradeHandler was replaced
with careers and professions, but that's not all I used it
for
L1022[20:25:26] <SatanicSanta> Oh, wait,
never mind. Turns out this class was never actually used. That code
must be elsewhere :)
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L1027[20:32:34] <williewillus> !mh
getMixedBrightnessForBlock
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L1036[20:49:51] <williewillus> !mh
itemInteractionForEntity
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L1058[21:41:36] <williewillus> !gm
func_149878_d
L1059[21:41:43] <williewillus> !gm
func_149878_d 1.7.10
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L1077[22:20:20] <Ferdz_TheWeeb> Why does
http://pastebin.com/nKWMAHcM gives me missing
variants instead of applying the texture when material=wood ? Can't
I mix inline?
L1078[22:20:52] <williewillus> uhh what
are you trying to do
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L1080[22:21:49] <williewillus> any time
you use vanilla style specification
(property=value,property2=value2...) those are *full*
overrides
L1081[22:22:02] <williewillus> and do not
respect anything other than the defaults block
L1082[22:22:10] <Ferdz_TheWeeb> Okay so I
have multiple models, that each have their own Y rotation when
facing differs
L1083[22:22:25] <Ferdz_TheWeeb> But all
these models share the same texture when the same material is
given
L1084[22:22:38] <Ferdz_TheWeeb> Is there
no way for me to not have hundreds of lines for every
material?
L1085[22:22:59] <williewillus> this seems
complex enough I'd move some of it into code, but that's just me
:P
L1086[22:23:03] <williewillus> and yeah
not this way
L1087[22:23:26] <Ferdz_TheWeeb> Didn't
even know that I could move that to code
L1088[22:23:31] <williewillus> you can't
mix the forge + vanilla formats together, specifying something
vanilla style is a explicit full overriden definition
L1089[22:23:51] <Ferdz_TheWeeb> Hmm
okay
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L1091[22:24:09] <Ferdz_TheWeeb> Think I
could keep the model definitions as well as the facing in the
blockstate but move the texture to code?
L1092[22:24:30] <williewillus> this a
block?
L1093[22:24:33] <williewillus> how many
materials?
L1094[22:25:16] <Ferdz_TheWeeb> It's a
block and there are 5 of them
L1095[22:25:19] <williewillus> if there's
not too many you can use a statemapper to split the blockstate json
into separate ones for each material and copy what you have now
into ech one
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L1097[22:25:57] <williewillus> yeah I'd
go for that then
L1098[22:26:12] <Ferdz_TheWeeb> I
considered that option, but I feel like it's very unclean
L1099[22:26:22] <williewillus> whys
that?
L1100[22:26:29] <williewillus> better
than having to mess with models in code manually
L1101[22:26:36] <williewillus> verbosity
is higher but complexity is significantly lower
L1102[22:26:49] <Ferdz_TheWeeb> I don't
want to change the model, just assign a texture
L1103[22:26:50] <williewillus> which I
personally prefer :P
L1104[22:26:53] <Ferdz_TheWeeb>
Same
L1105[22:27:14] <Ferdz_TheWeeb> But still
feel like having a blockstate file per state kind of defies the
point of the files to begin with
L1106[22:27:36] <williewillus> well
mojang uses that very thing so :P
L1107[22:27:48] <Ferdz_TheWeeb> Oh
L1108[22:28:15] <abab9579> williewillu.s,
I saw you forked Dynamic Surroundings and deleted it. Could I ask
why?
L1109[22:28:50] <williewillus> I was
taking a look at it, like I would any other open source project ?
:P
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L1112[22:29:51] <abab9579> Hm.. Not to
port it to 1.10? :D
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L1114[22:30:57] <williewillus> didnt feel
like it, it has asm + other weird fakes/hacks and updating those
aren't fun
L1115[22:31:00] <williewillus> I'm doing
TF now :P
L1116[22:31:38] <Ferdz_TheWeeb> So I
should have 1 blockstate file per material, correct?
L1117[22:31:41] <williewillus> (which is
honestly a worse mess but it's been okay so far heh)
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L1119[22:32:04] <williewillus>
Ferdz_TheWeeb: yes and use the statemapper to split it apart
(StateMap.Builder().withProperty(<Material prop>)
L1120[22:32:07] <abab9579> Then I'd like
to care of the DS.
L1121[22:32:27] <williewillus> have at
it
L1122[22:32:37] <williewillus> it
shouldn't really be hard since it doesn't have blocks/items and is
already on 1.8
L1123[22:33:18] <abab9579> Yes, I think
so too.
L1124[22:33:34] <abab9579> Also I'll take
care of ASMs, and try getting them out
L1125[22:33:58] <abab9579> Is MIT license
OK to make some unofficial release?
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L1127[22:34:30] <williewillus> yes
L1129[22:35:30] <abab9579> Great,
thanks!
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L1132[22:36:41] <Ferdz_TheWeeb> Wait how
exactly is a StateMapper used? Do I use it in the client
proxy?
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L1153[23:21:28] ***
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L1160[23:35:35] <electrolitic> If I was
making an item that is fuel for a furnace, what class would I look
for in order to make it recognized as that?
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L1164[23:38:50] <Ferdz_TheWeeb>
electrolitic, GameRegistry.registerFuelHandler and you create a new
IFuelHandler
L1165[23:38:59] <electrolitic> Thank
you!
L1166[23:38:59] <Ferdz_TheWeeb> Also
thanks for the twitch follow ;)
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L1171[23:46:43] <elan_oots> With the
Tesla API is it better to have energy storage give energy to things
that use it or to have energy consumers take energy?
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