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L33[01:04:49] <Cypher121> what would be a
good way to spawn 3 fireballs with short delay between them
whenever an item is used?
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L35[01:05:09] <Cypher121> I tried looking
at what blazes do, but they seem to use ai tasks for that
stuff
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L41[01:09:35] <tterrag> Cypher121, you'd
have to have some kind of tick event handler and a counter
L42[01:10:59] <Cypher121> =\
L43[01:12:08] <Cypher121> well, I guess I
should've seen it coming, but I hoped there's some kind of a
scheduler
L44[01:12:19] <Cypher121> thanks
anyway
L45[01:15:27] <tterrag> I made one
:P'
L46[01:15:40] <tterrag> but any scheduler
will just use a tick handler at its core
L47[01:16:07] <Cypher121> yeah, I think
I'll just write one
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L50[01:24:16] <tterrag> I mean
L51[01:24:26] <tterrag> in a pinch you
could use your item's onUpdate and an NBT flag
L52[01:24:37] <tterrag> of course if the
player immediately drops the item that's going to faile
L53[01:24:38] <tterrag> fail
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L56[01:30:10] <Cypher121> that seems like
more work that writing a proper scheduler, and will end up being
re-written 10 times for each item
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L67[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160707 mappings to Forge Maven.
L68[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160707-1.10.2.zip
(mappings = "snapshot_20160707" in build.gradle).
L69[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/
L70[02:00:26] <Cypher121> well that was
pretty easy to do
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L103[03:23:03] <Saucier> rip
L104[03:23:14] <sham1> Rip test
world
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L106[03:24:38] <Cypher121> although that
gave me an idea for a bouncing bomb spell
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L125[04:29:04] <OrionOnline> Good
Morning
L127[04:29:33] <OrionOnline> When a player
logges out the game does not seem to unload the Chunks
properly...
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L130[04:47:01] <Cypher121> how do I
register entities in 1.10? I added EntityRegistry.registerModEntity
to preinit, but my entities get deleted before they can even
tick
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L133[05:00:41] <Cypher121> oh, nvm, I just
forgot to set spawn position
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L153[06:39:34] <xEviLSpaWnx> Im having
problems with my minecraft, it will randomly freeze then after a
minute or so will turn either white or black, sometimes after its
turned black the game will continue and i can log out (because i
know where the buttons are on the screen) but cant see what im
doing.... I dont get no crash report or anything. Any ideas or help
to solve this problem would be appreciated, Thanks
L154[06:39:35] <xEviLSpaWnx> in
advance.
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L156[06:42:08] <linuxdaemon>
xEviLSpaWnx:
L157[06:42:15] <linuxdaemon> any specific
mod pack?
L158[06:42:44] <xEviLSpaWnx> Nope
L159[06:43:04] <linuxdaemon> forge/mc
version?
L160[06:43:35] <Ordinastie_> sounds like a
hardware problem
L161[06:44:11] <xEviLSpaWnx> 1.9 minecraft
version, Forge 1987
L162[06:44:18] <xEviLSpaWnx> 1.9.4
sorry
L163[06:44:21] <linuxdaemon> xEviLSpaWnx:
client logs?
L164[06:45:14] <xEviLSpaWnx> Where are
they?
L165[06:45:39] <linuxdaemon> .. under your
game directory, in the logs folder
L166[06:45:52] <linuxdaemon> what client
are you using
L167[06:46:07] <linuxdaemon>
s/client/launcher
L168[06:48:40]
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L169[06:48:58] <xEviLSpaWnx> Using
curse
L170[06:49:57] <xEviLSpaWnx>
fml-client-latest.log <-- this log?
L171[06:50:02] <Ordinastie_> yrd
L172[06:50:04] <Ordinastie_> yes
L173[06:50:05] <linuxdaemon> yes
L174[06:50:16] <linuxdaemon> put it on
pastebin or something
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L176[06:53:40] <xEviLSpaWnx> The file is
too big for pastebin...
L177[06:53:55] <linuxdaemon>
paste.feed-the-beast.com
L178[06:54:24] <sham1> Or try to identify
the error and paste that /s
L179[06:54:48] <linuxdaemon> sham1: lol,
like that'll work
L180[06:55:00] <sham1> Thus
"/s"
L181[06:55:19] <Ordinastie_> last time
someone try to identify the error, they posted the "This is
not an error" report :s
L182[06:55:25] <linuxdaemon> omg
L183[06:55:37] <linuxdaemon> doesn't
surprise me in the slightest
L184[06:55:48] <linuxdaemon> considering
the people we get in #ftb
L185[06:55:51] <sham1> Apparently people
cannot read
L186[06:56:02] <linuxdaemon> nope
L187[06:56:29] <linuxdaemon> they can't
even read large dialogs telling them they should install 64bit
java
L188[06:57:04] <sham1> Or Java8 for that
matter
L189[06:57:09] <linuxdaemon> that
too
L190[06:57:16] <sham1> It's even worse
when they have to install 64-bit java8
L192[06:57:37] <sham1> Okay, let's
see
L193[06:58:21] <sham1> So many lines
L194[06:58:27] <Ordinastie_> just to be
sure, your problem did happen last time you ran the game ?
L195[06:58:49] <xEviLSpaWnx> yeah it
happens everytime i run the game
L196[06:59:30] <Ordinastie_> does it
happen with vanilla ?
L197[06:59:52] <xEviLSpaWnx> if i delete
the log file and run the game, wait for it to happen.... Would that
make the log file smaller?
L198[07:00:05] <Ordinastie_> probably
not
L199[07:00:05] <linuxdaemon> xEviLSpaWnx:
no
L200[07:00:07] <xEviLSpaWnx> Its not
happened on vanilla as of yet
L201[07:00:13] <sham1> I don't think that
FML appends to logs
L202[07:00:14] <Ordinastie_> but I doubt
there is anything in the log
L203[07:00:16] <sham1> It just
overrides
L204[07:00:26] <xEviLSpaWnx> Ah ok
L205[07:00:28] <linuxdaemon> xEviLSpaWnx:
does it happen with only forge, no mods
L206[07:00:38] <linuxdaemon> sham1: it
rotates the logs
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L208[07:00:56] <sham1> okay?
L209[07:00:57] <sham1> And
L210[07:01:08] <Ordinastie_> it just makes
them harder to read when they're sideways
L211[07:01:19] <xEviLSpaWnx> Not sure want
me to try all the variations etc etc?
L212[07:01:35] <Ordinastie_> xEviLSpaWnx,
try with vanilla minecraft first
L213[07:01:36] *
linuxdaemon glares at Ordinastie_
L214[07:01:47] <sham1> What do you
actually *DO* before it freezes
L215[07:01:52] <linuxdaemon> ^
L216[07:02:14] <xEviLSpaWnx> I could be
doing anything it happens completely randomly
L217[07:02:24] <sham1> hmrm
L218[07:02:37] <xEviLSpaWnx> I could be
playing for an hour or so the it does it, the next time i could be
playing for 2 mins
L219[07:02:53] <linuxdaemon> xEviLSpaWnx:
you don't openyour inventory, or look a certain way, or alt-tab the
window or anything?
L220[07:03:22] <xEviLSpaWnx> Nope, 100%
random
L221[07:04:25] <linuxdaemon> I wish curse
appened hardware specs like the ftb launcher does
L222[07:05:06] <sham1> And I wish that
Curse would be multiplatform
L223[07:05:12] <sham1> So I could test
it
L224[07:05:18] <sham1> And see if
something is wrong
L225[07:05:29] <linuxdaemon> sham1: yeah,
same
L226[07:05:45] <xEviLSpaWnx> Gunna go do
some testing, anything you will need after i tested specific
instances?
L227[07:05:49] <linuxdaemon> for launcher
issues, I can etst it in a vm, but mc won't work in a vm
L228[07:06:04] <linuxdaemon> xEviLSpaWnx:
all the logs
L229[07:06:11] <linuxdaemon> just like,
all of them
L230[07:06:43] <xEviLSpaWnx> Delete and
start fresh?
L231[07:06:56] <sham1> Try to delete your
pack instance
L232[07:06:57] <Ordinastie_> test with
Vanilla only
L233[07:07:02] <sham1> Backup your
worlds
L234[07:07:07] <Ordinastie_> if it
happens, it's either hardware or drivers
L235[07:07:17] <Ordinastie_> if not test
with forge only
L236[07:07:30] ⇦
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L237[07:07:31] <xEviLSpaWnx> Ok
L238[07:07:40] <Ordinastie_> if it doesn't
happen, then it's most likely a mod and you'll have to find which
one
L239[07:07:55] <sham1> A binary search is
good for that
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L255[07:57:55] <sham1> BlueMonster: do you
call that at the server side
L256[08:00:32] <BlueMonster> yes
L257[08:03:31] <sham1> show code
L259[08:04:22] <BlueMonster> and
L261[08:08:23] ⇦
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L265[08:13:06] ***
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L267[08:14:29] <BlueMonster> it happens
about 13 secons
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L272[08:19:55] <sham1> That's not the
code
L273[08:20:08] <sham1> Also, private
video
L274[08:20:24] <BlueMonster> the code is
in the gist links
L275[08:20:38] <sham1> Ah
L276[08:20:42] <sham1> Didn't see
L277[08:21:19] <sham1> Where is dropOuts
called
L278[08:21:24] <sham1> Ah
L279[08:21:31] <sham1> No, you don't call
it at the server
L280[08:21:56] <sham1> There's no if
(!worldObj.isRemote) anywhere
L281[08:22:10] <BlueMonster> i did add
that...
L282[08:22:25] <Ordinastie_> if (output !=
null && output.getStackInSlot(0) != null &&
!worldObj.isRemote)
L283[08:22:52] <sham1> It probably should
be in onUpdate
L284[08:22:57] <sham1> As you update the
entity state
L285[08:23:12] <BlueMonster> that shouldnt
affect it
L286[08:24:11] <sham1> It shouldn't
L287[08:24:17] <sham1> But it could effect
anyway
L288[08:24:55]
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L289[08:26:04] <BlueMonster> adding it to
onUpdate didnt help
L290[08:26:30] <Ordinastie_> your video is
still private
L291[08:27:16] <BlueMonster> video good
now?
L292[08:28:32] ***
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L293[08:28:56] <AnarchySage> i see cpw did
a mod called simpleretrogen, does this exist for 1.7.10 or
something similiar?
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L306[09:36:57] <raoulvdberge> For the
method neighborChanged(IBlockState state, World world, BlockPos
pos, Block block)
L307[09:36:59] <raoulvdberge> When a block
is placed
L308[09:37:07] <raoulvdberge> Why is the
block parameter null
L309[09:37:13] <raoulvdberge> It isn't
null when a block is removed
L310[09:39:12] ⇦
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L311[09:39:34] <RANKSHANK> wouldn't the
previous block be null when a block is placed?
L312[09:39:57] <RANKSHANK> I think that's
what the block is meant to be, not 100% sure, haven't done block
work in a while
L313[09:40:33] <raoulvdberge> Oh no
L314[09:40:37] <raoulvdberge>
minecraft:air is passed
L315[09:41:00] <raoulvdberge> If i place
dirt it gives me air as well
L316[09:41:05] <raoulvdberge> Ah that is
probably meant to be that way
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L321[10:05:52] <Coolway99> how would one
make vanilla mobs ignore them?
L322[10:06:22] <Coolway99> given that I'm
creating the mob
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L327[10:23:49] <ghz|afk> there's a ghost
in my computer
L328[10:23:57] <ghz|afk> I'm getting a
failed assert in a piece of code
L329[10:24:04] <ghz|afk> but the
conditions that would allow that code to run, are false.
L330[10:24:23] <ghz|afk> and it can't be a
race condition -- those values are initialized BEFORE threading
starts.
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L332[10:25:52] <Coolway99> hey, is there a
task I can add to a mob that will prevent it from targeting an
entity?
L333[10:25:57] <Coolway99> without making
a whole new mob?
L334[10:27:11] <ghz|afk> no idea
L336[10:28:39] <ghz|afk> (yes this is C#,
yes that is visual studio, no, it can't be due to optimizations --
it's a debug build) -- maybe it IS a race condition?
L337[10:29:32] <ghz|afk> no it can't
be.
L338[10:31:43] <ghz|afk> well fuck
L339[10:31:45] ⇦
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L340[10:31:54] <ghz|afk> I put that code
inside a lock(){}
L341[10:31:56] <ghz|afk> and it
works
L342[10:32:52] <ghz|afk> OOOOH I found the
race condition :)
L343[10:33:35] <Coolway99> hey gigaherz,
do you know anything about entity AI's?
L344[10:34:02] <Coolway99> More
specifically, I'm trying to make an item that spawns mobs, but I
want to tweak their AI a bit so they avoid the player that spawned
them
L345[10:34:04] <ghz|afk> nope
L346[10:34:12] <Coolway99> or rather, less
avoid, more "don't attack"
L347[10:34:12] <ghz|afk> I know non-AI
entities
L348[10:34:16] <ghz|afk> but not AI
entities
L349[10:34:24] <Coolway99> :/
L350[10:35:06] ⇦
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L351[10:36:00] ***
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L354[10:42:15] <shadowfacts> What is the
proper way to get the light level at a position? World#getLight
only returns 15 or 0
L355[10:45:32] <ghz|afk> that can't be
right
L356[10:49:58] <shadowfacts> I agree, but
that's what I'm getting
L357[10:50:30] <shadowfacts> for anything
that provides light or is transparent (e.g. glowstone or glass), I
get 15 but 0 for everything else
L358[10:51:40] <ghz|afk> wait
L359[10:51:42] <ghz|afk> that's
expected
L360[10:51:48] <ghz|afk> you are getting
the light emitted by the block, I think
L361[10:52:07] <shadowfacts> A) then
that's a confusing name
L362[10:52:14] <shadowfacts> B) but glass
doesn't emit light...
L363[10:52:28] <ghz|afk> try
L364[10:52:30] <ghz|afk>
worldObj.getLightFor(EnumSkyBlock.BLOCK, pos) ?
L365[10:53:03] <ghz|afk> hmm that sounds
like it's also not waht you need, though
L366[10:53:25] <ghz|afk>
.getLightFromNeighbors.
L367[10:53:27] <ghz|afk> that's the
one
L368[10:53:30] <ghz|afk> crappy name
L369[10:53:37] <ghz|afk> but it's what
gets the effective received light
L370[10:53:43] <shadowfacts>
world.getLightFor(BLOCK, pos.offset(sideHit)) works propperly
L371[10:53:52] <ghz|afk> but only includes
the block light
L372[10:53:54] <ghz|afk> not the sky
light
L373[10:53:58] <ghz|afk> so it won't
change if it's day ;P
L374[10:55:31] <shadowfacts> same as
before, 15 for anything transparent/light emitting and 0 for
everything else
L375[10:55:50] *
ghz|afk shrugs
L376[10:55:50] ***
Darkhax_AFK is now known as Darkhax
L377[10:55:59] <ghz|afk> then maybe
L378[10:56:08] <ghz|afk>
max(getLightFor(BLOCK),getLightFor(SKY)
L379[10:56:16] <shadowfacts> yeah, trying
that
L380[10:58:09] <shadowfacts>
Math.max(world.getLightFor(EnumSkyBlock.BLOCK, pos.offset(side)),
world.getLightFor(EnumSkyBlock.SKY, pos)) works properly when I'm
targetting solid blocks but not when I'm targeting
non-solid/transparent ones
L381[10:58:32]
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L382[10:58:36] *
ghz|afk shrugs hard
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L384[11:07:21] <shadowfacts> screw it, I'm
just gonna ignore the sky light
L385[11:10:40] ⇦
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L386[11:16:37] ***
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L390[11:21:33] <_44trent> so i'm trying to
update a mod from 1.6.4 to 1.9, but i can't seem to figure out why
skull cannot be resolved
L391[11:21:48]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L392[11:21:49] <_44trent> i know, it's
crazy to try an update a mod 3 major versions, but it's not a very
complicated mod
L393[11:22:01] <_44trent> it just put
names above player heads
L394[11:22:11] <Ordinastie_> skull ?
L395[11:22:17] <_44trent> like player
heads
L396[11:22:38] <Ordinastie_> resolved
?
L397[11:23:30] <_44trent> uh, yeah
"skull cannot be resolved or is not a field"
L398[11:23:53] <Ordinastie_> ok, you need
to be more specific than "skull" then
L399[11:24:08] <Ordinastie_> !gf skull
1.6.4
L400[11:24:25]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L401[11:24:28] <Ordinastie_> !gf
field_82799_bQ
L402[11:24:31] <_44trent> how am i
supossed to be more specific exactly, i'm literally stating the
error i have
L403[11:24:49] <Ordinastie_> by specifyin
the class for start
L404[11:25:48] <_44trent> ok
L405[11:26:24] <Ordinastie_> also, the
type
L406[11:26:25] <ghz|afk> if it was
"skull" in the past, "skull" must have been
defined somewhere
L407[11:26:28] <ghz|afk> maybe static
imports?
L408[11:26:42] <ghz|afk> import
blahblah.Blocks.*;
L409[11:26:52] <_44trent> i probably
should import that
L410[11:26:55] *
_44trent facepalms
L411[11:27:24] <sham1> *everyone in the
world facepalms*
L412[11:27:27] <Ordinastie_> not
necesseraly
L413[11:28:12] <sham1> Contrarian
L414[11:28:29] <Ordinastie_> not really
;o
L415[11:29:21] <Ordinastie_> don't static
import * if you're using a field once
L416[11:30:42] <_44trent> i think i
figured out the problem
L417[11:31:08] <_44trent> i need to import
"net.minecraft.tileentity.TileEntitySkull"
L418[11:36:42]
⇨ Joins: Oblivion
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L419[11:36:57] <Oblivion> Hi! What was
getPlayerCoordinates() changed to between 1.7.10 and 1.8.9?
L420[11:37:57] <ghz|afk> !gm
getPlayerCoordinates 1.7.10
L421[11:38:02] <ghz|afk> no results
found
L422[11:38:07] <ghz|afk> where was that
method?
L423[11:38:11] <Oblivion> player
L424[11:38:11] <ghz|afk> which
class?
L425[11:38:20] <ghz|afk>
Forge-added?
L426[11:38:25] <Oblivion>
EntityPlayerMP
L427[11:38:30] <ghz|afk> !mh
getPlayerCoordinates
L428[11:39:04] <ghz|afk> !gm
getPlayerCoordinates
L429[11:39:23] <ghz|afk>
getPositionVector
L430[11:39:31] <unascribed> does anyone
know what would cause a player to drop items that can't be picked
up when using /give, and make no sound when being damaged, after
respawning?
L431[11:39:35] <ghz|afk> I just looked at
ICommandSender
L432[11:39:38] <ghz|afk> and that returns
a Vec3d
L433[11:39:39] <ghz|afk> ;P
L434[11:39:43] <unascribed> this is after
dying in a custom dimension and respawning into the overworld
L435[11:39:51] <ghz|afk> unascribed: ghost
entities spawned client-side
L436[11:39:54] <unascribed> I've never
done dimensions before so I'm probably doing something stupid
L437[11:39:56] <sham1> A bug
L438[11:39:58] <unascribed> yes, I guessed
that much
L439[11:40:01] <unascribed> but what would
cause that to happen?
L440[11:40:05] <ghz|afk> no idea
L441[11:40:07] <unascribed> I'm not
modifying /give
L442[11:42:50] ⇦
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()
L444[11:47:39] <unascribed> here's what I
mean
L445[11:48:09] <unascribed> as said this
is after dying in a custom dim and respawning in the
overworld
L446[11:48:12] <AnarchySage> does anyone
know know of a java arguement or something, suddenly my java is now
says "java has stopped working" after being fine for
days
L447[11:48:14] <unascribed> I checked,
isDead is false
L448[11:48:17] ***
kroeser is now known as kroeser|away
L450[11:49:09] <unascribed> this is what
happens if I respawn again
L451[11:49:15] <unascribed> ._.
L452[11:49:36] <Ordinastie_> looks like
you have multiple player entities :s
L453[11:49:54] <sham1> Umn
L454[11:49:59] <sham1> I am
concerned
L456[11:51:23] <unascribed> first file is
how I start the dimension transport
L457[11:51:26]
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L458[11:51:28] <unascribed> second is how
I finish it
L459[11:51:33] <unascribed> it's based on
how changeDimension works
L460[11:51:44] <unascribed> hence the
awful var names
L461[11:51:59] <unascribed> (there's a
somewhat long animation on the client side for travel, which is why
I use a packet)
L462[11:52:09] <unascribed> going to add a
flag that says you're allowed to travel soon
L463[11:52:19] <unascribed> so it can't be
used to travel whenever without paying
L464[11:55:09] ***
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L472[12:15:44] <abab9579> Is it worthwhile
to work on something which is already implemented on other
games/programs?
L473[12:16:34]
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L477[12:22:37] <electrolitic> I've seen it
multiple times now, but what in the world does it mean to serialize
or deserialize something? There are also classes with Serializeable
at the end and stuff.
L479[12:23:10] <electrolitic> Thanks
L480[12:23:25] <electrolitic> I guess I
shoulda looked it up. I should do that more :P
L481[12:23:49] <PaleoCrafter> that usually
helps, yeah :P
L482[12:25:41] <unascribed> so, I checked
the entity list, and there's no entities with duplicate IDs
L483[12:26:25] <unascribed> and there's
only one player in the list
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L492[12:46:53] <unascribed> so, no ideas
at all?
L493[12:46:57] <unascribed> this is kind
of a problem
L494[12:59:00] <ghz|afk> hmf, this is
annoying -- in my minecraft-ish proof of concept thingy, I use
directx VertexBuffer objects for generating meshes -- basically
because it's the only way
L495[12:59:18] <ghz|afk> but the .SetData
method for it, *requires* an array, can't work with a
List<>
L496[12:59:59] <ghz|afk> so I have my
MeshBuilder, which puts data on a List<>, then calls
.ToArray, then...
L497[13:00:03] <ghz|afk> which is
MEH
L498[13:09:20] <unascribed> ok, there's 5
EntityPlayerMP instances on the heap
L499[13:09:23] <unascribed> all of which
have the same EID
L500[13:09:42] <unascribed> wait, 3 of
them do
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L502[13:09:47] <unascribed> 2 of them have
some ridiculously high EID
L503[13:09:54] <unascribed> but the last
two do match
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L510[13:25:21] <electrolitic> Is there
anything different about loading a TileEntity's model than any old
item?
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L515[13:30:32] <ghz|afk> electrolitic:
what do you mean a "TileEntity's model"?
L516[13:31:18] <electrolitic> Well
L517[13:31:40]
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L518[13:31:49] <ghz|afk> if it's just a
Block model, it's just a Block model
L519[13:31:55] <ghz|afk> if it's a TESR,
then it's a TESR
L520[13:32:04] <electrolitic> oh
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L522[13:32:11] <electrolitic> What's a
TESR?
L523[13:32:12]
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L524[13:32:19] <ghz|afk> a custom renderer
for a TileEntity
L525[13:32:38] <ghz|afk> in vanilla
Minecraft, the chests are TESRs
L526[13:32:47] <ghz|afk> the book on the
enchanting table is a TESR
L527[13:32:51] <electrolitic> Are
furnaces, since they glow when something's cooking?
L528[13:32:56] <ghz|afk>
TileEntitySpecialRenderer
L529[13:32:56] <ghz|afk> no
L530[13:33:00] <theFlaxbeard> Are
entityIds still persistant between client and server?
L531[13:33:01] <ghz|afk> furnaces actually
change block
L532[13:33:18] <ghz|afk> but you can
achieve the same with Blockstates
L533[13:33:22] <ghz|afk> you can have a
blockstate Property
L534[13:33:25] <ghz|afk> such as
POWERED
L535[13:33:29] <ghz|afk> and then
L536[13:33:30] <PaleoCrafter>
theFlaxbeard, considering that's their whole purpose
L537[13:33:34] <ghz|afk> if you can't
store it in metadata
L538[13:33:41] <ghz|afk> and you want to
store it in a TileEntity
L539[13:33:54] <ghz|afk> you can provide
the "augmented" blockstate from getActualState
L540[13:33:58] <theFlaxbeard> That's what
I thought too, but for some reason after sending a packet the
client can't find the entity by ID
L541[13:34:06] <ghz|afk> keep in mind,
though
L542[13:34:25] <ghz|afk> that the values
on the world grid are always metadata
L543[13:34:27] <ghz|afk> (4bit)
L544[13:34:43] <electrolitic> All this
information is driving me crazy. So much to process. How do you
know all this stuff?
L545[13:34:43] <ghz|afk> and the result
from getActualState is only cached through the rendering
meshes
L546[13:35:00] <ghz|afk> I have been
modding for a while?
L547[13:35:45] <KnightMiner> I find
looking at other mods as examples helps
L548[13:35:53] <unascribed> is there a way
to use a custom WorldServerMulti subclass for a custom
dimension?
L549[13:35:58] ***
Darkhax_AFK is now known as Darkhax
L550[13:36:12] <electrolitic> I feel like
no matter how long I mod or look at code, I'm never going to get
all this.
L551[13:36:37] <ghz|afk> the thing about
gaining experience: it takes time
L553[13:36:51] ⇦
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L554[13:36:53] <theFlaxbeard> The entityId
printed on server and client is the same, so the data's transferred
fine
L555[13:37:00] <theFlaxbeard> But it can't
find the entity on the client
L556[13:37:05]
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L557[13:37:22] <electrolitic> Are most
people that mod college students? High school students? I
dunno.
L558[13:37:39] <unascribed> lots of
modders are young, yes
L559[13:37:39] <ghz|afk> I haven't seen
statistics
L560[13:37:45] <ghz|afk> I'm personally
32
L561[13:37:46] <KnightMiner> I tend to see
late highschool, early college
L562[13:37:50] <ghz|afk> and I have been
coding since I was like 12
L563[13:37:54] <ghz|afk> so I'm not
lacking in experience XD
L564[13:38:44] <unascribed> theFlaxbeard,
DimensionManager is server-side only
L565[13:38:57] <theFlaxbeard> Ah silly
me
L566[13:39:01] <theFlaxbeard> Thanks
L567[13:39:04] <unascribed> there's only
one dim on the client
L568[13:39:10] <unascribed> so sending the
dim ID at all is redundant
L570[13:42:02] <electrolitic> What's the
difference between a model and a texture? Are both usually
necessary? Also, ModelLoader.setCustomModelResourceLocation accepts
an Item. How do you get that out of a TileEntity, or any Block for
that matter?
L571[13:42:03] <unascribed> that's the
"lengthy clientside animation" that means I have to do
the weird stuff I'm doing
L572[13:42:13] <ghz|afk> a model is the
shape
L573[13:42:21] <ghz|afk> the texture is
the pixels
L574[13:42:36] <electrolitic> Don't pixels
make up shapes?
L575[13:42:44] <unascribed> textures are
2D
L576[13:42:45] <ghz|afk> but flat
only
L577[13:42:47] <unascribed> and applied to
faces of the model
L578[13:43:02] <ghz|afk> think of it as
the texture being the paint
L579[13:43:17] <ghz|afk> and the model
being the boxes that you paint over
L580[13:43:24] <electrolitic> Oh
L581[13:43:27] <ghz|afk> or the texture
being the wrapping paper that you apply to a gift
L582[13:43:34] <PaleoCrafter> unascribed,
you be crazy, that's fantastic :P
L583[13:43:43] <unascribed> :P
L584[13:43:48] <unascribed> I think the
"solution" I'm going to go with
L585[13:43:51] ⇦
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L586[13:43:57] <unascribed> is not
despawning the player when the pearl impacts
L587[13:44:05]
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L588[13:44:09] <unascribed> kind of
annoying but oh well
L589[13:44:10] <theFlaxbeard> That's a
sexy item animation
L590[13:44:15] <ghz|afk> electrolitic: I
detect some major knowledge gaps there
L591[13:44:16] <ghz|afk> ;p
L592[13:44:19] <ghz|afk> first
L593[13:44:31] <ghz|afk> the primary
things are Block and Item
L594[13:45:02] <ghz|afk> a TileEntity is
extra data attached to the world, at a given position
L595[13:45:23] <ghz|afk> the Block class
represents all the cells in the world that contain that block
L596[13:45:36] <ghz|afk> the Item class
represents all the ItemStacks in the game that contain that
item
L597[13:45:49] <ghz|afk> or in other
words, for a given block, there is only one Block instance
L598[13:45:56] <ghz|afk> and for a given
item, there's only one Item instance
L599[13:45:58] <ghz|afk> note also
L600[13:46:01] <unascribed> yeah, so all
dirt in the world is one Block
L601[13:46:04] <ghz|afk> that I explicitly
said "placed in the world"
L602[13:46:06] <unascribed> all dirt in
your inventory is one Item
L603[13:46:09] <ghz|afk> that's
because
L604[13:46:15] <ghz|afk> when you hold a
block in your hand
L605[13:46:27] <ghz|afk> it's actually an
item: an ItemBlock instance that's tied to that one Block
L606[13:47:37] <electrolitic> so a block
is a type of Item?
L607[13:47:41]
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L608[13:47:50] <unascribed> an ItemBlock
is a type of Item
L609[13:47:54] <electrolitic> Oh
L610[13:48:10] <ghz|afk> an ItemBlock is
the item representation of a block
L611[13:48:18] <electrolitic> That makes
sense.
L612[13:49:18] <electrolitic> And I can
make an ItemBlock with a Block.
L613[13:49:31] <ghz|afk> you apply for
it
L614[13:49:35] <ghz|afk> during
registration
L615[13:49:54] <ghz|afk> as I said: there
is only ever one object that manages ALL the blocks (or
items)
L616[13:49:56] <ghz|afk> so
L617[13:50:20] <ghz|afk> Blocks.DIRT is
always the same instance during one game session
L618[13:50:36] <ghz|afk> and
Item.getItemFromBlock(Blocks.DIRT) will always return the same
instance during that game session
L619[13:50:48] <electrolitic> That would
make sense, since otherwise you'd run out of memory quickly
L620[13:50:58] <ghz|afk> if you then were
to do ((ItemBlock)dirtItem).getBlock(), it would return the same
instance that you see in Blocks.DIRT
L621[13:51:18] <ghz|afk> which completes
the round trip ;P
L622[13:51:38] <electrolitic> Oh
L623[13:51:43] <electrolitic> Dang.
L624[13:52:09] <ghz|afk> then, each Block
can optionally keep TileEntities as a way to store more data in the
world than the normal 4 bits
L625[13:52:37] <ghz|afk> the TileEntities
ARE stored on separate instances
L626[13:52:41] <ghz|afk> so that each
instance can contain different data
L627[13:52:50] <electrolitic> Ah
L628[13:52:54] <ghz|afk> there's a
separate lookup table in each chunk in the world
L629[13:52:57] <ghz|afk> that keeps track
of the TileEntities
L630[13:53:03] <ghz|afk> so when you call
world.getTileEntity(position)
L631[13:53:10] <ghz|afk> it will look
through that table to find the right one
L632[13:53:41] <ghz|afk> and for
items
L633[13:53:45] <ghz|afk> there's
ItemStacks
L634[13:53:50] <ghz|afk> each ItemStack is
a separate instance
L635[13:54:25] <ghz|afk> that references
an Item, a stack size, an item metadata value (damage value for
tools and weapons and armor), and optionally an NBT compound tag
for storing extra information
L636[13:54:51] <electrolitic>
Alright.
L637[13:55:39] <Coolway99> I wonder
L638[13:55:48] <Coolway99> why store
metadata in a nibble?
L639[13:55:53] ⇦
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L640[13:55:59] <Coolway99> especially in
java
L641[13:56:19] <unascribed> chunks use a
char[] array
L642[13:56:23] <unascribed> 16-bits per
block
L643[13:56:27] <unascribed> 12 bits go to
ID
L644[13:56:29] <unascribed> 4 to
meta
L645[13:56:32] <Coolway99> ah
L646[13:56:47] <ghz|afk> we hope that one
day
L647[13:57:00] <ghz|afk> Minecraft will
store a single 16bit blockstate id
L648[13:57:03] <ghz|afk> rather than
block+meta
L649[13:57:14] <ghz|afk> this would allow
more flexibility in the blocks
L650[13:57:21] <ghz|afk> since many don't
fill their 4 bits
L651[13:57:25] <ghz|afk> and others would
need a few more
L652[13:57:36] <Coolway99> if you need
more than a short's worth of bits in a block
L653[13:57:44] <ghz|afk> all those
"facing" properties using 8 entries when they only need
6!
L654[13:57:47] <Coolway99> you may need to
rethink your block
L655[13:57:55] <ghz|afk> Coolway99:
nono
L656[13:58:01] <ghz|afk> 16bit IDs for ALL
the blocks at once
L657[13:58:16] <ghz|afk> right now
L658[13:58:22] <Coolway99> I know
L659[13:58:27] <ghz|afk> there can't be
more than 4096 distinct blocks
L660[13:58:29] <Coolway99> I mean, it
sounded like you wanted 16-bit blockstates
L661[13:58:34] <ghz|afk> and each block
can't have more than 16 distinct states
L662[13:58:36] <ghz|afk> no
L663[13:59:05] <ghz|afk> I want the game
to assign a numeric ID to each blockstate variant
L664[13:59:10] <Coolway99> it's forge that
patches it so it can go beyond 4096 blocks, right?
L665[13:59:23] <ghz|afk> no forge patches
it so it can reach 4096
L666[13:59:24] <ghz|afk> not more
L667[13:59:43] <Coolway99> O.o
L668[13:59:51] <Coolway99> I swear there's
more blocks than that in some modpacks
L669[13:59:52] <ghz|afk> as we said
L670[14:00:05] <ghz|afk> in the world
grid, there's space for a 12bit ID, and a 4bit meta
L671[14:00:07] <ghz|afk> no more.
L672[14:00:43] <Coolway99> which is
understandable actually
L673[14:00:49] <Coolway99> vanilla would
never need more than that
L674[14:01:10] <ghz|afk> IIRC, vanilla
used to have only 8 bits for it
L675[14:01:22] <Coolway99> still, vanilla
never needed more than that
L676[14:01:27] <ghz|afk> IIRC, there was a
16bit unit which used to store 8bit block id, 4bit meta, and 4bit
light value
L677[14:01:40] <Coolway99> yeah, that
sounds familiar
L678[14:03:10] <plathrop> 8 bits are all
anyone needs, anything else is wasteful. /troll
L679[14:03:19]
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L680[14:03:24] <ghz|afk> well
"anyone" is themselves.
L681[14:03:34] <ghz|afk> Mojang tolerate
mods
L682[14:03:39] <ghz|afk> but they don't
make any effort to support them ;P
L683[14:03:47] <plathrop> yeah, I
know
L684[14:04:00] <TechnicianLP> mods have to
support mojang ...
L685[14:04:07]
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L686[14:04:33] <ghz|afk> (actually that's
a lie, they have done some effortsto improve the obfuscation so
that contains more and more metadata)
L687[14:04:46] <plathrop> I even
understand why. As a dev, supporting mods/plugins/things of that
ilk almost always leads to providing technical support and bugfixes
on other people's code.
L688[14:04:52] <ghz|afk> (and they
introduced some registries for things they used to have
hardcoded)
L689[14:06:00] ⇦
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L690[14:06:03] <plathrop> In fact, I had
an argument with our Product guys today about something similar;
they want us to do something special to support providing analytics
for HTML emails; which would require us supporting all the email
clients out there, which is just insane.
L691[14:06:17]
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L692[14:07:16] <theFlaxbeard> Getting a
strange packet error when testing my code with a dedicated
server
L694[14:07:30] <theFlaxbeard> Line that's
triggering it is
L695[14:07:31] <theFlaxbeard>
CyberwarePacketHandler.INSTANCE.sendToDimension(new
CyberwareSyncPacket(nbt, e.getEntityId()),
e.worldObj.provider.getDimension());
L696[14:07:47] <theFlaxbeard> Not sure if
that's my fault or something internal in MC
L697[14:08:05] <Coolway99> actually, I had
a similar problem
L698[14:08:28] <Coolway99> theFlaxbeard,
the message handler must have a default constructor
L699[14:08:44] <Coolway99> if that's not
your issue, then idk
L700[14:08:49] <Coolway99> that was my
personal issue XD
L701[14:10:13] <theFlaxbeard> I don't have
any constructor, so the default one should just be implicit
then
L702[14:11:02] <Coolway99> hmm...
L703[14:11:13] <Coolway99> does the
dimension exist?
L704[14:11:19] <Coolway99> does the entity
exist?
L705[14:11:24] <Coolway99> does the nbt
data exist?
L706[14:11:31] <theFlaxbeard> Oh wait I
think I may have figured it out
L707[14:11:38] <theFlaxbeard> may have
accidentally been trying to send the packet from the client
L708[14:11:42] <theFlaxbeard> along with
the server
L709[14:11:46] <Coolway99> that would do
it
L710[14:12:03] <tterrag> ...
L711[14:12:13] <tterrag> > I don't have
any constructor
L712[14:12:25] <tterrag> Then what are you
using in that line you posted?
L713[14:12:33] <theFlaxbeard> I meant I
don't have an explicit one
L714[14:12:47] <theFlaxbeard> meaning the
no-param default java constructor is the only one I have
L715[14:12:54] <tterrag> Except you
do
L716[14:12:57] <Coolway99> you always have
a constructor, if you don't have a explicit one you get an implicit
one
L717[14:13:07] <tterrag> Because in the
code you pasted
L718[14:13:12] <tterrag> you use it
L719[14:13:38] <Coolway99> tterrag: the
packet has a constructor, the handler doesn't
L720[14:13:40] <theFlaxbeard> I use the
constructor for the IMessage
L721[14:13:42] <theFlaxbeard> not the
handler
L722[14:13:51] <Coolway99> the handler is
the "Handler.INSTANCE"
L723[14:13:51] <theFlaxbeard> the IMessage
has two explicit constructors
L724[14:14:38] <theFlaxbeard> Coolway was
talking about the message handler not the message
L725[14:14:45] <Coolway99> yerp
L726[14:14:48] <theFlaxbeard> So that's
what I was responding to
L727[14:14:58] <Coolway99> because
internally, it creates a new instance of the handler
L728[14:15:08] <tterrag> Well the message
needs a default constructor too
L729[14:15:09] <Coolway99> I learned this
the hard way >.>
L730[14:15:41] <tterrag> There is a
register method which takes an instance you know
L731[14:16:18] <theFlaxbeard> The message
does have a default constructor
L732[14:16:39] <theFlaxbeard> As well as
one that takes params
L733[14:17:03] <tterrag> How do you
register the packet
L734[14:17:33] <theFlaxbeard>
INSTANCE.registerMessage(CyberwareSyncPacketHandler.class,
CyberwareSyncPacket.class, 0, Side.CLIENT);
L735[14:17:55] <theFlaxbeard> Might be the
inadvertent sending of a packet on the wrong side, I'm going to
check that quick
L736[14:17:58] <theFlaxbeard> if so I'll
feel like an idiot
L737[14:18:08] <theFlaxbeard> well, more
than usual anyway
L738[14:18:22] <tterrag> and this is your
only packet?
L739[14:18:27] <theFlaxbeard> Yes
L740[14:19:30] <Coolway99> hrrm
L741[14:19:30] <tterrag> check the
sidedness for sure
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L743[14:20:15] <Coolway99> I'm making a
new AI Task that's like EntityAINearestAttackableTarget
L744[14:20:25] <theFlaxbeard> Think it was
the sidedness
L745[14:20:41] <Coolway99> that's the same
thing except it you can exclude entities from being attacked
L746[14:20:45] <Coolway99> what should I
name it?
L747[14:21:45] <Coolway99>
EntityAIAttackAllButEntity ?
L748[14:21:52] <unascribed>
EntityAITheLongestAIClassNameEverDevisedAttackAllExcludingEntitiesInList
L749[14:22:37] <Coolway99> actually, I'm
doing EntityAIAttackAllExcept
L750[14:22:44] <Coolway99> cause I'm
wanting to use a list
L751[14:23:00] <theFlaxbeard> You should
make an
EntityAITheLongestAIClassNameEverDevisedAttackAllExcludingEntitiesInListFactory
too for good measure
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L763[14:28:18] <DV8> I've run into this
issue where when I run MC through Intellij, it crashes randomly. It
is always within the first 30s-1m of boot. It appears to be a JVM
level crash because there is no log output and I get the generic
"Windows Program has stopped working".
L764[14:28:44] <DV8> Trying to determine
how to debug this issue because there are no hs_pid files in the
workspace directory. Atleast, none that I can find.
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L772[14:39:05] <DV8> It doesn't really
matter what I do. Whether I just let it sit on the title screen or
open up a world, or look around it settings
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L777[14:49:35] <ghz|afk> DV8: never seen
that issue, sorry
L778[14:51:01]
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L781[14:56:53] <DV8> Doesn't appear to
happen for the server. Just ran it for 10 minutes straight
L782[14:57:27] <DV8> I guess I should add
more: I'm currently working with Herdcraft, attempting to get the
workspace.. workable for feature addition or MC version
updates.
L783[14:57:45] <DV8> The client on the
other hand crashes after very little time. Odd indeed.
L784[14:57:54] <Coolway99> I'm trying to
figure out the best way to remove a task from an Entity's AI
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L787[15:00:10] <HassanS6000> !gf
entityClassRegistrations 1.8.9
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L789[15:08:26] <Coolway99> welp, time to
see if this fails horribly
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L792[15:11:25] <pig> Why is I18n in 1.10.2
deprecated?
L793[15:11:47] <diesieben07> pig, because
the server cannot translate, use the client one
L794[15:13:04] <pig> what do servers use
then? there's refs of I18n all over the palce
L795[15:13:06] <DV8> This is just
brilliant. After testing, my crash only exists in-IDE
L796[15:13:08] <pig> especially in item,
too
L797[15:13:29] <DV8> Compiling the mod and
its dependencies and throwing it into a normal MC situation results
in no such crashes
L798[15:14:32] <kashike> There are two
I18n classes pig
L799[15:14:39] <kashike> ignore
deprecation warnings
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L803[15:15:28] <diesieben07> that is
horrible advice.
L804[15:15:34] <diesieben07> servers
cannot translate. period
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L806[15:16:14] ***
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L807[15:17:47] <pig> kashike: thanks
L808[15:17:49] <Coolway99>
apparently
L809[15:17:56] <pig> diesieben07: not what
I was told in another channel
L810[15:18:07] <Coolway99> if you are
wearing a creeper, skeleton, or zombie skull, they look at you
differently
L811[15:18:18] <diesieben07> if you
translate on the server you will ONLY get vanilla strings and ONLY
english
L812[15:18:24] <diesieben07> so yeah, not
useful
L813[15:18:47] <kashike> servers can
translate to English (US), to send messages to a client use
TextComponentTranslation
L815[15:18:57] <diesieben07> vanilla
strings, yes
L816[15:19:01] <diesieben07> mod languages
are not loaded
L817[15:19:05] <pig> does forge not inject
them on servers?
L818[15:19:09] <diesieben07> nope
L819[15:19:12] <pig> if they don't then
that ought to be a bug
L820[15:19:15] <diesieben07> its not a
big
L821[15:19:16] <diesieben07> bug
L822[15:19:21] <diesieben07> don't
translate on a server
L823[15:19:22] <pig> has it always been
that way?
L824[15:19:23] <diesieben07> if you do
THAT is a bug.
L825[15:19:26] <diesieben07> yes
afaik
L826[15:19:30] <pig> not afaik
L827[15:19:34] <kashike> it technically is
seeing how Vanilla translates on the server :P
L828[15:19:45] <diesieben07> where does
it?
L829[15:19:45] <kashike> see give command,
iirc
L830[15:19:50] <kashike> and
item/etf
L831[15:19:53] <kashike> etc*
L832[15:20:08] <diesieben07> item has it
in getDisplayName, yes
L833[15:20:19] <diesieben07> but that is
imho a bug :P
L834[15:20:27] <diesieben07> that that
method in not client only that is
L835[15:20:33] <diesieben07> OR that it
doesnt return ITextComponent
L836[15:20:51] <kashike> go tell mojang
that :P
L837[15:21:10] <diesieben07> and where
does /give translate on the server?
L838[15:21:36] <kashike> one of the
commands does, I think it was give
L839[15:21:49] <kashike> can't check
myself atm
L840[15:22:01] <diesieben07> in any case,
this is how it is right now: servers cannot *properly*
translate
L841[15:22:09] <diesieben07> and it's
deprecated so better not use it at all
L842[15:25:01] <Coolway99> question
L843[15:25:11] <Coolway99> does
getEntitiesWithinAABB return players as well?
L844[15:25:26] <Coolway99> since they are
entities
L845[15:25:30] <diesieben07> yes. of
course
L846[15:25:36] <Coolway99> thought
so
L847[15:26:11] <Coolway99>
EntityAINearestAttackableTarget doesn't seem to think so :/
L848[15:26:24] <Coolway99> so much
spaghetti
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L850[15:27:02] <diesieben07> check the
entity selectorit has
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L852[15:32:09] <Coolway99> the issue is
that if a player is wearing a skull
L853[15:32:20] <Coolway99> there's
supposed to be this weird effect on Creepers, Zombies, and
Skeletons it seems
L854[15:33:02] <Coolway99> of course, it's
all in decompiled spaghetti
L855[15:34:38] <Baughn> Anyone know how to
get NEI into a dev environment? No matter what, CodeChickenLib
keeps crashing with asm errors..
L856[15:34:48] <diesieben07> use JEI
:P
L857[15:34:56] <Baughn> On 1.7?
L858[15:34:58] ***
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L859[15:35:19] <diesieben07> dont use 1.7
:P
L860[15:35:26] <Baughn> That's more of an
issue. :X
L861[15:35:34] <Baughn> Upgrading to 1.10
is on the list, but..
L862[15:35:44] <Baughn>
[nix-shell:~/erisia/ElectricalAge]$ find src | wc -l
L863[15:35:44] <Baughn> 2088
L864[15:35:49] <diesieben07> no but
:D
L865[15:35:49] <Baughn> ..may take some
time.
L866[15:35:51] <ghz|afk> are you using dev
jars?
L867[15:35:57] <Baughn> Yeah, through
gradle
L868[15:36:09] <ghz|afk> then /shrug
L869[15:36:17] <ghz|afk> that's as far as
my knowledge of ancient minecraft reaches
L870[15:36:17] <ghz|afk> ;p
L871[15:36:23] <Baughn> Eh.
L872[15:36:39] <Baughn> I suppose I'll see
if the guy eventually responds to my bug. I get the idea.
L873[15:36:41] <ghz|afk> I did a tiny bit
of modding in 1.4.7, which I didn't enjoy that much
L874[15:36:47] <ghz|afk> then I returned
in time for 1.8
L875[15:36:52] <Baughn> Let me try a
different tack. Is there a guide for upgrading from 1.7 anywhere?
:P
L876[15:37:03] <ghz|afk> sortof
L877[15:37:13]
⇨ Joins: Naiten (Naiten@5.143.2.219)
L878[15:37:23] <Baughn> I'll take
it.
L879[15:37:27] <ghz|afk> IIRC Wuppy had an
upgrade tutorial
L880[15:37:31] <ghz|afk> but it was 1.8.0
and incomplete
L881[15:37:39] <Baughn> Anything would
help.
L882[15:37:59] <Baughn> I can mostly
figure things out myself, but right now I barely know where to
start.
L884[15:38:22] <ghz|afk> well
L885[15:38:30] <ghz|afk> some things are
mostly the same, conceptually
L886[15:38:38] <ghz|afk> other things have
changed radically
L887[15:38:47] <ghz|afk> if you go
directly to 1.9.4+
L888[15:38:50] <ghz|afk> you'd
encounter
L889[15:39:00] <Baughn> EA fortunately
grew a compat layer during the 1.7 upgrade, so I'm hoping it won't
be *too* bad.
L890[15:39:05] <ghz|afk> 1. the new model
system
L891[15:39:18] <ghz|afk> 2. the new
registry system
L892[15:39:30] <ghz|afk> 3. the blockstate
system
L893[15:39:45] <ghz|afk> 4. a whole lot of
renames and uppercase conversions
L894[15:39:56] <Baughn> Model system is
irrelevant, we do our own rendering. Blockstate will simplify
things. IDEA can deal with renames.
L895[15:39:58] <ghz|afk> 5. generic
parameters on things that were supposed to have them
L896[15:40:00] <Baughn> Um, what's the
registry system?
L897[15:40:10] <ghz|afk> well
L898[15:40:20] <ghz|afk>
GameRegistry.registerBlock(theBlock, "theBlock")
L899[15:40:24] <ghz|afk> is now
L900[15:40:32] <ghz|afk>
theblock.setRegistryName("theBlock");
L901[15:40:38] <ghz|afk>
GameREgistry.register(theBlock)
L902[15:40:40] <ghz|afk> BUT
L903[15:40:45] <ghz|afk> that's only the
beginning of that
L905[15:41:02] <ghz|afk> because the SAME
generic registry system also works for items, potions, sounds,
...
L906[15:41:24] <ghz|afk> enchantments,
villager professions, ...
L907[15:41:41] <ghz|afk> and Baughn: by
"we do our own rendering", you mean IItemRenderer?
L908[15:41:48] <ghz|afk> or hwatever the
name was?
L909[15:41:51] <ghz|afk> because that's
gone.
L910[15:41:57] <Baughn> Let me
check..
L911[15:42:05] <ghz|afk> yo ucan't do
custom rendering for items anymore
L912[15:42:17] <ghz|afk> TESRs are still
there and work mostly the same
L913[15:42:20] <PaleoCrafter> Not like
that, anyways :P
L914[15:42:26] <ghz|afk> yeah
L915[15:42:30] <Baughn> We use
TESRs.
L916[15:42:33] <Baughn> Or, well. One
TESR.
L917[15:42:37] <ghz|afk> yeah that's for
blocks
L918[15:42:41] <ghz|afk> and that still
exists
L919[15:43:04] <ghz|afk> I mean that in
1.7.10, almost everyone would use custom item renderers
L920[15:43:05] <Baughn> We also use custom
item rendering, but we've been transitioning to flat icons
anyway.
L921[15:43:07] <PaleoCrafter> The
animation and model system should allow ports of most 'dynamic'
renderers
L922[15:43:09] <ghz|afk> with opengl calls
in them
L923[15:43:11] <ghz|afk> and shit like
that
L924[15:43:19] <ghz|afk> which lagged mc a
lot
L925[15:43:31] <ghz|afk> flat icons are
just fine
L926[15:43:40] <ghz|afk> different
L927[15:43:42] <ghz|afk> but not too
hard
L928[15:43:46] ⇦
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L929[15:43:46] <Baughn> Still got a dozen
or so items without them. That's fixable.
L930[15:43:47] <ghz|afk> if you want to be
lazy
L931[15:43:50] <PaleoCrafter> Well, the
problem with direct OGL access really is the leaking state
L932[15:43:51] <ghz|afk> you just need one
single blockstates json file
L933[15:44:06] <ghz|afk> with the itemname
-> texture mapping
L934[15:44:14] <Baughn> PaleoCrafter:
That's fine, I've been using scoped state everywehre
L935[15:44:35] <ghz|afk> and then you can
just call ModelLoader.setCustomModelResourceLocation using the same
blockstates location, just different variant strings
L936[15:44:57] <Baughn> But there's stuff
like..
L937[15:44:58] <PaleoCrafter> Don't be too
sure of that :P
L938[15:45:27] <Coolway99> woo! :D
L939[15:45:33] <ghz|afk> speaking about
scope
L940[15:45:38] <Coolway99> my code finally
works
L941[15:45:41] <PaleoCrafter> And unless
you do everything from the ground up, you're still affected by
others not doing things properly :P
L942[15:45:42] <Baughn> PaleoCrafter:
try-finally blocks with the code to run passed in as lambdas
L943[15:45:43] <Coolway99> except it
doesn't!
L944[15:45:45] <ghz|afk> does java have
something for automatically deallocating resources when the scope
exits?
L945[15:45:53] <ghz|afk> C++ calls inline
destructors on scope exit
L946[15:45:59] <diesieben07>
PhantomReference?
L947[15:46:04] <ghz|afk> and C# has
"using(x) {}" which calls Dispose on exit
L948[15:46:12] <diesieben07> or
try-with-resources
L950[15:46:14] <diesieben07> not sure what
you mean :p
L951[15:46:31] <diesieben07> ah yeha that
is more like try-with-resources
L952[15:46:35] <Baughn> ghz|afk: It gives
you all the building blocks.
L953[15:46:39]
⇨ Joins: cpup (~cpup@32.218.116.178)
L954[15:46:42] <diesieben07> try (T t =
<something>) { }
L955[15:46:48] <diesieben07> calls
t.close() where t is AutoCloseable
L956[15:46:48] <Baughn> Basically, write a
function like..
L957[15:47:11] <ghz|afk> Baughn: which
thing?
L958[15:47:23] <Baughn> The
autominer
L959[15:47:33] <Coolway99> when you're
forced to test on villagers because there's nobody you can test
with :/
L960[15:47:35] <ghz|afk> you linkedme to a
dude looking at coal in a chest
L961[15:47:35] <ghz|afk> ;p
L962[15:47:40] <ghz|afk> and thne there's
the machine
L963[15:47:47] <ghz|afk> which CAN use a
TESR
L964[15:47:49] ***
manmaed is now known as manmaed|AFK
L965[15:47:50] <ghz|afk> I'm not talking
about TESRs
L966[15:48:08] <PaleoCrafter> And the
animation system can serve as a nice wrapper around the TESR here
:P
L967[15:48:21] <ghz|afk> also
L968[15:48:22] <Baughn> inline
fun<T> preserveMatrix(body: () -> T): T { try {
glPushMatrix(); val ret = body(); } finally { popMatrix() } return
ret }
L969[15:48:24] <PaleoCrafter> (which makes
it not really use any direct GL whatsoever)
L970[15:48:27] <ghz|afk> you can easily do
hybrid
L971[15:48:28] <ghz|afk> model +
TESR
L972[15:48:39] <Baughn> Which is Kotlin
because that's what I used, but you can do the exact same thing
with Java 8
L973[15:48:40] <ghz|afk> have the machine
itself be made from static models
L974[15:48:52] <ghz|afk> and then the
mining thing that spins be on the TESR
L975[15:48:53] <Coolway99> so,
question
L976[15:49:13] <PaleoCrafter> Stupid
Kotlin following Java with the type param placement for
methods
L977[15:49:17] <Coolway99> how would I
save changes to an Entity's AI?
L978[15:49:19] <Baughn> ghz|afk: So, does
the rendering system bundle up all the static models and render
them in a single pass with /modern GL/ now?
L979[15:49:21] ⇦
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(Quit: Connection closed for inactivity)
L980[15:49:26] <ghz|afk> Baughn: oh,
interesting, I never considered using lambdas as a way to auto-free
resources on exit
L981[15:49:31] <ghz|afk> Baughn: yup
L982[15:49:36] <ghz|afk> the static block
models
L983[15:49:39] <ghz|afk> that are on the
world grid
L984[15:49:41] <Baughn> Ok, that makes it
actually worth converting the code. :D
L985[15:49:44] <ghz|afk> get batched by
the tesellator
L986[15:49:46] ⇦
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L987[15:49:47] <Baughn> Cool!
L988[15:50:13] <ghz|afk> well
L989[15:50:15] <ghz|afk>
"modern" is relative
L990[15:50:17] <ghz|afk> it has VBOs
L991[15:50:18] <diesieben07> you could do
that nicer with try-with resources :P
L992[15:50:22] <Baughn> Close enough.
:P
L993[15:50:31] <diesieben07> if your
lambda implements AutoCloseable and does popMatrix in close()
L994[15:50:42] <ghz|afk> diesieben07: yeah
looking at that
L995[15:50:48] <ghz|afk> so
L996[15:50:50] <ghz|afk>
try-with-resources
L997[15:50:50] <diesieben07> was talking
to Baughn
L998[15:50:54] <diesieben07> but ok
:D
L999[15:50:56] <ghz|afk> is the equivalent
of C#'s using
L1000[15:51:01] <diesieben07> seems like
it
L1001[15:51:02] <ghz|afk> just instead of
IDisposable.Dispose
L1002[15:51:06] <ghz|afk> it has
Closeable.close
L1003[15:51:07] <ghz|afk> ;P
L1004[15:51:10] <diesieben07>
AutoCloseable*
L1005[15:51:11] <diesieben07> ;)
L1006[15:51:15] <Baughn> diesieben07: I'm
actually using Kotlin, and its lambda syntax allows no such
thing.
L1007[15:51:25] <diesieben07> :D
L1008[15:51:35] <Baughn> Anyway, I like
sticking the popMatrix next to the pushMatrix.
L1009[15:51:36] <diesieben07> they really
need to update to java 8
L1010[15:51:39] <Baughn> Makes it obvious
that the code is correct.
L1011[15:52:35] <PaleoCrafter> Kotlin
kinda allows try with resources syntax, just can't have the field
declaration as param
L1012[15:52:36] <ghz|afk> ... does java
have a "comma operator"?
L1013[15:52:50] <Coolway99> what's
that?
L1014[15:52:54] <ghz|afk> I mean a
general one, that works outside for()
L1015[15:52:59] <ghz|afk> Coolway99: in
C/C++
L1016[15:53:01] <ghz|afk> if you do
L1017[15:53:07] <ghz|afk> int x = a=1,
2;
L1018[15:53:09] <PaleoCrafter> btw,
Baughn, that is hardly enough to preserve the GL state :P
L1019[15:53:12] <ghz|afk> the result of
the expression is "2"
L1020[15:53:17] <ghz|afk> but
"a=1" runs first
L1021[15:53:21]
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(~Kodos@2602:306:ce20:6c30:b88d:5a0a:dbd9:51a7) (Quit:
Leaving)
L1022[15:53:23] <diesieben07> there is no
such thing in java
L1023[15:53:40] <diesieben07> not even
inside for...
L1024[15:53:44] <ghz|afk> ?
L1025[15:53:48] <ghz|afk> you can't
do
L1026[15:53:52] <Coolway99> it seems
rather pointless
L1027[15:53:56] <ghz|afk> for(int x=1;
x<2;x++, y--) ?
L1028[15:53:57]
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WeeChat 1.3)
L1029[15:53:58] <Baughn> PaleoCrafter:
It's just one example.
L1030[15:54:04] <ghz|afk> the
L1031[15:54:06] <diesieben07> not
afaik
L1032[15:54:10] <Coolway99>
gigaherz
L1033[15:54:12] <Coolway99> if you want
to do that
L1034[15:54:14] <Baughn> PaleoCrafter:
Anything that modifies the GL state, I'd use a similar function
rather than modifying it directly.
L1035[15:54:15] <Coolway99> use
braces
L1036[15:54:27] <ghz|afk> ewh, I do that
all the time in C# ;P
L1037[15:54:32] <diesieben07> huh yes you
can
L1038[15:54:36] <Baughn> ..um, within
limits. I'm not going to do that for every glRotate call.
L1039[15:54:36] <Coolway99> for(int x =
1; x<2;{x++; y--});
L1040[15:54:37] <diesieben07> never knew
that
L1041[15:54:45] <ghz|afk> aha :)
L1042[15:54:53] <Baughn> Ideally I'd use
a monad type to enforce the preserveMatrix call prior to those,
but..
L1043[15:54:54]
⇨ Joins: minot
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L1044[15:54:57] <diesieben07> that is
nice to know
L1045[15:55:18] <Baughn> Minecraft is
sadly not written in Haskell.
L1046[15:55:26] <diesieben07> lol
thankfully it is not.
L1047[15:55:26] <Coolway99> so, my custom
code works
L1048[15:55:28] <Coolway99> except it
doesn't
L1049[15:55:30] <Coolway99> except it
does
L1050[15:55:36] <Coolway99> except it
doesn't :/
L1051[15:55:36] <Baughn> diesieben07: The
modding scene would be a lot different if it were.
L1052[15:55:38] <Baughn> Much smaller,
for one.
L1053[15:55:40]
⇨ Joins: CoderPuppy (~cpup@32.218.116.201)
L1054[15:56:00] <ghz|afk> Baughn: I'm not
sure there would BE a minecraft
L1055[15:56:01] <Coolway99> I think
minecraft should be written in forge
L1056[15:56:03] <ghz|afk> let alone a
modding scene
L1057[15:56:03] <ghz|afk> ;p
L1058[15:56:29] <Coolway99> "The
minecraft mod, for forge"
L1059[15:56:38] <Baughn> ghz|afk: Judging
by the quality of the code, I'm not convinced Notch would have been
able to write the prototype. Haskell /is/ rather more difficult to
deal with.\
L1060[15:56:52] <Coolway99> "This
mod adds a bunch of new blocks to the world, including cobblestone,
dirt, and grass"
L1061[15:56:54] <Baughn> And yeah, Java
is far more suited for modding than any compiled language.
L1062[15:57:01]
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seconds)
L1063[15:57:28] *
Baughn wonders if Forge will add official support for Kotlin at
some point
L1064[15:57:38] <ghz|afk> well, sortof.
C# -- wel lthe .net framework, has some features that would be
rather nice for making a mod framework
L1065[15:57:57] <PaleoCrafter> It won't,
Baughn
L1066[15:57:57] <ghz|afk> such as having
System.CompilerServices, which can generate executable code from
source code
L1067[15:58:11] <ghz|afk> Baughn: forge
regrets having scala support in it
L1068[15:58:12] <PaleoCrafter> We're glad
it ships the Scala libs
L1069[15:58:13] <ghz|afk> ;P
L1070[15:58:20] <PaleoCrafter> --^
L1071[15:58:38] <Baughn> I'm a bit
worried about the potential consequences of bundling the Kotlin
runtime with EA, but..
L1072[15:58:42] <PaleoCrafter> Although I
still don't understand why it includes the fucking compiler
L1073[15:58:46] <Baughn> Oh well, so long
as no-one else does the same.
L1074[15:58:46] <ghz|afk> I do however
think it would be nice if there was a dependency management feature
for requiring external libraries
L1075[15:58:53] <ghz|afk> just like it
can detect missing mods
L1076[15:59:12] <PaleoCrafter> Do you
relocate the package in your mod? :p
L1077[15:59:17] <Baughn> Can't.
L1078[15:59:23] <ghz|afk> why not?
L1079[15:59:33] <PaleoCrafter> You can,
as long as you don't use the reflection library
L1080[15:59:35] <Baughn> The runtime
won't work if it's relocated. Or at least, I'd need to modify the
kotlin compiler.
L1081[15:59:44] <Baughn> PaleoCrafter:
Yeah, about that..
L1082[15:59:58] <PaleoCrafter> That's the
experience I've made
L1083[16:00:18] <Baughn> EA does use a
bit of reflection.
L1084[16:00:22] <Baughn> In
hard-to-remove places.
L1085[16:00:39] <PaleoCrafter> Using the
Kotlin lib?
L1086[16:00:49] <Baughn> Yes
L1087[16:00:51] <Baughn> Well
L1088[16:00:52] <Baughn> Maybe?
L1089[16:01:04] <PaleoCrafter> lol
L1090[16:01:05] <Baughn> I should try it
again. Last time I did was at a beta version.
L1091[16:01:06] <diesieben07> isnt there
this forgelin thing?
L1092[16:01:23] <Baughn> diesieben07: For
1.8 and above only
L1093[16:01:27] <xEviLSpaWnx> Anyone know
whats with the console spam "[Server thread/WARN]: Can't keep
up! Did the system time change, or is the server
overloaded?"
L1094[16:01:29] <Baughn> No clue how well
it works, if at all
L1095[16:01:42]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L1096[16:01:42] <Baughn> xEviLSpaWnx: Um,
seems pretty straightforward. What does "forge tps"
say?
L1097[16:01:47] <PaleoCrafter> There was
something about Forgelin that was weird xD
L1099[16:02:34] <PaleoCrafter> But the
only problem I had with the reflection stuff really was caused by
the shading plugin
L1100[16:02:58] <PaleoCrafter> It renamed
stuff in a way it shouldn't xD
L1101[16:04:12]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1102[16:04:21]
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(~OrionOnli@ip-62-235-153-247.dsl.scarlet.be) (Read error:
Connection reset by peer)
L1103[16:04:21] <PaleoCrafter> Once Scala
2.12 hits I'll drop Kotlin completely anyway, though
L1104[16:05:05] <Baughn> Kotlin has the
vast advantage of being easy for Java developers to work with. That
matters to me.
L1105[16:05:09] <xEviLSpaWnx> Dunno never
read it :(
L1106[16:05:15] <xEviLSpaWnx> Thanks
though
L1107[16:06:23] <Baughn> PaleoCrafter:
srgExtra doesn't seem to be catching the non-.class files, e.g.
kotlin_class and such. Any idea?
L1108[16:06:44] <PaleoCrafter> Use the
actual shading plugin :P
L1109[16:07:12] <PaleoCrafter> Lemme
fetch my latest commit with shading
L1111[16:08:25] <PaleoCrafter> Gah,
wat
L1112[16:09:11] <thor12022> Shading.
Plugin. . . . yes, that would be easier.
L1113[16:10:07]
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seconds)
L1115[16:11:59] *
Baughn looks
L1116[16:12:11]
⇨ Joins: cpup (~cpup@32.218.116.237)
L1117[16:12:58] <Baughn> What does
deobfCompile do, exactly?
L1118[16:13:57] <PaleoCrafter> Take a
guess :P
L1119[16:15:50] <Baughn> Deobfuscates an
obfuscated jar, as if you'd run it through BON?
L1120[16:16:08] <PaleoCrafter>
Exactly
L1121[16:16:17] <Baughn> Useful
L1122[16:16:24] <PaleoCrafter>
Indeed
L1123[16:16:52] <Baughn> Useful
L1124[16:16:54] <ghz|afk> yup
L1125[16:16:59] <ghz|afk> no more need
for dev jars :3
L1126[16:17:00] <Baughn> ..ah yes.
Alt-tab, my ancient enemy.
L1127[16:17:22] <PaleoCrafter> You can
see from that build script that Kotlin really isn't supported by
ForgeGradle either xD
L1128[16:17:51] <Baughn> Can't be
helped.
L1129[16:18:29]
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L1130[16:18:40]
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Quit)
L1131[16:18:47] <PaleoCrafter> I've
considered writing a PR, but the current way it works would either
require reflection or a change in the official gradle API
L1132[16:19:34]
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(~myrrlyn@2602:306:c58a:cd90:ee08:6bff:fe79:815f)
L1133[16:23:22]
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L1134[16:24:41] <Baughn> Is the reobf
part critical? It seems to depend on setting a mappings property,
which I don't use.
L1135[16:24:46]
⇨ Joins: cpup (~cpup@32.218.117.12)
L1136[16:25:49] <Coolway99> unless you
program using "func_229109_a" and such exclusively
L1137[16:25:55] <PaleoCrafter> You mean
reobf { shadowJar { ... } }?
L1138[16:25:55] <Coolway99> you need to
reobfusicate
L1139[16:26:03] <PaleoCrafter> Yeah
^
L1140[16:26:03] <Baughn> PaleoCrafter:
Right
L1141[16:26:34] <PaleoCrafter> It's
required if you plan to redistribute your mod xD
L1142[16:26:43] <Coolway99> mappings are
what turn "func_229109_a" into actual things like
"Minecraft.getMinecraft()"
L1143[16:26:47] <PaleoCrafter> You're
still on 1.7.10?
L1144[16:26:56] <Baughn> Yes
L1145[16:27:05] ***
KJ4IPS is now known as KJ4IPS|Gone
L1146[16:27:07] <Coolway99> move that
gear up
L1147[16:27:14] <PaleoCrafter> It might
not be that easy there xD
L1148[16:27:23] <Coolway99> 1.10 / 1.9.4
are where it's at
L1149[16:27:25] <PaleoCrafter> But yeah,
update already, dammit
L1150[16:28:14]
⇦ Quits: minecrell (~minecrell@irc.minecrell.net) (Quit: Gone
for now. Will be back later!)
L1151[16:28:24] <PaleoCrafter> It's been
easily more than 18 months since the first 1.8 version of Forge
:P
L1152[16:28:39] <Coolway99> tbh, it's not
/that/ bad in 1.9
L1153[16:28:54] <xEviLSpaWnx> Whats the
irc mod on forgecraft?
L1154[16:29:04] <Baughn> As I said
earlier, I've been waiting for an update guide.
L1155[16:29:09] <Baughn> Or some sort of
documentation.
L1156[16:29:22] *
Baughn likes other people to do the hard work, if possible.
:P
L1158[16:29:47] <PaleoCrafter> There ya
go
L1159[16:30:00] <Baughn> Not exactly what
I meant, but it does help.
L1160[16:30:00] <Coolway99> I really
wanna know how to contribute to the "Read the docs"
L1161[16:30:04] <Coolway99> the links
don't work too well
L1162[16:30:19] <Coolway99> and there's
some false info that's really been bugging me
L1163[16:30:31] <PaleoCrafter> Just
contribute to the documentation repo
L1164[16:30:35] <PaleoCrafter> There
is?
L1165[16:30:41] <Coolway99> yeah
L1166[16:30:44] <Coolway99> for
capabilities
L1167[16:31:01] <PaleoCrafter>
Interesting
L1168[16:31:08] <Coolway99> it says that
the "playerevent.clone" event
L1169[16:31:28] <Coolway99> you need to
check "wasDead" because if you don't, then the cap data
is already copied over
L1170[16:31:34] <Coolway99> but it makes
no effort to copy cap data
L1171[16:31:35] *
Baughn spends an inordinate amount of time reading decompile
minecraft code anyway. :P
L1172[16:31:43] <PaleoCrafter> Oh
L1173[16:31:46] <PaleoCrafter> This
L1174[16:32:02] <Coolway99> so even if
the player never died, you still need to copy cap data
L1175[16:32:02] <PaleoCrafter> ... stupid
phone keyboard
L1176[16:32:38] <PaleoCrafter> Baughn,
thus is the life of a Minecraft modder :P
L1177[16:32:48]
⇦ Quits: Naiten (Naiten@5.143.2.219) (Read error: Connection
reset by peer)
L1178[16:32:49] <Coolway99> sorry if my
english seems broken, I'm american
L1179[16:32:56] <Baughn> PaleoCrafter:
And also researching chemical processes.
L1180[16:33:01] <Coolway99> and don't
give two shits about proper spelling right now
L1181[16:33:20] *
Baughn is aiming to build a more realistic RotaryCraft right
now.
L1182[16:33:36] <Coolway99> I liked
rotarycraft, but I only ever used it once
L1183[16:33:52] <Baughn> It's pretty
fun.
L1184[16:34:04] <Coolway99> until your
ears fall off
L1185[16:34:09] <Baughn> Seen on its own
merits, anyway. It doesn't slot comfortably into most packs.
L1186[16:34:27] <Coolway99> yeah...
L1187[16:34:33] <diesieben07> just
checked out the forge fluid capability... that is horrendous
L1188[16:35:23] <diesieben07> or i am not
understanding thing
L1189[16:35:25] <diesieben07> s
L1190[16:35:41] <PaleoCrafter> Coolway99,
are you 100% sure on that wasDead thing? Because maybe Forge does
indeed copy the data when leaving the end? :P
L1191[16:35:51] <Coolway99>
positive
L1192[16:36:05] <Coolway99> if I don't do
it my mod crashes and corrupts the world
L1194[16:36:12] <Coolway99> upon
returning from the end
L1195[16:36:25]
⇨ Joins: Thefjong
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L1196[16:36:38] <Coolway99> ... not
entirely sure why...
L1197[16:36:43] <Coolway99> hrrm...
L1198[16:36:51] <PaleoCrafter> ghz|afk
could have been misinformed
L1199[16:37:09] <Coolway99> but anyways,
somebody did look into it
L1200[16:37:20] <Coolway99> the code
makes no attempt to actually copy cap data
L1201[16:37:28] <ghz|afk> PaleoCrafter: I
think the situation was more like
L1202[16:37:30] <Coolway99> AFAIK
L1203[16:37:37] <ghz|afk> "my stuff
doesn't transfer when I die!"
L1204[16:37:41] <ghz|afk> well do the
PlayerClone
L1205[16:37:43] <ghz|afk> and check if
it's death
L1206[16:37:47] <iso2013> Anyone willing
to update TerrainControl to 1.10? Me and another user are willing
to pay $$$ to whoever can
L1207[16:37:53] <PaleoCrafter> Ah,
well
L1208[16:37:55] <ghz|afk> "my stuff
doens't transfer when I leave the end, either!"
L1209[16:38:01] <ghz|afk> at which point
I was like
L1210[16:38:13] <ghz|afk> "I was
under the impression it did work but /shrug"
L1211[16:38:26] <ghz|afk> so I suggested
maybe try doing it in that case too
L1212[16:38:30] <ghz|afk> cos maybe there
was a bug somewhere
L1213[16:38:38] <ghz|afk> but I don't
remember what happened next
L1214[16:38:46] <PaleoCrafter> iso2013,
is the number of dollar signs indicate if the
L1215[16:39:00] <Coolway99> well, I'll
try only copying the data on death, then
L1216[16:39:03] <PaleoCrafter> *of the
order of magnitude of the payment? :p
L1217[16:39:30] <iso2013> no xD but it's
probably $20+ dollars i havent worked out the exact amounts
yet
L1218[16:40:28] <PaleoCrafter> Has the
original author abandoned the mod?
L1219[16:40:34] <ghz|afk> yo ucan pay a
modder for like 0.5..5 hours, depending on their country of
origin
L1220[16:40:34] <ghz|afk> ;P
L1221[16:40:54] <Coolway99> ok, I have 5
experience levels and 4 ender levels
L1222[16:40:58] <Coolway99> leaving the
end...
L1223[16:41:18] <Coolway99> 0 of
both
L1224[16:41:28] <ghz|afk> wait
L1225[16:41:33] <ghz|afk> put a
breakpoint on the player clone event
L1226[16:41:41] <ghz|afk> see what data
comes into the original entity
L1227[16:41:49] <ghz|afk> and also
L1228[16:41:49] <Coolway99> to the
original?
L1229[16:41:56] <Coolway99> oh, no, to
the original is the original cap data
L1230[16:42:02] <Coolway99> if I only
/transfer/ the data on death
L1231[16:42:07] <Coolway99> then I lose
all my cap data
L1232[16:42:11] <Coolway99> upon return
from the end
L1233[16:42:12] <ghz|afk> are you
synchronizing the data back to the client?
L1234[16:42:18] <Coolway99> yes
L1235[16:42:22] <Coolway99> I even
reloaded the world
L1236[16:42:23] <ghz|afk> when?
L1237[16:42:27] <Coolway99> just
now
L1238[16:42:37] <ghz|afk> no I mean
L1239[16:42:38] <Coolway99> well uh, when
I sync data to the client
L1240[16:42:41] <Coolway99> that's on
death
L1241[16:42:42] <ghz|afk> which cases
casue you to sync
L1242[16:42:49] <Coolway99> on creation
of EntityPlayer's
L1243[16:42:56] <Coolway99> upon XP
pickup
L1244[16:43:02]
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seconds)
L1245[16:43:03] <Coolway99> and whenever
other devices want to sync
L1246[16:43:11] <TechnicianLP> @Baughn
you have belts with inserters?
L1247[16:43:15] <ghz|afk> and when you
get back from the end
L1248[16:43:18] <ghz|afk> that sync
packet
L1249[16:43:19] <Coolway99> it
syncs
L1250[16:43:26] <ghz|afk> has the clone
event called yet?
L1251[16:43:38] <ghz|afk> could it be
that the clone happens AFTER the sync packet?
L1252[16:43:43] <Coolway99> no
L1253[16:43:58] <Coolway99> the sync
packet is at the very end of PlayerEvent.clone, no matter the
death
L1254[16:44:02] <RANKSHANK> the max biome
ID is a permanent thing right?
L1255[16:44:05] <ghz|afk> aha
L1256[16:44:11] <Coolway99> but
wait
L1257[16:44:11] <diesieben07> Yes, but
you should not care about it RANKSHANK :P
L1258[16:44:16] <Coolway99> wait
gigaherz
L1259[16:44:16] <ghz|afk> RANKSHANK: I'm
afraid so.
L1260[16:44:25] <ghz|afk> but so are the
max block ID
L1261[16:44:26]
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seconds)
L1262[16:44:28] <ghz|afk> the max item
id, etc
L1263[16:44:29]
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L1264[16:44:34] <Baughn> TechnicianLP:
That's Magneticraft.
L1265[16:44:40] <Coolway99> even IF don't
clone it
L1266[16:44:52] <Baughn> TechnicianLP:
Very, *very* Factorio-inspired, down to inserter behaviour with
double-sided lines.
L1267[16:44:54] <Coolway99> then a desync
should mean that upon reloading of the world, or the next sync, it
resyncs, right?
L1268[16:45:03] <Baughn> TechnicianLP:
Also quite performant, in my experience. Strongly recommend it.
:)
L1269[16:45:11] <Coolway99> no, the data
is lost completely
L1270[16:45:40] <Coolway99> so, I have to
transfer upon PlayerEvent.Clone, regardless of death status
L1271[16:46:40] <RANKSHANK> this is good
news since I'm packing data for storage so I need to allocate my
bits to constant values :P
L1272[16:46:42] <ghz|afk> PaleoCrafter:
actually I was just looking at it, I see PERSISTED_NBT_TAG being
cloned
L1273[16:46:45] <RANKSHANK> thanks
guys
L1274[16:46:48] <ghz|afk> but not the
capabilities
L1275[16:46:58] <PaleoCrafter> Well
L1276[16:47:02] <diesieben07> RANKSHANK,
dont store biome IDs! only for network
L1277[16:47:04] <diesieben07>
please.
L1278[16:47:09] <diesieben07> dont store
ANY ids in fact
L1279[16:47:14] <diesieben07> number ids
that is
L1280[16:47:14] <PaleoCrafter> Was the
same for IEEP
L1281[16:47:25] <iso2013> PaleoCrafter,
No, but they're more focused on the Spigot side of the mod and
don't have much experience with Forge. also they're stuck
registering the biomes with custom ids
L1282[16:47:45] <PaleoCrafter> I find it
stupid of Forge to not copy the data anyways
L1283[16:47:53] <ghz|afk> no it
wasn't
L1284[16:47:59] <ghz|afk> 1.8.9 has
L1285[16:48:01] <ghz|afk> for
(net.minecraftforge.common.IExtendedEntityProperties p :
this.extendedProperties.values())
L1286[16:48:01] <ghz|afk> p.init(this,
this.worldObj);
L1287[16:48:19] <ghz|afk> there's no
equivalent for capabilities.
L1288[16:48:31] <PaleoCrafter> That
doesn't copy any data :P
L1289[16:48:44] <ghz|afk> eh the line
before
L1290[16:48:47] <ghz|afk>
this.extendedProperties = oldPlayer.extendedProperties;
L1291[16:48:53] <ghz|afk> that's to fixup
the World and Entity references
L1292[16:48:54] <ghz|afk> ;P
L1293[16:48:58] <PaleoCrafter> Ah, well,
really?
L1294[16:49:00] <ghz|afk> it transfers
the list as-is
L1295[16:49:01] <Coolway99> the way I
copy data is simply calling
newCap.deserializeNBT(oldCap.serializeNBT());
L1296[16:49:02] <ghz|afk> same
instances
L1297[16:49:07] <PaleoCrafter> I remember
it not working properly
L1298[16:49:20] <ghz|afk> either
way
L1299[16:49:29] <ghz|afk> IEEPs would
transfer over to new player entities
L1300[16:49:30] <ghz|afk> caps do
not.
L1301[16:49:43] <PaleoCrafter> iso2013,
tell them to invest their efforts into Sponge :P
L1302[16:49:50] <ghz|afk> Coolway99: yeah
that's good
L1303[16:50:03] <Coolway99> but not all
caps are NBTSerializable
L1304[16:50:09] <Coolway99> or need to
copy data, even
L1305[16:50:12] <ghz|afk> well
L1306[16:50:21] <ghz|afk> you don't have
to sync all caps
L1307[16:50:23] <ghz|afk> only your
own
L1308[16:50:29] <ghz|afk> and even if
they aren't serializable themselves
L1309[16:50:31] <Coolway99> I know, but
I'm throwing in my own opinion
L1310[16:50:35] <ghz|afk> all
capabilities are *supposed*
L1311[16:50:36] <ghz|afk> to have
L1312[16:50:39] <ghz|afk>
THE_CAP.writeNBT
L1313[16:50:40] <RANKSHANK> diesieben07
I'm stashing that data into an ItemStacks meta so I don't need
excessive NBT packets on the network. I have fallback values so it
should be a fairly stable and persistent. in theory at least
:P
L1314[16:50:42] <ghz|afk> and
THE_CAP.readNBT
L1315[16:50:44] <ghz|afk>
implemented
L1316[16:50:52] <ghz|afk> through the
IStorage interface provided upon registration
L1317[16:50:56] <ghz|afk> so
L1318[16:50:57] <diesieben07> trust me, i
tried to be that smart once
L1319[16:50:58] <ghz|afk> rather
than
L1320[16:51:00] <diesieben07> it breaks
in horrible ways.
L1321[16:51:05] <ghz|afk>
newCap.deserializeNBT(oldCap.serializeNBT())
L1322[16:51:09] <ghz|afk> you should
do
L1323[16:51:15] <Coolway99> uh...
L1324[16:51:16] <diesieben07> dont put
number IDs in anything that gets saved to disk
L1325[16:51:18] <Coolway99> how do I put
this
L1326[16:51:23] <Coolway99> the IStorage
does nothing
L1327[16:51:24] <Coolway99> XD
L1328[16:51:29] <ghz|afk> yeah that's
your issue
L1329[16:51:33] <ghz|afk> I mean
L1330[16:51:36] <Coolway99> not
really
L1331[16:51:36] <PaleoCrafter> I always
thought IEEPs were the only reason for the clone event
L1332[16:51:37] <ghz|afk> if you do NOT
need to transfer data
L1333[16:51:39] <ghz|afk> then don't
transfer.
L1334[16:51:43] <ghz|afk> don't call
anything
L1335[16:51:44] <Coolway99> there can't
be a default implementation
L1336[16:51:48] <ghz|afk> and let the
capability recreate
L1337[16:52:00] <ghz|afk> but if you DO
need to transfer data
L1338[16:52:08] <theFlaxbeard> If I want
to keep player-attatched data synced between client and server,
would I be covered by: When a player joins a world, sync their data
to their client, the client of all other players in that world, and
all other players in that world to the client of the joining
player
L1339[16:52:13] <ghz|afk> then either
implement a .copyFrom(other) method in your interface
L1340[16:52:19] <ghz|afk> or implement
serializing
L1341[16:52:27] <Coolway99> I have
serializing
L1342[16:52:31] <Coolway99> I just don't
use IStorage
L1343[16:52:35] <diesieben07>
theFlaxbeard, can the data change?
L1344[16:52:44] <ghz|afk> Coolway99: sure
that's ok
L1345[16:52:50] <theFlaxbeard>
diesieben07: Yes, but only through an interaction that executes on
client and server
L1346[16:52:52] <ghz|afk> I did say this
is for capabilities made by others
L1347[16:52:55] <ghz|afk> who do not
implement serializable
L1348[16:52:59] <ghz|afk> but do have
IStorage
L1349[16:54:01] <RANKSHANK> diesieben07
alrighty will ship that off to NBT then, thanks for the warning man
:P
L1350[16:54:06] <diesieben07>
theFlaxbeard, send data to the player itself on login and other
players using PlayerEvent.StartTracking (fires when A starts
tracking B) and whenever the data changes sync the changes to all
trackign players (EntityTracker#getTrackingPlayers)
L1351[16:54:31] <diesieben07> RANKSHANK,
the issue was something with NEI i think, it persists itemstacks
trhough worlds
L1352[16:54:44] <diesieben07> and in
different worlds the IDs were different but it couldn't remap
because the ID was in metadata
L1353[16:54:49] <Coolway99> wait, there's
an event for when the player is done "initalizing"?
L1354[16:54:51] <Coolway99> :/
L1355[16:55:00] <ghz|afk>
entityJoinWorldEvent
L1356[16:55:04] <ghz|afk> check if it's a
player
L1357[16:55:10] <Coolway99> gigaherz, I
already do that
L1358[16:55:14] <Coolway99> but I have to
use pings, not syncs
L1359[16:55:20] <theFlaxbeard>
diesieben07: As long as another player is tracking a player who,
say, right clicks on a block and has their data changed, the right
click will be executed and no sync is needed on the tracking player
right
L1360[16:55:32] <Coolway99> because the
MP is made before the SP on world join
L1361[16:55:39] <Coolway99> but on
dimension switch, the SP is made before the MP
L1362[16:55:44] <ghz|afk> theFlaxbeard:
no
L1363[16:55:47] <diesieben07>
theFlaxbeard, eh, depends on how you detect the right click
L1364[16:55:49] <ghz|afk> only the player
who clicked knows they clicked
L1365[16:55:50] <Coolway99> and it's
inconsistent anyways
L1366[16:55:59] <diesieben07> yeah,
usually what ghz said
L1367[16:56:08] <ghz|afk> the other
players just receive a "swing" iirc
L1368[16:56:09] <Coolway99> so I have to
use a bunch of pings in order to prevent crashing
L1369[16:56:09] <theFlaxbeard> I only
need to sync the data to the player on login, or on world
load?
L1370[16:56:26] <ghz|afk> if you need ALL
the players to know the data
L1371[16:56:33] <ghz|afk> you ahve to
sync on multiple cases
L1372[16:56:47] <diesieben07> like i
described above :P
L1373[16:56:47] <ghz|afk> 1. when the
entity joins the world, you have to send the data for the entity
itself
L1374[16:56:48] <theFlaxbeard> Yes, but I
mean syncing the player's own data to their client
L1375[16:56:53]
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L1376[16:56:54] <diesieben07> oh
L1377[16:56:54] <theFlaxbeard> Alright
yeah
L1378[16:56:56] <ghz|afk> 2. when other
players start tracking, they need the data for the other
entity
L1379[16:57:06] <ghz|afk> 3. when the
data changes server-side, you need to tell the client
L1380[16:57:09] <diesieben07> then you
only need to sync on login and when the data changes in a way that
the client can not know
L1381[16:57:09] <theFlaxbeard> World load
not joining server
L1382[16:57:10]
⇦ Quits: kimfy (~kimfy@236.5.200.37.customer.cdi.no) (Read
error: Connection reset by peer)
L1383[16:57:15] <ghz|afk> (I wouldn't
trust the client to NOT get out of sync)
L1384[16:57:48] <theFlaxbeard> Now, what
if I wanted other entities to be able to hold this data
L1385[16:57:48]
⇦ Quits: Zaggy2048 (~Zaggy1024@mbf5036d0.tmodns.net) (Read
error: Connection reset by peer)
L1386[16:57:53] <theFlaxbeard> Then I
can't use tracking, can I?
L1387[16:58:06] <diesieben07> what are
you talking about? :D
L1388[16:58:26] <theFlaxbeard> Like, if a
zombie had my capability
L1389[16:58:27] <RANKSHANK> diesieben07
ahh I definitely don't want these showing up in NEI anyways since
I'm looking at a ridiculous number of variants. more or less a RNG
meta that is bitshifted. I definitely need to look at not spamming
NEI with them then :P
L1390[16:58:30] <theFlaxbeard> and
associated data
L1391[16:58:39] <diesieben07> still don't
do it :P
L1392[16:58:48] <diesieben07> and you
want all players to know about it?
L1393[16:58:53] <diesieben07> all clients
that is
L1394[16:59:02] <theFlaxbeard> All
players that have the entity loaded
L1395[16:59:17]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1396[16:59:27] <diesieben07> YOu need to
use PlayerEvent.StartTracking then ("player A now tracks
entity B")
L1397[16:59:35] <theFlaxbeard> Alright
cool
L1398[16:59:46] <diesieben07> i am not
sure if that fires on initial login
L1399[16:59:48] <diesieben07> but it
*should*
L1400[17:00:11] <diesieben07> and then
whenever the data changes you need to send it to everyone in
EntityTracker#getTrackingPlayers(entity)
L1401[17:00:23] <theFlaxbeard> Makes
sense
L1402[17:00:24] <theFlaxbeard>
Thanks
L1403[17:00:39] <Coolway99> once again,
there should really be an up-to-date list on these events :/
L1404[17:00:52] <diesieben07> Coolway99,
open Event.class, Ctrl-Alt-B
L1405[17:00:55] <diesieben07> in intellij
at least
L1406[17:01:05] <Coolway99> you assume I
would use something like intellij
L1407[17:02:01] <Coolway99> still, I
meant a list with proper documentation
L1408[17:02:03] <theFlaxbeard> what are
you using
L1409[17:02:07] <Coolway99> Eclipse
L1410[17:02:13] <diesieben07> Ctrl-T
then
L1411[17:02:27] <diesieben07> what kind
of docs do you want besides "fired from X"
L1412[17:03:14] <Coolway99> "fired
from X when Y happens"
L1413[17:03:38] <diesieben07> look at the
code? :D
L1414[17:03:39] <theFlaxbeard> Check the
references tree in Eclipse
L1415[17:03:52] <theFlaxbeard> you'll
usually be able to figure out some notion of when it's fired
L1416[17:03:58] <Coolway99> not
always
L1417[17:04:24] <Coolway99> the only true
way is to look at everywhere it's used
L1418[17:04:55] <Coolway99> which may not
always be clear either since it's minecraft >.>
L1419[17:04:58] <theFlaxbeard> Most
events have documentation too
L1420[17:05:03] <theFlaxbeard>
StartTracking has a little blurb above it
L1421[17:06:23] <electrolitic> What's the
easiest way to update a mod to a newer version of minecraft
anyway?
L1422[17:06:49] <Coolway99> update forge,
look at errors
L1423[17:07:00] <Coolway99> fix errors,
profit
L1424[17:07:09] ***
kroeser|away is now known as kroeser
L1425[17:07:19] <electrolitic> That
simple? Awesome
L1426[17:08:06]
⇦ Quits: TechnicianLP
(~Technic@p4FE56D3E.dip0.t-ipconnect.de) (Ping timeout: 190
seconds)
L1427[17:08:32] <LexManos> LAST CALL FOR
BUG REPORTS FOR 1.10.2 BEFORE RECOMENDED BUILD.
L1428[17:08:55] <LexManos> Will go find
food and do a RB tonight. So you have a few hours left to get them
all reported/tagged on the bot.
L1429[17:08:57] <LexManos> Gogo
L1430[17:09:24] ***
PaleoCrafter is now known as PaleOff
L1431[17:09:34] <diesieben07> bug hunting
lex style <3
L1432[17:09:47] <electrolitic> Would it
be best to update to 1.10.2?
L1433[17:10:00] <diesieben07> Yes.
L1434[17:14:54]
⇨ Joins: minecrell
(~minecrell@irc.minecrell.net)
L1435[17:15:02] <Coolway99> I'm still on
1.9.4 for reasons
L1436[17:15:21] <Coolway99> that being I
manually patched in my own PR, and can't be arsed to do it
again
L1437[17:16:06]
⇦ Quits: yopu (~yopu@184-89-191-67.res.bhn.net) (Ping
timeout: 190 seconds)
L1438[17:16:37] ***
kroeser is now known as kroeser|away
L1439[17:18:25] ***
PaleOff is now known as PaleoCrafter
L1440[17:18:57] <ghz|afk> electrolitic:
there's no point on 1.10.0
L1441[17:19:05] <ghz|afk> either dev on
1.9.4 and make it forward-compatible
L1442[17:19:09] <ghz|afk> or dev on
1.10.2
L1443[17:19:22] <Tazz> whattup ghz
L1444[17:19:49] ***
PaleoCrafter is now known as PaleOff
L1445[17:20:54]
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L1447[17:24:41] ***
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L1448[17:25:06] <LexManos> -.-
L1449[17:25:09] ***
Coolway99 was kicked by LexManos (Coolway99))
L1450[17:25:54]
⇨ Joins: Coolway99 (~cway@66.212.212.2)
L1451[17:26:12] <Coolway99> ?
L1452[17:26:30] <diesieben07> That was
him telling you that you are an idiot and you should stop.
L1453[17:26:46] <Coolway99> yes, but I
don't quite understand what I was being an idiot about that time
O.o
L1454[17:26:55] <diesieben07> > that
being I manually patched in my own PR, and can't be arsed to do it
again
L1455[17:27:09] *
LatvianModder nods
L1456[17:27:12] <electrolitic> What's a
PR?
L1457[17:27:27] <diesieben07>
PullRequest
L1458[17:27:40] <Coolway99> what I mean
is, I just copy/pasted the compiled class files over the old class
files in my forge build
L1459[17:28:03] <diesieben07> whatever
you are talking about it sounds horrible
L1460[17:28:40] <theFlaxbeard>
electrolitic: It's a feature of version control, specifically
GitHub, that allows users (developer of that repo or not) to submit
code for review and potential inclusion
L1461[17:28:58] <RANKSHANK> ... that...
that sounds like more trouble than it'd be worth
L1462[17:29:01] <theFlaxbeard> Why did
you need to do that?
L1463[17:29:09] <Coolway99> kinda is,
because I have to make sure everything is absolutely on the same
version in order for it to work 100% of the time
L1464[17:29:22] <diesieben07> wtf are you
doing...
L1465[17:29:48] <capitalthree>
electrolitic: it stands for "pull request"
L1466[17:29:57] <capitalthree> as in, a
request for a project to pull changesets from your fork
L1467[17:30:06] <Coolway99> my mod
revolves around changes to the XP system, and without my own PR the
only hook for XP is for when the player collects an XP orb
L1468[17:30:07] ***
Coolway99 was kicked by LexManos (Coolway99))
L1469[17:30:07] <LexManos>
<LexManos> LAST CALL FOR BUG REPORTS FOR 1.10.2 BEFORE
RECOMENDED BUILD.
L1470[17:30:07] <LexManos>
<LexManos> Will go find food and do a RB tonight. So you have
a few hours left to get them all reported/tagged on the bot.
L1471[17:30:07] <LexManos>
<LexManos> Gogo
L1472[17:30:19] <LexManos> stupid copy
paste was suposed to be his message
L1473[17:30:21] <LexManos> whatever
L1474[17:30:40] <LexManos> stop hacking
forge and defend your PR if its worth putting in then it'll go
in
L1475[17:31:18] <capitalthree> for once I
agree with lex... I see very little value in a mod that requires a
one-feature fork of forge that nobody will ever use
L1476[17:31:25] <kashike> too bad the bot
is down :P
L1477[17:32:00] <LexManos> humm, its
down, and fry is on vacation
L1478[17:32:26] <capitalthree> also is it
time for me to forwardport my server backup mod to 1.10?
L1479[17:32:44] <ghz|afk> capitalthree:
1.10.2 ;P
L1480[17:34:03] <capitalthree> sure,
that
L1481[17:34:05] <capitalthree> should
I?
L1482[17:34:17] <ghz|afk> question is,
why wouldn't you?
L1483[17:34:23] <ghz|afk> many mods work
as-is without changes
L1484[17:34:28] <ghz|afk> and the rest
are quick fixes
L1485[17:34:43] <capitalthree> I dunno. I
was just waiting for forge to be ready ish. sounds like ti is
L1486[17:34:47] <ghz|afk>
1.9.4->1.10.2, that is
L1487[17:34:56] <ghz|afk> it has been
"readyish" since before 1.10.2
L1488[17:34:57] <capitalthree> I shall do
it :D
L1489[17:35:16] <capitalthree> I hope
that the newer the minecraft version, the more people will want a
robust server backup mod
L1490[17:35:25] <ghz|afk> I like backup
mods
L1491[17:35:26] <ghz|afk> even on
SP
L1492[17:35:41] <LatvianModder> bakupz
\o/
L1493[17:35:43] <ghz|afk> I like to be
able to roll back if I did something stupid and lost all my
items
L1494[17:35:49] <capitalthree> cool. you
can use my backup mod for sp, as long as you're on linux :P
L1495[17:35:57] <ghz|afk> nothx ,p
L1496[17:35:58] <capitalthree> or
potentially windows with cygwin but nobody has tested yet
L1497[17:36:06] <ghz|afk> I'll just use
aroma backup or whatever happens to be available ;p
L1498[17:36:08] <LatvianModder> You can
just my backup mod, as long as you exist :P
L1499[17:36:08] <electrolitic> Is the
quickest way of updating just downloading the new forge, extracting
it to a folder, doing the gradlew stuff, and throwing the src
folder from 1.9.4 in?
L1500[17:36:11] <capitalthree> yeah fair
enough. my backup mod is based on rsync
L1501[17:36:29] <capitalthree> it's the
best backup solution but it's intended for servers and I didn't
bend over backwards to support windows which doesn't have
rsync
L1502[17:36:31] <ghz|afk> electrolitic:
no need for that
L1503[17:36:35] <ghz|afk> electrolitic:
IDEA or Eclipse?
L1504[17:36:37] <electrolitic> idea
L1505[17:36:41] <ghz|afk> okay then
L1506[17:36:43] <ghz|afk> dl the
MDK
L1507[17:36:45] <ghz|afk> open the
build.gradle
L1508[17:36:48] <ghz|afk> and compare it
with your own
L1509[17:37:00] <ghz|afk> make sure you
use the right version of forgegradle
L1510[17:37:03] <LatvianModder> mostly
its just forge version change, possibly mappings
L1511[17:37:05] <ghz|afk> the right
version of forge
L1512[17:37:09] <ghz|afk> and you have
recent mappings
L1513[17:37:14] <ghz|afk> then save your
build.gradle
L1514[17:37:19] <ghz|afk> and in the
gradle panel
L1515[17:37:21] <capitalthree> did the
forgegradle version change?
L1516[17:37:28] <ghz|afk> doubleclick the
setupDecompWorkspace
L1517[17:37:29] <ghz|afk> wait
L1518[17:37:35] <ghz|afk> then click the
blue refresh arrow
L1519[17:37:40] <ghz|afk> on the gradle
panel
L1520[17:37:45] <ghz|afk> that's ALL it
takes to update
L1521[17:37:50] <ghz|afk> even between
major mc versions
L1522[17:38:00] <ghz|afk> capitalthree:
it changed before
L1523[17:38:01] <electrolitic> Oh. Cool.
Thanks! I'll
L1524[17:38:04] <ghz|afk> but 1.10 won't
work without FG2.2
L1526[17:38:25] <LexManos> Watch the
history of the mdk's build.gradle
L1527[17:38:29] <LexManos> simplest way
to see whats changed
L1528[17:38:33] <capitalthree> ah cool
thanks lex
L1529[17:40:56] <capitalthree> ghz|afk:
in all seriousness I'd support windows if it had anything
resembling rsync :P without that, I'd basically have to implement a
totally separate backup strategy
L1530[17:41:31] <capitalthree> the core
feature of my mod is backups every 5 minutes without a performance
hit. that requires decent incremental backup
L1531[17:42:07] <ghz|afk> capitalthree:
there's plenty of custom rsync builds for windows
L1532[17:42:18]
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L1534[17:42:35] <capitalthree> ghz|afk:
yeah, but linux users already *have* rsync
L1535[17:42:57] <capitalthree> ghz|afk:
BTFU should work fine as long as you download an rsync binary and
either put it in PATH or configure it to know where it is
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L1538[17:43:10] <capitalthree> you also
need a cp binary with the same semantics as linux
L1539[17:43:17] <capitalthree>
(specifically, for hardlink copy)
L1540[17:43:35] <capitalthree> but I can
probably work around that if someone tells me how to do hardlink
copy with the windows builtin tools
L1541[17:43:43] <ghz|afk> yeah I don't
really care that much for rsync
L1542[17:43:51] <ghz|afk> I like my mc
backupsto be neat zips with the date
L1543[17:43:51] <ghz|afk> ;p
L1544[17:44:19] <capitalthree> that's
fine. I built this mod for the needs of a server. for singleplayer,
the existing backup mods are good enough imo
L1545[17:44:31] <ghz|afk> yeh
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L1550[17:46:42] <capitalthree> ghz|afk:
in particular, BTFU lets you keep hundreds of past backups, with
modest disk space requirements
L1551[17:47:16] <capitalthree> because
files that don't change between backups (eg unvisited .mcr files)
don't get stored again
L1552[17:47:19] <capitalthree> no way to
do that with zips
L1553[17:47:39] <capitalthree> (without
requiring special tooling to restore backups, that is)
L1554[17:47:47] <ghz|afk> yeah
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L1560[18:00:15] <ghz|afk> night ppl
L1561[18:00:20] *
ghz|afk poofs
L1562[18:03:00] <capitalthree>
night!
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L1572[18:37:04] <Cypher121> is it
possible to change how item is held now? I remember it being
hardcoded for a map at a certain point
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L1574[18:44:57] <williewillus> Cypher121:
what do you mean?
L1575[18:45:12] <williewillus> you can
change your item's display arbitrarily now thanks to models
L1576[18:45:40] <williewillus> in vanilla
itself there's minecraft:item/item and minecraft:item/handheld
which contain the default transforms for most items and tools,
respectively
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L1578[18:47:07] <Cypher121> williewillus:
I mean rotating hands or stuff like that
L1579[18:47:14] <williewillus> what does
that mean
L1580[18:47:18] <workshopcraft>
evening/afternoon
L1581[18:47:31] <williewillus> ah you
mean that
L1582[18:47:34] <williewillus> no that
hasn't changed
L1583[18:47:37] <Cypher121> when you are
looking at the map, you see hands holding it, not just the
map
L1584[18:47:40] <williewillus> still
checks EnumAction.BOW/EAT/DRINK
L1585[18:47:41] <williewillus> etc.
L1586[18:47:43] <Cypher121> so still not
possible
L1587[18:47:43] <williewillus> oh
maps
L1588[18:47:45] <williewillus> maps are
hardcoded
L1589[18:48:03] <Cypher121> great
L1590[18:48:05] <williewillus> but you
can use a perspective aware model + custom rendering
L1591[18:48:11] <williewillus> like you
always could :P
L1592[18:48:29] <Cypher121> wouldn't I
have to render player myself too?
L1593[18:48:57] *
LatvianModder switches IRCCloud to dark theme
L1594[18:49:00] <LatvianModder> Aaaa my
eyes
L1595[18:49:25] <LatvianModder> How come
all programmers like dark themes?
L1596[18:49:36] <williewillus> because
the white theme murders my eyes
L1597[18:49:53] <williewillus> there's so
much more white when the background is it
L1598[18:49:56] <williewillus> compared
to when the text is it
L1599[18:50:11] <LatvianModder> Quite
opposite for me. Little bright details is what hurts my eyes
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L1602[18:50:59] <LatvianModder> I guess
when you get used to it, its not bad
L1603[18:51:01] <TehNut> 3 programs open
right now. All 3 have dark themes. One of them being Chrome, which
is displaying a website on which I use a dark theme
L1604[18:51:03] <TehNut> :D
L1605[18:51:06] <Cypher121> that's why
you don't choose high contrast theme
L1606[18:51:22] <Cypher121> pure white on
pure black is going to be bad
L1607[18:51:35] <LatvianModder> I have
bright IRC & Idea. Dark Sublime and Curse
L1608[18:51:47] <LatvianModder> When I
flip either of those, my eyes explode
L1609[18:52:40] <williewillus>
AnarchySage: vanilla bug revealed by a mod (probably)
L1610[18:52:54] <williewillus> when a
client sees an attribute it doesn't know about it assigns it a
magic "unknown" value
L1611[18:53:06] <williewillus>
unfortunately that bound exceeds the allowed default attribute
bounds set by vanilla itself
L1612[18:53:08] <williewillus> so it
explodes
L1613[18:53:35] <williewillus> I'm
surprised they haven't fixed it yet
L1614[18:53:37] <williewillus> oh
L1615[18:53:38] <williewillus> 1.7
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L1617[18:55:03] <AnarchySage> so how do i
fix it, guy comes into chunks where my house are and poof
happens
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L1619[18:58:34] <williewillus> no
idea
L1620[18:58:38] <williewillus> need to
find the mod thats doing it
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L1625[19:19:38] <gabizou> When forge
registers dummy blocks for those blocks that are from missing mods,
does forge actually register those missing blocks with proper names
in the block registry?
L1626[19:19:48] <williewillus> no
L1627[19:20:00] <williewillus> a fake air
is slipped in iirc
L1628[19:20:02] <gabizou> so what's the
persistent registry doing
L1629[19:20:18] <gabizou> it's still
registering dummies but apparently they're not registered in any
usable way
L1631[19:21:09] <gabizou> trying to
figure out what to do in this case aside from ignoring it if the
resource location is null
L1632[19:21:25] <gabizou> because ther's
an id and everything, but no real use of it otherwise.
L1633[19:22:20] <gabizou> or should
sponge just silently ignore the blocks and just do nothing with
them?
L1634[19:22:27] <Ordinastie_> gabizou, be
careful, what you're seeing is the toString there
L1635[19:22:41] <gabizou> well yeah, the
toString will be null
L1636[19:22:47] <TehNut> Just consider
them air
L1637[19:22:55] <Ordinastie_> doesn't
mean the resourceLocation is
L1638[19:23:09] <gabizou> so the fake air
blocks where the modded blocks existed are now actual BlockAir or
BlockDummyAir?
L1639[19:23:21] <Tazz> mmm I finally got
instances to work properly in eschelle :D
L1640[19:23:42] <Tazz> i.e. can store
fields in them properly and load their values
L1641[19:24:25] <AnarchySage>
williewillus: so i updated/added a few mods to the pack this
morning, removed all 4 and it is still happening, however if i
teleport the player else where, hes fine, its at my house and
another players house
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L1643[19:25:36] <williewillus> i honestly
dont know
L1644[19:25:40] <williewillus> so
:P
L1645[19:26:09] <AnarchySage> bah mc and
its vague crashes, thanks anyways
L1646[19:26:35] <Tazz> rofl at least its
not a segfault XD
L1647[19:26:44] <williewillus> wat
L1648[19:27:19] <Cypher121> try debugging
assembly
L1649[19:27:51] <Cypher121> had to do it
once, it was something stupid, <300 loc, but it's fucking
hell
L1650[19:27:53] <Tazz> Cypher121, im
debugging my compiler which generates machine code is that good
enough? :D
L1651[19:28:09] <Cypher121> nah :P
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L1653[19:28:23] <Tazz> lol
L1654[19:29:16] <Cypher121> as long as
you can slip in a print in 1 line and it won't break anything, it's
debuggable
L1655[19:29:29] <Tazz> you cant lol
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L1657[19:30:43] <Cypher121> I mean in the
compiler, not in the resulting code
L1658[19:31:18] <Tazz> well lol
L1659[19:31:29] <Cypher121> anyway, java
debugging is pure bliss
L1660[19:31:42] <Tazz> theres not much to
debug that way lol
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L1681[20:42:04] <AnarchySage> willieaway:
it appears its a mob, turning to peaceful fixed it
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L1687[20:55:43] <williewillus>
AnarchySage: nice
L1688[20:57:42] <williewillus> a pattern
like `x = (x >> 2) << 2;` would be more concisely
represented by `x &= ~0b11` correct?
L1689[20:59:24] <Mraof> That looks
right
L1690[20:59:31] <williewillus> k just
making sure :P
L1691[20:59:43] <williewillus> porting
something and that looked surprising at first :P
L1692[21:00:07] <Cypher121> meh,
bitshifts
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L1694[21:02:01] <williewillus> uhhhh okay
lol readStructureFromNBT
L1696[21:02:16] <williewillus> yay
consistency
L1697[21:04:07] <Cypher121> williewillus:
when you want to rewrite something to make it clear, but can't be
assed to do it to more than one line
L1698[21:04:28] <williewillus> i mean I'm
fine with the bit twiddling its the inconsistency that bothers me
:P
L1699[21:04:47] <williewillus> x &=
~0b11 is cleaner and probably (marginally) faster
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L1702[21:08:18] <AnarchySage> not nice, i
dont know which mod it is
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L1710[21:23:43] <Cypher121> !findm
rayTrace
L1711[21:24:53] <Cypher121> well that
didn't help
L1712[21:25:45] <Cypher121> I want to
find what block, if any player is looking at when he right-clicks
with an item. which raytrace should I use?
L1713[21:26:03] <Cypher121> the one I
found needs partial ticks
L1714[21:26:24] <williewillus>
item.rayTrace
L1715[21:26:49] <Cypher121> thanks
L1716[21:27:50]
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L1721[21:34:18] <tterrag> it's a switch
case with closures?
L1722[21:34:21] <tterrag> am I missing
something?
L1723[21:34:39] <Cypher121> sort of
L1724[21:34:55] <Cypher121> it's a switch
that can be used with expressions and as an expression
L1726[21:36:08] <unascribed> entity/block
isn't really abuse
L1727[21:36:12] <unascribed> miss is
definitely abuse
L1728[21:36:46] <Cypher121> yeah
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L1752[22:48:53] <killjoy> does anyone
have any useful resources for java ee?
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L1754[22:49:09] <electrolitic> When you
register a block model, do you just make a ItemBlock out of it and
use the ModelLoader.setCustomModelResourceLocation() method?
L1755[22:49:18] <TehNut> yes
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L1757[22:49:45] <electrolitic> cool,
thanks.
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L1760[22:54:35] <electrolitic> How do
block models/textures work anyway? If there are different looking
sides, how does that work?
L1761[22:54:47] <electrolitic> Like,
grass's top doesn't look like it's bottom.
L1762[22:54:54] <electrolitic> or its
sides
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L1767[22:57:10] <Mraof> Are there events
for when stuff happens to an item frame?
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L1769[22:57:40] <Mraof> For example for
if someone wants to keep people from breaking/placing/taking the
item from it
L1770[23:04:13] <TehNut> Could probably
use PIE for all 3 of those
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L1786[23:18:10] <Mraof> PIE?
L1787[23:18:24] <tterrag>
PlayerInteractEvent
L1788[23:18:31] <tterrag> but I think
there is also an entity interact event, no?
L1789[23:19:15] <Mraof> Hmm
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L1793[23:29:33] <Tazz> well that sucks
XD
L1794[23:29:39] <Tazz> object allocation
breaks local variables XD
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L1796[23:32:24] <abab9579> Asked this
question and slept right away last night, so again: Is it
worthwhile to work on something which is already implemented on
other games/programs?
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L1798[23:35:37] <Tazz> abab9579,
maybe
L1799[23:35:38] <Tazz> depends
L1800[23:35:46] <npe|office> hey
everyone, I've been out of the modding loop for quite a while now
and I have a quick question: Is the Java target version for mods
still Java 7?
L1801[23:36:00] *
Tazz shrugs
L1802[23:36:11] <Tazz> I think lots of
mods are embracing Java8 for some ungodly known reason
L1803[23:36:12] <tterrag> it never was 7,
so
L1804[23:36:21] <tterrag> no?
L1805[23:36:23] <Tazz> technically its
java6
L1806[23:36:31] <Tazz> however I only
java7 XD
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L1808[23:37:19] <kenzierocks> java 8 is
used by a lot
L1809[23:37:29] <kenzierocks> because
Streams and other sweetness
L1810[23:37:35] <npe|office> nice
L1811[23:37:41] <kenzierocks> Forge
itself will push end users to 8
L1812[23:37:59] <kenzierocks> (it still
runs on 6/7, but it recommends using 8)
L1813[23:38:04] <npe|office> may be the
right time to get back and finally port/rewrite my mods then
:D
L1814[23:38:12] <TehNut> tterrag:
EntityInteract is a sub event of PIE
L1815[23:39:11] <codahq> anybody have a
class implementing IRenderFactory handy on github? it's easy enough
to google site:github "implements IRenderFactory" but i'd
like to see if somebody i trust has one too
L1816[23:40:03] <Tazz> rofl 1 fricken
change to the code and it works XD
L1817[23:40:06] <Tazz> ffs
>.<
L1818[23:42:09] <codahq> have most people
1.9+ just put a static method on their render classes to return a
class with the single createRenderFor method? or are you guys
creating one class to handle all your stuff that you map or switch
your custom classes to your custom renderers?
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L1820[23:43:18] <Hink> For some reason
any version of a Forge modded Minecraft client I crash with
org.lwjgl.LWJGLException: Pixel format not accelerated
L1821[23:43:36] <codahq> accelerate your
pixel format. that seems easy enough.
L1822[23:44:01] <tterrag> Hink: try
disabling the loading screen. and updating your drivers
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L1824[23:44:21] <Hink> I am using the
latest graphics drivers.
L1825[23:44:25] <Abastro>
Depends..?
L1826[23:44:33] <Hink> Disable loading
screen, what do you mean?
L1827[23:44:43] <codahq> disable the
forge splash loading screen
L1828[23:44:55] <codahq> with the forge
and the hammer bangy thing
L1829[23:44:59] <codahq> you can turn it
off
L1830[23:45:12] <Hink> How?
L1831[23:45:38] <Abastro> Taz.z, but it
makes me think I'm doing something alreqdy developed and thus
useless
L1832[23:45:47] <codahq>
plash.properties
L1833[23:45:52] <codahq>
splash.properties
L1835[23:46:08] <codahq>
enabled=false
L1836[23:46:58] <codahq> Abastro, was
thaht directed at me? depends on my entities and my renderers or
were you talking to somebody else?
L1837[23:47:20] <Abastro> Im saying to
Tazz.
L1838[23:47:22] <codahq> k
L1839[23:47:37] <Abastro> Oh sorry,
called him
L1840[23:47:44] <Tazz> nah your good
Xd
L1841[23:47:46] <Tazz> Idont mind
pings
L1842[23:47:54] <Tazz> I welcome them so
I know someone is trying to get ahold of me
L1843[23:47:54] <Tazz> XD
L1844[23:48:08] <Abastro> O, xD
L1845[23:48:08] <Tazz> however as for
your issue. I always look it at as practice to hone my skills
L1846[23:48:28] <Tazz> Ive done many
redundant projects however they have helped build my skills as a
developer
L1847[23:49:07] <Abastro> Hmm..so as
practice?
L1848[23:49:16] <Abastro> Thanks!
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L1850[23:53:09] <Hink> codahq, where is
the splash.properties located?
L1851[23:54:11] <codahq> don't
remember
L1852[23:54:18] <codahq> i bet google
knows though
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L1854[23:55:29] <Hink>
/config/splash.properties
L1855[23:55:35] <Hink> does not
exist
L1856[23:56:29] <Tazz> rofl somehow I
broke C++'s stack frames XD