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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L13[00:33:45] <SparkVGX> hullo
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L15[00:36:39] <SparkVGX> Is there a way for
the client to get an update of what is in an inventory without
opening it?
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L38[01:39:23] <fuj1n> Is there any good way
to tell a block to use an arbitrary model of another block for
rendering in 1.10?
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L40[01:41:09] <fuj1n> For example, if I
want to render stone in place of my block
L41[01:41:40] <tterrag> make a custom model
which just returns the quads of another model :P
L43[01:42:19] <Tazz> however fuj1n if you
need to compose a model out of many different .json models I have a
solution for that :P
L44[01:42:25] <Tazz> it may be hacky though
XD
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L46[01:43:12] <Tazz> so apparently lua's
tables are just over glorified hashmaps?
L48[01:43:28] <tterrag> there's already a
MultiModel though
L49[01:43:46] <Tazz> tterrag, lol I did
something worse...
L51[01:43:52] <fuj1n> Well, it is
completely arbitrary, since I am implementing a disguise slot, any
solid block can be placed in it.
L52[01:44:36] <tterrag> fuj1n: use an
extended property with the model :P
L53[01:45:27] <fuj1n> How would I define
that in the model though?
L54[01:45:58] <tterrag> in getQuads() just
grab the property and return the quads from that model?
L55[01:47:08] <fuj1n> Ah, thanks, I'll try
that
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L60[01:59:34] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160712 mappings to Forge Maven.
L61[01:59:37] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160712-1.10.2.zip
(mappings = "snapshot_20160712" in build.gradle).
L62[01:59:48] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L77[03:33:13] <SparkVGX> Is there a check
weather event I can hook into?
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L81[03:48:50] <Abastro> Currently there is
no event related with weather.
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L87[04:09:14] <workshopcraft> well that was
fun
L88[04:09:24] <SparkVGX> oh?
L89[04:09:26] <workshopcraft> did i miss
any drama?
L90[04:09:42] <SparkVGX> Politically or
within the chat?
L91[04:12:23] <workshopcraft> lol
L92[04:12:25] <workshopcraft> chat
L93[04:12:30] <workshopcraft> net went down
last night
L94[04:14:52] <workshopcraft> i need to
work out in which way i'm being retarded today :P
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L99[05:29:59] <SparkVGX> was it items or
was it tile entities that had limited metadata?
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L118[06:45:23] <Wuppy> want to talk about
pokemon go, join #PokemonGo :D
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L131[07:13:58] <Intektor> has anyone an
idea what's the packet named whats sent when you place a
block
L132[07:14:11] <Intektor> or when you
click a block with a itemBlock in hand
L133[07:14:24] <Intektor> so the server
gets notified you are trying to place a block
L134[07:17:50] <diesieben07>
CPacketPlayerTryUseItemOnBlock
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L158[08:43:51] <Chais> so I made myself
some overlay textures for my doors. how do I apply them?
L159[08:44:06] <Chais> that should should
work on json level, right?
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L161[08:45:53] <Chais> do I need an entry
for every color in the blockstate json?
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L163[08:47:46] <ghz|afk> Chais: every
blockstate combination should be represented.
L164[08:48:02] <ghz|afk> unless a certian
property is being ignored by a custom statemapper
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L166[08:48:19] <Chais> well, kinda
L167[08:48:49] <Chais> the color should
only determine which overlay to use. but the overly will be the
same for every door tape
L168[08:49:06] <gigaherz> well you can use
forge blockstates
L169[08:49:15] <gigaherz> to separate the
door type from the color overlay
L172[08:53:58] <gigaherz> for the door
model, assuming it's an actual 3D model and not a texture
L173[08:54:22] <gigaherz> you'd want to
specify the model multiple times, either by having duplicate
elements on the model json
L174[08:54:30] <gigaherz> or by using
submodels and using the same model more than once that way
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L177[08:56:34] <Chais> actually it's just
a texture
L178[08:57:09] <Chais> I have the vanilla
door textures and want to layer different stuff over it, depending
on the current color state
L179[09:00:22] <gigaherz> wait you want to
overlay things on the vanilla door ITEM
L180[09:00:25] <gigaherz> or the door
BLOCK?
L181[09:00:53] <Chais> block
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L184[09:13:32] <Chais> my idea would be to
specify the overlayed textures in the magic_door_top.json all door
variants inherit from
L185[09:14:13] <gigaherz> hmm not sure
that would work
L186[09:14:30] <gigaherz> you could
specify arbitrary texture aliases there, and then choose between
them on the blockstates file
L187[09:14:37] <gigaherz> but you can't
have "conditions" on the model json
L188[09:14:51] <gigaherz> the idea would
be like
L189[09:15:01] <gigaherz>
blockstates/magic_door.json
L190[09:15:03] <gigaherz> with like
L191[09:15:28] <gigaherz>
"defaults": { "model":
"whatever_door.json" },
L192[09:15:41] <gigaherz>
"variants": { "type": {
L193[09:16:22] <gigaherz>
"type1": { "submodel": { "overlay": {
"model": "whatever_door", "textures":
{ "something": "texture overlay name" } } }
}
L194[09:16:28] <gigaherz> eh
L195[09:16:31] <gigaherz> without .json on
the model
L196[09:16:38] <gigaherz> and this is only
conceptual, not copypaste-friendly
L197[09:16:53] <gigaherz> the idea is that
the defaults specifies the base door model
L198[09:17:01] <gigaherz> and then based
on type/color/whatever
L199[09:17:05] <gigaherz> you add a
submodel
L200[09:17:08] <gigaherz> that serves as
overlay
L201[09:17:11] <gigaherz> and has the
overlay texture
L202[09:17:25] <gigaherz> the texture
channel name will depend on what the model itself provides
L203[09:18:40] <gigaherz> (the vanilla
door json has "top" and "bottom", but you could
easily do "textures":{"top":"#all",
"bottom":"#all" } in your model that inherits
from the vanilla door)
L204[09:18:56] <gigaherz> sorry if my
information is fragmented, I'm tired from work ;P
L205[09:19:13] <gigaherz> try to fill in
the blanks and ask here if you can't understand something
L206[09:28:11] <Chais> thx. I'll see what
I can piece together ^^
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L239[10:45:55] <electrolitic> What class
has the onBlockActivated method that you override to make something
happen when it's right clicked.
L240[10:46:11] <gigaherz> Block
L241[10:46:17] <electrolitic> Oh
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L281[12:41:04] <electrolitic> Is there a
big difference between onBlockPlaced and onBlockAdded?
L282[12:41:43] <diesieben07> Yes.
L283[12:41:54] <diesieben07> onBlockAdded
is called whenever setBlockState is called pretty much
L284[12:42:16] <diesieben07> onBlockPlaced
is for when the player uses an ItemBlock to place the block
L285[12:42:36] <diesieben07> and it's to
convert the ItemStack's metadata into an IBlockState to be
placed
L286[12:43:05] <electrolitic> Ah, so if
you were making a tileentity, you'd do that in onBlockPlaced?
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L288[12:43:40] <kenzierocks> no
L289[12:43:44] <kenzierocks> you would
implement the correct thing
L290[12:43:48] <kenzierocks> and it would
happen for you
L291[12:43:49] <diesieben07> if you want a
TE, override hasTileEntity and createTielEntity
L292[12:43:55] <diesieben07> and MC takes
care of the rest
L293[12:44:57] <diesieben07> classic XY
problem, just ask "how do I make a TE".
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L295[12:47:07] <electrolitic> Doesn't it
kill it to be told how to do everything though?
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L298[12:48:02] <diesieben07> eh
what?
L299[12:48:17] <electrolitic> If I always
ran into something I don't know, should I always ask? Or try to
figure it out?
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L301[12:48:35] <electrolitic> I feel like
trying to figure it out is less annoying to people who always
answer my questions.
L302[12:48:59] <diesieben07> well, yes but
your question about onBlockPlaced and onBlockAddded was like...
completely in the wrong direction
L303[12:49:21] <diesieben07> and if we
don't know what you ACTUALLY want, we cannot properly help
you
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L305[12:50:11] <electrolitic> I suppose.
How do you know that it's necessary to override hasTileEntity and
createTileEntity? Can you just look at the code and go "I need
those" somehow?
L306[12:50:41] <diesieben07> i look at
vanilla, although in this case forge provides hooks to not need
vanilla's stupid ITileEntityProvider
L308[12:52:40] <gigaherz> thne here is
your chance to contribute
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L311[12:53:08] <gigaherz> anyone can
contribute
L312[12:53:14] <gigaherz> in fact, the
whole thing is maintained by the community
L313[12:53:16] <gigaherz> that's us
modders
L314[12:53:33] <gigaherz> if everyone who
learns something that's missing from the docs
L315[12:53:34] <electrolitic> To be
honest, if I documented anything there, I'm sure it would end up
wrong.
L316[12:53:44] <gigaherz> would take just
a tiny bit of time and wrote some docs
L317[12:53:46] <gigaherz> even bad
ones
L318[12:53:56] <diesieben07> thats why it
works via PRs
L319[12:54:02] <electrolitic> Oh
L320[12:54:03] <gigaherz> electrolitic:
that's the magic of pull requests
L321[12:54:04] <diesieben07> people review
your stuff before it gets official
L322[12:54:05] <gigaherz> if something is
wrong
L323[12:54:06] <gigaherz> or lacking
L324[12:54:09] <gigaherz> someone SHOULD
notice
L325[12:54:12] <gigaherz> and if no one
does
L326[12:54:25] <gigaherz> then whoever it
is that finds a bug, would be the one who should fix it
L327[12:54:38] <gigaherz> and really,
"no one does it" has never been an excuse.
L328[12:55:27] <gigaherz> although I'm
guilty of not writing, myself
L329[12:55:40] <gigaherz> I have known of
some flaws in my pages about capabilities
L330[12:55:41] <gigaherz> ;p
L331[12:55:41] <SkySom> I believe we all
are really
L332[12:55:49] <gigaherz> for...
months.
L333[12:56:17] <electrolitic> Where do
pull requests go anyway?
L335[12:56:52] <gigaherz> fork this, edit
the files, tell github to createa branch when saving, then create
pull request
L336[12:56:56] <gigaherz> you can do it
all fro mthe website
L337[12:57:06] <gigaherz> or clone locally
and work offline
L338[12:57:41] <gigaherz> if you create a
page, add it to the menu index
L339[12:57:47] <gigaherz> if you edit ap
age, then no need to touch anything else
L341[12:58:14] <gigaherz> try to maintain
consistency with regards of style and such, although that's not
that much of a problem given that it's markdown
L342[12:58:33] <gigaherz> Intektor: I
gotta go, but if you still need help in a bit, i'll be back in some
~30min
L343[12:58:46] <Intektor> you know
c++?
L344[12:58:52] <Intektor> or you
understand it?
L345[12:59:20] <gigaherz> I know C, C++,
C#, Java, JavaScript, x86 assembly, MIPS assembly, and a whole
bunch otherl anguages in a lesser measure
L346[12:59:34] <Intektor> you're a
go
L347[12:59:35] <Intektor> d
L348[12:59:54] <kenzierocks> he doesn't
know any go
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L350[12:59:57] <ghz|afk> bb in a bit
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L354[13:13:41] <Inari> Intektor: i dont
see how the java versionw ould be much different
L355[13:13:49] <Intektor> yeah
L356[13:13:56] <Intektor> I already
figured it out
L357[13:14:08] <Intektor> just these
pointers confused me
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L359[13:22:15] <iso2013> Would anyone be
able to update TerrainControl to 1.10? Willing to pay :)
L360[13:23:44] <ghz|afk> o_O you still
didn't find anyone?
L361[13:23:49] <iso2013> nope
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L366[13:30:02] <Inari> i'd take a look,
but im busy healing this wound, porting integrated circuits and am
new to this as hell
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L368[13:39:50] <barteks2x> Would it be
possible for client to render serverside lighting values?
L369[13:42:17] <barteks2x> (I mean, for
debugging, not to make my mod actually do it)
L370[13:43:07] <kenzierocks> you could
send them....?
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L373[13:45:31] <barteks2x> I guess that's
what I will do, but that would mean resending the same cube at
least 3 times
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L375[13:46:24] <kenzierocks> there really
isn't another way
L376[13:46:39] <kenzierocks> unless you
break protocol and assume you're an integrated server :P
L377[13:46:54] <kenzierocks> then maybe
you can hack your way into it
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L379[13:47:16] <barteks2x> even then it
would probably crash very frequently, I just hope it won't be as
slow as I expect
L380[13:48:10] <barteks2x> I want to
finally fix lighting properly but I need to see serverside values
(because until I fix synchronization it will break
clientside)
L381[13:48:41] <kenzierocks> packet
processing shouldn't be slow if you're running on localhost
anyways
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L388[14:00:43] <techbrew> \o
L389[14:01:01] <Intektor> how do I get the
reach distance of a player?
L390[14:01:25] <diesieben07> serverside or
clientside?
L391[14:01:44] <Intektor> clientside
L392[14:02:10] <diesieben07>
PlayerControllerMP#getBlockReachDistance
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L395[14:05:01] <techbrew> Anyone know of a
1.8+ example of mod using Waila's API as a plugin-style soft
dependency?
L396[14:06:18] <tterrag> techbrew: almost
every mod with waila integration ever? :P
L397[14:06:32] <founderio> Is there a
possibility to debug @SideOnly annotations? One of my classes gets
removed serverside and I have no idea what is causing it...
:(
L398[14:07:06] <diesieben07> if the class
"gets removed", then the class has @SideOnly
L399[14:07:13] <diesieben07> But I am sure
that is not what you actually mean.
L400[14:07:20] <founderio> the class does
not have any of those...
L401[14:07:29] <techbrew> Or it extends a
class that does
L402[14:07:37] <techbrew> tterrag: I'm
seeing mods that have copied old WAILA interfaces into their source
trees
L403[14:07:37] <founderio> static util
stuff...
L404[14:07:49] <tterrag> techbrew: then
they are doing it horribly wrong
L405[14:08:08] <tterrag> waila has a
wonderful IMC method of registering a plugin
L406[14:08:12] <diesieben07> founderio,
just show your code and the error you get.
L408[14:08:19] <tterrag> you can depend on
waila's API classes inside your plugin and not worry about it
loading
L409[14:08:33] <founderio> client side
works fine. Serverside throws a ClassNotFoundException, stacktrace
incoming
L410[14:08:45] <techbrew> tterrag: I must
be looking in the wrong places. Example?
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L413[14:11:39] <founderio> uhm.. hold
on
L414[14:11:45] <founderio> something I did
changed the stack trace
L415[14:12:02] <founderio> I know which
class is causing it NOW
L416[14:12:08] <founderio> but, different
trace..
L417[14:12:14] <founderio> anyways, thanks
for listening XD
L418[14:12:23] <Inari> rubber duck
debugging
L419[14:12:35] <founderio> Just what I was
thinking. I should buy a rubber duck
L420[14:13:26]
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L421[14:13:58] ⇦
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L422[14:14:04] <techbrew> tterrag:
thanks
L423[14:17:23] <barteks2x> NBT doesn't
have short arrays, right?
L424[14:18:00] ⇦
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L425[14:19:02] <Intektor> how can I get if
it is possible to place a block next to that block by clicking on
it, like this works with every block except water or air for
example
L426[14:22:55]
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L427[14:22:57] <founderio> barteks2x: It
has byte and int arrays... have not seen stuff for short arrays in
NBT yet
L428[14:31:37] <shadowfacts> Intektor,
world.getBlockState(pos.offset(side)).getMaterial().isReplaceable()
?
L429[14:31:53] <shadowfacts> (where world
is the world, pos is the position of the block clicked, and side is
the side hit)
L430[14:32:57] <kenzierocks> isn't there
also some block logic to call?
L431[14:33:05] <kenzierocks> like
canBePLaced* stuff?
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L435[14:40:02] <diesieben07> ugh, why do
all programming fonts with ligatures look like shit? :(
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L440[14:57:39] <killjoy> ligatures are
serifs, right?
L441[14:57:55] <killjoy> Did github change
their font?
L442[14:58:07] <diesieben07> no, not
serifs
L443[14:58:09] <diesieben07> and yes they
did
L445[14:58:49] ***
manmaed is now known as manmaed|AFK
L446[14:58:49] <killjoy> ah. that would be
an easy way to safe space in chat
L447[14:58:52] ***
manmaed|AFK is now known as manmaed
L448[14:59:06] <diesieben07> there are
only two usable fonts with that feature
L449[14:59:11] <diesieben07> and both look
horrible for programming
L450[14:59:29] <diesieben07> looked into
it since IntelliJ now supports them
L451[14:59:29] <killjoy> programming fonts
shouldn't have ligatures
L452[14:59:35] <diesieben07> why
not?
L453[14:59:38] <killjoy> maybe
comments
L454[15:00:10] <killjoy> um..
L455[15:00:13] <killjoy> code shouldn't
have ligatures
L456[15:00:30] *
killjoy sweats
L457[15:01:03] <diesieben07> what? it's
just visual
L458[15:01:09] <diesieben07> it turns
>>= into that one symbol
L459[15:01:16] <diesieben07> the actual
characters in the file don't change
L460[15:01:31] <ghz|afk> imagine
"final" as "final"
L461[15:01:43] <ghz|afk> it would fuck up
all the spacings XD
L462[15:01:57] <killjoy> what about
;?
L463[15:01:59] <diesieben07> oh it's not
those kind of ligatures
L464[15:02:11] <diesieben07> just things
like !=
L465[15:02:14] <diesieben07> and it keeps
the spacing
L466[15:02:19] ⇦
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L467[15:02:39] <killjoy> "final"
only looks like "final"
L468[15:02:39]
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L469[15:02:42] <killjoy> which still looks
bad
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L475[15:04:16] <diesieben07> thats what it
behaves like
L476[15:04:19] <diesieben07> but the font
is ugly
L477[15:04:27] <ghz|afk> diesieben07:
fancy ;P
L478[15:04:43] <ghz|afk> meh
L479[15:05:00] <ghz|afk> they should allow
you to say "use this font for ligatures not present on the
main one"
L480[15:05:08] <killjoy> what about
+=?
L481[15:05:21] ⇦
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L482[15:05:21] <ghz|afk> incidently
L483[15:05:25] <ghz|afk> I don't like
"++" being ligated
L484[15:05:26] <ghz|afk> ;P
L485[15:05:35] <ghz|afk> =/= is ok
L486[15:05:41] <diesieben07> it doesn't
have +=
L487[15:05:48] <ghz|afk> and -> turning
into arrows too
L488[15:06:06] <diesieben07> yeah the
arrows are nice
L489[15:06:06] <killjoy> >=
L490[15:06:10] <diesieben07> >= it
has
L491[15:06:10] <killjoy> <=
L492[15:06:29] <killjoy> I meant
<<=
L494[15:06:36] <ghz|afk> >= should turn
into an actual ≥
L496[15:07:16] <ghz|afk> I wouldn't
mind
L497[15:07:25] <ghz|afk> if expressions
were turned into mathermatical formulas
L498[15:07:27] <ghz|afk> while
"folded"
L499[15:07:37] <ghz|afk> Math.abs(x)
showing as |x|
L500[15:07:47] <diesieben07> heh
L501[15:07:53] <ghz|afk>
(expr1)/(expr2)
L502[15:07:54] <killjoy> x|y|z
L503[15:07:54] <ghz|afk> showing as
L504[15:07:56] <ghz|afk> expr1
L505[15:07:57] <ghz|afk> -------
L506[15:07:59] <ghz|afk> expr2
L507[15:07:59] <killjoy> x * |y| * z
L508[15:08:08] <ghz|afk> etc
L509[15:08:37] <killjoy> hm...
L510[15:08:47] <killjoy> flag ?
(something):(else)
L511[15:09:12]
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L513[15:10:40] <kenzierocks> why can't
IDEs just inject our minds with the true nature of the code so we
understand it instantly at the fundamental level
L514[15:10:48] <ghz|afk> eh
L515[15:10:57] <ghz|afk> if the code is
well-written, that happens naturally to me ;p
L516[15:11:12] <ghz|afk> it's more the
opposite process that is inefficient ;p
L517[15:11:17] <Tazz> learn assembly and
studdy compilers youll know all the secrets
L518[15:11:25] <Ordinastie_> all is left
to do is find well-written code
L519[15:12:18] <Tazz> like seriously i was
writing a transcompilation of c to assembly by hand one day for a
mockup of a compiler project
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L528[15:33:40] <masa> crap... anyone know
what the eclipse font used to be in mars.1?
L529[15:35:23] <diesieben07>
MyIdeIsUglyAnyways.ttf
L530[15:35:31] <killjoy> Courier New
L531[15:35:36] <killjoy> that's what is is
for me right now
L532[15:35:49] <kenzierocks> rude
diesieben07
L533[15:36:03] <masa> yeah it was Courier
New for me as well, and it looks like shit
L534[15:36:12] <masa> Consolas size 10
looks familiar
L535[15:36:12] <diesieben07> eclipse
deserves it :P
L536[15:36:39] <masa> why? it's way betetr
than that weird idea hack job ;D
L537[15:36:52] <diesieben07> hack job?
:O
L538[15:36:57] ⇦
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L539[15:37:01] <kenzierocks>
jcreator4lyfe
L540[15:37:06] <diesieben07> LOL
L541[15:37:23] <ghz|afk> masa: Consolas 10
is what VS uses? ;P
L542[15:37:28]
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L543[15:37:30] <masa> well I know nothing
about IDEA so I can't properly insult it, sorry
L544[15:37:32] <tterrag> nahh bluej is
where it's at
L545[15:37:50] <diesieben07> well, when it
comes to looking good eclipse got nothing on intellij
L546[15:37:59] <masa> ghz|afk: no idea,
but this looks like that I used to have :p
L547[15:38:33] <masa> looking good is
irrelevant, it just needs to look the same as it did before, or I'm
going to throw a hizzyfit
L548[15:38:33] ⇦
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L549[15:38:41] <diesieben07> :D
L550[15:38:47] <diesieben07> it also needs
to work well
L551[15:38:59] <masa> no, it just needs to
work the same way it did before ;p
L552[15:39:32] <masa> some might say that
masa is somewhat dependent on things remaining the same
L553[15:39:55] <masa> that being said... I
did just upgrade to win 10 >_>
L554[15:40:03] <ghz|afk> take thechance
and upgrade to IDEA?
L555[15:40:04] <masa> and everything is
not the same
L556[15:40:04] <ghz|afk> ;P
L557[15:40:15] <ghz|afk> or maybe you need
something familiar to keep you sane?
L558[15:40:16] <masa> let's not get
carried away here!
L559[15:40:24]
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L562[15:41:15] <SparkVGX> g'evening
L564[15:41:39] <SparkVGX> \o
L565[15:41:42] <SparkVGX> how we
doing?
L566[15:41:57] <ghz|afk> hmm
L567[15:41:59] <ghz|afk> interesting
L568[15:42:02] <ghz|afk> I wonder if
that's a known thing
L569[15:42:15] <ghz|afk> I just had an
idea for concurrent access to my quadtree
L570[15:42:16] <masa> hmm, the little
arrows that indicate tree nodes being open look different in win
10, this makes me uncomfortable
L571[15:42:23] <ghz|afk> if I store a
"version" counter before starting
L572[15:42:28] <ghz|afk> and then compare
it after querying
L573[15:42:37] <ghz|afk> if someone
changes the quadtree, they'd increment this counter
L574[15:42:41] <ghz|afk> once before, once
after
L575[15:42:45] <SparkVGX> clever
L576[15:42:47] <ghz|afk> so if someone
find the counter changed
L577[15:42:52] <ghz|afk> they'd
retry
L578[15:42:57] <ghz|afk> this way I only
have to synchronize writes
L579[15:42:59] <ghz|afk> not reads
L580[15:43:17] <ghz|afk> but I wonder if
the spin-retry would cause starvation -- I'll have to test
L581[15:43:26] <SparkVGX> ^
L582[15:43:37] <ghz|afk> maybe I can lock
only IF I'm retrying
L583[15:43:39] <diesieben07>
lock-free-ness is fun and painful
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L585[15:44:01] <SparkVGX> What's a good
iirc app for iPhone?
L587[15:44:27] <killjoy> SparkVGX, I
haven't found any good free ones
L588[15:44:30] <masa> crap, can I not
rename things in this win 10 explorer Quick Access thing like I
could in win 7 Favorited thing?
L589[15:44:37] <killjoy> they always
disconnect you after 5 minutes of idle
L590[15:44:38] <diesieben07> nope.
L591[15:44:42] <diesieben07> you can't
masa
L592[15:44:44] <diesieben07> it
sucks
L593[15:44:48] <masa> wtf, seriously? this
is shit
L594[15:44:57] <masa> *downgrading to win
7*
L595[15:45:11] <SparkVGX> killjoy - Not
worried about free or not if it's good quality :)
L596[15:45:25] <killjoy> try mIRC
then
L597[15:45:37] <masa> I can't even cheat
it by creating a renamed shortcut, it still shows the name of the
target
L598[15:45:51] <masa> does windows/NTFS
have hard links?
L599[15:45:55] <ghz|afk> yes
L600[15:45:58] <ghz|afk> and
symlinks
L601[15:45:59] <diesieben07> mklink works
apparantly
L602[15:46:00] <ghz|afk> since Vista
L604[15:46:05] <ghz|afk> open an admin
cmd
L605[15:46:10] <ghz|afk> and use mklink
/d
L606[15:46:13] <ghz|afk> for a directory
symlink
L607[15:46:15] <masa> mmkay
L608[15:46:38] <killjoy> I like to do
mklink /d buildSrc ..\ForgeGradle
L609[15:48:24] <masa> to this date I have
no idea how windows filesystem permissions, or anythin gelse
really, works
L610[15:48:39] <killjoy> I took a class
that explained it
L611[15:48:53] <killjoy> share
permissions, then file permissions
L612[15:53:26] <ghz|afk> filesystem
permissions on NTFS are an ACL
L613[15:53:30] <ghz|afk> Access Control
List
L614[15:53:32] <ghz|afk> which is
basically
L615[15:53:35] <ghz|afk> a list of
L616[15:53:53] <ghz|afk> UID / permission
flags / ALLOW/DENY
L617[15:53:56] <ghz|afk> so like
L618[15:54:03] <ghz|afk> Administrators /
Total Control / Allow
L619[15:54:11] <ghz|afk> User1 / Write /
Deny
L620[15:54:41] <ghz|afk> they are more
flexible than unix permission bits
L621[15:54:49] <ghz|afk> but at the same
time, they can't represent all the situations
L622[15:55:06] <ghz|afk> such as setuid --
the concept doesn't exist
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L624[15:56:13] <SparkMobile> thanks
Killjoy :) testing now
L625[15:56:33]
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L626[15:56:36] <masa> and when I'm trying
to access stuff from another os installation, is the only way to
"gain permanent access" and let it change all the
permissions on all the files?
L627[15:56:52] <killjoy> you need share
permissions
L628[15:57:08] <ghz|afk> it's the
equivalent of "chown" + "chmod +rwx"
L629[15:57:15] <masa> or can I use an
admin explorer to access them like on linux with root perms?
L630[15:57:33] <ghz|afk> sortof
L631[15:57:39] <ghz|afk> there's no
"godlike" root
L632[15:57:51] <ghz|afk> but you can
change the owner to your admin account
L633[15:57:51] <killjoy> There's
TrustedInstaller
L634[15:58:02] <ghz|afk> that's just
something that has permissions by default
L635[15:58:14] <ghz|afk> but you can't
just "runas" SYSTEM
L636[15:58:30] <killjoy> sadly
L637[15:58:52] <masa> hrm, so I used
mklink /d to make a symbolic link, but it still shows the original
directory name when pinned ;_;
L638[15:59:05] <ghz|afk> hmf
L639[15:59:21] <ghz|afk> maybe the code
that gets the name resolves the symlink and gets the real
filename
L641[15:59:44] <masa> how can they fuck up
a feature this basic and important this badly
L642[15:59:58] <SparkVGX> Just to double
check, there is no event or call I can make to see what the weather
is right? Eg I have a block that would "charge" in a
thunderstorm.
L643[16:00:20] <ghz|afk> AH
L644[16:00:23] <ghz|afk> this tutorial
uses /J
L645[16:00:26] <ghz|afk> rather than
/D
L646[16:00:31] <ghz|afk> which creates a
junction point
L647[16:00:35] <ghz|afk> rather than a
symlink
L648[16:00:41] <ghz|afk> this is a
filesystem-level reparse point
L649[16:00:47] <ghz|afk> closer to a
mountpoint
L650[16:00:55] <ghz|afk> so that may work
for you
L651[16:01:33] <masa> yeah that seems to
work in that it preserves the name
L652[16:01:54] ⇦
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L653[16:02:02] <SparkVGX> aww it
quit
L654[16:02:03] <masa> but it then also
messes up the hierarchy if I would want to go up from the target
dir
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L656[16:02:31] <masa> unless I create the
links to the same directory where the target is, but that is a bit
untidy
L657[16:02:59] <ghz|afk> or you can just
live with the original name ;P
L658[16:03:27] <masa> well that is going
to be annoying, because I would have identical names in the
list...
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L666[16:19:47] <electrolitic> A TileEntity
has a Block blockType variable. If it's a chest do you give it the
chest block, or if it's a furnace do you give it the furnace block?
Is that how that works?
L667[16:20:51] <diesieben07> you don't
give it anything. honestly that field should be private, never
access it!
L668[16:20:54] <diesieben07> call
getBlockType instead
L669[16:20:58] <diesieben07> the field is
lazily initialized
L670[16:21:56] <ghz|afk> \o/
thread-safening my octree solved many of the weird glitches I was
having
L671[16:23:22] <electrolitic> How does the
block know to create the TileEntity that you made?
L672[16:23:29] <ghz|afk> you tell it
L673[16:23:37] <ghz|afk> overriding
hasTileEntity and createTileEntity
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L676[16:26:48] <SparkVGX> If my item has
subtypes, do I need to register a render for each of those sub
types?
L677[16:27:12] <ghz|afk>
"yes"
L678[16:27:20] <ghz|afk> but you can use
ItemMeshDefinition or ItemOverrides
L679[16:27:28] <ghz|afk> to map them in a
more flexible way
L680[16:28:32] <SparkVGX> is there a mod
example I can look at? I tried TConstruct but they are a bit too
clever on how they put their stuff together
L681[16:31:41] ⇦
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L683[16:31:52] <P3pp3rF1y> not so fancy as
Tcon
L684[16:32:00] <SparkVGX> Thank you
<P3pp3rF1y> :D
L685[16:32:46]
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L686[16:32:53] <P3pp3rF1y> I am looking
into syncing of ItemStack capabilities to client again
L687[16:33:15] <P3pp3rF1y> so what is the
general expectation on this, are people expecting them to sync
automatically when they change on server?
L688[16:33:52] <P3pp3rF1y> because
currently the packets get triggered on capability changes, but
don't include capability data and thus just delete capability data
on client
L689[16:35:21] <diesieben07> in my opinion
the capabilities should stay completely untouched by any
syncing
L690[16:35:31] <diesieben07> just like
they do for TEs and Entities
L691[16:35:43] <diesieben07> not sure how
feasable that is with how ItemStacks work though
L692[16:35:50] <P3pp3rF1y> so you mean no
trigger for packets on server when they change
L693[16:36:32] <P3pp3rF1y> I don't think
we can make them easily untouched given that itemstacks are copied
on client every time they are synced
L694[16:36:47] ⇦
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L695[16:36:50] <P3pp3rF1y> and as part of
that copy they get capabilities reinitialized
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L697[16:37:10] <P3pp3rF1y> which means
deleted given that the data is not in the packets
L698[16:37:12] <diesieben07> why does
copying reinitialize caps?
L699[16:37:16] <diesieben07> that sounds
horrible to me
L700[16:37:27] <diesieben07> i would
imagine caps as just "an object stored in a field in
ItemStack"
L701[16:37:38] ⇦
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L705[16:37:53] <P3pp3rF1y> well there are
two separate current inventories on client as far as I see
L706[16:38:26] <P3pp3rF1y> one where the
data gets deserialized and then update process checks it for
changes and if it's changed it copies the deserialized
itemstack
L707[16:38:39] <P3pp3rF1y> into the one
that's actually used
L708[16:38:47] <diesieben07> uhm... what?
:D
L709[16:39:03] <P3pp3rF1y> I will find the
line, give me a sec
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L711[16:39:42] <Redrield> Is there a way
to get an EntityPlayer only methods that would be accessible in a
util class?
L712[16:39:52] <Redrield> using only
methods*
L713[16:40:44] <diesieben07> uhm, depends
on WHICH player you wnat
L714[16:41:02] <Redrield> I have their
name
L715[16:41:09] <Redrield> I need to get
the EntityPlayer object from that name
L716[16:41:12] <diesieben07> names can
change, don't use names.
L717[16:41:31] <diesieben07> What are you
doing exactly?
L718[16:42:04] ⇦
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L720[16:43:21] <Redrield> I'm playing
around with custom packets and such. Just a bit bored. I have a
custom packet that I'm going to send with the player's name
encoded, and I need to know how to decode it back into an
EntityPlayer object
L721[16:43:44] <Redrield> I know that
WorldServer has a method, but I don't have a way of getting a
WorldServer object
L722[16:44:22] <diesieben07> why do you
send the name?
L723[16:44:28] <diesieben07> do you want
to know who sent the packet?
L724[16:44:43] <Redrield> I'm just playing
around
L725[16:44:49] <Redrield> This isn't
something I'm going to release
L726[16:44:55] <diesieben07> But you want
to achieve something, right?
L727[16:45:05] <Redrield> It's just a
learning excersize for myself really :P
L728[16:45:10] <diesieben07> for learning
WHAT?
L729[16:45:18]
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L730[16:45:20] <diesieben07> You don't
learn by writing random things :D
L731[16:45:25] <Redrield> How minecraft
handles packets :P
L732[16:45:30] <Tazz> yeah you do
lol
L733[16:45:39] <Tazz> i write random shit
all the time
L734[16:45:44] <workshopcraft> this is why
i made my barrel mod. to learn how to do tile entites and
inventorys etc.
L735[16:45:47] <Tazz> helps me flex my
skills
L736[16:45:55] <diesieben07> Redrield,
packets = blobs of bytes. thats it.
L737[16:46:08] <diesieben07> if you want
to sent over a player: send the entityID
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L739[16:46:23] <diesieben07> if you want
to know which player sent a packet:
ctx.getServerHandler().playerEntity
L740[16:46:32] <diesieben07> no need to
send a name.
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L742[16:47:12] <P3pp3rF1y> diesieben07,
the line where it copies the stack is 2194 in
EntityLivingBase
L743[16:47:20] <Redrield> Is there not a
static method or something to get a WorldServer from its
name?
L744[16:47:32] <diesieben07> so now you
want to get a WorldServer?!
L745[16:47:57] <Redrield> Well I know that
I can get an EntityPlayer from data I already know
L746[16:48:01] <Redrield> If I have a
WorldServer object
L747[16:48:04] <diesieben07> P3pp3rF1y,
this.worldObj.theProfiler.startSection("jump"); -
what?
L748[16:48:18] <diesieben07> Redrield,
again, yes you can get a player by name but it's a really bad
idea.
L749[16:48:19] <P3pp3rF1y>
this.handInventory[entityequipmentslot.getIndex()] = itemstack1 ==
null ? null : itemstack1.copy();
L750[16:48:23] <diesieben07> Thats why I
am askign why.
L751[16:48:51] <Redrield> If it makes you
happy, I'll write their UUID instead, mkay?
L752[16:49:10] <SatanicSanta> It's easiest
with the entity ID like diesieben07 said to do
L753[16:49:25] <diesieben07> not
easist.
L754[16:49:27] <diesieben07> it's the
proper way.
L755[16:49:32] <SatanicSanta> right
L756[16:49:54] <diesieben07> P3pp3rF1y,
that is for detecting changes in the item. handInventory /
armorArray are "last tick" values
L757[16:50:16] <diesieben07> and Redrield
again, why do you even NEED to write the player at all?
L758[16:50:35] <Redrield> I'm just messing
around with custom packets. Why are you being so hostile
L759[16:50:39] ⇦
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L760[16:50:45] <SatanicSanta> Is there a
proper/simple way to run the test mod(s) in
src/test/java/net/minecraftforge/test?
L761[16:50:46] <diesieben07> I am not
being hostile.
L762[16:50:53] <diesieben07> I am trying
to prevent you from making horrible mistakes
L763[16:50:57] <diesieben07> and you are
not helping because you are being vague.
L764[16:51:08] <diesieben07> SatanicSanta,
launch the game :P
L765[16:51:22] <P3pp3rF1y> diesieben07,
but this is where the newer stack got updated by packet with no
caps when the caps change on server and gets copied to
handInventory
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L767[16:51:38] <diesieben07> eh...
what?
L768[16:51:38] <SatanicSanta> Also:
SimpleNetTester does not pass.
L769[16:51:49] <diesieben07> like i said
handInventory is *only* a "last tick value" cache
L770[16:51:53] <diesieben07> for detecing
changs.
L771[16:52:11] <SatanicSanta> diesieben07:
Using gradle, or something from gradle build?
L772[16:52:18] <diesieben07> just
GradleStart.main
L773[16:52:33] <diesieben07> you just have
to make sure to include the src/test stuff on the classpath
L774[16:52:37] <diesieben07> which depends
on your IDE
L775[16:53:15]
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L776[16:53:30] <Redrield> Alright.
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L778[16:54:59] <P3pp3rF1y> I guess it
really doesn't matter given that deserialization doesn't get cap
data from packet and thus empties cap data on client
L779[16:55:24] <Redrield> I'm bored, so
I'm messing around right now. I have a class that implements
IMessage, and I need to implement fromBytes and toBytes.
L780[16:55:29] <diesieben07> yes
L781[16:55:34] <diesieben07> what is that
packet supposed to do?
L782[16:55:54] <diesieben07> P3pp3rF1y,
yeah, so ... my ideal view is sadly not really feasible because
ItemStacks are overridden by copies left and right
L783[16:56:21] <Redrield> What I want to
do, purely because I'm bored and want something to do, is to send
my custom packet when a block gets place (Got that done already)
with the contents being some recognizable information about the
player, That's why I was going with their name.
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L785[16:56:46] <Redrield> I'm doing this
through my IDE in runClient, so I have no worries that the name
will change for the one time I try this.
L786[16:56:47] <P3pp3rF1y> yeah and my
view is let's just stop the spam from cap changes and only trigger
packets if anything but caps change
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L788[16:57:02] <P3pp3rF1y> and then let
mod devs sync the caps as they need to anyway
L789[16:57:09] <diesieben07> like i said,
you DO NOT need to send the player. no matter if you are messing
around or not...
L790[16:57:19] <diesieben07> if you are
sending info about the player, you are messing around with BROKEN
stuff.
L791[16:57:34] <Redrield> What do you want
me to send then, give me an idea?
L792[16:57:41] <diesieben07> what do you
wnat the packet to do?
L793[16:57:56] <P3pp3rF1y> this still
leaves a bit of an issue that when eg NBT changes it deletes cap
data and before custom cap sync packet comes it may show
nothing
L794[16:58:03] <diesieben07> P3pp3rF1y,
the issue with that is... yeah what you just said
L795[16:58:09] <Redrield> Receive
information, and write that to chat with some sort of formatting
like colouring or bold added to it
L796[16:58:31] ***
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L797[16:58:32] <diesieben07> so, send that
informatino (whatever it is)
L798[16:58:38] <diesieben07> and then call
addChatMessage on the server.
L799[16:58:47] <diesieben07> or you could
even call addChatMessage on the client and not use any packets at
all.
L800[16:59:04] <P3pp3rF1y> but that's
still way better than what I have today that especially on
dedicated servers I get caps deleted all the time and thus 0
blinking when I display charge of items
L801[16:59:49] <diesieben07> yeah
L802[16:59:57] <workshopcraft> what would
be the best way for a tile entity to pass data to a client side TE
when a player first joins the world?
L803[16:59:58] <P3pp3rF1y> well it's
especially visible when on dedicated server, because my cap sync
packets can get out of sync
L804[17:00:03] <diesieben07> the issue
is... caps on itemstacks are just a broken concept with how
Itemstacks work at the moment.
L805[17:00:45] <Redrield> Just calling
addChatMessage when the block is placed is something I've already
done. I want to add some unnecessary complicatedness in between
it
L806[17:00:49] <P3pp3rF1y> and I was so
excited about them when they came
L807[17:01:02] <Redrield> Which is
something that I'd never do if I'm releasing a mod to the public,
so don't fret about that :P
L808[17:01:08] <diesieben07>
workshopcraft, you need to override getUpdatePacket and getUpdate
Tag, look at vanilla examples.
L809[17:01:21] *
workshopcraft checks his existing code
L811[17:01:58] <diesieben07> Redrield,
then like I said, send the data in the message. whatever data is
needed on the other side. think of an IMessage as a blob of pure
data that gets transmitted from client to server or vice
versa
L812[17:02:07] <Redrield> Mkay
L813[17:02:26] <workshopcraft>
diesieben07, apparently i have both of those overridden already let
me see what i'm doing wrong here
L814[17:02:31] <diesieben07> and like i
said, no need to send anything about the player, the server always
knows who sent a packet.
L815[17:04:21] <wiresegal> how do you
register a dynamic item model, and if so, how do you make it
inherit from an existing JSON one?
L816[17:04:30] <diesieben07> define
"dynamic"
L817[17:04:41] <workshopcraft> ^
L818[17:05:02] <williewillus> wiresegal:
dynamic as in in code?
L819[17:05:30] <williewillus> if so insert
it into the model registry during ModelBakeEvent
L820[17:05:53] <diesieben07> personally i
like the custom loader approach better but thats just me
L821[17:06:25] <williewillus> the event
approach is cleaner to me
L822[17:06:29] <williewillus> but we've
been over this ;p
L823[17:06:37] <diesieben07> yep. :D
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L825[17:10:21] <workshopcraft> hmm i have
onDataPacket, getUpdatePacket, getUpdateTag all overriden
L826[17:10:41] <williewillus> you read the
gist i linked? esp the caveat on getUpdateTag?
L827[17:11:10] <workshopcraft> do i have
to set those myself?
L828[17:11:26] <diesieben07>
super.getUpdateTag gives them to you
L829[17:11:37] <workshopcraft> ah lets
see
L830[17:11:46] ⇦
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L831[17:14:21] <workshopcraft> oh wow that
fixed it
L832[17:14:25] <williewillus> yay
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L834[17:14:30] <workshopcraft> i wasn't
calling super for that function
L835[17:14:44] <workshopcraft> now i just
have this weird bug where some chunks are not loading until i break
something in them
L836[17:14:53] <workshopcraft> e.g. grass
or dirt
L837[17:17:13] <workshopcraft> time to rip
out all the mods and see if its another mod causing it
L838[17:18:37] <workshopcraft> running
client and server from IDE always fun >.<
L839[17:19:43] <SparkVGX> ^
L840[17:20:44]
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L844[17:22:30] <SparkVGX> When setting the
resource location, it ignores the domain right? I'm having troubles
getting it to recognise my file
L845[17:22:42] <williewillus> for
what
L846[17:22:44] <diesieben07> no it doesn't
ignroe the domain
L847[17:22:47] <williewillus> domain
almost always matters
L848[17:22:49] <diesieben07> if you dont
set it, it uses "minecraft"
L849[17:23:13] <SparkVGX> eg, my file
shouldn't be called stormlight:gemStone.broam
L850[17:23:48] <SparkVGX> It looks for a
json file called gemStone.broam if give it
stormlight:gemStone.broam
L851[17:24:00] <diesieben07> the domain is
for which assets folder to look in
L852[17:24:07] <diesieben07> so
assets/DOMAIN_HERE/stuff
L853[17:24:39] <SparkVGX> at the moment,
it will recognise my file if I give it stormlight:gemStone
L854[17:24:56] <SparkVGX> but will not
recognise it if I add the .broam on the end
L855[17:25:06] <SparkVGX> both are in the
same folder
L856[17:25:32] <wiresegal> :oooooo
rosharan magic in minecraft?
L857[17:25:39] <SparkVGX> shhhh :P
L858[17:25:58] <SparkVGX> trying. I have
dead shardblades implemented
L859[17:25:59] <wiresegal> don't forget to
have witty quips by our favorite neighborhood worldhopper
everywhere
L860[17:26:03] ⇦
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L862[17:26:16] <SparkVGX> haha hoid will
make an appearance yes
L863[17:26:37] <wiresegal> williewillus:
how do I make my IBakedModel just transform an existing one?
L864[17:26:50] <diesieben07> don't make an
IBakedModel yourself
L865[17:26:54] <wiresegal> why?
L866[17:27:03] <diesieben07> you would do
it from IModel.bake
L867[17:27:04] <williewillus> can you not
just specify the other one as a parent in json
L868[17:27:06] <wiresegal> it needs to
call functions during rendering
L869[17:27:09] <diesieben07> get the
original model
L870[17:27:11] <diesieben07> bake it
L871[17:27:18] <williewillus> what does
"call functions during rendering" even mean :D
L872[17:27:22] <diesieben07> with
additional... stuff e.g. transformations
L873[17:27:23] <williewillus> nothing in a
baked model is called during rendering
L874[17:27:31] <SparkVGX> but just having
issues getting it to recognise a separate json file, even if it is
named exactly
L875[17:27:34] <wiresegal> then how do I
do it :V
L876[17:27:40] <williewillus> i don't even
know what you want to do lol
L877[17:27:49] <wiresegal> I need to use a
shader on a certain tintindex of the item
L878[17:28:05] <wiresegal> (vazkii's kind
of shader code)
L879[17:28:07] <williewillus> you can't do
that by making another bakedmodel :P
L880[17:28:12] <williewillus> models are
data they don't run
L881[17:28:18] <wiresegal> ok, then how do
I do it?
L882[17:28:48]
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L883[17:29:07] <williewillus> not possible
afaict. there aren't render passes anymore, every layer/tintindex
is flattened into the int array. maybe if you have control of where
its rendering from
L884[17:29:14] <williewillus> you can have
two separate models and apply the shader on one
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L886[17:29:40] <Snapples>
!isitmergedyet
L887[17:29:50] <wiresegal> unsure how to
do that
L888[17:29:51] <Snapples> FINALLY
L889[17:30:01] <williewillus> where is
this goign to be rendered?
L890[17:30:07] <williewillus> Snapples:
wat
L891[17:30:08] <Snapples> Actually, wrong
channel :V
L892[17:30:14] <Snapples> I'm sorry
xD
L893[17:30:34] <wiresegal> it's an item,
it'll be rendered in all the places an item goes
L894[17:30:43] <williewillus> then not
possible afaict rn
L895[17:30:47] <williewillus> bother fry
when he comes back
L896[17:30:59] ⇦
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L897[17:31:09] <ghz|afk> hmf
L898[17:31:29] <ghz|afk> i'm starting to
regret my decision of making worldgen on my proof of concept
thingy, be concurrent, based on thread pools
L899[17:32:22] <ghz|afk> it's all nice and
"smooth"
L901[17:32:25] <ghz|afk> but then.
L902[17:32:38] <diesieben07> worldgen
sounds like a perfect example for divide and conquer
L903[17:32:42] <ghz|afk> you can't rely on
it being able to do things WHEN they are needed
L904[17:32:48] <diesieben07> i.e.
forkjoin
L905[17:33:07] <ghz|afk> incidently
L907[17:33:12] <Redrield> Posting code
now
L908[17:33:26] ⇦
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L909[17:33:29] <ghz|afk> I have a LOT of
debug shit in there, which fucks up with concurrency, but it's not
about the performance
L910[17:33:41] <diesieben07> Redrield, you
are sending a packet to the server while on the server.
L911[17:34:24] <ghz|afk> diesieben07: well
the terrain is split into "tiles" of 16x16x64 atm
L912[17:34:34] <ghz|afk> and generation
works on three phases for now
L913[17:34:49] <ghz|afk> phase 0 computes
the density map, generating air, soft stone, or hard stone
L914[17:34:52] <ghz|afk> based on
density
L915[17:35:18] <ghz|afk> along with
water
L916[17:35:48] <ghz|afk> then phase 1
generates the surface material (dirt, grass, sand, gravel)
L917[17:36:07] <ghz|afk> which requires
the block above and below to have been generated up to phase 0
only
L918[17:36:12] <Redrield> Thanks
diesieben07
L919[17:36:13] <ghz|afk> the tile*
L920[17:36:13] <Redrield> Fixed it
L921[17:36:19]
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L922[17:36:26] ***
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L923[17:36:39] <ghz|afk> so I have event
queues for each tile, which run the queued lambdas when each phase
ends
L924[17:36:55] <ghz|afk> but it's a
headache
L925[17:37:22] <ghz|afk> I have tiles that
never generate, tiles that take a long time even though I'm right
on top of them and they should have topmost priority
L926[17:37:27]
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L927[17:37:47] <ghz|afk> it was worse
before -- making the tile lookups threadsafe fixed many of
them
L928[17:37:48] <ghz|afk> but not
all.
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L930[17:38:26] <diesieben07> well, first
of all this sounds like a task for CompletableFuture
L931[17:38:34] <ghz|afk> this isn't java
though ;P
L932[17:38:36] <diesieben07> Oh.
L933[17:38:41] *
diesieben07 leaves
L934[17:39:01] <ghz|afk> C#, MonoGame, in
DX mode for now (OpenGL is easy to do afterward)
L935[17:39:08] <ghz|afk> anyhow
L936[17:39:12] <ghz|afk> the Task system
is sortof like that
L937[17:39:19] ⇦
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L938[17:39:31] <ghz|afk>
Task.Run(something).ContinueWith(something else)...
L939[17:39:33] <wiresegal> is there no
place to have a code-rendered model for an item anymore?
L940[17:39:38]
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L941[17:39:42] <diesieben07> well, you
will need some kind of priority
L942[17:39:45] <diesieben07> i don't know
Task.Run
L943[17:39:45] <ghz|afk> wiresegal:
officially, no.
L944[17:39:54] <ghz|afk> diesieben07: yep
that's why I replaced Task.Run
L945[17:40:00] <diesieben07> But in java
with the ExecutorService stuff you can give it a custom queue
L946[17:40:02] <ghz|afk> with a
position-aware scheduler
L947[17:40:13] <diesieben07> and pass in a
PriorityQueue which sorts stuff according to how you want to
L948[17:40:15] <ghz|afk> which re-sorts
the queue based on position changes
L949[17:40:28] <ghz|afk> so that the tasks
nearer to the player take more priority
L950[17:41:35] ⇦
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L951[17:42:22] <wiresegal> ghz|afk: that
sounded like a 'no, but' to me... any way possible?
L952[17:42:54] <williewillus> wiresegal:
yes there is but its a very roundabout workaround :P
L953[17:43:01] <williewillus> use the TESR
itemstack thing
L954[17:43:49] <ghz|afk> wiresegal: it's
technically possible, but highly discouraged
L955[17:43:59] <ghz|afk> and not really
allowed to discuss it here
L956[17:44:00] <ghz|afk> ;P
L957[17:44:17] <williewillus> when fry is
back bother him for a solution :P
L958[17:44:19] <ghz|afk> let's put it in a
different way
L959[17:44:31] <ghz|afk> convince me that
you DO need this kind of custom rendering
L960[17:44:39] <williewillus> he wants
shaders
L961[17:44:41] <ghz|afk> instead of some
"smart item model" that just builds a static cacheable
model
L962[17:47:27] ⇦
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L965[17:51:13] <wiresegal> shaders, that's
why
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L969[17:54:26] <ghz|afk> what kind of
shader?
L970[17:54:54]
⇨ Joins: cpup (~cpup@32.218.116.209)
L971[17:54:59] <ghz|afk> just curious
;P
L972[17:55:55] <Shambling> just like any
good triple A game, I bet lens flare and lots of brown bloom
L973[17:55:56] <SparkVGX> This is just
getting silly. It will accept one file name as a model resource and
load the json file but wont read the appended .subtype[i] added to
the end
L974[17:56:08] <ghz|afk> Shambling: on an
item?!
L975[17:56:19] ⇦
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L976[17:56:20] <ghz|afk> SparkVGX:
wat
L977[17:56:24] <SparkVGX> ikr
L978[17:56:30] <ghz|afk> I mean
L979[17:56:33] <ghz|afk> wtf are you
trying to do?
L980[17:56:36]
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L981[17:56:38] <TehNut> Show your
code...
L982[17:56:52] <TehNut> That last sentence
has raised my interest in what you are doing >.>
L983[17:56:52] <williewillus> ^
L984[17:57:03] <ghz|afk> whatever you are
doing, it doesn't sound like you are doing it right
L985[17:57:04] <williewillus> bad kind of
interest :P
L986[17:57:08] <TehNut> ^
L987[17:57:23] <ghz|afk> so
congratulations, you got our attention
L988[17:57:23] <ghz|afk> ;P
L990[17:57:32] <TehNut> oh god no
please
L991[17:57:36] <ghz|afk> EWH EWH EWH
EWH
L992[17:57:37] <ghz|afk> PLEASE
L993[17:57:44] <ghz|afk> get rid of
.getUnlocalizedName().substring
L994[17:57:49] <ghz|afk> I refuse to help
you while that's in your code
L995[17:57:49] <ghz|afk> XD
L996[17:58:09] <TehNut> If your
unlocalized name provides a "usable" name by cutting off
"item.", you're doing unlocalized names wrong
L997[17:58:18] <ghz|afk> yep
L998[17:58:24] <ghz|afk> first: there's
.getRegistryName
L999[17:58:31] <ghz|afk> which is
specifically for the purpose of obtaining the registry name
L1000[17:58:33]
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L1001[17:58:37] <Shambling> can a client
connecting with uninitialized items (i.e. client config says to
disable an item, and server says enable it) can that crash a
server?
L1002[17:58:41] <ghz|afk> second:
localized names are meant to be explicitly
"namespaced"
L1003[17:58:45] <ghz|afk> becuase the
translation table is GLOBAL
L1004[17:58:55] <ghz|afk> minecraft
merges all the translation files into one
L1005[17:59:01] <ghz|afk> overwriting any
existing strings with the same key
L1006[17:59:03] <TehNut> Shambling: It
will not allow the player to connect due to missing
items/blocks
L1007[17:59:03] <Shambling> I'm getting a
tick nullpointer error, and the only thing that should be different
is I deleted xreliquary from allthemods server, but not
client
L1008[17:59:35] <Shambling> boy I bet
whoever is named I regrets that decision
L1009[17:59:38] <TehNut> Having extra
mods/items/blocks on the client shouldn't cause a problem
though
L1010[18:00:10] <Shambling> I'm wondering
if I missed a copy over when I upgraded the client mods as I
upgraded the server
L1011[18:00:11] <SparkVGX> excellent,
wasn't aware of the get registry name method, have put that in and
looks waaaay nicer
L1012[18:00:19] <TehNut> What's the NPE
you're getting?
L1013[18:00:24] <ghz|afk> SparkVGX:
okay
L1014[18:00:32] <ghz|afk> now make sure
to also fix your unlocalized names
L1015[18:00:33] <Shambling> timing tick
error
L1016[18:00:36] <ghz|afk> something
like
L1017[18:00:50] <TehNut> Full log
L1018[18:00:51] <ghz|afk>
setUnlocalizedName(MODID + "." + rest of the translation
key)
L1019[18:00:59] <Shambling> I made them
both identical afaik, I'll get a new crash log if it happens
again.
L1020[18:01:10] <Shambling> easier to
debug if Ihave a proper base to start from
L1021[18:01:10] ***
manmaed is now known as manmaed|AFK
L1023[18:01:25] <ghz|afk> all my mods
follow this pattern
L1024[18:01:39] <SparkVGX>
this.setUnlocalizedName(Names.Items.GEMSTONE);
L1025[18:01:46] <SparkVGX> that's what I
have on the item
L1026[18:01:55] <TehNut> Everything I
work on is
"item.MODID.PRIMARY_THING.SUB_THING.name"
L1027[18:02:00] <ghz|afk> and I guess
"GEMSTONE" is just like "itemgemstone"
L1028[18:02:02] <ghz|afk> which
means
L1029[18:02:04] <ghz|afk> any other
mod
L1030[18:02:06] <ghz|afk> that has a
gemstone item
L1031[18:02:09] <ghz|afk> will collide
with yours
L1032[18:02:17] <ghz|afk> and one of the
two translation strings will overwrite the other
L1033[18:02:19] <ghz|afk> so
L1034[18:02:19] <TehNut> Well, if they
don't namespace at least
L1035[18:02:22] <ghz|afk> change them do
like
L1036[18:02:30] <ghz|afk>
"yourmod.gemstone"
L1037[18:02:31]
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L1040[18:02:38] <ghz|afk> then the
language file would have
L1041[18:02:44] <ghz|afk>
item.yourmod.gemstone.name=Gemstone
L1042[18:02:47] <ghz|afk> which looks
nice enough
L1043[18:02:48] <SparkVGX> this is what I
was doing with my get unlocalised name
L1044[18:03:03] <ghz|afk> ewh
L1045[18:03:09] <TehNut> yeahno
L1046[18:03:11] <ghz|afk> why not move
that to .setUnlocalizedName?
L1047[18:04:09] <ghz|afk> I do have some
ugly code myself in there
L1049[18:04:32] <ghz|afk> but it's only
complex for the itemstack case, the general case is cached ;P
L1050[18:06:59]
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L1051[18:07:27] <Shambling> ok that was
just a coincidence crash. Too much worldgen at the same time my
client connected with bad sync
L1052[18:08:01] <Shambling> which brings
to mind, are there any server mods that are like that skyrim mod
that simply eats an error if its too minor to cause a real
crash?
L1053[18:09:41] <Shambling> probably
wouldn't be possible in a mod, I think that did it with a dll
patch
L1054[18:10:04] <SparkVGX> ghz, so you
don't override getUnlocalizedName() ? only using
.setUnlocalizedName(Names.Items.GEMSTONE) does the same
thing?
L1055[18:11:05] <SparkVGX> not the same
thing, but sets it up correctly
L1056[18:11:07]
⇨ Joins: CoderPuppy (~cpup@32.218.116.245)
L1057[18:11:17] <TehNut> Generally, there
is no reason to override getUnlocalizedName()
L1058[18:11:27] <TehNut> Only
getUnlocalizedName(ItemStack)
L1059[18:12:10] <SparkVGX> ty
L1060[18:12:26] <TehNut>
getUnlocalizedName() will (by default) return whatever you set in
setUnlocalizedName(String) with a prefix of "item."
L1061[18:12:45] ***
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L1063[18:15:01] ***
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L1065[18:17:34] <SparkVGX> will
super.getUnlocalisedName() add my domain to it as well?
L1066[18:19:31] <TehNut> As I said
before, getUnlocalizedName() will return "item." with
whatever you set in setUnlocalizedName()
L1067[18:19:51] <TehNut> So use
setUnlocalizedName() to set the base of your unloc name
L1068[18:20:21] <TehNut>
setUnlocalizedName(Textures.RESOURCE_PREFIX + "." +
Names.Items.GEMSTONE)
L1070[18:22:11] <SparkVGX> Better?
L1071[18:22:33] <TehNut> are are you
using String.format...
L1072[18:23:27] <TehNut> why are
you*
L1073[18:24:29] <SparkVGX> mainly because
I like how it looks. Not good?
L1074[18:24:39]
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L1075[18:24:47] <SparkVGX> changed it to
x + x
L1076[18:25:21] <TehNut> "blah"
+ "blah" is faster than String.format("%s%s",
"blah", "blah")
L1077[18:25:46] <TehNut> Also you're
missing the . separator
L1078[18:25:53] <SparkVGX> Thank you :)
fixed that
L1079[18:26:03] <TehNut> unless you want
it to be modidgemstone.subtype
L1080[18:26:10] <SparkVGX> oh never
mind
L1081[18:26:15] <SparkVGX>
Textures.RESOURCE_PREFIX
L1082[18:26:22] <SparkVGX> this is
"stormlight:"
L1083[18:26:28] <TehNut> Ah
L1084[18:26:37] <TehNut> I guess that
works then
L1085[18:26:38] <electrolitic>
onBlockActivated has a return type of boolean. What is the
significance of this boolean?
L1086[18:27:12] <TehNut> IIRC, true = did
something, false = didn't do something
L1087[18:27:18] <electrolitic>
Thanks
L1088[18:29:31]
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L1089[18:30:10] <williewillus>
electrolitic: essentially if it returns false the client will
proceed to try to use the item in your hand
L1090[18:30:18] <williewillus> i.e. throw
ender pearl, eat, etc.
L1091[18:30:25] <williewillus> though in
1.9 its not a bool anymore
L1092[18:30:46] <electrolitic> I'm on
1.10.2 though?
L1093[18:31:01] <williewillus> uhh jk it
might not have changed :P
L1094[18:31:11] <williewillus> yeah that
one stayed bool
L1095[18:31:17] <williewillus> i was
thinking about the item methods
L1096[18:31:39] <electrolitic> So what
does it accomplish to return true?
L1097[18:32:04] <electrolitic> They just
can't do actions with their items?
L1098[18:32:24] <williewillus> true means
the block did something meaningful when you right clicked it
L1099[18:32:29] <electrolitic>
Alright
L1100[18:32:35] <williewillus> say it
right click a chest with a lava bucket you want it to open the gui
then stop
L1101[18:33:31] <williewillus> not pour
the lava on you as well
L1102[18:33:31] <williewillus> iirc that
was a bug in beta mc or something
L1103[18:33:31] <williewillus> *say
I
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L1107[18:37:07] <SparkVGX> This is
currently what I have. Name evaluates to stormlight:gemStone.broam
in the first case. If it does not have .broam on it, it uses the
old gemStone.json file. If it does have.broam on it, it will NOT
use the gemStone.broam.json file. Both files are in the same
models/item folder
https://gist.github.com/SparkVGX/989f9db5e628108ab9021dda1698306f
L1108[18:38:42]
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L1109[18:39:09] <electrolitic> isRemote
pretty much tells you if you're in single player or multiplayer,
correct?
L1110[18:39:20] <TehNut> If you're on the
client or server
L1111[18:39:26] <TehNut> SSP runs a
server as well
L1112[18:39:40] <electrolitic> Oh.
L1113[18:39:57] <Redrield> Hold on
L1114[18:40:00] <Redrield> Is forge open
source?
L1115[18:40:00] <electrolitic> serer =
false?
L1116[18:40:05] <TehNut> ..yes?
L1117[18:40:12] <TehNut> isRemote returns
true if you're on the client
L1118[18:40:20] <electrolitic>
Alright.
L1119[18:40:20] <TehNut> You're looking
at things from the serverside
L1120[18:40:23] <TehNut> Clients are
considered remote
L1122[18:40:52] <williewillus> people get
"sides" mixed up a lot so I wrote that :P
L1123[18:41:05] <electrolitic> Nice
L1124[18:41:08] <SparkVGX> Any ideas on
my issue with loading my item textures for sub items?
L1125[18:42:13]
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L1126[18:42:35] <electrolitic> Is it safe
to simply check for remote or not onBlockActivated and nowhere
else?
L1127[18:42:41] <electrolitic> Or should
it be checked other places too?
L1128[18:42:47] <TehNut> It may think
that .broam is an extension. I don't completely know how the
vanilla loader works
L1129[18:42:48] <williewillus> depends
^TM
L1130[18:43:26] <TehNut> SparkVGX: Can
you post your full log?
L1131[18:43:31] <electrolitic> With a GUI
I'm gonna guess you'll want to check more than just
onBlockActiavted.
L1132[18:44:01] <williewillus> what do
you mean check onBlockActivated?
L1133[18:44:09] <electrolitic> Check if
it's remote.
L1134[18:44:12] <williewillus> you should
never be calling onblockactivated yourself
L1135[18:44:16] <williewillus> oh you
mean inside it
L1136[18:44:18] <electrolitic> Yeah
L1137[18:44:20] <williewillus> depends on
what you're doing
L1138[18:44:33] <electrolitic> I'll think
about it as I go.
L1140[18:46:50] <TehNut> well that didn't
provide any useful information
L1141[18:47:32] ***
Mine|away is now known as minecreatr
L1142[18:48:09] <TehNut> Where are you
calling this? (what stage)
L1143[18:48:35] <SparkVGX> during
init
L1144[18:48:42] <TehNut> Models must be
handled in preInit
L1145[18:49:15] <TehNut> The only
model-based rendering you do after pre (That I know of) is
BlockColors and ItemColors
L1146[18:49:48] <TehNut> Also you should
be registering your items in pre if you're not already
L1147[18:52:04] <SparkVGX> testing now. I
was registering my items in pre
L1148[18:52:15]
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L1149[18:52:48] <SparkVGX> Woohoo!
haha
L1150[18:53:06] <SparkVGX> Thank you,
TehNut. It's working now >,<
L1151[18:53:33] <SparkVGX> Kinda annoyed
it only worked in some cases when placed inside the init func.
Learned my lesson
L1152[18:54:02] <wiresegal> I wonder how
Tema got the star to render on his item...
L1153[18:54:21] <TehNut> Yay! Better
practice used and issue resolved. It's a win/win
L1154[18:54:46] <williewillus> wiresegal:
what star?
L1155[18:54:48] <TehNut> My favorite part
is that all you *had* to do was move the call earlier
L1156[18:55:01] <TehNut> All that extra
name stuff was completely unnecessary :P
L1157[18:55:15] <SparkVGX> I know right?
haha
L1158[18:55:21] <wiresegal> williewillus:
there's a gem that charges in sunlight and renders a star (similar
to the Altar, Dragon death, etc) if it's got power in it
L1159[18:55:27]
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L1160[18:55:41] <TehNut> Did he take it
from that one 1.7 mod that I can't remember the name of?
L1161[18:55:41] <williewillus> i mean
what part of it seems like special rendering?
L1162[18:55:49] <TehNut> Avir
something
L1163[18:55:54] <williewillus>
avaritia
L1164[18:55:55] <wiresegal>
avaritia
L1165[18:55:56] <wiresegal> and no
L1166[18:56:08] <williewillus> also known
as "this is balanced ... right?"
L1167[18:56:17] <wiresegal> it doesn't do
the cosmic effect, it's the star effect a dying dragon
produces
L1168[18:56:21] ***
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L1169[18:56:32] <wiresegal> the star and
the variable transparency seem like custom rendering
L1170[18:57:16] <williewillus> he
probably does the tesr hack
L1171[18:57:17] <williewillus> or uses
asm
L1172[18:57:32] <wiresegal> we'll
see
L1173[18:57:47] <wiresegal> asm sounds
likely though
L1174[18:58:01] <williewillus> it
doesn't
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L1176[18:58:05] <wiresegal> he's not
adverse to using it where it suits his purposes
L1177[18:58:08] <williewillus> the tesr
hack already gives you full access
L1178[18:58:18] <williewillus> so if he
does it's a stupid choice vs the alternative
L1179[18:59:03] <Corosus> anyone know of
a 1.9.4 mod that adds records that play in vanilla jukebox
L1180[18:59:09] <Corosus> that has a
github
L1181[18:59:27] <wiresegal> bleh, i wish
there was an easy way to just add code to the render call for each
tintindex...
L1182[18:59:36] <williewillus> that's not
how it works
L1183[18:59:41] <williewillus>
tintindices aren't render layers
L1184[18:59:41] <wiresegal> i know
L1185[18:59:44] <wiresegal> wishing here
:P
L1186[18:59:55] <williewillus> that is
wishing for the system to completely overhauled :P
L1188[19:00:25] <wiresegal> what I need
is to disable lighting and apply a shader, that's it :/ (even
having two separate models I fuse is ok, if I can just do it)
L1189[19:00:36] <williewillus> i already
told you you can with the tesr hack
L1190[19:00:39] <Corosus> no sounds.json
:o
L1191[19:00:48] <wiresegal> how tho
L1192[19:01:07] <williewillus> wiresegal:
you can register an item to use a tesr to render instead of normal
rendering
L1193[19:01:13] <williewillus> you have
full gl access in a tesr
L1194[19:01:16] <williewillus> = do
whatever
L1195[19:01:18] <Corosus> thx TehNut,
will check out
L1196[19:01:31] <wiresegal> oh,
neat
L1197[19:01:38] <wiresegal> that's hacky
as hell lol
L1198[19:01:48] <williewillus> better
than asm
L1199[19:01:51] <williewillus> anything
is better than that
L1200[19:01:52] <wiresegal> is it ok if
the registered block has a CMRL bound?
L1201[19:02:01] <Corosus> "Initial
1.9 port. Runs, but still issues with block properties, records
", a bit worrying commit message lol
L1202[19:02:16] <electrolitic> If an
ItemStack's stackSize = 0, will the ItemStack become null, or do I
have to do that myself?
L1203[19:02:25] <williewillus>
electrolitic: depends
L1204[19:02:26] <williewillus> tm
L1205[19:02:28] <wiresegal> do it
yourself in some situations
L1206[19:02:28] <williewillus> Corosus:
botania
L1207[19:02:38] <williewillus> in many
situations the game wraps and does it for you though
L1208[19:02:41] <williewillus> so depends
really
L1209[19:02:45] <electrolitic> It can't
hurt to do it myself, so I guess I will.
L1210[19:02:46] <Corosus> i dont see a
1.9 version for botania
L1211[19:02:53] <williewillus> Corosus:
github.com/williewillus/Botania
L1212[19:02:58] <Corosus> oh heh
L1213[19:03:00] <Corosus> wrong
repo
L1214[19:03:19] <TehNut> Corosus: It
generates a sounds.json in ConfigHandler
L1215[19:03:30] <Corosus> oooooooo
L1216[19:03:32] <Corosus> neat
L1217[19:03:34] <Corosus> i should steal
that
L1218[19:03:37] <SparkVGX> :o I love
botania
L1220[19:03:46] <TehNut> All it's
textures and stuff is assembled as a resource pack in the
config
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L1223[19:07:15] <Corosus> will attempt to
compare all this to our wiggy setup and try to spot where we messed
up, thanks :D
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L1225[19:12:50] <williewillus> who the
hell named the double slab for purpur PURPUR_SLAB_DOUBLE when all
the other double slabs are DOUBLE_<X>_SLAB
L1226[19:12:58] <williewillus>
>_>
L1227[19:13:33] <williewillus> !fh
PURPUR_DOUBLE_SLAB
L1228[19:14:18] <Corosus> oh thats a
vanilla one eh
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L1230[19:14:26] <Corosus> weird it should
be based off of actual mojang name now
L1231[19:14:55] <williewillus> ?
L1232[19:15:03] <TehNut> what
L1233[19:15:13] <Corosus> oh its not, im
confused
L1234[19:15:33] <williewillus> actually
you're correct
L1235[19:15:42] <williewillus> mojang
gave them inconsistent registry names
L1236[19:15:54] <williewillus>
minecraft:double_stone_slab and minecraft:purpur_double_slab
L1237[19:15:56] <williewillus>
dammit
L1238[19:15:59] <Corosus> lol
L1239[19:16:01] <TehNut> ew
L1240[19:16:07] <Corosus> rip
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L1247[19:32:09] <aidancbrady> hey
williewillus, would you suggest completely removing ISidedInventory
references in favor of IItemHandler or does it matter?
L1248[19:32:43] <aidancbrady> I’ve
transitioned to capability-based fluid handing as I saw the older
libraries were deprecated, but that doesn’t seem to be the case for
inventory stuff
L1249[19:33:27] <williewillus> we're
still in a transition state but the vibe I get is that IItemHandler
is getting picked up rather quickly. Personally in botania I have
fallbacks (there's wrappers in forge to wrap an IInv/ISided into a
IItemHandler) but thosell might go away in the future
L1250[19:34:01] <williewillus> my
fallback checks might go away I mean, not the wrappers
L1251[19:34:36] <aidancbrady> alright, I
guess I’ll just stick with ISidedinventory for now until we see it
take off like you said
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L1258[19:50:06] <Cypher121> I want to
completely immobilize a bunch of entities. Right now I just
setPosition to the one I want them at, but that doesn't work for
players
L1259[19:50:42] <Cypher121> what's a good
way to get players to stop? event? packet and handle on
client?
L1260[19:52:47] <unascribed> you could
set their walkspeed to 0
L1261[19:53:02] <unascribed> that'll even
work on a vanilla client :P
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L1263[19:53:54] <williewillus>
really?
L1264[19:53:59] <williewillus> i thought
the walkspeed is clientside
L1265[19:54:11] <unascribed> it is, but
the abilities packet updates it
L1266[19:54:21] <williewillus> i'd just
apply a massive negative attribute modifier to movement speed
attribute
L1267[19:54:25] <williewillus> but that
has the annoying FOV changing
L1268[19:54:31] <unascribed> walkspeed
doesn't modify fov
L1269[19:54:39] <unascribed> iirc
L1270[19:54:47] <williewillus> it
doesnt
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L1272[20:01:03] <Redrield> Can someone
link me a tutorial for making recipes?
L1273[20:03:19] <Cypher121> unascribed:
does it affect jump?
L1274[20:04:18] <Cypher121> also it won't
cancel out teleporting (although I may allow that, now that I think
of it)
L1275[20:04:59] <TehNut> Redrield:
GameRegistry.registerRecipe(new ShapedOreRecipe(Items.APPLE,
"XXX", "X X", "XXX", ))
L1276[20:05:02] <TehNut> er
L1277[20:05:05] <TehNut> I did not mean
to hit enter
L1278[20:05:19] <TehNut> after that last
comma -> 'X', Items.STICK
L1279[20:05:37] <TehNut> 8 sticks shaped
like a chest = 1 apple
L1280[20:06:19] <unascribed> Cypher121, I
don't think it affects jumping, and it does not cancel
teleporting
L1281[20:06:26] <unascribed> there might
be a teleport event
L1282[20:06:28] <unascribed> not
sure
L1283[20:06:31] <SatanicSanta> TehNut:
Why use a ShapedOreRecipe if you aren't using oredict
entries?
L1284[20:06:42] <TehNut> iz example
L1285[20:06:58] <Cypher121> even if there
is, I'm pretty sure there's a bunch of mods that don't fire
it
L1286[20:07:21] <barteks2x> uh... again,
I have a few chunks that just refuse to render by themselves
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L1288[20:07:58] <barteks2x> always the
same position in that world
L1289[20:08:46] <Cypher121> I think I'll
be better off just sending packets to affected players that tell
them to cancel movement
L1290[20:09:58] <barteks2x> and it
happens only with render distance 8
L1291[20:12:01] <barteks2x> I'm almost
sure it's vanilla bug, but I can't reproduce it in vanilla
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L1302[20:39:04] <Keridos> fascinating, my
1.9.4 build of my mod works fine in 1.10.2
L1303[20:39:21] <Keridos> that is quite
impressive that forge apparently can do that now
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L1306[20:42:06] <williewillus> Keridos:
its been able to since 1.5.x :D
L1307[20:43:03] <Keridos> hm never
noticed that
L1308[20:43:18] <Keridos> but most of the
time some code is not working in reality, is it?
L1309[20:43:40] <Keridos> i am fairly
sure if I load my 1.7.0 mod into 1.8.x it crashes violently
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L1312[20:44:02] <TehNut> You have been
able to do cross-MC versions for a while
L1313[20:44:08] <TehNut> It hasn't been
super feasible until recently
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L1316[20:51:21] <SatanicSanta> Was
onBlockPreDestroy renamed or completely removed after 1.7?
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L1318[20:52:15] <williewillus>
removed
L1319[20:52:20] <williewillus> breakBlock
is the closest equivalent
L1320[20:52:24] <SatanicSanta>
<.<
L1321[20:52:33] <williewillus> it was
redundant anyway
L1322[20:52:38] <williewillus> breakblock
is called under the exact same conditions
L1323[20:52:57] <SatanicSanta>
okay.
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L1328[21:01:01] <barteks2x> is there some
more reasonable way to debug vanilla code than conditional
breakpoints?
L1329[21:03:15] <barteks2x> When I add
conditional breakpoints I get about 0.1-0.5FPS
L1330[21:04:03] <barteks2x> but adding
the breakoing "ficed" my bug...
L1331[21:04:07] <barteks2x> *fixed
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L1334[21:09:01] <williewillus> !gm
BlockColors.colorMultiplier
L1335[21:09:17] <williewillus> !gp
p_186724_4_
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L1338[21:14:04] <williewillus> is
reobfing lambdas still broken?
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L1342[21:22:59] <electrolitic> So is the
purpose of NBT on a TileEntity so you can come back and the
contents are the same?
L1343[21:25:39] <KnightMiner> Yep
L1344[21:26:08] <KnightMiner> Though it
can also be used in game as a way to check what data it contains,
mainly used in command block creations to modify the data
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L1346[21:36:11] <williewillus> NBT is so
you can store more than the 15 meta numbers a normal block has
access to
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L1348[21:39:25] <barteks2x> My rendering
bug is almost definitely a race condition somewhere. My chances of
finding the cause are almost zero
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L1350[21:42:21] <Keridos> MC still has
this terrible bug with clientside desynced light levels when you
delete a lot of light blocks at once...
L1351[21:42:49] <Keridos> Seems as if I
need to rework the light placing/removing code of my floodlights by
a lot
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L1392[22:36:54] <electrolitic> Is it
possible to see what happened/is happening in your code as it
runs?
L1393[22:37:20] <Ordinastie_> yes, it's
called debugging
L1394[22:37:53] <electrolitic> I mean,
other than printing out stuff into the console or reading the
stacktrace.
L1395[22:38:23] <Ordinastie_> ^ that is
NOT debugging
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L1397[22:38:48] <electrolitic> I mean
like watch it happen in the IDE. I.E. code gets run, code gets
highlighted.
L1398[22:39:01] <Ordinastie_>
Ordinastie_> yes, it's called debugging
L1399[22:39:22] <Ordinastie_> google
debug eclipse or whatever IDE you use
L1400[22:39:28] <electrolitic> Oh
L1401[22:39:30] <electrolitic> OH
L1402[22:39:39] <electrolitic> I'M AN
IDIOT. Thanks!
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L1429[23:28:37] <electrolitic> I don't
suppose there is a good place to get vanilla minecraft fuel values.
I don't think GameRegistry.getFuelValue(Vanilla Item) works.
L1430[23:29:41] <TehNut> It
should...
L1431[23:29:45] <TehNut> What isn't
working?
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L1434[23:31:31] <electrolitic> I think I
have to use TileEntityFurnace.getItemBurnTime for vanilla items. I
tried to get coal's burntime but GameRegistry.getFuelValue didn't
seem to have it.
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L1436[23:35:59] <TehNut> Ah, yes
L1437[23:36:05] <TehNut> That'll work for
modded fuels as well
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L1442[23:50:50] <electrolitic> Oh, wow,
it does
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L1445[23:53:18] <electrolitic> Well, I'm
off.
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