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L16[01:05:00] <tterrag> $ labels add 3064
bug
L17[01:05:12] <tterrag> guess the bot is
dead for the month
L18[01:05:21] <tterrag> unless
fry|back18aug decides to return early
L19[01:05:49] <tterrag> unless you have
access to the bot LexManos ?
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L27[01:51:53] <fry|back18aug> tterrag: I'll
fix it in a couple of days
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L30[01:59:52] <Cypher121> if a chunk with
tileentity goes out of view, will it stop rendering? I vaguely
remember some problems with that and am experiencing something
similar right now
L31[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160705 mappings to Forge Maven.
L32[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160705-1.10.2.zip
(mappings = "snapshot_20160705" in build.gradle).
L33[02:00:15] <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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L36[02:03:30] <SparkVGX> can I access
minecraft sounds to play on demand?
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L54[02:55:40] <tterrag> is there a vanilla
packet to sync item NBT to server?
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L75[04:00:38] <Inari> Hello again ^^ Whats
the 1.9 replacement for BlockContainer/Tile
L76[04:01:01] <Inari> Hm, guess my message
got cut short htere
L77[04:01:14] <tterrag> there isn't one.
BLockContainer was never for mod use
L78[04:01:16] <Inari> "Whats the 1.9
replacement for BlockContainer/Tile
L80[04:01:47] <Inari> what was it uses for
then?
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L82[04:02:02] <tterrag> vanilla
L83[04:02:06] <Inari> oh, i somehow
inserted some weird symbol into my message that cut it into
half
L84[04:02:15] <Inari> what about
TileEntityContainer?
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L86[04:04:30] <LatvianModder> That
exists?
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L90[04:07:07] <Inari> it does :D and okay,
thanks
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L93[04:08:06] <tterrag> nope
L94[04:08:32] <Inari> oh, yeah..
L95[04:08:33] <Inari> forget that
part
L96[04:09:14] <Inari> its a custom
extension of tileentity iwth IInventory it appears
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L120[05:38:08] <r3becca> i want to
implement a feature in my mod. which is basically: when an item
impacts with a block, if conditions are met (valid item and block
types) then the item will vanish and the block type will
change.
L121[05:38:38] <r3becca> but if conditions
are not met, it bounces off/falls away like nothing happened
L122[05:38:52] <sham1> Okay?
L123[05:39:03] <r3becca> can someone point
me in the right direction for where to begin with this
L124[05:39:16] <sham1> Check if an entity
hits your block
L125[05:39:26] <sham1> Test if the entity
is an EntityItem or something similar
L126[05:39:29] <r3becca> is there an
OnImpact event for items or something?
L127[05:39:30] <sham1> If it is, check the
item
L128[05:39:31] <Inari> check how botania
does it xD
L129[05:39:53] <r3becca> Inari: oh,
botania does something similar?
L130[05:40:07] <Inari> it has where you
throw stuff into the apothecary or mana pools, yeah
L131[05:40:44] <tterrag> for that to work
the item has to enter the block bounds
L132[05:40:52] <tterrag> it won't work for
a full block
L133[05:41:29] <r3becca> Inari: woudl the
botania approach work if the item is dropped/thrown by a
machine?
L134[05:41:40] <tterrag> I don't see why
not
L136[05:41:53] <Inari> not sure which
verison that was from though :f
L137[05:42:17] <Inari> seems thats
1.7.10
L138[05:42:22] <Inari> so you might need
to check if the event changed
L139[05:42:37] <Inari> what happened to
StatCollector in 1.9 by the way?
L140[05:42:39] <r3becca> tterrag: ahhh,
they will be full blocks..
L141[05:42:49] <r3becca> Inari: oh, neat,
thanks
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L143[05:43:06] <tterrag> again, that
method is only called if the item ENTERS the block space
L144[05:43:11] <tterrag> which is
impossible for a full block
L145[05:43:13] <r3becca> ah
L146[05:43:42] <r3becca> are there any
other approaches to detect an item-block collision?
L147[05:44:09] <Inari> could check the
code that calls it and imitate how it checks :D
L148[05:44:27] <tterrag> it's called by
the entity
L149[05:44:39] <r3becca> ahh
L150[05:44:46] <tterrag> the only other
way is to have a TE and check with
world.getEntitiesWithinAABB
L151[05:44:57] <tterrag> or use scheduled
block updates to do the same
L152[05:44:59] <tterrag> never done that
myself
L153[05:45:00] <r3becca> that sounds
computationally expensive
L154[05:45:04] <Inari> that kinda stuff
always sounds terribly laggy to me
L155[05:45:25] <tterrag> it's probably not
as bad as you think
L156[05:45:30] <Inari> then again, item
pipes should do about the same 24/7
L157[05:45:30] <tterrag> but you can
mitigate it by only checking every X ticks
L158[05:45:36] <Inari> (ones that suck
from world)
L159[05:45:46] <tterrag> it's what hoppers
do
L160[05:45:55] <r3becca> okay
L161[05:46:01] <sham1> Every 5 ticks would
be an acceptible time frame
L162[05:46:07] <tterrag> yep
L163[05:46:14] <tterrag> a quarter of a
second is barely noticeable to any player
L164[05:46:17] <Inari> i learned coding in
some multiplayer game where server/client communication was slow,
and running anything ever 50ms on the server was frowned upon...
guess that shows still :p
L165[05:46:32] <tterrag> you could
potentially use scheduled block updates to do this but you'd be on
your own
L166[05:46:38] <tterrag> I've never done
that
L167[05:47:40] <Inari> translating this
from fmp to mcmp will be fun
L168[05:47:52] <amadornes> hm? :P
L169[05:48:14] <amadornes> oh
L170[05:48:18] <Inari> amadornes: :P i
know nothign of fmp or mcmp usage :D
L171[05:48:28] <Inari> porting something,
or trying to
L172[05:48:30] <Inari> and it uses
fmp
L173[05:48:35] <amadornes> right
L174[05:48:39] <amadornes> they are pretty
much the same
L175[05:48:45] <Inari> good to hear
L176[05:48:56] <r3becca> the reason why
i'm asking: i'm working on building some pseudo chemistry into my
mod. treating voxels like atoms/molecules. voxels will move around
randomly to simulate brownian motion.
L177[05:49:00] <amadornes> the actual FMP
that'll go into Forge may not be, though... :P
L178[05:49:19] <Inari> amadornes: haha,
well can port it again then :D
L179[05:49:24] <amadornes> heh :P
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L181[05:50:03] <Inari> amadornes: call it
fmp2
L182[05:50:04] <Inari> :f
L183[05:50:09] <amadornes> trfmp
L184[05:50:19] <amadornes> The Real Forge
MultiPart :P
L185[05:50:24] <r3becca> and energetic
atoms/molecules will alternate between being items and voxels.
breaking themselves, flinging off an item that travels a distance
(with gravity off), then condenses back into a voxel
L186[05:50:34] <amadornes> fmpwocb could
also work
L187[05:50:40] <Inari> r3becca: sounds
interesting, hope it wont turn out super laggy :D
L188[05:50:49] <Inari> wocb?
L189[05:50:56] <amadornes> without
chickenbones lol
L190[05:51:00] <Inari> ah :P
L191[05:51:14] <amadornes> but yeah...
we'll see :P
L192[05:51:16] <r3becca> and i would like
to add the feature where if an item impacts an element it might
react
L193[05:51:24] <heldplayer> Will the real
Forge MultiPart please stand up?
L194[05:51:28] <r3becca> Inari: me
too!
L195[05:52:03] <Inari> i wonder if anyone
made "port guides"
L196[05:52:11] <amadornes> most likely
not
L197[05:52:25] <amadornes> what mod is it,
Inari?
L198[05:52:29] <Inari> with most things i
can find tehri new version easy enough :P
L199[05:52:35] <Inari> but some are like
"where did that vanish to"
L200[05:52:40] <Inari> integrated circuits
:D
L201[05:52:49] <amadornes> ouhhh...
right
L202[05:52:51] <amadornes> rendering
L203[05:52:58] <Inari> yeah rendering i
will look at still
L204[05:53:00] <amadornes> you're going to
have to use 1.8+'s model system... :P
L205[05:53:04] <Inari> that gist pasted
yesterday will be helpful there
L207[05:53:15] <Inari> currently im
ignoring rendering :D
L208[05:53:22] <Inari> need to get it to
run first
L209[05:53:26] <amadornes> and what CB
calls "dynamic rendering" is now MultipartSpecialRenderer
(a TESR for multiparts)
L211[05:54:27] <Inari> ah, nice primer
there too :D
L212[05:55:02] <Inari> still trying to
find Mr. Statcollector
L213[05:55:07] <amadornes> I18n
L214[05:55:15] <Inari> hm
L215[05:55:24] <r3becca> thanks for the
advice sham1 and tterrag and Inari :)
L216[05:55:33] <masa> hmm, so about that
item impacting a block... since this is a pretty special case,
wouldn't extending EntityItem, enabling noClip and then doing
things in the Block#onENtityCollidedWith work too?
L217[05:55:52] <r3becca> masa! :D
L218[05:56:08] <masa> yep hey o/
L219[05:56:08] *
r3becca gives masa a hug
L220[05:56:29] <Inari> well first i'll try
ot make this run with the multipart things disabled i
guess...
L221[05:57:10] <amadornes> it runs without
FMP, Inari?
L222[05:57:35] <Inari> i feel like i had
used I18n somewhere else too though.. which wasnt
StatCollector
L223[05:57:50] <r3becca> oh, i have a
different query also
L224[05:57:52] <Inari> amadornes: i assume
so, given it has a "isFMPLoaded" check in init and does
extra stuff if it is
L225[05:57:55] <amadornes> yes, there was
the clientside I18n and the serverside StatCollector
L226[05:58:00] <amadornes> now they are
both I18n
L227[05:58:01] <Inari> ah
L228[05:58:06] <Inari> okay, thanks
L229[05:58:09] <r3becca> minecraft
supports a lot of block types.
L230[05:58:24] <amadornes> well... if it
doesn't require FMP you may be lucky...
L231[05:58:31] <Inari> :p
L232[05:58:42] <amadornes> did I explain
to you the possible new multipart system?
L233[05:58:42] <Inari> im not sure
though
L234[05:58:46] <r3becca> but if you are
modding it.. at what point will adding copious new blocks start
being a problem for the game in general?
L235[05:58:58] <Inari> amadornes: i just
know you mentioned it not needing any extra code to make any blocka
multipart
L236[05:58:59] <Inari> or something
L237[05:59:00] <r3becca> is there a fixed
limit somewhere
L238[05:59:01] <sham1> But one should not
be using the "common" I18t
L239[05:59:02] <r3becca> ?
L240[05:59:07] <amadornes> basically,
yeah
L241[05:59:17] <sham1> Because, first of
all, translating only makes sense with human people
L242[05:59:21] <amadornes> you'd just tag
your block with IMultipart or something like that
L243[05:59:31] <amadornes> and it'd work
right away
L244[05:59:35] <Inari> fancy
L245[05:59:38] <tterrag> not a cap?
L246[05:59:46] <amadornes> nah
L247[05:59:50] <amadornes> I don't want to
require a TE
L248[06:00:02] <tterrag> how are you ever
going to store multiparts without a TE
L249[06:00:07] <Inari> so, we can
multipart all vanilla blocks/
L250[06:00:16] <amadornes> multiparts
would be stored in a TE
L251[06:00:23] <amadornes> but the
multiparts themselves wouldn't need to be one
L252[06:00:27]
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L253[06:00:28] <amadornes> ie. torches and
levers
L254[06:00:29] <masa> r3becca: well the
hard limit atm is 4096 different block IDs, and then depending on
how complex models each one uses, the amount of model data/memory
usage might get a bit heavy at some point (see some bicg mod packs
in 1.8+)
L255[06:00:31] ***
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L256[06:00:41] <tterrag> if only we had
block caps
L257[06:00:46] <amadornes> hopefully so,
Inari :P
L258[06:00:46] <Inari> the 4096 limit is
still scary
L259[06:01:07] <amadornes> tterrag, that's
something I asked fry about a while ago and he said they were
looking into it
L260[06:01:16] <masa> have big packs
actually ever had problems with running out of block ids?
L261[06:01:18] <sham1> Yeah, if only block
caps were a thing
L262[06:01:19] <tterrag> funny because
when I asked about it they shut me down
L263[06:01:20] <tterrag> *shrug*
L264[06:01:21] <amadornes> so maybe some
day :)
L265[06:01:22] <sham1> It would be
nice
L266[06:01:32] <tterrag> I should get to
bed
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L268[06:01:39] <sham1> Attach properties
to blocks
L269[06:01:51] <sham1> Kind of like
tags
L270[06:02:21] <r3becca> masa: ahhh, good
to know
L271[06:02:24] <r3becca> thanks
L272[06:02:36] <Inari> what is the flags
parameter in notifyBlockUpdate? seems that isnt documented :x
L274[06:03:01] <kashike> :)
L275[06:07:28]
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L276[06:12:38] <Inari> what was the
command to resolve function names again?
L277[06:13:21] <kashike> see !help
L278[06:14:17] <Inari> !help
L279[06:14:47] <Inari> thanks ^^
L280[06:16:01] <Inari> !gm
NBTTagList.func_150306_c 1.7.10
L281[06:16:44] <Inari> oh look, Sangar
made the last change to that
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L285[06:26:51] <sham1> Wait, 1.7.10
mappings
L286[06:26:52] <sham1> What
L287[06:27:15]
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L288[06:27:55] <Inari> well in the orignal
code this was just func_150306_c so i had no clue what to call it
now when porting to 1.9.0 :p
L289[06:28:15] <Inari> but im assuming the
150306_c would have changed in 1.9.0 mappings? no clue
L290[06:28:40] <sham1> Isn't func_150306_c
an SRG name
L291[06:29:02] <Inari> no clue :D the name
makes sense at least (NBTTagList.getIntArrayAt
L292[06:29:02] <kashike> mhm
L293[06:29:35] <Inari> do srg names not
change?
L294[06:29:49] <Inari> !gm
NBTTagList.func_150306_c
L295[06:29:50] <sham1> That would be the
purpose.
L296[06:29:54] <Inari> guess not
L297[06:30:45] <kashike> they don't
change, but they can be removed completely, requiring I w
L298[06:30:55] <kashike> requiring setting
names again
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L300[06:32:58] <sham1> Well damn it
Mojang
L301[06:33:05] <sham1> Going and
deprecating getActualState
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L307[07:07:31] <masa> bleh my placement
preview mod is just completely fudged with many modded blocks
L308[07:08:10] <masa> stuff like ender io
conduits, some machines, and evene the quite clear glass just come
up as missing model
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L325[08:08:47] <AKTheKnight> !mh
func_77655_b
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L337[08:45:28] <Kopharex> How do i get a
logger for my mod in 1.9?
L338[08:48:31] <heldplayer> I think you
should be able to get it from PreInitializationEvent
L339[08:49:05] <Kopharex> Would you be so
kind to tell me the method you use to do that?
L340[08:49:10] <Kopharex> Can't find it
anywhere.
L341[08:50:25] <heldplayer> I haven't done
modding in a while so I assumed it still existed, but if it's gone
then I don't know =:P
L342[08:50:36] <heldplayer> Also, I have 4
eyes it seems
L343[08:51:37] <sham1> Those are just eye
brows
L344[08:53:31]
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L345[08:53:53] <kashike>
FMLPreInitializationEvent, event.getModLog()
L346[08:54:19] <Kopharex> Thank you!
L347[08:55:29] <sham1> You know, if you
just used your IDE
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L350[09:04:11] <Ward0w> Hi
L351[09:04:48] <Ward0w> I'm getting this
warning : [16:02:13] [Client thread/WARN]: ResourcePack: ignored
non-lowercase namespace: AutoTorch/ in
C:\Users\Wiliam\Desktop\Forge\forge-1.7.10-10.13.4.1558-1.7.10-src\bin
L352[09:05:21] <Ward0w> Is it because the
.lang files have to be in a lowercase folder ?
L353[09:06:08] <kashike> iirc yes
L354[09:06:26]
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L357[09:11:33] <Ward0w> Is there an event
called every time a player moves ? (in 1.7.10)
L358[09:11:52] <Ward0w> and thanks
kashike
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L364[09:38:01] <masa> so getExtendedState
is Forge added?
L365[09:39:05] <masa> seems to be in the
forge section of Block
L366[09:39:13] <masa> as is over half of
the Block class, lol
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L368[09:44:41] <gigaherz> yes masa
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L370[09:44:57] <gigaherz> vanilla mc
doens't have any of the extended blockstates
L371[09:45:03] <gigaherz> the whole
concept of them is forge-specific
L372[09:46:35] <masa> hmm, well now I
don't get the missing model with ender io conduits anymore after I
noticed one derp with the block state and models, but now they
won't render anything at all...
L373[09:48:30] <gigaherz> lol
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L375[09:50:31] <masa> and the quite clear
glass works now too
L376[09:51:29] <masa> hm, but sould binder
and dimensional tranceiver don't
L377[09:51:54] <masa> I just get a full
block quad corners but no model
L378[09:53:40] <masa> haha, the C & B
blocks now look rather funky
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L380[09:55:31] <plathrop> enderio is one
of my favorite mods :-)
L381[09:56:38] <masa> I think I'm rather
in the minority when I say I have never used ender io, and from
what I've seen in videos, I don't really like it
L382[09:57:24] <masa> it seems too....
somehting, like fine detailed/complex for minecraft
L383[09:57:32] <plathrop> Fair enough. I
can see why it would not be to certain tastes for sure.
L384[09:57:59] <masa> mostly the conduits
are so small and detailed and the fact that you can place multiple
types in the same block space
L385[09:58:26] <masa> it's just so
different from how the vanilla game works and feels to me
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L389[10:00:24] <masa> hm, something
strange going on with the creative inventory, every now and then I
suddenly have duplicate stacks of certain items
L390[10:00:39] <masa> has anyone else
noticed that?
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L392[10:01:31] <masa> hmm strange, the
conduit breaking particles are "one break behind"
L393[10:02:10] <masa> the first one I
broke had missing model particles, now whichever type of conduit I
break the particles are from the previous type I broke
L394[10:02:18] <raoulvdberge> is it bad
that i'm not registering a TE capability with
CapabilityManager.INSTANCE.register?
L395[10:02:26] <raoulvdberge> I'm just
injecting my interface with @CapabilityInject
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L418[11:16:30] <Ward0w> What's the
difference between MinecraftForge.EVENT_BUS.register() and
FMLCommonHandler.instance().bus().register() ? In which case do I
use them ?
L419[11:17:24] <diesieben07> in modern
forge the 2nd is obsolete (as indicated by the deprecation)
L420[11:17:35] <Ward0w> i'm using
1.7.10
L421[11:17:39] <diesieben07> Update.
L422[11:17:41] <sham1> Update
L423[11:17:53] <plathrop> lol
L424[11:18:04] <diesieben07> in earlier
versions there were two event buses, the FML one was used for FML
events, the forge one for forge events. but both use the forge bus
now (MinecraftForge.EVENT_BUS)
L425[11:18:10] <Ward0w> if I write a mod
in the latest version, will it work with 1.7.10 ?
L426[11:18:26] <sham1> We'd rather not
provide support for a deprecated version
L427[11:18:32] <diesieben07> No, of course
not.
L428[11:18:41] <diesieben07> Why do you
care about 1.7.10?
L429[11:18:49] <sham1> inb4 server or
modpack
L430[11:18:54] <Ward0w> Most modpacks are
in 1.7.10
L431[11:19:00] <sham1> I CALLED IT
L432[11:20:19]
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L433[11:20:19] <Ward0w> Thanks for your
help :)
L434[11:20:31] <diesieben07> you should
really update.
L435[11:20:40] <diesieben07> people like
you are the REASON most modpacks are in 1.7.10
L436[11:21:08] <plathrop> It's a
self-reinforcing cycle, man! :-)
L437[11:21:14] <sham1> Yes
L438[11:21:16] <plathrop> But seriously,
update.
L439[11:21:20] <sham1> It is a positive
feedback loop
L440[11:21:27] <sham1> Well, positive for
the effect
L441[11:21:31] <sham1> Negative for the
modpacksa
L442[11:22:06] <gigaherz> yaaay, my 500gb
SSD is here :D
L443[11:22:11] <Ward0w> I'll update
^^
L444[11:22:16] <gigaherz> (it just took me
to walk over an hour to get to the distribution center)
L445[11:22:21] <sham1> Also, seeing as
porting would be very easy, is there a 1.10.3 modpack already
L446[11:22:32] <sham1> Or is the latest
1.9.4
L447[11:22:32] <diesieben07> 1.10.3?
goddamnit mojang
L448[11:22:37] <sham1> Well, 1.10.2
L449[11:22:45] <sham1> Version numbers are
confusing
L450[11:22:51] <diesieben07> haha
L451[11:23:26] <gigaherz> sham1: haven't
heard of any, but that doesn't mean much ;P
L452[11:23:36] <gigaherz> my feet
hurt.
L453[11:23:41] <sham1> Hmm
L454[11:23:52] <sham1> Well, 1.9.4 would
probably then be the very latest
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L456[11:24:31] <gigaherz> [18:16]
(Ward0w): What's the difference between
MinecraftForge.EVENT_BUS.register() and
FMLCommonHandler.instance().bus().register() ? In which case do I
use them ?
L457[11:24:33] <gigaherz> just for
reference
L458[11:24:46] <plathrop> sham1 Every time
I see your nick I think it's "sha1", and then the
connotation of a "sham1" signature algorithm makes me
giggle.
L459[11:24:51] <gigaherz> the rule of
thumb was "if it has fml in the package, it belongs on the FML
bus"
L460[11:24:56] <sham1> :P
L461[11:25:13] <gigaherz> plathrop: well
if the US government had it their way
L462[11:25:14] <gigaherz> ;P
L463[11:25:39] <sham1> Well, we already
have SHA512
L464[11:25:41] <plathrop> indeed
L465[11:25:43] <Ward0w> gigaherz: ok
!
L466[11:26:09] <plathrop> gigaherz The
officially endorsed encryption algo of the US government is
rot26
L467[11:26:30] <sham1> They might as well
just encrypt stuff with base64 or something
L468[11:26:34] <plathrop> For the
protection of the citizenry
L469[11:26:40]
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L470[11:27:24] <gigaherz> hmf
L471[11:27:25] <gigaherz> so
L472[11:27:27] <gigaherz> i have a new
SSD
L473[11:27:36] <gigaherz> and I want to
port my OS over to it
L474[11:27:37] <sham1> 500GB
L475[11:27:40] <gigaherz> what tool do I
use
L476[11:27:46] <diesieben07> plathrop, is
that better than double ROT13? I might need to update.
L477[11:27:47] <sham1> How expensive was
that
L478[11:27:48] <gigaherz> I'm thinking
clonezilla
L479[11:27:53] <gigaherz> sham1: 130eur +
shipping
L480[11:28:00] <sham1> Not even that
expensive
L481[11:28:02] <gigaherz> yeah
L482[11:28:05] <plathrop> diesieben07
Obviously. 26 > 13, so it must be better. It has double the
rot!
L483[11:28:06] <gigaherz> I considered a
pcie one
L484[11:28:06] <Ward0w> gigaherz: easeUs
Todo Backup worked fine for me
L485[11:28:09] <gigaherz> but those were
350+
L486[11:28:13] <sham1> Well, for people
with disposable income
L487[11:28:20] *
diesieben07 dies from missing brain cells
L488[11:28:34] <sham1> rotten brain
cells*
L489[11:28:42] <gigaherz> rotated*
L490[11:28:47] <plathrop> lol
L491[11:28:49] <gigaherz> by 26.
L492[11:28:56] ⇦
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L493[11:28:58] <plathrop> DOUBLE rotated
by 26, man
L494[11:29:10] <gigaherz> sorry, my
bad
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L496[11:29:26] <gigaherz> I was wrapping
around in my head
L497[11:29:39] <sham1> ROT26 would
actually somewhat encrypt something in my language, as we have 28
letters
L498[11:30:07] <gigaherz> yeah but it
would take a fraction of a second to decode
L499[11:30:08] <plathrop> sham1 there are
no other languages, ASCII 4evar #amurrican
L500[11:30:11] <plathrop> :-P
L501[11:30:20] <sham1> Well, 29
L502[11:30:28] <sham1> But we usually
don't count Å
L503[11:31:01] <sham1> Well, ASCII is a
subset of UTF-8 so..
L504[11:31:05] <sham1> I ain't
complaining
L505[11:31:27]
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L506[11:33:07] <sham1> I never understood
why ASCII was 7 bits
L507[11:33:17] <diesieben07> because old
computers used that :P
L508[11:33:52] <plathrop> I was taught it
was to reserve a bit for a checksum
L509[11:34:14] <sham1> If you can fit a
checksum into 0x80, be my guest
L510[11:34:17] <plathrop> not sure how
accurate that was, though, because that prof was one who would make
shit up instead of say "I don't know"
L511[11:34:46] <sham1> Well, good thing
that it was only 7 bits long
L512[11:35:00] <sham1> Otherwise UTF-8
would not be a thing
L513[11:35:14] <sham1> While keeping
backwards compatibility
L514[11:37:06] <sham1> I think I need to
install more fonts, so I can actually see emoji
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L545[12:47:48] <gigaherz> finally
L546[12:47:56] <gigaherz> so I cloned with
clonezilla
L547[12:47:59] <gigaherz> which worked
well enough
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L549[12:48:13] <gigaherz> buti t left the
partition table slightly broken -- it wasn't using all the
space
L550[12:48:20] <sham1> You could have
backed up and installed
L551[12:48:23] <sham1> TO the SSD
L552[12:48:28] <gigaherz> then I had to
reboot again, open the console
L553[12:48:31] <gigaherz> ender
parted
L554[12:48:35] <gigaherz> tell it to fix
the table
L555[12:48:39] <gigaherz> and reboot
again
L556[12:48:45] <sham1> Wait, what OS do
you use
L557[12:48:47] <gigaherz> justto be able
to use EaseUS partition manager
L558[12:48:59] <gigaherz> move the two
"recovery" partitions to the end of the disk
L559[12:49:10] <gigaherz> and be able to
tell windows' disk management to extend the main system
partition
L560[12:49:18] <gigaherz> sham1: windows,
used clonezilla from USB
L561[12:49:27] <gigaherz> Hard Drives:
[C:] 373.12/464.66 GB [F:Build] 13.12/55.77 GB [G:Backups &
Crap] 795.80/1862.89 GB [H:Crap] 633.72/1863.01 GB
L562[12:49:29] <sham1> But parted
L563[12:49:35] <gigaherz> in the
clonezilla session
L564[12:49:40] <gigaherz> which is
linux-based
L565[12:49:45] <sham1> Ah
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L582[13:50:48] <theFlaxbeard> How are
client ticks vs world ticks vs server ticks handled in terms of
scheduling? If I increment a variable that I use for rendering on a
client tick, the transition is smooth. If I do so on a server tick,
it appears choppy, even though I do this on the tickstart for both
tick types.
L583[13:51:00] ***
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L584[13:51:08] <sham1> Well, the thing
is
L585[13:51:17] <sham1> You have to sync
the variable from server to client
L586[13:51:21] <sham1> That's why it is
choppy
L587[13:51:29] <sham1> Network
latency
L588[13:52:16] <theFlaxbeard> I'm not
syncing the variable
L589[13:52:23] <gigaherz> theFlaxbeard:
logic ticks are 20 TPS
L590[13:52:27] <gigaherz> rendering is
free-running
L591[13:52:35] <theFlaxbeard> Hmm
L592[13:52:39] <gigaherz> that's why mc
has
L593[13:52:43] <gigaherz> oldValue
L594[13:52:44] <gigaherz> newValue
L595[13:52:50] <gigaherz> and
lerp(old,new,partialTicks)
L596[13:53:05] <theFlaxbeard> I'm
rendering something rotating, and using this variable and partial
ticks to determine how far to rotate in each frame
L597[13:53:17] <theFlaxbeard> if I
increment the variable in a function that handles the ClientTick
event, it's smooth
L598[13:53:17] <gigaherz> you have to
store the old value
L599[13:53:22] <theFlaxbeard> the
ServerTick event it's not smooth
L600[13:53:26] <gigaherz> the new value,
and partialTicks
L601[13:53:37] <theFlaxbeard> But both
client and server ticks are 20TPS correct
L602[13:53:39] <gigaherz> server tick runs
on a different thread, though
L603[13:53:46] <diesieben07> if you change
it in server tick and NOT sync it it should not change on the
client at all
L604[13:53:49] <gigaherz> they aren't
perfectly in sync
L605[13:53:53] <diesieben07> there is
something bad going on if it is.
L606[13:54:05] <gigaherz> chances are he's
suyaring the object across threads
L607[13:54:07] <gigaherz> which is bad
enough
L608[13:54:11] <gigaherz> sharing*
L609[13:54:16] <gigaherz> as in, between
client and server
L610[13:54:32] <sham1> Smells like CME at
best and something much worse at worst
L611[13:54:35] <theFlaxbeard> I have an
instance of this object on the server and on the client
L612[13:54:42] <theFlaxbeard> When playing
SSP, I'm subscribing to the TickEvent.ServerTickEvent which fires
on both
L613[13:55:02] <diesieben07> wait, fires
on both?
L614[13:55:09] <diesieben07> Do NOT treat
SinglePlayer specially.
L615[13:55:29] <gigaherz> even if you are
on SSP, you should still have two objects
L616[13:55:33] <gigaherz> one for client
and one for server
L617[13:55:34] <theFlaxbeard> I do have
two objects
L618[13:55:41] <theFlaxbeard> I know that
there's a client/server split
L619[13:55:51] <theFlaxbeard> There's
absolutely no syncing going on
L620[13:56:14] <theFlaxbeard> Because my
object doesn't extend anything that syncs and it doesn't have any
sync code itself
L621[13:56:22] <diesieben07> then your
renderer shold should show change at all
L622[13:56:26] <diesieben07> if you modify
it server side
L623[13:56:27] <sham1> Well how does the
client object receive the state
L624[13:56:31] <diesieben07> i think it's
time to show some code :P
L625[13:56:33] <sham1> If there is no
sync
L626[13:56:44] <theFlaxbeard> It creates
the state
L627[13:56:51] <theFlaxbeard> The same way
the serverside one does
L628[13:57:03] <theFlaxbeard> The logic
processes the same on both ends ensuring a sync without having to
actually sync
L629[13:57:29] <theFlaxbeard> (Well, minus
some potential edge cases which I'm looking into, but that's
unrelated)
L630[13:59:20] <theFlaxbeard> Basically
the object I'm dealing with is a "mechanical network"
that contains all connected mechanical components (gears, axles
etc)
L631[13:59:32] <theFlaxbeard> When one is
placed, it checks for a joined network, if not it creates its own
on both sides
L632[13:59:47] <theFlaxbeard> The renderer
for each gear relies on the stored rotation "ticks" of
the network
L633[14:00:04] <sham1> I think you should
show code
L634[14:00:10] <theFlaxbeard> Sure, let me
push what I have
L635[14:00:15] <theFlaxbeard> it's pretty
messy, I have to warn you
L636[14:00:29] <sham1> I am not
affraid
L638[14:02:07] <theFlaxbeard> Here's where
the tick handling is being done
L639[14:02:32]
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L640[14:02:44] <sham1> I did say that I
was not afraid. But with this indentation, I think I am a little
bit afraid
L641[14:03:06] <sham1> Tab chars and
Github do not mix well together
L643[14:03:18] <diesieben07> just ...
NO.
L644[14:03:46] <Ordinastie_> omg lol
L646[14:04:07] <sham1> Ah, thanks
L647[14:04:07] <plathrop> The ts URL param
sets tab size. It's awesome
L648[14:04:13]
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L649[14:04:18] <sham1> Now everything
looks more sane
L650[14:04:22] <plathrop> But who indents
with tab characters? For realzies.
L651[14:04:39] <sham1> But yeah. One
should not be catching CME
L652[14:04:51] <theFlaxbeard> I'm trying
to recall why I did that
L653[14:05:01] <theFlaxbeard> I'll see
what happens if I get rid of that
L654[14:06:05] <thor12022> you'll probably
throw a CME :P
L655[14:06:23] <theFlaxbeard> I'm not
getting one
L656[14:06:32] <theFlaxbeard> sooo I'm not
sure why I had that there
L657[14:07:28] <theFlaxbeard> Oh right, I
used the network code from the steam power mod which had been
reworked by someone else as a base, and that had the CME catch in
it
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L662[14:15:00] <theFlaxbeard> From what I
can tell the server tick is firing on both sides
L663[14:15:39] <diesieben07> logical side?
or physical?
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L665[14:20:33] <theFlaxbeard> Well,
printing out the side of the world on tick() in MechanicalNetwork
gives me both client and server
L666[14:20:44] <theFlaxbeard> meaning it's
firing on both the client end and server end instances of the
network
L667[14:20:56] <diesieben07> and tick() is
called from where?
L668[14:21:11] <theFlaxbeard>
MechanicalNetworkRegistry's ServerTick handler function
L669[14:21:43] <theFlaxbeard> and
everything works as it should on SSP and SMP
L670[14:23:00] <diesieben07> i see you
calling clientTick(), where do you call tick()?
L671[14:23:07] <diesieben07> oh
there.
L672[14:23:34] <theFlaxbeard> The issue is
that I use clientTick to increment rotation, which I've only used
for rendering
L673[14:23:43] <theFlaxbeard> but now I
want to use it for logic based things
L674[14:23:48] <diesieben07> ok so
L675[14:23:51] <diesieben07> you have ONE
map there...
L676[14:23:51] <theFlaxbeard> so I tried
moving it to the server tick
L677[14:23:54] <theFlaxbeard> but then
it's not smooth
L678[14:23:57] <diesieben07> how do you
expect this to hold 2 instances?
L679[14:24:08] <theFlaxbeard> It
doesn't
L680[14:24:15] <theFlaxbeard> there's one
instance of the registry on each side
L681[14:24:24] <diesieben07> where?
L682[14:24:30] <diesieben07> i only see
INSTANCE
L683[14:24:50]
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L684[14:26:02] <Delenas> So.. I have no
idea how to include the Forge workspace. I see Forge's source,
projects/Forge, projects/Clean, projects has a whole other
workspace with it.. what?
L685[14:26:13]
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L686[14:26:39] <diesieben07> what do you
mean "include"?
L687[14:27:02] <Delenas> Trying to make a
workspace for forge. Not modding.
L688[14:27:08] <theFlaxbeard> Oh right,
yeah, sorry
L689[14:27:17] <theFlaxbeard> Instance
holds 2 networks, one for each side
L690[14:27:24] <diesieben07> how does it
do that? :D
L691[14:27:29] <diesieben07> Delenas,
eclipse? or intellij=?
L692[14:27:39] <Delenas> Intellij.
L693[14:27:53] <diesieben07> sec.
L695[14:28:16] <diesieben07> right from
the officials :)
L696[14:28:38] <theFlaxbeard> It simply
puts two things into the map
L697[14:28:48] <diesieben07> what is the
key for the map even?
L698[14:28:57]
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L699[14:29:10] <theFlaxbeard> UUID
L700[14:29:11] <theFlaxbeard> random
L701[14:29:20] <diesieben07> ok
L702[14:29:32] <diesieben07> first of all,
since this is accessed from two threads you cannot use
HashMap
L703[14:29:36] <diesieben07> unless you
synchronize manually
L705[14:30:39] <Inari> anyone know why
purple became the "creativemode colour"?
L706[14:30:40] <theFlaxbeard> The key for
the internal maps is a UUID
L707[14:30:48] <theFlaxbeard> the external
map is just by dimension id
L708[14:31:05] <sham1> What do you mean
Inari
L709[14:31:09] <diesieben07> there is only
one map there...
L710[14:31:15] <theFlaxbeard> The map
holds other maps
L711[14:31:21] <theFlaxbeard> The
outermost map is by dimension
L712[14:31:23] <theFlaxbeard> the inner
maps by uuid
L713[14:31:26] <Inari> all the creative
items are purple... stuff like creative energy cells and the
like
L714[14:31:38] <sham1> I think you
answered your own question
L715[14:31:44] <sham1> Creative Energy
Cell
L716[14:31:50] <diesieben07> this is a
horrible design man
L717[14:31:55] <Inari> so they just did it
first and everyone copied it?
L718[14:31:59] <diesieben07>
WorldSavedData if you want to attach data to a dimension
L719[14:32:14] <sham1> Would not be
surprised
L720[14:32:15] <diesieben07> you need to
properly separate client and server
L721[14:32:37] <plathrop> Shared state is
the root of all evil
L722[14:32:39] <sham1> Diesieb, you do
know that WorldSavedData can also be attached into the whole world,
cross dimensions
L723[14:33:00] <diesieben07> you can
choose if you want per dim or per save, yes
L724[14:33:23] <theFlaxbeard> Hmm - then
is there a way to ensure parity between server and client
ticks?
L725[14:33:31] <diesieben07> no.
L726[14:33:51] <theFlaxbeard> Or should I
be using world ticks then
L727[14:34:53] <theFlaxbeard> Since those
should execute the same amount of times on client/server, as long
as I sync the existing state to the client when they join?
L728[14:35:47] <plathrop> I don't know
about specific implementation here (new to modding) but in general
client/server architecture, you either have to synchronize or use a
shared clock source (which is just an external way of
synchronizing)
L729[14:36:32] <diesieben07> you cannot
trust what the client does, it can only extrapolate
L730[14:36:47] <diesieben07> the server is
the trustworthy one, occasionally you have to do a full sync
L731[14:37:03] <diesieben07> entities do
the same thing, every now and then the server sends a full position
update
L732[14:37:53] <theFlaxbeard> Any reason I
can't trust the client for building its own network?
L733[14:38:06] <theFlaxbeard> It's
deterministic
L734[14:38:07] <diesieben07> the client
might lag horribly and only have 10 TPS
L735[14:38:12] <theFlaxbeard> I see
L736[14:38:16] <theFlaxbeard> So client
TPS isn't fixed
L737[14:38:24] <diesieben07> neither is
server one :P
L738[14:38:28] <diesieben07> it tries to
maintain 20
L739[14:38:44] <diesieben07> but if the
CPU is overloaded there is no magic "FULL TURBO" button
:D
L740[14:39:11] <theFlaxbeard> But in
theory
L741[14:39:16] <theFlaxbeard> the only
thing I'd have to sync is the rotation right
L743[14:39:26] <theFlaxbeard> since that's
the only thing that is affected by tick speed
L744[14:39:37] <diesieben07> yes i guess
so
L745[14:39:59] <theFlaxbeard> Though I've
been meaning to switch the sets I use to lists so that it can be
truly deterministic
L746[14:40:00] <PaleoCrafter> although the
turbo button kinda does the opposite of what the name suggests
xD
L747[14:40:09] <theFlaxbeard> right now
even if things are processed in a random order it /should/ end up
the same
L748[14:40:16] <theFlaxbeard> but with
floating point errors that's not always the case
L749[14:42:07] <theFlaxbeard> But,
regardless
L750[14:42:26] <theFlaxbeard> The data
structure I should transition to would basically be a bunch of WSDs
holding a map of networks
L751[14:42:30] <theFlaxbeard> and one WSD
per side
L752[14:42:33] <plathrop> theFlaxbeard I
think I see. Your process may be deterministic, but you aren't
taking everything in the system into account. TPS is not the same
on both sides, which makes the state at any given time
non-deterministic, even if the eventual output *is*
L753[14:43:43] <theFlaxbeard> I'd think
forcing a full sync at that point would break TPS even more
though
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L755[14:43:47] <plathrop> TPS becomes a
non-deterministic input to your system.
L756[14:44:07] <sham1> theFlaxbeard: you
don't need to do that every tick
L757[14:44:14] <sham1> Just every so
often
L758[14:44:22] <theFlaxbeard> The only way
TPS comes into the equation is that the network building occurs on
the tick that a block is placed though
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L760[14:44:29] <theFlaxbeard> so TPS
shouldn't meaningfully impact anything
L761[14:44:36] <theFlaxbeard> right?
L762[14:44:40] <plathrop> You just need to
pick one of the two to be authoritative (and pick the server) and
then every N ticks the non-authoritative sets state to the
authoritative state.
L763[14:45:13] <theFlaxbeard> In a case
where the deterministic portion of my data was not synced between
client and server though, there would have to be other
desyncs
L764[14:45:17] <theFlaxbeard> like a block
not being on the client
L765[14:45:24] <theFlaxbeard> at which
point the issue isn't in my hands
L766[14:45:46] <theFlaxbeard> if the block
is synced then my data will catch up
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L779[15:04:21] <gudenau> Hello!
L780[15:04:37] <gudenau> Any chance goofy
UVs are supported yet?
L781[15:05:38] <gudenau> For OBJ
files.
L782[15:06:34]
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L783[15:07:13] <PaleoCrafter> could you be
a tad more specific? :P
L784[15:07:29] <gudenau> <0 and
>1
L785[15:08:22] <PaleoCrafter> uhm, nope :P
they can't really be supported
L786[15:08:22] <Ordinastie_> and what
those value are supposed to represent ?
L787[15:08:26] <PaleoCrafter> >1 would
be wrapping
L788[15:08:34] <PaleoCrafter> but that
doesn't work that easily on an atlas (without shaders)
L789[15:09:11] <gudenau> So, ether break
certen things out of atlases, or make shaders?
L790[15:09:34] <PaleoCrafter> do not
employ wrapping like that :P
L791[15:09:40] <sham1> Oh Cmake, how
complicated are thou
L792[15:09:42] <gudenau> Pffft.
L793[15:10:02] <Ordinastie_> if the
texture is not on the atlas, then you can't use it for block
models
L794[15:10:07] <gudenau> I guess I could
also transform all the UVs and make the texutre larger.
L795[15:10:15] <PaleoCrafter> do that then
:P
L796[15:10:25] <gudenau> It is an item by
the way.
L797[15:10:30] <PaleoCrafter> doesn't
matter
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L799[15:10:49] <diesieben07> you can't
break thinks out of the atlas, that would break world
rendering
L800[15:10:55] <diesieben07> things*
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L804[15:22:02] <micdoodle> On a somewhat
related note, the UV values on my OBJ seem to be working correctly,
but binding the block texture before rendering just shows the
missing texture
L807[15:22:50] <tterrag|ZZZzzz> are you
using a TESR?
L808[15:22:52] ***
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L809[15:22:57] <micdoodle> Yep
L810[15:23:00] <tterrag> why?
L811[15:23:02] <tterrag> it looks
static
L812[15:23:54] <micdoodle> It's a
multiblock, will the json file support that?
L813[15:24:00] <micdoodle> 2x2x2
L814[15:24:35] <tterrag> dunno, you'd have
to ask fry
L815[15:24:44] <tterrag> if you are going
to use TESR at least make it a FastTESR ?
L816[15:24:54] <tterrag> anyways, I would
suspect that your texture isn't getting stitched
L817[15:25:17] <diesieben07> if it doest
have moving parts no need for a TESR
L818[15:25:22] <diesieben07> you might
have to split up the model though
L819[15:25:30] <micdoodle> Will do
L820[15:25:36] <micdoodle> I would have to
do that in the stitch event?
L821[15:25:45] <tterrag> yeah that's the
best solution, just split the model into 8 parts
L822[15:25:54] <tterrag> most model
editors should be able to do that easy
L823[15:26:01] <micdoodle> Because I have
other dynamic models that need a TESR
L824[15:26:13] <micdoodle> And this
problem still stands there
L825[15:28:08] <Delenas> So, diesieben07.
Been trying, gradle stuff isn't being shown.
L826[15:28:12] <Delenas> Can't follow that
video.
L827[15:28:49] <diesieben07> what do you
mean gradle stuff isnt being shown?
L828[15:29:26]
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L829[15:29:36] <Delenas> Meaning selecting
the build gradle file isn't activating the tool windows, and trying
to import from the directory won't show me the "import from
gradle" option.
L830[15:30:14] <diesieben07> are you on
latest intellij?
L831[15:30:26] <Delenas> 2016.1.2
L832[15:30:38] <diesieben07> hrm no
idea
L833[15:30:44] <diesieben07> that should
work :D
L834[15:30:58] <Girafi> Do you have the
Gradle IntelliJ IDEA plugin?
L835[15:31:06] <diesieben07> it's built in
i thought
L836[15:31:10] <sham1> Isn't that
installed per default
L837[15:31:13] <Delenas> It is.
L838[15:31:19] <Girafi> You can select
that you don't want it, when you install it
L839[15:31:21] <Delenas> You can't -not-
have that by default.
L840[15:31:27] <Girafi> Yes, yes you
can.
L841[15:31:30] <masa> tterrag: does ender
io do something special with the models/rendering for the conduit
and dimensional transceiver or whatever it was called for
example?
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L843[15:31:47] <tterrag> probably?
:P
L844[15:32:00] <sham1> WHy would one not
have the gradle plugin
L845[15:32:09] ***
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L846[15:32:14] <masa> my preview mod only
shows a full block "bounds" as the quads for those, but
doesn't render any model nor TESR
L847[15:32:22] <Delenas> ForgeGradle:
Fantastic when it works, but if it doesn't, f*** you.
L848[15:32:35] <masa> are those models ors
TESRs?
L849[15:32:39] <sham1> WHy not go into
#ForgeGradle and ask there
L850[15:32:50] <sham1> They probably know
more about this stuff
L851[15:33:01] <tterrag> masa: they are
models
L852[15:33:07] <Delenas> Last time I
tried, nobody responded.
L853[15:33:11] <Delenas> For three
hours.
L854[15:33:29] <gudenau> Well, ping
everyone in the room then! (Don't do that)
L855[15:33:46] <Delenas> Sure, lemme get
out my massping script here..
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L857[15:33:55] <sham1> Oh shite
L858[15:33:56] <masa> hmm, I wonder what
I'm doing wrong then... also while normally placin ga conduit, it
seems to first appear as a full block bounds thing for a split
second and then it updates to the smaller conduit model and
bounds
L859[15:34:18] <sham1> It probably uses
some getActualState magic to do it
L860[15:34:24] <sham1> I'd imagine
L861[15:34:32] <masa> so do they generate
and/or update the model somewhere after placing it?
L862[15:34:38] <sham1> I dunno
L863[15:34:42] <sham1> That is what I
think happens
L864[15:34:46] <gudenau> Look at the
code!
L865[15:34:49] <sham1> But I am not
sure
L866[15:35:00] <sham1> Is EnderIO look-at
source
L867[15:35:21] <masa> but getActualState
shouldn't happen "after placement" so to speak...
L868[15:35:40] <sham1> Unless they depend
on the state inside a TileEntity
L869[15:35:40] <theFlaxbeard> For
containers in 1.8+, it seems like an IInventory is still
required
L870[15:35:48] <gudenau> It could be a
client/server sync thing.
L871[15:35:50] <theFlaxbeard> is there a
way to just utilize the IItemHandler capability?
L872[15:35:56] <sham1> Which probably gets
set after the te is placed
L873[15:35:59] <Delenas> I just hate how
IDEA is like "we have gradle support!" but fuck you if
you open a gradle file.
L874[15:36:01] <masa> it is open source,
but... it's annoying to go digging through unknown code bases when
I don't even really know what I'm looking for
L875[15:36:03] <theFlaxbeard> or must I
implement IInventory and point to the handler?
L876[15:36:21] <diesieben07> theFlaxbeard,
SlotItemHandler takes IImteHanlder instead of IInventory
L877[15:36:22] <gudenau> Use the API that
wants the handlers.
L878[15:36:28] <theFlaxbeard> Danke
L879[15:36:31] <sham1> And there is a
default impl
L880[15:36:45] <sham1> If and when you
don't want to implement IItemHandler yourself
L881[15:36:50] ***
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L882[15:36:55] <theFlaxbeard> Yeah,
ItemStackHandler
L883[15:36:57] ***
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L885[15:37:21] <sham1> Although custom
impls can be fun
L886[15:37:35] <sham1> I did one to enable
Hoppers to talk to chests far away
L887[15:37:49] <sham1> So I could have a
worm hole
L888[15:39:28] <masa> oh nice, ender io
uses two space indentation, this is painful... :D
L889[15:39:53] <sham1> Painful!?
L890[15:39:58] <sham1> Two space best
space
L891[15:41:21] ⇦
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L892[15:41:36] <sham1> If you want
painful, you look at 3 space indent
L893[15:42:10] <masa> two spaces just
looks like it has been accidentally indented
L894[15:42:36] ⇦
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L895[15:42:37] <sham1> I assure you, it is
very intentional indentation
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L897[15:43:36] <Delenas> I use four space,
then two space for lone line wrapping.
L898[15:43:40] <plathrop> 4 space is best
and I will monkey knife fight you to prove it!
L899[15:43:42] <plathrop> :-P
L900[15:43:49] <Delenas> *long. I find it
organizes nicely.
L901[15:44:14] <sham1> I use 2 space for
everything as it just looks nicer to me
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L903[15:44:59] <XDjackieXD> could someone
help me with multiple blockstate properties? I currently have two
(2-bit) facing properties and list them like
"facingh=north,facingv=down" in the json but for some
reason I always get "Exception loading blockstate for the
variant" for every possible variant... my previous attempt of
nesting forge-style variants didn't work either :/
L904[15:44:59] <masa> hmh yeah, I have no
idea what is going on with this conduit rendering
L905[15:45:26] <masa> so many rendering
classes and I have no idea where anything gets called from and how
this is supposed to work
L906[15:45:29] <sham1> You cannot nest
variants
L907[15:45:32] <Delenas> So, yes. I
literally just cloned the repo, it asked if I wanted to make a
project. Said yes, no gradle option.
L908[15:46:11] <XDjackieXD> sham1: that's
what I thought that's why I tried the "vanilla" version
but it doesn't work either...
L909[15:46:30] <masa> XDjackieXD: you
don't nest them, you just define them as separate in the forge
blockstate format
L910[15:46:52] <XDjackieXD> masa: the
facingv is depending on the facingh...
L911[15:47:44] <tterrag> masa: ask
#EnderIO then
L912[15:47:44] <masa> is it like a
secondary facing?
L914[15:48:50] <masa> in that file, facing
is the primary "full block rotation", and facing_filter
is a secondary facing, which defines which side is the "filter
out" side
L915[15:49:23] <XDjackieXD> masa yes
exactly. I just figured that I should be able to solve this without
nesting. let me try this real quick
L916[15:49:23] <masa> so basically
facing_filter maps that texture to one of the other sides
L917[15:49:37] <masa> yep you can't nest
properties sadly
L918[15:50:03] <sham1> That would be kind
of branching
L919[15:50:16] <masa> you have to either
use texture aliases, or use the vanilla fotmat and define the full
variants
L920[15:50:26] <sham1> "If this
property is set, have this property be used like this"
L921[15:50:27] <XDjackieXD> my code is
already a bit hacky because of the 4bit metadata limitation
:P
L922[15:50:49] <sham1> meta =
firstFacing
L923[15:50:51] <masa> what kind of a block
is it? you can use a TE too
L924[15:51:00] <sham1> meta |=
secondFacing << 2
L925[15:51:02] <XDjackieXD> sham1: this is
exactly what I tried before but I should be able to do
without
L926[15:51:23] <sham1> How do you
serialize them without bit fidling them into the meta
L927[15:51:47] <XDjackieXD> masa: I don't
really want to use a te because it would be a bit overengineered
for a simple block like that (90° mirror for a laser)
L928[15:51:53] <tterrag> sham1: to be
absolutely correct you should first do meta = firstFacing &
3
L929[15:52:29] <Delenas> ....what. Somehow
gradle got turned off in IDEA. That was my issue. Friggin a.
L930[15:52:48] <Delenas> Protip: Check
thing is enabled before grumbling that thing is not working.
L931[15:52:49] <sham1> True enough
L932[15:52:57] <XDjackieXD> sham1: you
need bitwise manipulation ^^ (first facing is horizontal facing
-> only 2 bit neccessary and second facing is practically a
rotation around the first axis)
L933[15:53:20] ***
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L934[15:53:21] <sham1> That's exactly what
meta |= secondFacing is
L935[15:53:24] <sham1> It is bitwise
L936[15:53:34] <sham1> bitwise OR
L937[15:53:34]
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L940[15:54:42] <XDjackieXD> I know ^^ (I
started programmig using microcontrollers in assembly :3)
L941[15:55:03] <sham1> You poor soul
L942[15:55:05] <sham1> (Kidding)
L943[15:55:17] <masa> I've never actually
done stuff in assembly :/
L944[15:55:23] <sham1> I have
L945[15:55:25] <masa> mostly just C on
AVR
L946[15:55:33] <XDjackieXD> teaches quite
a lot about inner workings of PCs and keeping memory footprint
small ^^
L947[15:55:47] <XDjackieXD> masa: asm on
pic in school and C on AVR at home :P
L948[15:55:57] <masa> heh
L949[15:55:57] <sham1> x86 early protected
mode stuff can be annoying and interesting at the same time
L950[15:56:09] <sham1> Looking at both GDT
and IDT
L951[15:56:41] <masa> lately I'm moving
from AVR to ARM Cortex-M, if only I had any time to do that stuff
anymore, all my time seems to sink into MC related things...
L952[15:56:52]
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L953[15:58:02] <sham1> Have any of you
ever tried a language called Rust
L954[15:59:28] <masa> nope, I don't need
the language to be rusting, my skills are already bad enough
L955[15:59:46] <sham1> It's named for a
family of fungi
L956[15:59:57] <sham1> Named Rust
L957[16:00:06] <sham1> I assume because of
their color
L958[16:00:15] <XDjackieXD> sham1 Rust is
love <3
L959[16:00:28] <sham1> It's very
interesting
L960[16:00:30] <XDjackieXD> the compiler
forces you to write code
L961[16:00:35] <XDjackieXD> *good
code
L962[16:01:14] <sham1> Sadly it has no
foreach function
L963[16:01:21] <sham1> That takes a
function that does side effects
L964[16:01:29] <sham1> Such as printing
things to the screen
L965[16:02:18] <sham1> Like, I can use fld
for that
L966[16:02:20] <sham1> fold*
L967[16:04:13]
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L973[16:12:09] <PaleoCrafter> sham1, I've
never written Rust and probably never will, the syntax is too
C-y
L974[16:12:23] <PaleoCrafter> but I've
looked at the docs and found a few curiosities I couldn't really
get over xD
L975[16:12:49] <sham1> I really like how
they handle stream errors
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L977[16:12:53] <sham1> For instance with
stdin
L978[16:13:15] <sham1> You can actually
see the error in the type
L979[16:13:24] <sham1> And you can pattern
match on it to deal with it
L980[16:13:32] <sham1> It's no exception
either
L981[16:13:57] ⇦
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L984[16:15:07] <sham1> Indeed
L985[16:15:14] <gigaherz> okay! time to
see if this SSD upgrade was worth the money
L986[16:15:16] <gigaherz> starting
ARK
L987[16:15:23] <gigaherz> if it loads
faster, it was worth it ;P
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L989[16:15:32] <sham1> SSD upgrades should
have their worth
L990[16:15:42] <gigaherz> thing is
L991[16:15:46] <gigaherz> due to SATA3
limitations
L992[16:15:49] <gigaherz> the old one
wasn't any slower
L993[16:15:52] <gigaherz> maybe from
use
L994[16:15:55] <gigaherz> it was degraded
a bit
L995[16:16:55] <sham1> Like, I could
pattern match on ioresult and either get the error and "Deel
whit it" or get the normal function return and carry on
L996[16:19:09] <gigaherz> bleh, installing
mods
L997[16:20:29] <PaleoCrafter> I suppose
it's great that they have that in the standard library, but it
isn't that much of a game changer :P
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L999[16:21:25] <sham1> The annoying thing
is that with other languages, with the ability to express errors
like that through their types might not always do so
L1000[16:21:31] <sham1> And it almost
always happens with IO
L1001[16:22:57]
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L1002[16:23:08] <PaleoCrafter> sure, but
that's often legacy stuff :P
L1003[16:23:47] ***
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L1005[16:24:56] <jmeyer2k> hi guys
L1006[16:25:03] <jmeyer2k> I've been
trying to figure this out for a while now
L1007[16:25:22] <gigaherz> go on ;P
L1008[16:25:25] <jmeyer2k> my block
renders fine in the world, but in my inventory, it shows a missing
texture
L1009[16:25:45] <gigaherz> do you call
ModelLoader.setCustomModelResourcelocation for the item version of
the block?
L1010[16:25:57] <jmeyer2k> I believe
so
L1011[16:26:05] <jmeyer2k>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this),
0, new ModelResourceLocation(getRegistryName(),
"inventory"));
L1012[16:26:07] <gigaherz> canyou show
it, along with your blockstates json?
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L1015[16:26:28] <gigaherz> and see if it
prints something in the debug log
L1016[16:26:45] <jmeyer2k> nope
L1017[16:27:07] <gigaherz> hmm
L1018[16:27:13] <gigaherz> do you call
setCustomMRL during PRE init?
L1019[16:27:48] <jmeyer2k> I actually run
everything during init
L1020[16:27:53] <jmeyer2k> is that the
problem?
L1021[16:27:56] <gigaherz> yeap that's
too late
L1022[16:28:06] <gigaherz> all the forge
rendering stuff belongs in preinit
L1023[16:28:07] <jmeyer2k> alright
thanks
L1024[16:28:22] <gigaherz> the only
things that go in init are the ones that require
Minecraft.getMinecraft()
L1025[16:28:55] <jmeyer2k> ok it renders
now
L1027[16:28:56] <jmeyer2k> thanks
L1028[16:29:00] <gigaherz> np :)
L1029[16:29:01] <jmeyer2k> ok sure
L1030[16:30:31] <gigaherz> shit
L1031[16:30:37] <gigaherz> I forgot to
backup the ARK config folder
L1032[16:30:41] <gigaherz> and because
ARK is stupid
L1033[16:30:54] <gigaherz> (well partly
Steam)
L1034[16:30:59] <gigaherz> I lost ALL the
settings
L1035[16:31:06] <gigaherz> mod loading
order
L1036[16:31:09] <gigaherz>
multipliers
L1037[16:31:12] <gigaherz> etc
L1038[16:31:21] <gigaherz> basically: I
can't continue playing the "modpack" I was playing
on
L1039[16:31:40] <gigaherz> at least not
without feeling that it's out of place
L1040[16:31:45] <gigaherz> since I can't
replicate the same exact order
L1041[16:31:50] <gigaherz> since I don't
have the old one for reference
L1042[16:31:55] <jmeyer2k> rip
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L1046[16:35:21] <jmeyer2k> now the item
looks really big
L1047[16:35:33] <jmeyer2k> in f5
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L1049[16:36:10] *
gigaherz facepalms hard
L1051[16:36:13] <gigaherz> stupid
steam
L1052[16:36:18] <gigaherz> IT INSTALLED
IT BACK ON THE OTHER FOLDER
L1053[16:36:20] <gigaherz> I didn't lose
the stuff
L1054[16:36:23] <LatvianModder> lol
L1055[16:36:25] <jmeyer2k> thx
L1056[16:36:26] <gigaherz> it was just
not being used ¬¬
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L1064[16:43:22] <electrolitic> What is a
capability for a TileEntity?
L1066[16:43:52] <gigaherz> capabilities
are "attachable features"
L1067[16:43:57] <gigaherz> you have a
something
L1068[16:44:05] <gigaherz> that is
represented by an interface
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L1073[16:44:18] <gigaherz> in the old
way
L1074[16:44:20] <electrolitic>
Thanks
L1075[16:44:27] <gigaherz> you'd have to
make your TileEntity implement this interface
L1076[16:44:42] <gigaherz> which is too
rigid: mods can't attach interfaces, and you can't turn them on and
off
L1077[16:44:49] <gigaherz> the capability
system fixes that
L1078[16:44:53] <gigaherz> rather than
doing
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L1081[16:44:57] <gigaherz> if (te
instanceof Something)
L1082[16:44:58] <gigaherz> you do
L1083[16:45:06] <gigaherz>
if(te.hasCapability(something)
L1084[16:45:19] <gigaherz> theSomething =
te.getCapability(something)
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L1086[16:45:26] <gigaherz> on top of
that
L1087[16:45:33] <gigaherz> it has a side
on those methods
L1088[16:45:36] <gigaherz> (something,
face)
L1089[16:45:44] <gigaherz> so that you
can choose to return different things per face
L1090[16:45:53] <electrolitic> Oh. I'll
read further into it and look back at what you said. Hard for me to
comprehend all this. Thanks for the help.
L1091[16:45:55] <gigaherz> imagine a
machine block like you'd see on buildcraft or such
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L1093[16:46:17] <electrolitic> So certian
sides have certain capabilities?
L1094[16:46:22] <electrolitic> Like
inputs/outputs?
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L1098[16:49:31] <Delenas> electrolitic,
remember ISidedInventory?
L1099[16:49:46] <electrolitic> No? I'm
kinda new to this stuff.
L1100[16:49:58] <gigaherz> good
L1101[16:50:04] <gigaherz> that means you
don't have the bad practice in you
L1102[16:50:22] <Delenas> Ah. Well. Say
you have a furnace, yes? Top inputs take smeltables, a side takes
the fuel, pull outputs from bottom.
L1103[16:50:42] <electrolitic> Is there a
global World variable that everyone uses?
L1104[16:50:55] <gigaherz> no
L1105[16:51:02] <gigaherz> each dimension
is a World
L1106[16:51:06] <gigaherz> and there's
two kinds of worlds
L1107[16:51:14] <gigaherz> the ones on
the server thread
L1108[16:51:17] <gigaherz> and the ones
on the client thread
L1109[16:51:32] <gigaherz> the server
World manages gameplay logic
L1110[16:51:35] <Delenas> You'd say, to
grab the inventory of the output, (example)
te.getCapability(CapabilityItemHandler.ItemHandlerCapability,
EnumFacing.DOWN). To grab an IItemHandler.
L1111[16:51:43] <gigaherz> the client
World manages rendering logic (and duplicates some of the server
logic)
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L1113[16:52:27] <Delenas> There's no crap
like (te instanceof IItemHandler) and whatnot.
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L1116[16:53:32] <gigaherz> AND I hit
"play"
L1117[16:53:35] <gigaherz> this is the
test
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L1119[16:53:47] <gigaherz> if it loads in
less than 10 minutes, the SSD was worth the money ;P
L1120[16:53:57] <Inari> depending on what
you're doing, simulating gameplay logic on the client may be a good
idea though
L1121[16:54:11] <gigaherz> yeah
L1122[16:54:20] <gigaherz> avoids feeling
the effects of lag
L1123[16:54:40] <electrolitic> Can
minecraft be put on SSD and loaded super quick?
L1124[16:54:53] <gigaherz> loading isn't
slow in mc
L1125[16:54:59] <gigaherz> it's the cpu
computations it requires
L1126[16:55:05] <electrolitic> That's
what I've heard.
L1127[16:55:30] <Delenas> Minecraft is
(mostly) processor powered. Slowly changing, but.. Mojang
L1128[16:55:48] <electrolitic> Will it
ever leave java? I don't know anything else :(
L1129[16:56:18] <gigaherz> they seem to
be focusing the efforts on parity with the PE/Win10/Console
editions
L1130[16:56:20] <gigaherz> which are
C++
L1131[16:56:22] <Inari> im fine with it
leaving java, if we get a good mod API
L1132[16:56:38] <gigaherz> we don't know
if the non-Java versions will ever get a modding api
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L1134[16:56:52] <Inari> well if they
don,t they dont matter
L1135[16:56:53] <LatvianModder> Man..
imagine if Consoles / XBox were made with Java, like Android
L1136[16:57:05] <gigaherz> woah it loaded
already
L1137[16:57:08] <gigaherz> it's
definitely faster!!
L1138[16:57:09] <LatvianModder> I mean.
They'd be slow as heck
L1139[16:57:15] <gigaherz> still takes a
ton of resources
L1140[16:57:18] <gigaherz> but it loads
FAST!
L1141[16:57:36] <Inari> i wish there was
some way to save the loaded state
L1142[16:57:38] <Inari> for fast
starutp
L1143[16:58:19] <LatvianModder> "we
don't know if the non-Java versions will ever get a modding
api" why not just ask? Arent there like.. at least 2 mojang
people working on minecraft here? :P
L1144[16:58:25] <LatvianModder> Oh
wait
L1145[16:58:31] <LatvianModder> Its
Mojang. They'll never tell
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L1147[17:00:04] <gigaherz> LatvianModder:
well i'd rather not annoy them
L1148[17:00:09] <gigaherz> and let them
remain here
L1149[17:00:14] <gigaherz> than pester
them and have them leave ;P
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L1151[17:01:24] <LatvianModder>
hehe
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L1159[17:16:37] <electrolitic> So I want
to be able to pull items out of a furnace. I would implement the
IItemHandler interface?
L1160[17:17:36] <electrolitic> Nevermind,
I got it
L1161[17:20:31] <Delenas> No, you would
use
furnace.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
EnumFacing.DOWN)
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L1165[17:33:56] <LatvianModder> So, basic
item model is 100x more complicated than basic block model,
right?
L1166[17:34:33] <LatvianModder> Since
item that is dropped on ground has up to 64 cubes (every voxel in
its texture), but block only has 1
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L1172[17:47:31] <diesieben07> goddamnit
windows 10.... windows still move randomly between desktops
-_-
L1173[17:48:15] <Shambling> while you're
using it, or when you open and close the same desktop
program?
L1174[17:48:35] <TehNut> I've never
experienced that...
L1175[17:48:39] <Shambling> because if
you close it maximized, but closed it shrunk, it'll always open at
the size and desktop you closed shrunk
L1176[17:48:59] <Shambling> best to close
mid-sized on desktop you want, then close it fullsized to get it to
open fullsized
L1177[17:49:00] <diesieben07> i have
youtube playing on one desktop, maximzed
L1178[17:49:07] <Shambling> oh its that
flash crap
L1179[17:49:13] <diesieben07> nope
html5
L1180[17:49:24] <Shambling> or is it
html5 that does that, hrmmm, all I know is I stopped using linux
for a bit because of that, lol
L1181[17:49:24] <diesieben07> and hten i
move left and right using ctrl-winkey+arrows
L1182[17:49:36] <diesieben07> and
sometimes the youtube window moves from one desktop to
another
L1183[17:49:58] <Shambling> its a
'feature' of youtubes html5 code most likely
L1184[17:50:11] <diesieben07> how would
that be?
L1185[17:50:11] <Shambling> I mostly use
flash to avoid the 60fps videos that make me nauseous
L1186[17:50:15] <diesieben07> html5 is
javascript
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L1188[17:50:21] <diesieben07> that has
nothing to do with windows' windows
L1189[17:50:41] <Shambling> is it
fullscreened video doing it, or just the window in general?
L1190[17:50:58] <diesieben07> i am not
qutie sure its only happend with the fullscreend thing so far
L1191[17:51:05] <diesieben07> but tis not
real fullscreen of course, its a borderless window
L1192[17:51:16] <diesieben07> 60fps makes
you nauseaus? that sounds like something is messed up with your
hardware
L1193[17:51:17] <Shambling> well like I
said, I stopped using linux because of it, so I'm pretty sure its
an html5 thing/ Firefox or chrome?
L1194[17:51:29] <diesieben07>
chrome
L1196[17:51:42] <diesieben07> i stopped
using linux because it just did not like my gpu
L1197[17:51:44] <Shambling> yeah for some
reason if video is too 'smooth' it makes me dizzy
L1198[17:51:52] <diesieben07> strange
:D
L1199[17:52:01] <Shambling> especially
tutorial people that like spazzing their screen around
L1200[17:52:11] <diesieben07> do they
even still encode the higher resolutions in 30fps?
L1201[17:52:13] <Shambling> ... not
tutorial people... mod reviewers? yeah mod reviewers
L1202[17:52:26] <Shambling> I think it
just drops frames for 30fps tbh
L1203[17:52:42] <diesieben07> could
probabyl do that with a hardware setting, too :P
L1204[17:53:21] <Shambling> anyways, has
anyone been successful with a custom enchant system that randomly
enchants loot ala diablo or asheron's call? I don't want to
re-invent the wheel
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L1206[17:53:29] <diesieben07> yeha i
think its definitely the "fullscreen" window
L1207[17:53:40] <diesieben07> juust
spazzed arouhnd the desktops like crazy with it in the background:
no issue.
L1208[17:53:50] <Shambling> I've been
thinking of encoding it using bit values, but not sure if that
would lag a network system too much with passing large data values
around
L1209[17:54:21] <Shambling> I just think
it would be entertaining encoding data in something like nbt in a
way its not meant to be, like encrypting text into a jpeg
L1210[17:54:47] <diesieben07> so are you
saying vanilla enchantments?
L1211[17:54:54]
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L1212[17:55:09] <Shambling> at the
beginning I'd probably hi-jack the vanilla enchant system just to
simplify it
L1213[17:55:29] <diesieben07> whats wrong
with it? :D why woudl you need someting custom?
L1214[17:56:38] <Shambling> simple
answer? a semi simple project to get back into programming
L1215[17:56:52] <Shambling> and I miss
real loot systems, lol
L1216[17:57:24] <diesieben07> well, just
dump your data into the NBT of the ItemStack then
L1217[17:57:30] <diesieben07> thats what
vanilla enchantments do
L1218[17:57:35] <diesieben07> or if you
wanna be fancy you could use a capability
L1219[17:58:23] <Shambling> I'm not sure
if I want to work on something like that first, or making the
health system less granular first so that the enchants I had in
mind would mean something
L1220[17:59:09] <Shambling> well the
first thing I should do is the 'my first block' mod again, but
without using MCP and editing minecraft directly.
L1221[17:59:42] <diesieben07> haha
L1222[17:59:49] <diesieben07> naughty boy
for doing that ever!
L1223[18:00:26] <Shambling> it was before
forge, so I had an excuse =P
L1224[18:00:34] <williewillus> !gm
func_147453_f
L1225[18:00:37] <williewillus> !gm
func_147453_f 1.7.10
L1226[18:00:37] <diesieben07> wow you are
oldschool :P
L1227[18:00:56] <diesieben07> i remember
the days where jarmods were a thing
L1228[18:01:14] <diesieben07> and people
yelled at me when i changed my mod from modloader to forge
L1229[18:01:18] <Shambling> deleting
files out of the minecraft jar was definitely fun. lol
L1230[18:01:35]
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L1231[18:01:50] <diesieben07> haha
L1232[18:01:52] <diesieben07> not
really
L1233[18:01:53] <Shambling> oh man I wish
I was good enough to program with the obfuscated code, I always
needed to wait until MCP was updated
L1234[18:02:04] <diesieben07> dude thats
not a good skill to have
L1235[18:02:15] <Coolway99> oh yeah, I
forgot about jarmods XD
L1236[18:02:18] <Shambling> was always
amazed when some people would release a mod update a day after
minecraft was updated =)
L1237[18:02:19]
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L1238[18:02:35] <capitalthree>
diesieben07: it's a good skill to have but not a good skill to use
:P
L1239[18:02:41] <diesieben07> i guess
so
L1240[18:02:44] <diesieben07> like
reading binary
L1241[18:02:49] <gigaherz> Shambling:
well in many cases it's not hard
L1242[18:02:49] <gigaherz> ;P
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L1244[18:02:59] <capitalthree> yeah or
any kind of reverse enginering or offensive computing skills in
general
L1245[18:03:05] <capitalthree> nobody
should have to do any of that crap
L1246[18:03:16] <capitalthree> because
mojang should for the fuck's sake, stop obfuscating releases
>_<
L1247[18:03:27] <Shambling> I think they
have to for some sort of license reasons
L1248[18:04:18] <Coolway99> I remember
the old jar mods XD
L1249[18:04:29] <Coolway99> I have a
minecraft.jar with the original Aether mod installed
L1250[18:04:31] <capitalthree> Shambling:
o_o license from who?
L1251[18:04:38] <capitalthree> everything
minecraft is built on is foss
L1252[18:04:47] <capitalthree> it's pure
java and lwjgl
L1253[18:04:50] <diesieben07> legal
reasons, not license reasons
L1254[18:05:01] <Shambling> hmmm I think
I meant legal reasons
L1255[18:05:03] <capitalthree> I don't
think there are real legal reasons
L1256[18:05:05] <Shambling> lawyer
stuff
L1257[18:05:17] <capitalthree> if anyone
can point me at a description...
L1258[18:05:19] <gigaherz> dunno which
legal reasons though
L1259[18:05:25] <gigaherz> I mean
L1260[18:05:28] <gigaherz> in trademark,
yes
L1261[18:05:32] <gigaherz> you ahve to
defend your trademark
L1262[18:05:35] <gigaherz> or you lose
it
L1263[18:05:43] <gigaherz> (stops being
YOUR brand, if others are allowed to use it too)
L1264[18:05:51] <gigaherz> but that isn't
a thing in copyright
L1265[18:05:51] <Shambling> its like a
game of telephone, I don't even remember who said that originally
to me, so I'm mangling the reasoning behind it
L1266[18:06:51] <Shambling> if they
really wanted to make the modding API when they said they did, all
they really had needed to do was publish de-obfuscated, so there
has to be some reasoning behind it
L1267[18:07:07] <diesieben07> readable
code != API
L1268[18:07:41] <Shambling> well yes, but
it would have been a step towards making a stable API that everyone
could have used, that never really needed to change just because of
a function name changing randomly between recompiles
L1269[18:07:47] <gigaherz> a modding api
would imply a way to load mods
L1270[18:07:52] <gigaherz> that means, a
"binding"
L1271[18:07:55] <diesieben07> modding api
means it can NEVER change.
L1272[18:08:01] <gigaherz> it owuld most
probably NOT be arbitrary java code
L1273[18:08:09] <diesieben07> that means
they need to have a part of the cod ethat NEVER changes in an
incompatible way
L1274[18:08:26] <gigaherz> well...
L1275[18:08:34] <gigaherz> many games do
break mod compat between updates
L1276[18:08:41] <gigaherz> thinking about
like, wow addons
L1277[18:08:44] <diesieben07> then they
dont have an API in my opinion :D
L1278[18:08:48] <gigaherz> every big
patch, addons have to update
L1279[18:08:48] <Shambling> even games
with built in modding capabilities, like skyrim and oblivion
L1280[18:08:49]
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L1281[18:08:50] <gigaherz> because the
api changed
L1282[18:08:57]
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L1283[18:09:13] <Shambling> though I'm
not sure if that was an API so much as a tool and set of script
tools
L1284[18:09:17] <diesieben07> API by
defintion means backwards compat in my opinion
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L1286[18:09:27] <diesieben07> if you
arent backwads compat, you dont have an API
L1287[18:09:43] <gigaherz> I sortof
disagree
L1288[18:09:50] <gigaherz> backward
compat is nice
L1289[18:09:54] <gigaherz> but sometimes
breaking changes are good
L1290[18:10:00] <diesieben07> in a major
version change, ok
L1291[18:10:45]
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L1293[18:11:01] <diesieben07> but then
you should still go through a deprecation cycle
L1294[18:11:08] <diesieben07> deprecate
old version, then remove
L1295[18:11:25] <tterrag> agreed
L1296[18:11:33] <gigaherz> meh
L1297[18:11:38] <gigaherz> depends on how
formal you are
L1298[18:11:41] <tterrag> There's no
point to an api without some guarantee of stability
L1299[18:11:47] <diesieben07> yep
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L1301[18:11:56] <diesieben07> API
literally just means "code that doesnt change" :D
L1302[18:12:05] <tterrag> I'm not going
to use an "informal" api
L1303[18:12:27] <Shambling> might as well
code the library yourself if someone is going to make you relearn
it every minor recompile
L1304[18:12:28] <gigaherz> well you are:
that's basically what forge is
L1305[18:12:52] <gigaherz> Shambling: not
"relearn"
L1306[18:12:54] <diesieben07> i don't
consider forge an API :P
L1307[18:12:59] <tterrag> no. Forge is
very good about backwards compat within mc versions
L1308[18:13:06] <tterrag> But also
that
L1309[18:13:13] <tterrag> forge is less
an api and more a library
L1310[18:13:15] <gigaherz> well it ISN'T
an api
L1311[18:13:16] <gigaherz> but it has
one
L1312[18:13:22] <diesieben07> not
really
L1313[18:13:26] <gigaherz> IMO
L1314[18:13:30] <diesieben07> parts of it
do (the FML parts are better)
L1315[18:13:34] <gigaherz> anything that
has a public interface that others rely on, is an API
L1316[18:13:42] <diesieben07> but the
parts highly entangled with mc are not really an API
L1317[18:14:00] <gigaherz> sure
L1318[18:14:02] <gigaherz> I meant
like
L1319[18:14:07] <gigaherz> the registry
api
L1320[18:15:10]
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L1322[18:15:36] <diesieben07> yes the
registries are nice
L1323[18:15:36] <gigaherz> I think the
point I was trying to make is
L1324[18:15:42] ***
mumfrey is now known as Mumfrey
L1325[18:15:48] <gigaherz> if you have a
static "thing"
L1326[18:15:54] <gigaherz> then having a
stable api makes sense
L1327[18:16:01] <gigaherz> but in
something that is being developed for a long time
L1328[18:16:06] <gigaherz> such as mc, or
wow
L1329[18:16:13] <gigaherz> then engine
changes are much more common
L1330[18:16:24] <diesieben07> yes, thats
why you need an abstraction layer
L1331[18:16:27] <gigaherz> "major
versions" (even if they aren't numbered as such in the case of
MC)
L1332[18:16:40] <gigaherz> may simply
cause something to not make sense anymore
L1333[18:16:52] <gigaherz> like in wow,
they removed the skill training
L1334[18:17:07] <gigaherz> and replaced
it with automatic skill learning on leveling
L1335[18:17:15] <gigaherz> so if there
was any api to query the learning status
L1336[18:17:19] <gigaherz> it stopped
making sense
L1337[18:17:24] <gigaherz> so even if the
API was stable
L1338[18:17:29] <gigaherz> it would have
been removed
L1339[18:18:39] <gigaherz> maybe I'm just
a progressist
L1340[18:18:47] <gigaherz> I don't
believe in deprecation
L1341[18:19:05] <williewillus> !gm
field_150121_P
L1342[18:19:09] <williewillus> !gm
field_150121_P 1.7.10
L1343[18:19:13] <williewillus>
lolderp
L1344[18:19:17] <williewillus> !gf
field_150121_P 1.7.10
L1345[18:19:47] <Delenas> So..
"[19:19:03] [Client thread/WARN] [ForgeDebugModelFluid]:
Unable to inject @Mod$Instance in non-static field
net.minecraftforge.test.SimpleGuiTest.instance for guitest as it is
NOT the primary mod instance"
L1346[18:19:59] <Delenas> How the balls
do I stop that from happening?
L1347[18:20:02]
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L1348[18:20:08] <williewillus> why is
your field non static?
L1349[18:20:09] <williewillus> :P
L1350[18:20:33] <gigaherz> Delenas: well
start by making it static?
L1351[18:20:34]
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L1352[18:20:34] <gigaherz> ;P
L1353[18:20:40] <diesieben07> ^that and
you need to specify the modID in @Instance if you have more than
one mod in the dev env
L1354[18:20:51] <diesieben07> otherwise
FML cannot distinguish because they all come from the same
source
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L1356[18:22:10] <Delenas> Yuuup I'm a
derp
L1357[18:22:24] <Delenas> Also. I may or
may not be making a pull for gui shenanigans >.>
L1358[18:22:40] <diesieben07> what are
you doing to our lovely IGUiHandler? :d
L1359[18:22:59] <Delenas> Changing the
three ints to a BlockPos, and adding an optional NBTCompound.
L1360[18:23:36] <diesieben07> nope.
L1361[18:23:37] <diesieben07> not
happening
L1362[18:23:43] <diesieben07> the three
ints are not always a position
L1363[18:24:08] <gigaherz> it's called
"id, x,y,z", but they are really just "arg1, arg2,
arg3, arg4"
L1364[18:24:09] <gigaherz> ;P
L1365[18:24:12] <Delenas> Why not?
L1366[18:24:19] <diesieben07> what giga
said
L1367[18:24:24] <gigaherz> non-block GUIs
often use the params for misc data
L1368[18:24:25] <diesieben07> i use it
for entityID for example
L1369[18:24:34] <Delenas> That's
ridiculous.
L1370[18:24:38] <gigaherz> it's
there
L1371[18:24:40] <gigaherz> and
unused.
L1372[18:24:45] <diesieben07> its not
ridiculous
L1373[18:24:47] <Delenas> Also why I'm
making that nullable and adding the nbt.
L1374[18:24:52] <diesieben07> and why
always NBT...
L1375[18:24:54] <diesieben07> NBT sucks
balls
L1376[18:24:59] <gigaherz> why nbt?
L1377[18:25:02] <gigaherz> just send a
custom object
L1378[18:25:03] <diesieben07> for
anything else than saving to disk
L1379[18:25:10] <Delenas> So you can
define that thing in the nbt. It's either that, or a bunch of
optional Objects..
L1380[18:25:29] <gigaherz> or well I
suppose it would need to be encoded in a packet
L1381[18:25:35] <Delenas> Bingo.
L1382[18:25:39] <diesieben07> could add a
method to IGuiHandler for that
L1383[18:25:46] <diesieben07> or rather
an additional interface
L1384[18:25:51] <diesieben07> because
backwards compat
L1385[18:26:22] <diesieben07> really, i
am just grumpy about people using NBT for everything
L1386[18:26:29] <Delenas> I think the
better way to do it would be to listen for an event, or add a hook
of some type, but the problem with that is the OpenGui
packet.
L1387[18:26:57] <diesieben07> why an
event?
L1388[18:26:57] <gigaherz> couldn't you
like
L1390[18:27:06] <gigaherz> send a packet
right before opening the gui
L1391[18:27:09] <gigaherz> with the data
to be used?
L1392[18:27:17] <gigaherz> so when
openGui is on the client
L1393[18:27:22] <gigaherz> the last
received data is used
L1394[18:27:25] <diesieben07> yep that
can be done
L1395[18:27:37] <diesieben07> but would
be cleaner otherwise of courser
L1396[18:27:45] <Delenas> I've tried
that. The data is erased because forge deletes the data I
saved.
L1397[18:28:03] <diesieben07> then you
did it wrong™
L1398[18:28:49] <gigaherz> wat
L1399[18:28:56] <gigaherz> I'm talking
like, custom object somewhere
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L1401[18:29:00] <Delenas> I think a nice
way of handling it would be to make ICustomGuiHandler, that accepts
a subset of OpenGui message.
L1402[18:29:04] <gigaherz> store it in
your client proxy
L1403[18:29:07] <gigaherz> or something
like that
L1404[18:29:16] <diesieben07> thats what
i do would do, too delenas
L1405[18:29:20] <gigaherz> but yeah
L1406[18:29:29] <gigaherz> if you really
want to improve the gui handling
L1407[18:29:34] <Delenas> So you create a
packet with the additional data, and send that. And if you have a
handler of that type registered, forge will handle it.
L1408[18:29:35] <gigaherz> (which I'm not
really against)
L1409[18:29:50] <gigaherz> is the openGui
packet forge?
L1410[18:29:54] <diesieben07> have
IEnhancedGuiHandler<T> and then in there write(T, ByteBuf) T
read(byteBuf) and cleint(T) server(T)
L1411[18:29:55] <Delenas> FML, yes.
L1412[18:29:57] <diesieben07> if that
makes sense :D
L1413[18:30:02] <gigaherz> yep
L1414[18:30:07] <gigaherz> then what
diesieben07 says
L1415[18:30:13] <gigaherz> provide a
function to append data to the packet
L1416[18:30:21] <gigaherz> and then allow
the receiving side to read this data
L1417[18:30:31] <diesieben07> then you
could adapt the old IGUiHandlers into this new thing
L1418[18:30:40] <diesieben07> and thereby
preserve backwars compat
L1419[18:30:41] <theFlaxbeard> Can
someone point me to a resource/reference code for using opengl
stencils?
L1420[18:30:51] <gigaherz> theFlaxbeard:
google ;P
L1421[18:31:03] <diesieben07> in forge
not at all i think
L1422[18:31:10] <diesieben07> at least
not wihtout a command line arg or a config change or
something
L1423[18:31:47] <gigaherz> theFlaxbeard:
I could explain waht stencil IS, but not how to use it ;P
L1425[18:34:03] <LatvianModder> First one
isnt true in Eclipse :P
L1426[18:34:17] <LatvianModder> But those
all are pretty much spot on me
L1427[18:34:34] <LatvianModder>
especially last one
L1428[18:34:52] <Coolway99> I think we
all can agree on that last one
L1429[18:34:52] <LatvianModder>
"Um.. Let's see.. I could.. reload resources! That should fix
the problem!"
L1430[18:34:54] <diesieben07> If your
code is shit it IS true :P
L1431[18:35:10] <LatvianModder> Not
really
L1432[18:35:19] <LatvianModder> Look up
your code from years back
L1433[18:35:23] <diesieben07> fixing an
error can introduce new ones that weren't there before.
L1434[18:35:23] <LatvianModder> Best
cringe material ever
L1435[18:35:23] <gigaherz> something
fails -> coudl be a glitch
L1436[18:35:32]
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L1437[18:35:32] <gigaherz> something
fails under the same conditions -> corner case?
L1438[18:35:38] <gigaherz> analyze issue
-> nope my fault.
L1439[18:36:05]
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L1441[18:36:15] <LatvianModder> You could
just go simply "issue -> ignore it"
L1442[18:36:36] <gigaherz> that's not an
option if said issue causes a catastrophic failure
L1443[18:36:38] <LatvianModder> easiest
way to fix issue is by simply closing the issue on GitHub :P
L1444[18:36:53] <LatvianModder>
ProTip
L1445[18:37:44] <Shambling> bug: while
holding golden hoe, endermen do 10x damage when I have x mod
installed. X mod author: don't use golden hoes
L1446[18:37:52] <LatvianModder> I'm
almost considering to start making mods like a sane person. But
then again.. I really love my own library.. :P
L1447[18:37:59]
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L1450[18:40:34] <gigaherz> I'm
considering starting a library
L1451[18:40:37] <gigaherz> but not a
"library mod"
L1452[18:40:44] <gigaherz> I'd just shade
it into all my mods
L1453[18:40:45] <gigaherz> ;P
L1454[18:41:07] <diesieben07> what kind
of library?
L1455[18:41:12] <diesieben07> for
modding?
L1456[18:41:21] <gigaherz> stuff that I
use on all my mods
L1457[18:41:31] <gigaherz> such as
BlockRegistered, that does setRegistryName
L1458[18:41:37] <gigaherz> the rendering
helpers and such
L1459[18:41:43] <diesieben07> ah
L1460[18:41:50] <diesieben07> i have the
same thing... unfinished :D
L1461[18:42:08] <diesieben07> currently
writing on MCDataInput/Output
L1462[18:42:10]
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L1463[18:42:19] <Shambling> so question
on the texture baking from 1.9, does it just do that so it doesn't
need to calculate the textures on the fly when light levels change,
it generates a texture for each light level ahead of time?
L1464[18:42:38] <Shambling> or am I
thinking of the wrong type of texture baking.
L1465[18:42:56] <diesieben07> texture
baking?
L1466[18:43:04] <diesieben07> do you mean
model baking or texture stitching? :D
L1467[18:43:32] <Shambling> hrmmmm....
why would you need to bake a model...
L1468[18:43:38]
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L1469[18:44:05] <Shambling> I thought I
remembered forge saying "baking textures" on one of the
loading screens, must have been model baking
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L1471[18:44:23] <diesieben07> go from
"abstract, inefficient to render defintion" to
"highly compact optimized representation for fast
rendering"
L1472[18:44:26] <Shambling> I remember
texture baking was something I'd do in 3dsmax to fake shadows
L1473[18:44:26] <diesieben07> thats model
baking
L1474[18:44:48] <Shambling> in the final
models
L1475[18:45:22] <williewillus> so as it
is right now, models go from file -> IModel -> IBakedModel.
for a lot of the model formats, the IModel is just a straight
representation from disk of the JSON/OBJ/whatever
L1476[18:45:34] <williewillus>
"baking" it forms the actual vertices that will be
rendered
L1477[18:45:45] <Shambling> ah, so its
just to support the json format then
L1478[18:45:54] <williewillus> well
kinda
L1479[18:45:58] <williewillus> its used
for all the model loaders
L1480[18:45:59] <Shambling> I thought it
was an optimization for their lighting and textures
L1481[18:46:17] <williewillus> well yes
that too
L1482[18:46:20] <gigaherz> imagine it
that way
L1483[18:46:23] <gigaherz> a .obj
file
L1484[18:46:27] <williewillus> when
something is in IModel form you can still manipulate it
L1485[18:46:31] <williewillus> but once
you bake it it's set
L1486[18:46:32] <gigaherz> has a bunch of
"v" "vt" "vn" "f"
lines
L1487[18:46:39] <gigaherz> for positions,
normals, texcoords, and faces
L1488[18:46:41] <gigaherz> after
reading
L1489[18:46:43] <gigaherz> in the
IModel
L1490[18:46:53] <gigaherz> you may have a
List<Vec3> for positions
L1491[18:46:58] <gigaherz>
List<Vec2> for texcoords
L1492[18:47:04] <gigaherz>
List<Vec3> for normals
L1493[18:47:04]
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L1494[18:47:08] <gigaherz> and
List<int[]> for faces
L1495[18:47:13] <gigaherz> but then on
bake()
L1496[18:47:19] <gigaherz> you turn them
into a List<BakeQuad>
L1497[18:47:24] <williewillus> which is
just float arrays
L1498[18:47:27] <gigaherz> which can be
dumped directly onto the tesellator
L1499[18:47:35] <williewillus>
*int[]
L1500[18:47:41] <gigaherz> it's really
just binary data
L1501[18:47:48] <gigaherz> stores as
int[], yes
L1502[18:48:04] <gigaherz> but it's just
binary data split into ints
L1503[18:48:14] <Abastro>
Tessellator?
L1504[18:48:40] <williewillus>
tesellator? :P
L1505[18:48:49] <williewillus> what about
it?
L1506[18:48:55] <diesieben07>
Tessellator.
L1507[18:49:21] <Abastro> It reminds me
1.7.10 tessellator, sincr
L1508[18:49:38] <williewillus> the class
itself still exists :P
L1509[18:49:43] <williewillus> the
functionality just got exported
L1510[18:49:43] <Abastro> It saves
position, uv, normal data in int array
L1511[18:49:43] <gigaherz> it has
changed
L1512[18:49:46] <gigaherz> but it's still
a thing
L1513[18:49:49] <Abastro> Yes.
L1514[18:49:54] <williewillus> see
vertexbuffer :P
L1515[18:49:59] <gigaherz> just isntead
of
L1516[18:50:09] <gigaherz>
addVertexwahtever(everything in one function)
L1517[18:50:10] <williewillus> I still
call it worldrenderer/wr a lot though since that's how I learned it
:P
L1518[18:50:11] <gigaherz> it's now
L1519[18:50:25] <gigaherz>
.pos(x,y,z).color(...).tex(...).endVertex()
L1520[18:50:26] <williewillus> its true
name is BufferBuilder according to debug messages
L1521[18:50:28] <gigaherz> or if you have
baked data
L1522[18:50:32] <gigaherz>
.addVertexData(array)
L1523[18:50:52] <Abastro> BufferBuilder?
Definitely better name..
L1524[18:51:20] <williewillus> i mean
vertexbuffer is pretty close
L1525[18:51:33] <williewillus>
worldrenderer was a bit shortsighted, and tessellator is just
legacy :P
L1526[18:51:55] <williewillus>
whoah
L1527[18:52:00] <Abastro> Cant agree
more
L1528[18:52:04] <williewillus> since when
did we get TE access in Block.harvestBlock
L1529[18:52:05] <williewillus> cool
L1531[18:53:19] <Abastro> On minecraft?
There is no stencil buffer by default
L1532[18:53:23] <diesieben07> ^
L1533[18:53:32] <diesieben07> like i
said, in forge you only get it with a command line arg
L1534[18:53:35] <diesieben07> or a config
thing, something liek that
L1535[18:54:15] <theFlaxbeard> I
see'
L1536[18:54:18] <williewillus> i thought
you had to request one from MinecraftForgeClient or something
L1537[18:54:22] <williewillus> there was
code somewhere to acquire one
L1538[18:54:41] <theFlaxbeard>
williewillus, I was looking at botania in particular since it uses
stencils
L1539[18:54:51] <theFlaxbeard> but I
couldn't find any reference to it other than when the stenciling
was done
L1540[18:54:52] <diesieben07> willie, yes
that is to reserve a bit for you.
L1541[18:55:01] <williewillus> heh I
haven't even touched/looked at that
L1542[18:55:03] <diesieben07> but for
there to BE any bits, you need the command line thing
L1543[18:55:06] <williewillus> it works
:P
L1544[18:55:17] <williewillus> => not
poking it
L1545[18:55:30] <Abastro> Without
additional Framebuffer?
L1546[18:55:33] <williewillus> really? i
mean botania uses it for the lexicon
L1547[18:55:39] <williewillus> the
category buttons are stenciled
L1548[18:55:55] <_44trent> this is
probably a stupid question, but where do i put the source code of a
mod so i can update it within an IDE?
L1549[18:56:06] <williewillus> on your
hard drive :P
L1550[18:56:14] <_44trent> where on my
hard drive though?
L1551[18:56:19] <williewillus>
anywhere?
L1552[18:56:30] <theFlaxbeard> Botania
doesn't use it for the buttons
L1553[18:56:36] <williewillus> welp
L1554[18:56:38] <theFlaxbeard> it uses it
for the circle on ctrl+clicking an item
L1555[18:56:42] <theFlaxbeard> to open
the lexica
L1556[18:56:50] <theFlaxbeard> at least
afaik
L1557[18:57:03] <Abastro> I think using
additional Framebuffer is the most safe way, but dont know much
details.
L1558[18:57:52] <diesieben07> in 1.10 the
stencil code seems to be gone completely
L1559[18:58:01] <theFlaxbeard> Hmm
L1560[18:58:06] <theFlaxbeard> There
might be a better way to do what I want to do
L1561[18:58:07] <diesieben07> even
1.9.4
L1562[18:58:23] <theFlaxbeard> I'm trying
to cut off a 3d model rendered in a GUI at the edges of that
gui
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L1564[18:59:07] <diesieben07> glScissor
will do that just fine
L1565[18:59:13] <diesieben07> if it's
rectangular
L1566[18:59:38] <Shambling> hrmmm this
pahimar reboot tutorial is confusing. he says to download and use
idea, and then shows using eclipse workspace
L1567[18:59:49] <diesieben07> dont follow
that...
L1568[18:59:57] <Shambling> maybe he's
just being thorough lol
L1569[19:00:00] <diesieben07> pahi may
have a good reputation, but in all honesty, that tutorial si nto
that good
L1570[19:00:30] <Shambling> ok so who has
a good tut on setting up the environment? someone that doesn't have
a toaster for a microphone
L1571[19:00:37] <Delenas> Tutorials
become outdated. Concepts never die.
L1572[19:00:49] <diesieben07> for making
a mod, yes? intellij?
L1573[19:01:06] <Shambling> I tried
watching a really good one, but even with loudness equalizer it was
too quiet
L1574[19:01:11] <williewillus> video
tutorials are pretty much worst for modding imo
L1575[19:01:16] <williewillus> they get
outdated almost immediately
L1576[19:01:20] <williewillus> and are a
pita to update/maintain
L1577[19:01:36] <williewillus> textual
docs and looking at live working mod code is much better
L1578[19:01:45] <Shambling> well I'll
just read the tutorials mcjty linked on his website for now
L1579[19:01:56] <diesieben07> Shambling,
really, all you need is: download mdk, unzip. in intellij do File
> Open and sleect the build.gradle. when its imported run
setupDecompWorkspace from the gradle sidebar. then click the blue
refresh arrow thingy
L1580[19:02:02] <diesieben07> then run
genIntellijRuns, let it reload.
L1581[19:02:03] <diesieben07> done.
L1582[19:03:29] <theFlaxbeard>
diesieben07: Thanks, scissor works perfectly
L1583[19:03:37] <diesieben07> <3
L1584[19:05:37] <pahimar> Thanks
diesieben07 :(
L1585[19:05:46] <pahimar> I'll just
cancel any future plans
L1586[19:05:50] <diesieben07> sowwy
L1587[19:05:55] <pahimar> No you
arent
L1588[19:06:03] <diesieben07> but your
unlocalized name bs just killed me liking that series
L1589[19:06:12] <diesieben07> i STILL
deal with that shit in the forums to this day
L1590[19:06:23] <pahimar> One thing and
you hate the entire tutorial?
L1591[19:06:38] <pahimar> Tbh this is why
more people don't do tutorials
L1592[19:06:48] <diesieben07> it's been a
while since I watched it,there were some other things that i didn't
like
L1593[19:06:54] <pahimar> Because people
shit on methods they don't like and put down the entire work
L1594[19:07:12] <diesieben07> this is the
FIRST time i say this and i did not shit on you i said it's not
that good.
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L1596[19:07:30] <pahimar> You shit on the
tutorial. Not me. I never said you shit on me
L1597[19:07:50] <diesieben07> Ok, sorry.
I didn't mean to come across like that.
L1598[19:08:01] <diesieben07> If you want
to, I will make you a nice list of things I don't like.
L1599[19:08:15] <diesieben07> I don't
hate the whole tutorial, I just get a little emotional.
L1600[19:08:57] <pahimar> No need. The
whole unlocalized name thing (that's been brought up in here many
times and only years after I did it) has taught me one thing -
don't listen to what people think you should put in a tut
L1601[19:09:19] <diesieben07> that wasn't
even your idea?
L1602[19:09:35] <pahimar> Nope
L1603[19:09:43] <diesieben07> wow, ok
then. my apologies.
L1604[19:10:03] <Shambling> I haven't
even got to that part yet, but I'd imagine learning java would
inform the way you create names rather than blindly following a
tutorial. I usually get functionality and ideas from tutorials,
otherwise I'm just recompiling someone's code
L1605[19:10:20] <diesieben07> that's a
good way to think
L1606[19:10:29] <theFlaxbeard> I'll need
to scale scissor based on the gui scale right?
L1607[19:10:43] <diesieben07> yes,
glScissor always works in window coords
L1608[19:10:59] <theFlaxbeard> How do I
obtain the gui scale?
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L1610[19:11:57] <diesieben07>
ScaledResolution#getScaleFactor
L1612[19:12:37] <theFlaxbeard>
danke
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L1614[19:13:38] <tterrag> theFlaxbeard:
also note that window coords are inverted on the y axis from MC
coordinate space
L1615[19:13:51] <theFlaxbeard> Yeah,
noticed that
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L1624[19:26:00] <tterrag> christ water
updates are hell on FPS in 1.98
L1625[19:26:02] <tterrag> 1.9*
L1626[19:26:05] <tterrag> what did they
DO
L1627[19:26:15] <tterrag> <10
FPS
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L1630[19:32:06] <williewillus> is it bad
without the pipeline?
L1631[19:32:14] <williewillus> if not yel
at fry :D
L1632[19:32:23] <Shambling> lol I just
broke IDE linking to my first project. doesn't give client/server
compilation on run anymore. :o
L1633[19:33:14] <Shambling> err my bad
(intellij idea, not IDE)
L1634[19:33:43] <TehNut> Did you run
genIntellijRuns?
L1635[19:33:53] <TehNut> I assume you
mean run configurations
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L1637[19:34:41] <tterrag> williewillus:
how can I turn that off again?
L1638[19:34:49] <williewillus> in the
forge config
L1639[19:35:29] <williewillus> are entity
potions synced clientside or just the particles?
L1640[19:36:51] <diesieben07> just
color
L1641[19:36:59] <diesieben07> the
particle color is synced
L1642[19:37:09] <williewillus> bleh
L1643[19:37:20] <tterrag> welp forge's
ingame config is busted
L1644[19:37:26] <tterrag> I changed it
and it didn't even update the config file
L1645[19:37:39] <tterrag> much less
actually change the lighting
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L1647[19:39:36] <williewillus> hm I need
to detect clientside if a given entity has slowness..
L1648[19:39:43] <williewillus> could I
read the attribute and see if the modifier is applied?
L1649[19:39:48] <williewillus> idk if
those are synced fully
L1650[19:40:11] <tterrag> williewillus:
it's maybe a bit better with vanilla
L1652[19:40:40] <williewillus>
interesting
L1653[19:41:07] <williewillus> i still
wonder why the hell the mutable blockpos pool exists
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L1655[19:42:03] <tterrag> doing some
quick math
L1656[19:42:44] <tterrag> 97% of
Block.getLightValue is spent inside getBlockState
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L1658[19:46:16] <Shambling> well I got
the options back thanks diesieben07, unfortunately now its throwing
an error with gradlestart. java 1.8 works with forge right/
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L1660[19:46:36] <diesieben07> sure it
does
L1661[19:46:39] <diesieben07> what
error?
L1662[19:46:59] <Shambling> oh nm, I just
needed to run the runclient task
L1663[19:47:39] <Shambling> crap, well
thats enough for today, need to get up in 6 hours to do another 8
hours of cable pulls. lol
L1664[19:48:00] <Shambling> I've got the
client compiling.... and now its crashed. lol
L1665[19:48:14] <Shambling> must not have
clicked allow java fast enough in the background
L1666[19:48:16] <williewillus> tterrag:
can you drill down into what exactly in Chunk?
L1667[19:48:31] <williewillus> from what
I see there's lots of indirection but nothing stands out as being
super intense
L1668[19:48:34] <williewillus> inside
Chunk.getBlokcState
L1669[19:48:56] <tterrag> It's not one
thing
L1670[19:49:05] <tterrag> It's all the
layers of abstraction adding up
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L1689[20:21:52] <wiresegal> will
capabilities on TileEntities save by themselves, and will
capabilities be preserved when an itemstack loads?
L1690[20:23:47] <williewillus> depends
and depends ;p
L1691[20:24:09] <wiresegal> i'm using the
standard writeToNBT
L1692[20:24:21] <wiresegal> (it's a
subclass of ItemStackHandler)
L1693[20:24:26] <williewillus> in
general, no. The only time you can not worry at all about saving
caps yourself is if you return an ICapabilityProvider (so for
Itemcaps and for attach cap events) that is also
ICapabilitySerializable
L1694[20:24:37] <williewillus> at all
other times you are responsible
L1695[20:24:43] <wiresegal> including for
a Tile?
L1696[20:24:46] <williewillus> yep
L1697[20:25:14] <wiresegal> k
L1698[20:26:24] <wiresegal> so with the
itemstack I'm fine?
L1699[20:26:34] <williewillus> yes
L1700[20:26:41] <williewillus> as long as
your provider also implements INBTSerializable
L1701[20:27:04] <wiresegal> wait,
ICapSerializable or INBTSerializable? You said both
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L1704[20:28:11] <Coolway99>
ICapSerializable implements INBTSerializable
L1705[20:28:15] <williewillus> ^
L1706[20:28:28] <williewillus>
ICapSerializable is just a convenience combo of ICapProvider and
INBTSerializable
L1707[20:28:30] <williewillus> it's
empty
L1708[20:28:32] <wiresegal> got it,
cool
L1709[20:29:27] <wiresegal> i'm doing my
first GUI, it's an interesting experience
L1710[20:30:09] <wiresegal> and
ironically, the block IN HAND has a gui, but is guiless on the
ground
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L1743[21:56:09] <theFlaxbeard> Can I
render a gui element not linked to the gui scale's
"pixels"?
L1744[21:56:21] <theFlaxbeard> ie with a
medium GUI scale, rendering something at 1px increments instead of
the 2px
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L1748[22:03:59] <theFlaxbeard> Never
mind
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L1762[22:31:50] <Ordinastie_> so youtube
doesn't work anymore for me... :x
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L1769[22:40:51] <jmeyer2k> hi there
L1770[22:41:11] <jmeyer2k> eh nvm
L1771[22:41:20] <jmeyer2k> was gonna ask
a question, but just figured it out ;)
L1772[22:41:33] <Ordinastie_> that's what
we do
L1773[22:44:14] <jmeyer2k> anyone having
trouble with access transformers on 1.9?
L1774[22:44:27]
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L1775[22:44:27] <jmeyer2k> I'm working on
updating a mod and gradle won't setupDecompWorkspace
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L1778[22:46:26] <jmeyer2k> something
about subclasses overriding access transformed properties
L1779[22:46:45] <HellSinker74>
morning
L1780[22:47:46] <Delenas> How does one
register an entity?
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L1782[22:52:33] <Delenas> nm, found it.
In EntityRegistry, not GameRegistry..
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L1788[22:54:50] <tterrag> jmeyer2k: you
can't AT a method if it has overrides. because then those overrides
are lowering the scope
L1789[22:55:01] <tterrag> you can AT all
overrides but sometimes that's not feasible. it's best just to use
reflection
L1790[22:55:23] <McJty> You can AT a
method so that you can override it yourselves though
L1791[22:55:33] <tterrag> sure
L1792[22:55:38] <McJty> Best to avoid
AT's in general if you can
L1793[22:55:39] <tterrag> but that
doesn't fix the vanilla overrides issue
L1794[22:55:43] <tterrag> ^
L1795[22:55:43] <McJty> Unfortunatelly it
is not always possible
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L1797[22:56:59] <Delenas> .. wait. I
thought all entities in the world had a unique UUID.
L1798[22:57:09] <Delenas> Why is there no
way to grab an entity by that?
L1799[22:59:22] <KnightMiner> What is
your reason for grabbing by UUID?
L1800[22:59:29] <KnightMiner> Is it
related to the scoreboard?
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L1802[22:59:53] <Delenas> Just a way to
get a very specific entity from the world.
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L1804[23:01:23] <jmeyer2k> wait @tterag,
what is reflection?
L1805[23:01:33] <KnightMiner> Normally
you can just the entity's object instance for that. For example, a
single instance of a zombie just refers to that zombie and no
others
L1806[23:02:15] <Ordinastie_> jmeyer2k,
google that :)
L1808[23:02:25] <Delenas> jmeyer2k, your
best friend and ally in the coding world. Also, your worst
enemy.
L1809[23:02:26] <jmeyer2k> alright
thx
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L1811[23:02:32] <jmeyer2k> haha
L1812[23:02:36] <tterrag> so, I want to
have a type of block that only generates against lava
L1813[23:02:44] <Delenas> It will let you
do marvelous things! ...at a price.
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L1815[23:02:47] <tterrag> is this
possible? checking around the generation position for lava just
results in a stack overflow
L1816[23:03:00] <Delenas> And that price
is usually your sanity, but hey.
L1817[23:04:11] <TehNut> Some mod added
Sulfur that did that, tterrag
L1818[23:04:12] <tterrag> I feel like
other mods have done something similar but I can't think of any
specific examples
L1819[23:04:15] <TehNut> Don't remember
which one...
L1820[23:04:21] <tterrag> it wasn't
railcraft, I checked that source
L1821[23:04:27] <TehNut> Maybe TF?
L1823[23:04:28] <Delenas> KnightMiner,
packets. I need to re-lookup the entity after a method.
L1824[23:04:50] <TehNut> Don't remember
if TF has a sulfur ore
L1825[23:05:26] <KnightMiner> Ah, across
multiple worlds... No idea there then...
L1826[23:05:52] <TehNut> Oh, wait. TF
worldgen used the CoFHCore system
L1827[23:07:17] <tterrag> KL would still
probably know how >.>
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L1831[23:23:05] <Delenas> In any case.
What would be the best way to get an entity id on the client (same
as server one?)
L1832[23:23:21] <Delenas> So that I could
grab an entity fromt he world with it?
L1833[23:23:30] <tterrag>
getUniqueID
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L1835[23:24:00] <Delenas> Which is a
uuid- how to use that on world?
L1836[23:25:08] <tterrag> WorldSErver has
a UUID lookup
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L1838[23:27:11] <Delenas> That's useless
if I need to get a client's entity..
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L1840[23:27:50] <Delenas> Unless you're
saying to do it the other way? Get the entity on the client and
push it to the server?
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L1842[23:35:02] <tterrag> why are you
doing stuff clientside?
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L1844[23:36:01] <Delenas> Because I'm
working on a custom gui sync.
L1845[23:36:24] <Delenas> I have an
entity on the server, I need to get that same entity on the
client.
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L1850[23:47:23] <tterrag> then just use
the normal entity ID
L1851[23:47:25] <tterrag> that's its
entire purpose
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L1856[23:54:21] <HellSinker74> does
anyone have a link to a good localization example for texts?
L1857[23:56:10] <tterrag> what do you
mean?
L1858[23:56:14] <tterrag> just add the
keys into the lang file :P
L1859[23:57:38] <HellSinker74> I guess I
mean that I'm a java newbie, but if its so easy - I'm sure I'll
manage it...