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L15[01:19:25] <Delenas> What could be a
reason a gui opens, then instantly closes again?
L16[01:23:05] <kenzierocks> Delenas: what
forge version are you on?
L17[01:23:13] <kenzierocks> i know the
initial 1.10 builds had that bug
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L19[01:23:27] <Delenas>
1.10.2-12.18.0.2005-1.10.0
L20[01:23:43] <Delenas> Ah, really? That
may be it.
L21[01:23:59] <kenzierocks> nope, that
build is too new i think
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L24[01:24:29] <kenzierocks> fixed Build
1.10-12.18.0.1982-1.10.0:
L25[01:26:53] <Delenas> Mnf.
Ballocks.
L27[01:29:56] <Delenas> I've looked over it
a good bit, though. Everything is recieved properly, synced, and
nothing seems out of place.
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L38[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160704 mappings to Forge Maven.
L39[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160704-1.10.2.zip
(mappings = "snapshot_20160704" in build.gradle).
L40[02:00:12] <Delenas> Just updated jei..
not that, either.
L41[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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L43[02:03:15] <mezz> Delenas, check the
log, remove code until it works?
L44[02:03:29] <Delenas> I've been. :/
L45[02:04:21] <Delenas> Even a
"blank" gui explodes.
L46[02:04:46] <mezz> I'm not sure your
acceptedMinecraftVersions is valid syntax, is it?
L47[02:05:01] <Delenas> It's loading fine?
o.o
L48[02:06:15] <mezz> check F3's game
version, maybe it wasn't actually updated forge
L49[02:06:37] <Delenas> No, it's
v2005
L50[02:06:50] <Delenas> On 1.10.2.
L51[02:07:06] <mezz> nothing in logs?
L52[02:07:14] <Delenas> For the guis?
Nope.
L53[02:07:49] <mezz> is it just your guis
that close?
L54[02:08:19] <Delenas> Yeah.
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L56[02:10:25] <mezz> put a breakpoint in
EntityPlayer.closeScreen()
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L58[02:10:36] <mezz> see what calls
it
L59[02:11:12] <Delenas> The gui doesn't
call it.
L60[02:11:33] <mezz> that doesn't matter,
something is closing the screen
L61[02:11:56] <mezz> now is the time to
make 0 assumptions and see what actually happens
L62[02:12:36] <Delenas> No, I mean
L63[02:12:48] <Delenas> I put the
breakpoint. The gui didn't call it, it still exited.
L64[02:13:08] <mezz> ok, put a breakpoint
everywhere this.openContainer is set in EntityPlayer
L65[02:13:21] <mezz> I think you can put a
breakpoint on the field itself
L66[02:13:25] <mezz> at least in
intellij
L67[02:16:21] <Delenas> Okay. What am I
looking for here?
L68[02:16:36] <Delenas> I see open
container being set to GuiStorage / ContainerStorage.
L69[02:16:38] <mezz> looking for it being
set to your container, and then what happens next
L70[02:17:16] <mezz> you want to find what
is setting it to something other than your container
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L72[02:18:16] <Delenas> All I see is it
going straight to closeContainer in EntityPlayerMP
L73[02:19:26] <mezz> okay good, put your
breakpoint in EntityPlayerMP.closeContainer() and see what is
calling it
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L76[02:20:53] <Delenas> I don't see a
stacktrace. I see it from onBlockActivated (openGui) and right to
closeContainer.
L77[02:21:36] <mezz> your debugger should
show you the stack
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L81[02:22:33] <Delenas> No stack.
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L83[02:23:22] <mezz> your stack filter
appears to be active
L84[02:23:54] <mezz> when you hover over it
will say "Show All Frames"
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L88[02:25:54] <Delenas> Okay.
L89[02:26:16] <Delenas> All I see is it
trying to reopen the gui (even though it's already open) in forge's
network handler.
L90[02:26:19] <Delenas> Nothing else.
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L93[02:28:04] <mezz> that doesn't happen
when you open a vanilla container
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L95[02:29:25] <Delenas> It does, however,
happen when I open one of Forestry's chests.
L97[02:31:24] <mezz> seems to happen for
modded guis
L98[02:31:31] <Delenas> ...wait a
second.
L99[02:32:29] <Delenas> I figured it out.
x.x
L100[02:32:51] <mezz> what was it?
L101[02:33:04] <Delenas> I had added extra
info about the gui (block side and a string) to the player's nbt
data, then removed it after I accessed it in GuiHandler.
L102[02:33:20] <Delenas> Forge reopening
the gui with that method didn't have the information, so obviously,
the gui failed.
L103[02:33:36] <mezz> ah, ok
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L105[02:33:45] <Delenas> Which brings up a
point.
L106[02:33:57] <Delenas> What would be the
best way of handling that kind of temporary info?
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L108[02:34:13] <mezz> what is the
relevance of the info?
L109[02:34:46] <mezz> if you have
different gui per side, open the right gui from the server. do not
make the client figure out which with data
L110[02:35:07] <mezz> not sure what the
string would be used for
L111[02:35:58] <Delenas> The system I'm
using needs to know which side the block is clicked on and a
"storage name" to figure out which thing to access in a
list.
L112[02:36:25] <Delenas> I can't just pass
that through the openGui method, so I tried adding it temporarily
to the player.
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L115[02:36:52] <mezz> storing to the
player is not guaranteed to be synced in time for your gui opening,
even in the best of cases
L116[02:37:19] <mezz> for forestry I store
some extra data in the packet ID sometimes
L117[02:37:25] <mezz> but you can't fit a
string there
L118[02:37:29] <Delenas> It's not synced.
The same code is run on client and server.
L119[02:38:13] <Delenas> It's something
both sides know about without extra processing, I just need to pass
it to the gui handler.
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L122[02:41:12] <mezz> check out Forestry's
GuiHandler.java
L123[02:41:19] <mezz> it may give you some
ideas
L124[02:41:32] <mezz> basically you have
GuiHandler.ID_STORAGE
L125[02:41:40] <mezz> but really you can
encode extra data there in unused bits
L126[02:41:55] <Delenas> The only other
way I would know how to handle it would be to store the storage id
in a static field. Same problem, though- if forge reopens the gui,
then the extra data there is lost anyway.
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L129[02:44:46] <Delenas> My problem here
is the fact that these storage blocks are compartmentalized. It
won't always be the same identifier, even if two players are
clicking the same block at the same side at the same time. It
depends on the clicked location, and.. yeah. x.x
L130[02:45:40] <mezz> can you
explain?
L131[02:45:53] <Delenas> Okay, so
L132[02:46:33] <Delenas> I have a part
system. A modular system designed so beds can say "I accept
two storage parts, a set of linens, and addons". This is the
storage parts.
L134[02:47:40] <Delenas> Storage parts are
generic- the guis too. A part can say "I have this gui
design" while another could be completely different. End goal
being a bed could have a "normal" drawer, and a
"reinforced" drawer, and the exact same gui code works
for both of them without extra work involved.
L135[02:48:30] <Delenas> Catch being that
the code requires an identifier- a way to figure out which part is
being accessed, based on where they clicked on the containing
block.
L137[02:49:36] <mezz> instead of
GuiHandler.ID_STORAGE send something like
GuiHandler.ID_STORAGE_EAST_HEAD
L138[02:49:50] <Delenas> I've got all this
code working. The guis show up, they draw, slots are proper. All
that. My problem is passing that identifier (and the clicked block
side) to the gui handler.
L139[02:50:14] <mezz> in Forestry I didn't
want to write out all those permutations so I wrote a way to encode
that data into the ID dynamically.
L140[02:50:51] <Delenas> The real problem
here is the fact that I can't encode that information. Every time
I'd want to add or change the storage slots of a block, I'd need to
modify everything.
L141[02:51:18] <mezz> I am not changing
your existing system in any way
L142[02:51:34] <mezz> I am moving the data
from getEntityData into the GuiHandler.ID
L143[02:51:57] <Delenas> Missing what I'm
saying here.
L144[02:52:07] <Delenas> These storage
blocks could add new slots at any time.
L145[02:52:19] <mezz> are you arguing
against your existing system?
L146[02:53:52] <Delenas> I'm trying to
figure out why Forge can't pass along an nbt compound with the
packet or something. x.x
L147[02:54:20] <mezz> please reconsider
what I have said
L148[02:54:42] <Delenas> To have a
potentially infinite set of combinations for something that could
be shared like this is.. well. I find it limited.
L149[02:55:15] <mezz> side is EnumFacing,
only 6 values. head and foot is just another bit
L150[02:55:20] <Delenas> I hear what
you're saying. You want me to re-encode the identifier and side
into the integer for the gui ID.
L151[02:55:52] <Delenas> But when I hit
beds that have six drawers, or end tables with two in the same
block, or a dresser with six in the same block. It gets
absurd.
L152[02:56:19] <mezz> I think you should
determine what you are hitting in onBlockActivated and open the
appripriate gui instead of making the guiHandler figure it
out
L153[02:56:56] <mezz> it may take a lot of
IDs but there are many to use
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L155[02:58:42] <Delenas> I would still run
into the exact same problem if I used specifics.
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L157[02:59:13] <mezz> the data is tied to
the packet though, it will never be desynced or out of date
L158[02:59:19] <Delenas> It would require
me to hand code all the slots of all my storage blocks /everywhere/
to open the guis for them. And that breaks the point of this
generic system. x.x
L159[02:59:56] <Delenas> If I have a
damned drawer, it doesn't matter WHERE the drawer is, what block
it's IN. This system opens that gui for that drawer.
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L161[03:00:59] <mezz> you can write
function to encode the data, and decode on the other side
L162[03:01:03] <mezz> it will be handled
the same as now
L163[03:01:44] <Delenas> The problem here
is that I can't open a gui for handling nbt data, it's all tied to
blocks and the world.
L164[03:01:52] <gigaherz|work> no it
isn't
L165[03:02:05] <gigaherz|work> you can
easily create a container that works from an item, or capability,
or anything else
L166[03:02:29] <Delenas> If there's an
item in a slot in a block, then I'm out of luck. Because I can't
just pass that extra data.
L167[03:02:38] <gigaherz|work> ?
L169[03:02:57] <gigaherz|work> this
gui+container works from an inventory in WorldSavedData
L170[03:03:14] <gigaherz|work> there isn't
an item nor block involved xcept as a way to find the right
inventory
L171[03:03:17] <mezz> I have guis on
entities, tile entities, and items
L172[03:03:38] <mezz> with item
storage
L173[03:04:36] <Delenas> All I need to do
is pass a string to the gui handler. That's all I need.
L175[03:05:34] <Delenas> I could do it
with an integer, sure. But I find bit encoding and that bull to be
ridiculous when it could be supported easily.
L176[03:07:12] <Delenas> So, you're saying
pass the extra data as an int and an integer only, in with the id,
is the only way this is happening.
L177[03:07:14] <mezz> I am recommending
this solution after rewriting my gui handling 2 or 3 times on a
fairly large mod. I can't make you do anything but I'm not sure I
can help you find a different solution either, since I haven't come
up with it either
L178[03:08:11] <Delenas> At that point I
might as well say screw forge's gui handling and rewrite the packet
handler to make one I can add an nbt compound to.
L179[03:09:52] <Delenas> I'd be sitting
there saying id_bed_head, id_bed_foot, id_dresser_1, dresser_2,
dresser_3, dresser_4, dresser_5, dresser_6, nightstand_1,
nightstand_2, stone_bed_1, stone_bed_2,... do you see how this
would get retarded?
L180[03:10:13] <gigaherz|work> Delenas:
well you can't pass a string
L181[03:10:21] <gigaherz|work> yo ucna
pass random numbers in x,y,z
L182[03:10:26] <gigaherz|work> or in
id
L183[03:10:35] <mezz> I told you, encode
it using a function like what I linked
L184[03:10:42] <mezz> you don't need to
write them all out by hand
L185[03:11:19] <mezz> just some bit
shifting
L186[03:11:47] <gigaherz|work> can't you
like
L187[03:11:59] <gigaherz|work> have a
deterministic method to assign numbers to each part?
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L189[03:12:20] <gigaherz|work> or
something, dunno
L190[03:16:05] <Delenas> Can someone at
least tell me WHY forge is closing then immediately reopening the
same gui every time openGui is called?
L191[03:16:15] <Delenas> A sanity
check?
L192[03:17:15] <mezz> probably a bug with
no noticeable negative effects
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L194[03:20:42] <Delenas> Sigh. Maybe I
should develop a pull to make the gui handler use a BlockPos, and
be able to include a compound. I really don't want to dick around
with bitshifting. That seems like a crap workaround for something
that could easily just be added right to the packet and fixed.
There's even tag parsers in the packet handlers. So, nyeh.
L195[03:21:14] <mezz> sounds good
L196[03:22:25] <mezz> not like you're
going to laden the network with gui requests
L197[03:23:13] <Delenas> I mean, really.
If you don't use the extra nbt, you aren't adding any
overhead.
L198[03:23:55] <mezz> even if you are it's
basically nothing
L199[03:24:12] <Delenas> And if you are,
and you're doing it stupidly, then it's your own fault. But an
extra string, or an int is nothing. A hundred itemstacks or
something, yeah- you're an idiot.
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L201[03:30:25] <mezz> I'm off to sleep.
good luck with your PR, ping me with it when you're done
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L228[05:52:11] <masa> any idea why mobs
sometimes rarely seem to have higher than normal max health, but
their current health is still at the normal maximum?
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L237[06:41:48] <SolarShrieking> o/
L238[06:42:32] <SolarShrieking> Hey, does
anyone know what happened to EntityInteractEvent? For some reason
it just seems to have disappeared O_O
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L240[06:46:49] <PaleoCrafter>
SolarShrieking, the new PlayerInteractEvent has a subclass that
replaces it
L241[06:47:12] <SolarShrieking> oh?
L242[06:47:35] <SolarShrieking> ah,
#EntityInteract
L243[06:47:36] <SolarShrieking>
thanks
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L245[07:06:41] <SolarShrieking> ugh,
Ubuntu update fuxd my laptop
L246[07:06:42] <SolarShrieking> :(
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L258[07:29:55] <SolarShrieking> D: It's
triggering 4 times
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L260[07:33:04] <PhantomPhreak> rip
L261[07:35:11] <LatvianModder> I loled -
StatList.reinit() - @Deprecated //MODDER DO NOT CALL THIS ITS JUST
A EVENT CALLBACK FOR FORGE
L262[07:35:18] <SolarShrieking> lol
L263[07:35:34] *
PhantomPhreak calls it, just for lols
L264[07:35:48] <LatvianModder> MODDER YOU
BAD
L265[07:35:54] <PhantomPhreak> ;-;
L267[07:36:10] <SolarShrieking> ignore
silly debug messages printed to chat
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L269[07:36:50] <LatvianModder> isnt
addVelocity client side only method?
L270[07:37:02] <SolarShrieking> probs, I'm
just dicking around in this method
L271[07:37:20] <SolarShrieking> getting
used to FML after a few years of doing only Vanilla dev xD
L272[07:37:27] <LatvianModder> why is it
in try-catch?
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L276[07:37:46] <SolarShrieking>
raisins
L277[07:37:58] <FusionLord> anyone know
where debug keybindings are handled?
L278[07:38:13] <SolarShrieking>
Theoretically .getItem() could throw a NPE on that event
L279[07:38:18] <PhantomPhreak>
LatvianModder: because of the .getCurrentItem().getItem(), rather
than using a null check..fo some reason
L280[07:38:29] <PhantomPhreak>
SolarShrieking: that's why you do null checks
L281[07:38:43] <SolarShrieking> I've been
up for 40h ;-; I just want to sleep
L282[07:38:44] <SolarShrieking> xD
L283[07:39:07] <LatvianModder> getItem()
wont throw null exception
L284[07:39:17] <SolarShrieking> tell that
to my crashed client
L285[07:39:30] <LatvianModder> ok, I
meant, ItemStack.getItem() wont. This one can, because
getCurrentItem() can be null
L286[07:39:44] <SolarShrieking> ah, well
yeh.
L287[07:39:45] <PhantomPhreak> idk why
it's triggering 4 times, but twice I could see because
client/server side
L288[07:39:57] <LatvianModder> ah, yes
that too
L289[07:40:01] <LatvianModder> you do
Everything server side
L290[07:40:14] <LatvianModder> and do
check if you are on server side, use !world.isRemote
L291[07:40:20] <LatvianModder> isRemote =
isClient side
L292[07:41:26] <SolarShrieking> argh,
messed with it just enough for the hotswap not to work
L293[07:42:20] <SolarShrieking> alrighty,
that got rid of two of the messages
L294[07:42:23] <SolarShrieking> two left
lol
L295[07:42:39] <SolarShrieking>
s/two/one
L296[07:45:38] <PhantomPhreak> so, when
you right click the entity, it fires twice?
L297[07:45:54] <LatvianModder> No
L298[07:45:57] <LatvianModder> Well
L299[07:46:01] <LatvianModder> Yes. On
server and client
L300[07:46:17] <LatvianModder> You should
only do something if its server side, 99% of the time
L301[07:46:21] <PhantomPhreak> according
to the docs, it's only supposed to fire once on the server, and
once on the client
L302[07:46:44] <SolarShrieking> 1s, lemme
try something
L303[07:46:47] <LatvianModder> The method
is the same on both sides. So it calls the same method from both
sides
L304[07:47:24] <PhantomPhreak>
LatvianModder: well, yeah, but he was saying it was firing 4 times,
and once he set it to server only, then it fired twice
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L308[07:48:15] <SolarShrieking> I think I
derped hardcore, loading debug now.
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L310[07:50:45] <SolarShrieking> yeah nvm.
It's still doing it. hmph.
L311[07:51:40] <PhantomPhreak> you sure
you only have it registered once?
L312[07:52:33] <SolarShrieking> yep,
double checked, even tried a separate class for the event and
singularly registered that
L313[07:55:58] <SolarShrieking> I should
note that I am not very good with serverside/clientside
interactions, the last time I even dealt with that on a Modded
level was back in like 1.2.5
L314[07:56:20] <PhantomPhreak> ...I
haven't done like anything with 1.9+, but maybe something with the
offhand?
L315[07:56:35] <PhantomPhreak> is their a
field on the event for which hand it is or something?
L316[07:56:55] <SolarShrieking> The
message that doesn't require a hand gets sent 2x as well
L317[07:56:56] <SolarShrieking> so not
that
L318[07:57:06] <PhantomPhreak> hmm
L319[07:57:13] <SolarShrieking> oh, very
interesting.
L320[07:57:40] <SolarShrieking> Other
events only sending the message once.
L321[07:57:46] <SolarShrieking> wai u du
this
L322[07:59:21] <PhantomPhreak> try adding
the value of event.hand to your debug message
L323[07:59:28] <PhantomPhreak> just for
fun
L324[07:59:41] <PhantomPhreak> let's see
what it's firing with
L325[07:59:58] <SolarShrieking>
getHand()?
L326[08:00:14] <SolarShrieking> oh look at
that
L327[08:00:28] <SolarShrieking> MAIN_HAND
in one, OFF_HAND in the other.
L328[08:00:37] <SolarShrieking> even
though there's nothing in my off hand
L329[08:01:01] <PhantomPhreak> it still
fires, so you'll have to handle that
L330[08:01:08] <PhantomPhreak> or just let
them both fire
L331[08:01:30] <SolarShrieking> I wouldn't
have ever thought of that. post-1.7 scrub
L332[08:01:53] <PhantomPhreak> I haven't
touched anything outside of the base mod class in 1.8+ lol
L333[08:02:23] <SolarShrieking> xD
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L335[08:04:39] <SolarShrieking> &&
e.getHand().equals(EnumHand.OFF_HAND) #WalksAway
L336[08:04:51] <SolarShrieking> woops,
meant MAIN_HAND
L337[08:04:52] <SolarShrieking> ffs
L338[08:05:01] <PhantomPhreak> but
L339[08:05:08] <PhantomPhreak> why limit
it to just the main hand
L340[08:05:16] <PhantomPhreak> why not USE
the main hand
L341[08:05:30] <SolarShrieking> hm?
L342[08:05:37] <PhantomPhreak>
s/main/off
L343[08:05:58] <SolarShrieking> because,
the off hand is silly
L344[08:06:33] <PhantomPhreak> still
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L359[08:53:00] <LatvianModder> WHAT. IS.
THAT
L360[08:54:11] <LatvianModder> Does it
HAVE to scan items?
L361[08:54:32] <LatvianModder> Why cant it
store color and just change it on rightclick?
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L365[08:59:07] <Xilef11> it has to detect
items, yes. the ugliness comes from using the oredict for dyes
:/
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L370[09:20:05] <FusionLord> top left
corner
L371[09:21:36]
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L372[09:21:48] <Coolway99> so
question
L373[09:22:04] <Coolway99> should config
checking be methods or variables?
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L376[09:24:12] <sham1> Coolway, why not
both
L377[09:24:49] <Coolway99> also, another
question
L378[09:25:23] <Coolway99> with
capabilities, should it be "hasCap" then
"getCap", or is "getCap" then a null check
better?
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L380[09:28:07] <sham1> I'd rather use
hasCap and getCaö
L381[09:28:17] <abab9579> Is there a way
to get code on runtime on Minecraft? Without coremodding.
L382[09:30:42] <FusionLord> hmm... seems
pointless for InGameGuiForge.renderFood to be public static if the
draw method always overrides it :/
L383[09:30:57] <Ordinastie_> abab9579,
what do you mean ?
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L385[09:31:23] <LatvianModder> FusionLord:
you could try enabling smooth lines with GL
L386[09:31:42] <abab9579> I mean doing ASM
inspection on Runtime.
L387[09:31:46] <LatvianModder> But disable
them after drawing, because it will screw with everything
else
L388[09:32:03] <abab9579> Basically I just
want to check if a method is calling another method.
L389[09:32:07] <LatvianModder> abab9579:
that sounds like.. a core mod
L390[09:33:18] <abab9579> Oh, no..
L391[09:33:27] <FusionLord> LatvianModder,
Thanks but that doesn't seem to make any difference...
L392[09:34:04] <Ordinastie_> FusionLord,
not sure what you meant, but static methods can't be
overriden
L393[09:34:08] <abab9579> I thought
coremod should only for the cases when modification is
needed.
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L395[09:35:03] <FusionLord> Ordinastie_,
who said anything about a method?
L396[09:35:21] <Ordinastie_> same with
fields
L397[09:36:16] <FusionLord> what I mean
with override was the value
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L400[09:38:26] <FusionLord> line 92 of
InGameGuiForge always overrides the value of renderFood ignoring
what it may have been set to.
L401[09:39:14] <masa> abab9579: umm, break
points?
L402[09:40:05] <gigaherz|work> FusionLord:
you mean overwrites ;P
L403[09:40:37] <Ordinastie_> I would look,
but I don't even have that class
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L405[09:40:51] <gigaherz|work> he means
GuiIngameForge
L406[09:41:28] <gigaherz|work> (I
guess)
L407[09:41:33] <abab9579> Well, I need it
on runtime on Minecraft.
L408[09:41:34] <Ordinastie_> he did
L409[09:42:06] <gigaherz|work> abab9579:
what?
L410[09:42:10] <gigaherz|work> you mean
outside dev?
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L412[09:42:36] <gigaherz|work> then yes,
you'd need to make a coremod
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L414[09:42:43] <gigaherz|work> that hooks
into the caller
L415[09:42:50] <gigaherz|work> and
notifies you that the call is about to happen
L416[09:43:10] <FusionLord> same thing
:P
L417[09:43:59] <gigaherz|work> or in other
words: you can't just do some magic that tells you when a method
calls another, that's something the debugging engine does
L418[09:44:07] <gigaherz|work> which means
you'd need to attach a debugger externally
L419[09:44:22] <gigaherz|work> (or
internally, but not sure how that would work)
L420[09:44:37] <Ordinastie_> concretely,
what are you trying to do?
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L423[09:54:28] <abab9579> So any
inspection on the codes are impossible?
L424[09:55:22] <abab9579> Since originally
ASM allows code inspection without modification.
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L428[09:59:28] <abab9579> + What I want to
try is check if some WorldProvider added by mods just adds some
behavior to vanilla or it completely overrides vanilla
implementation, on WorldProvider#updateWeather().
L429[09:59:46] <abab9579> (This is,
really, why I need Capabilities for World)
L430[10:02:01] <gigaherz|work> well I
don't know if you can manually somehow call the ASM functions to
analyze a class that has already been loaded
L431[10:02:07] <gigaherz|work> it's just
not something any of us has done, I guess
L432[10:02:11] <gigaherz|work> either way,
time for me to leave work
L433[10:02:12] <gigaherz|work> later
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L444[10:15:09] <FusionLord> the Icons
spritesheet doesn't have TextureAtlasSprite map does it?
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L449[10:33:50] <Coolway99> this is one of
the most confusing bugs...
L450[10:34:08] <Coolway99> the client
container isn't talking to the server container
L451[10:34:11] <Coolway99> and I don't
know why
L452[10:34:52] <ghz|afk> [17:14]
(FusionLord): the Icons spritesheet doesn't have TextureAtlasSprite
map does it?
L453[10:34:54] <ghz|afk> wat
L454[10:35:23] <ghz|afk> before 1.8, there
were two atlas textures, one for icons, and one for blocks, and
yes, each one had its own collection of TextureAtlasSprite, which
would implement IIcon
L455[10:35:32] <ghz|afk> but that's not a
thing anymore since 1.8
L456[10:36:00] <FusionLord> The HUD icons
sprite sheet, and TextureAtlasSprite contains all the information
for an entry on the sprite sheet
L457[10:36:27] <FusionLord> I was just
curious if there as a map of them to access them easier
L458[10:38:19] <abab9579> Such a
classloaders; Anyway, getting bytes for certain class was easy
enough.
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L460[10:42:41] <ghz|afk> oh
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L462[10:42:48] <ghz|afk> you mean the
texture that has the GUI stuff
L463[10:42:49] <ghz|afk> yeah no
L464[10:43:00] <ghz|afk> that's not an
atlas like the other one
L465[10:43:10] ***
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L480[11:04:35] <Ward0w> Hi
L481[11:04:52] <Ward0w> Where can I find a
list of available events ?
L482[11:06:19]
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L483[11:06:39] ***
willieaway is now known as williewillus
L484[11:07:08] <williewillus> in your IDE
go to the Event class and show all subclkasses
L485[11:07:29] <HellSinker74> I like
clkasses :)
L486[11:07:56] <Ward0w> in what folder is
it located ?
L487[11:08:29] <williewillus> go to class
net.minecraftforge.fml.common.eventhandler.Event
L488[11:08:33] <williewillus> all Events
subclass of that class
L489[11:08:39] <williewillus> *Events are
subclasses
L490[11:11:26] <Ward0w> I'm probably
stupid but I don't find it ...
L491[11:11:42] <williewillus> use your ide
to open the class
L492[11:11:45] <williewillus> Ctrl+N in
idea
L493[11:12:23] <Ward0w> But i've to know
where the class is to open it
L494[11:12:27] <gigaherz> no
L495[11:12:33] <gigaherz> press shift
twice
L496[11:12:36] <gigaherz> it will open a
small window
L497[11:12:41] <gigaherz> then enter
"Event.java"
L498[11:12:48] <williewillus> ctrl+n works
better for that since it only shows classes :P
L499[11:13:02] <gigaherz> yeah but
double-shift is awesome so it's worth teaching
L500[11:13:02] <gigaherz> ;P
L501[11:15:18] <Ward0w> Does it works on
eclipse ?
L502[11:15:25] <williewillus> ctrl shift t
i think
L505[11:16:28] <kenzierocks> yes,
ctrl+shift+t for eclipse
L506[11:16:33] <kenzierocks> or cmd on
osx
L507[11:16:47] <Ward0w> Ctrl shift T works
, but when i type Event there is a lot of different classes
L508[11:17:07] <kenzierocks> it tells you
where they come from
L509[11:17:17] <kenzierocks> pick one and
find out
L510[11:20:15] <Ward0w> easy to say
L512[11:21:07] <kenzierocks> it literally
states what package it's in
L513[11:21:11] <williewillus> I already
tokld you which event to go
L514[11:21:18] <williewillus>
net.minecraftforge.fml.common.eventhandler look for it
L515[11:22:40] <Ward0w> williewillus:
nothing came out when i search that
L516[11:22:50] <williewillus>
>_<
L517[11:22:54] <williewillus> search for
"Event"
L518[11:22:59] <williewillus> then pick
the one I told you from the list
L519[11:23:01] <williewillus> its not
hard
L520[11:23:50] <gigaherz> Ward0w: you
search for even, then look for one that shows "
net.minecraftforge.fml.common.eventhandler" on the right?
how's that so complicated?
L521[11:23:50] <gigaherz> XD
L522[11:23:53] <gigaherz> Event*
L524[11:25:37] <Ward0w> blind*
L525[11:25:56] <kenzierocks> oh, you're on
1.7.10
L526[11:26:19] <kenzierocks>
cpw.mods.fml.common.eventhandler i think
L527[11:26:23] <Ward0w> oh yeah sorry,I
should have said that
L528[11:26:48] <gigaherz> yep
L529[11:26:54] <gigaherz> if you are on
anything older than 1.9.4, say it.
L530[11:27:14] <LatvianModder> Need help
with bits.. so if I have a number = 2 | 4 | 8 | 64; how do I check
if it contains bit 8? number & 8 != 0?
L531[11:27:18] <kenzierocks> yea
L532[11:27:25] <kenzierocks> wait, bit 8
?
L533[11:27:28] <kenzierocks> or the number
8
L534[11:27:36] <LatvianModder> well..
number I guess
L535[11:27:37] <gigaherz> if oyu want to
test for he bit that has value 8
L536[11:27:42] <gigaherz> yes value&8
!= 0
L537[11:27:43] <LatvianModder> test
L538[11:27:46] <LatvianModder> ok,
thanks
L539[11:27:58] <gigaherz> but the bit with
value 8 is bit 3: bit 0 is 1, bit 1 is 2, bit 2 is 4, bit 3 is
8
L540[11:28:05] <gigaherz> 2^N
L541[11:28:25] <LatvianModder> so... flags
& 8 != 0, not flags & 3 != 0, right?
L542[11:28:46] <gigaherz> yes
L543[11:28:53] <LatvianModder> oke
L544[11:28:55] <gigaherz> bitvalue =
(1<<bitnumber)
L545[11:29:01] <gigaherz> so
technically
L546[11:29:02] <LatvianModder> BUT
L547[11:29:08] <gigaherz>
(1<<3)==8
L548[11:29:33] <LatvianModder> if the
number was byte (-128 to 127), I have to (flags & 0xFF) first,
or no?
L549[11:29:50] <kenzierocks> no, it will
perform int promotion
L550[11:29:51] <gigaherz> no
L551[11:30:05] <gigaherz> only if you want
to check values >=128
L552[11:30:29] <LatvianModder> ah, right.
and 0xFFFF for short, 8 x F for int, etc
L553[11:31:00] <gigaherz> actually bit 7
would still work
L554[11:31:27] <gigaherz> since it's just
sign-extending
L555[11:31:36] <LatvianModder> I always
think of last bit as "mark this number positive if 0 and
negative if 1" :P
L556[11:31:48] <gigaherz> it is,
sortofg
L557[11:32:03] <gigaherz> there's multiple
ways to do negatives with bits
L558[11:32:04] <LatvianModder> negative -
1 :P
L559[11:32:21] <LatvianModder> I will
probably have to learn bits n stuff in uni.. oh boy
L560[11:32:25] <gigaherz> the most simple
to understand would be sign-magnitude
L561[11:32:29] <LatvianModder> I signed up
for uni today btw.. adulting!
L562[11:32:32] <gigaherz> where one bit is
reserved for the sign
L563[11:32:36] <gigaherz> independenctly
of the number
L564[11:32:45] <gigaherz> so there would
be 0..127
L565[11:32:50] <gigaherz> and -0 to
-127
L566[11:33:02] <gigaherz> but
sign-magnitude is hard to process by the hardware
L567[11:33:06] <gigaherz> so it's never
really used
L568[11:33:07] <LatvianModder> -1 to -128,
not?
L569[11:33:09] <gigaherz> no
L570[11:33:15] <gigaherz> sign-magnitude
would have two zeros
L571[11:33:17] <gigaherz> then
L572[11:33:23] <gigaherz> the next syustem
would be "one's complement"
L573[11:33:25] <gigaherz> in which
L574[11:33:36] <Ward0w> is there an event
like playerMoveEvent in 1.7.10 ?
L575[11:33:37] <gigaherz> the negative
value is the same as positive, with the bits inverted
L576[11:33:44] <gigaherz> which still has
that same issue
L577[11:33:46] <gigaherz> of two
zeros
L578[11:33:52] <gigaherz> and still needs
special hardware treatment
L579[11:34:08] <LatvianModder> so,
hardware takes care of all magic behind it?
L580[11:34:17] <gigaherz> so they
developed "two's complement", in which the negatives are
offset by one
L581[11:34:29] <gigaherz> the fun thing:
it needs no special handling for adding/subtracting
L582[11:34:31] <gigaherz> it just
works
L583[11:34:40] <gigaherz> you can do
unsigned add/subtract with two's complement
L584[11:34:44] <gigaherz> without special
hardware for it
L585[11:35:01] <gigaherz> sure, the
negatives have a different range than the positives
L586[11:35:14] <LatvianModder> so, number
+ 1 is actually magical bit shifting?
L587[11:35:14] <gigaherz> but it only has
one zero, and no special hardware support for
addition/subtraction
L588[11:35:21] <gigaherz> ofc
L589[11:35:29] <gigaherz> there's a logic
circuit called a "half adder"
L590[11:35:46] <gigaherz> which computes
the sum of two bits
L591[11:35:53] <gigaherz> and then an
extended circuit called a "full adder"
L592[11:36:05] <gigaherz> which rather
than one output bit
L593[11:36:15] <gigaherz> it has two
inputs, carry-in
L594[11:36:17] <gigaherz> and
carry-out
L595[11:36:24] <gigaherz> so you can chain
multiple full adders
L596[11:36:43] <gigaherz> and get a
circuit that performs both unsigned and two's complement sums
L597[11:37:08] <gigaherz> [18:36]
(gigaherz): it has two inputs, carry-in
L598[11:37:08] <gigaherz> [18:36]
(gigaherz): and carry-out
L599[11:37:14] <LatvianModder> Previously
only I have worked with bits using bitshifter chips. to make led
matrix work super easy
L600[11:37:16] <gigaherz> I mean it has 3
actual inputs, and 2 actual outputs ;P
L601[11:37:30] <gigaherz> bit shifting is
used in multiplication
L602[11:37:35] <gigaherz> not in
adding
L603[11:37:37] <LatvianModder> <<
2?
L604[11:37:51] <gigaherz> number<<1
is the same as number*2
L605[11:37:51] <LatvianModder> <<
was smth like * 2, but magical
L606[11:37:55] <LatvianModder> ah
L607[11:38:06] <gigaherz> number<<2
is the same as number*4
L608[11:38:09] <gigaherz> so
L609[11:38:13] <gigaherz> if you want to
multiply by 5
L610[11:38:16] <gigaherz> it's actually 4
+ 1
L611[11:38:17] <gigaherz> so
L612[11:38:20] <gigaherz> number<<2
+ number
L613[11:38:26] <gigaherz> gives you
number*5
L615[11:38:46] <gigaherz> so
L616[11:38:56] <LatvianModder> This is a
helper I wrote, because Im terrible at remembering which side
<< >> is which :P
L617[11:38:56] <gigaherz> if you have a
circuit that can perform shifts and additions in a
"loop"
L618[11:39:01] <gigaherz> you have a
multiplication unit
L619[11:39:06] <gigaherz> ofc that's
rather slow
L620[11:39:14] <gigaherz> so modern
multiplication units have multiple shifters
L621[11:40:04] <gigaherz> imagine
L622[11:40:37] <gigaherz> a unit that can
do <<3, <<2, <<1 in parallel, and then optionally
sum those numbers along with the input, based on a bit
pattern
L623[11:40:55] <gigaherz> then for
byte*byte, you only need to run that twice
L624[11:41:35] <gigaherz> but the second
time, rather than inputting B you input the B>>4 as the bit
pattern
L625[11:41:44] <gigaherz> so you can do
the multiplication in 2 cycles rather than 8
L626[11:42:18] <gigaherz> the more
shifters you have, the more costly the hardware is, though
L627[11:42:40] <kenzierocks> but in
minecraft, there is no cost!
L628[11:42:44] <kenzierocks> build a
million!
L629[11:42:56] <LatvianModder> so, back to
where I started.. in number 7, num&1 != 0 == true, num&2 !=
0 == true, num&4 != 0 == true, num&8 != 0 == false,
right?
L630[11:43:13] <gigaherz> yes
L631[11:43:19] <gigaherz> 7 in binary is
111
L632[11:43:27] <gigaherz> 4 in binary is
100
L633[11:43:29] <LatvianModder>
kenzierocks: thanks to this philosophy, we have FTB Infinity, which
runs, for most, at 8 fps :P
L634[11:43:35] <gigaherz> so
111&100==100
L635[11:43:38] <gigaherz> which is
true
L636[11:43:40] <gigaherz> while
L637[11:43:44] <gigaherz> 8 in binary is
1000
L638[11:43:45] <gigaherz> and
L639[11:43:49] <gigaherz>
0111&1000=0000
L640[11:43:52] <kenzierocks>
LatvianModder: i was talking about building a cpu in minecraft, but
lol :P
L641[11:43:55] <gigaherz> which is
false
L643[11:46:41] <gigaherz> I used to think
Minecraft runs like crap
L645[11:46:49] <gigaherz> then I started
writing a proof of concept minecraft clone
L646[11:46:55] <gigaherz> I don't think
Minecraft runs like crap anymore
L647[11:46:55] <gigaherz> XD
L648[11:46:58] <LatvianModder> FusionLord:
I approve
L649[11:47:09] <kenzierocks> dangit
LatvianModder and gigaherz, now i want to make a calculator in
minecraft again...
L650[11:47:10] <LatvianModder> Will there
be an API?
L651[11:47:23] <FusionLord> just noticed a
missing pixel on the food icon
L652[11:47:33] <LatvianModder> :O
L653[11:47:42] <gigaherz> kenzierocks:
that sounds painful
L654[11:47:45] <kenzierocks> gigaherz:
they've really improved the performance of minecraft
L655[11:47:50] <FusionLord> ^
L656[11:47:51] <kenzierocks> it's actually
decent
L657[11:47:59] <kenzierocks> also it is
not painful because worldedit
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L659[11:48:07] <gigaherz> kenzierocks:
yes, but compare it with MC Win10 edition
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L661[11:48:12] <gigaherz> worldgen takes a
fraction of a second
L662[11:48:34] <FusionLord> then rewrite
worldgen with forge :P
L663[11:48:40] <gigaherz> and it can
handle stupid view ranges without sweat
L664[11:48:40] <kenzierocks> i assume the
Win10 edition was built without all the cruft of a 7 year old
game?
L665[11:48:46] <gigaherz> yup
L666[11:48:47] <gigaherz> and it's
C++
L667[11:48:53] <kenzierocks> that doesn't
mean shit
L668[11:48:55] <gigaherz> and it uses
proper graphics features
L669[11:49:01] <gigaherz> it does
L670[11:49:11] <gigaherz> because they can
cheat ;p
L671[11:49:21] <kenzierocks> and by
"proper graphics features" do you mean directx?
L672[11:49:32] <williewillus> that point
doesn't work
L673[11:49:34] <gigaherz> no I mean
shaders and such
L674[11:49:36] <williewillus> it only uses
DX on windows
L675[11:49:40] <williewillus> openGL
everywhere else
L676[11:49:45] <kenzierocks> what
williewillus
L677[11:49:48] <kenzierocks> the win10
version?
L678[11:49:53] <gigaherz> modern DX and
modern opengl aren't that different
L679[11:49:58] <williewillus> you think dx
exists on Android? :P
L680[11:49:58] <kenzierocks> except
threading
L681[11:50:05] <williewillus> the w10
codebase is nearly identical to PE
L682[11:50:09] <williewillus> just more
xbox crap slapped on
L683[11:50:13] <kenzierocks> lol
L684[11:50:22] <gigaherz> yeh
L685[11:50:29] <gigaherz> it's "mcpe
win10 edition"
L686[11:50:30] <gigaherz> ;P
L687[11:50:33] <williewillus> if you look
at w10 edition's assets fodler you can see both openGL and DX
shaders
L688[11:50:41] <gigaherz> they made the
GUIs work a lot like the java one, though
L689[11:50:42] <kenzierocks> when can we
start adopting vulkan
L690[11:50:43] <gigaherz> which is
nice
L691[11:50:51] <gigaherz> vulkan lol
L692[11:50:54] <williewillus> gigaherz:
meh it's not exactly the same
L693[11:51:00] <williewillus> which
bothers me a lot more than if they just made it different
L694[11:51:07] <gigaherz> mc has issues
making use of opengl1.x features
L695[11:51:09] <williewillus> it feels
awkward
L696[11:51:28] <gigaherz> last time I used
it, it didn't feel awkward to me
L697[11:51:39] <williewillus> you know how
nitpicky I amwith those kinds of things lol
L698[11:52:03] <gigaherz> oh hey they
changed the main menu?
L699[11:52:09] <williewillus> ffs I get
irritated when the particles aren't consistent between the two
versions :P
L700[11:52:17] <gigaherz> yeah but
like
L701[11:52:24] <gigaherz> the furnace and
such
L702[11:52:33] <gigaherz> used to have the
icon on the output slot bigger than the inputs
L703[11:52:35] <gigaherz> that was
fixed
L704[11:53:07] <gigaherz> the only real
difference in the gui right now, is the "X" button on the
topright
L705[11:53:36] <gigaherz> I retract that,
the tooltips are slightly broken
L706[11:56:03] ⇦
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L709[11:59:57] <williewillus> y
L710[12:00:06] <FusionLord> y not
L711[12:00:14] <williewillus> coolness ^
usefulness vvv
L712[12:00:15] <williewillus> :P
L713[12:00:26] <gigaherz> that's.. highly
annoyng XD
L714[12:00:49] <williewillus> reminds of
that whole time around 2007 where every wanted 3d effects
L715[12:00:51] <gigaherz> it may be useful
in building a VR mod
L716[12:01:00] <gigaherz> but if it spins
like that all the time, nope.
L717[12:01:04] <williewillus> which
spawned stuff like vista's aero :P
L718[12:01:09] <gigaherz> Aero was
nice
L719[12:01:15] <williewillus> it is
L720[12:01:22] <gigaherz> it allowed me to
see stuff moving behind the current window
L721[12:01:22] <gigaherz> ;P
L722[12:01:40] <gigaherz> and it brought
realtime thumbnails on the taskbar.
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L726[12:06:05] <FusionLord> just messisng
with things... original idea make it render on the player's
hand
L727[12:06:10] <williewillus> that makes
less sense lol
L728[12:06:47] <FusionLord> like a
watch
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L737[12:43:18] <justJanne> If you require
people to identify before joining, could you *please* either
migrate to a network that supports SASL, or make the EsperNet guys
support it?
L738[12:44:02] <justJanne> It's a huge
hassle ending up in #RegisterYourNameMoron every single time just
because some moron (to reuse the insult) decided to make a +r
channel on a network without SASL
L739[12:44:29] <Rushmead> Capabilties or
IInventory for Inventorys in 1.10.2?
L740[12:44:45] ***
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L741[12:45:46] <Coolway99>
Capabilities
L742[12:47:03] ***
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L743[12:49:39] <Inari> hi, is there some
good explanation of how the whole block/item stuff works in 1.9?
(what unlocalized name is used for, what registry name is used for,
how it finds the blockstate files and so on)
L744[12:49:51] <williewillus> justJanne:
SASL worked fine for me?
L745[12:49:56] <williewillus> but nowadays
I usea bouncer
L746[12:49:58] <TehNut> Unlocalized names
are used for localization (translating between languages)
L747[12:49:58] <williewillus> but I recall
it working
L748[12:50:11] <TehNut> Registry names are
used as a frontend for numeric ID's
L749[12:50:59] ⇦
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L750[12:51:18] <PaleoCrafter> huh, wasn't
there an RTD article on that topic?
L751[12:51:43]
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L752[12:51:51] <Inari> well thats one
part, also like how the blockstate is tied in or such stuff :f if
not i guess i'll have ot look through MC or forge code
L754[12:51:53] <gigaherz> justJanne: I
have been using sasl for at least a year
L755[12:51:53] <gigaherz> ;P
L757[12:51:54] <justJanne> williewillus:
"CAP: SASL authentication failed" and "CAP: SASL
authentication aborted"
L758[12:52:00] <justJanne> It definitely
doesn't work here.
L759[12:52:08] <gigaherz> [20:48]
gigaherz!gigaherz@105.red-88-6-85.staticip.rima-tde.net gigaherz
You are now logged in as gigaherz.
L760[12:52:08] <gigaherz> [20:48] SASL
authentication successful
L761[12:52:18] <williewillus> check your
client I guess
L762[12:52:19] <gigaherz> are you using
PLAIN auth?
L763[12:52:19] <kenzierocks> i know i use
SASL for znc
L764[12:52:21] <justJanne> I'll try
again
L765[12:52:23] ⇦
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find me, look to the western sky. As someone told me lately,
everyone deserves a chance to fly.)
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())
L768[12:52:56] <justJanne> hm, does seem
to work.
L769[12:52:57] <TehNut> Inari: The
blockstate (for blocks) is blockstates/registryname.json
L770[12:52:58] <justJanne> Maybe quassel
just required an update.
L771[12:53:04] <justJanne> for the past
few months, it's not worked a single time
L772[12:53:19] <Inari> TehNut: and it in
turn seems to specify the model, which specifies the
textures?
L774[12:53:43] <Inari> yeah, looking at
that now :P
L775[12:53:46] <justJanne> thanks anyway,
that makes even being on this channel a few times easier
L776[12:55:26]
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L778[12:57:47] <Inari> TehNut: okay, makes
sense ^^ icons for blocks seem to have been removed? or at least i
dont see any iconregister anymore
L779[12:58:02] <TehNut> All of it is
through the blockstate/model file
L780[12:58:36]
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L781[12:58:59] <Inari> hm, coudlnt find
any example of icons in blockstate or such, but will look
further
L782[12:59:18] <williewillus> has the
state rtd + rendering gist been linked yet? xD
L783[12:59:35] <williewillus> I should get
on with Edition 2 of that gist
L784[12:59:37] <Inari> havent seen a
rendering gist
L786[12:59:53] <PaleoCrafter> Edition 2
being an RTD article, williewillus? :P
L787[12:59:56] <williewillus> yes
L788[13:00:05] <PaleoCrafter> gud
L790[13:01:20] <PaleoCrafter> gud²
L791[13:04:51] <Inari> well, look good
will have to look through that properly ^^ but before that: what
happend to onBlockPreDestroy?
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L794[13:11:03] <williewillus> probably got
renamed
L795[13:11:07] <williewillus> !mh
onBlockPreDestroy
L796[13:11:16] <Inari> yeah but i cant
find anything named like it :D
L797[13:11:18] <williewillus> eh guess
that wouldn't work because blockpos
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L799[13:12:42] <williewillus> oh it's just
gone
L800[13:12:45] <williewillus> vanilla got
rid of it
L801[13:12:56] <williewillus> comparing
the code in Chunk where it used to be called
L802[13:13:05] <Inari> ah :f
L803[13:13:39] <williewillus> breakblock
is called like right after though so it should be able to
substitute
L804[13:14:06] <Inari> it was used to make
the tile entitiy drop its contents when its blockcontainer is
broken
L805[13:14:15] <williewillus> yeah that's
in breakblock now
L806[13:14:15] <PaleoCrafter> yeah, use
breakBlock
L807[13:14:20] <Inari> okay, thanks
L808[13:14:29] <williewillus> and also
don't use BlockContainer
L809[13:14:38] <Inari> all the
changes
L810[13:14:39] <Inari> :D
L811[13:16:13] ***
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L813[13:18:01] <Inari> hm, another
question i cant seem to have much look with googling... how to
generate the forge javadocs?
L814[13:18:13] <PaleoCrafter> why would
you want to? :P
L815[13:18:15] <williewillus> we used to
generate them but not anymore
L816[13:18:24] <williewillus> they're
mostly useless when you're not in IDE
L817[13:18:27] <Inari> PaleoCrafter: to
see all events of block, and comments to the events
L818[13:18:39] <williewillus> just do it
in the ide
L819[13:18:56] <williewillus> afaik we got
rid of it because it took so much space and no one ever used
them
L820[13:19:21] <Inari> sure, just thought
maybe there was a way for the user to generate them
L821[13:19:52] <Inari> i generally find a
website format more informative, especailly when intellij again
decides to not want to show me what i want to see
L822[13:20:42] <williewillus> !gm
func_175690_a
L823[13:20:50] <PaleoCrafter> learn to use
your tools properly then :P
L824[13:21:27] <Inari> :P well time to
figure out how to find a list of block events then
L825[13:21:41] <Inari> that isnt just
decompiled bytecode
L826[13:21:47] <williewillus> uhh
L827[13:21:51] <PaleoCrafter> use
setupDecompWorkspace
L828[13:21:52] <williewillus> you should
have the source
L829[13:21:52] <PaleoCrafter> god dammit
xD
L830[13:21:53] <williewillus> ^
L831[13:22:19] <Inari> does that work
again? I recall people using setupDevWorksapce
L832[13:22:21] <Inari> since Decomp
failed
L833[13:22:33] <williewillus> it was
broken for max 1 week
L834[13:22:34] <williewillus> lol
L835[13:22:40] <PaleoCrafter> and that was
aeons ago :P
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L837[13:22:43] <Inari> well okay ten
:p
L838[13:22:56] <Inari> i dont get all the
new news!
L839[13:22:57] ***
Darkhax is now known as Darkhax_AFK
L840[13:23:07] <williewillus> i wonder
where taht old news came from lol
L841[13:24:05] <Inari> think form someone
in #oc who ported to 1.9 and found setupDevWorkspace worked, and
some twitter, though i dont recall from who
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L846[13:33:09] <HellSinker74> who
currently has the claim to the intellectual property of Sky Block?
or has it been released into the public domain?
L847[13:33:24] <raoulvdberge> Is there a
Optional.Property annotation?
L848[13:33:37] <williewillus>
raoulvdberge: what would that be used for?
L849[13:33:47] <raoulvdberge> hm so this
is the problem
L850[13:33:49] <Inari> williewillus: did
you mean onBlockDestroyedByPlayer/onBlockDestroyedByExplosion? cant
find onBlockBreak
L851[13:33:51] <raoulvdberge> i'm using
IC2's BasicSink
L852[13:33:57] <raoulvdberge> which is a
property on a TE
L853[13:33:59] <williewillus> Inari:
Block.breakBlock
L854[13:34:08] <williewillus> what is a
"property" :P
L855[13:34:10] <raoulvdberge> class
field
L856[13:34:17] <williewillus> you mean a
blockstate property?
L857[13:34:29] <Inari> ah... confusing
that it isnt an event haha :p thanks
L858[13:34:30] <raoulvdberge> no a field
in a class lol
L859[13:34:40] <williewillus> call them
fields lol
L860[13:34:43] <williewillus> and no
L861[13:34:54] <raoulvdberge> so what do I
do then, for the BasicSink at least
L862[13:35:05] <williewillus> you never
finished waht your problem was xD
L863[13:35:24] <raoulvdberge> well I need
IC2's BasicSink
L864[13:35:25]
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L865[13:35:27] <raoulvdberge> but when IC2
isn't loaded
L866[13:35:29] <raoulvdberge> it'll
crash
L867[13:35:33] <raoulvdberge> because
BasicSink doesn't exist
L868[13:35:36] <PaleoCrafter> so you want
a soft dependency :P
L869[13:35:40] <williewillus> yeah
:P
L870[13:35:44] <raoulvdberge> how do I do
that?
L871[13:35:52] <raoulvdberge> bundle it in
my jar?
L872[13:35:55] <williewillus> no
L873[13:36:09] <williewillus> or well, is
BasicSink part of the ic2 api?
L874[13:36:13] <williewillus> or the
proper mod
L875[13:36:15] <raoulvdberge> yes
L876[13:36:19] <raoulvdberge> part of
api
L877[13:36:50] <PaleoCrafter> I'd create
my own interface exposing the necessary methods, create a field of
that type and initialise that field with a delegating
implementation if IC2 is present, a dummy otherwise
L878[13:36:50] <williewillus> you need to
do the soft-depending on a class level
L879[13:36:55] <williewillus> ^
L880[13:37:08] <raoulvdberge> good
idea
L881[13:37:40] <PaleoCrafter> could even
add some fallback behaviour to the dummy
L882[13:42:32] ⇦
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L883[13:46:49] <HellSinker74> what I'm
trying to get at is - if I started a project called Open Sky Block
in say Unity 5 or something will I have any concerns legally?
L884[13:47:52] <HellSinker74> guess this
is the wrong place perhaps :(
L885[13:48:08] <TehNut> this is a modding
channel, why would we know
L886[13:48:41] <HellSinker74> I was really
hoping someone here would know who to contact - hence the original
question...
L887[13:48:42] ⇦
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Ping
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L888[13:52:07] <gigaherz>
HellSinker74:
L889[13:52:09] <Inari> okay, last quesiton
fro today :D world.markBlockForUpdate is world.scheduleBlockUpdate
now? or notiftBlockUpdate?
L890[13:52:12] <gigaherz> will you be
copying code from MC?
L891[13:52:15] <williewillus>
notifyBlockUpdate
L892[13:52:17] <gigaherz> will you be
copying textures from MC?
L893[13:52:23] <HellSinker74> no
L894[13:52:29] <gigaherz> then you are
ok
L895[13:52:50] <HellSinker74> ty
L896[13:52:53] <gigaherz> mc isn't
patented
L897[13:53:08] <gigaherz> in fact, in the
country where mojang resides, there aren't even software patents
per se
L898[13:53:15] <gigaherz> so it's all
about copyright
L899[13:53:15] <HellSinker74> marching
cubes was for a while ...
L900[13:53:26] <gigaherz> mc isn't
marching cubes
L901[13:53:29] <Inari> okies, thanks
L902[13:53:30] <HellSinker74> I know
L903[13:53:45] <gigaherz> and the point of
copyright is about making copies of the data, not about replicating
the "feel"
L904[13:53:49] <HellSinker74> I don't know
how they go away with that though
L905[13:53:50] <gigaherz> that's called
being part of the genre
L906[13:54:06] <williewillus> ...the
hell?
L907[13:54:12] <williewillus> theres a
block in TF
L908[13:54:14] <gigaherz> just look at all
the mc "clones" on the android store
L909[13:54:17] <williewillus> that prics
you when you click it
L910[13:54:20] <gigaherz> and on
steam
L911[13:54:25] <gigaherz> williewillus:
lol
L912[13:54:26] <HellSinker74> ye
L913[13:54:26] <williewillus> but instead
of pricking you in onClick it schedules a tick
L914[13:54:33] <williewillus> and pricks
you in updaetTick
L915[13:54:37] <williewillus> by checking
if youre swinging
L916[13:54:39] <williewillus> ????
L917[13:54:42] <gigaherz> wat XD
L918[13:54:43] <diesieben07> haha
L919[13:54:56] <diesieben07> there are
people that dont know onBlockClicked exists
L920[13:55:17] <gigaherz> but it must use
onBlockClicked to schedule?
L921[13:55:19] <williewillus> but it's
implemented, and schedules an update
L922[13:55:22] <gigaherz> :/
L923[13:55:24] <williewillus> mightve been
tacked on
L924[13:55:30] <williewillus> theres
commented out modloader code in the class so
L925[13:55:31] <williewillus> :P
L926[13:55:36] <gigaherz> lol
L927[13:57:00] <williewillus> ah I guess
they want constant pricking while youre digging the block
L928[13:57:04] <williewillus> which
onblockclicked doesnt provide
L929[13:57:07] <williewillus> but
still
L930[14:00:03] <gigaherz> hmm I
implemented reverse ambient occlusion by mistake XD
L931[14:02:13] <williewillus> !mh
getMixedBrightnessForBlock
L932[14:02:30] ⇦
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L936[14:11:42] <gigaherz> SHIT, that's why
it wasn't quite working -- it's still broken ¬¬
L937[14:12:32] <Dragroth> Hey im trying to
spawn particles but i cant get it to work. vanilla particles; tried
isRemote and !isRemote; Do need anything else besides the method
"spawnParticle"?
L938[14:12:44] <williewillus> has to be on
the client side
L939[14:12:46] <williewillus> and show
code
L940[14:13:06] <Dragroth> its just one
line:
L941[14:13:07] <Dragroth>
worldObj.spawnParticle(EnumParticleTypes.getByName("reddust"),
this.pos.getX(), this.pos.getY() + 1,
L942[14:13:07] <Dragroth> this.pos.getZ(),
(float) 1.0 + worldObj.rand.nextFloat(), (float) 2.5 +
worldObj.rand.nextFloat(),
L943[14:13:07] <Dragroth> (float) 1.0 +
worldObj.rand.nextFloat());
L944[14:13:16] <diesieben07> why are you
using getByName?!
L945[14:13:21] <diesieben07> and where is
that code located?
L946[14:13:57] <Dragroth> its part of a
method in a tileEntity, i just tried to use the get method
L947[14:14:05]
⇨ Joins: kimfy
(~kimfy@236.5.200.37.customer.cdi.no)
L948[14:14:08] <diesieben07> What method?
where is it called from?
L949[14:14:24] <diesieben07> in short, you
need to call it on the client
L950[14:14:36] <williewillus> use the
proepr enum instead of using hacks to preserve the old
strings
L951[14:14:37] <diesieben07>
"isRemote" won't help you if the code is never called on
the client in the first place.
L952[14:14:48] <williewillus> thats how
you get codebases like this nice one I'm working on right now
L953[14:14:53] <diesieben07> haha
L954[14:15:21] <Dragroth> ^^ i just tried
everything :D thats why i used it^^
L955[14:15:30] <williewillus>
EnumParticleTypes.REDSTONE
L956[14:15:50] <diesieben07> Show your
whole TE class.
L957[14:15:55] <diesieben07> on pastebin
or something
L958[14:16:04] <kenzierocks> i really
appreciate ProjectRed's frames
L959[14:16:23]
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L960[14:16:25] <kenzierocks> i have a
whole thing setup, and even though half of it is other mod stuff,
it still moves it
L961[14:16:36] <kenzierocks> that's better
than I could get with redpower.
L963[14:18:05] <Dragroth> its called by a
scheduled BlockUpdate
L964[14:18:09] <diesieben07> oh god.
L965[14:18:12] <diesieben07> Dont use
usernames...
L966[14:18:15] <diesieben07> for a
start.
L967[14:18:25] <diesieben07> and there you
have it
L968[14:18:30] <diesieben07> scheduled
block updates are entirely serverside.
L969[14:18:48]
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L970[14:18:52] <Dragroth> i started
modding like 6 days ago. im sorry. :D
L971[14:19:29] <Dragroth> meh. :/ mb. but
thank u ill try to...hm...redo everything :D
L972[14:19:30] <diesieben07> use a
WeakReference<EntityPlayer> if you want to hold on to the
player.
L973[14:20:42] <HellSinker74> @diesieben07
thanx for that info - I was wondering about that earlier...
L974[14:22:22]
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L976[14:23:30] <HellSinker74> funny thing
- I see people log in; and I've been using their mods for years -
would just like to say thanks to the community at large ;)
L977[14:23:32] <diesieben07> about what?
:D
L978[14:23:38] <HellSinker74>
WeakRef
L979[14:23:41] <diesieben07> Ah
L980[14:24:21]
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L981[14:25:09] <PaleoCrafter> if you need
to hold onto an ID of a player to identify them later on, use the
UUID :P
L982[14:25:30] <PaleoCrafter> which would
be more appropriate here, it seems
L983[14:25:32] <gigaherz> it's awesome the
difference some shitty "ambient occlusion" causes on the
visual quality
L984[14:25:45] <HellSinker74> I am still
learning Java - but have background in C-family and know OOP like a
natural
L985[14:26:10] <PaleoCrafter> screenshot,
gigaherz? :P
L986[14:26:20] <diesieben07> WeakRef +
UUID is what I would do
L987[14:26:30] <diesieben07> WeakRef for
fast access and then the UUID in case they disappear
L988[14:27:27] <HellSinker74> I like
Stellar Skies - but no one I know can use it (performance)
L989[14:27:31] ⇦
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L991[14:28:30] <gigaherz> PaleoCrafter:
better
L993[14:28:31] <gigaherz> before
L995[14:28:49] <gigaherz> the AO isn't
even correct
L996[14:28:56] <gigaherz> it doesn't
handle the "outer edges"
L997[14:29:03] <gigaherz> so it looks
weird
L998[14:29:04] <PaleoCrafter> definitely
looks better, yeah
L999[14:29:20] <PaleoCrafter> by far not
perfect, yep :P
L1000[14:30:24] <PaleoCrafter> I think
the grass texture is too saturated, btw :P
L1001[14:30:40] <HellSinker74> @gigaherz:
language/engine and platform?
L1002[14:30:47] <PaleoCrafter> or too
high gamma or something
L1003[14:32:20] <HellSinker74>
@PaleoCrafter: I'm guessing they are placeholder textures for
testing code...
L1004[14:33:07] <PaleoCrafter> of course,
I'll still complain about it :P
L1005[14:33:20]
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L1010[14:36:45] <gigaherz> HellSinker74:
C#, MonoGame (I started it years ago on XNA, and undusted it the
other day)
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L1014[14:42:39] <HellSinker74> @gigaherz
how are you doing the textures, with an atlas, or per material per
instance?
L1015[14:42:53] <HellSinker74>
instance/subobject whatever
L1016[14:44:09] <HellSinker74> I've got
to about the same point using Unity 5 - but I found out more
recently you can apply materials per subobject, and there is no
need for an atlas...
L1017[14:44:44] <HellSinker74> before
then - I was just using IDs and an atlas, which always made me cry
;(
L1018[14:45:24] <HellSinker74> anyway -
looks good ;)
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L1024[15:03:19] <Corosus> i need a github
repo with 1.9.4+ SoundEvent use for their mods, anyone know of
one?
L1025[15:03:35] <williewillus> you mean
examples of how to do soundevents?
L1026[15:03:39] <HassanS6000> What item
type is a rose?
L1027[15:03:41] <Corosus> yeah
L1028[15:03:44] <williewillus>
botania
L1029[15:03:46] <williewillus> also this
mcforge.readthedocs.io/en/latest/effects/sounds/
L1030[15:03:47] <Corosus> kk thx
L1031[15:03:52] <Corosus> ah ye
L1032[15:05:06] <gigaherz> back
L1033[15:05:16] <gigaherz> [21:42]
(HellSinker74): @gigaherz how are you doing the textures, with an
atlas, or per material per instance?
L1034[15:05:21] <gigaherz> right now it's
a pre-composed atlas
L1035[15:05:38] <williewillus> when are
we getting modding support /s
L1036[15:05:43] <gigaherz> I haven't
worked on that part, just got something together
L1037[15:06:02] <gigaherz> [21:43]
(HellSinker74): I've got to about the same point using Unity 5 -
but I found out more recently you can apply materials per
subobject, and there is no need for an atlas...
L1038[15:06:08] <gigaherz> the point of
using an atlas is speed
L1039[15:06:14] <williewillus> it
stillstitches them internally probably
L1040[15:06:21] <gigaherz> the batching
can only work when objects share a material
L1041[15:06:33] <HellSinker74>
perhaps
L1042[15:06:34] <gigaherz> so the two
options are a texture array with texture index on the
vertices
L1043[15:06:42] <gigaherz> or an
atlas
L1044[15:07:12] <gigaherz> the array
option is only useful for a limited number of textures, I doubt it
would work well if there's a thousand separate sprites
L1045[15:07:22] <HellSinker74> well - if
that is the case I'd go back to my old method... :/
L1046[15:07:34] <HellSinker74> I'll have
to look into that some more though
L1047[15:08:06] <gigaherz> btw your tune
sounds nice
L1048[15:08:22] <gigaherz> but it sounds
more sci-fi than fantasy?
L1049[15:08:31] <HellSinker74> I was
using a texture atlas of 64x64 pixel textures, with capacity for
the shader to handle 16 sheets of 8192x8192
L1050[15:08:47] <HellSinker74> as for the
tune yeah
L1051[15:09:01] <gigaherz> so this proof
of concept
L1052[15:09:05] <gigaherz> I don't really
plan on releasing it
L1053[15:09:09] <gigaherz> at least not
in any serious way
L1054[15:09:14] <HellSinker74> I actually
kind of strapped it together to get my mind off of RL problems a
few weeks back
L1055[15:09:24] <gigaherz> but it's a
playground for the cases where I think
L1056[15:09:29] <gigaherz> "wouldn't
it be better if MC did X?"
L1057[15:09:35] <gigaherz> so one of the
Xs
L1058[15:09:38] <HellSinker74>
indeed;P
L1059[15:09:42] <gigaherz> was
"wouldn't it be better to work with slabs?"
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L1061[15:09:53] <gigaherz> so in my
implementation, the blocks are 1x1x0.5
L1062[15:10:13] <gigaherz> well
1x0.5x1
L1063[15:10:14] <gigaherz> ;P
L1064[15:10:27] <gigaherz> another X that
I may implement someday
L1065[15:10:31] <gigaherz> is that I
don't want bloc-based trees
L1066[15:10:41] <gigaherz> I want them to
be static entities
L1067[15:10:55] <gigaherz> made of
segments that you can break individually
L1068[15:10:57] <HellSinker74> I've done
a 16x16x16 chunk @ voxel size in Unity 5 before - I could get
acceptable view distances w/ shaders on a GTX 960 - but it would
die on much less
L1069[15:10:58] <gigaherz> and when you
break a segment
L1070[15:11:11] <gigaherz> the detached
parts would become dynamic entities and gain physics
L1071[15:11:13] <HellSinker74> basically
scale player x16
L1072[15:11:33] <HellSinker74> thats a
nice effect
L1073[15:11:45] <gigaherz> I haven't
really been able to test the performance
L1074[15:11:51] <gigaherz> worldgen is a
bit too slow
L1075[15:11:56] <gigaherz> although I
could do a test
L1076[15:12:02] <gigaherz> double or
triple the view range and see what happens
L1077[15:12:03] <HellSinker74> have you
seen this btw procworld.blogspot.com.au
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L1079[15:12:28] <HellSinker74> its nice
but commercial
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L1081[15:12:52] <gigaherz> yeah I'll do
that
L1082[15:12:58] <gigaherz> I'll dobule
the view range and see what happens ;p
L1083[15:13:20] <gigaherz> what's the max
in mc, 32?
L1084[15:13:26] <HellSinker74> yeah 32
chunk
L1085[15:13:33] <gigaherz> let me first
test in mc
L1086[15:13:40] <gigaherz> see what kind
of frame rate I get
L1087[15:13:57] <HellSinker74> as for
world gen are you using simplex noise - the patent on it is only
for 4D and higher
L1088[15:14:05] <gigaherz> yup
L1089[15:14:08] <HellSinker74> good
L1090[15:14:10] <gigaherz> I'm using a
simplex base
L1091[15:14:24] <gigaherz> with the
alpha-beta iterations from a perlin class I had
L1092[15:14:57] <gigaherz> I have 3
separate simplex sources
L1093[15:15:06] <gigaherz> a 3D one for
the terrain density
L1094[15:15:12] <gigaherz> a 2D one for
the terrain height variance
L1095[15:15:17] <gigaherz> and a 2D one
for the terrain roughness
L1096[15:15:43] <gigaherz> my plan is to
add another lookup for the temperature
L1097[15:15:46] <HellSinker74> with your
worldgen whats taking up the most time - resource memory allocation
or the actual world generation?
L1098[15:15:51] <gigaherz> and then
decide on the biome based on those values
L1099[15:16:29] <gigaherz> hmm it's a bit
hard to say
L1100[15:16:39] <gigaherz> I'm using a
low-priority thread pool
L1101[15:16:46] <gigaherz> and I enqueue
everything
L1102[15:16:50] <gigaherz> on
average
L1103[15:17:03] <HellSinker74> I found
with unity - it took a while just to instantiate the chunks - even
though the world gen was quite fast
L1104[15:17:03] <gigaherz> it generates
the terrain on ~100ms per chunk (16x16x256)
L1105[15:17:25] <HellSinker74> yeah that
a bit up there
L1106[15:17:29] <gigaherz> and anywhere
30-100ms for the meshes
L1107[15:17:46] <gigaherz> it would take
less
L1108[15:17:48] <gigaherz> in single
core
L1109[15:17:50] <HellSinker74> what
platforms are your target?
L1110[15:17:54] <gigaherz> but since
there's many things running at once, meh.
L1111[15:18:17] <gigaherz> right now it's
just Windows/DX
L1112[15:18:22] <gigaherz> but MonoGame
can target other platforms
L1113[15:18:25] <gigaherz> I just haven't
bothered
L1114[15:18:29] <gigaherz> I know OGL
works
L1115[15:18:34] <gigaherz> but I don't
keep that up to date
L1116[15:18:34] <HellSinker74> if just
windows - I could maybe optimize your code further - and you could
P/Invoke it...
L1117[15:18:46] <gigaherz> nah it's not
that serious of a project
L1118[15:18:50] <HellSinker74> ok
L1119[15:18:59] <gigaherz> if I wanted to
optimize it using C/C++, I can do that myself
L1120[15:19:10] <gigaherz> I can do
low-level if it comes to that
L1121[15:19:14] <HellSinker74> kk
L1122[15:19:20] <gigaherz> but really,
it's just something to pass the time with
L1123[15:19:48] <HellSinker74>
"/Fa:out.ilasm" ftw
L1124[15:20:14] <gigaherz> okay test
begin: about to set mc to 32 chunk view radius
L1125[15:21:30] <HellSinker74> yeah
something is def up if that is multithread...
L1126[15:21:57] <gigaherz> ~55fps
L1127[15:22:42] <HellSinker74> yeah - I
think I managed going to rediculous size (512 chunks) and was at
about 25-30 FPS - was nice, but I didn't stick with that...
L1128[15:22:50] <gigaherz> and it
derped
L1129[15:22:52] <HellSinker74> and
without shaders...
L1130[15:22:53] <gigaherz> minimized
itself
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L1132[15:23:01] <gigaherz> and I have
this bug where I can't restore from minimized
L1133[15:23:23] <HellSinker74> sorry I
don't know monogame very well...
L1134[15:23:42] <gigaherz> it's a
bug
L1135[15:23:46] <gigaherz> if you
maximize the window
L1136[15:23:49] <gigaherz> and then press
the windows key
L1137[15:23:51] <gigaherz> it
minimized
L1138[15:23:53] <gigaherz> for some
stupid reason
L1139[15:24:06] <gigaherz> it
minimizes*
L1140[15:24:15] <gigaherz> anyhow it's
generating.
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L1143[15:24:57] <HellSinker74> btw: not
sure what the normal netiquette is here - but since this is so off
topic - would you like to continue the chat with PNs...
L1144[15:25:04] <gigaherz> I have to set
the thread pool to leave one thread open for the rendering XD
L1145[15:25:17] <gigaherz> feel free to
join #gigamc
L1146[15:25:22] <HellSinker74> ok
L1147[15:25:26] <gigaherz> I'm alone
there
L1148[15:25:26] <gigaherz> XD
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L1169[16:07:53] <williewillus> the
structure system looks big and scary :/
L1170[16:07:58] <williewillus> and TF has
shittons of weorldgen using it
L1171[16:08:07] <williewillus> thisll be
fun
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L1173[16:09:27] <gigaherz> been meaning
to ask, TF = Twilight Forest?
L1174[16:09:33] <williewillus> yes
L1175[16:10:16] <williewillus> what's the
point of the IntCache class?
L1176[16:10:54] <gigaherz> wat
L1177[16:11:18] <gigaherz> is it like
some IntMap with bad name?
L1178[16:11:25] <gigaherz> or is it
actually caching boxed Integers
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L1180[16:11:33] <gigaherz> cache[1] =
Integer(1)
L1181[16:11:57] <gigaherz> reminds me of
a conversation with someone
L1182[16:12:03] <gigaherz> they claimed
C#'s VM sucks
L1183[16:12:07] <williewillus> which one
are you looking at?
L1184[16:12:16] <gigaherz> and they had
to cache Vector3's
L1185[16:12:19] <gigaherz> but
L1186[16:12:20] <williewillus> i meant
the one in world.gen.layer IntCache which seems to be a int[]
pool
L1187[16:12:20] <gigaherz> in C#
L1188[16:12:23] <gigaherz> Vector3 is a
struct
L1189[16:12:42] <gigaherz> so doing
"new Vector3" isn't actually allocating memory
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L1191[16:12:46] <williewillus> the one in
nmutil IntegerCache seems to be a giant cache of boxed
Integers
L1192[16:12:54] <gigaherz> and having a
Vector3[]serves absolutely no advantage
L1193[16:13:01] <gigaherz> williewillus:
I'm not looking at any
L1194[16:13:11] <gigaherz> I was asking
what kind of absurdity it is
L1195[16:13:16] <williewillus> oh
lol
L1196[16:13:30] <williewillus> the one in
gen.layer is a int[] pool, the one in util is like the java one but
bigger
L1197[16:13:50] <gigaherz> but yeah
L1198[16:14:09] <gigaherz> "XNA is
bad because it uses .NET and you have to do a lot of new Vector and
it's so slow I had to pool them to avoid allocations"
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L1200[16:14:14] <gigaherz> I facepalmed
so hard.
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L1206[16:20:28] <ThomasRules> I'm getting
a ClassNotFound exception for
net.minecraftforge.fml.common.launcher.FMLTweaker in 1.10.2 forge
2007
L1207[16:20:40] <ThomasRules>
12.8.0.2007
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L1210[16:23:49] <diesieben07>
ThomasRules, post the full log, how did you install forge exactly
and what launcher are you using?
L1211[16:23:57] <ThomasRules> curse
L1213[16:25:27] <diesieben07> looks like
curse is broken :D
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L1215[16:26:24] <ThomasRules> im
installing 12.8.0.2007 now as a test to see if curse broke just
that version (or the download corrupted for some reason)
L1216[16:26:51]
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L1218[16:28:09] <ThomasRules> ok,
12.8.0.2007 works fine
L1219[16:28:10] <Girafi> Curse had
problems with 1.10 when it just came out, for like half a day with
that error. Are you sure you have the latest version of the Curse
launcher?
L1220[16:28:10] <williewillus> !gf
field_75026_c
L1221[16:28:15] <ThomasRules> *2006
L1222[16:28:33] <ThomasRules> 12.8.0.2006
is fine, 12.8.0.2007 is broken
L1223[16:28:47] <Girafi> I'm using 2007
in Curse Voice right now, no problem for me. The installation
probably just corrupted somehow
L1224[16:29:05] <ThomasRules> any way to
refresh it on curse?
L1225[16:29:18] <Girafi> Just select it
again, after you installed 2006 :)
L1226[16:30:57] <ThomasRules> still
crashing :(
L1227[16:31:02] <ThomasRules> 2006 loads
fine
L1228[16:33:07] <williewillus> !gm
func_151552_a
L1229[16:33:28]
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L1230[16:34:01] <diesieben07>
ThomasRules, delete .minecraft/versions/<version thats
problematic>
L1231[16:34:09] <ThomasRules> just done
that
L1232[16:34:16]
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L1233[16:34:19] <ThomasRules> its
redownloading now
L1234[16:35:37] <ThomasRules> nope
:(
L1235[16:35:39] <ThomasRules> same
error
L1236[16:36:10] <ThomasRules> do I need
to manually grab some libs from somewhere?
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L1239[16:38:00] <diesieben07> does it
work if you install that version using the forge installer?
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L1241[16:41:39] <ThomasRules> yep - loads
fine
L1242[16:42:09] <ThomasRules> only seems
to crash when using curse and that specific version
L1243[16:42:11] <diesieben07> and does it
now work from curse?
L1244[16:42:20] <ThomasRules> no
L1245[16:42:34] <diesieben07> ask the
curse people then :D
L1246[16:42:47] <ThomasRules> I think
curse downloads its own libs to a separate folder
L1247[16:43:20] <Girafi> Do you have any
mods installed ThomasRules?
L1248[16:43:30] <Girafi> Because I can
use 2007 just fine on Curse
L1249[16:43:34] <ThomasRules> with and
without doesn't matter
L1250[16:43:52] <ThomasRules> I tried it
on a separate instance without and the same error showed
L1251[16:43:53] <TehNut> Try
#curseforge
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L1254[16:48:16] <FusionLord> ThomasRules,
when does it crash? on startup?
L1255[16:48:25] <ThomasRules> yes
L1256[16:48:31] <ThomasRules>
instantly
L1257[16:48:48] <FusionLord> as soon as
you hit play in the vanilla launcher?
L1258[16:49:05] <ThomasRules> when
loading with curse, yep
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L1260[16:49:15] <ThomasRules> without
curse, it loads just fine
L1261[16:51:05] <FusionLord> yeah seems
strange I just followed the normal steps and it loaded fine... are
you putting special characters in the profile name?
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L1266[16:59:59] <ThomasRules> no special
characters - it's called "Vanilla 1.10"
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L1270[17:09:05] <williewillus> !gm
func_151554_b
L1271[17:09:09] <williewillus> !gm
func_151554_b 1.7.10
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L1276[17:27:03] <SparkVGX>
g'Morning
L1277[17:28:12] <diesieben07>
g'Night
L1278[17:36:36] <SparkVGX> well then
:P
L1279[17:36:49] <diesieben07> well, it's
half past midnight here :P
L1280[17:36:58] <diesieben07> not sure
that counts as morning :D
L1281[17:37:04] <SparkVGX> oh right
haha
L1282[17:37:13] <SparkVGX> ofcourse it
is! it's just VERY early morning
L1283[17:37:28] <diesieben07> lol
L1284[17:44:40] <williewillus> !gm
func_151554_b 1.7.10
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L1287[17:53:24] <williewillus> !mh
rotateAroundY
L1288[17:53:30] <williewillus> !gm
rotateAroundY 1.7.10
L1289[17:53:43] <williewillus> !gm
func_72442_b
L1290[17:53:49] <williewillus> damn class
rneames
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L1294[18:13:59] <williewillus> no words
xD
L1295[18:14:05] <williewillus> (to be
fair the comment was there already)
L1296[18:14:39] <diesieben07> WAT.
L1297[18:14:50] <diesieben07> that... i
hope that does not really woork
L1298[18:15:00] <williewillus> it
probably does in physical client
L1299[18:15:06] <diesieben07> well,
duh.
L1300[18:15:11] <diesieben07> but that's
not the point :D
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L1307[18:31:59] <SparkVGX> !gm
StatCollector
L1308[18:32:26] <SparkVGX> Hey y'all,
what did stat collector get changed to?
L1309[18:32:35] <SparkVGX> from minecraft
util
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L1311[18:33:32] <tterrag> I18n
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L1313[18:33:57] <williewillus> !gm
func_151539_a
L1314[18:35:19] <williewillus> !gm
func_151538_a
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L1316[18:36:50] <gigaherz> SparkVGX: it's
called I18n, but there's two classes with that name
L1317[18:37:00] <gigaherz> avoid the one
that isn't in the client package
L1318[18:37:15] <gigaherz> if you need
translation on the server, remember: it doens't work
L1319[18:37:26] <gigaherz> server-side
translations only include vanilla strings, and only in en-US
L1320[18:37:44] <SparkVGX> Excellent,
thank you gigaherz & tterrag :)
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L1337[19:18:28] <SparkVGX> !gm
IIconRegister
L1338[19:18:47] <tterrag> everything
about that command is wrong
L1339[19:18:48] <SparkVGX> !gm
registerIcon
L1340[19:18:58] <SparkVGX> Sorry
^_^;;
L1341[19:19:03] <tterrag> gm is for
methods
L1342[19:19:07] <tterrag> and
IIconRegister is 1.7
L1343[19:19:55] <FusionLord> when
registering fluids do you have to self stitch the textures?
L1344[19:20:01] <SparkVGX> Ah okay. Could
you please point me to an example of how textures are loaded
now?
L1345[19:20:16] <tterrag> SparkVGX: use
models
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L1348[19:23:18] <SparkVGX> Ah, everything
is a json file that points to the texture file?
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L1350[19:24:26] <tterrag> no. everything
has a model now
L1351[19:24:33] <tterrag> there is no
"just a texture" anymore
L1352[19:25:16] <tterrag> that said, for
a basic item/block the model is usually no more than a few
lines
L1353[19:25:44] <diesieben07> or rather
the model is already present and you just refernece it from the
blockstate json
L1354[19:25:45] <tterrag> look around at
some other mods to see how they do it
L1355[19:26:40] <SparkVGX> That makes
sense. I'm currently looking at TinkersConstruct. Just trying to
see where they register the resource
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L1358[19:28:23] <electrolitic> Does
anyone know of a good example of a TileEntity to look at to learn
from?
L1359[19:28:54] <diesieben07> that's not
really possible...
L1360[19:28:58] <diesieben07> What do you
want the TE to do?
L1361[19:29:08] <electrolitic> I suppose
I want to make a custom furnace?
L1362[19:29:11] <SparkVGX> Tile entities
are usually pretty specific
L1363[19:29:20] <diesieben07> It's like
asking "how do I make a tool" - it depends on what the
tool should do ;)
L1364[19:29:26] <diesieben07> look at the
furnace then :)
L1365[19:29:28] <FusionLord> then look a
Vanilla Furnace ...
L1366[19:29:42] <electrolitic> Alright.
It uses vanilla methods etc...
L1367[19:30:03] <FusionLord> Has anyone
here messed with fluid I cannot get my textures to work
L1368[19:30:30] <diesieben07> you need to
register them using TextureStitchEvent if they are not used
elsewhere already
L1369[19:30:45] <FusionLord> Thank you I
just asked that question :P
L1370[19:32:14] <tterrag> electrolitic:
and?
L1371[19:32:41] <electrolitic> Is it
necesary or recommended to extend TileEntity for most of your
own?
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L1373[19:33:21] <tterrag> all
L1374[19:33:30] <tterrag> if you don't
extend TileEntity it's not a TileEntity then is it?
L1375[19:34:58] <electrolitic> I suppose
not.
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L1379[19:43:55] <FusionLord> ok so after
stitch the buckets look right, but the blocks not so much....
-.-
L1380[19:45:28] <SparkVGX> Do I have to
register the resource location when I add it to the game registry?
I liked being able to have that automatically done in my parent
item class
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L1382[19:46:28] <diesieben07> you can
either call thing.setRegistryName and then GR.register(thing) or
you can do GR.register(thing, <name>)
L1383[19:46:36] <diesieben07> the 2nd is
a shortcut for the 1st
L1384[19:49:19] <SolarShrieking> hng,
having trouble getting my sound to play within the game.
L1385[19:49:39] <SparkVGX> Thank you
diesieben07, that works :)
L1386[19:49:45] <diesieben07>
SolarShrieking, show your code and stuff
L1388[19:49:52] <SolarShrieking> It's
registered and everything, and I can access it using /playsound
modid:soundname
L1389[19:50:53] <SparkVGX> make a
gist/pastebin Sol
L1390[19:51:46] <SolarShrieking> on it,
1s
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L1394[19:55:42] <tterrag>
>nootnoot
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L1396[19:55:48] <SolarShrieking> Test
sound, lol
L1397[19:55:56] <diesieben07> where
exactly is the playSound called?
L1398[19:56:25] <SolarShrieking> within
an EntityInteractEvent
L1399[19:56:43] <SolarShrieking> I'm
assuming its some confusion of client/server things
L1400[19:57:31] <diesieben07> well, the
method you are using only works properly (with how you are using
it) if called on BOTH client and server
L1401[19:57:41] <diesieben07> if you want
it to be purely serverside, pass null as the first arg
L1402[19:58:23] <SolarShrieking> oh
wow
L1403[19:58:30] <SolarShrieking> thanks,
lol
L1404[19:58:48] <SolarShrieking> I'm
gonna read up more on client/server interactions, because it's one
of the few things that keeps getting me stuck
L1405[19:59:01] <diesieben07> it's
explained in the article tt linked above
L1406[20:00:37] <SolarShrieking> I've had
that page open for hours, not sure how I missed it lol
L1407[20:00:49] *
SolarShrieking is a chronic skimmer
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L1412[20:03:13] <SolarShrieking>
regardless, thank you diesieben07 and tterrag
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L1418[20:37:37] <SolarShrieking> Do you
know how I would go about playing a vanilla sound through this
means?
L1419[20:38:37] <diesieben07> the
SoundEvents class has all the vanilla SoundEvents as
constants
L1420[20:40:42] <SolarShrieking> ty.
Sorry, I don't mean to ask so many questions
L1421[20:41:05] <diesieben07> Lol thats
what this channel is for :P
L1422[20:44:17] <tterrag> hm. I'm have a
button, and something else in the foreground, and using zLevel to
ensure that the button is drawn overtop of the other thing, which
works but there's no blending happening
L1423[20:44:22] <tterrag> any way I can
get that to work?
L1425[20:44:48] <tterrag> you can see
that the icon clearly overlaps the render, and is at alpha 0.5, but
doesn't blend with it
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L1429[20:57:28] <tterrag> anyone?
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L1434[21:17:44] <SolarShrieking> aww, the
constants within SoundEvents aren't enums
L1435[21:17:45] <SolarShrieking> :(
L1436[21:18:03] <Ordinastie_> why does it
matter ?
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L1438[21:19:29] <SolarShrieking> Trying
to check if a string is equal to said enum. However, I'm not 100%
if I can check if a string is equal to the name of a
constant.
L1439[21:19:48] <diesieben07> said enum?
what?
L1440[21:19:55] <diesieben07> and why do
you have a string?
L1441[21:20:01] <tterrag> don't make
stringly-typed APIs .-.
L1442[21:20:10] <tterrag> magic strings
are bad
L1443[21:20:17] <SolarShrieking> magic
strings are magic tho
L1444[21:20:20] <tterrag> just pass
around SoundEvent directly
L1445[21:20:25] <tterrag> there is NO
NEED to convert it to a string
L1447[21:25:34] <SolarShrieking> not
code
L1448[21:26:36] <diesieben07>
getAmbientSound does not return a string?
L1449[21:26:42] <diesieben07> it returns
a SoundEvent.
L1450[21:27:17] <SolarShrieking>
getAmbientSound?
L1451[21:27:36] <diesieben07> yes, that
gives the ambient sound for an entity.
L1452[21:27:45] <diesieben07> isn't that
what you want? your text said so.
L1453[21:27:57] <SolarShrieking> Correct,
I wasn't aware that was a method.
L1454[21:33:53] <SolarShrieking> er, is
it?
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L1456[21:34:18] <diesieben07> in
EntityLiving, yes
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L1461[21:40:01] <SolarShrieking>
diesieben07: it appears to be a protected method
L1462[21:40:28] <diesieben07> reflection
to the rescue :P
L1463[21:40:37] <SolarShrieking>
lol
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L1465[21:51:48] <FusionLord> is there an
event for when the player's arm is rendered in First person
L1466[21:53:14] <FusionLord>
RenderHandEvent... must have skipped it 10 times -.-
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L1471[22:22:43] <SparkVGX> I'm having a
dratted difficult time converting to the new texture system. For
whatever reason, it wont find my files. Texture or 3D model
L1472[22:23:25] <SparkVGX> It's finding
my lang files, so I know it has access to it
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L1475[22:26:21] <SparkVGX>
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model stormlight:item/gemStoneBlock with loader
VanillaLoader.INSTANCE, skipping
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L1489[23:03:53] <iPixeli> Its been too
long since I've modded...
L1490[23:03:55] <iPixeli> Whats an easier
way to find mappings other than MCPBot or looking at MCP's
CSVs?
L1491[23:04:07] <tterrag> I don't think
there is one
L1492[23:04:37] <iPixeli> Is there a way
to ask mcp bot about previous versions :D?
L1493[23:04:51] <tterrag> add it on the
end
L1494[23:04:57] <iPixeli> :O
L1495[23:04:59] <tterrag> i.e. !gm foo
1.7.10
L1496[23:05:04] <iPixeli> :OOO
L1497[23:05:09] <iPixeli> :}
L1498[23:05:33] <killjoy> there's always
bspkrs' mapping viewer
L1500[23:05:58] <tterrag> there is no
conf dir anymore
L1501[23:06:01] <tterrag> how is that
meant to work?
L1502[23:06:18] <iPixeli> ^
L1503[23:06:20] <killjoy> you point it to
where the csv is
L1504[23:06:45] <killjoy> you just need
the joined.srg
L1505[23:06:56] <iPixeli> Oh, I've tried
that before, but I didn't see the use.... it basically just shows
the csvs....
L1506[23:07:07] <iPixeli> or does it have
magic now?
L1507[23:07:12] <killjoy> mcpbot needs a
web interface
L1508[23:07:38] *
iPixeli searches logs... I remember something.........
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L1511[23:11:14] <iPixeli> Why does forge
break the moment you setup a new workspace of a new version of
forge?
L1512[23:11:32] <iPixeli> I don't
remember it asking to delete the stuff in
<user>/gradle/caches
L1513[23:13:40] <killjoy> is this your
own mod or foge?
L1514[23:13:43] <killjoy> *forge
L1515[23:13:55] <iPixeli> killjoy, thank
you... i see how to use the mapper gui now.
L1516[23:14:01] <iPixeli> both?
L1517[23:14:09] <killjoy> are you
developing a PR for forge?
L1518[23:14:20] <iPixeli> no
L1519[23:15:19] <iPixeli> I had a
workspace of 1.9 working just fine. Then setup 1.10.2 working
fine... went back to 1.9 - eclipse says its missing two things from
the caches/.../1.9 folder
L1520[23:16:15] <killjoy> did you run the
eclipse task?
L1521[23:16:33] <iPixeli> specifically
forgeSrc-1.9-12.16.1.1887.jar and \start
L1522[23:16:48] <iPixeli> Do you really
need to rerun it when ever you want to open a different
workspace?
L1523[23:16:52] <killjoy> yes
L1524[23:16:58] <killjoy> if you change
versions, you need to run eclipse
L1525[23:17:03] <iPixeli> then this
explains sooo much
L1526[23:18:57] <iPixeli> yay it
works
L1527[23:23:38] <killjoy> when in doubt,
gradle eclipse
L1528[23:23:53] <LatvianModder> *ahem*
gradle idea
L1529[23:24:18] <LatvianModder> for
workspace.. for mods, its gradlew ideaModule :P
L1530[23:24:40] <killjoy> that's
blasphemy
L1531[23:24:44] <killjoy> never run
gradle idea
L1532[23:24:50] <killjoy> idea takes care
of that for you
L1533[23:25:16] <LatvianModder> how can
it, without a workspace?
L1534[23:25:26] <killjoy> import the
gradle project
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L1536[23:25:34] <LatvianModder> Oh. Ha,
no
L1537[23:25:45] <iPixeli> the idea is
bad
L1538[23:25:48] <LatvianModder> That
doesnt really work well when you have 10 mods in your DevEnv
L1539[23:25:49] <iPixeli> so is that
^
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L1541[23:26:18] <killjoy> At least in
eclipse, you can import multiple projects at once
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L1543[23:26:45] <LatvianModder> So I
better keep each mod with their own build.gradle in seperate
folders, and another Forge folder, where I do gradlew
setupDecompWorkspace idea, and import modules from each mod
L1544[23:26:59] <LatvianModder> You can
do that in idea too
L1545[23:27:13] <iPixeli> I just keep em
all separate
L1546[23:27:36] <killjoy> there's a bash
command for that
L1547[23:27:57] <LatvianModder> isnt
there a command for everything though?
L1548[23:28:17] <LatvianModder> or python
import...
L1550[23:28:48] <killjoy> I bet there's
also an app for that
L1551[23:29:07] <iPixeli> in bash?
L1552[23:29:14] <iPixeli> script
it?
L1553[23:29:22] <killjoy> bash can do
anything
L1554[23:29:28] <killjoy> I bet you can
even make a game with it.
L1555[23:29:33] <killjoy> it would be
laggy, but it's possible
L1556[23:29:58] <iPixeli> you could throw
into the non existant device
L1557[23:30:12] <killjoy> you mean
/dev/null?
L1558[23:30:15] <iPixeli> mhm
L1559[23:30:31] <killjoy> sudo mv /
/dev/null
L1560[23:30:31] <iPixeli> just cuz
L1561[23:30:49] <iPixeli> oh my
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