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L28[01:31:42] <Unh0ly_Tigg> ugh, the
wonders of getting disconnected between login and channel
joining...
 
L30[01:33:13] <AndersBillLind> I can search
on IExtendedEntityProperties, but I get no search hit, although
there is a page with the caption "Migrating from
IExtendedEntityProperties"
 
L31[01:34:25] <AndersBillLind> Well, one of
the headlines
 
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L38[01:59:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160716 mappings to Forge Maven.
 
L39[01:59:36] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160716-1.10.2.zip
(mappings = "snapshot_20160716" in build.gradle).
 
L40[01:59:46] <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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L79[04:33:34] <SparkVGX> can I override
player entity methods?
 
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L81[04:34:09] <gigaherz> not really
 
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L83[04:34:31] <gigaherz> you can't
tell mc to instantiate your player classes rather than the normal
ones
 
L84[04:34:47] <gigaherz> what do you need
to do that can't be done through the existing hooks?
 
L85[04:36:57] <SparkVGX> In the story my
mod is based off of, the characters can change the direction of
gravity affecting them. I want to start by reversing gravity and
rolling the camera sideways by 180'
 
L86[04:37:22] <SparkVGX> so essentially
they would 'fall' and land on the ceiling
 
L87[04:39:19] <gigaherz> hmm I'm not
sure that can be achieved without vanilla edits
 
L88[04:39:45] <gigaherz> hmmm
 
L89[04:39:51] <gigaherz> for the gravity
part
 
L90[04:40:00] <gigaherz> you could apply a
reverse gravity manually
 
L91[04:40:02] <gigaherz> as in
 
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L93[04:40:31] <gigaherz> if it accelerates
at 1 block/t^2
 
L94[04:40:37] <gigaherz> yo ucan apply a
-2
 
L95[04:40:44] <gigaherz> to make it
-1
 
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L97[04:40:59] <gigaherz> you could do that
on the player tick event
 
L98[04:51:22] <SparkVGX> im having trouble
finding the value to reverse
 
L99[04:52:52] <gigaherz> sorry can't
help with that
 
L100[04:53:11] <SparkVGX> That's okay
:) Thank you anyway
 
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L120[05:45:59] <Shambling> ok so
abyssalcraft adds demon mobs... I created a new world and with a
spawn weight of 1 a demon cow spawned in my new world and proceeded
to murder me. lol
 
L121[05:46:13] <Shambling> does 0 disable
demon animals? :P
 
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L123[05:48:15] <Shambling> ah I see a
different config I'll use. Spawn as hostile mob method,
they'll just spawn like monsters. So at least I'll get a
days setup before getting murdered by chickens
 
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L129[06:10:37] <SparkVGX> I was being
stupid, I can literally just apply a constant upward motionY to the
player to send them upwards. I can't override the player
entity's get look function though to use my version of it for
flipping them upside down
 
L130[06:11:04] <gigaherz> yeah
"flipping upside down" will be quite hard to
achieve
 
L131[06:11:12] <gigaherz> specially the
camera ;P
 
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L133[06:14:05] <SparkVGX> that's what
I'm meaning. It has to be possible, because the 1.7.10 star
miner mod did something similar. But s/he was able to somehow
override the original function with his own code of player
instanceof gravitizedEntity
 
L134[06:15:48] <SparkVGX> They extended
from EntityLivingBase
 
L135[06:16:07] <gigaherz> there's
coremods
 
L136[06:16:17] <gigaherz> which can apply
code changes to vanilla classes
 
L137[06:16:24] <gigaherz> but they are
ugly and bad
 
L138[06:16:32] <gigaherz> so this channel
does not help making them
 
L139[06:17:02] <gigaherz> if some existing
mod "does it", then chances are it's using a coremod
to modify vanilla code
 
L140[06:17:16] <gigaherz> ideally
 
L141[06:17:24] <gigaherz> you'd see
what core changes are truly needed
 
L142[06:17:40] <gigaherz> if there's
something you cna't achieve through reflection and existing
hooks
 
L143[06:17:55] <gigaherz> and then propose
the new hook/feature to be included in forge
 
L144[06:18:04] <gigaherz> by creating a
pull request showing that it does work
 
L145[06:18:15] <gigaherz> and defending
your reasoning on why it's good to have it
 
L146[06:18:58] <gigaherz> (convincing Lex
is needed because each new patch, no matter how small it is, gives
them extra work when doing version upgrades)
 
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L149[06:27:26] <SparkVGX> What is an
indicator of a core mod? I'm trying to figure out if star
miner is one. If it is, I'll just drop this rotating camera
thing, because I don't want to waste more time on this
 
L150[06:27:54] <SparkVGX> I suppose having
a package called 'core' isn't exactly a good
sign
 
L151[06:29:07] <gigaherz> it may be
unrelated
 
L152[06:29:17] <gigaherz> a coremod will
have a special kind of class in it
 
L153[06:29:26] <gigaherz> I don't
really know the details
 
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L156[06:33:03] <SparkVGX> Feels like I
know so little lol
 
L157[06:33:50] <Ordinastie_> coremods will
have an entry in the manifest
 
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L159[06:34:39] <Dimitriye98> Is it
possible to add an additional render pass to the game?
 
L160[06:35:45] <gigaherz> by render passs
you mean like "opaque" and "transparent"?
 
L161[06:35:52] <Dimitriye98>
Basically
 
L162[06:36:01] <Dimitriye98> Yeah
 
L163[06:36:12] <Dimitriye98> Though a bit
more involved
 
L164[06:36:22] <gigaherz> it would be
possible to draw more into the world
 
L165[06:36:30] <Dimitriye98> I want to
render a second view frustum with a stencil buffer
 
L166[06:36:30] <gigaherz> such as by using
RenderWorldLastEvent
 
L167[06:36:37] <Dimitriye98> Basically,
render through a portal
 
L168[06:36:37] <gigaherz> aha
 
L169[06:37:14] <Dimitriye98> Would that
use RenderWorldLastEvent?
 
L170[06:37:22] <gigaherz> it woudl be one
way
 
L171[06:37:43] <gigaherz> but you may want
to speak with diesieben07
 
L172[06:37:46] <gigaherz> he made
cameracraft
 
L173[06:37:56] <gigaherz> so he knows how
to render other bits of the world into the screen
 
L174[06:37:57] <gigaherz> ;P
 
L175[06:38:21] <Dimitriye98> And
presumably, how to use the stencil buffer as well, if he was
rendering to specific part of the screen
 
L176[06:38:22] <gigaherz> or you could
speak with whoever was making the portal gun mod
 
L177[06:38:27] <gigaherz> they managedto
show the other side of the portal
 
L178[06:38:40] <gigaherz> well dunno if
they used stencil
 
L179[06:38:42] <gigaherz> or
render-to-texture
 
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L181[06:39:03] <Dimitriye98> :/ And
unfortunately, CameraCraft is not open source
 
L182[06:39:25] <gigaherz> wat
 
L184[06:39:29] <Dimitriye98> Ah, yeah,
probably render to texture, stencil buffer would be overkill for
that
 
L185[06:39:31] <Dimitriye98> Oh?
 
L186[06:39:36] <Dimitriye98> Huh,
wasn't on the forum thread
 
L187[06:39:52] <gigaherz> although not
sure how much code he has
 
L188[06:39:58] <gigaherz> without pushing
there
 
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L191[06:41:18] <Dimitriye98> But yeah, he
appears to be using render to texture.
 
L192[06:41:20] <Dimitriye98> Thanks
 
L193[06:42:16] <Dimitriye98> H-uh...
 
L195[06:42:39] <CsokiCraft> How can I
create a multi-line value in en_US.lang?
 
L196[06:42:53] <Dimitriye98> That
commented out section, lines 115-121, seems like it should break
the code
 
L197[06:43:23] <gigaherz> CsokiCraft: I
don't think so
 
L198[06:43:29] <gigaherz> but I could be
wrong
 
L199[06:43:39] <gigaherz> I don't
think you can*
 
L200[06:43:48] <gigaherz> maybe typing
\n
 
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L204[06:47:04] <SparkVGX>
<Ordinastie_> would you be able to tell me where I could find
the manifest? I'm sorry if this is a silly question, but what
I understand of manifests doesn't seem to apply here
 
L205[06:47:36] <Ordinastie_> the manifest
is created when the jar is built
 
L206[06:47:57] <Ordinastie_> show the
project build.gradle
 
L208[06:48:25] <SparkVGX> found it
 
L209[06:48:59] <CsokiCraft> In which class
is translateToLocal() now?
 
L210[06:49:27] <Ordinastie_> I18n
 
L211[06:49:33] <Ordinastie_> the client
one
 
L212[06:50:50] <SparkVGX> Thank you
Ordinastie_. Does this mean that it is definitely the dreaded core
mod?
 
L213[06:52:07] <Dimitriye98> God, some of
minecraft's code is insanely tightly coupled
 
L214[06:52:32] <Ordinastie_> SparkVGX, yes
it is
 
L215[06:53:36] <CsokiCraft>
I18n.format()?
 
L216[06:53:57] <SparkVGX> Thank you
<Ordinastie_> and <gigaherz>. You both just saved me
another days worth of wasted time haha.
 
L217[06:54:08] <SparkVGX> I'm off for
the night. Good luck all! o/
 
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L222[06:57:10] <Dimitriye98> Oh, oh how
wonderful. It looks like I may be stuck reimplementing a bunch of
render code, since the renderer appears to be dependent on being
attached to a specific entity for position and world.
 
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L227[07:09:59] <Dimitriye98> So, Minecraft
doesn't create its display with a stencil buffer :/
 
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L239[07:38:41] <gigaherz> [13:54]
(CsokiCraft): I18n.format()?
 
L240[07:38:41] <gigaherz> yes
 
L241[07:38:53] <gigaherz> the other I18n
has translateToLocal, but it's deprecated, for good
reason
 
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L250[07:55:08] <Ordinastie_> you're
doing something wrong
 
L251[07:55:15] <Ordinastie_> your timer is
share most likely
 
L252[07:56:08] <Mimiru> Well it shares the
screen text too, which should be pulled from the TE it's
rendering
 
L253[07:56:40] <Ordinastie_> well
you're doing it wrong then
 
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L256[07:57:43] <gigaherz> Mimiru: uh
 
L257[07:57:47] <Ordinastie_> show
code
 
L258[07:57:50] <gigaherz> all the TEs do
sharethe same TESR instance
 
L259[07:57:56] <gigaherz> you can't
store data in it
 
L260[07:58:08] <gigaherz> all TEs of the
same class, that is
 
L261[07:58:57] <gigaherz> however, that
doesn't remove the fact that if it worked on 1.7 and 1.8, but
not in 1.9, you must be doing something wrong regardless
 
L262[07:58:58] <gigaherz> ;P
 
L263[07:59:20] <gigaherz> because there
has always been only one TESR instance for each TE clas
 
L264[07:59:22] <gigaherz> s
 
L265[08:00:54] ***
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L266[08:01:21] *
Mimiru sighs 
L267[08:01:21] ⇦
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L268[08:01:29] <Mimiru> I know if I post
this I'll get yelled at for stupidity.
 
L269[08:01:35] <Mimiru> So.. meh
 
L270[08:01:57] <williewillus> so
don't do it :D
 
L271[08:02:04] <Ordinastie_> if you know
for a fact that it's stupid, why not fix it ?
 
L272[08:02:10] <williewillus> ^
 
L273[08:02:16] <williewillus> or just post
it anyway
 
L274[08:02:18] <williewillus> :P
 
L275[08:02:33] <Mimiru> If I knew how to
fix it, it wouldn't be in this state.
 
L277[08:03:07] <Cazzar> First
thought
 
L278[08:03:13] <Cazzar> Line 18 and then
line 24
 
L279[08:03:20] <Cazzar> What's
missing in code style? :P
 
L280[08:03:54] <Mimiru> I've got to
get ready for work, I'll be a few minutes
 
L281[08:04:03] <Ordinastie_> post TE
too
 
L282[08:04:03] <williewillus> those four
fields at the top
 
L283[08:04:04] <Mimiru> also 18 and 24 was
me messing with stuff recently
 
L284[08:04:07] <williewillus> those
don't go in the tesr
 
L285[08:04:10] <williewillus> pull it out
of the te
 
L286[08:04:47] <Mimiru> Store the ticks
since render in the TE?
 
L287[08:04:52] <Mimiru> makes sense I
guess..
 
L288[08:04:55] <Mimiru> anyway afk a
few
 
L289[08:04:58] <gigaherz> yep
 
L290[08:05:02] <gigaherz> NEVER store data
in a tesr.
 
L291[08:05:09] <gigaherz> unless it's
global data shared by all
 
L292[08:05:11] <Cazzar> think of TESR as a
singleton
 
L293[08:05:20] <williewillus> also seeing
null String fields makes me sad panda but that's a personal
pref :P
 
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L296[08:05:52] <williewillus> if a type
has a good fundamental "empty" value I like to use it as
much as possible like collections, strings, any sort of seq, etc.
instead of null :P
 
L297[08:05:53] <gigaherz> williewillus:
Strings.isNullOrEmpty ;P
 
L298[08:05:59] <Ordinastie_>
<gigaherz> NEVER store data in a tesr. <= never store
PERSISTANT data
 
L299[08:06:22] <williewillus> persistent
across invocations of the tesr at least which is whats
happening
 
L300[08:06:31] <Ordinastie_> yes,
that's what I mean
 
L301[08:06:39] <williewillus> some of
botania's tesrs have static override flags to force
stuff
 
L302[08:06:42]
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L303[08:06:56] <Cazzar> TBH reading the
code of the code for this TESR tells me the issue
 
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L305[08:07:18] <Cazzar> Since, the one
thing that isn't commonly shared is the colour, and
that's the only thing that is read from the TE
 
L306[08:07:34] <Ordinastie_> not
really
 
L307[08:07:35] <Ordinastie_>
radio.getScreenText()
 
L308[08:07:43] <Cazzar> And the text is as
well
 
L309[08:08:05] <Cazzar> I was just about
to correct myself Ordinastie_
 
L310[08:08:07] <Ordinastie_> apparently,
the text is supposed to be different, which I sincerly doubt
 
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L312[08:08:21] <Ordinastie_> hence I why I
asked for the TE
 
L313[08:08:26] <Mimiru> Yes, text is
different per radio
 
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L315[08:08:30] <Ordinastie_> Cazzar, well,
NOT FAST ENOUGH! :p
 
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L317[08:08:38] <Mimiru> well, can
be.
 
L318[08:08:52] <Cazzar> well, Ordinastie_
I was having my graphics drivers update.
 
L319[08:08:59] <Ordinastie_> excuses,
excuses
 
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L322[08:09:40] <Ordinastie_> but I
don't see you do any changes to you block when you place them,
so, not sure how you expect the texts to be different
 
L323[08:09:51] <Ordinastie_> unless you
rand, or change it based on pos
 
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L325[08:09:59] <Mimiru> theres a GUI, and
OC/CC interaction
 
L326[08:10:14] <Mimiru> both let you
change the text
 
L327[08:10:22] <Ordinastie_> yes, but you
don't change them in your video
 
L328[08:10:26] <Cazzar> Implying, that
it's default soo
 
L329[08:10:45] <Mimiru> I didn't
think it was important?
 
L330[08:11:28] <Ordinastie_> so you made a
video to show what doesn't work, but didn't think it was
important to show what doesn't work? ><
 
L332[08:12:00] <Mimiru> *changing* the
text works fine... my issue was the speeding up and the flickering
between text strings :/
 
L333[08:12:14] <Ordinastie_> eww, you
really code with blank caracters displayed? ><
 
L334[08:12:17] <Cazzar> Mimiru:
that's because you store the speed in the TESR.
 
L335[08:12:25] <Ordinastie_> ^
 
L336[08:12:39] <Mimiru> Yeah I got that
now
 
L337[08:12:39] <Cazzar> Or well,
ticks
 
L338[08:12:46] <Cazzar> And you can tell
that from
 
L339[08:12:50] <williewillus> Ordinastie_:
i usually dont have them on just havent turned them off :P
 
L340[08:13:08] <Cazzar> a) The speed is
proportional to the amount of rendered blocks
 
L341[08:13:09] <Ordinastie_> use
world.getTotalElapsedTicks() or something similar
 
L342[08:13:35] <Cazzar> b) color/text
stays with the TE fine, and isn't global
 
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L344[08:14:27] <Mimiru> This is why I
assumed the TESR was shared
 
L345[08:14:29] <gigaherz> there's a
function for obtaining a pseudo-random offset based on x,y,z
 
L346[08:14:33] <gigaherz> thne you could
do like
 
L347[08:15:12] <gigaherz>
(world.getTotalWorldTime()+randomOffset(te.x,te.y,te.z)+partialTicks)*speed
 
L348[08:15:23] <williewillus> tesr have
been shared for a long time but its possible how they are
batched/rendered has changed in 1.8/9
 
L349[08:15:24] <Ordinastie_> wut?
 
L350[08:15:36] <williewillus> Ordinastie_:
to make it vary between different TE's
 
L351[08:15:36] <gigaherz> for avoiding
storing a "progress"
 
L352[08:16:20] <gigaherz> here:
 
L354[08:16:33] <gigaherz> thisi s what I
do to make each of my TEs have a different animation progress
 
L355[08:16:38] <gigaherz> so that they
don't look like they move in sync
 
L356[08:17:00] <gigaherz> I use "%
360" because my animation is an angle ;P
 
L357[08:17:07] <gigaherz> (I work in
degrees)
 
L358[08:17:25] <CsokiCraft> How to get the
loaded world's directory in ServerStartingEvent and
ServerStoppingEvent handler?
 
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L361[08:19:40] <williewillus> CsokiCraft:
you have the server object and I think theres methods there to get
the file
 
L362[08:22:22] <CsokiCraft>
MinecraftServer.getDataDirectory()? And what about
ServerStoppingEvent? There's no getServer() in it.
 
L363[08:23:24] <williewillus> you can just
get the server obj the normal way
 
L364[08:23:32] <williewillus>
FMLCommonHandler.instance().getMinecraftServerInstance()
 
L365[08:27:16] <CsokiCraft> And
MinecraftServer.getDataDirectory() will return the active
save's directory? (like ".minecraft/saves/world/" on
SP)
 
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L370[08:30:44] <Mimiru> Thanks guys
I'm not storing anything in the TESR anymore, after work I get
to figure out why my scrolling text is flickering now
 
L371[08:31:07] <Mimiru> That wasn't a
sarcastic thanks either... I re read the message and it sorta
sounded like that
 
L372[08:31:08] <Mimiru> :/
 
L373[08:31:50] <Ordinastie_> don't
increment your tick count in your TESR either, it will be called
more than once per tick per te too
 
L374[08:32:16] <Mimiru> Oh.. haha
right
 
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L377[08:34:42] <Mimiru> Eh, even moving it
to the TE still flickers, and I'm running latish I'll
figure it out later
 
L378[08:34:47] <Mimiru> Thanks
again!
 
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L399[10:02:33] <Ordinastie_>
ahahahah
 
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L402[10:03:35] <diesieben07> i just
removed the marquee, i am not removing all those color tags
 
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L405[10:04:16] <Ordinastie_> oh god, who
in hell enable marquee tags? -_-
 
L406[10:04:45] <diesieben07> idk this
forum software is from like 2007 or something
 
L407[10:04:47] <Ordinastie_> easy to
remove the colors too, just copy/paste the formatted text
 
L408[10:04:58] <diesieben07> meh too much
effort.
 
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L410[10:06:38] <ManBearCat> Hello
everyone.
 
L411[10:07:54] <ManBearCat> A bit slow
today?
 
L412[10:08:23] <diesieben07> Not slow at
all, just a bit silly if the whole chat answers
"HIIIIIII!"
 
L413[10:08:24] <diesieben07> :P
 
L414[10:08:30] <diesieben07> although
maybe a bit slow.
 
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L417[10:09:47] <ManBearCat> I'm new
to using IRC and all. I'm not really sure how to go about
asking for help. Is this the correct place to ask for assistance
with [Server thread/WARN]: Can't keep up
 
L418[10:10:24] <diesieben07> that means
yoru server is overloaded ;)
 
L419[10:10:34] <diesieben07> which can be
caused by ... all kinds of things.
 
L420[10:10:55] <ManBearCat> Is there a
timings report service similar to spigot?
 
L421[10:11:16] <ManBearCat> I have a
feeling its the backup that is causing it. I'm not too sure
how to go about it is all.
 
L422[10:11:29] <diesieben07> there is a
/forge tps command you can use
 
L423[10:11:36] <diesieben07> not sure how
detailed that is
 
L424[10:12:45] <diesieben07> ah that just
lists the tps per world
 
L425[10:13:00] <diesieben07> i don't
know spigot so not sure what you are looking for exactly.
 
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L428[10:15:28] <gigaherz> google indicates
it's basically the same
 
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L432[10:17:45] <ManBearCat> Gigaherz thank
you for taking the time to google it for me.
 
L434[10:19:19] <gigaherz> not
integrated
 
L435[10:19:26] <gigaherz> maybe
there's some sort of profiler mod
 
L436[10:19:44] <gigaherz> otherwise, you
could try to use an actual java profiler
 
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L438[10:22:45] <ManBearCat> I'll give
"yourkit" a try and see how it turns out. Thank you for
your input.
 
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L440[10:34:09] <williewillus> is warmroast
still a thing?
 
L441[10:34:20] <kashike> yes
 
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L443[10:34:38] <williewillus> yeah that or
opis if its been ported or visualvm or yourkit
 
L444[10:34:46] <williewillus> I found a
cool JIT profiler yesterday too but its kinda niche use
 
L446[10:36:41] <diesieben07> willie if
that thing does what i think it does i love you for pointing me to
it :D
 
L447[10:36:56] <williewillus> i havent
triedit yet but it looks cool
 
L448[10:37:04] <williewillus> probably
kills performance but still :P
 
L449[10:37:18] ***
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L450[10:37:25] <diesieben07> lol
 
L451[10:46:00] <ManBearCat> Thanks
williewillus looking into it now.
 
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L476[11:42:20] <z0ttel> is hooking into
the vanilla profiler something worth doing to get an impression of
the performance of my code?
 
L477[11:43:06] <z0ttel> (e.g.
world.theProfiler.startSection("Z0Structures");)
 
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L481[11:48:46] <williewillus> that can be
used but it only gives you general info
 
L482[11:48:52] <williewillus> and not sure
how performant it is
 
L483[11:49:53] <ManBearCat> I've
still been failing this whole time trying to use profilers to gauge
the stress on the server..
 
L484[11:50:34] <gigaherz> does java have
something like the .net Stopwatch?
 
L485[11:50:48] <gigaherz> it uses
high-precision counters
 
L486[11:50:54] <gigaherz> yo ucan do
like
 
L487[11:50:59] <gigaherz>
stopwatch.start()
 
L488[11:51:00] <gigaherz> code
 
L489[11:51:04] <gigaherz>
stopwatch.stop()
 
L490[11:51:16] <gigaherz>
stopwatch.getelapsed()
 
L491[11:51:34] <gigaherz> it's quite
useful for tracking performance data
 
L492[11:51:35] <diesieben07> guava has
Stopwatch
 
L493[11:51:35] <williewillus> no you just
subtract the time manually :P
 
L494[11:51:38] <williewillus> or
that
 
L495[11:51:49] <diesieben07> and guava is
like... JDK extended :D
 
L496[11:51:51] <gigaherz> yeah but I mean,
does it use high-precision counters for it?
 
L497[11:52:06] <williewillus> what does
that even mean though
 
L498[11:52:07] <williewillus> :P
 
L499[11:52:17] <gigaherz> in windows
 
L500[11:52:19] <diesieben07> it uses
System.nanoTime
 
L501[11:52:21] <gigaherz>
QueryPerformanceCounter
 
L502[11:52:27] <diesieben07> which is as
high-precision as you can get.
 
L503[11:52:27] <gigaherz> aha
 
L504[11:52:33] <diesieben07> in java
anyways.
 
L505[11:52:56] *
gigaherz nods 
L506[11:52:58] <gigaherz> yeah
 
L507[11:53:05] <gigaherz> looks like
it's the closest equivalent
 
L508[11:53:16] <Ordinastie_> I think we
can all agree that if nanoTime is no precise enough, you don't
have a performance issue
 
L509[11:53:30] <gigaherz> yup
 
L510[11:53:39] <diesieben07> gigaherz,
nanoTime is implemented using QueryPerformanceCounter on
windows
 
L511[11:53:40] <gigaherz>
QueryPerformanceCounter is basically RDTSC on the cpu
 
L513[11:53:54] <gigaherz> which often
counts the bus cycles
 
L514[11:53:55] <gigaherz> ;P
 
L515[11:54:02] <gigaherz> or even cpu
cycles
 
L516[11:54:11] <diesieben07> the problem
with all this timing stuff is...
 
L517[11:54:12] <gigaherz> so it
doens't get more precise than that
 
L518[11:54:20] <diesieben07> people rely
on it for inter-thread "happens-before" stuff
 
L519[11:54:36] <diesieben07> so if threadB
sees a higher currentTimeMillis "it must have all the values,
right?"
 
L520[11:54:46] <gigaherz> hmm you
shouldn't rely on those values being consistent between
concurrent threads :/
 
L521[11:54:51] <diesieben07> of course
not.
 
L522[11:54:56] <diesieben07> so they have
to introduce that overhead or libraries start to fail
 
L523[11:55:10] <diesieben07> cliff click
mentioned that in a talk somewhere
 
L525[11:58:45] <gigaherz> ewh.
 
L526[12:00:04] <gigaherz> anyhow I
mentioend Stopwatch because it's what I'm using to
measure the performance of certain parts of my code on my
thingy
 
L527[12:00:20] <gigaherz> whihc btw
 
L528[12:01:11] <gigaherz> I had an idea
for having "infitely"-expanding terrain without the
precision loss that causes mc to start "stuttering" when
you get so far from the origin
 
L529[12:01:17] <gigaherz> and I started
implementing it
 
L530[12:01:51] <gigaherz> in essence:
"struct EntityPosition { Vector3i base; Vector3f offset;
}"
 
L531[12:02:26] <gigaherz> every so often
(such as whenever the player changes chunk), the position is
re-normalized to the coordinates of the chunk
 
L532[12:02:57] <gigaherz> so that the
offset will never be so big that the precision loss is visually
noticeable
 
L533[12:02:59] <gigaherz> however
 
L534[12:03:05] <gigaherz> the issue I
didn't consider when I started
 
L535[12:03:12] <gigaherz> is that this
requires re-rendering the meshes
 
L536[12:03:43] <gigaherz> to account for
the "translated coordinates"
 
L537[12:03:56] <gigaherz> but thanks to
the rubberduck effect
 
L538[12:04:01] <gigaherz> I just had an
idea to fix that ;P
 
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L540[12:04:54] <gigaherz> if I have all
the mesh vertices in local coordinates rather than global
coordinates, I just need to position the mesh by computing its
distance from the player XD
 
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L542[12:07:11] <OrionOnline> Is there
anyone in chat that has experience with the OBJModel system in
1.10??
 
L543[12:07:19] <gigaherz> depends
 
L544[12:07:24] <FusionLord> ^
 
L545[12:07:39] <FusionLord> what are you
looking for?
 
L546[12:08:56] <OrionOnline> I want to
hide some parts of the model
 
L547[12:09:11] <OrionOnline> For example
the fuel when there is none in the tileentitiy
 
L548[12:09:18] <OrionOnline> In 1.8 i used
the OBJState to do taht
 
L549[12:09:32] <Javaschreiber> You can use
blockstates for that.
 
L550[12:09:38] <OrionOnline> But that
seems to have been changed to something with the
AnimationProperty
 
L551[12:09:41] <OrionOnline>
Javaschreiber, I know
 
L552[12:10:00] <gigaherz> I think
there's some customdata thing to specify a visibility
list?
 
L553[12:10:17] <OrionOnline> gigaherz,
that is only blockstate dependent
 
L554[12:10:22] <OrionOnline> As the fuel
is just an example
 
L555[12:10:30] <gigaherz> so?
 
L556[12:10:34] <OrionOnline> Some parts
need to get hidded based on the surrounding blocks
 
L557[12:10:44] <gigaherz> how many
combinations would you have?
 
L558[12:11:01] <OrionOnline> Ehm let me
pull up my calculator
 
L559[12:11:03] <gigaherz> you can use
getActualState to provide a set of properties that match the
context and TE
 
L560[12:11:06] <Javaschreiber> You could
render the static stuff using regular methods and then anger
everybody by using TEs for the dynamic stuff.
 
L561[12:11:17] <gigaherz> but if
there's more than a hundred or so...
 
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L563[12:11:33] <OrionOnline> 2^30
roughly
 
L564[12:11:39] <gigaherz> that is crazy
XD
 
L565[12:11:43] <Javaschreiber> Then
TE's.
 
L566[12:11:48] <OrionOnline> their are 30
parts that can be hidden or not
 
L567[12:11:50] <gigaherz> and yeah, you
can't do that with just blockstate properties
 
L568[12:11:55] <OrionOnline> I know
 
L569[12:12:01] <Javaschreiber> gigaherz
you can.
 
L570[12:12:08] <gigaherz> Javaschreiber:
not with blockstate properties
 
L571[12:12:11] <Javaschreiber>
submodels.
 
L572[12:12:14] <OrionOnline> I worked it
out with our rendering lord fry
 
L573[12:12:15] <gigaherz> no
 
L574[12:12:18] <Javaschreiber> no?
 
L575[12:12:21] <gigaherz> blockstate
variants are computed all at init
 
L576[12:12:31] <gigaherz> you *can't*
have 2^30 blockstate combinations
 
L577[12:12:32] <OrionOnline> Before i just
set the visibleState of each OBJGroup in the OBJState
 
L578[12:12:34] <gigaherz> it just
doesn't fit in ram
 
L579[12:12:36] <Javaschreiber> That's
too bad.
 
L580[12:12:40] <Javaschreiber> More
RAM!
 
L581[12:12:42] <gigaherz> and even if it
does
 
L582[12:12:50] <gigaherz> it would take
hours to boot mc
 
L583[12:12:55] <OrionOnline> Creating it
dynamically
 
L584[12:13:02] <Javaschreiber>
Doesn't it already
 
L585[12:13:05] <OrionOnline> But now it
uses a different system
 
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L587[12:13:14] <OrionOnline> Which is why
i am here
 
L588[12:13:14] <gigaherz> stop being
silly... oh he left
 
L589[12:13:25] <OrionOnline> lol .... good
old javaschreiber
 
L590[12:13:37] <gigaherz> anyhow
 
L591[12:13:41] <gigaherz> back to the
thing in question
 
L592[12:13:45] <gigaherz> I never used the
OBJState thing
 
L593[12:13:48] <gigaherz> so I don't
know how it works
 
L594[12:13:50] <gigaherz> or worked
 
L595[12:13:55] <OrionOnline> I just wanted
to know what the deal is with the animationproperty
 
L596[12:14:00] <gigaherz> the only
situation where I have "parts" on a model
 
L597[12:14:06] <gigaherz> I use submodels
to combine separate .obj files
 
L598[12:14:11] <OrionOnline> and how i can
(if i can) set the visibility on parts that way
 
L599[12:14:14] <gigaherz> and the only
situation where I need animation
 
L600[12:14:22] <gigaherz> I load the
multiple .obj models and draw them on TESR
 
L601[12:14:26] <gigaherz> so sorry,
can't help with that
 
L602[12:14:26] <gigaherz> ;P
 
L603[12:14:36] <OrionOnline> Nah no
problem gigaherz
 
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L608[12:26:09] <theFlaxbeard>
williewillus: Am I missing something, or does
ArmorProperties.applyArmor not take into account armor toughness at
all?
 
L609[12:26:28] <williewillus> does it
account for armor POINTS or armor TOUGHNESS? theyre distinct
 
L610[12:26:46] <williewillus> i didnt look
at it I just made the report based on your word haha
 
L611[12:27:06] <theFlaxbeard> Doesn't
take into account toughness
 
L612[12:27:10] <theFlaxbeard> this is a
seprarate issue
 
L613[12:27:16] <theFlaxbeard> but another
flaw in the method
 
L614[12:27:24] <gigaherz>
applyArmorCalculations, on EntityLivingBase, does
 
L615[12:27:30] <theFlaxbeard> Which is
never called for a player
 
L616[12:27:44] <williewillus> jus tPR the
fixes
 
L617[12:27:46] <theFlaxbeard> The player
call to applyArmorCalculations is redirected to
ArmorProperties.applyArmor by forge
 
L618[12:27:53] <theFlaxbeard> Yeah
that's what I'm planning on doing
 
L619[12:28:02] <gigaherz> oh I see
 
L620[12:28:05] <gigaherz> seems like a
forge bug
 
L621[12:28:08] <gigaherz> fix it and PR
;P
 
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L627[12:34:03] <masa> which of the dozens
of block methods indicates a non-full block?
 
L628[12:34:17] <CsokiCraft> How do I
override a vanilla TileEntity?
 
L629[12:34:24] <masa> or actually I might
rather want to see of the face of a block is non-full
 
L630[12:35:06] <theFlaxbeard> I'm not
sure the best way to integrate armor toughness with ISpecialArmor,
since right now it creates an ArmorProperties for vanilla armor.
The issue is that ArmorProperties' calculation for damage
reduction doesn't use a tougness attribute.
 
L631[12:35:10] <theFlaxbeard> CsokiCraft:
What do you mean?
 
L632[12:35:22] <williewillus> masa: many
xP
 
L633[12:35:24] <williewillus> they all
overlap
 
L634[12:35:42] <williewillus>
theFlaxbeard: is ISpecialArmor not based upon the vanilla
formulas?
 
L635[12:35:52] <williewillus> just copy it
from the vanilla formulas if so
 
L636[12:36:44] <masa> hm, seems that the
javadocs are wrong too on at least some of these?
 
L637[12:36:52] <williewillus> i updated
them a while ago
 
L638[12:36:56] <williewillus> it mightve
changed lol
 
L639[12:37:10] <williewillus> all of them
are used for a different assortment of game logic, rendering, or
pathing
 
L640[12:37:34] <masa> for example
isFullyOpaque() in BlockStairs is return satte.getValue(HALF) ==
BlockStairs.EnumHalf.TOP;
 
L641[12:37:52] <CsokiCraft>
<theFlaxbeard> I mean, for example I want to create a
<TileEntityCustomFurnace extends TileEntityFurnace> and I
want all furnaces have that as their TE
 
L642[12:38:04] <masa> and the javadoc says
Checks if an IBlockState represents a block that is opaque and a
full cube.
 
L643[12:38:14] <williewillus> thats what
it does in the baseblock class
 
L644[12:38:17] <theFlaxbeard> You'd
have to use an event handler to catch the block being placed and
replace the TE, I'd think
 
L645[12:38:18] <williewillus> also dont
think i made that comment xD
 
L646[12:38:19] <masa> which to me says
stuff like cobblestone
 
L647[12:38:31] <theFlaxbeard> I'm not
entirely sure where the calculations come from in
ArmorProperties.applyArmor actually, they're not at all like
what goes on in vanilla as far as I can tell
 
L648[12:38:40] <masa> when did you update
them? I'm currently in 1.9.4 with mappings 2016-06-23
 
L649[12:38:47] <theFlaxbeard>
CombatRules.getDamageAfterAbsorb is what vanilla uses and it's
3 lines
 
L650[12:38:52] <williewillus> masa: during
1.8.0
 
L651[12:38:54] <williewillus> :P
 
L653[12:39:14] <williewillus>
isFullyOpaque seems to be the casual vanilla player's
definition of a "solid" block
 
L654[12:40:09] <williewillus> can sustain
things redstone dust and flowers and levers, can pass redstone
signals through, etc.
 
L655[12:40:14] <williewillus> actually not
that last one
 
L656[12:40:24] <williewillus> but yeah its
a mess
 
L657[12:40:57] <masa> hmm,
doesSideBlockRendering might be what I want
 
L658[12:41:54] <masa> basically I want to
see if there is a block above another block, which isn't a
"full cube" so that the block belowe can be seen at least
somewhat
 
L659[12:42:49] <masa> seems to be a forge
added method too, haha
 
L660[12:43:18] <masa> okay or maybe
isSideSolid
 
L661[12:43:27] <masa> damn tehse things...
:D
 
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L663[12:44:49] <williewillus> are you
running into the issue where you have a non full block model and
the block below is gettign culled?
 
L664[12:45:01] <williewillus> i think
thats isOpaqueCube
 
L665[12:46:50] <masa> this is not for
rendering, but for a block swapper item logic, similar to the equal
trade wand focus
 
L666[12:47:21] <masa> so I want to swap
the blocks on a plane if they are not fully obstructed on the
"front face"
 
L667[12:47:55] <williewillus> check the
bounding box?
 
L668[12:47:58] <williewillus> idk
 
L669[12:48:02] <masa> I thnk thaumcraft
used something like not opaque for it, because I remember Wyld or
someone using the wand for minig ores by swapping them for
glass
 
L670[12:50:16] <theFlaxbeard> I'm not
entirely sure what the best course of action would be for fixing
ArmorProperties, it would need a rewrite to say the least.
WayOfTime made an issue back in April regarding it and it looks
like he has an open, unmerged PR.
 
L672[12:50:35] <williewillus> bump
it
 
L673[12:52:14] <theFlaxbeard> On the other
hand, his PR also doesn't deal with the ARMOR or
ARMOR_TOUGHNESS attributes, nor does his code reference toughness
at all as far as I can tell
 
L674[12:52:19] <theFlaxbeard> so it's
an incomplete fix
 
L675[12:52:50] <williewillus> comment on
it and bring that up
 
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L677[13:02:17] <IoP> Are forge's
javadocs being hosted at any site?
 
L678[13:03:57] <gigaherz> I don't
think anyone's generating forge javadocs -- just the
comments
 
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L688[13:34:11] <IoP> but I found usable
javadoc from source code!
 
L689[13:34:48] <IoP> Are version ranges
documented somewhere?
 
L690[13:36:08]
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L691[13:36:47] <williewillus> IoP see the
VersionRange class
 
L692[13:37:57] <IoP> it's not really
user friendly to give that as reference for pack builders.
(honestly I personally believe that pack builders shoud be able to
read basic java but)
 
L693[13:38:29] <williewillus> what do you
mean by version ranges
 
L694[13:38:32] <diesieben07> [] means
including () means excluding
 
L695[13:38:32] <williewillus> first of
all
 
L696[13:38:36] <williewillus> and yeah its
just that
 
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L699[13:38:48] <williewillus> standard
mathematical notation + missing number means unbounded
 
L700[13:38:51] <diesieben07> [1.0,2.0)
means 1.0 up to anything below 2.0
 
L701[13:39:17] <diesieben07> [1.0,1.3]
means 1.0 and 1.3 and anything in between
 
L702[13:39:22] <IoP> standard mathmatical
notation + average 8 years old pack builder = fail
 
L703[13:39:31] <diesieben07> also note
that things are compared right to left
 
L704[13:39:39] <diesieben07> 1.0.3 is
considered higher than 1.0
 
L705[13:39:46] <kashike> IoP: stop looking
at that repo, FML was merged into the main Forge repo
 
L706[13:39:49] <diesieben07> you need the
same amount of numbers in both things otherwise things go
haywirse
 
L707[13:39:51] <diesieben07> *wire
 
L708[13:40:13] <IoP> kashike: stupid
google gave that first. :P
 
L709[13:40:27] <IoP> but good
reminder
 
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L711[13:42:28] <IoP> Do you? I thought
that class was created tu support variable width version numbers
with pre and rc tags.
 
L712[13:43:15] <diesieben07> yes i
remember there was an issue where someone crashed because of
this
 
L713[13:43:26] <IoP> (can't write
today. too much food => no blood in brains)
 
L714[13:44:19] <IoP> interesting.
Especialli because those classes are from maven(?) project which
probably did shitloads of tests for defferent version schemes
 
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L716[13:47:03] <diesieben07> yes they are
modified versions of the maven code
 
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L750[15:37:46] <mort> dealing with
inventories in minecraft is... not beautiful.
 
L751[15:37:53] <williewillus>
depends
 
L752[15:37:59] <williewillus> are you
using caps?
 
L753[15:38:07] <mort> caps?
 
L754[15:38:15] <williewillus> well then
that explains it ;p
 
L755[15:38:21] <williewillus> forge added
a separate inventory interface
 
L756[15:38:23] <mort> I'm just trying
to use IInventory
 
L758[15:38:39] <williewillus> exposed
using the capability system in 1.8+
 
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L761[15:39:59] <mort> so, how do I get
started with it?
 
L762[15:40:23] <williewillus> i wrote a
general starter on the cap system itself but what are you needing
to do with inventories? helps to get a bit specific
 
L763[15:41:05] <mort> basically just put
an ItemStack into an inventory if it's not full
 
L764[15:41:11] <mort> should be pretty
basic
 
L765[15:41:31] <mort> almost got done
implementing it with IInventory before talking here
 
L766[15:41:46] <williewillus> wait so are
you implementing your own inv or using someone else's
inv?
 
L767[15:42:34] <mort> well both, but I
have already implemented my own inventory, and already have the
ItemStack in question
 
L768[15:42:53] <mort> so atm I just have
an ItemStack and want to put it into another inventory
 
L769[15:42:59] <williewillus> yeah the cap
system provides you with most of the stuff already done
 
L771[15:44:55] <williewillus> it goes
through a lot of making your own capability but you don't need
to do that the inventory one was already made by forge
 
L772[15:45:12] <williewillus> its just
good to know the bts so read it if you want otherwise skip to
"Making things have a capability"
 
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L774[15:48:53] <lbpfan950> hello
 
L775[15:48:56] <lbpfan950> is this chat
dewd?
 
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L777[15:49:26] <mort> I'll start just
trying to read the immediately relevant parts, ignoring the general
capabilities stuff
 
L778[15:49:33] <mort> but then later come
back and read the rest
 
L779[15:49:35] <mort> hey lbpfan950
 
L780[15:49:43] <williewillus> lbpfan950:
yes
 
L781[15:49:45] <williewillus> we are all
dead
 
L782[15:49:57] <TehNut> nah this chat
gril
 
L783[15:50:54]
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L784[15:51:41] <lbpfan950> ok
 
L785[15:51:45] <lbpfan950> i have a crash
report
 
L787[15:52:23] <Ordinastie_> report to
flansmod
 
L788[15:52:34] <lbpfan950> irc
channel?
 
L789[15:52:38] ⇦
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L790[15:52:44] <Ordinastie_> no idea
 
L791[15:52:56] <lbpfan950> how do you
know?
 
L792[15:53:14] <Ordinastie_> how do I know
it's flansmod ?
 
L793[15:53:20] <lbpfan950> yes
 
L794[15:53:29] <lbpfan950> i imagined it
was my recent drivers update
 
L795[15:53:39] <lbpfan950> i am having
issues with my package manager affter all?
 
L796[15:53:41] <Ordinastie_> line 7
 
L797[15:53:43] <Ordinastie_>
java.lang.ClassCastException: com.flansmod.common.guns.EntityAAGun
cannot be cast to net.minecraft.entity.EntityLivingBase
 
L798[15:54:17] <lbpfan950> can you
translate it to english
 
L799[15:54:31] <TehNut>
com.FLANSMOD.commons.blah
 
L800[15:54:32] <Ordinastie_> Flansmod
messed up
 
L801[15:54:36] <diesieben07> its not
flansmods fault
 
L802[15:54:43] <Ordinastie_> it's not
?
 
L803[15:54:46] <diesieben07> you have
entity id configuration mismatches between client and server
 
L804[15:54:58] <Ordinastie_> my bad
then
 
L805[15:55:01] <lbpfan950> I KNOW
 
L806[15:55:05] <diesieben07> but you
should yell at flansmod for using global entity IDs.
 
L807[15:55:10] <lbpfan950> ARIGATOU
GOZAIMASU
 
L808[15:55:16] <williewillus> global
ids
 
L809[15:55:20] <diesieben07> wat.
 
L810[15:55:22] <williewillus> why do
people still try to use those
 
L811[15:55:22] <IoP> also couldron
 
L812[15:55:29] <lbpfan950> ;-;
 
L813[15:55:31] <diesieben07> also 1.7.10
.-..
 
L814[15:55:33] <williewillus> didnt we
take that out
 
L815[15:55:33] <lbpfan950> im using
kcauldron
 
L816[15:55:33] <williewillus> oh
 
L817[15:55:35] <williewillus> lol
 
L818[15:56:09] <lbpfan950> seriously
thoguh
 
L819[15:56:10] <z0ttel> stuff you
don't expect: unbreakable and having blast resistance being
two different things o.o
 
L820[15:56:12] <lbpfan950> arigatou
 
L821[15:56:21] <linuxdaemon> if the issue
isn't replicable without cauldron, it's cauldron's
fault
 
L822[15:56:29] <linuxdaemon> imo
 
L823[15:56:31] <diesieben07> this is not
cauldrons fault
 
L824[15:56:36] <lbpfan950> its client side
though
 
L825[15:56:38] <lbpfan950> the server is
fine
 
L826[15:56:41] <linuxdaemon> ah
 
L827[15:56:43] <diesieben07> this is the
configs not matching server/client.
 
L828[15:56:43]
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L829[15:57:38] <lbpfan950> thanx
 
L830[15:58:00] <lbpfan950> is it talking
about flan's mod IDs?
 
L831[15:58:09] <lbpfan950> *entities
 
L832[15:58:13] <lbpfan950> or
generally
 
L833[15:58:13] <diesieben07> yes.
 
L834[15:58:30] <diesieben07> the client
gets told by the server "hey please spawn entity with ID
<something>"
 
L835[15:58:39] <diesieben07> and the
client thinks that ID is an entity from flansmod
 
L836[15:58:47] <lbpfan950> ah
 
L837[15:58:49] <diesieben07> which cannot
be since only living entities can be spawned via this method and
the flansmod entity is not living
 
L838[15:58:57] <lbpfan950> wait
 
L839[15:58:59] <lbpfan950> ...
 
L840[15:59:04] <diesieben07> so there is a
config issue between client and server
 
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L842[15:59:13] <diesieben07> they
don't agree on which entity has which id.
 
L843[15:59:46] <lbpfan950> that logic
doesnt work
 
L844[16:00:21] <linuxdaemon> it does, you
need to sync the configs between your client and server
 
L845[16:00:45] <lbpfan950> hmmm
 
L846[16:00:52] <lbpfan950> ender io is
being stupid
 
L847[16:00:57] <diesieben07> no, what you
NEED to do is stop using 1.7.10.
 
L848[16:01:01] <williewillus> lol
 
L849[16:01:02] <lbpfan950> that
helped
 
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L851[16:01:08] <diesieben07> it would, if
you actualyl did it.
 
L852[16:01:13] <diesieben07> but you
won't..
 
L853[16:01:22] <lbpfan950> 1.7.10 is
awesome
 
L854[16:01:25] <diesieben07> No its
not.
 
L855[16:01:27] <williewillus> registering
using globals got removed in 1.8 right?
 
L856[16:01:32] <lbpfan950> that fixed the
issue
 
L857[16:01:32] <SparkVGX>
goodmorning/evening
 
L858[16:01:39] <diesieben07> its not
removed but deprecated.
 
L859[16:01:47] <williewillus> about time
to remove them though 0.o
 
L860[16:01:48] <diesieben07> actually it
is removed.
 
L861[16:01:49] <lbpfan950> what is a
global?
 
L862[16:01:57] <williewillus> an old way
of doing entity stuff
 
L863[16:02:00] <diesieben07> global
entitys ad IDs taht are shared between ALL mods
 
L864[16:02:08] <diesieben07> there are
only 255 of them and they are ... horrible in many ways
 
L865[16:02:13] <diesieben07> as you can
observe right here
 
L866[16:02:13] <williewillus> which means
conflicts galore
 
L867[16:02:25] <williewillus> and the
"new" way that replaced them has been in fml for years
now :P
 
L868[16:02:25] <diesieben07> this issue
would NOT happen if flan's would not be using global
IDs.
 
L869[16:03:40] <lbpfan950> i would still
cras hthough
 
L870[16:03:44] <lbpfan950> i would still
crash hthough
 
L871[16:03:59] <lbpfan950> because the
desynced configs were enderio
 
L872[16:04:27] <lbpfan950> so i would have
inevtiablly connect to this irc channel and still report a pastebin
in an alternate timeline in which global ids were not used
 
L873[16:04:35] <williewillus> no...
 
L874[16:04:47] <lbpfan950> if there are
global ids are there local ids?
 
L875[16:04:50] <williewillus> its very
possible that using the globals screws other mods up
 
L876[16:04:52] <williewillus> yes
 
L877[16:04:56] <williewillus> that's
how it's supposed to be done
 
L878[16:04:59] <williewillus> since like
2012
 
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L880[16:07:01] ***
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L881[16:07:25] <lbpfan950> im not
interested in updating to 1.8
 
L882[16:07:30] <lbpfan950> can you please
convince me
 
L883[16:07:35] <williewillus> no
 
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L885[16:07:44] <linuxdaemon> don't go
1.8, go 1.10.2 :p
 
L886[16:07:49] <diesieben07> ^
 
L887[16:08:04] <linuxdaemon> that's
where all the cool stuff is
 
L888[16:08:15] <lbpfan950> ?
 
L889[16:08:30] <williewillus> i don't
even bother "convincing" people now
 
L890[16:08:33] <williewillus> it'll
die eventually
 
L891[16:08:38] <williewillus> i pretend it
doesnt exist
 
L892[16:08:41] <williewillus> and port
stuff :P
 
L893[16:08:52] <SparkVGX> ^ the hero this
chat needs
 
L894[16:09:12] <diesieben07> but the hero
that some people don't want :D
 
L895[16:09:19] <SparkVGX> ^ also
true!
 
L896[16:09:23] <linuxdaemon> lol
 
L897[16:09:28] <williewillus> lol
 
L898[16:09:32] <linuxdaemon> they have to
wake up and smell the modding
 
L899[16:09:43] <diesieben07> what does it
smell like? Sweaty programmers?
 
L900[16:09:52] <lbpfan950> are the
majority of mods availible for 1.8 now?
 
L901[16:10:05] <diesieben07> who cares
about 1.8?
 
L902[16:10:20] <lbpfan950> last time i was
in the community, mods updating took a long itme
 
L903[16:10:21] <williewillus> hey of the 5
ports all but 1 of them were well received ;p
 
L904[16:10:26] <lbpfan950> *time
 
L905[16:10:34] <SparkVGX> which one
wasn't well received?
 
L906[16:10:36] <diesieben07> but you using
1.7.10 will not make it go any faster.
 
L907[16:10:39] <lbpfan950> does that fact
still hold truth?
 
L908[16:10:53] <linuxdaemon> 1.7-1.8 look
a long time, 1.8-1.9+ was fastwr
 
L909[16:10:55] <linuxdaemon> faster*
 
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L911[16:11:08] <diesieben07> 1.9-1.10 was
just "mods just work"
 
L912[16:11:16] <SparkVGX> ^
 
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L914[16:11:28] <williewillus> I'm on
team for PE, lets not mention the IC2C one, Aura Cascade has been
successfully given back to pix, Botania is going, TF is going (but
I'm not done yet and idk if I shouldve since its ARR)
 
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L916[16:11:32] <williewillus> SparkVGX:
ic2c :P
 
L917[16:11:45] <SparkVGX> haha aww
buddy.
 
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L920[16:12:01] <lbpfan950> arigatou
gozaimasu
 
L921[16:12:01] <williewillus> it was
honestly a waste of time
 
L922[16:12:11] <lbpfan950> thank you for
ur halp
 
L923[16:12:13] <lbpfan950> bai
 
L924[16:12:15] <SparkVGX> bai
 
L925[16:12:35] <diesieben07> bay.
 
L926[16:12:36] <williewillus> botania
taught me a lot more about 1.8+ ic2c was just a grind then I got
trashed on by the author for it
 
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L928[16:12:57] *
z0ttel just started modding and after having had a look at stuff
before 10.2 is just really simple and clean 
L929[16:13:06] <TehNut> to be fair the
author trashes on pretty much everybody
 
L930[16:13:18] <SparkVGX> chose a good
time to come in z0ttel
 
L931[16:13:18] <z0ttel> interdimensional
travel sucked for two hours or so tho
 
L932[16:14:16] <williewillus> TehNut: he
tried to revive the zomg 6EiB of json argument on reddit
 
L933[16:14:24] <williewillus> or something
to that tune
 
L934[16:14:48] <SparkVGX> Do we have the
ability to rotate the player camera without being a core mod? I
don't want to replace vanilla code.
 
L935[16:14:58] <williewillus> then trashed
me for not being able to finish making ic2c's cables in the
model system when I just stopped because it wasn't worth it
:P
 
L936[16:15:10] <williewillus> SparkVGX: i
remember there being a pr for it so I think theres a way
 
L937[16:16:21] <SparkVGX> I can make it
rotate the same way a player moves it with the mouse, but i
can't flip it upside down, so far as I can tell. I'm
wanting to work with gravity and make players walk on the ceiling
:D
 
L938[16:17:56] <williewillus> oh one of
the vanilla shaders flips the screen
 
L939[16:17:58]
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L940[16:19:33] ⇦
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L941[16:19:53] <z0ttel> hehe, but can you
do inverse fall damage?
 
L942[16:20:16] <z0ttel> looked as if
vanilla wasn't up for it
 
L943[16:20:18] <diesieben07> "XYZ
landed on their head."
 
L944[16:20:49] <z0ttel> I thought about
having spring-loaded traps ala orcs must die
 
L945[16:20:55] ⇦
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L947[16:21:35] <williewillus>
justreplicate all the fall code but going the other way easy
;)
 
L948[16:22:03] <Shambling> what did the c
stand for in ic2c?
 
L949[16:22:11] <williewillus>
classic
 
L950[16:22:11] <z0ttel> classic?
 
L951[16:22:23] <Shambling> the pre 1.6.4
version?
 
L952[16:22:35] <SparkVGX> I was almost
hoping there wasn't a possible way to do it :P But thank you
williewillus. I'll look into vanilla shaders when I get back.
I haven't used them before.
 
L953[16:22:38] <z0ttel> williewillus: but
it's in the entity/playerMPwhateverentity moveEntity handler,
you'd have to adapt that -.-
 
L954[16:22:41] <Shambling> I remember
there being a version I played with and didn't mind, it was
before it got super grindy, but still had exploding machines
 
L955[16:23:11] ⇦
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L956[16:23:30] <z0ttel> something along
the lines of "moving down and hit a surface below =>
onFall(..."
 
L957[16:23:32] ⇦
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L959[16:24:07] <Shambling> think the only
machine I used was the quarry though. Didn't really start
using mods again until 1.7.10 and ender-io
 
L960[16:28:27] <Shambling> williewillus
how long have you been modding? did you go by any other names
previously? I swear I see you everywhere now though
 
L961[16:28:31] ⇦
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timeout: 195 seconds) 
L962[16:29:25] <williewillus> Shambling: I
started modding in 2014, first with ASM (please don't do that
lmao), then I joined ProjectE, then I started porting stuff to
1.8+, most well known of which is botania
 
L963[16:29:39]
⇨ Joins: DarkS__
(~DarkS_@84.125.40.109.dyn.user.ono.com) 
L964[16:30:24] <DarkS__> know how to save
a Capability attached to a player?
 
L965[16:31:48] <williewillus> DarkS__: if
you make your ICapabilityProvider implement INBTSerializable then
it gets saved for you
 
L966[16:32:05] <DarkS__> ok thanks
 
L967[16:32:08] <williewillus> provided you
override the read/writeNBT methods and implement those
appropriately
 
L968[16:32:38]
⇨ Joins: mezz_ (~mezz@24.6.28.151) 
L969[16:32:38]
MineBot sets mode: +v on mezz_ 
L970[16:32:41] <Shambling> hrmm well I
can't reply with /tell for some reason. so, cool
 
L971[16:33:29] <Shambling> I take it ASM
isn't short for old C style assembly if I read this website
correctly
 
L972[16:34:14] <williewillus> editing the
bytecode of the class as its loading
 
L973[16:34:26] <williewillus> super hacky
dont use :P
 
L974[16:34:37] ⇦
Quits: mezz (~mezz@24.6.28.151) (Ping timeout: 202
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Quits: DarkS__ (~DarkS_@84.125.40.109.dyn.user.ono.com) (Quit:
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L976[16:34:44] <Shambling> yeah I
wouldn't want to unless I was editing something that forge
didn't allow
 
L977[16:35:23]
⇨ Joins: Abastro (~Abastro@221.138.238.111) 
L978[16:36:03] <Shambling> though looking
at it, I wonder if its a way to fix some of the janky school
programs I need to deal with on a daily bases
 
L979[16:36:17] <gigaherz> ASM is a library
for bytecode manipulation
 
L980[16:36:37] <gigaherz> it just happens
to be most useful for editing code during load
 
L981[16:36:52]
⇨ Joins: DarkS_
(~DarkS_@84.125.40.109.dyn.user.ono.com) 
L982[16:38:06] <Shambling> hrmmm ok so no,
it wouldn't be helpful. still looking for ways to actually get
at the remote calls of some of our ancient java 3 hp printers
 
L983[16:38:33] <Shambling> I seem to
remember 'not having enough time to care' last time one
of them had a crash, and I just did a "did you reboot it"
fix
 
L984[16:39:15] <Shambling> wish there was
a java sandbox for older versions, so I could just access ancient
code instead of java throwign a hissy fit and blocking it
 
L985[16:42:07] ⇦
Quits: Abastro (~Abastro@221.138.238.111) (Ping timeout: 384
seconds) 
L986[16:42:41] <gigaherz> Shambling:
install old java on a VM?
 
L987[16:42:49] <gigaherz> like, I have
win98se on vmware
 
L988[16:42:49] <gigaherz> ;P
 
L989[16:43:15] ⇦
Quits: DarkS_ (~DarkS_@84.125.40.109.dyn.user.ono.com) (Quit:
bye!) 
L990[16:43:20] <Shambling> like I said, I
ran out of "I care" time.
 
L991[16:43:24] <Shambling> wonder why I
can't /tell people
 
L992[16:43:28] <Shambling> worked like 5
days ago
 
L993[16:43:55] <Shambling> I do have a
physical copy of win98 around somewhere at the school though.
Sounds like a fun project when we're done wire
 
L994[16:44:34] <gigaherz> hmm
 
L995[16:44:37] <gigaherz> you mean here on
irc?
 
L996[16:44:37] <Shambling> oh wait, its
msg not /tell
 
L997[16:44:38] <Shambling> lol
 
L998[16:44:42] <gigaherz> never seen
/tell
 
L999[16:44:46] <gigaherz> seen /query and
/msg
 
L1000[16:44:50] <Shambling> I played too
much asheron's call in the 90's :P
 
L1001[16:44:53] <gigaherz> where /query
also opens a window
 
L1002[16:44:58] <gigaherz> while /msg
just sends the message
 
L1003[16:45:25]
⇨ Joins: DarkS_
(~DarkS_@84.125.40.109.dyn.user.ono.com) 
L1004[16:47:06] <DarkS_> for some reason
IStorage.writeNBT/readNBT isnt beeing called
 
L1005[16:47:13]
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L1006[16:47:49] <diesieben07> DarkS_,
that is to be called by YOU.
 
L1007[16:47:57]
⇨ Joins: Dimitriye98
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L1008[16:47:59] <DarkS_> where?
 
L1009[16:48:10] <williewillus> DarkS_:
why are you calling that?
 
L1010[16:48:10] <diesieben07> if you
expose capability X, you must call the IStorage for X
 
L1011[16:48:17] <williewillus> wat
 
L1012[16:48:22] <diesieben07> you must
call it in the ICapabilityProvider
 
L1013[16:48:26] <williewillus> oh
 
L1014[16:48:31] <williewillus> you
don't have to use the storage for taht but sure
 
L1015[16:48:32] <diesieben07> be it a
TileEntity, etc. or an attached one
 
L1016[16:48:49] <diesieben07> it would be
the textbook way that also works with capabilities that are not
yours
 
L1017[16:48:51] <DarkS_> ok, so I have a
class that implements IStorage, it has write and read NBT but they
are never called
 
L1018[16:48:55]
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L1019[16:48:58] <diesieben07> yes. YOU
MUST CALL THEM.
 
L1020[16:48:59] ***
Mine|dreamland is now known as minecreatr 
L1021[16:49:03] <diesieben07>
<diesieben07> you must call it in the
ICapabilityProvider
 
L1022[16:49:08] <gigaherz> DarkS_: who
uses your capability?
 
L1023[16:49:17] <DarkS_> entity
 
L1024[16:49:24] <gigaherz> so that
entity
 
L1025[16:49:31] <gigaherz> does it attach
using ICapabilityProvider
 
L1026[16:49:38] <gigaherz> or you have it
directly in your code for the entity?
 
L1027[16:50:02] <DarkS_>
ICapabilityProvider
 
L1028[16:50:25] <williewillus> change
ICapabilityProvider -> ICapabilitySerializable and implement the
methods
 
L1029[16:50:25] <williewillus> done
 
L1030[16:50:38] <DarkS_> lol ok
 
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mumfrey is now known as Mumfrey 
L1033[16:51:33] <electrolitic> Dang it.
Not too long ago, I made a new git account (I didn't like my
old one) and whenever I try to push anything, I get an access
denied because it's from my old account. I know this is a
little off topic, but any suggestions?
 
L1034[16:51:52] <williewillus> you need
to give yourself access
 
L1035[16:52:00] <williewillus> cant just
push to anoher user's repos can we :P
 
L1036[16:52:15] <williewillus> login to
the old repo go to settings -> collaborators and add your new
account
 
L1037[16:52:27] <DarkS_> or change the
owner
 
L1038[16:52:27] <heldplayer> Or migrate
your repos
 
L1039[16:52:29] <electrolitic> I want to
push to my own, but my remote git has my old accoutn set.
 
L1040[16:52:40] <heldplayer> Update your
git configurating then
 
L1041[16:52:44] <williewillus> or yeah
transfer ownership to your new acct
 
L1042[16:54:07] <electrolitic>
There's only one gitconfig file that I fixed. Maybe I'm
just missing something :/
 
L1043[16:54:30] <electrolitic> The access
is being denied TO my old account.
 
L1044[16:54:50] <z0ttel> meh, no proper
tail recursion in java -.-
 
L1045[16:56:24]
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L1046[16:57:31] <williewillus> i forgot
the argument against that
 
L1047[16:57:36] <williewillus> well not
really against
 
L1048[16:57:40] <williewillus> but things
to be aware of
 
L1049[16:57:43] <DarkS_> I think I'm
missing something but my Capability isnt calling
read/writeNBT
 
L1050[16:57:51] <williewillus> which
read/writeNBT
 
L1051[16:57:59] <williewillus> the ones
on ICapabilitySerializable should be called
 
L1052[16:58:03] <DarkS_> nope
 
L1053[16:58:05] <williewillus> post
code
 
L1054[16:58:29] <DarkS_> code or imgur
img?
 
L1055[16:58:48]
⇨ Joins: RANKSHANK
(~Michael@ppp121-44-25-211.lns20.syd4.internode.on.net) 
L1056[16:59:03] <DarkS_> public class
EnergyData implements
ICapabilitySerializable<NBTTagCompound>, IEnergyData,
Capability.IStorage<IEnergyData>
 
L1057[16:59:03] <DarkS_> {
 
L1058[16:59:03] <DarkS_> private int
energy = 0, maxEnergy = 25000;
 
L1059[16:59:03] <DarkS_> public
EnergyData()
 
L1060[16:59:03] <DarkS_> {
 
L1061[16:59:04] <DarkS_> }
 
L1062[16:59:06] <DarkS_> @Override
 
L1063[16:59:06] <williewillus> oh
no
 
L1064[16:59:08] <williewillus> lol
 
L1065[16:59:08] <DarkS_> public int
getEnergy()
 
L1066[16:59:10] <DarkS_> {
 
L1067[16:59:12] <DarkS_> return
energy;
 
L1068[16:59:13] <williewillus> DarkS_:
please log out :P
 
L1069[16:59:14] <DarkS_> }
 
L1070[16:59:16] <DarkS_> @Override
 
L1071[16:59:18] <DarkS_> public void
setEnergy(int energy)
 
L1072[16:59:20] <DarkS_> {
 
L1073[16:59:26] <DarkS_> this.energy =
MathHelper.clamp_int(energy, 0, getMaxEnergy());
 
L1074[16:59:28] <DarkS_> }
 
L1075[16:59:30] <DarkS_> @Override
 
L1076[16:59:34] <DarkS_> public int
getMaxEnergy()
 
L1077[16:59:36] <DarkS_> {
 
L1078[16:59:38] <DarkS_> return
maxEnergy;
 
L1079[16:59:40] <DarkS_> }
 
L1080[16:59:42] <DarkS_> @Override
 
L1081[16:59:44] <DarkS_> public void
setMaxEnergy(int energy)
 
L1082[16:59:45]
⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244)
()) 
L1083[16:59:46] <DarkS_> {
 
L1084[16:59:47] <williewillus> why do
people think it makes sense to do this >_<
 
L1085[16:59:48] <DarkS_> maxEnergy =
energy;
 
L1086[16:59:50] <DarkS_> }
 
L1087[16:59:52] <DarkS_> @Override
 
L1088[16:59:56] <DarkS_> public boolean
hasCapability(Capability<?> capability, @Nullable EnumFacing
facing)
 
L1089[16:59:58] <gigaherz> williewillus:
you presume they *think* before doing it
 
L1090[16:59:58] <DarkS_> {
 
L1091[17:00:00] <DarkS_> return
capability == ENERGY_CAPABILITY;
 
L1092[17:00:02] <DarkS_> }
 
L1093[17:00:04] <DarkS_> @Override
 
L1094[17:00:06] <DarkS_> public <T>
T getCapability(Capability<T> capability, @Nullable
EnumFacing facing)
 
L1095[17:00:08] <DarkS_> {
 
L1096[17:00:12] <DarkS_> if (capability
== ENERGY_CAPABILITY)
 
L1097[17:00:14] <DarkS_> return (T)
this;
 
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L1100[17:01:09] <DarkS_> sorry...:(
 
L1101[17:01:44] <williewillus> thats why
we pastebin :P
 
L1102[17:01:54] <DarkS_> yeeeeah kinda
forgot that xD
 
L1103[17:02:09] <williewillus> haha we
should have a "days since someone attempts to post a billion
lines of code" counter
 
L1104[17:02:17] <RANKSHANK> wrong time to
log in? wrong time to log in. ;D
 
L1106[17:03:08] <diesieben07> don't
implement IStorage on the provider...
 
L1107[17:03:09] <williewillus> why is
your istorage the same as your cap impl
 
L1108[17:03:11] <williewillus> don't
do taht
 
L1109[17:03:13] <williewillus> :P
 
L1110[17:03:18] <DarkS_> ok ok
 
L1111[17:03:19] <williewillus> the
istorage should be standalone
 
L1112[17:03:39] <diesieben07>
plus....
 
L1113[17:03:40] <williewillus> see the
last two methods - the data you want to serialize is in the
`instance` passed to you
 
L1114[17:03:42] <williewillus> not the
fields
 
L1115[17:03:51] <diesieben07> there
should be NO data storage in the ICapabilityProvider.
 
L1116[17:04:05] <diesieben07> don't
have your capability and the provider be the same object...
 
L1117[17:04:06] <williewillus> ^
 
L1118[17:04:14] <williewillus> split it
out :D
 
L1119[17:05:13] <RANKSHANK> I like that
song
 
L1120[17:05:35] <DarkS_> now I have to
search that song
 
L1121[17:06:41] <DarkS_> ok so its not
calling
 
L1122[17:06:55] <diesieben07> what is not
calling?
 
L1123[17:07:14] <DarkS_> read/writeNBT in
ICapabilitySeralizable
 
L1124[17:07:38] <diesieben07>
ICapabilitySerializable does not have those methods.
 
L1125[17:07:44] <diesieben07> it has
serializeNBT and deserializeNBT
 
L1126[17:07:52] <DarkS_>
serialize/deserialize :P
 
L1127[17:08:05] <williewillus> have you
read my cap gist? :P
 
L1128[17:08:20] <DarkS_> yes
 
L1129[17:09:08] <williewillus> post new
code then if you've changed it
 
L1130[17:09:47] <DarkS_> oh no, now its
beeing called
 
L1131[17:09:50] <DarkS_> but only on
server
 
L1132[17:09:53] <DarkS_> is it ok?
 
L1133[17:09:55] <williewillus> yeah
 
L1134[17:09:59] <williewillus> saving
onlyt happens on server
 
L1135[17:10:02]
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L1136[17:10:02] <DarkS_> ok cool
 
L1137[17:10:12] <DarkS_> thanks! :D
 
L1138[17:10:18] <DarkS_> :*
 
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L1156[18:13:13] *
z0ttel is pretty close to just writing a cheap equal-trade
knock-off for structure_void fill 
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L1171[18:57:24] <Shambling> so has any
programmed a proper step assist replacement for the jump up from
1.10? :|
 
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L1191[20:04:31] <Ferdz_TheWeeb> !gm
func_71410_x
 
L1192[20:05:43] <Ferdz_TheWeeb> !gm
func_71410_x
 
L1193[20:05:53] <Ferdz_TheWeeb> !gm
func_149727_a
 
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L1196[20:08:55] <z0ttel>
transferPlayerToDimension appears to be doing something to the
player coordinates outside of what the teleporter does -.-
 
L1197[20:10:04] <z0ttel> mh - probably
mangling through long or int at some point
 
L1198[20:11:22] <Ferdz_TheWeeb> Might
seem like a noob question, but how do I get a world by it's
string name server-side?
 
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L1200[20:11:59] <Ferdz_TheWeeb> !gm
func_71276_C
 
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L1202[20:13:29] <Ferdz_TheWeeb> Somehow,
I don't have anything called MinecraftServer
 
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L1204[20:14:03] <z0ttel> are you aware of
package imports?
 
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L1206[20:16:27] <Ferdz_TheWeeb> Yes,
I'm actually having a complex setup and it implies bukkit, I
got MinecraftServer now
 
L1207[20:20:00] <Ferdz_TheWeeb> !gm
getPlayerList
 
L1208[20:20:22] <Ferdz_TheWeeb> !gm
getPlayerList 1.7.10
 
L1209[20:21:00] <Ferdz_TheWeeb> Any clue
what the string parameter in ConfigurationManage.getPlayerList
means?
 
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L1221[20:53:17] <theFlaxbeard> Any nice
way to get the holder of a capability?
 
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L1233[21:31:50] <KnightMiner> Does
dividing by 0 not cause a crash if its a float? That seems to be
the only way to explain a certain piece of code not doing safety
checks but working
 
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L1243[21:48:56] <capitalthree>
KnightMiner: nope, because "not a number" is actually an
ieee-codified floating point value
 
L1244[21:49:15] <capitalthree> oh and
Infinity, no joke
 
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L1246[21:49:50] <KnightMiner> So
"not a number" is a valid number?
 
L1247[21:50:01] <KnightMiner> Okay,
I'm down with that :)
 
L1248[21:50:05] <capitalthree> well...
depends what you define as valid, and a number
 
L1249[21:50:17] <capitalthree> but
it's a legal value for the float type and not an
exception
 
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L1251[21:50:34] <KnightMiner> Does it
actually produce NaN or infinity in that case?
 
L1252[21:50:44] <KnightMiner> Logically,
0 can go into 1 infinite times
 
L1253[21:50:46] <capitalthree> 0/0 =
nan
 
L1254[21:50:51] <capitalthree> 1/0 =
infinity
 
L1255[21:50:57] <capitalthree> I
think
 
L1256[21:51:19] <KnightMiner> And how
does NaN compare? Is it less than 0 specifically?
 
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L1259[21:52:42] <capitalthree> not sure
if you can do more than or less than comparisons with those values
at all
 
L1260[21:52:47] <capitalthree> I would
hope that's exception
 
L1261[21:53:17] <capitalthree>
Float.NEGATIVE_INFINITY ftw
 
L1262[21:53:54] <KnightMiner> From the
looks of it, it is the same as an actual number,
Float.intBitsToFloat(0x7fc00000)
 
L1263[21:54:25] <KnightMiner> Well,
assuming valid bits...
 
L1264[21:54:55] <capitalthree> only in
the sense that float is a 4 byte primitive type so *all* possible
values must map to a 4 byte number
 
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L1270[21:59:58] <KnightMiner> Ah, found
what I needed. All comparisons with NaN return false, so that
works
 
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L1273[22:04:54] <dimix70> Hello guys,
sorry to bother you all this late but a friend of mine is running
into some problems starting his server, can anyone take a quick
look? 
http://pastebin.com/C8L5vq0N 
L1274[22:10:24] <capitalthree> dimix70:
upgrade java
 
L1275[22:10:42] <dimix70> already did
that
 
L1276[22:10:50] <capitalthree> then
uninstall the old one
 
L1277[22:10:58] <capitalthree> and/or run
the newer java version correctly
 
L1278[22:11:00] <dimix70> It runs on
windows, not on centOS
 
L1279[22:11:09] <capitalthree>
"unsupported major/minor version" is code for
"unsupported jvm bytecode version"
 
L1280[22:11:14] <capitalthree>
there's no other explanation
 
L1281[22:11:39] <dimix70> ok thanks,
I'll tell him to do that
 
L1282[22:11:46] <dimix70> *gives virtual
cookie*
 
L1283[22:11:47] <capitalthree> good
luck!
 
L1284[22:11:51] *
capitalthree noms :D 
L1285[22:18:45] <SparkVGX> o/
 
L1286[22:26:08] <dimix70> \o
 
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L1288[22:35:28] <Darkevilmac> I saw that
I18n is deprecated, what would be the alternative I can use?
 
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L1291[22:39:32] <SparkVGX> keep using
it
 
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L1294[22:44:28] <SparkVGX> There
isn't an event for checking the weather, so far as I can
tell.
 
L1295[22:45:03] <SparkVGX> or on weather
change anyway
 
L1296[22:46:23] <Darkevilmac> SparkVGX,
not sure what you mean about weather, I'm more concerned about
getting language file entries.
 
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L1298[22:47:44] <SparkVGX> Oh, I'm
just wanting to do certain behaviour when there is a thunderstorm
in game. Are you having trouble with your .lang file?
 
L1299[22:49:05] <SparkVGX> I18n
isn't deprecated so far as I know and I'm on the latest
forge
 
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L1301[22:51:45] <SparkVGX> d'oh. The
world object has a simple "isThundering()" method. Not
quite as nice to need to check that all the time, but should work
nicely anyway.
 
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