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L9[00:10:21] <FusionLord> silent night
lol
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L13[00:15:41] <SparkVGX> greets
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L21[00:29:40] <zetaPRIME> ... I just
realized
L22[00:29:53] <zetaPRIME> Minecraft
explosions are a set of raymarches, aren't they?
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L39[01:12:03] <HassanS6000> Could someone
help me understand this issue?
L41[01:12:27] <HassanS6000> I made a small
mod to restore player's skins on my forge server, because they were
not appearing on the client
L42[01:12:34] <HassanS6000> But a few users
get this error
L43[01:12:51] <Ordinastie_> <init>
describes a constructor
L45[01:13:14] <HassanS6000> Right, but why
would it throw a NoSuchMethodError on only some clients?
L46[01:13:56] <Ordinastie_> because on some
client that specific constructor does not exist
L47[01:14:05] <Ordinastie_> possible reason
is different version
L48[01:14:20] <HassanS6000> How is that
possible? The client has the same forge version... could it be a
messed up download or something?
L49[01:15:30] <Ordinastie_> what version is
it for ?
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L51[01:15:55] <Ordinastie_> please don't
say 1.7.10
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L53[01:17:20] <HassanS6000> Ordinastie_:
1.7.10
L54[01:17:45] <Ordinastie_> you're on your
own then
L55[01:18:01] <HassanS6000> Why lol
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L57[01:18:15] <Ordinastie_> that version is
too old
L58[01:18:47] <Ordinastie_> but like I
said, it's most likely caused by a different version
L59[01:19:07] <Ordinastie_> import
com.mojang.authlib.minecraft.MinecraftProfileTexture; <= not
minecraft
L60[01:20:05] <HassanS6000> Found the
issue... OptiFine...
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L63[01:24:49] <IoP> did mojang again break
something with authlib?
L64[01:29:34] <IoP> that optifine bug was
fixed in OptiFine 1.7.10_HD_U_B6 ~15 months ago
L65[01:32:06] <IoP> oh well: derp. blame
com.negafinity.skinrestorer
L66[01:32:48] <RANKSHANK> blame people
using outdated shizz
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L72[01:38:03] <Nano> Is there an easy way
to grab yaw and pitch (for setting an entity position) from
EnumFacing?
L73[01:44:50] <gigaherz> the yaw, yes
L74[01:45:01] <gigaherz> you can do
facing.getHorizontalAngle
L75[01:45:09] <gigaherz> the pitch, I'm not
sure
L76[01:45:53] <gigaherz> but well, if UP,
pitch=90, if DOWN, pitch=-90 -- or something like that
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L78[01:53:44] <Abastro> Is chunk loading
threaded now?
L79[01:53:59] <gigaherz> I don't believe
so
L80[01:54:22] <gigaherz> the only threads
I'm aware of are rendering, client logic, network, server
logic
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L84[01:59:33] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160715 mappings to Forge Maven.
L85[01:59:36] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160715-1.10.2.zip
(mappings = "snapshot_20160715" in build.gradle).
L86[01:59:47] <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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L93[02:22:26] <FusionLord> where is the new
loading screen drawn?
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L95[02:31:26] <FusionLord> is it possible
to add another loading bar?
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L101[02:39:35] <JroticaG> Question
L102[02:41:12] <gigaherz> Answer
L103[02:41:40] <JroticaG> 1st question do
you do the whole minecraft modding bit
L104[02:42:13] <gigaherz> this channel is
about modding
L105[02:42:18] <JroticaG> wonderful
L106[02:42:19] <gigaherz> specifically
writing mods
L107[02:42:36] <JroticaG> Well are you
gonna destroy me if i ask a really basic stupid question
L108[02:43:10] <Ordinastie_> if the
question shows you have no knowledge of basic programming, probably
yes
L109[02:43:17] <JroticaG> aw.
L110[02:44:08] <JroticaG> well I've been
trying to get into the whole modding bit i've watched every
tutorial and they all stop after the basics. I wanna know how to
make a new item similar to the crafting table or something. Like a
block that does something
L111[02:44:16] <IoP> yes, learn java
first!
L112[02:44:22] <JroticaG> I am.
L113[02:44:27] <SparkVGX> Can I rotate the
players camera in minecraft?
L114[02:44:38]
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L115[02:45:30] <JroticaG> I've created a
new set of armor, items, made a new ore than generates in the world
and such i wanna keep progressing and learning
L116[02:46:08] <gigaherz> JroticaG: well
you could try to apply the previous knowledge?
L117[02:46:21] <gigaherz> if you have
learned how to make a basic block
L118[02:46:25] <gigaherz> that youcan
place on the ground
L119[02:46:43] <JroticaG> mhm..
L120[02:46:49] <gigaherz> then making this
block do something when you click on it
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L122[02:46:55] <gigaherz> is just
implementing a tiny method
L123[02:47:04] <JroticaG> noice.
L124[02:47:04] <gigaherz> what to put in
that method will simply depend on what you want it to do.
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L126[02:47:15] <JroticaG> alright
cool
L127[02:47:32] <JroticaG> you're awesome.
even though i should have known that. very helpful thank you
:D
L128[02:47:49] <gigaherz> a crafting table
is, in the end, just a block that opens a gui when you activate
it
L129[02:48:10] <gigaherz> unlike a chest,
it doesn't even have its own TileEntity
L130[02:48:18] <JroticaG> hmm
L131[02:52:06] <SparkVGX> gig has been
very helpful :)
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L134[02:57:38] <JroticaG> gigaherz: Would
i begin the process just as any other block?
L135[02:57:49] <FusionLord> yes
L136[02:57:53] <JroticaG> alright
L137[02:57:55] <gigaherz> well
L138[02:58:01] <JroticaG> ?
L139[02:58:02] <gigaherz> mod guis work a
bit different than vanilla guis
L140[02:58:13] <JroticaG> care to
elaborate
L141[02:58:16] <FusionLord> then you will
register a IGuiHandler for you mod.
L142[02:58:23] <gigaherz> vanilla has some
hardcoded things for guis
L143[02:58:30] <gigaherz> while forge has
the IGuiHandler stuff for them
L144[02:58:36] <gigaherz> if you look for
some documentation/tutorial
L145[02:58:39] <gigaherz> it's not
hard.
L146[02:58:43] <JroticaG> alright
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L149[03:02:55] <JroticaG> FusionLord:
alright ill check it out when i get this sorted out
L150[03:03:52] <JroticaG> ok test block is
in game
L151[03:04:01] <JroticaG> now to figure
this crap out :P
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L158[03:13:42] <JroticaG>
FusionLord:
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L160[03:14:03] <JroticaG> Does this mean i
will have to create new class file for the ModTileEntity
L161[03:14:18] <JroticaG> since im
creating a new one
L162[03:14:37] <JroticaG> i mean its
calling something right
L163[03:15:51] <FusionLord> if you need to
store information
L164[03:15:53] <gigaherz> the TileEntity
is just a place to store extra data about your block
L165[03:16:00] <FusionLord> such as
ItemStacks
L166[03:16:06] <gigaherz> if you aren't
going to store data in the block, then there's no need for a
TileEntity
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L169[03:16:13] <gigaherz> that's why dirt,
or sand, don't have a TE
L170[03:16:17] <gigaherz> but a Hopper or
a Chest do
L171[03:16:26] <JroticaG> gotcha
L172[03:16:41] <JroticaG> for example a
crafting table has TE correct
L173[03:16:47] <FusionLord> if you want a
crafting table like vanilla, then no, if you want one like Tinkers'
Construct then yes
L174[03:16:50] <JroticaG> for temp storing
the data
L175[03:16:55] <gigaherz> nope
L176[03:17:00] <JroticaG> ok
L177[03:17:00] <gigaherz> it's just stored
on the Container object
L178[03:17:08] <JroticaG> ok ok
gotcha
L179[03:17:43] <gigaherz> the server side
has a Container, which tracks the data, such as from a TileEntity,
but it can work without one
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L181[03:17:48] <FusionLord> vanilla drops
items that are left in the table, tinkers' construct stores
them
L182[03:17:55] <gigaherz> the client side
has a GuiContainer, which in turn relies on another copy of the
Container
L183[03:18:00] <JroticaG> understood
L184[03:18:05] <gigaherz> and the two
Container objects synchronize the data between them
L185[03:18:17] <JroticaG> you guys are
really good at this
L186[03:18:33] <gigaherz> I have been
modding for a few years
L187[03:18:35] <FusionLord> been doing
this a while
L188[03:18:36] <FusionLord> :P
L189[03:18:41] <JroticaG> i can tell
L190[03:18:51] <gigaherz> and I had 15
years of programming experience before that, so yeah
L191[03:19:00] <gigaherz> common sense and
experience help a lot ;P
L192[03:19:08] <FusionLord> not quite 15
but same
L193[03:19:36] <JroticaG> well my brother
has been a programmer most of his life so i kinda know bits from
him
L194[03:19:49] <JroticaG> and i love
minecraft and wanna contribute :D
L195[03:20:04] <FusionLord>
"bits" if only that was intended :P
L196[03:20:25] <JroticaG> 8 bits make 1
byte right
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L198[03:20:55] <gigaherz> yep
L199[03:21:00] <JroticaG> just checking
:P
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L201[03:21:43] <JroticaG> for the sake of
neatness would you advise a new package for all the modguihandler
stuff
L202[03:21:59] <gigaherz> I have come to
end up with this structure for one of my mods
L203[03:22:02] <gigaherz> after a lot of
reorganizations
L205[03:22:35] <gigaherz> in that
structure
L206[03:22:41] <gigaherz> the GuiHandler
class is in the common package
L207[03:22:53] <gigaherz> while the Guis
themselves are in the package for the machine that corresponds to
them
L209[03:23:09] <gigaherz> such as all the
classes for the generator being under the generator package
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L211[03:23:36] <FusionLord> JroticaG, that
really is up to you... personally I follow vanilla packages
L212[03:23:58] <JroticaG> dear god
L213[03:24:08] <JroticaG> duely note
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L215[03:24:09] <JroticaG> d
L216[03:25:28] <JroticaG> gigaherz: public
void init(FMLInitializationEvent e) {
L217[03:25:28] <JroticaG>
NetworkRegistry.INSTANCE.registerGuiHandler(Main.instance, new
ModGuiHandler());
L218[03:25:46] <JroticaG> that would go
into my clientproxy yes?
L219[03:25:54] <gigaherz> no
L220[03:25:57] <JroticaG> :(
L221[03:26:01] <JroticaG> im so bad
L222[03:26:02] <JroticaG> at this
L223[03:26:07] <gigaherz> the gui handler
is common to both sides
L224[03:26:10] <gigaherz> the server also
needs it
L225[03:26:12] <FusionLord>
commonProxu
L226[03:26:20] <gigaherz> I don't believe
in common proxies
L227[03:26:24] <JroticaG> lol
L228[03:26:28] <gigaherz> if it's common,
just put it on your @Mod class
L229[03:26:30] <FusionLord> ^fingers
pls
L230[03:27:03] <FusionLord> gigaherz,
personal preferences :P
L232[03:27:28] <gigaherz> in my case my
proxies' base is
L234[03:27:31] <gigaherz> which is an
interface
L235[03:27:34] <gigaherz> there's no
common class ;P
L236[03:27:39] <FusionLord> my @Mod just
routes the pre/init/post to the proxies
L238[03:27:50] <gigaherz> the server proxy
is empty
L239[03:28:10] <gigaherz> whiel the client
proxy does all the rendering registrtations
L241[03:28:29] <gigaherz> along with
handling network messages
L242[03:28:34] <gigaherz> that are only
meant for the client
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L245[03:31:31] <JroticaG> whats the deal
here
L247[03:32:01] <FusionLord> @Mod
@Instancce
L248[03:32:19] <FusionLord>
MyMod.instance
L249[03:32:22] ⇦
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L250[03:33:08] <JroticaG> im sure i dont
understand
L252[03:34:34] <gigaherz> you need an
instance field on your mod
L253[03:34:58] <FusionLord> gigaherz, why
"value = " why not just modid
L254[03:35:30] <gigaherz> wahtever
tutorial I picked that up from, did that
L255[03:35:34] <FusionLord> ahh
L256[03:35:38] <gigaherz> and I have been
copypasting the same @Mod class over and over
L257[03:35:44] <FusionLord> lol
L258[03:36:14] <FusionLord> gigaherz, that
takes away from the fun... writting every character again and
again
L259[03:36:24] <gigaherz> wat
L260[03:36:35] <RANKSHANK> lmao
L261[03:36:36] <gigaherz> Idont'
write
L262[03:36:43] <gigaherz> that's the whole
point
L263[03:36:47] <FusionLord> why C&P
when you can type it over and over :P
L264[03:36:58] <gigaherz> I copypaste one
of my existing mods' classes ;P
L265[03:37:05] <FusionLord> RANKSHANK, got
it :P
L266[03:37:27] <gigaherz> actually
L267[03:37:28] <gigaherz> hmm
L268[03:37:32] <gigaherz>
@Mod.Instance(value = ElementsOfPower.MODID)
L269[03:37:38] <gigaherz> I think that
comes from the MDK exmaplemod?
L270[03:37:45] <FusionLord> roly
L271[03:37:48] <FusionLord> orly*
L272[03:38:38] <Cypher121> I'm pretty sure
that if you want to inject your own instance, you can just omit the
parameter
L273[03:38:44] <gigaherz> nope.
L274[03:38:48] <gigaherz> there's no
instance in there
L275[03:38:54] <gigaherz> Cypher121:
yes
L276[03:38:59] <gigaherz>
"value" is the default parameter
L277[03:39:06] <gigaherz> I just never
looked at that line
L278[03:39:11] <gigaherz> i just C&P
it from somewhere else
L279[03:39:22] <Cypher121> no, I mean just
"@Mod.Instance"
L280[03:39:27] <Cypher121> without
id
L281[03:39:30] <gigaherz> hmm
L282[03:39:43] <FusionLord> Cypher121,
that would match any mod that also leaves no param
L283[03:39:46] <gigaherz> I have always
seen it explicit
L284[03:40:41] <gigaherz> nah
L285[03:40:48] <FusionLord> also I've
gotten Class cast exception as it tried to cast a different
instance to mine
L286[03:41:10] <FusionLord> so it used the
last loaded mods id
L287[03:41:18] <gigaherz> I'm looking at
it
L288[03:41:28]
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L289[03:41:31] <gigaherz> if you don't
specify a value, it does nothing?
L290[03:41:40] <FusionLord> may have been
a bug in a previous version
L291[03:41:53] <Cypher121> I have at least
one mod where I didn't specify modid
L292[03:42:00] <FusionLord> fix it
:P
L293[03:42:11] <JroticaG> gigaherz: look
at this at help me out please im so lost
L294[03:42:11]
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L295[03:42:13] <Cypher121> and it worked
fine, because I was able to use it for gui handler
L296[03:42:14]
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L298[03:42:23] <Cypher121> I don't use
that annotation anymore anyway
L301[03:43:04] <FusionLord> JroticaG,
public MainRegistry instance; under the @Instance
L302[03:43:19]
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L304[03:43:52] <Cypher121> wow, that bar
at the bottom is obnoxious
L305[03:44:09] <FusionLord> whoops forgot
static :P
L306[03:44:29] <FusionLord> then you use
MainRegistry.instance
L307[03:45:13] <FusionLord> I think I may
be addicted to the show "The 100"
L308[03:46:13] <FusionLord> Cypher121, you
mean @ the gyazo links?
L309[03:46:23] <gigaherz> JroticaG: the
annotation alone means nothing
L310[03:46:26] <gigaherz> it's the field
that matters
L311[03:46:48] <gigaherz> and on the other
class, you want to reference the field, which means you have to
actually tell it WHERE that field is
L312[03:46:53] <FusionLord> who make a
dark theme and then puts a bright ass blue bar at the bottom
L313[03:46:58] <gigaherz> also
L314[03:47:11] <gigaherz> I see from the
fact that your screenshots mention "cpw" that you are
modding on 1.7.10 or older
L315[03:47:14] <gigaherz> you shouldn't do
that.
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L317[03:47:29] <FusionLord> ^
L318[03:47:30] <JroticaG> :(
L319[03:47:45] <JroticaG> so what just
destroy it all and start on newer version
L320[03:48:01] <FusionLord> JroticaG, it
is for your bennifiet as you will just have to relearn a ton of
stuff
L321[03:48:06] <gigaherz> destroy is a
very strong word
L322[03:48:12] <gigaherz> ;P
L323[03:48:20] <FusionLord> just update it
:P
L324[03:48:22] <JroticaG> lol
L325[03:48:25] <Cypher121> FusionLord:
yes, I can only describe that blue color as LOUD
L326[03:48:30] <JroticaG> i wanna get this
and then we will see
L327[03:48:56] <Cypher121> and I like my
music loud and websites quiet
L328[03:48:57] <FusionLord> luckily the
GuiSystem hasn't change much
L329[03:49:11] <FusionLord> Cypher121, I
hear that
L330[03:49:40]
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L333[03:53:45] <JroticaG> ok lets take
this one irritating step at a time :P
L335[03:54:04] <JroticaG> also thank you
for your patience gentlemen
L336[03:54:13] <FusionLord> it is
L337[03:54:19] <JroticaG> alright part
2
L338[03:56:10] <FusionLord> when ever you
are ready :P
L339[03:58:42] <JroticaG> im trying to
figure this crap out
L340[03:58:49] <JroticaG> i hate having to
get help lol
L341[03:58:53] <FusionLord> what is part
2?
L342[03:59:17] <FusionLord> i assume it is
the NetworkRegistry line
L344[03:59:46] <FusionLord> ok so you want
to reference that instance object you just created
L345[04:00:05] <JroticaG> :D
L346[04:00:06] <JroticaG> i did it
L347[04:00:56] <FusionLord> a/i/we
L348[04:01:08] <JroticaG> :P indeed
L349[04:01:10]
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L350[04:01:47] ***
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L351[04:05:25] <FusionLord> gigaherz,
too
L352[04:05:27] <FusionLord> :P
L353[04:07:12] <JroticaG>
FusionLord:
L354[04:08:10] <FusionLord> should only
ping once you have a message writen
L355[04:08:42] <JroticaG>
getServerGuiElement is referred to as a function ?? :'( dont shoot
right?
L356[04:09:16] <FusionLord>
getServerGuiElement returns your Container
L357[04:09:30] <JroticaG> ok what is the
return
L358[04:09:38] <FusionLord>
getClientElement returns a GuiScreen
L359[04:09:41] <JroticaG> return new
________(); what goes in there
L360[04:09:48] <FusionLord> yeah
L362[04:10:47] <JroticaG> ok ok i was just
checking jesus
L363[04:11:34] <JroticaG> which part
L364[04:11:47] <JroticaG> atleast i send
you one screenshot not 4 pages XD
L365[04:12:44]
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L367[04:13:13] <gigaherz> JroticaG: the
point is that it's up to you
L368[04:13:16] <gigaherz> you are making a
block
L369[04:13:24] <gigaherz> so, your block
must have some sort of purpose to it
L370[04:13:33] <gigaherz> so if you make a
Container object for your block
L371[04:13:42] <gigaherz> it stands to
reason that you'd also want to name it based on that purpose?
L372[04:13:43] <gigaherz> so
L373[04:13:46] <gigaherz> in my case
L374[04:13:48] <gigaherz> my generator
has
L375[04:13:52] <gigaherz>
ContainerGenerator
L376[04:13:54] <gigaherz> and
GuiGenerator
L377[04:14:01] <gigaherz> for the
classes
L378[04:14:13] <gigaherz> but it's
enterely up to you, which name you use
L379[04:14:44] <JroticaG> gotcha
L380[04:17:15] ***
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L386[04:25:41] <JroticaG> gigaherz: can i
have your assistance once more
L387[04:26:35]
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L388[04:26:59] <FusionLord> JroticaG, no
needs to ask permission to ask a qurestion, just ask :)
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L390[04:27:33] <JroticaG> Im getting an
error on BlockPos and IBlockState and i dont know how to resolve
it
L391[04:27:41] <FusionLord> RANKSHANK,
(EnumTime.MIDN, 20) :P
L393[04:27:51] <FusionLord> where?
L394[04:29:01] <FusionLord> import the
classes?
L395[04:29:05] <RANKSHANK> FusionLord, but
then it's not a word... either way it's gonna be a glaring issue
Q.Q
L396[04:29:34] <JroticaG> dear lord
L397[04:29:43] <JroticaG> first classes
have to be made
L398[04:30:14] <gigaherz> JroticaG:
BlockPos and IBlockState are 1.8+ things
L399[04:30:14] <FusionLord> no BlockPos
and IBlockState
L400[04:30:16] <FusionLord> exist
L401[04:30:16] <gigaherz> weren't you on
1.7.10?
L402[04:30:22] <JroticaG> yes
L403[04:30:22] <FusionLord> oh yeah
that
L404[04:30:34] <FusionLord> that method
did change
L405[04:30:52] <FusionLord> JroticaG, you
in IDEA?
L406[04:31:01] <gigaherz> really it would
be best if you switch to newer minecraft
L407[04:31:05] <JroticaG> eclipse
L408[04:31:11] <gigaherz> since that's
what most of the code we have to show you works on
L409[04:31:24] <JroticaG> make it so numba
1
L410[04:31:28] <gigaherz> there may not be
as many tutorials
L411[04:31:41] <JroticaG> you are my
tutorial mwahahahah
L412[04:31:44] <gigaherz> but you will get
better realtime help in exchange
L413[04:31:57] <JroticaG> ugh
L414[04:32:00] <JroticaG> i worked so
hard
L415[04:32:02] <JroticaG> oh whale
L416[04:32:07] <z0ttel> any reason not to
use the onChunkPopulate for overworld dungeon gen?
L417[04:32:16] <z0ttel> (aside form other
gen happening afterwards)
L418[04:32:18] <FusionLord> whahle
:P
L419[04:33:11] <JroticaG> latest
version?
L420[04:33:22] <FusionLord>
files.minecraftforge.net
L421[04:42:41] <JroticaG> it is setting up
workspace as we speak
L422[04:43:08] <FusionLord> cool, watch
the log and let us know if you get any errors
L423[04:43:58] <JroticaG> .4MB/s :(
L424[04:44:05] <FusionLord> ouch
L425[04:44:10] <JroticaG> yahh
L426[04:44:12] <FusionLord> I feel for
you
L427[04:44:29] <JroticaG> i know man. its
hard for white man out here these days
L428[04:44:51] <FusionLord> why you gotta
make it a race thing...
L429[04:44:57] <JroticaG> dependencyATs
skipped
L430[04:45:02] <JroticaG> lol i kid
L431[04:45:29] <JroticaG> extract
dependencyATs skipped**
L432[04:45:51] <FusionLord> skipped is
fine
L433[04:46:11] <FusionLord> just means
that there is no reason to do it again
L434[04:46:21] <JroticaG> what enviornment
do you use
L435[04:46:30] <JroticaG>
environment?
L436[04:46:34] <JroticaG> whichever
L437[04:46:53] <FusionLord> IDE I use
JetBrains IntelliJ IDEA 2016.1
L438[04:47:19] <JroticaG> IntelliJ < or
> eclipse
L439[04:47:47] <FusionLord> personal
preference
L440[04:47:55] <JroticaG> pros?
L441[04:48:05] <JroticaG> what do you like
about it
L442[04:49:50] <JroticaG> me too man
L443[04:54:25] <SparkVGX> Can someone
explain to me why someone would have an api folder? I understand
the concept of allowing other people to hook into my mod, but im
seeing cases where there is no intention of that
L444[04:54:54]
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L446[04:56:22] <JroticaG> won't even
launch MC before i touched anything
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L448[04:59:15] <diesieben07> SparkVGX, you
mean src/api/java?
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L450[05:00:02] <SparkVGX> this person has
their api folder much deeper. src.com.mc.person.mod.api
L451[05:00:27] <diesieben07> that is a
package, nto a folder.
L452[05:01:12] <SparkVGX> forgive me, I
will try to use the correct word in the future
L453[05:01:58] <diesieben07> So what is
your question now? :D
L454[05:02:57] <SparkVGX> This person has
an api package in their mod. What is the benefit of this to
oneself, ignoring other people's possible need to interact with the
mod
L455[05:03:29] <diesieben07> if you don't
want to expose an API... don't. I don't get the queston.
L456[05:03:37] <diesieben07> An API only
makes sense if there is someone to interact with it
L457[05:03:58] <FusionLord> JroticaG, did
you run gradlew eclipse?
L458[05:04:23] <SparkVGX> Exactly O.o
that's why it was confusing me. I am probably just missing
something
L459[05:04:41] <diesieben07> what is
"it"?
L460[05:05:05] <JroticaG> i fixed it. i
had to highlight the src/main/java pkg ._.
L461[05:05:09] <SparkVGX> starminer, an
old 1.6 mod that was coded by someone in japan
L462[05:05:41] <SparkVGX> He exposes his
gravity classes
L463[05:06:02] <diesieben07> nothing wrong
with that...
L464[05:08:02]
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L465[05:08:46] <gigaherz> SparkVGX: just
becausen o one uses it, doesn't mean he didn't intend for it to be
an api ;P
L466[05:13:00] <SparkVGX> True. And I
don't know that no one uses it. I think I need to remember
that.
L467[05:13:09] ***
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L468[05:14:20] <FusionLord> "I'm
going as fast as I can!" *Gunshots* "Actually I can go
faster!"
L469[05:14:27] <FusionLord> xD
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L471[05:18:06] <FusionLord> JroticaG, how
goes it?
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L473[05:28:17] <SparkVGX> Can someone
please tell me what the command I use to see what a method name was
changed to?
L474[05:30:40] <gigaherz> use !mh
<method>
L475[05:33:16] <JroticaG> Im having issues
FusionLord
L476[05:34:00] <SparkVGX> !mh
getExtendedProperties
L477[05:34:41] <JroticaG> im trying to
everything setup and ready but >.>
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L480[05:37:45] <SparkVGX> which version of
minecraft are you working in?
L481[05:37:52] <JroticaG> 1.10.2
L482[05:38:32] <SparkVGX> you are missing
{ } after your pre init method
L484[05:40:03] <SparkVGX> this may help as
a reference to compare to
L485[05:40:16] <JroticaG> lovely
L486[05:40:22] <JroticaG> thanky you
sire
L487[05:40:51] <SparkVGX> please keep in
mind that the code I linked is from a 1.7.10 mod. I just happened
to have it open because I was snooping :P
L488[05:41:00] <JroticaG> what about the
Client,Server, and Common Proxy
L489[05:41:07] <SparkVGX> the stuff in
there should be largely the same though
L490[05:41:13] <JroticaG> alright
cool
L491[05:41:56] <JroticaG> i keep getting
this error
L492[05:42:01] <SparkVGX> what error is
the proxy one giving you?
L494[05:42:22] <SparkVGX> you need to
implement your methods from abstract classes
L495[05:42:54] <JroticaG> i just started
doing this two days ago. im lucky to understand half of what you
mean
L496[05:43:13] <JroticaG> ive successfully
added to the game on 1.7.10 but now im kinda lost
L497[05:43:51] <gigaherz> you should
probably take some time learning programming concepts and how they
apply to Java
L498[05:43:57] <SparkVGX> okay, so im
going to link you to a tutorial. It is in 1.7.10, but the tutorial
should give you the basic understanding that you need if you're
wanting to continue.
L499[05:44:12] <JroticaG> alright :(
L500[05:44:20] <JroticaG> ive probably
already watched it
L502[05:44:26] <tterrag> learn java
L503[05:44:41] <JroticaG> i have been
watching mit lectures of java on the side
L504[05:44:54] <SparkVGX> It's not that we
don't want to help, but it's a bit hard when you are missing some
important fundamentals.
L505[05:44:58] <JroticaG> pahimar :D
L506[05:44:58] <tterrag> don't start
modding until you have a decent grasp on java
L507[05:45:17] <JroticaG> i
understand
L508[05:45:21] <JroticaG> no worries
:)
L509[05:45:35] <SparkVGX> pahimar did not
finish this set of tutorials, but it does cover proxies, so
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L512[05:45:47] <JroticaG> it should do
nicely
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L514[05:48:26] <tterrag> except it's a
MODDING tutorial. not java
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L518[05:56:31] <SparkVGX> has java coding
courses in addition to older minecraft modding tuts
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L527[06:25:41] <JroticaG> Oh thanks
SparkVGX lol i was caught up watching pahimar
L528[06:25:59] <JroticaG> is there a way
to get a notification sound of irssi?
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L536[06:30:59] <JroticaG> SparkVGX: im
still getting the same error with the proxies even following how
pahi is doing it
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L538[06:31:57] <SparkVGX> screenshot
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())
L541[06:32:46] <SparkVGX> what is in
InterfaceProxy
L542[06:33:38] <SparkVGX> public abstract
class CommonProxy implements InterfaceProxy
L543[06:33:51] <SparkVGX> you missed a bit
in his tutorial
L544[06:34:13] <JroticaG> i did not
L545[06:35:07] <SparkVGX> regardless, add
abstract after public
L546[06:35:33] <JroticaG> what does that
mean
L547[06:35:38] <JroticaG> for future
reference
L548[06:36:14] <SparkVGX> An abstract
class is a class that can't be instantiated. It's only purpose is
for other classes to extend. Abstract methods are methods in the
abstract class (have to be declared abstract) which means the
extending concrete class must override them as they have no
body.
L549[06:36:46] <SparkVGX> eg client and
server extend from your common
L550[06:37:04] <JroticaG> gotcha
L551[06:37:17] <SparkVGX> but they
implement the functions in different ways.
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L553[06:37:39] <JroticaG> im still getting
an error but if i cant figure it out ill let you know
L555[06:40:09] <mort> hey, is it possible
to dynamically change a block's animation speed based on values in
its tile entity?
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L561[06:45:34] <Ugaps> Guys, can anybody
recommend any programmes I could use to make models in?
L562[06:45:43] <JroticaG> techne?
L563[06:45:44] <mort> vim
L564[06:49:28] <diesieben07> jesus christ
:D
L565[06:49:33] <Ugaps> JroticaG, isnt
techne pretty old by now though?
L566[06:49:37] <diesieben07> it is.
L567[06:49:38] <diesieben07>
blender.
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L570[06:55:39] <JroticaG> Ugaps: yeah but
it still do
L571[07:01:14] <JroticaG> the hierarchy of
the type of ClientProxy is inconsistent. what does that mean
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L575[07:03:48] <mort> who needs modelling
tools
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L577[07:05:04] <diesieben07> you are
absolutely insane
L578[07:05:17] <mort> mhm
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L580[07:06:27] <mort> I'm not that visual
of a person, so it's easier to write some coordinates in a text
editor than to try to design something pretty visually
L581[07:07:37] <gigaherz> you could make
something that exports chisels&bits blocks as json models
;P
L582[07:07:55] <gigaherz> if it doesn't
exist already
L583[07:08:07] <mort> lol, should be
possible at least
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L585[07:28:14] <JroticaG> gigaherz: :( im
following pahimars tutorial to the t and im still getting errors on
these stupid proxy thingy mcboobers
L586[07:28:31] <BlueMonster> aww
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L588[07:28:47] <JroticaG> halp
L589[07:28:58] <mort> so, f3+t crashes
minecraft because of a NullPointerException in
java.util.zip.ZipFile.getZipEntry(ZipFile.java:566)
L590[07:29:00] <mort> that's not very
nice
L591[07:29:16] <gigaherz> JroticaG: what
error?
L592[07:29:17] <diesieben07> JroticaG what
errors?
L593[07:29:19] <diesieben07> hahaa
L594[07:29:24] <JroticaG> lemme show you
something
L595[07:29:40] <JroticaG> to kinds of
errors one is:
L596[07:30:00] <JroticaG> The type IProxy
cannot be a superinterface of CommonProxy; a superinterface must be
an interface
L597[07:30:23] <diesieben07> And you do
not understand that, because...?
L598[07:30:24] <JroticaG> The hierarchy of
the type ServerProxy is inconsistent
L599[07:30:33] <diesieben07> It is a clear
english sentence that tells you exactly what's wrong.
L600[07:30:58] <JroticaG> im not a super
awesome programmer by any means am trying to learn in fact
L601[07:31:01] <gigaherz> JroticaG: look
at your IProxy
L602[07:31:13] <gigaherz> if it starts
with "class IProxy"
L603[07:31:14] <gigaherz> it's a
class
L604[07:31:20] <diesieben07>
#learnjava
L605[07:31:21] <gigaherz> if it starts
with "interface IProxy"
L606[07:32:11] <JroticaG> pahimar is a
loser
L607[07:32:13] <JroticaG> >.>
L608[07:32:17] <JroticaG> leading me
astray
L609[07:32:24] <diesieben07> wat.
L610[07:32:34] <diesieben07> i highly
highly doubt pahimar posts uncompilable code.
L611[07:33:14] <JroticaG> yeah it was my
bad
L612[07:33:32] <JroticaG> thanks gigaherz
for not being a douche bag *clears throat*
L613[07:33:54] <diesieben07> does that
imply me being a douche bag?
L614[07:34:04] <JroticaG>
#learnenglish
L615[07:34:04] <diesieben07> If so that is
not very nice and also inaccurate.
L616[07:34:41] <diesieben07> I think my
english is perfectly fine, what are you referring to?
L617[07:34:56] <JroticaG> <3
L618[07:35:27] <diesieben07> o.O
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L646[09:37:25] <electrolitic> Anyone have
a good example of a basic GUI?
L647[09:38:06] <tterrag> vanilla?
L648[09:38:11] <electrolitic> Oh, good
idea.
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L651[09:43:36] <gigaherz> electrolitic:
note that the way you open a container gui is different than what
vanilla uses
L652[09:43:46] <gigaherz> but the gui
themselves are the same
L653[09:45:37] <electrolitic> I'm going to
assume you don't use the displayGuiChest, but rather the displayGui
method?
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L656[09:47:31] <tterrag> NO
L657[09:47:35] <tterrag> err whoops,
caps
L658[09:47:40] <tterrag> just use
player.openGui
L659[09:48:18] <electrolitic> oh
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L689[11:19:29] <AnarchySage> Anyone here
ever use minetweaker 3?
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L699[11:32:05] <electrolitic> Dang, do
they not give you the minecraft texture?
L700[11:32:09] <electrolitic>
textures*
L701[11:32:25] <gigaherz> ?
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L703[11:33:23] <electrolitic> Erm
L704[11:34:10] <electrolitic> hard to
describe what I mean. I want to see minecraft's item
textures.
L705[11:34:20] <gigaherz> they are right
there in the jar
L706[11:34:26] <gigaherz> are you using
IDEA or eclipse?
L707[11:34:30] <electrolitic> idea
L708[11:34:30] <kenzierocks> if you used
decompWorkspace, they're in the forgeSrc jar under
assets/minecraft
L709[11:34:35] <electrolitic> Oh
L710[11:34:39] <gigaherz> then press
double-shift
L711[11:34:46] <electrolitic> Got it,
thanks!
L712[11:34:47] <gigaherz> and type in
"coal.png"
L713[11:34:51] <gigaherz> ;P
L714[11:34:56] <AnrDaemon> AnarchySage:
What exactly you are looking for about MT?
L715[11:35:07] <electrolitic> Wow, I never
knew about double-shift. That's useful.
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L717[11:35:15] <gigaherz> yep
L718[11:35:19] <gigaherz> and if you press
double-shift again
L719[11:35:20] <gigaherz> while it's
open
L720[11:35:25] <gigaherz> it does a global
search
L721[11:35:37] <gigaherz> normally, it
only does global if it didn't find a good match locally
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L723[11:35:52] <electrolitic> Ah
L725[11:37:47] <gigaherz> there's plenty
of NBT in a minecraft save
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L727[11:38:19] <AnrDaemon> I know. But I'm
specifically looking for those using as many different tags as
possible.
L728[11:38:30] <gigaherz> eh /shrug
L729[11:38:33] <AnrDaemon> I.e. I have yet
to find those using double tags.
L730[11:39:00] <AnarchySage> AnrDaemon:
trying to add a recipe to ie crusher or te pulverizer and failing
either way
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L732[11:39:02]
MineBot sets mode: +v on RichardG_
L733[11:39:09] <AnarchySage>
mods.immersiveengineering.Crusher.addRecipe(ore:shardAir,
oreInfusedAir, 2000, ore:shardAir, 0.5);
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L735[11:39:26] <AnrDaemon>
<ore:...>
L736[11:39:33] <AnarchySage> derp
L737[11:39:36] <AnrDaemon> :)
L738[11:39:59] <AnarchySage> lets see if
it works
L739[11:40:12] <AnarchySage> may i
pm?
L740[11:40:21] <AnrDaemon> Also double
check encoding. IT doesn't force UTF, so you should either match,
or force Java on global level.
L741[11:40:24] <AnrDaemon> 100%
L742[11:43:21] <AnrDaemon> If anyone
remember an interesting NBT, please PM. I /detach
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L749[12:00:47] <DeusPai> Hello all
L750[12:00:57] <gigaherz> o/
L751[12:00:59] ⇦
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())
L752[12:01:31] <DeusPai> Big shoutout to
AnrDaemon for helping this nub out with IRC basics..
L753[12:04:48] <DeusPai> Is it possible to
run spigot plugins with a forge server?
L754[12:08:07] <DeusPai> I'll take that as
a no :) Is there a method to filter the console messages?
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L770[12:58:26] <Keridos> does
onBLockActivated fire twice in 1.9.4?
L771[12:58:30] <Keridos> once for each
hand?
L772[12:58:44] <Ordinastie_> once for each
side
L773[12:58:52] <Keridos> ok
L774[12:59:10] <Ordinastie_> (sides being
client and server)
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L778[13:05:38] <LatvianModder> Thats how I
understand them at least
L779[13:06:59] <electrolitic> I wish I
understood them :/
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L781[13:10:56] <Keridos> what does
onblockactivated give back usually?
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L783[13:12:09] <Ordinastie_> true means
regular rightclicking should not be done
L784[13:12:27] <Ordinastie_> that's why
when you click a chest, it doesn't place the block
L785[13:12:29] <Keridos> Ordinastie_: what
does regular mean in that way?
L786[13:12:47] <Keridos> ah
L787[13:13:18] <Keridos> i have a weird
issue here that when I place a block next to my blocks it gives me
a classcastexception
L788[13:13:40] <Ordinastie_> the exception
gives you everything you need
L789[13:14:08] <Keridos> Yeah i am just
confused why it does that
L790[13:14:30] <Ordinastie_> you assume a
type for an object, but you're wrong
L791[13:14:44] <shadowfacts> because
you're casting something without checking it
L792[13:14:56] <Keridos> nah its not my
mod doing that, i get maybe, i should always return true on
onblockactivated for my blocks, shouldnt i?
L793[13:15:09] <Keridos> because i do not
want them to trigger placement?
L794[13:15:40] <Ordinastie_> if your block
does something when right blick, probably yes
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L796[13:17:48] <quadraxis> If someone
right-clicks on your block with a lava bucket, will they be upset
if lava goes everywhere?
L797[13:17:52] <quadraxis> return
that
L798[13:18:12] ***
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L799[13:18:12] <Ordinastie_> that's a way
to remember it :)
L800[13:18:41] <Keridos> this is still
weird, I seem to not be able to place conduit bundles from enderio
near my blocks or in my invisible light blocks
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L802[13:18:58] <Keridos> i have this issue
with no other block I know of
L803[13:19:19] <LatvianModder>
electrolitic: my picture doesnt help? :D
L804[13:19:22] <Ordinastie_> oh god,
another one of those "invisible light block" that will
break every mods :/
L805[13:19:56] <LatvianModder> invisible
light block is only good if it extends BlockAir :P
L806[13:20:25] <shadowfacts> if the mods
are checking == Blocks.AIR instead of state.getMaterial().isAir(),
it's their fault
L807[13:20:37] <LatvianModder> er..
no
L808[13:20:40] <shadowfacts> or instanceof
BlockAir
L809[13:20:43] <LatvianModder>
worldObj.isBlockAir(pos)
L810[13:20:56] <Keridos> my lights return
isair true
L811[13:20:57] <Ordinastie_> not even
that
L812[13:21:07] <Ordinastie_>
isReplaceable
L813[13:21:17] <shadowfacts> still, if
mods are checking == Blocks.AIR, it's their fault
L814[13:21:28] <LatvianModder> who is
nowdays?
L815[13:21:35] <LatvianModder> ok,
probably a dozen people
L817[13:21:51] <LatvianModder> DIE IN A
FIRE
L818[13:22:06] <LatvianModder> implements
ITileProvider
L819[13:22:21] <Ordinastie_> or not
L821[13:22:42] <LatvianModder> It has to
be done like this nowdays :P
L822[13:22:49] <Keridos> LatvianModder:
the lights store data that is why tile entity
L823[13:22:50] <Ordinastie_> no it
doesn't
L824[13:23:02] <LatvianModder> no it
doesnt what?
L825[13:23:09] <Ordinastie_> it doesn't
has to
L826[13:23:13] <Ordinastie_> *have
to
L827[13:23:50] <LatvianModder> Keridos:
no, its fine that its a tile entity. it just shouldnt implement
ITileEntityProvider, instead you should use hasTileEntity(state)
and create...(world, state)
L828[13:24:34] <Ordinastie_> and now I
challenge you to give a valid reason
L829[13:24:57] <LatvianModder> Because
people smarter than me told me so
L830[13:25:13] <LatvianModder> AND its a
depricated vanilla thing
L831[13:25:53] <LatvianModder> Now I
challange you to give me a reason why NOT to use it
L832[13:26:33] <Ordinastie_> you're the
one saying it has to be done that way
L833[13:26:42] ***
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L834[13:26:46] <Ordinastie_> I say
implementing the interface is ok too
L835[13:26:54] <Ordinastie_> I personnally
find it cleaner
L836[13:27:17] <Ordinastie_> unless you do
need to use the state param, but nobody does
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L838[13:28:26] <Keridos> still weird that
it bugs now
L839[13:28:37] <Ordinastie_> show crash
and code
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L856[14:00:04] <electrolitic> Are width
and height in a gui measured in pixels?
L857[14:00:53] <gigaherz>
pseudo-pixels
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L859[14:01:05] <gigaherz> it's the virtual
size
L860[14:01:11] <gigaherz> taking into
account the zooming
L861[14:01:19] <gigaherz> ratherthan real
screen pixels
L862[14:01:43] <electrolitic> oh
L863[14:02:07] <electrolitic> How do you
determine how big it will show up then? :/
L864[14:02:35] <gigaherz> ?
L865[14:02:39] <electrolitic> Nevermind, i
got it.
L866[14:02:39] <gigaherz> you odn't have
to
L867[14:02:44] <gigaherz> that's the whole
point
L868[14:02:45] <electrolitic> I
don't?
L869[14:03:00] <gigaherz> you just specify
the width/height of your gui image, and draw it
L872[14:03:59] <electrolitic> Is it easier
to extend GuiContainer than GuiScreen?
L873[14:04:09] <tterrag> they serve
different purposes
L874[14:04:09] <electrolitic> Like, less
work.
L875[14:04:12] <gigaherz> GuiContainer is
for container guis
L876[14:04:20] <electrolitic> oh
L877[14:04:25] <gigaherz> if you will show
a gui for like, a chest-like or furnace-like machine
L878[14:04:38] <gigaherz> then you'll want
a GuiContainer, along with the Container classes
L879[14:04:48] <gigaherz> if you will show
a non-container gui
L880[14:04:57] <tterrag> (in fact, it's
basically impossible to use a GuiScreen for container GUIs unless
you want to rewrite a whole mess of things)
L881[14:04:59] <gigaherz> such as for a
config screen
L882[14:05:02] <tterrag> and vice
versa
L883[14:05:15] <gigaherz> or a book
L884[14:05:21] <gigaherz> then you can use
GuiScreen
L885[14:05:33] <electrolitic>
Alright
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L887[14:10:20] <AnarchySage> Anyone here
use advanced rocketry mod?
L888[14:10:34] ***
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L891[14:17:18] <electrolitic> How do you
know where the ResourceLocation should start? For example, it could
be assets/modname/textures/gui/nameOfGui.png or
textures/gui/nameOfGui.png
L892[14:17:35] <electrolitic> Where does
it start looking?
L893[14:17:45] <gigaherz> the resloc is
like
L894[14:17:48] <gigaherz>
domain:path
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L896[14:17:50] <gigaherz> the domain
L897[14:17:51] <gigaherz> becomes
L898[14:17:55] <gigaherz>
assets/<domain>/
L899[14:17:59] <gigaherz> the path depends
on context
L900[14:18:06] <gigaherz> it's generally
starting rightafter the domain
L901[14:18:24] <gigaherz> specifically for
gui textures
L903[14:19:32] <Keridos> hm doesnt opening
a gui usually toggle updates to be sent from the server to the
client?
L904[14:19:50] <Keridos> In my GUI my RF
measure is not working until i relog
L905[14:19:59] <gigaherz> not for
everything
L906[14:20:06] <gigaherz> the container
will sync slots
L907[14:20:08]
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L908[14:20:08] <gigaherz> ONLY slots
L909[14:20:14] <gigaherz> anything else,
you have to sync manuallyu
L910[14:20:16] <gigaherz> -u
L911[14:20:19] <Keridos> i currently use
this as getUpdateTag() return
this.writeToNBT(super.getUpdateTag());
L912[14:20:37] <Keridos> shouldnt that
send the whole NBT tag ?
L914[14:21:03] <gigaherz> Keridos: that
only gets sent if you call notifyBlockUpdate
L915[14:21:10] <gigaherz> actually
no
L916[14:21:11] <gigaherz> the update
tag
L917[14:21:20] <gigaherz> is only sent
when mc has to do a bulk chunk transfer
L918[14:21:31] <gigaherz> for
notifyBlockUpdate, it calls getUpdatePacket
L919[14:21:43] <gigaherz> either way
L920[14:21:47] <gigaherz> both are
unrelated to GUIs
L921[14:21:49] <electrolitic> Wow, looks
like some lambda stuff in there or something.
L922[14:22:06] <gigaherz> where?
L923[14:22:12] <gigaherz> or
L924[14:22:12] <electrolitic> Isn't that
the -> thing?
L925[14:22:13] <gigaherz> the
foreach
L926[14:22:21] <gigaherz> yeah
L927[14:22:27] <gigaherz> that's java8
streams + lambdas
L928[14:22:39] <gigaherz> it's just
L929[14:22:46] <electrolitic> I've heard
of it, I gotta go watch a vide on it I think.
L930[14:22:56] <gigaherz> for(listener in
listeners) if instanceof send
L931[14:23:03] <Keridos> gigaherz: i had
messages in 1.7.10 and I am pretty new to the 1.9.4 stuff, is there
some easy explanation on how to do the stuff that the messages did
in 1.9.4?
L932[14:23:18] <gigaherz> they work the
same?
L934[14:23:43] <gigaherz> the only
difference in the simpleimpl between 1.7.10 and 1.8+
L935[14:23:48] <gigaherz> is that the
network is now on a thread
L936[14:24:03] <gigaherz> which means you
have to schedule tasks to run in the client/server trhead as
needed
L938[14:25:32] <Keridos> how would I
toggle the data to be sent from the TE?
L939[14:25:37] <gigaherz> the message I
send for updating the internal fields of the generator is a rather
standard
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L941[14:25:41] <gigaherz>
"toggle"?
L942[14:25:43] <Keridos> I know that in
1.7.10 the TE had a function to do that
L943[14:25:45] <gigaherz> you don't
"toggle" sending data
L944[14:25:51] <gigaherz> you have to send
it explicitly
L945[14:26:02] <gigaherz> I did show
you
L946[14:26:12] <gigaherz> if you have a
Container
L947[14:26:18] <gigaherz> override
detectandSendChanges
L948[14:26:19] <gigaherz> and in it
L950[14:26:24] <gigaherz> check if the
data has changed
L951[14:26:29] <gigaherz> if you want to
sync the TE itself
L952[14:26:32] <gigaherz> then make the TE
tickable
L953[14:26:38] <gigaherz> and check for
changes in there
L954[14:26:52] <gigaherz> Keridos: that's
now called getUpdatePacket
L955[14:27:56] <gigaherz> here
L957[14:27:59] <gigaherz> this is how I
implement it
L958[14:31:44] <Keridos> so I can scrap
the message system and just use NBT, correct?
L959[14:32:22] <gigaherz> depends
L960[14:32:29] <gigaherz> sending custom
messages is a lot more space-efficient
L961[14:32:36] <gigaherz> sending NBT
messages is rather bloaty
L962[14:32:55] <gigaherz> but if you are
lazy, you can make it work with just nbt updates
L963[14:34:06] <Keridos> for some reason
the client doesnt auto update when the gui is open, but in 1.7.10
it did it
L964[14:34:54] <gigaherz> I already told
you
L965[14:35:01] <gigaherz> the container
updates the INVENTORY SLOTS only
L966[14:35:24] <gigaherz> as in, the Slot
classes
L967[14:35:44] <gigaherz> (or more
accurately, the inventory contents that those slots
represent)
L968[14:36:11] <Keridos> yeah but if i do
this, shoudltn it send the message? return
(SPacketUpdateTileEntity) PacketHandler.INSTANCE.getPacketFrom(new
MessageTileEntityFL(this))
L969[14:36:16] <Keridos> foor
getUpdatePacket
L970[14:36:29] <Keridos> i have the
network simpleimp correctly set up afaik
L971[14:41:06] <gigaherz> wat
L972[14:41:42] <gigaherz> first
L973[14:41:48] <gigaherz> that function
does NOT get called automatically
L974[14:41:51] <gigaherz> you have to
manually call
L975[14:41:58] <gigaherz>
notifyBlockUpdate
L976[14:42:08] <gigaherz> which is the
equivalent of the old markBlockForUpdate
L977[14:42:15] <gigaherz> if you
don't
L978[14:42:21] <gigaherz> then
getUpdatePacket simply does not get called.
L979[14:42:27] <gigaherz> and second
L980[14:42:35] <gigaherz> wtf is
"PacketHandler.INSTANCE.getPacketFrom(new
MessageTileEntityFL(this))"
L981[14:44:27] <Keridos> gigaherz: is that
not the proper way to call it?
L982[14:44:39] <Keridos> works in
1.7.10
L983[14:44:48] <Xilef11> how would I
change the attack damage of a sword? overriding getDamageVsEntity()
does not seem to work
L984[14:45:58] <gigaherz> Keridos: I don't
think that has ever been the proper way, I have never even heard of
PacketHandler
L985[14:46:16] <gigaherz> all the uses of
the update packet I have seen are
L986[14:46:22] <Keridos> that is my packet
handler class, the one you set up for simpleimp
L987[14:46:23] <gigaherz> return new
SPacketUpdateTileEntity(this.pos, 0, nbt);
L988[14:46:38] <gigaherz> I don't have a
"packet handler" class
L989[14:46:45] <gigaherz> I have a handler
for each specific packet
L990[14:47:00] <gigaherz> maybe 1.7.10
worked differently, dunno
L991[14:47:07] <Keridos> from the link you
sent me: return (SPacketUpdateTileEntity)
PacketHandler.INSTANCE.getPacketFrom(new
MessageTileEntityFL(this))
L992[14:47:09] <Keridos> eh derp
L993[14:47:15] <Keridos> First you need to
create your SimpleNetworkWrapper object. We recommend that you do
this in a separate class, possibly something like
ModidPacketHandler.
L994[14:47:28] <Keridos> the packethandler
is my simplenetworkwrapper object
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L996[14:48:01] <gigaherz> hmm the
channel?
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L1000[14:48:29] <gigaherz> I just have
that on the @Mod class
L1001[14:48:29] <Keridos> yes
L1002[14:48:29] <gigaherz> ;p
L1003[14:48:45] <Keridos> ah
L1004[14:48:48] <gigaherz> but I don't
use that at all on the update packet
L1005[14:48:52] <gigaherz> I just use the
vanilla packet as-is
L1006[14:48:58] <gigaherz> return new
SPacketUpdateTileEntity(this.pos, 0, nbt);
L1007[14:49:00] <Keridos> i used messages
in 1.7.10
L1008[14:49:32] <Keridos> ok, i think i
can describe my problem now: I want it to send the message to the
client each tick while the client has the GUI opened, how would i
do that?
L1009[14:49:56] <Keridos> If I remember
correctly in 1.7.10 forge did that automatically
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L1011[14:54:17] <gigaherz> Keridos: /me
sighs
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L1013[14:54:20] <gigaherz> I told
you
L1014[14:54:24] <gigaherz> on the
Container
L1015[14:54:29] <gigaherz>
detectAndSendChanges
L1016[14:54:35] <Keridos> ah the
container
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L1021[15:02:09] <Keridos> gigaherz: it
does work now partially, thanks
L1022[15:02:21] <electrolitic> Holy moly,
this Gui stuff is no walk in the park (at least not for me)
:/
L1023[15:03:06] <gigaherz> a basic GUI is
actually very simple
L1024[15:03:11] <gigaherz> all you need
is a GuiHandler class
L1025[15:03:17] <gigaherz> which you'd
have to register during init
L1026[15:03:34] <Keridos> gigaherz:
apparently I cannot get the packet from the packethandler in
getupdatepacket, it is not castable
L1027[15:03:41] <gigaherz> a Container
class, in which you'd register the Slots, and implement the
shift-click method
L1028[15:03:51] <gigaherz> and a
GuiContainer class, in which you draw the background
L1029[15:04:01] <gigaherz> Keridos:
that's because it MUST be a SPacketUpdateTileEntity now
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L1031[15:04:04] <gigaherz> can't be a
custom one anymore
L1032[15:04:05] <electrolitic> What? 2
container classes?
L1033[15:04:15] <gigaherz> GuiContainer
vs Container
L1034[15:04:17] <Keridos> the
message?
L1035[15:04:26] <gigaherz> Keridos:
before 1.9 or 1.9.4
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L1037[15:04:27] <electrolitic>
GuiContainer already extends Container though, so it's fine?
L1038[15:04:30] <gigaherz>
getUpdatePacket
L1039[15:04:31] <electrolitic> oh
wait
L1040[15:04:32] <gigaherz> returned
Packet
L1041[15:04:33] <electrolitic> it
doesn't
L1042[15:04:38] <gigaherz> the new
method
L1043[15:04:49] <gigaherz> returns
SPacketUpdateTileEntity
L1044[15:04:54] <gigaherz> which means
you can't use any random packet anymore
L1045[15:04:57] <Keridos> gigaherz: that
much i understand
L1046[15:05:01] <gigaherz> electrolitic:
no
L1047[15:05:05] <electrolitic> I see
now.
L1048[15:05:06] <gigaherz> GuiContainer
extends GuiScreen
L1049[15:05:21] <electrolitic> So I make
a class that extends Container. Got it.
L1050[15:05:31] <gigaherz> and one that
extends Guicontainer.
L1051[15:05:35] <electrolitic> Yeah
L1052[15:05:46] <Keridos> then I still
have to figure out how to make the server send the message to the
client from detectandsendchanges
L1053[15:05:52] <gigaherz> the server
thread will have a Container
L1054[15:06:08] <gigaherz> whiel the
client thread will have a GuiContainer, which in turn uses a
different copy of the container
L1055[15:06:19] <gigaherz> the two
Container instances talk to eachother
L1056[15:06:27] <gigaherz> while the
GuiContainer itself just draws
L1057[15:06:41] <gigaherz> and handles
low-level mouse/kb events
L1058[15:07:36] <electrolitic> Wow.
L1059[15:07:48] <Keridos> welcome to
networking 101 electrolitic :p
L1060[15:07:48] <electrolitic> Thank
goodness it does a lot automatically.
L1061[15:08:08] <electrolitic> I wonder
how they get them to talk to each other O.o
L1062[15:08:21] <Keridos> giga, no idea
how to tell my server to send the packet to the client
L1063[15:11:54] <diesieben07> Keridos,
iterate listeners, check instanceof EntityPlayerMP and send packet
like normal
L1064[15:12:07] <diesieben07> listeners
means the field in COntainer
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L1066[15:12:27] <Keridos> diesieben07: in
the detectandsendchanges?
L1067[15:12:43] <diesieben07> yes.
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L1070[15:13:30] <Keridos> if I have my
message completely setup already, is there a function that I can
use to tell forge to send the packet from my network channel to the
player that has the gui open?
L1071[15:13:45] <Keridos> i use
simpleimpl
L1072[15:13:56] <gigaherz> Keridos: I
already showed you
L1074[15:14:11] <diesieben07>
SimpleNetworkWrapper has methods.
L1075[15:14:12] <Keridos> gigaherz: think
i missed that then?
L1076[15:14:16] <diesieben07> call
them.
L1077[15:14:21] <gigaherz> this is what I
use
L1078[15:14:25] <gigaherz> to sync data
from my container
L1079[15:14:34] <gigaherz> UpdateField is
an IMessage
L1080[15:14:43] <gigaherz> just apply it
to your own situation
L1081[15:15:01] <gigaherz> you probably
don't have an array of ints, for example
L1082[15:15:19] <Keridos> ah the fields
are messages?
L1083[15:16:21] <diesieben07> no
L1084[15:16:23] <gigaherz> no
L1085[15:16:26] <gigaherz> the fields are
data
L1086[15:16:27] <diesieben07> the fields
are synced values
L1087[15:16:30] <gigaherz> I have to sync
the remaining time
L1088[15:16:32] <gigaherz> the total
time
L1089[15:16:33] <gigaherz> etc
L1090[15:16:39] <gigaherz> so I have
"a bunch of ints"
L1091[15:16:52] <gigaherz> so I took the
chance and turned them into an array, for convenience
L1092[15:17:08] <gigaherz> in
pseudocode:
L1093[15:17:14] <gigaherz> check if any
value changed
L1094[15:17:24] <gigaherz> if so, build a
packet with the new values, and send it to each of the
listeners
L1095[15:17:58] <Keridos> if i use
lambdas, will the mod stop working on java 7 or do I just need java
8 to compile it btw?
L1096[15:18:07] <Keridos> ah
L1097[15:18:38] <diesieben07> it will
require java 8 to run
L1098[15:19:25] <Keridos> hm, are there
much java 7 users left?
L1099[15:19:56] <diesieben07> imho either
use java 6 and be complient with what mojang requires
L1100[15:19:59] <diesieben07> or require
java 8 :P
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L1112[15:53:53] <Keridos> oh lambdas are
funny, i am currently trying to decrypt the lambda from your
detectandsendchanges giga o.O
L1113[15:54:09] <gigaherz> they are just
anonymous functions
L1114[15:54:19] <gigaherz> a ->
a+1
L1115[15:54:21] <gigaherz> is the same
as
L1116[15:54:28] <gigaherz> a ->
{return a+1; }
L1117[15:54:32] <gigaherz> which is
equivalent to
L1118[15:54:51] <gigaherz> int
unnamed_function(int a) { return a+1; }
L1119[15:55:24] <gigaherz> xcept, with
the added bonus of being able to access local final variables of
the parent scope
L1120[15:55:26] <Keridos> i took a look
at mc statistics for java and decided to not leave out about 25% of
the playerbase
L1121[15:55:45] <gigaherz> 25%?
L1123[15:55:58] <Keridos> see java
version
L1125[15:57:02] <gigaherz> apparently
uses some sort of plugin
L1126[15:57:04] <Keridos> just trying to
recreate the function in java 7 compatible code. How does java
figure out what the variables in the lambda are, like which
class?
L1127[15:57:11] <gigaherz> which I
suppose means it only has stats for servers that uses that
plugin
L1128[15:57:24] <gigaherz> it just uses
the scoping rules
L1129[15:57:27] <gigaherz> but
L1130[15:57:29] <gigaherz> that code is
simple
L1131[15:58:27] <gigaherz> for
(<whatever> listener : listeners) { if(listener instanceof
EntityPlayerMP) { EnderRiftMod.channel.sendTo(new
UpdateField(this.windowId, prevFields), (EntityPlayerMP)
listener)); } }
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L1133[16:15:20] <Keridos> gigaherz: yeah
figured that out on my own, but thanks a lot for your patience and
explanations :)
L1134[16:15:36] <gigaherz> np
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L1140[16:34:20] <SparkVGX> morning
L1141[16:35:31] <gigaherz>
"morning" (because it's 23:34 here ;P)
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L1143[16:37:38] <gerhard> Hello o/
L1144[16:37:52] <gigaherz> \o
L1146[16:43:29] <SparkVGX> I like your
pot
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L1148[16:43:52] <gerhard> Thanks :P Wish
I could get the water to stop doing this though
L1149[16:43:54] <electrolitic> How far
apart are two items x/y values in a Gui?
L1150[16:44:05] <electrolitic>
Normally
L1151[16:44:16] <electrolitic> Like a
player inventory
L1152[16:44:58] <gerhard> wouldn't it be
16 + width of the borders between cells
L1153[16:45:19] <electrolitic> Oh, that'd
make sense xD
L1154[16:45:35] <electrolitic>
Thanks
L1155[16:45:55] <SparkVGX> border is two
pixels
L1156[16:46:13] <SparkVGX> *between
cells
L1157[16:46:56] <RANKSHANK> gerhard, TESR
or is that baked?
L1158[16:46:56] <electrolitic> Cool,
thanks!
L1159[16:47:26] <gerhard> The pot itself
is a json model, the water layer inside it is made with a
TESR
L1160[16:47:52] <gerhard> 1.9.4 if it
matters
L1161[16:48:56] <RANKSHANK> well the
water layer's got a different GLState set up. Check the Renderer
for the cauldron to make sure you're setting it up in a similar
fashion
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L1163[16:52:46] <gerhard> Can't seem to
find it. Hm.
L1164[16:53:15] <gerhard> Is the cauldron
a TESR?
L1165[16:53:36] <gerhard> Because I found
the TESR for mob spawners and chests and stuff, but cauldron is not
with them
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L1167[16:54:09] <LatvianModder> probably
not
L1168[16:54:16] <LatvianModder> because
it only has 3 water levels
L1169[16:54:18] <LatvianModder>
iirc
L1170[16:54:24] <RANKSHANK> actually it's
not, sorry :P
L1171[16:54:27] <gerhard> I think
cauldron just uses blockstate from what i can tell in the
BlockCauldron
L1172[16:54:37] <LatvianModder> it
does
L1173[16:54:47] <LatvianModder> you can
just search for cauldron.json, you know :P
L1174[16:56:42] <gerhard> I just found
those jsons but blockstate and model jsons don't have anything
about GlState I don't think. The json model is rendering fine, its
just the TESR water layer
L1175[16:57:32] <RANKSHANK> yeah that's
because the state is different when the water is being rendered,
since it's in a different 'pass'.
L1176[16:58:22] <RANKSHANK> how fine
tuned is your liquid level? You could opt to bake a liquid layer
dynamically
L1177[16:58:46] <gerhard> The liquid
level will actually always be the same but I'm going to dynamically
calculate a color for it
L1178[16:59:05] <RANKSHANK>
tintIndex?
L1179[17:00:01] <gerhard> Not something
I've heard of. Should I be using that instead?
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L1181[17:00:59] <gerhard> Oh, its a json
property
L1182[17:01:10] <RANKSHANK> it's how
things like grass color for biomes. 10% I'm not sure when they made
the move but I know in 1.10+ you need to register the blcok to an
IBlockColor and control it from there
L1183[17:01:33] <RANKSHANK> dunno where
that 10% came from :P
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L1185[17:02:54] <gerhard> What confuses
me is that I tried to look off of the 1.9 botania port for that
section, because Mana Pools have a dynamic water layer made in
TESR. I tried to use the same GlState settings, but I still got
this issue
L1186[17:04:56] <gerhard> Not that I
should be blindly copying from that github but I'm pretty new to
the OpenGL stuff so I was gonna fiddle with those until I found
what caused this
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L1189[17:11:06] <RANKSHANK> probably
better mimicking forge's dynbucket and baking it if you're iffy
with the GL calls
L1190[17:11:20] <gerhard>
dynbucket?
L1191[17:12:26] <RANKSHANK>
minecraftforge/client/model/ModelDynBucket
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L1194[17:12:52] <RANKSHANK> bakes the
liquids into an IBakedModel
L1195[17:13:01] <gerhard> What's this
used for? Buckets of fluids?
L1196[17:13:09] <RANKSHANK> you could do
the same and then use tintIndex for the color
L1197[17:13:34] <RANKSHANK> buckets,
allows animated liquids inside of them dependent on the liquid
registry
L1198[17:13:43] <gerhard> ohh.
L1199[17:14:23] <gerhard> This bakes the
2D icons for buckets of liquids in the registry?
L1200[17:15:35] <RANKSHANK>
icon's/3dmodels yeah
L1201[17:16:32] <RANKSHANK> I mucked
around with it in 1.8 but a lot of the methods have changed. Should
probably pull that test into my current workspace :P
L1202[17:17:19] <gerhard> I'll switch to
baked if I can't get this working, then. Do you know any other mods
that have blocks that simulate water levels? The others I can think
of are all closed source, like Witchery cauldron or Thaumcraft
crucible
L1203[17:19:43] <RANKSHANK> I think
forestry and buildcraft are open src and updated
L1204[17:19:55] <RANKSHANK> not sure if
they bake or TESR their tanks though
L1205[17:19:58] <gigaherz> by "water
level", you mean only water
L1206[17:20:00] <gigaherz> or any
liquid?
L1207[17:20:16] <gerhard> Oh wow I feel
dumb not thinking to look at tanks
L1208[17:20:39] <gerhard> I was just
trying to think up like, open top containers such as the cauldron,
crucible, etc
L1209[17:29:05] <gerhard> Oh hey I think
I might've figured out part of the issue, though. Whenever an
entity is on screen, the water behaves as though I did
GlStateManager.disableLighting();
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L1213[17:32:22] <CsokiCraft> Do you have
a list of classes extending CommandException?
L1214[17:34:12] <gigaherz> gerhard: then
enable it explicitly?
L1215[17:34:46] <gigaherz> CsokiCraft:
NAvigate->Type Hierarchy (IDEA) or the equivalent on eclipse
;P
L1216[17:34:53] <gerhard> I did,
gigaherz, but unfortunately it doesn't seem to be sufficient to put
enableLighting at the beginning and disableLighting back at the
end
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L1218[17:35:56] <CsokiCraft> ty
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L1220[17:39:54] <gerhard> I'm not quite
sure why an entity on screen would mess up the rendering for my
thing, though. Shouldn't all the changes made by the entity being
rendered stay local to that because of Push and Pop matrix?
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L1222[17:41:09] <RANKSHANK> not state
changes though
L1223[17:41:31] <RANKSHANK> state
persists. that's why you disable what you enable and vise
versa
L1224[17:42:10] <gerhard> so perhaps the
renderlivingbase turns on/off something and doesn't change it
back?
L1225[17:43:03] <gigaherz> a lot of code
does that
L1226[17:43:13] <gigaherz> they created
the GlStateManager thing
L1227[17:43:27] <gigaherz> but they only
sortof make use of it
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L1229[17:43:38] <gigaherz> the idea of a
state manager/tracker
L1230[17:43:45] <gerhard> yeah I just
think livingbase is the one causing my issue as I worked my way
down the classes from things that caused it
L1231[17:43:50] <gigaherz> is that you
don't have to undo the state
L1232[17:43:59] <gigaherz> you just
always specify the entier state on entering a new draw
context
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L1235[17:44:11] <gigaherz> and then the
state manager avoid setting states that are already set
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L1247[18:19:17] <SparkVGX> Did
IExtendedEntityProperties in 1.7.10 refer to just normal nbt
tags?
L1248[18:19:40] <diesieben07> no.
L1249[18:20:11] <SparkVGX> What is the
equivalent of them in the newer versions of minecraft?
L1250[18:20:20] <diesieben07>
capabilities
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L1252[18:23:13] <gigaherz> SparkVGX: the
readthedocs site has information on both IEEPs and
Capabilities
L1253[18:25:10] <SparkVGX> Just found
them now. Does a capability have to concern an inventory? does it
make sense to have one that doesn't?
L1254[18:25:53] <diesieben07> a
capability does not have to be an inventory, no
L1255[18:26:00] <diesieben07> an
inventory is ONE possible capability
L1256[18:26:14] <diesieben07> but you can
expose whatever interface you want as a cap
L1257[18:27:26] <SparkVGX> Excellent,
thank you :)
L1258[18:27:44] <gerhard> Oh hey things
are working.
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L1260[18:27:57] <SparkVGX> yay :3
L1261[18:27:57] <gerhard> Thanks for the
help
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L1263[18:30:08] <gerhard> This might
sound odd but is there any way to get the raw image data of an item
or block's texture? Like in Bitmap form or something. Not sure what
hoops to jump through to get an item's model or its textures
L1264[18:31:01] <SparkVGX> Why do you
need it?
L1265[18:31:06] <diesieben07> gerhard,
you would have to read the stitched texture back from GPU memory
and then crop out the part that oyu need
L1266[18:32:58] <gerhard> I want to get
the average RGB values of an item essentially
L1267[18:33:45] <gigaherz> well then
you'd have to read any and all textures used by that item
L1268[18:33:54] <gigaherz> since there
doens't need to be just one
L1269[18:33:56] <RANKSHANK> this sounds
familiar :P
L1270[18:35:13] <gerhard> Yeah, I know
for a dynamic texture it would be especially hard to do this. I was
hoping there would be a way for me to get at the fully processed /
baked icon that the player actually sees when they open their
inventory and just do my math on that
L1271[18:35:29] <RANKSHANK> that's a
model though
L1272[18:35:30] <williewillus> you can
get the baked model's particle texture
L1273[18:35:36] <williewillus> it's the
closest you can get really :P
L1274[18:35:47] <gerhard> That seems good
enough
L1275[18:35:49] <williewillus> and then
read that portion of the atlas and average the colors
L1276[18:36:11] <williewillus> which i
have no idea how to do :P
L1277[18:36:17] <RANKSHANK> This doesn't
sound very... side friendly :P
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L1279[18:36:26] <williewillus> well of
course
L1280[18:36:43] <williewillus> the server
has no concept of what color an item is visually
L1281[18:36:55] <gerhard> Yeah this plan
to get the colors of stuff will probably fail horribly but this is
all used in client side rendering so server doesn't need to
know
L1282[18:37:17] <RANKSHANK> So that means
rehashing everytime the rssmanager is loaded :P
L1283[18:37:27] <gerhard> Worth a shot,
anyway. Do you know how to get the particle texture of something,
as you mentioned? Gives me a starting point, at least.
L1284[18:37:28] <williewillus> that's not
very often
L1285[18:37:47] <RANKSHANK> true
L1286[18:37:48] <williewillus>
Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides().getParticleTexture()
L1287[18:38:47] <williewillus> returns
the icon, idk really what happens after that
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L1294[18:42:17] <gigaherz> just to
clarify
L1295[18:42:19] <gigaherz> [01:35]
(gerhard): Yeah, I know for a dynamic texture it would be
especially hard to do this. I was hoping there would be a way for
me to get at the fully processed / baked icon that the player
actually sees when they open their inventory and just do my math on
that
L1296[18:42:25] <gigaherz> there's no
such thing as "a fully processed icon"
L1297[18:42:27] <gigaherz> it's a 3d
modelç
L1298[18:42:35] <gigaherz> made of
polygons
L1299[18:42:43] <gigaherz> with vertices,
that point to pixels on the atlas texture
L1300[18:42:53] <gigaherz> the model is
baked including the edge
L1301[18:42:56] <gigaherz> even when you
see it on the inventory
L1302[18:42:58] <gerhard> The icons in
guis are also 3D models?
L1303[18:43:00] <gigaherz> it's still a
3d model
L1304[18:43:01] <gerhard> Huh,
weird
L1305[18:43:10] <gigaherz> this wasn't
the case on 1.7.10
L1306[18:43:13] <gigaherz> but it is on
1.8+
L1307[18:43:21] <gigaherz> even in the
inventory
L1308[18:43:36] <gigaherz> if you hack
the inventory code to apply an opengl rotation before drawing an
icon
L1309[18:43:40] <gigaherz> it will show
with depth
L1310[18:43:52] <gigaherz> and if the
model has multiple texture layers
L1311[18:44:03] <gigaherz> it's just
that: it draws multiplequads
L1312[18:44:14] <gigaherz> each one with
a different rectangle of the texture atlas
L1313[18:44:26] <gigaherz> so, in
essence
L1314[18:44:35] <gigaherz> if you did
want to get the true average
L1315[18:44:40] <gigaherz> you'd have to
get all the quads
L1316[18:44:51] <gigaherz>
reverse-engineer which TextureAtlasSprite each one is drawing
L1317[18:44:51] <RANKSHANK> ***
shudders
L1318[18:45:07] <gerhard> oh ._.
L1319[18:45:09] <gigaherz> readback the
atlas to cpu ram
L1320[18:45:17] <gerhard> oh geez
L1321[18:45:23] <gigaherz> extract the
pixels for each quad's drawing area
L1322[18:45:33] <gigaherz> and THEN
average those values.
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L1324[18:45:55] <gigaherz> oh and if you
average using just the R,G,B values as is
L1325[18:45:57] <gigaherz> it will look
weird ;p
L1326[18:46:01] <gigaherz> not quite
right
L1327[18:46:07] <RANKSHANK> ^ and per
itemstack because models can be dynamic
L1328[18:46:10] <gigaherz> a true real
optically-accurate average
L1329[18:46:18] <gigaherz> woudl require
that you convert to like, YUV
L1330[18:46:25] <gigaherz> (luminance +
chroma)
L1331[18:46:31] <gigaherz> or Lab or
whatever
L1332[18:46:43] <gigaherz> and average
those values
L1333[18:47:15] <gerhard> Probably not
worth doing for tinted water v.v
L1334[18:47:20] <gigaherz> so yeah
;P
L1335[18:47:30] <williewillus> just
average the particle texture :P
L1336[18:47:44] <williewillus> also
gigaherz I see that TAS has some int[]'s is the texture data not
held there?
L1337[18:47:46] <williewillus> idk the
details
L1338[18:47:53] <gigaherz> now that you
mention it
L1339[18:47:54] <gigaherz> hmm
L1340[18:47:55] <gigaherz> it may
be
L1341[18:47:59] <gigaherz> it certainly
is, for animation
L1342[18:48:03] <gigaherz> the way
animations are done
L1343[18:48:05] <electrolitic> How do you
assign a Gui an id? Like, where is that done?
L1344[18:48:07] <williewillus>
List<int[][]> framesTextureData
L1345[18:48:11] <gigaherz> is that mc
will repeatedly write the new frame onto the atlas
L1346[18:48:13] <gigaherz> and
re-upload
L1347[18:48:25] <gigaherz> so it stands
to reason it may keep all the textures there, not just one
L1348[18:48:28] <gigaherz> worth
checking, at least
L1349[18:48:41] <williewillus> no idea
how all the data is laid out there though :D
L1350[18:48:51] <gigaherz> not just the
animated ones* I meant
L1351[18:48:58] <gerhard> I actually
found this forum thread too where rank and sieben helped a guy with
a similar goal
L1352[18:49:13] <gigaherz>
array[frame][pixel]
L1353[18:49:18] <gigaherz> I assume
L1354[18:49:20] <RANKSHANK> told ya it
sounded familiar ;D
L1355[18:49:26] <williewillus> ah
L1356[18:49:30] <williewillus> the List
is of frames
L1357[18:49:35] <williewillus> the
int[][] is miplevel and then image
L1358[18:49:51] <williewillus> see
TAS.loadSpriteFrames
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L1361[18:50:56] <gerhard> But the color
getting that this fellow is doing for that mod is pretty much what
I'm after. Perhaps I should do some reading
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L1365[19:00:43] <williewillus> wheres the
vanilla sounds.json?
L1366[19:01:12] <gigaherz> vanilla sounds
are outside the jar
L1367[19:01:24] <gigaherz> I'm not sure
that there's a sounds.json xcept in respacks
L1368[19:01:49] <williewillus> they need
somepalce to declare their soundevents though so it has to be
somewhere
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L1370[19:02:37] <gigaherz> Sure,
SoundEvent#registerSound ;P
L1371[19:02:44] <gigaherz> eh
L1372[19:02:48] <gigaherz>
SoundEvent.registerSounds
L1373[19:02:50] <gigaherz> (static)
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L1375[19:03:02] <williewillus> yeah that
registers a sound *event*
L1376[19:03:11] <williewillus> how do you
declare what sounds go with each event that's what the json does
:P
L1377[19:03:13] <williewillus> i'll
search around
L1378[19:03:38] <williewillus> ah yeash
found it in multimc's assets dl dir
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L1386[19:12:22] <gigaherz> oooh
L1387[19:12:24] <gigaherz> I just had an
idea
L1388[19:12:47] <gigaherz> someone make
it so that a zombie can, upon receiving damage
L1389[19:12:53] <gigaherz> split itself
into a husk and a skeleton
L1390[19:13:17] <gigaherz> or a blob and
a skeleton
L1391[19:13:18] <gigaherz> ;p
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L1393[19:17:40] <RANKSHANK> if you post
that on some forums someone might do all the dirty work and let you
host it ;)
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L1395[19:23:42] <electrolitic> Where do
you set the ID of a Gui?
L1396[19:24:45] <williewillus> you don't
it's just ana greement with yourself
L1397[19:24:56] <williewillus> in your
IGuiHandler
L1398[19:25:02] <electrolitic> oh
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L1401[19:25:13] <electrolitic> I
see.
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L1404[19:29:26] <electrolitic> The server
needs the Container and the Client needs the Gui I would
guess?
L1405[19:29:32] <electrolitic> in the
IGuiHandler methods
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L1408[19:41:14] <theFlaxbeard> Last I
checked which was a few months back, there was no Forge hook or
vanilla way to add armor to a player via a non-armor item, is this
still the case?
L1409[19:41:19] <theFlaxbeard> armor
points, to be clear
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L1411[19:42:42] <theFlaxbeard> I don't
see anything other than ArmorProperties.applyArmor which only looks
at the armor inventory
L1412[19:43:42] <theFlaxbeard> and
ForgeHooks.getTotalArmorValue which does the same for the visual
shields
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L1414[19:49:40] <williewillus>
theFlaxbeard: in 1.9 it's an attribute now
L1415[19:49:44] <williewillus> you can
apply an attribute modifier
L1416[19:50:09] <williewillus> (such an
underused system by both mojang and modders :P)
L1417[19:50:23] <theFlaxbeard> Doesn't
seem that has any effect on players though
L1418[19:50:33] <williewillus> it should
that's all armor does now
L1419[19:50:47] <williewillus> putting on
a chestplate just gives you a +8 attribute modifier
L1420[19:50:58] <theFlaxbeard>
ARMOR_TOUGHNESS is only called in applyArmorCalculations() in
EntityLivingBase
L1421[19:51:04] <williewillus> that's not
armor
L1422[19:51:07] <theFlaxbeard> which is
completely overridden by the EntityPlayer applyArmorCalculations
method
L1423[19:51:14] <williewillus> toughness
is not armor
L1424[19:51:22] <williewillus> toughness
is something else that only diamond aromr has
L1425[19:51:31] <williewillus> the main
armor attr is just ARMOR
L1426[19:51:33] <williewillus> i
think
L1427[19:51:38] <theFlaxbeard> Yes, but
that is also only referenced in ELB
L1428[19:51:38] <williewillus> maybe
ARMOR_POINTS
L1429[19:52:06] <williewillus> so it's a
bug that players don't respect the attribute
L1430[19:52:14] <williewillus> report it
if not already?
L1431[19:52:22] <theFlaxbeard> It appears
it might be a bug
L1432[19:52:28] <theFlaxbeard> but it may
also be a failure on forge's part
L1433[19:52:37] <williewillus> same
difference
L1434[19:52:55] <theFlaxbeard> ELB calls
damageAmount = this.applyArmorCalculations(damageSrc,
damageAmount);
L1435[19:52:59] <theFlaxbeard>
EntityPlayer calls damageAmount =
net.minecraftforge.common.ISpecialArmor.ArmorProperties.applyArmor(this,
inventory.armorInventory, damageSrc, damageAmount);
L1436[19:53:07] <theFlaxbeard> but the
ArmorProperties function doesn't care about the attribute
L1437[19:54:06] <theFlaxbeard> I think
forge just didn't modify the way the applyArmor calculation is made
when the attribute was added
L1438[19:54:18] <williewillus> thats
understandable theres so many hooks
L1440[19:56:13] <williewillus> !gp
p_82196_2_
L1441[19:57:30] <williewillus> hm hwo
should I name this param
L1442[19:57:38] <williewillus> the second
parameter to IRangedAttackMob.attack...
L1443[19:57:55] <williewillus> is the
ratio of <dist from attacker to target> / <attacker's
attack radius>
L1444[19:58:06] <williewillus> so if its
a far shot then it's 1
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L1447[19:58:32] <Mogul> Yo guys.
L1448[19:58:37] <theFlaxbeard>
Hello
L1449[19:59:18] <williewillus> !sp
p_82196_2_ distanceFactor How far the target is, normalized and
clamped between 0.1 and 1.0
L1450[19:59:32] <theFlaxbeard> Thanks for
making the issue - is there any digging I should do for relevant
info that might help it get resolved faster
L1451[20:00:23] <Mogul> Quick question
regarding json model syntax - maybe I just missed it in the docs
and the examples I looked at but: Is there a (Forge-specific?)
syntax for including several model variants in a single model file,
just like it's possible with blockstate files?
L1452[20:00:54] <williewillus> no because
the idea of a "variant" doesn't exist in the model file
space
L1453[20:01:03] <williewillus>
"variants" are a blockstate-system concept
L1454[20:01:15] <Mogul> Meh... =(
L1455[20:01:48] <Mogul> So if I got
several variants that each use a slightly different model I HAVE to
make a model file for each one.
L1456[20:02:03] <williewillus> use
submodels if possible
L1457[20:02:09] <williewillus> from a
forge blockstate json
L1458[20:02:45] <Mogul> Hm, but as far as
I have seen those only allow to add models, not to change e.g. the
dimensions of an existing referenced model, right?
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L1460[20:04:03] <SparkVGX> was there a
command for finding out what variable names were changed to?
field_145851_c in TileEntity
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L1462[20:04:53] <SparkVGX> im guessing is
deprecated in favor of .getpos().getX()
L1463[20:06:13] <TehNut> !!gf
TileEntity.field_145851_c
L1464[20:06:14] <MCPBot_Reborn> No
results found.
L1465[20:06:18] <TehNut> What
version?
L1466[20:07:01] <williewillus> Mogul:
transform tag
L1467[20:07:21] <williewillus> can
transalte/rotate/scale your model
L1468[20:07:24] <Mogul> williewillus:
Hmmm, that sounds promissing, thanks!
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L1471[20:08:48] <williewillus> i love it
when you're updating a mod and a ton of vanilla copy crap just
vanishes
L1472[20:08:57] <williewillus> thanks to
vanilla adding parameters etc. that you needed :P
L1473[20:09:17] <TehNut> So how far are
you on that port?
L1474[20:09:25] <williewillus> pretty
far
L1475[20:09:30] <TehNut> Does it launch
yet? :p
L1476[20:09:33] <williewillus> no
L1477[20:09:34] <williewillus> lol
L1478[20:09:38] <TehNut> dang
>.>
L1479[20:09:50] <Mogul> I was dazzled
that vanilla code now uses enums as mad. Thought I was one of very
few people that actually loved Java enums. =D
L1480[20:10:00] <williewillus> ive just
been jumping around it gets too monotonous to stay in the same
place
L1481[20:10:04] <williewillus> i like
java enums
L1482[20:10:20] <Mogul> Now we're already
two! ;-)
L1483[20:10:28] <williewillus> i wasn't
aware people didn't like them :P
L1484[20:10:44] <kashike> SparkVG: you
are correct.
L1485[20:10:45] <williewillus> there was
even a pattern to have "typesafe enums" before the real
deal
L1486[20:10:48] <masa> which mod are you
porting?
L1487[20:10:56] <Mogul> Maybe it's just
the people that I know that didn't like them.
L1488[20:10:58] <williewillus> Twilight
forest which might be a bad idea seeing as it's ARR
L1489[20:11:02] <TehNut> I like Java
enums. But I've only used Java enums so I can't really compare it
to anything else
L1490[20:11:03] <williewillus> which
means I can't distribute
L1491[20:11:07] <williewillus> but
whatever
L1492[20:11:20] <williewillus> TehNut: in
C#/C++/C they're just typedef'ed ints with names :P
L1493[20:11:27] <williewillus> which
means 0 type safety
L1494[20:11:47] <Mogul> Ye, though I
recall there being a new kind of enums in C++11 ?
L1495[20:11:48] <williewillus> though i
think C# added strong-typed enums with enum class
L1496[20:11:54] <williewillus> or that
mightve been C++
L1497[20:12:42] <williewillus> the main
hurdles left for it is the chunk provider because mojang changed
the interfaces and the code is godawful mashup of vanilla copying
and custom code that's not clearly documented
L1498[20:13:02] <williewillus> what this
one has taught me is: always doc where it came from and your EXACT
changes if you copy vanilla
L1499[20:14:53] <Mogul> Hm, much of
vanilla code also doesn't seem to be very verbose. Maybe that's
making it faster but it sure isn't making it easier to learn
from.
L1500[20:15:11] <williewillus> anyways I
found this interesting tool during downtime at work today, it shows
you how the JIT is doing on your code
L1502[20:15:28] <williewillus> whats
being jitted, why, the assembly code, what isn't being jitted and
why, etc.
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L1505[20:35:38] <williewillus> who
renamed MapCoord to Vec4b in 1.9 dammit
L1506[20:35:49] <williewillus> sure its 4
bytes but it's not a vector it's only used for map data
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L1508[20:38:57] <kashike> it is a vector,
someone just decided to rename the fields and make it non-vector
like now
L1509[20:39:00] <kashike> >.>
L1510[20:39:04] <williewillus> no it
isn;t
L1511[20:39:08] <williewillus> it's only
used for map data
L1512[20:39:22] <williewillus> and the
map data definitely does not treat it like a 4-dim byte vec
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L1515[20:41:08] <williewillus> first byte
is the marker type (green arrow, white arrow, etc.), next two are
xy coords, last byte is the dir the arrow is facing doesn't seem
very vec-y to me :P
L1516[20:45:31] <quadraxis> think Vec4b
was in 1.8
L1517[20:45:53] <williewillus> oh
ok
L1518[20:46:06] <williewillus> but anyway
made a ticket on the mcp repo for it next major version
>.<
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L1533[21:45:49] <Mogul> So, now I got the
transform in my blockstate - how do I adjust the UVs now?
L1534[21:49:42] <williewillus> you can't
from the blockstate json
L1535[21:49:51] <williewillus> shouldve
said that before :/
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L1537[21:54:56] <Mogul> Dammit xD
L1538[21:58:25] <Mogul> But I must say,
williewillus, that you seem to be doing a good job at creating
something like a Forge documentation. There's still much missing
though, like a comprehensive official documentation on blockstate
tags. Best thing I found was the GitHub document "Forge
Blockstate V1 specs" by RainWarrior, but it's a bit cryptic
for an inexperienced modder like me. Then again it could be that my
googling skills are just not up to
L1539[21:58:41] <williewillus> nah its
just written in a more technical way
L1540[21:59:04] <williewillus> and that
guy does a terrible job at documenting the great systems he writes
:P
L1541[21:59:33] <Redrield> How do I edit
the damage attribute for a custom item that extends
ItemSword?
L1542[22:00:11] <williewillus> Redrield:
override getAttributeModifiers(EntityEquipmentSlot slot, ItemStack
stack)
L1543[22:00:20] <williewillus> and
replace the attack damage modifier with your own
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L1545[22:00:56] <williewillus>
multimap.put(SharedMonsterAttributes.ATTACK_DAMAGE.getAttributeUnlocalizedName(),
new AttributeModifier(ATTACK_DAMAGE_MODIFIER, "Weapon
modifier", <YOUR NUM>, 0));
L1546[22:01:07] <williewillus> (get the
map from calling super)
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L1549[22:05:57] <quadraxis> So is there
any way of avoiding getting a "Player moved wrongly!"
message when teleporting?
L1550[22:06:42] <quadraxis> or do I have
to wait for a vanilla update
L1551[22:07:01] <williewillus> its just a
message I personally would just ignore it
L1552[22:09:01] <quadraxis> it makes my
position get reset tho
L1553[22:09:13] <williewillus> it kicks
you back to before where you tp'ed?
L1554[22:09:19] <williewillus> heh
L1555[22:09:28] <williewillus> that's
basically the vanilla 1.9 nether portal bug
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L1557[22:10:02] <williewillus> the
isInvulnerableDuringDimensionChange method is probably something
like "bypassAnticheat" in the actual vanilla code
L1558[22:10:15] <williewillus> i'd just
use reflection or a methodhandle to call the private method that
sets it
L1559[22:11:05] <kenzierocks>
reflection??? methodhandle???
L1560[22:11:09] <kenzierocks> we have ATs
for this
L1561[22:11:21] <williewillus> meh
L1562[22:11:28] <kenzierocks>
right?
L1563[22:11:31] <williewillus> AT's use
ASM methodhandles are less hacky
L1564[22:11:35] <williewillus> and are
native speed if done right
L1565[22:11:49] <kenzierocks> but
methodhandles require tracking obf status, right?
L1566[22:11:59] <williewillus> so does an
AT??
L1567[22:12:01] <kenzierocks> no
L1568[22:12:07] <williewillus> you still
need the name
L1569[22:12:12] <kenzierocks> only in the
AT
L1570[22:12:17] <kenzierocks> and it's
only the srg name
L1571[22:12:25] <kenzierocks> your code
gets reobf'd like normal
L1572[22:12:52] <williewillus> still it's
hackier AND it makes me rebuild my project is the main reason I
don't use them lol
L1573[22:12:58] <williewillus> i'm
lazy
L1574[22:13:06] <kenzierocks> makes you
rebuild it once every time you change it? sure i guesss....
L1575[22:13:19] <kenzierocks> not like
that doesn't already happen every new forge version
L1576[22:13:41] <williewillus> either way
methodhandles achieve the same result just pick a poison
L1577[22:13:45] <williewillus> :P
L1578[22:13:47] <kenzierocks> and I would
argue that MethodHandles, while not hackier, are more
dangerous
L1579[22:13:51] <williewillus> wat
L1580[22:13:55] <kenzierocks> there's no
compile error when the name changes
L1581[22:14:09] <kenzierocks> so your
mods might have errors that don't get discovered for years
L1582[22:14:15] <williewillus> lol
years
L1583[22:14:17] <kenzierocks> this
happened with WorldEdit and reflection
L1584[22:14:28] <kenzierocks> apparently
no one used //regen in the Forge version for a while
L1585[22:14:34] <williewillus> that's
honestly developers fault any obf reflection needs to be rechecked
EVERY version
L1586[22:14:35] <kenzierocks> so the
fields were wrong but never updated
L1587[22:14:47] <kenzierocks> how is that
dev fault?
L1588[22:14:59] <williewillus> not
rechecking obf mappings that shift? :P
L1589[22:15:09] <williewillus> i'll give
you that AT's have that benefit
L1590[22:15:15] <williewillus> of failing
early
L1591[22:15:43] <williewillus> but either
way obf reflection needs to go in its own class with a big marker
to recheck every version, it's one of the first thigns I do when
updating :P
L1592[22:15:58] <kenzierocks> probably i
guess
L1593[22:16:12] <williewillus> anyways it
doesnt matter just find a way to call the method :P
L1594[22:16:22] <williewillus> pick
whichever way of "hackily invoking encapsulated methods"
you like
L1595[22:17:16] <quadraxis> well no
method, just setting a private field, but i'll have a look
L1596[22:17:56] <williewillus> i vote
methodhandles because they're fun and implemented in a cool way but
that's not really a legitimate argument so pick whatever :P
L1597[22:18:14] <quadraxis> my preferred
method is of course for it to be done by forge
L1598[22:18:32] <williewillus> eh
L1599[22:18:55] <williewillus> forge
considers scope for these kinds of things, if a big fraction of
modders wouldn't benefit in some way from it it probably won't be
taken
L1600[22:19:00] <williewillus> this is
kinda niche case
L1601[22:19:21] <williewillus> not sure
how the other mods haven't encountered this maybe none of them do
teleporting in the scenario you do it
L1602[22:19:38] <williewillus> !gm
func_150897_b
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L1606[22:24:38] <Redrield> So hold on how
can I get the multimap object to put the new damage attribute
L1607[22:24:47] <Redrield> I can't find
it anywhere
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L1610[22:38:23] <williewillus> Redrield:
call super
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L1612[22:38:30] <Redrield>
super.what?
L1613[22:38:38] <williewillus> the method
i told you to override :P
L1614[22:38:50] <Redrield> What do I put
as the args
L1615[22:38:57] <Redrield> can I just do
null, new ItemStack(this)?
L1616[22:39:01] <williewillus> the args
you got passed in....
L1617[22:40:07] <williewillus> basic java
D:
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L1621[22:43:10] <Redrield> ooh
L1622[22:43:12] <Redrield> Sorry
>.<
L1623[22:43:28] <williewillus> no prob
:P
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L1626[22:54:46] <quadraxis> so ender
pearl teleports produce no message, but chorus fruit teleports
consistently log "player moved wrongly"
L1627[22:55:06] <quadraxis> and I have no
idea why
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L1631[23:00:34] <SparkVGX> is there a
tutorial or documentation explaining how to go from Extended entity
properties to capabilities?
L1632[23:07:25] <kenzierocks> quadraxis:
what are you calling?
L1633[23:07:32] <kenzierocks> it seems
that entitylivingbase.setPositionAndUpdate(event.getTargetX(),
event.getTargetY(), event.getTargetZ());
L1634[23:07:39] <kenzierocks> would be
what the ender pearl does
L1635[23:07:52] <kenzierocks> are you
calling it on the server or the client?
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L1637[23:08:10] <kenzierocks> 'cause if
you do it on the client, you're gonna have a bad time
L1638[23:09:17] <quadraxis> my code only
runs if !world.isRemote
L1639[23:09:34] <kenzierocks> ok,
good
L1640[23:09:49] <kenzierocks> can I see
your whole method where you teleport?
L1642[23:13:33] <kenzierocks> have you
tried using code similar to Entity#changeDimension?
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L1644[23:14:37] <kenzierocks> nvm, it
looks like PlayerList#transferEntity already handles taht
L1645[23:16:05] <quadraxis>
changeDimension is overriden by EntityPlayerMP
L1646[23:16:23] <kenzierocks> what is
PortalTeleporter?
L1647[23:17:54] <quadraxis> extends
Teleporter
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L1649[23:18:08] <quadraxis> overrides
placeInPortal() method
L1650[23:18:58] <quadraxis> which calls
the placeEntity() method in that post to actually do the
moving
L1651[23:21:33] <kenzierocks> quadraxis:
why are you using the player connection
L1652[23:21:44] <kenzierocks> instead of
calling setLocation directly
L1653[23:21:57] <kenzierocks> i feel like
that could break something
L1654[23:23:21] <quadraxis> I did it as
it's what setPositionAndUpdate() does, and I can set the rotation
as well
L1655[23:24:09] <kenzierocks>
setPositionAndUpdate in 1.10 calls this.setLocationAndAngles(x, y,
z, this.rotationYaw, this.rotationPitch);
L1656[23:26:02] <kenzierocks> anyways,
i'm off to play games
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L1658[23:27:35] <quadraxis>
setPositionAndUpdate() is overriden
L1659[23:27:55] <quadraxis> anyway,
thanks for looking at it
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L1669[23:44:53] <Tazz> they stole my
password :o
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