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L3[00:07:20] <Keridos> kenzierocks: then
there is no function that does that?
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L10[00:30:53] <kenzierocks> no
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L31[01:59:31] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160721 mappings to Forge Maven.
L32[01:59:34] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160721-1.10.2.zip
(mappings = "snapshot_20160721" in build.gradle).
L33[01:59:45] <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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L53[03:17:34] <Aroma1997> !mh
func_150860_b
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L66[04:38:50] <AtomicStryker>
!srg2src
L67[04:39:14] <AtomicStryker> hmmm. i am
looking for the srg2src tool version 1.1
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L69[05:01:23] <Ordinastie_> is there a way
to find out what object holds the references of a certain type
causing memory leaks ?
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L72[05:06:49] <DarkS_> \0
L73[05:09:49] <Ordinastie_> nvm, I think I
found it
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L83[06:07:49] <Ordinastie_> hum, trying to
understand which eclipse doesn't yell at me when I pass a string to
a map.get() with a class as key
L84[06:08:34] <Ordinastie_> ah, get() is
not genericized (if that's even a word)
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L87[06:14:33] <sham1> It was not made
generic for some reason
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L89[06:15:42] <Ordinastie_> backward compat
I think
L90[06:16:08] <masa> Keridos|away: did you
fix it? is your TE itself registered?
L91[06:17:17] <Ordinastie_> while people
were expected to put the right type in the map, they still could
use whatever they want when trying to pull from it
L92[06:17:44] <sham1> I can't understand
for the life of me why generics were not in the language from the
start
L93[06:18:16] <Ordinastie_> pretty sure the
language is older than the concept
L94[06:18:51] <sham1> Let me look up when
templates became a thing in c++
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L97[06:20:25] <sham1> Templates were
introduced in '98
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L99[06:20:52] <sham1> 3 years before
templates were a thing Java came out
L100[06:22:37] <Ordinastie_> diesieben07,
you around ?
L101[06:25:03]
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L102[06:25:28] <Ordinastie_> question,
should I force my synced field to be public ?
L103[06:25:57] <Ordinastie_> to avoid that
: java.lang.IllegalAccessException: Class
net.malisis.core.util.syncer.Syncer can not access a member of
class net.malisis.doors.tileentity.DoorTileEntity with modifiers
"protected"
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L105[06:31:57] <Lumien> If that's
reflection i don't see a reason to not setAccessible it
L106[06:32:03] <Lumien> Also runs
faster
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L109[06:35:26] <Ordinastie_> I could
setAccessible it, or I could just say "if you want to use the
annotation, the field must be public"
L110[06:35:35] <Ordinastie_> I just wonder
what's best
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L112[06:39:22] <Ordinastie_> hum I found a
bit of a flaw in my system though :/
L113[06:40:34] <Ordinastie_> or rather,
the first concrete example where I could use it can't really work
with it :/
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L115[06:44:10] <sham1> @PublicAnnot
:P
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L117[06:44:35] <Ordinastie_> hum?
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L119[06:45:01] <sham1> Was just thinking
about how the must-be-public annotation would work
L120[06:45:51] <Ordinastie_> doesn't
answer the question about what I *SHOULD* do :p
L121[06:47:13] <sham1> probably
L122[06:47:17] <sham1> But how would it be
enforces
L123[06:47:38] <Ordinastie_> just
crash/error when I discover the annotation
L124[06:47:42] <Ordinastie_>
eventually
L125[06:48:25] <Ordinastie_> and now that
I just realised I need another way to sync than just the fields, it
may even make more sense
L126[06:49:03] <Ordinastie_> like my
current case, when the client receive the new value for the field,
I can't just set the field directly, I need to use a setter because
it does additional stuff
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L131[07:11:53] <z0ttel> there's a certain
beauty to accessing FMLDeobfuscatingRemapper methods with
reflection
L132[07:12:33] <Ordinastie_> if a getter
is a Supplier<T>, what is the setter ?
L133[07:12:53] <heldplayer>
Consumer<T>?
L134[07:12:56] <Ordinastie_> ah thx
L135[07:13:03] <Ordinastie_> I can never
remember it :(
L136[07:13:25] <heldplayer> They're not
the most obvious names :P
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L138[07:14:13] <Ordinastie_> they do make
sense at least
L139[07:15:59] <Ordinastie_> not sure if I
can find a common system that works both for set/get of field and
methods
L140[07:17:33] <sham1> probably not
easily
L141[07:17:40] <sham1> You prolly have to
do one yourself
L142[07:18:25] <Ordinastie_> yeah, that's
what I meant by 'find' actually :p
L143[07:26:54] <Ordinastie_> "Cannot
instantiate the type ObjectData<?>" could you tell me at
least WHY???
L144[07:27:40] <sham1> shaw code
L145[07:27:47] <Ordinastie_> return new
ObjectData<?>(0, name, field::get, field::set);
L147[07:28:32] <Ordinastie_> oh, it's the
?
L148[07:28:38] <sham1> MMhm
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L151[07:35:59] <sham1> Umn, show the set
and get
L152[07:36:12] <Ordinastie_> they're from
Field
L153[07:36:18] <z0ttel> can I just up the
timeout for unleading a dimension?
L154[07:36:23] <sham1> Ah
L155[07:36:39] <sham1> For get
L156[07:37:29] <sham1> () -> try {
return field.get(); } catch (IAE ex) {
System.err.println("Stuff happens!"); return null;
}
L157[07:37:36] <sham1> I'd do it like
that
L158[07:37:48] <sham1> or better yet, wrap
that into Optional<T>
L159[07:37:56] <sham1> wait no
L160[07:38:00] <sham1> just do that
L161[07:38:18] <sham1> return null when
inaccessible
L162[07:39:12] <sham1> For set you can
just (value) -> try { field.set(value) } catch (IAE ex){ /* Do
whatever */ }
L163[07:41:24] <sham1> that's what I would
do
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L165[07:41:51] <sham1> The fact that those
operations may fail can remain an implementation detail
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L168[07:48:11] <IoP> btw coursera just
started new set of scala course if anyone is intetrested.
L170[07:52:37] <sham1> :P
L171[07:52:43] <sham1> noice
L172[07:53:04] <Ordinastie_> now, the
method version
L173[07:53:41] <Ordinastie_> which is a
bit more annoying, because I can't make the object before I'm sure
I have both methods annotated in the class :/
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L175[07:57:00] <Ordinastie_> I also need
to find out if the method is a getter or a setter :x
L176[07:57:51] <sham1> @SetterMethod
L177[07:57:56] <sham1> @GetterMethod
L178[07:58:19] <Ordinastie_> sure, but
wouldn't it be nice if the same annotation worked for fields and
methods ?
L179[07:58:26] <sham1> Sure
L180[07:58:41] <sham1> You could also give
the annotation a mandatory field
L182[07:59:45] <Ordinastie_> it already
has a value field, so if I make the type mandatory, you'll always
have to specify both
L183[08:00:07] <Ordinastie_> like
@Sync(value="somename", type=GETTER)
L184[08:00:19] <Ordinastie_> instead of
@Sync("somename")
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L186[08:00:53] <sham1> Well, for fields
being a getter or setter really makes no sense unless you store a
method in that field
L187[08:01:22] <sham1> And for that it
could be type=FIELD
L188[08:01:22] <Ordinastie_> field is
separate
L189[08:01:36] <Ordinastie_> yes, but I
don't even need to check the type
L190[08:02:11] <Ordinastie_> because I
know I'm currently parsing fields
L191[08:03:39] <Ordinastie_> first things
first, what's the cleanest way to ensure both are present
L192[08:04:07] <Ordinastie_> guess I'll
have to keep maps
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L195[08:06:24] <Ordinastie_> oh god, I
just realise, I can't really automatically determine the type
:(
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L197[08:06:56] <sham1> :P
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L199[08:07:56] <Ordinastie_> or I could
just not care about types
L200[08:08:11] <sham1> The type of the
field?
L201[08:08:13] <Ordinastie_> and just say,
1 param = setter (no matter the return type) no param =
getter
L202[08:08:22] <sham1> Ah
L203[08:08:23] <Ordinastie_> it's
methods
L204[08:08:40] <Ordinastie_> I think I'll
do that
L205[08:08:40] <sham1> one param is
usually setter if the return type is void
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L207[08:08:50] <sham1> So check for
that
L208[08:09:00] <Ordinastie_> except I
don't care if the return type is not void
L209[08:09:18] <sham1> hmm
L210[08:10:13] <Intektor> I am trying to
calulate the correct angle needed to hit a target with an arrow, I
have a source angle, wich is calculated by a equation that doesn't
use air resistance, so I have some angle to start with, but it
doesn't really work, maybe you can see something I have done wrong,
it is probably very obvious, but I'm already sitting for a solution
on this problem for so long :D
L211[08:10:16] <Intektor> :P
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L214[08:11:04] <Ordinastie_> ew, math!!
get away from me!!
L215[08:11:10] <sham1> :P
L218[08:14:25] <Intektor> help at it's
best :D
L219[08:16:10] <sham1> Well, you could
draw some diagrams to see the situation
L220[08:17:38] <Intektor> then I have to
write a whole new game :D
L221[08:17:47] <sham1> Why
L222[08:18:18] <Intektor> hm
L223[08:18:36] <Intektor> because there
are no real tools in minecraft for rendering 2d stuff
L224[08:18:43] <Intektor> I'd rather use
libGDX
L225[08:18:47] <sham1> 2d diagrams
L226[08:18:53] <sham1> About the way the
arrow moves
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L228[08:20:43] <Intektor> hwo can I
display them
L229[08:20:51] <sham1> Use pen anad
paper
L230[08:20:58] <sham1> Math
L231[08:21:16] <Intektor> nah
L232[08:21:21] <Intektor> thats not
cool
L233[08:21:43] <sham1> sure it is
L234[08:23:23] <Abastro> Programming
itself is from math..
L235[08:23:30] <sham1> It's a simple
physics problem of what angle does a thing have to go to reach a
point if the point is X meters away and the object has this mass
and goes with the velocity of Y
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L237[08:24:42] <sham1> from there you can
derive the formula needed to get the axis angle
L238[08:25:09] <sham1> that point to a
specific direction with an angle relative to the xz-plane
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L242[08:27:33] <sham1> It could not find a
Scala actor class named Arrays
L243[08:28:36] <xEviLSpaWnx> And that
means?Or any solution?
L244[08:29:50] <sham1> You don't have
necessary classes in your classpath
L245[08:30:00] <sham1> AKA you need
additional libraries
L246[08:30:18] <xEviLSpaWnx> So its a mods
fault?
L247[08:30:28] <sham1> Depends
L248[08:30:44] <sham1> You should report
that to mezz
L249[08:30:53] <sham1> or whoever makes
JEI
L250[08:31:12] <xEviLSpaWnx> Ok thanks
thats all i wanted to know :)
L251[08:31:40] <Ordinastie_> at
aroma1997.core.integration.jei.recipe.ShapelessAromicRecipeWrapper.getInputs(ShapelessAromicRecipeWrapper.java:22)
L252[08:31:43] <Ordinastie_> I don't think
it's JEI
L253[08:32:10] <sham1> Well, better to
tell them as well
L254[08:32:52] <sham1> Because whoever is
using scala.actors.threadpool.Arrays is not including that with
their mod
L255[08:35:50] <IoP> probably wrong import
in the code. testing ftw
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L270[09:24:49] <Ordinastie_> ok let's see
what doesn't work$*
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L273[09:31:33] <Ordinastie_> wth ?
L274[09:31:46] <Ordinastie_> how is that
possible, the break; break out to the outer loop :/
L275[09:35:44] <Ordinastie_> it works
\o/
L276[09:35:53] <Ordinastie_> (still don't
know about the break though :x)
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L282[09:44:55] <Lymia> Ordinastie_, post
code?
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L285[09:45:39] <Ordinastie_> I changed
it
L286[09:46:07] <Ordinastie_> but if I
reverse the condition and break there, it goes directly to the top
loop for(ASMData data :...
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L291[09:55:26] <Ordinastie_>
world.notifyBlockUpdate did trigger a send to client for the TE,
right ?
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L298[10:13:13] <Ordinastie_> what's the
best way to have the client react to onNeighborChange ?
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L304[10:19:12] <blood|wrk> Ordinastie_:
listen to the neighbor event
L305[10:19:34] <Ordinastie_> neighbor
event ?
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L308[10:20:05] <blood|wrk> we had that
added to Forge awhile back
L309[10:20:21] <Ordinastie_> god no
:p
L310[10:20:23] <blood|wrk> oh its only
called on the server
L311[10:20:25] <blood|wrk> so nm
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L313[10:21:07] <blood|wrk> thought you
wanted to do something when a specific block was notified =)
L314[10:21:11] <blood|wrk> if its your
block, just override the method
L315[10:21:25] <Ordinastie_> but that's
server only too
L316[10:21:41] <blood|wrk> nothing stops
you from sending a packet to the client
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L318[10:22:02] <blood|wrk> but lets see if
there is something on client side
L319[10:22:02] <Ordinastie_> true, but is
that the *best* way? :p
L320[10:22:11] <blood|wrk> dunno i dont
deal with client much =)
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L329[10:35:42] <tterrag> Ordinastie_:
you're sure that wasn't just the last method in the list?
L330[10:36:12] <Ordinastie_> hum?
L331[10:37:00] <tterrag>
<Ordinastie_> but if I reverse the condition and break there,
it goes directly to the top loop for(ASMData data :...
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L333[10:37:15] <tterrag> if it's the last
thing in the list you are iterating over, it will go up to the top
loop
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L335[10:38:00] <Ordinastie_> yes I'm sure
it wasn't, and I'm pretty sure it still have to go back the the
inner loop to check if the iterator as another element
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L352[11:52:26] <techbrew> Every now and
then I get somebody asking for help, and I note that they've got an
(unidentified) mod which has changed logging to DEBUG/TRACE. Anyone
come across that?
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L367[12:50:22] <Dragroth> Is it somehow
possible to access the stats of a player easily (zombies killed
etc.)? Cant get it to work. Do i really need EntityEggInfo?
L368[12:52:02] <gigaherz>
player.getStatsFile().readStat
L369[12:52:20] <gigaherz> assuming a
non-ancient version of mc ;P
L370[12:52:24] <tterrag> ^
L371[12:52:28] <tterrag> and you need an
EntityPlayerMP
L372[12:52:30] <tterrag> so only
serverside
L373[12:52:42] <diesieben07>
player.getStatsFile().readStat(EntityList.ENTITY_EGGS.get(EntityList.CLASS_TO_NAME.get(<ENTITY_CLASS>)))
L374[12:53:05] <diesieben07> or if you
know the string-ID already, no need for the class->name
lookup
L375[12:53:08] <Dragroth> that sounds
great...ill try it :D
L376[12:56:31] <sham1> 3 different people
just basically saying the same thing with increasing
precision
L377[12:56:51] <diesieben07> heeh
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L381[13:01:45] <gigaherz> sham1:
cooperative helping ;P
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L391[13:36:31] <Unh0ly_Tigg> Does anyone
have a quick example of tile entities with IItemHandler
capabilities stored in the tile (vs attaching during
AttachCapabilities.TileEntity)?
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L394[13:37:56] <Unh0ly_Tigg> sweet,
thanks, shadowfacts
L395[13:38:08] <shadowfacts> the only
difference is my @CapHolder annotation automatically adds the
propper checks to hasCapability and getCapability
L396[13:38:23] <shadowfacts> and those
have normal examples for the Tesla caps
L397[13:38:49] <Unh0ly_Tigg> well, that's
nifty
L398[13:39:27] <Unh0ly_Tigg> the only
thing I need now, is to figure out how to do ghost items with
particular item handlers...
L399[13:40:23] <Unh0ly_Tigg> for storing
recipes without having to use up the players items to set the
recipe.
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L403[13:41:58] <shadowfacts> basically you
would store the items as normal inside the ItemStackHandler
L404[13:42:13] <shadowfacts> and in your
container/slot change the logic so it doesn't remove the held item,
just copies it
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L410[14:01:40] <sham1> !latest
1.10.2
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L414[14:07:22] <Inari> ohi aagain :3
L415[14:07:42] <Inari> can submodels have
variants? :o
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L418[14:09:52] <Inari> or hm
L419[14:09:59] <Inari> maybe i can add
models via code as submodels..
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L423[14:16:57] <Inari> and need to have
the right cabling rendered
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L433[14:17:29] <gigaherz> sounds like
basic submodels usage?
L434[14:17:40] <gigaherz> you can easily
do like
L435[14:17:42] <gigaherz>
"variants": {
L436[14:17:43] <Inari> sure, but the
variants should be a common conept of both entities
L437[14:17:43] <gigaherz>
"west": {
L438[14:17:46] <Inari> not in either of
them
L439[14:17:54] <gigaherz>
"redstone": {
L440[14:17:58] <gigaherz>
"submodels": { ...
L441[14:18:00] <gigaherz> well
L442[14:18:02] <Inari> that duplicating
code
L443[14:18:06] <gigaherz> sorry you can't
inherit
L444[14:18:09] <gigaherz> so just copy
over
L445[14:18:12] <gigaherz> it's not that
bad.
L446[14:18:13] <Inari> :|
L447[14:18:22] <Ordinastie_> btw Inari did
you manage to make your model/TESR item work ? :p
L448[14:18:23] <gigaherz> ;P
L449[14:18:25] <Inari> such a pain, but i
guess..
L450[14:18:32] <Inari> Ordinastie_:
nah
L451[14:18:38] <Ordinastie_> ahahah
L452[14:18:51] <Inari> in the end i was
supposed to usemultiparts
L453[14:18:56] <Inari> but dont want to
depend on them
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L455[14:19:04] <Ordinastie_> wut ?
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L459[14:20:35] <Inari> so now i'll just
make this in a bad way in hopes there will bea better way :D
L460[14:22:09] <xEviLSpaWnx> Is there
anyway i can determine why java keeps crashing randomly while
playing minecraft?
L461[14:22:38] <Ordinastie_> java or
minecraft ?
L462[14:22:53]
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L463[14:22:59] <xEviLSpaWnx> Java
L464[14:23:08] <IoP> logs?
L465[14:23:17] <xEviLSpaWnx> What
logs?
L466[14:24:21] <gigaherz> whatever
happened up to and including the java crash
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L468[14:24:32] <gigaherz> from like
fml-latest.log or whatever
L469[14:24:56] <Ordinastie_> if it's
actually java crashing, you won't find anything in fml logs
L470[14:25:12] <IoP> or hs_xxxx.log or log
from operating system
L471[14:26:48] <gigaherz> funny
L473[14:26:54] <gigaherz> weird to open
that link and hear Catalan
L474[14:26:55] <gigaherz> XD
L475[14:28:07]
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L476[14:28:35] <Flaeme> gigaherz: awwwww
:o
L477[14:28:53] <Flaeme> *might have been
pinged by that link*
L478[14:31:31] <diesieben07> foxes are THE
best animal.
L479[14:34:26] <Ordinastie_> what, do you
have a furry fetish ?
L480[14:34:55]
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L481[14:35:33] <diesieben07> lol what?
cute != sexy.
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L483[14:36:36] <Inari> things dont have ot
be sexy to be sexual :D (imo), but yeah, why the sudden furry
o.o
L484[14:38:37] <diesieben07> ordi is
probably secrectly a furry :D
L485[14:39:15] <Ordinastie_> nuhu, that's
not a tail...
L486[14:39:28] <diesieben07> oh god.
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L489[14:44:47] <sokratis12GR> does anyone
have an example of a remote maven push build.gradle ?
L491[14:46:10] <sokratis12GR> ty
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L497[14:55:24] <P3pp3rF1y> what is the new
way with fluid capabilities to register filled bucket for new
fluid?
L498[14:56:32] <diesieben07> you don't
register it at all
L499[14:56:39] <diesieben07> you make your
item have the fluid handler capability
L500[14:57:28] <P3pp3rF1y> It seemed to me
that would be the case, just thought there would be something to
handle buckets in forge
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L502[14:57:52] <P3pp3rF1y> as it basically
means replace one line of code with one new item
L503[14:58:52] <diesieben07> well, there
is a universal bucket in forge
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L508[15:05:36] <P3pp3rF1y> actually looks
like the case I needed is "hacked" in already - there's a
case in bucket wrapper for milk
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L510[15:07:11] <diesieben07> Yep
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L520[15:29:51] <gigaherz> hmf so
L521[15:30:04] <gigaherz> I implemented
this block earlier
L522[15:30:38] <gigaherz> the original
idea was to allow the player to click on it as if you were
mining
L523[15:30:44] <gigaherz> as in, hold the
click button down
L524[15:30:49] <gigaherz> but rather than
break the block itself
L525[15:31:09] <gigaherz> it would
actually break the block placed on it
L526[15:31:15] <gigaherz> as a way to turn
logs into planks, and planks into sticks
L527[15:31:25] ***
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L528[15:31:28] <gigaherz> I'm not sure
what the best approach would be
L529[15:31:37] <gigaherz> as i have it
now, you have to click a few times
L530[15:31:43] <gigaherz> and it
accumulates the "chopping state"
L531[15:31:54] <gigaherz> but being able
to hold the mouse down would feel better
L532[15:31:57] <gigaherz> just no idea how
to approach that
L533[15:32:04] <Ordinastie_> any reason
you can set the new state in blockBreak or something ?
L534[15:32:11] <gigaherz> hmmm
L535[15:32:18] <gigaherz> that'd actually
not be a bad idea
L536[15:32:35] <gigaherz> remove drops and
setBlockState back to the original block
L537[15:33:28] <gigaherz> yeah I'll try
that
L538[15:34:48] <diesieben07> gigaherz, i
think you could even reuse the "break block" mechanism in
vanilla
L539[15:35:24] <gigaherz> hmmm
L540[15:35:26] <diesieben07>
World.sendBlockBreakProgress
L541[15:35:36] <gigaherz> has the item on
the player's hand been damanged when breakBlock runs?
L542[15:35:37] <diesieben07> although..
hrm
L543[15:35:43] <diesieben07> that does not
remember things on the server.
L544[15:38:22] <gigaherz> hmf no that
won't do
L545[15:38:26] <gigaherz> breakBlock
doesn't even know the player
L546[15:38:44] <Ordinastie_> what do you
need the player for ?
L547[15:39:03] <gigaherz> the block
adjusts the number of returned items based on axe level +
fortune
L548[15:39:21] <gigaherz> so like, a
diamond axe would return 4 planks per log, while a wood one only
1
L549[15:40:10] <Ordinastie_> ah, so you
spawn items as long as the player is mining ?
L550[15:40:42] <gigaherz> nono
L551[15:40:45] <gigaherz> let me explain
the original idea
L552[15:40:49] <gigaherz> this is a log
slab,
L553[15:40:53] <gigaherz> you place an
item on top
L554[15:40:56] <gigaherz> and then chop it
with an axe
L555[15:41:15] <gigaherz> the better the
axe, the more you get in return
L556[15:41:33] <gigaherz> in the original
idea
L557[15:41:43] <gigaherz> I pictured the
placed item showing a breaking overlay
L558[15:41:47] <gigaherz> rather than the
block itself
L559[15:42:15] <gigaherz> but that would
require me to take over the breaking process, I guess
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L565[15:53:24] <xEviLSpaWnx> I keep
getting "Java SE binary has stopped working" anyway of
finding out whats causing it?
L566[15:55:07] <Ordinastie_> try
reinstalling java, minecraft and forge
L567[15:55:08] ⇦
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L568[16:01:20] <xEviLSpaWnx> Already tried
that....
L569[16:02:05] <Ordinastie_> then remove
mods until it starts working again
L570[16:02:13] <Ordinastie_> find the one
that makes it crash
L572[16:03:00] <xEviLSpaWnx> Thats the
latest log
L573[16:03:28] <xEviLSpaWnx> I have to go
through them one by one?
L574[16:03:50] <gigaherz> that link fgroze
my browser XD
L575[16:03:56] <gigaherz> (for a
bit)
L576[16:04:01] <xEviLSpaWnx> lol
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L578[16:04:20] <gigaherz> sadly it doesn't
include the crash itself :(
L579[16:04:30] <xEviLSpaWnx> :(
L580[16:04:43]
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L581[16:05:00] <shadekiller666>
hello
L582[16:05:06] <xEviLSpaWnx> Does java not
log these things itseelf or have a debug thingy?
L583[16:05:14] <gigaherz> o/
shadekiller666
L584[16:05:15] <gigaherz> long time
L585[16:05:31] <xEviLSpaWnx> o/
L586[16:07:20] <shadekiller666> ya
L587[16:07:31] <shadekiller666> had some
computer issues
L588[16:07:42] <gigaherz> that sucks
L589[16:07:54] <shadekiller666> yep
L590[16:08:14] <shadekiller666> but things
are fixed and i now have a much larger and nicer case
L591[16:08:48] <shadekiller666> now i'm
trying to figure out how to fix the stupid setupDecompWorkspace
script in the intellij panel so that i can update the forge
version
L592[16:09:01] <gigaherz> hm?
L593[16:09:23] <shadekiller666> i'm trying
to update the forge version for a mod i'm working on
L594[16:09:27] <masa> well crap...
L595[16:09:38] <masa> createStackedBlock()
is broken at least for vanilla slabs
L596[16:09:47] <shadekiller666> atm,
running sDecW from the IDEA gradle panel fails at the decompMC
stage
L597[16:10:02] <masa> it's just not called
in vanilla code because canSilkHarvest for slabs returns
false
L598[16:10:13] <gigaherz> due to
memory?
L599[16:10:17] <shadekiller666> i ran it
earlier but ended up killing the process due to 60C+ cpu
temperatures
L600[16:10:32] <gigaherz> just edit your
~/.gradle/gradle.properties
L601[16:10:37] <shadekiller666> so i
lowered the affinity on the jvm to use less cores (it was maxing
out cpu usage before)
L602[16:10:51] <gigaherz> and add
"org.gradle.jvmargs=-Xmx3G" in it?
L603[16:10:57] <gigaherz> oh cpu
usage?
L604[16:11:12] <gigaherz> hmm I never had
issues with that
L605[16:11:47] <shadekiller666> changing
the affinity allows you to specify what cores a process is allowed
to use
L606[16:12:36] <gigaherz> I knwo what the
processor affinity flags are ;p
L607[16:13:12] <masa> hmmh, what is
actually the best way to get the item from a block that would
create that same block when placed?
L608[16:13:21] <masa> so more or less silk
touch harvesting via code
L609[16:14:27] <masa> is it just
getPickblock()?
L610[16:14:40] <masa> s/b/B/
L611[16:14:50] <gigaherz> the default
implementation uses Block#createStackedBlock if it's
silktouching
L612[16:15:22] <gigaherz> (if it can
silktouch)
L613[16:15:28] <gigaherz> there just isn't
a 1:1 mapping
L614[16:15:37] <masa> yes, and I just
added code that uses createStackedBlock, but that is broken for
some things in vanilla
L615[16:16:02] <masa> for example slabs,
because it checks the hasSubTypes() from the item, which is true
for slabs
L616[16:16:03] <gigaherz> getPickBlock may
be the best option, dunno
L617[16:16:09] <shadekiller666> huh
L618[16:16:13] <masa> so it adds the
"is top slab" bit to the meta
L619[16:16:28] <shadekiller666> the error
message in the console is an NPE with no error message...
L620[16:16:38] <gigaherz> o_O
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L622[16:16:57] <gigaherz> maybe clean the
fg cache to make sure there isn't crap in your gradle cache?
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L624[16:18:04] <shadekiller666>
"caused by: java.lang.NullPointerException at
...FernFlower.getClassEntryName"
L625[16:18:15] <shadekiller666> giga, is
that /gradlew clean?
L626[16:18:21] <shadekiller666> or
cleanCache?
L627[16:19:18] <shadekiller666> gigaherz,
^
L628[16:20:07] <tterrag|away> don't run
cleanCache
L629[16:20:22] <shadekiller666> k
L630[16:21:06] <gigaherz> clean wipes the
build/ folder
L631[16:21:09] <gigaherz> cleanCache wipes
the gradle folder
L632[16:21:35] <gigaherz> if youcan run
setupDecompWorkspace from a cmd/terminal window
L633[16:21:48] <gigaherz> then cleanCache
isn't going to fix it -- it must be an issue with idea
L634[16:22:06] <gigaherz> but if you
really can't run gradle without crashing, even after increatingt he
JVM ram limit
L635[16:22:09] <gigaherz> then it's worth
a try
L636[16:22:14] <shadekiller666> i'm
running it in cmd now, thats how i got the stacktrace
L637[16:24:04] <shadekiller666> is
gradle.properties supposed to be in the .gradle folder in the mod's
directory?
L638[16:24:16] <kashike> no, where
build.gradle is
L639[16:24:20]
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L640[16:24:44] <gigaherz> gradle
folder
L641[16:24:49] <gigaherz> if you want it
to work for all gradle projects
L642[16:24:55] <gigaherz> .gradle*
L643[16:25:03] <gigaherz> or the
build.gradle if you only wnat it for one mod
L645[16:26:20] <infinitefoxes_> my
understanding of the vanilla inventory is that the inventory
container is _always_ open
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L647[16:26:31] <infinitefoxes_> and that's
how the client receives updates when items change
L648[16:27:08] <infinitefoxes_> is it not
possible to also keep my second inventory container in sync as
well?
L649[16:27:24] <shadekiller666> where is
the system-wide .gradle folder?
L650[16:27:31] <diesieben07>
infinitefoxes_, only if you do it manually.
L651[16:27:40] <gigaherz> shadekiller666:
%userprofile%/.gradle/
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L653[16:27:56] <gigaherz> ~/.gradle on
linux
L654[16:28:15] <sham1> And OS X
L655[16:28:24] <sham1> Or any UNIX-like
thing for that matter
L656[16:29:45] <infinitefoxes_> hm
L657[16:30:09] <infinitefoxes_> does
vanilla also send inventory changes to other players in mp?
L658[16:30:27] <infinitefoxes_> I assume
they'd have to for armor/off hand slots
L659[16:30:27] <shadekiller666> damn
it
L660[16:30:44] <shadekiller666> still not
working
L661[16:30:46] <sham1> I think only to
people who have accessed the container in case of any generic
container like chest
L662[16:30:49] <diesieben07>
infinitefoxes_, yes, but afaik that uses a different mechanic than
the inventory
L663[16:31:02] <sham1> For stuff like
equiping stuff, that might be different
L664[16:31:08] <gigaherz> shadekiller666:
are you using FG-2.2?
L665[16:31:23] <gigaherz>
2.2-SNAPSHOT
L666[16:31:29] <shadekiller666> ...
L667[16:31:40] <sham1> Apparently
not
L668[16:31:57] <infinitefoxes_> I'm
wanting my addon "accessories" inventory to work in
conjunction with vanilla's inventory
L669[16:32:09] <gigaherz> you'll have to
send updates yourself, infinitefoxes_
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L671[16:32:13] <gigaherz> mc only cares
about the vanilla slots
L672[16:32:18] <infinitefoxes_> I figured
as much
L673[16:32:37] <infinitefoxes_> that's
slightly annoying
L674[16:32:43] <gigaherz> there's events
for all you need
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L676[16:32:54] <gigaherz> there's ways to
know who's watching an entity
L677[16:32:58] <diesieben07> you can also
"just" add slots to the vanilla inventory container
;)
L678[16:32:59] <gigaherz> so that you only
send updates to the right players
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L680[16:33:17] <gigaherz> won't that mess
up if other mods do the same?
L681[16:33:25] <gigaherz> although I guess
you'd just have to know which one is your first slot
L682[16:33:26] <diesieben07> idk :P
L683[16:33:27] <infinitefoxes_> I assume
given the ;) that you're not being entirely serious
L684[16:34:23]
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L685[16:34:42] <shadekiller666> well, it
got passed decompilation now...
L686[16:35:38] <shadekiller666> aww come
on
L687[16:35:47] <shadekiller666> now it
failed on recompile
L688[16:35:49] <shadekiller666> wtf
L689[16:36:07] <infinitefoxes_> maybe
you're running out of mem
L690[16:36:11] <infinitefoxes_> given that
you're running it via IntelliJ
L691[16:36:20] <infinitefoxes_> which
doesn't give much memory to the Gradle subprocess last time I
checked
L692[16:36:22] <shadekiller666> i'm
running it via cmd atm
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L695[16:39:44] <shadekiller666> "see
compiler error output for details"
L696[16:39:57] <shadekiller666> where
exactly would that be hmm?
L697[16:40:17] <shadekiller666> someone
needs to write a smarter java compiler...
L698[16:41:56]
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L699[16:41:56]
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L700[16:42:07] <shadekiller666> oh
wait
L701[16:42:17] <shadekiller666>
!mappings
L702[16:42:21] <shadekiller666> :/
L703[16:42:22] <gigaherz> !!latest
L704[16:42:23] <MCPBot_Reborn> === Latest
Mappings ===
L705[16:42:24] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L706[16:42:24] <MCPBot_Reborn> 1.10.2
snapshot_20160721
L707[16:42:25] <MCPBot_Reborn> 1.9.4
snapshot_20160627
L708[16:42:26] <MCPBot_Reborn> 1.9.4
stable_26
L709[16:42:26] <shadekiller666> thank
you
L710[16:42:27] <MCPBot_Reborn> 1.9
snapshot_20160516
L711[16:42:27] <MCPBot_Reborn> 1.9
stable_24
L712[16:42:28] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L713[16:42:29] <MCPBot_Reborn> 1.8.9
stable_22
L714[16:42:29] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L715[16:42:30] <MCPBot_Reborn> 1.8.8
stable_20
L716[16:42:31] <MCPBot_Reborn> 1.8
snapshot_20151128
L717[16:42:31] <MCPBot_Reborn> + 3 more.
Please use !more to see 3 queued entries.
L718[16:42:48] <sham1> !more
L719[16:43:10] <gigaherz> it's just the
1.8 stable, 1.7.10 latest and 1.7.10 stable lol
L720[16:44:21] <shadekiller666> i wonder
if that was why it was failing the recompile...
L721[16:47:36] <shadekiller666> indeed it
was
L722[16:50:05]
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L725[16:59:15] <shadekiller666> whats the
new name for RenderGlobal.drawOutlinedBoundingBox
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L727[16:59:32] <gigaherz> check !mh
RenderGlobal.drawOutlinedBoundingBox
L728[16:59:33] <gigaherz> ;P
L729[16:59:41] <shadekiller666> mh?
L730[16:59:50] <gigaherz> method
history
L731[16:59:52] <Keridos> if I use meta
data based subblocks, how can I get the itemblock render to use the
normal blockstates including the variant state that makes it switch
texture based on statefrommeta?
L732[16:59:53] <gigaherz> tells you the
name changes
L733[17:00:25] <shadekiller666> theres no
history past 1.8...
L734[17:00:56] <gigaherz> Keridos:
ML.setCursomMRL(itemblock, meta, new
ModelResourceLocation("mod:blockstatesfilename",
"variant string"))
L735[17:01:00] <gigaherz> the variant
string would be like
L736[17:01:12] <gigaherz>
"prop1=value,prop2=value2,..."
L737[17:01:21] <gigaherz> with the
properties in alphabetical order
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L740[17:02:23] <shadowfacts>
shadekiller666, it wasn't mapped until ~an hour when I mapped it,
the SRG name is func_189697_a
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L742[17:03:50] <Keridos> gigaherz: thank
you
L743[17:04:07] <shadekiller666>
shadowfacts, thx
L744[17:08:42] <shadekiller666> what
happened to TileEntity.getDescriptionPacket
L745[17:11:32] <shadekiller666> found
it
L746[17:11:37] <shadekiller666>
getUpdatePacket
L747[17:12:08] <Keridos> now i just need
to figure out why on earth the block renders invisible ingame, but
in inventory is renderd correctly
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L749[17:13:37] <gigaherz> shadekiller666:
note however
L750[17:13:40] <gigaherz> there's a new
pair
L751[17:13:45] <gigaherz> getUpdateTag +
handleupdateTag
L752[17:13:53] <gigaherz> which are for
transferring the TE in the bulk chunk data
L753[17:14:00] <gigaherz> so you may want
to also implement those
L755[17:14:40] <gigaherz> basic
implementation
L756[17:14:47] <gigaherz> a more advanced
one would use custom NBT
L757[17:14:54] <gigaherz> such as only
sending the required values
L758[17:14:58] <gigaherz> or even using
shorter key names
L759[17:15:55] <Keridos> what can cause a
normal block with default cube_all as model and correctly set
textures to render fine in inventory but with invisible sides
ingame?
L760[17:16:47] <shadekiller666> why does
there have to be 4 different methods for updating tile
entities
L761[17:17:16] <shadekiller666> also, why
does writeToNBT return NBTTagCompound now...
L762[17:18:15] <shadekiller666> what are
the intended replacements for getActualState and isOpaqueCube,
etc
L763[17:19:37] <masa> the methods from the
block state
L764[17:19:50] <Keridos> I still cannot
get the block to render normally ingame, can someone help me
here?
L765[17:21:18] <gigaherz> shadekiller666:
the replacements are the methods from IBlockState
L766[17:21:27] <gigaherz> the @Deprecated
comes from the mc jar itself
L767[17:21:33] <gigaherz> it's mojang's
way to say "don't call this directly"
L768[17:21:36] <gigaherz> for your
overrides
L769[17:21:43] <gigaherz> just put
@Deprecated on them to shut up the compiler
L770[17:22:03] <shadekiller666> oh, so
there isn't an issue with overriding them
L771[17:22:07] <gigaherz> nope
L772[17:22:11] <shadekiller666> k
L773[17:22:12] <gigaherz> only with using
them from outside
L774[17:22:56] <shadekiller666> does
anyone know what "World.playAuxSFXAtEntity(Entity, int,
BlockPos, int)" would translate to?
L775[17:23:24] <shadekiller666> i'm
guessing World.playSound(Entity, BlockPos, SoundEvent,
SoundCategory, int, int)
L776[17:23:38] <gigaherz> just one of the
variants of playSound
L777[17:23:40] <gigaherz> IIRC
L778[17:23:45] <shadekiller666> but what
does the first int (i'm guessing the sound id) map to
L779[17:23:58] <gigaherz>
SoundEvents.*
L780[17:24:03] <shadekiller666>
worldIn.playAuxSFXAtEntity(playerIn,
((Boolean)state.getValue(OPEN)).booleanValue() ? 1003 : 1006, pos,
0);
L781[17:24:05] <gigaherz> or a custom
soundevent
L782[17:24:33] <gigaherz> no idea which
ones "1003" and "1006" were
L783[17:24:52] <gigaherz> although from
"OPEN" I assume it may have been the chest open/close
sounds
L784[17:25:04] <gigaherz> or the door
open/close
L785[17:25:06] <gigaherz> either way
L786[17:25:06] <shadekiller666> the class
name is BlockDoorFense
L787[17:25:15] <shadekiller666> so
probably the fence gate sounds
L788[17:25:32] <gigaherz> public static
final SoundEvent BLOCK_FENCE_GATE_CLOSE;
L789[17:25:32] <gigaherz> public static
final SoundEvent BLOCK_FENCE_GATE_OPEN;
L790[17:25:39] <gigaherz> then those
;p
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L792[17:27:08] <gigaherz> meh gotta
sleep
L793[17:27:08] <gigaherz> night
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L795[17:28:30] <Keridos> Can't I use a
model like cube_all from vanilla MC in a blockstate as model?
L796[17:28:36] <shadekiller666> what
should i put as the values for volume and pitch?
L797[17:28:47] <Keridos> I am using
minecrafts cube all here for the model and It renders fine in
inventory, but is invisible ingame
L798[17:29:15] <shadekiller666> keridos,
override isOpaqueCube and return true
L799[17:29:18] <shadekiller666> see if
that works
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L801[17:33:06] <Keridos> nah doesnt
either
L802[17:33:27] <Keridos> the funny part is
that I compared it to my other mods, and it pretty much is written
exactly the same way
L803[17:34:19] <shadekiller666> does
anyone know what the last argument to playAuxSFXAtEntity is?
L804[17:34:25] <shadekiller666>
pitch?
L805[17:34:30]
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L806[17:34:34] <PitchBright> yo
L807[17:35:27] <shadekiller666> hi
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L810[17:37:03] <PitchBright> :D
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L816[17:44:38] <SatanicSanta> Does the
Forge blockstate JSON stuff have a replacement for Vanilla's
multipart stuff?
L817[17:45:16] <SatanicSanta> Hrm. Never
mind.
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L823[17:51:30] <Keridos> how would I do
metadata based subitems?
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L825[17:51:54] <Keridos> the mod I am
porting now has quite a bit of items and I would like to compress
them into less classes/IDs
L826[17:51:59] <Keridos> how can I do
that?
L827[17:52:13] <Keridos> I know how to do
it for blocks
L828[17:52:36] <SatanicSanta>
setHasSubtypes
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L831[17:54:28] <Keridos> SatanicSanta: for
rendering then, could I seperate them by giving them different
MRLs?
L832[17:54:38] <shadowfacts> yes
L833[17:54:40] <SatanicSanta> yes
iirc
L834[17:54:50] <SatanicSanta> yup
L835[17:54:53] <SatanicSanta> just double
checked
L836[17:54:55] <shadowfacts> just pass the
proper metadata into setCustomModelResourceLocation
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L838[17:57:58] <Chronium> Hello people!
So, how does one save data with a tile entity? For some reason, the
writeToNBT and readFromNBT never get called. And I even tried
calling the makeDirty method
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L840[18:00:39] <shadowfacts> this guy on
the forum created a second topic for the exact same question
>.<
L841[18:01:00] <Chronium> Okay, they do
get called, never mind
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L843[18:01:15] <Chronium> But my variable
doesn't change
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L845[18:03:53] <Chronium> It doesn't want
to instantiate my tile entity when loading it, could it be that I
have a constructor with a default parameter?
L846[18:04:22]
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L847[18:04:23] <Chronium> Turns out that
was it
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L857[18:39:05] <FusionLord> anyone know
why FTBUtils is saying you must be in a team to claim/unclaim/load
chunks? how does one join a team?
L858[18:40:13] <LatvianModder> /ftb team
create ID
L859[18:40:40] <LatvianModder>
<ID>*
L860[18:41:03] <shadekiller666>
great
L861[18:41:19] <shadekiller666> mojang
just HAD to change the nbt processing for tile entities...
L862[18:42:18] <FusionLord> LatvianModder,
thank you.. seems strange that i have to have a team when in
ssp
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L874[19:18:49] <Keridos> why is
that?
L875[19:20:53] <KnightMiner> You don't
seem to be defining what the sub items are
L876[19:21:26] <KnightMiner> Just
overriding the method with the super method means you might as well
not have changed it at all
L877[19:26:42] <electrolitic> I love it
when things work as expected.
L878[19:33:18] <shadekiller666> damn it,
this was working before they changed the tile entity nbt
loading...
L879[19:33:21] <shadekiller666>
>:(
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L882[19:43:19] <shadekiller666> maybe
someone here can help
L883[19:43:55] <shadekiller666> i have a
multiblock system that is based on the structure blocks
system
L884[19:44:24] <shadekiller666> and as
part of the system, i have "Dummy Blocks" which are
basically fancy barrier blocks
L885[19:44:58] <mrkirby153> Hmmm.. This is
odd. IntelliJ is saying "Cannot find class
GradleStartServer"
L886[19:45:02] <mrkirby153> I think I
broke something bad
L887[19:46:06] <shadekiller666> the dummy
blocks are meant to pass activation to their structure's parent
block, and also meant to break the structure
L888[19:48:30] <shadekiller666> the
problem i'm having right now is that the nbt reading/writing is
screwed up such that the structure that is stored in the dummy
block tile entity isn't getting saved and reloaded upon
exiting/entering the world
L889[19:50:35] <shadekiller666> in 1.10
the nbt tile entity loading order seems to have changed
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L893[20:04:19] <Keridos> when I use
subblocks for tile entities, how do I map the tileentities to the
block?
L895[20:05:15] <mrkirby153> I am so
confused as to why I'm getting a different date in than out when
using SimpleDateFormat
L896[20:10:01] <KnightMiner> Keridos:
there is a state sensitive function to create the tile entity
(assuming you are using 1.8+)
L897[20:10:31] <mrkirby153> This makes no
sense at all
L898[20:10:42] <KnightMiner> Or was it
meta sensitive... In either case override that function and check
the input state/meta to determine which tile entity to create
L899[20:11:22] <shadekiller666> omg
L900[20:11:47] <shadekiller666> the data
isn't even being saved to nbt when exiting the world...
L901[20:11:53] <shadekiller666> wtf
mojan
L902[20:11:55] <shadekiller666>
mojang
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L904[20:14:09] <shadekiller666> does NBT
data not get read on joining a single player world anymore?
L905[20:14:16] <shadekiller666> this was
easy before
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L907[20:15:47] <KnightMiner> It works last
I tried it
L908[20:16:07] <KnightMiner> Are you
calling the super method at all? Specically, are you calling it
before our after your data writing?
L909[20:16:41] <shadekiller666> when i
place one of my blocks
L910[20:16:47] <shadekiller666> it places
two more above it
L911[20:17:03] <shadekiller666> and gives
those 2 new blocks a structure object
L912[20:17:18] <shadekiller666> that
structure object needs to persist over world loads
L913[20:17:30] <KnightMiner> I mean have
you implemented a custom writeToNBT method, and a similar
readFroNBT one?
L914[20:17:36] <shadekiller666> ya
L915[20:18:00] <KnightMiner> And in that
method, do you call "super.writeToNBT", etc.
L916[20:18:20] <KnightMiner> If you don't,
it never actually saves/loads the TE position
L917[20:18:31] <shadekiller666> i have
writeToNBT, readFromNBT, getUpdateTag, handleUpdateTag,
getTileData, onDataPacket, and getUpdatePacket
L918[20:18:50] <shadekiller666> i call
super.writeToNBT in getTileData()
L919[20:19:11] <shadekiller666> writeToNBT
calls getTileData for the compound
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L923[20:43:23] <KnightMiner>
shadekiller666: I don't think you need to override getTileData() at
all. The data contained there already reads from and writes to the
NBT in the generic functions
L924[20:43:47] <KnightMiner> So if you are
placing all your NBT directly into getTileData() it should be
working fine
L925[20:43:57] <KnightMiner> Well, the tag
from getTileData()
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L940[21:19:02] <kenzierocks> >
SoundEvent(ResourceLocation soundNameIn)
L941[21:19:07] <kenzierocks> that's the
1.10.2 constructor
L942[21:19:11] <kenzierocks> what version
are you using?
L943[21:20:25] <MomoMC_> I... was using
the wrong package. Whoops
(net.minecraftforge.client.event.sound.SoundEvent)
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L949[21:33:46] <Keridos> i have a problem
here, apparently I somehow managed it to get one of my tile
entities to never load readfromnbt somehow, any idea what might
cause that?
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L951[21:34:29] <Keridos> in 1.8.9 that
is
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L955[21:35:35] <kenzierocks> Keridos: did
you register it
L956[21:36:02] <Keridos> kenzierocks: yes,
i think so
L957[21:36:08] <Keridos> just testing
something
L958[21:36:13] <kenzierocks> code or gtfo
:P
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L961[21:36:56] <Keridos> care, its a big
class
L962[21:37:09] <kenzierocks> > public
TurretBase(int MaxEnergyStorage, int MaxIO, int tier) {
L963[21:37:15] <kenzierocks> you need to
have a noarg constructor
L964[21:37:32] <kenzierocks> just how
loading works
L965[21:37:38] <kenzierocks> see
TileEntity#create
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L968[21:38:32] <Keridos> wheere is
TileEntity#create?
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L970[21:38:36] <Keridos> or rather what is
that
L971[21:38:48] <williewillus> !gm
getFXLayer
L972[21:38:51] <kenzierocks> go to the
tileentity class
L973[21:38:54] <kenzierocks> the minecraft
one
L974[21:38:59] <kenzierocks> look at the
static method called create
L975[21:39:26] <SatanicSanta> So, I'm
currently trying to port my pipes into 1.9. I'd like for them to be
completely JSON models, since there's no animations or anything
like that. However, there are many variations (which sides are
connected to things), and I'm quite worried. I looked into
Vanilla's multipart stuff, but that would result in enormous JSON
files, I expect.
L976[21:39:44] <williewillus> !sm
getFXLayer Retrieve what effect layer (what texture) the particle
should be rendered with. 0 for the particle sprite sheet, 1 for the
main Texture atlas, and 3 for a custom texture
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L978[21:40:09] <williewillus> !sm
func_70537_b getFXLayer Retrieve what effect layer (what texture)
the particle should be rendered with. 0 for the particle sprite
sheet, 1 for the main Texture atlas, and 3 for a custom
texture
L979[21:40:10] <Keridos> kenzierocks: how
so I would need to provide an empty constructor and let the rest be
done from readFromNBT?
L980[21:40:15] <kenzierocks> yes
Keridos
L981[21:40:23] <kenzierocks> that's how
TileEntity loading works
L982[21:40:24] <SatanicSanta>
Specifically, when there are non opposite sides being connected to,
it creates a corner, and I'm not really sure if this is possible
with the Forge blockstate stuff
L983[21:40:37] <kenzierocks> you can add
setters for all the properties you need, and call them by default
with another constructor
L984[21:40:42] <kenzierocks> but you must
have a default constructor
L985[21:40:46] <williewillus>
SatanicSanta: is this just your standard pipe that can connect six
ways?
L986[21:40:56] <SatanicSanta>
williewillus: yes
L987[21:41:05] <SatanicSanta> I looked
into some other mods, but most of them didn't use JSON for
this
L988[21:41:07] <williewillus> yeah that's
a solved problem then :P
L989[21:41:16] <williewillus> if they
aren't they should be at least for simple pipes
L990[21:41:26] <williewillus> vanilla has
stuff like this, (redstone dust, fences, walls)
L991[21:41:45] <SatanicSanta> and they all
use the multipart stuff
L992[21:41:55] <Keridos> kenzierocks: what
is more interesting: why did this work in 1.7.10 ?
L993[21:41:55] <williewillus> whats wrong
with the multipart stuff?
L994[21:42:04] <kenzierocks> i don't think
it would Keridos
L995[21:42:12] <kenzierocks> tileentity
has always worked this way
L996[21:42:13] <williewillus> if this is
just the most basic 6 way connected pipe that's exactly what the
multipart stuff / forge json is solving
L997[21:42:36] <SatanicSanta> Right
L998[21:42:38] <williewillus> (I'd argue
the 1.9 multipart stuff is stronger than forge atm even because it
has AND and OR checks)
L999[21:42:46] <SatanicSanta> it has AND
checks?
L1000[21:42:52] <williewillus> yes?
:P
L1001[21:43:01] <SatanicSanta> Are they
explicit?
L1002[21:43:09] <williewillus> what do
you mean
L1003[21:43:20] <williewillus> i think
it's top down predicate matching like the item overridfes
L1004[21:43:22] <SatanicSanta> Do they
literally say "AND" like the OR ones
L1005[21:43:27] <williewillus> check out
some of the vanilla jsons
L1006[21:43:42] <kenzierocks> yea
Keridos, it wouldn't have worked in 1.7.10
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L1008[21:43:50] <SatanicSanta> mc
gamepedia isn't very good at explaining multiparts
specifically
L1010[21:44:45] <williewillus>
SatanicSanta: look at blockstates/redstone_wire
L1011[21:45:00] <kenzierocks>
SatanicSanta: see the redstone wire "{"north":
"side|up", "east": "side|up"
},"
L1012[21:45:08] <kenzierocks> it's
"north" and "east" are side|up
L1013[21:45:19] <SatanicSanta> I
see
L1014[21:45:50] <kenzierocks> there's no
forestry support here xEviLSpaWnx
L1015[21:45:57] <williewillus> more
specifically that matches (north=side || north=up) &&
(east=side || east=up)
L1016[21:46:05] <williewillus> and the
"when" blocks are matched top to bottom
L1017[21:46:13] <xEviLSpaWnx> Thats all i
wanted to know thanks :)
L1018[21:47:10] <williewillus> huh
L1019[21:47:22] <williewillus> yeah so
apparently there is "AND" in hat literal form as
well
L1020[21:47:27] <williewillus> just none
of the vanilla blockstates use iot
L1021[21:47:32] <williewillus> the
deserializer checks for it at least
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L1023[21:47:51] <williewillus> this is
more powerful than I thought
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L1025[21:48:18] <kenzierocks> I HAVE THE
POWER
L1026[21:48:30] *
kenzierocks plugs in charger
L1027[21:49:26] <SatanicSanta>
williewillus: so, `{ "north": "side|up" }, {
"north": "none", "east":
"none" (shortened) }` => `(north == side || north ==
up) && (north == none || east == none)` ?
L1028[21:49:46] <SatanicSanta> or north
== none && east == none
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L1031[21:50:07] <kenzierocks> no
L1032[21:50:08] <williewillus> i don't
think just having two next to each other is an implicit and
L1033[21:50:09] <Keridos> now i am just
recreating the inventory in readfromNBT and then refilling it
L1034[21:50:15] <williewillus> but play
around with it
L1035[21:50:28] <williewillus> it should
be fairly easy to do what you want, see the fence blockstate jsons
and generalize that to 2 more sides
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L1039[21:51:50] <MomoMC> Uh, is it
possible to load .wav sound files instead of .ogg files?
L1040[21:52:28] <williewillus> with some
work, probably
L1041[21:52:49] <kenzierocks> i know
paulscode allows for certain formats by default
L1042[21:52:55] <kenzierocks> i thought
.wav was one of those?
L1043[21:53:22] <MomoMC> Yeah, but
SoundEvent/ResourceLocation searches for .ogg by default
L1044[21:53:33] <Keridos> question: I use
subblocks for one of my blocks, but somehow waila is just showing
the name of the base block, how can I get waila to show the name of
the subblock?
L1045[21:54:43] <williewillus> look
around the sound code a bit, I remember alternate codecs being
mentioned in a forge event
L1046[21:54:53] <williewillus> which
means its at least passed someone's mind as a thought as some point
in time
L1047[21:55:16] <MomoMC> Eh, looks like I
have some digging to do. Thanks!
L1048[21:56:51] <kenzierocks> MomoMC: i'm
doing some digging as well
L1049[21:56:54] <williewillus> actually
looks like mc just passes the inputstream of the file directly to
the sound library, it doesn't care about codecs
L1050[21:57:02] <williewillus> it assumes
its all ogg but doesnt actually check
L1051[21:57:14] <MomoMC> So I should just
rename the file?
L1052[21:57:15] <williewillus> see
SoundManager line 425, 430
L1053[21:57:20] <williewillus> idk if
thatll owrk
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L1055[21:57:26] <williewillus> since a
lot of the code assumes ogg
L1056[21:57:32] <williewillus> but it
should be possible with some trickery
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L1058[21:58:04] <kenzierocks>
williewillus: it does check for ".ogg"
L1059[21:58:12] <williewillus>
where
L1060[21:58:32] <Keridos> How can i make
waila show the name of the actual block instead of the meta block
when using metadata based subblocks?
L1061[21:58:43] <kenzierocks>
williewillus: SoundHandler#validateSoundResource
L1062[21:59:01] <kenzierocks> love this
exception in SoundManager: throw new Error("TODO: Sanely
handle url exception! :D");
L1063[21:59:11] <williewillus> i don't
see where it "validates" anything
L1064[21:59:16] <williewillus> that
method checks that the file exists
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L1066[21:59:44] <williewillus> if you
could somehow subclass Sound
L1067[21:59:48] <williewillus> then you
could get around it
L1068[21:59:52] <williewillus> now how to
do that, idk
L1069[22:00:04] <kenzierocks> you can
subclass it
L1070[22:00:10] <williewillus> well of
course
L1071[22:00:14] <williewillus> i mean
where do you inject it
L1072[22:00:44] <MomoMC> Just tried
renaming it to OGG, it crashes the client while playing it. Looks
like paulscode's lib loads sounds depending on extension at
first
L1073[22:00:59] <kenzierocks> that would
be dumb MomoMC
L1074[22:01:05] <kenzierocks> i don't
think it does
L1075[22:01:15] <MomoMC> Well I mean it
did crash
L1076[22:01:16] <kenzierocks> esp. since
I think they only get the InputStream
L1077[22:01:21] <kenzierocks> well what
/is/ the crash
L1078[22:01:49] <williewillus>
kenzierocks: it does
L1079[22:01:55] <williewillus> the method
I mentioned says exactly that
L1081[22:02:20] <kenzierocks> ah, it only
uses the Ogg codec i think
L1082[22:02:23] <kenzierocks> or
something like that
L1083[22:02:26] <williewillus> "The
fourth parameter 'identifier' should
L1084[22:02:27] <williewillus> * look
like a filename, and it must have the correct extension so
SoundSystem
L1085[22:02:27] <williewillus> * knows
what codec to use for the file referenced by the URL
instance."
L1086[22:02:40] <williewillus> mc just
passes the resourcelocation straight in
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L1088[22:03:12] <MomoMC>
Sound#getSoundAsOggLocation()
L1089[22:03:16] <MomoMC> That must be
it
L1090[22:03:33] <MomoMC> `return new
ResourceLocation(this.name.getResourceDomain(), "sounds/"
+ this.name.getResourcePath() + ".ogg");`
L1091[22:03:56] <kenzierocks> this is
looking more and more like a PR to Forge :D
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L1093[22:04:10] <williewillus> i'm
certain its possible
L1094[22:04:17] <kenzierocks> the sound
loading is handled by reading sounds.json
L1095[22:04:53] <kenzierocks> which means
you can't dump yourself in-between without using ASM to redirect
getSoundAsOggLocation
L1096[22:05:04] <kenzierocks> because
there's no chance for you to touch the SoundList
L1097[22:05:14] <williewillus> you can
just inject directly using reflection
L1098[22:05:20] <williewillus>
SoundLoadEvent seems to exist for taht reason
L1099[22:06:01] <williewillus> also look
at where SoundSetupEvent is fired, you need to register the wav
codec
L1100[22:06:18] <williewillus> since only
the ogg one is right now (SoundManager constructor)
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L1103[22:07:29] <kenzierocks> ah ah
ah
L1104[22:07:31] <kenzierocks> i get
it
L1105[22:07:44] <kenzierocks> i
think
L1106[22:07:48] <kenzierocks> let me
double check my tracks
L1107[22:08:02] <williewillus> yeah I'm
pretty sure using alt codecs was already a solved thing
L1108[22:08:27] <kenzierocks> i think in
the PlaySoundEvent
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L1110[22:08:29] <williewillus> but not
sure the details since I never did anything with it
L1111[22:08:31] <kenzierocks> you can
return the correct file
L1112[22:08:39] <kenzierocks> well,
sound
L1113[22:08:44] <kenzierocks> and it will
play
L1114[22:08:54] <kenzierocks> not sure if
you should inject a dummy sound?
L1115[22:09:08] <williewillus> probably
yes
L1116[22:09:18] <williewillus> treat it
all like ogg until the last minute then swap it out
L1117[22:09:22] <williewillus> actually
hmm
L1118[22:09:29] <williewillus> if the ogg
is missing itll complain
L1119[22:09:47] <kenzierocks> what
happens if you don't have a sounds.json :D
L1120[22:09:52] <williewillus> nothing
works
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L1122[22:10:46] <williewillus> the level
of abstraction got raised to the SoundEvent level in 1.9 which is
entirely derived from the sounds.json
L1123[22:11:22] <MomoMC> So should I
maybe change the "name" field value in PlaySoundEvent via
reflection when it is fired?
L1124[22:11:30] <williewillus> don't use
reflection
L1125[22:11:32] <williewillus> just wrap
it
L1126[22:12:03] <MomoMC> Not sure what
you mean by wrapping in this case?
L1127[22:12:28] <kenzierocks>
williewillus: why can't you just pass in a custom ISound?
L1128[22:12:30] <williewillus>
composition. make a implementation of ISound that takes the
original ISound
L1129[22:12:41] <williewillus> and
delegates to it for everything except what you want to change
L1130[22:13:07] <williewillus>
kenzierocks: well you want to retain the volume/pos/etc from the
original sound right? :P wrapping it is the easiest way
L1131[22:13:17] <kenzierocks> yea
L1133[22:14:38] <MomoMC> Thanks for the
explanation, I'll try it later
L1134[22:15:15] <williewillus> i think
it'll work. what I'm worried about now is if you fake ogg until the
last minute MC might just refuse to load the soundevent if the
actual .ogg path doesnt have something that at least looks like a
valid file there
L1135[22:15:35] <williewillus> a 1-byte
placeholder file might even work, idk
L1136[22:15:59] <kenzierocks> i don't
think you need to fake ogg
L1137[22:16:24] <kenzierocks> i'm going
to try and make a custom record player real fast
L1138[22:17:33] <williewillus> it does
validation on every file path when the sound system starts
L1139[22:17:50] <williewillus> all the
validation does is try to open the file though
L1140[22:17:55] <williewillus> so a dummy
one should get through
L1141[22:20:45] <williewillus> either way
good luck, i think itll work :P night
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L1146[22:23:38] <Keridos> hm I have a
weird issue here, have a multiblock with subblock based on
metadata, the metadata is stored in a blockstate called tier (since
its different tiers of the same block) and the rendering works
fine, but somehow waila detects all the blocks with a metadata of
0, no matter how the blockstate looks like although I corretly
setup getstatefrommeta and getmetafromstate and they load
L1147[22:23:38] <Keridos> and save to
disk fine
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L1150[22:24:39] <Keridos> shoultn the
client have the correct metadata this way?
L1151[22:24:48]
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L1152[22:26:02] <kenzierocks> if it
renders right, yes
L1153[22:31:18] <KnightMiner> I have
noticed it behaves a bit strangely if the block has a TE
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L1155[22:31:55] <KnightMiner> Tinkers
seared stone all shows the first variant, but brownstone with uses
the same logic for variants shows the proper one
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L1189[23:40:48] <kenzierocks> i got it
working :D
L1190[23:40:58] <kenzierocks> i can play
a .wav in a record
L1191[23:41:09] <kenzierocks> this is
really hacky and probably not stable over MC versions though
L1192[23:41:58] <tterrag|away> but
why...
L1193[23:42:09] <kenzierocks> someone
wanted to play a .wav sound instead of .ogg
L1194[23:42:17] <tterrag|away> but...it's
so easy to convert...
L1195[23:42:29] <kenzierocks> can you
convert it on the fly, in your mod?
L1196[23:42:37] <kenzierocks> (my use
case would require that)
L1197[23:42:55] <capitalthree> yes you
can
L1198[23:43:12] <capitalthree> but
converting on the fly *to* ogg would be stupid
L1199[23:43:28] <capitalthree> supporting
actual .wav files on disk is just ridiculous imo
L1200[23:43:34] <kenzierocks>
because?
L1201[23:43:49] <kenzierocks> essentially
i'm making a least-hassle custom record mod
L1202[23:43:59] <capitalthree> because
any modder who wastes my bandwidth and disk space with uncompressed
audio should be dragged out and shot
L1203[23:44:00] <kenzierocks> which means
users get to stick whatever files they want in, and it plays
L1204[23:44:17] <kenzierocks> well then
you can put in ogg or mp3 :D
L1205[23:44:18] <capitalthree> it should
just be "whatever vorbis-encoded ogg files"
L1206[23:44:37] <tterrag|away> it is
trivial to convert to ogg
L1207[23:44:41] <tterrag|away> seems like
a lot of effortr
L1208[23:44:48]
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L1209[23:44:49] <capitalthree> maybe I
misunderstand. is this for end users to add audio?
L1210[23:44:52] <capitalthree> or for
other modders?
L1211[23:44:53] <kenzierocks> yea
L1212[23:44:56] <kenzierocks> end
users
L1213[23:44:56] <capitalthree> ahhh
ok
L1214[23:45:03] <capitalthree> supporting
end users adding a .wav is fine
L1215[23:45:08] <kenzierocks>
tterrag|away: what library do I use to convert then :P
L1216[23:45:18] <kenzierocks> can I use
built-in java sound stuff?
L1217[23:45:27] <capitalthree> if it was
modders I'd say no, because if you let them do stupid shit, it
affects others
L1218[23:45:36] <capitalthree> er, I'd
say no
L1219[23:45:39] <tterrag|away> I didn't
say YOU do it
L1220[23:45:41] <capitalthree> wow that
was weird typos
L1221[23:45:45] <tterrag|away> I said
it's easy to convert on the USER'S side
L1222[23:46:36] <kenzierocks>
well.....yes?
L1223[23:46:51] <kenzierocks> but will
people want to? heck no
L1224[23:47:29] <capitalthree> there is
honestly no reason a .wav file should be on disk ever, unless it's,
like, a few seconds
L1225[23:47:41] <capitalthree> like your
messaging app's get-message-bloop
L1226[23:48:10] <kenzierocks> i have a
ton of .wav
L1227[23:48:18] <kenzierocks> mostly from
audio projects
L1228[23:48:21] <capitalthree> of what?
music?
L1229[23:48:23] <kenzierocks> yea
L1230[23:48:31]
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L1231[23:48:39] <capitalthree> why .wav?
does your audio editing program save in-progress stuff as
wav?
L1232[23:48:40] <shadekiller666>
...
L1233[23:48:44] <capitalthree> or did you
escort as wav?
L1234[23:48:45] <kenzierocks> it
doesnt
L1235[23:48:47] <capitalthree>
*export
L1236[23:48:47] <kenzierocks>
export
L1237[23:48:49] <kenzierocks> because i
was 13
L1238[23:48:51] <capitalthree> wtf
whyyyy
L1239[23:48:53] <shadekiller666> why not
acc
L1240[23:48:55] <capitalthree> ok so fix
it
L1241[23:48:57] <capitalthree> flac
exists
L1242[23:49:00] <kenzierocks> i don't
want to
L1243[23:49:05] <kenzierocks> why does
this matter?
L1244[23:49:10] <capitalthree> so even if
you need lossless versions of your 13 year old projects, flac
L1245[23:49:14] <shadekiller666> or hell,
even mp4 would be better
L1246[23:49:28] <kenzierocks> .....why
would I want to convert all of these?
L1247[23:49:36] <kenzierocks> which would
take me a good few hours
L1248[23:49:42] <kenzierocks> that I
could spend doing something useful
L1250[23:49:46] <capitalthree> why would
it take you a few hours?
L1251[23:49:55] <tterrag|away> audio is
ridiculously easy to convert
L1252[23:50:01] <kenzierocks> because i
have like 100 of them scattered in random places?
L1253[23:50:05] <tterrag|away> especially
if you start with lossless
L1254[23:50:13] <capitalthree> you can
recursively transcode every wav in a directory tree with a bash one
liner
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L1256[23:50:31] <kenzierocks> yea do you
think that will go well with the internal stuff that has wavs
L1257[23:50:33] <kenzierocks> or any
applications
L1258[23:50:37] <RANKSHANK> So... you're
aiming your sound loading at all these scattered places?
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L1260[23:50:44] <kenzierocks> no?
L1261[23:50:52] <kenzierocks> they're
asking me to clean my hard drive up
L1262[23:50:56] <capitalthree>
kenzierocks: so make your bash script limit itself to files over a
meg
L1263[23:51:13] <capitalthree> and if any
application is affected, find the developers and literally murder
them
L1264[23:51:19] <capitalthree> not
literally though
L1265[23:51:22] <capitalthree> but
seriously wtf
L1266[23:51:29] <capitalthree> wav files
are still a thing u_u
L1267[23:51:45] <shadekiller666>
windows
L1268[23:51:50] <capitalthree>
cygwin
L1269[23:52:14] <kenzierocks> > 10.0M
./Documents/GitHub/phaser-examples/examples/assets/audio/sd-ingame1.wav
L1270[23:52:21] <kenzierocks> yea this
would not go well :P
L1271[23:52:47] <capitalthree> if you
have a preferred way to script very basic tasks on windows, knock
yourself out, but "I can't do bash scripts on windows" is
incorrect :P
L1272[23:52:48] <shadekiller666> everyone
says that mp3 is fine, but i disagree
L1273[23:52:54] <capitalthree> mp3 is
crap
L1274[23:53:06] <mezz> uhoh people
talking about audio
L1275[23:53:13] <shadekiller666> its
often easy to hear the distortion it adds
L1276[23:53:13] <capitalthree> I'd rather
have wavs than mp3s... but I'd immediately transcode to ogg and
delete the wav
L1277[23:53:29] <shadekiller666> is there
compression on ogg
L1278[23:53:33] <mezz> never use wav
please, that's ridiculous
L1279[23:53:45] <capitalthree> mezz:
THANK YOU
L1280[23:54:05] <capitalthree>
shadekiller666: well technically ogg is just a container format,
but usually assumed to mean vorbis, which is lossy audio
compression
L1281[23:54:21] <capitalthree> you can
make an ogg flac file but you'll confuse people
L1282[23:54:29] <shadekiller666>
ahh
L1283[23:54:31] <capitalthree> flac is
also compression but not lossy
L1284[23:54:43] <mezz> ogg is nice but
rarely supported, I just use high-bitrate mp3 mostly since they
don't take up that much space in comparison to hard drives these d
ays
L1285[23:54:54] <mezz> if you want
lossless use flac
L1286[23:54:54] <shadekiller666> so why
would you make a ogg flac? wouldn't that defeat the point of the
flac
L1287[23:55:09] <capitalthree> it would
just be flac in a different container
L1288[23:55:10] <RANKSHANK> What about
ogg ALAC ;)
L1289[23:55:13] <capitalthree> but you
shouldn't do that
L1290[23:55:18] <capitalthree> RANKSHANK:
oh geez xD
L1291[23:55:26] <shadekiller666> what
about acc?
L1292[23:55:30] <shadekiller666>
aac*
L1293[23:55:31] <capitalthree>
shadekiller666: an ogg flac would still be lossless
L1294[23:55:43] <tterrag|away> container
!= codec
L1295[23:55:44] <capitalthree> an ogg
foocodec will have the compression properties of foocodec
L1296[23:55:47] <tterrag|away> is
essential to understand :P
L1297[23:55:49] <capitalthree> yes thanks
tterag
L1298[23:55:52] <mezz> aac is
proprietary, if you want a weird format (aka not mp3) at least use
ogg
L1299[23:56:03] <capitalthree> ogg is not
weird :P
L1300[23:56:15] <mezz> tell that to every
commercial audio player
L1301[23:56:16] <tterrag|away> ogg is
mostly a standard for apps/games
L1302[23:56:20] <tterrag|away> for normal
listening, not so much
L1303[23:56:28] <capitalthree> ogg is
*the* open standard and is used in the vast majority of modern game
engines
L1304[23:56:42] <mezz> that's because ogg
is the best choice for games
L1305[23:57:03] <mezz> but if you're
trying to listen in your car or friend's house or whatever it
doesn't make a lot of sense
L1306[23:57:23] <capitalthree> ogg is the
best choice as long as your dap supports it
L1307[23:57:39] <capitalthree>
personally, I run daps with rockbox, and I keep my files in
oggs
L1308[23:57:46] <capitalthree> er... keep
my files as oggs?
L1309[23:58:06] <capitalthree> but yes,
compatibility if needed is the one and only legit use case for
mp3
L1310[23:58:07] <mezz> I take a 1mb or so
hit per file by using mp3 instead of ogg for my music files so that
they're compatible
L1311[23:58:20] <capitalthree> also an
audio quality hit
L1312[23:58:29] <mezz> no audio quality
hit at hit bitrates
L1313[23:58:31] <mezz> high*
L1314[23:58:35] <capitalthree> there is
literally no bitrate at which mp3 beats 192kbps vorbis
L1315[23:58:45] <mezz> v0 mp3 is
fine
L1316[23:58:46] <capitalthree> mp3's
broken acoustic model will always perceptibly lose data
L1317[23:58:56] <mezz> false, AB test
yourself
L1318[23:58:57] <tterrag|away> which
would be important if you could even hear the difference between
128 and 192 :P
L1319[23:59:01] <capitalthree> it will
take a good listener, good test track, and good listening
equipment
L1320[23:59:10] <capitalthree> but I and
many many people have tested it :P
L1321[23:59:16] <mezz> I can hear the
difference between 128 and 192, barely
L1322[23:59:17] <capitalthree> it's
"good enough for most uses" sure
L1323[23:59:29] <capitalthree> but
160kbps vorbis is transparent to everyone on everything
L1324[23:59:38] <capitalthree> so let's
get with the friggin times, mp3 is obselete
L1325[23:59:55] <mezz> not your choice to
make, audio gear needs to support the new stuff