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L1[00:00:04] ⇨
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L9[00:33:53] <hch12907> is
block.getRegistryName() equivalent to ResourceLocation(modid +
":" + blockname)?
L10[00:34:25] <Ordinastie_> depends on the
registry name you used
L11[00:35:03] <hch12907> used
setRegistryName(blockname)
L12[00:35:21] <hch12907> is it equivalent
to ResourceLocation(blockname) or the above?
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L14[00:37:26] <Ordinastie_> check
setRegistryName
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L18[00:40:00] <zrneely> Can I use Java 8
features (lambdas, etc) in nightly forge targeting MC 1.10? I'm
using the 1.8 JDK to build my code so things work for me, but I'm
not sure if it'll work in the wild.
L19[00:40:23] <Ordinastie_> well it
requires the users to have java 8 too
L20[00:40:42] <Ordinastie_> but they should
anyway
L21[00:40:54] <zrneely> Ordinastie_, is
that a reasonable assumption in your experience? I feel like most
people should have it by now, it's been ages
L22[00:41:03] <zrneely> (since java 8 came
out)
L23[00:41:27] <Ordinastie_> I force my
users to use Java 8 regardless
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L28[00:47:32] <McJty> All my mods require
java 8 too now
L29[00:48:46] <Ordinastie_> tbh, I think
even Forge should require java8
L30[00:52:33] <minecreatr> does anyone know
a good way to be able to use valid login credentials in my dev env
for testing on public vannila servers?
L31[00:52:51] ⇨
Joins: Upthorn
(~ogmar@75-101-109-195.dsl.dynamic.fusionbroadband.com)
L32[00:53:28] <Ordinastie_> --username and
--password in your program args
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L34[00:54:57] <minecreatr> feel sorta
unsafe having that in plaintext in my program args, I could easily
accidentally paste that into a crash pastebin...
L35[00:56:13] <Ordinastie_> the password is
not printed into the log
L36[00:56:19] <Ordinastie_> username is
though
L37[00:56:38] <minecreatr> also, is there
any "official" way to denote that a mod is clientside
only?
L38[00:57:04] <Ordinastie_> yes, one of the
fields of @Mod
L39[00:57:23] <Ordinastie_>
acceptablRemoteVersion or something
L40[00:59:05] <minecreatr> actually, its
clientSideOnly xD Ordinastie_
L41[00:59:27] <Ordinastie_> mehbe
L42[00:59:40] <Ordinastie_>
acceptableRemotVersion might be for server side only
L43[00:59:58] <minecreatr> yeah
L44[01:00:23] <McJty> Is this the correct
incantation to register a loot table for a mob?
L45[01:00:24] <McJty> public static final
ResourceLocation LOOT = LootTableList.register(new
ResourceLocation(ElementalDimensions.MODID +
":loot_tables/entities/dirt_zombie"));
L46[01:01:27] <McJty> Cause I'm getting no
loot
L47[01:02:23] <McJty> I might have to add
.json
L48[01:03:03] ⇦
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L49[01:03:39] <minecreatr> huh, for some
reason it apears FMLDeactivationEvent dosn't exist....
L50[01:05:16] ⇨
Joins: alekso56
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L51[01:17:08] <zrneely> What should the
dimensions for an item texture file be?
L52[01:17:27] <Ordinastie_> square and size
multiple of 16
L53[01:17:41] <McJty> Preferably 16x16
btw
L54[01:17:50] <McJty> Because higher res
textures are typically done in resource packs
L55[01:21:00] <zrneely> Will Minecraft
always scale it to fit in an "item sized" area,
regardless of the dimensions? Obviously it's easier to just have a
smaller texture but I'm curious :)
L56[01:21:27] <Ordinastie_> UVs determine
how it fits
L57[01:21:31] <McJty> Well all vanilla
blocks + items use a 16x16 texture
L58[01:21:40] <McJty> To have modded items
fit in well with that you should also use that
L59[01:21:44] <McJty> Most of the times
that is
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L61[01:25:17] <hch12907>
System.out.println(Blocks.GRASS.getRegistryName() ==
Blocks.GLASS.getRegistryName());
L62[01:25:22] <hch12907> shows false
L63[01:25:35] <Ordinastie_> obviously
L64[01:25:35] <hch12907> it makes no sense
whatsoever
L65[01:25:51] <Ordinastie_> you expected
glass and grass to be the same ?
L66[01:26:00] <hch12907> typed wrongly when
posted here <.<
L67[01:26:15] <hch12907> but in code it is
two grass
L68[01:27:19] ⇦
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L69[01:27:52] <McJty> Don't use ==
L70[01:27:58] <McJty> That's identity
comparison
L71[01:28:09] <McJty> It might give another
reference to something that is essentially identical
L72[01:28:10] <Ordinastie_> well, it's the
same object anyway
L73[01:28:37] ⇨
Joins: codahq
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L74[01:28:40] <hch12907> there goes java
for me..
L75[01:28:49] <Ordinastie_> hch12907,
double check you're actually wrote the same blockName twice
L76[01:28:59] <Ordinastie_> because it's
true for me and it should be for your too
L77[01:30:39] <hch12907> now it returns
true... weird.
L78[01:31:19] <hch12907> btw, if "dont
use ==", then use what?
L79[01:31:28] <Ordinastie_> .equals()
L80[01:32:39] <Tazz> lol I remember when I
mentioned that someone shouldnt use == to compare objects (or in
their case strings) in java and they said they dont care because it
works
L81[01:32:43] <Tazz> maybe in that
case
L82[01:32:51] <Tazz> but Im sure it wouldnt
be easily broken XD
L83[01:33:51] <zrneely> hch12907, never use
== to compare two non-primitives, always use .equals(). == compares
the memory addresses, but .equals() can be overridden to do
whatever the programmer wants.
L84[01:34:05] <zrneely> If only Java had
operator overloading *sigh*
L86[01:34:27] <sham1> If only == was mapped
to equals for objects that override equals
L87[01:34:28] <Tazz> although to defend
java
L88[01:34:38] <Tazz> operator overloading
can get pretty bad
L90[01:34:42] <Tazz> like look at C++
XD
L91[01:34:58] <sham1> Well, in C++ it can
be used for good stuff
L92[01:35:08] <Tazz> and can be completely
abused
L93[01:35:10] <sham1> Stuff like matrix and
vector libraries for instance
L94[01:35:18] <Tazz> and make everything
more complicated than it needs to be XD
L95[01:35:25] <Tazz> like console
output...
L97[01:35:28] ⇨
Joins: BordListian
(~BordListi@chello213047142014.32.11.vie.surfer.at)
L98[01:35:33] <sham1> Well, the only abuse
I can tell is the whole thing with istream and ostream
L99[01:35:48] <Tazz> honestly streams in
C++ are kinda bad anyways XD
L100[01:35:59] <Sandra> what abuse in
C++?
L101[01:36:07] <Sandra> is iostream
bad?
L102[01:36:13] <Tazz> terribly XD
L103[01:36:16] <zrneely> I'm curious what
defines 'abuse' of operator overloading
L104[01:36:24] <zrneely> as long as it's
intuitive and documented
L105[01:36:31] <McJty> Exactly
L106[01:36:36] <McJty> You answered your
own question :-)
L107[01:37:00] <sham1>
operator>>(std::istream& stream, your_thing&
obj)
L108[01:37:06] <sham1> That's how it is
abused
L109[01:37:32] <zrneely> don't forget that
it returns a reference to itself
L110[01:37:42] <sham1> ya
L111[01:37:47] <zrneely> if (!cout
<< "foobar") { // error handling }
L112[01:37:52] <zrneely> I hate that
pattern ^
L113[01:37:54] <sham1> Instead of just
having the stream object be modified
L114[01:38:06] <zrneely> since you don't
learn anything about the error without calling some other
function
L115[01:38:09] <sham1> which would be a
possibility because it is a FUCKING REFERENCE
L116[01:38:13] <Sandra> so.... the issue
is that it makes clean code?
L117[01:38:21] <sham1>
"clean"
L118[01:38:25]
⇨ Joins: Drullkus
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L119[01:38:38] <Tazz> lol not to mention
that dealing with pointers in C++ and trying to use overloaded
operators on them pointer references are a syntactic nightmare
XD
L120[01:38:57] <BordListian>
>complaining about objects returning themselves
L121[01:38:59] <BordListian> oy vey
L122[01:39:06] <Tazz> like you cant do
normal operations on them you have to dereference them: (*ref) +
(*other_ref)
L123[01:39:13] <Sandra> uh...
L124[01:39:17] <Sandra> what.
L125[01:39:17]
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L126[01:39:19] <Sandra> yes?
L127[01:39:24] <zrneely> Sandra, there's
always a tradeoff between explictness and cleanliness. I think a
lot of people wish that C++ operators were a bit more explicit, and
a bit less clean.
L128[01:39:37] <zrneely> *C++ streams,
sorry
L129[01:39:47] <killjoy> I guess anything
can get on Netflix now. I found a 7 hour video of a train ride from
Bergen to Oslo
L130[01:39:48] <sham1> Yeah, operators in
c++ are fine
L131[01:40:06] <killjoy> There's another
of some men chopping firewood then watching it burn
L132[01:40:13] <Sandra> well cout <<
"blah" << endl; is better than
System.out.println("blah");
L133[01:40:19] <Sandra> you're just
appending stuff to cout.
L134[01:40:19] <Tazz> not really XD
L135[01:40:20] <BordListian> why is
literally every site like this
L136[01:40:26] <Tazz> semantically
maybe
L137[01:40:27] <sham1> what about
printf("blah\n")
L138[01:40:30] <BordListian> Twitch,
Steam, Netflix
L139[01:40:44] <Tazz> but who wants to
std::cout << "Hello World" vs like
printf("Hello World\n");
L141[01:40:48] <zrneely>
println!("blah") is pretty good too :p
L142[01:41:03] <sham1> I really wish more
languages had printlnf
L143[01:41:04] <Sandra> I prefer cout
<< "Hello World" << endl; tbh.
L144[01:41:10] <BordListian> oh yeah we
offer x specific thing but you can also put everything that isn't x
on our website because we want your money and the money of everyone
around you
L145[01:41:13] <Sandra> I'm not even a C++
coder.
L147[01:41:17]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L148[01:41:17] <Sandra> I mostly use
C.
L149[01:41:22] <Sandra> if I wanna do
that.
L150[01:41:26] <sham1> Print a formatted
string with a linefeed
L151[01:41:27] <Sandra> lowlevel
stuff.
L152[01:41:28] <Tazz> I prefer to use
C
L153[01:41:32] <hch12907> have anyone here
used Rust?
L154[01:41:40] <Tazz> but like I do mostly
C++ stuff right now because like Eschelle is written in it XD
L155[01:41:44] <sham1> I have used
Rust
L156[01:41:46] <sham1> It's weird
L157[01:41:49] <Tazz> I have too
L158[01:41:52] <Tazz> and I concurr
XD
L159[01:41:58] <Sandra> just because in C
you are fully aware of the way your program is structured.
L160[01:42:07] <Sandra> while in C++ you
just have no idea.
L162[01:42:11] ⇦
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L163[01:42:12] <Sandra> or well, it's more
complex.
L164[01:42:41] <hch12907> am familiar with
C++ and liked its operator overloading(thus i am biased towards ==
instead of equals() :p ), familiar with C syntax but didnt know
much about C's std though
L165[01:42:44] <Tazz> actually the
majority of people that arent familiar with C and are familiar with
the majority of other more modern/popular languages would say the
exact opposite
L166[01:42:47] <Tazz> in fact I did
myself
L167[01:43:06] <Tazz> C makes sense
logically yes
L168[01:43:11] <Sandra> about the
structuredness?
L169[01:43:19] <zrneely> hch12907, Did you
see my println!() statement above?
L170[01:43:23] <Tazz> but as a programmer
the facilities that we have completely make C seem redundant
L171[01:43:28] <Sandra> it's like... in C
you're dealing with low level things.
L172[01:43:35] <hch12907> zrnessly, just
saw it
L173[01:43:39] <Sandra> that's why I would
use it.
L174[01:43:42] <sham1> And you can do that
with c++ as well
L176[01:43:52] <Tazz> and easily why I
chose to use C++ over C to write Eschelle
L177[01:43:56] <Sandra> C++ is really....
too high level for that.
L178[01:43:59] <Sandra> imo.
L179[01:44:02] <sham1> C++ can be plenty
useful with low-level stuf
L180[01:44:06] <hch12907> in C++ it's new,
in C it's malloc(bytes)
L181[01:44:06] <Tazz> you can keep the
performance benifits that compiled languages like C/C++ have
L182[01:44:19] <sham1> Classes as built-in
construct are great
L183[01:44:25] <Sandra> really?
L184[01:44:25] <hch12907> indeed C++ is
more high level
L185[01:44:27] <sham1> Well, it can be
malloc(bytes) in c++
L186[01:44:28] <Sandra>
reaaaaaaally?
L187[01:44:30] <Tazz> but trade off of the
obvious pitfalls that C has when structuring this type of
projects
L188[01:44:34] <zrneely> C++ is mostly a
superset of C, so you *should* be able to use C++ wherever you
would use C. They both compile to machine code anyway.
L189[01:44:42] <Sandra> classes as
built-in construct are great?
L190[01:44:53] <Sandra> you sure about
that m8?
L191[01:44:56] <sham1> Yes
L192[01:44:56] <Tazz> sham1, but dont ever
really use malloc unless you are positive you know what your doing
XD
L193[01:45:11] <Tazz> its like using free
over delete Xd
L194[01:45:12] <BordListian> why would
builtin classes not be grat
L195[01:45:15] <BordListian> *great
L196[01:45:25] <zrneely> calloc is
strictly better than malloc
L197[01:45:31] <BordListian> wow already
showcasing illiteracy at 9 in the morn
L198[01:45:38] <Tazz> calloc is not better
than malloc
L200[01:45:41] <Sandra> because classes
aren't... great? imo?
L201[01:45:52] <sham1> Like I guess that
if you use in embedded systems, classes might be kind of
bloaty
L202[01:45:53] <BordListian> what would
you rather use?
L203[01:46:07] <killjoy> but... school is
boring
L204[01:46:10] <Tazz> Sandra, has a point
though classes arent that great the obvious benifits are like
inheritence and encapselation
L205[01:46:15] <hch12907> why is classes
not great? i mean, in C++ its the same as structs but private
L206[01:46:17] <Tazz> or however they are
spelled cant be arsed to check Xd
L207[01:46:32] <Tazz> hch12907, classes
have to be packed differently than structs
L208[01:46:37] <Sandra> yeah.
L209[01:46:43] <sham1> Well, depends on if
they are POD
L210[01:46:49] <sham1> or not
L211[01:46:51] <Sandra> possibly?
L212[01:46:53] <Tazz> structs can be
useful for minimizing memory usage
L213[01:46:53] <zrneely> Tazz, why not?
Sure it could be slower if you don't need to zero-init stuff, but
the fact that it takes a size and count rather than just a number
of bytes makes it much more readable
L214[01:47:06] <Tazz> zrneely, calloc is
bad XD
L215[01:47:16] <Tazz> theres a lot more
tricks you can do with malloc than calloc
L216[01:47:25] <hch12907> never saw people
using calloc()
L217[01:47:28] <Sandra> is C++'s classes
just syntactic sugar?
L218[01:47:30] <Tazz> plus assume one has
an unsigned byte that is packed to one byte
L219[01:47:41] <sham1> Well, kinda
L220[01:47:41] <Tazz> like struct{
unsigned char x: 1; }point;
L221[01:47:45] <Sandra> or does it
actually move the memory around within the thing.
L222[01:47:47] <sham1> I think
L223[01:47:53] <Tazz> plus calloc calls
memset internally
L224[01:48:00] <Tazz> which is another
call befor the object is returned
L225[01:48:13] <sham1> muh slow
L226[01:48:20] <Tazz> allocation should be
as fast as possible and malloc isnt that fast compared to like
jemalloc or something
L227[01:48:31] <Sandra> I mean sure.
L228[01:48:41] <Tazz> and adding more
bloat to a call just makes it slower
L229[01:48:59] <sham1> But how noticeable
is it
L230[01:49:00] <Sandra> why do you need to
allocate things during fast stuff though?
L231[01:49:16] <Tazz> sham1, can get
noticeably slower sometimes
L232[01:49:25] <Tazz> mostly when
fragmentation is occuring
L233[01:50:11] <Tazz> Sandra, well coming
from a designer of languages/compilers fast allocation is a must,
noone wants something thats gonna take like 3s compared to like
1s
L234[01:50:22] <Sandra> I mean sure.
L235[01:50:26] <zrneely> readability >
speed in 90% of cases
L236[01:50:36] <Tazz> zrneely, theres a
median
L237[01:50:54] <Sandra> allocation
shouldn't take longer than like 0.01s.
L238[01:51:00] <zrneely> Yes, design for
performance, but never optimize until you've profiled!
L239[01:51:03] <Sandra> idk.
L240[01:51:14] <Tazz> Sandra, allocation
can be variable tbh
L241[01:51:25] <Tazz> totally depends on
the allocation methods used
L242[01:51:46] <zrneely> Sandra, 10
milliseconds is absurdly long for allocation - should be much
quicker than that for most OS's
L243[01:52:20] <Sandra> absolutely.
L244[01:52:35] <Tazz> like for instance
with my garbage collector/allocator it had a faster allocation
speed than ruby's VM due to the technology I used but it also came
at a cost XD
L245[01:52:43] <Tazz> like collection of
garbage was slower than ruby's VM
L246[01:52:58] <Tazz> and since it was a
stop the world collector them pauses could rack up
L247[01:53:33] <Tazz> but since the only
way collection would happen was when the heap was full it wasnt
that much of a concern for average use
L248[01:53:42] <Sandra> ruby's VM is not
the greatest anyway.
L249[01:53:43] <Sandra> :P
L251[01:53:55] <Tazz> but it has some
interesting code in it
L252[01:54:02] <Tazz> at least the current
GH repo
L253[01:54:04] <sham1> "ruby was not
the greatest anyway" FIFY
L254[01:54:18] <Tazz> and MRB is actually
pretty decent
L255[01:54:27] <Sandra> that is
true.
L256[01:54:36] <Sandra> ruby was the first
language I ever learned.
L257[01:54:40] <Tazz> like the collector
is quite interesting to study because its simple
L258[01:54:41] <Sandra> it's total
garbage.
L259[01:54:48] <Tazz> but powerful
L260[01:54:59] <sham1> People just
overhype ruby because OMG rails
L261[01:55:04] <Tazz> like its incremental
and supports generation and mark-sweep collection
L262[01:55:11] <Tazz> generational*
L263[01:55:20] <Tazz> all in a smallish .c
file
L264[01:56:03] <Tazz> its literally <
2k lines of code
L265[01:56:46] <Tazz> oh and not to
mention the docs on the GC are quite good
L266[01:57:42] <sham1> You know what I
also like about C++
L267[01:57:48] <sham1> Templates
(somewhat)
L268[01:57:55] <Tazz> lol
L269[01:58:01] <Tazz> templates in C++ are
awesome
L270[01:58:14] <Sandra> Rails is actually
garbage.
L271[01:58:20] <Sandra> like really it's
terrible.
L272[01:58:42] <Tazz> you can literally
create a bit field using template classes in C++
L273[01:58:42] <sham1> I never understood
people who like dynamically typed languages
L274[01:58:54] <sham1> What they need is
some type inference
L276[01:59:26] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160806 mappings to Forge Maven.
L277[01:59:29] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160806-1.10.2.zip
(mappings = "snapshot_20160806" in build.gradle).
L278[01:59:40] <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/
L279[02:01:29] <Sandra> I mean, I can
somewhat agree about the dynamic typing?
L280[02:01:41] <Sandra> types are
fun.
L281[02:01:48] <Sandra> I enjoy dealing
with types.
L282[02:01:51] <Sandra> in general.
L283[02:02:18] <Tazz> I prefer to have my
types Xd
L284[02:02:23] <Tazz> so I know what shit
is going where XD
L285[02:03:41] <Sandra> I mean I also
think dynamic typing is alright.
L286[02:04:00] <Sandra> like... that's
what your variable names are for. :P
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L295[02:25:17] <Sandra> dynamic typing is
particularly alright when you have a limited number of types.
L296[02:25:33] <sham1> Tell that to
Javascript
L297[02:28:24] <Sandra> no.
L298[02:28:28] <Sandra> not
javascript.
L299[02:28:32] <Sandra> anything but
javascript.
L300[02:28:40] <Sandra> it has ludicrous
type coercion.
L301[02:28:48] <Sandra> that's it's
problem.
L302[02:29:31] <Sandra> a language where
you can have an expression entirely composed of {} and +, and get
hello world out is not something I want in my life.
L303[02:31:27] <BordListian> oh my
god
L304[02:31:46] <BordListian> is that the
thing about how stupid the typing on the + operator is
L305[02:31:51] ⇦
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L306[02:31:56] <BordListian> null + null
is empty string or something
L307[02:32:17] <sham1> [] + {} is an
object while {} + [] is 0
L309[02:32:28] <sham1> Like, that makes no
mathematical sense
L310[02:32:31] <Sandra> that basically
covers why js is terrible.
L311[02:32:57] <BordListian> that's the
one
L312[02:33:10] <BordListian> i watched
that back in highschool/technical college
L313[02:33:17] <BordListian> and i never
used javascript
L314[02:33:23] <sham1> Good man
L315[02:33:42] <Ordinastie_> well, I used
JavaScript and I liked it
L316[02:34:20] <sham1> People overhype
it
L317[02:34:36] <sham1> Like yes, it is the
only choice for webdev
L318[02:34:43] <Ordinastie_> yeah, I never
heard anybody even hype it a little
L319[02:34:46] <sham1> Why do I have to
have it on my server
L320[02:34:51] <Ordinastie_> everybody
trashes it
L321[02:35:04] <sham1> Node, angluar,
fucking jQuery
L322[02:35:25] <Ordinastie_> meh, I never
liked jquery, I prefered MooTools :p
L323[02:35:29]
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L324[02:37:20] <Sandra> that's the
thing.
L325[02:37:22] <Sandra> about JS.
L326[02:37:26] <hch12907> did
RegisterModel(new ItemBlock(block), block.getRegistryName()),
aaaand the block's missing texture in MC
L327[02:37:34] <hch12907> *inventory, not
MC
L328[02:37:35] <Sandra> it's the only
choice for webdev.
L329[02:37:42] <Sandra> which is garbage
because it shouldn't be.
L330[02:37:48] <Sandra> it's
terrible.
L331[02:38:19] <Sandra> but then people
decide to use it on the backend because people want to only learn
one language.
L332[02:38:23] <Sandra> so then you get
WORSE.
L333[02:38:47] <McJty> MC is complaining
about a missing name in my loot table
L334[02:38:57] <McJty> But I basiclally
copied this from the vanilla zombie loot table
L336[02:39:02] <sham1> Yes
L337[02:39:10] <sham1> Javascript should
only be in wdev
L338[02:39:13] <sham1> And stay
there
L339[02:39:29] <hch12907> but JS+V8 is
fast
L340[02:39:34] <Sandra> ...
L341[02:39:38] <sham1> I don't care
L342[02:39:43]
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L343[02:39:44] <Sandra> y'know what's
faster? C.
L344[02:39:46] <sham1> It is outside of
its intended domain
L345[02:39:47] <Sandra> use C.
L346[02:39:48] <Sandra> :P
L347[02:39:52] <sham1> You know what is
even faster than C?
L348[02:39:55] <sham1> Assembly
L349[02:40:16] <sham1> My god will it go
fast
L350[02:40:37] <Sandra> alert(typeof NaN);
// number
L351[02:40:45] <Sandra> the type of not a
number is number. :P
L352[02:40:49] <sham1> Well,
technically
L353[02:41:09] <sham1> It is defined as a
number that comes from illegal operations as far as real numbers
are concerned
L354[02:41:37] <Ordinastie_> Sandra, what
type do you think Double.NaN is in java ?
L355[02:41:44] <sham1> Like the square
root of -1
L356[02:42:20] <Sandra> it is also given
as an error for other illegal operations I think.
L357[02:43:03] <sham1> Looking at my
javascript console on firefox, 1/0 is Infinity, as it is defined
that way
L358[02:43:37] <Sandra> wat.
L359[02:43:41] <Sandra> no it isn't.
L360[02:43:45] <Sandra> it's
undefined.
L361[02:43:54] <Sandra> that's different
to infinity.
L362[02:44:11] ⇦
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L366[02:46:28] <sham1> javascript
pls
L367[02:46:35] <Sandra> I mean at least
it's better than PHP.
L368[02:46:44] <Sandra>
mysql_real_escape_string
L369[02:46:48] <sham1> First of all,
that's not hard
L370[02:46:49] <Sandra> god fucking damn
it.
L371[02:47:04] <sham1> snake_case
annoys
L372[02:47:22] <zrneely> sham1, just fyi
JS isn't the ONLY choice for webdev anymore. You can theoretically
compile any LLVM language (C/C++, Rust, others) to webassembly, and
there's ongoing work to let it interact with the DOM. Everything's
still a WIP, buf maybe soon the age of js will be over :D
L373[02:47:57] <sham1> Most of the web
will still use javascript as they cannot be arsed to not to
L374[02:48:27] ⇦
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L375[02:48:36] <sham1> Companies do not
want to change
L376[02:48:59] <sham1> And all the
hipsters with their Macs and starbucks will still be using
Javascript because reasons
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L385[03:15:31] ***
kroeser|away is now known as kroeser
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L389[03:25:18] <Naiten> Hello \o
L390[03:26:44]
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L391[03:35:38] <Rushmead> If i want to add
a block which when you right click, the whole block physically
rotates by x degrees, how should i do that?
L392[03:36:07] <killjoy> use
blockstates
L393[03:36:18] <Ordinastie_> just change
the state
L395[03:36:22] <Rushmead> Like that
L396[03:36:27] <Rushmead> thats a render
of what i want
L397[03:36:37] <Ordinastie_> then you need
a TESR
L398[03:36:43] <killjoy> Yeah, use
blockstates with a rotated model
L399[03:37:38] <killjoy> So um.... is that
a recording of media player playing a recording?
L400[03:38:15] <Naiten> Is anybody here
good at Blender? I have some basic questions which i can't finds
answers for in google
L401[03:38:59] <Ordinastie_>
alternatively, if you don't want to use a TE with TESR, you can do
it the same way as sand falling
L402[03:39:16] <Ordinastie_> Naiten, I'm
not good at it, but ask anyway
L403[03:39:53] <Rushmead> killjoy, it was
a render in C4d. COuldnt find any Good AVI -> Gif
converters
L404[03:39:57] <Rushmead> so that was my
solution
L405[03:40:21] <killjoy> could just upload
the avi
L406[03:40:27] <Rushmead> E.h
L407[03:40:39] <killjoy> convert to
h.264
L408[03:40:42] <Rushmead> TBH didnt think
of that.
L409[03:40:42] <Rushmead> :P
L410[03:41:06] <Ordinastie_> at first I
was making gifs too
L411[03:41:18] <Ordinastie_> until I
realise that they were even heavier than the mp4
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L413[03:41:47] <Naiten> Ordinastie_, is
there a shortcut for disabling grid view? I mean planar grid in
orthographic views, and no, google is not helpful
L414[03:42:08] <Ordinastie_> the
visibility or the snapping?
L415[03:42:37] <Ordinastie_> or do you
mean disable the quad view ?
L416[03:43:38] <Naiten> i mean
visibility
L417[03:43:42] <Naiten> of the grid
L418[03:44:27] <Naiten> snapping is done
via ctrl or shift-tab and it's type via ctrl-shift-tab
L419[03:44:40] <Ordinastie_> N >
Display > Grid Floor ?
L420[03:45:15] <Ordinastie_> or maybe only
render
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L422[03:45:31] <Naiten> it toggles grid
floor
L423[03:45:35] <Naiten> not the planar
grid
L424[03:46:14] <Ordinastie_> Only render
seems to do what you want
L425[03:47:15] <Naiten> It's surprising
how such old and constantly-updated software can miss such basic
feature
L426[03:47:21] <Naiten> :/
L427[03:47:33] <Ordinastie_> the Only
render checkbox doesn't do what you want ?
L428[03:48:27] <Naiten> it does, but i
want to disable grid while editing, not while rendering
L429[03:49:03] <Ordinastie_> you can still
edit with it activated
L430[03:49:52] <Naiten> yeah, but my pc
won't handle that
L431[03:50:06] <Ordinastie_> handle what
?
L432[03:51:15] <Naiten> dynamic
rendering
L433[03:51:24] <Ordinastie_> I'm not
talking about rendering
L435[03:51:42] <Ordinastie_> I'm talking
about the checkbox "Only render" in Display
L436[03:52:05] <Naiten> ouups o3o
L437[03:52:26] <Naiten> sorry,
misunderstood that
L439[03:55:44] <Naiten> F key does fill,
but it creates two circle faces if all vertice are selected
L441[03:57:01] <Ordinastie_> I'd remove
the inner layer and extrude
L442[03:57:29] <Naiten> Well, i gonna to
extrude this afterward, so it should to be a ring.
L443[03:58:43] <Ordinastie_> select all
the outer vertices extrude, then scale down
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L446[03:59:39] <Naiten> Erm, what? What
will it give?
L447[04:00:06] <Ordinastie_> what you
want
L449[04:00:54]
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L450[04:02:01] <BordListian> you only
need
L451[04:02:09] <BordListian> 3 boxes for
that shape
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L454[04:03:55] <Naiten> BordListian, oh
heavens, this is a reference shape. it can be done via 3 boxes, but
i want to master the method so i can create more complex
shapes
L455[04:04:30] <Ordinastie_> you take the
outer layer of vertexes only, connected with edges of course
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L457[04:05:03] <Ordinastie_> then you
extrude, but instead of translating it, you scale it
L458[04:05:59] <BordListian> my autism
triggered when you said it can be done via tons of boxes
L459[04:06:47] <Ordinastie_> I actually
don't know how you would do that with 3 boxes only
L460[04:07:12] <Naiten> BordListian, well,
actually i did that via 3 boxes back in techne long ago and forgot
about that way
L461[04:07:31] <Naiten> BordListian, and
the reference ring was made by another guy
L462[04:08:27] ⇦
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L463[04:08:49] <BordListian> Ordinastie_,
texture with a hole
L464[04:09:10] <Rushmead> is it pop then
push?
L465[04:09:10] <Rushmead> or push then
pop?
L466[04:09:12] <BordListian> right, you
need like a few more boxes for the inside
L468[04:09:27] <Ordinastie_> Rushmead,
push pop
L469[04:09:44] <Rushmead> Thanks
L470[04:09:45] <Ordinastie_> then the
shape is not hollow
L471[04:10:06] <Ordinastie_> you'd need 3
more
L473[04:11:39] <Ordinastie_> well, 6 boxes
with the hollow modifier, I don't now how many faces it would
actually result
L474[04:12:05] <Naiten> why would it need
hollow modifier?
L475[04:12:19] <Ordinastie_> to make the
hole in the middle
L476[04:12:21] <Naiten> only inner ones
will need
L477[04:12:23] <BordListian> 6*3 +
6*4
L478[04:12:34] <BordListian> errr
L479[04:12:38] <BordListian> 3*3 +
3*4
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L481[04:13:31] <Ordinastie_> but anyway,
what you need is to extrude twice
L483[04:13:56] <Naiten> box selection +
Fill twice
L484[04:14:34] <Ordinastie_> if you don't
plan to draw it as a block
L485[04:15:15] <Naiten> yep
L486[04:15:28] <Naiten> just for
in-blender rendering purposes
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L491[04:26:30] <ghz|afk> OrionOnline: you
have to registerVariantName for all variants you will use
L492[04:26:46] <OrionOnline> I have, but
is is looking for the default one......
L493[04:26:50] <OrionOnline> And i donnot
use that one.
L494[04:26:55] <OrionOnline> Is there a
way to remove it
L495[04:27:13] <ghz|afk> uh?
L496[04:27:29] <ghz|afk> there's no
default one
L497[04:27:40] <ghz|afk> did yo ucall
setCustomModelResourceLocation too?
L499[04:28:18] <OrionOnline> ghz|afk, am i
missing something here?
L500[04:28:23] <ghz|afk> oh it's a
block
L501[04:28:30] <ghz|afk> no idea if/how it
works with blocks
L502[04:28:33] <ghz|afk> never used it
with a block
L503[04:29:14] <Ordinastie_> god, that's
such a mess :x
L504[04:29:22] <OrionOnline> Ordinastie_,
i am testing
L505[04:29:23] <OrionOnline> .....
L506[04:29:30] <OrionOnline> It is
supposed to be a mess... :P
L507[04:29:45] <Ordinastie_> I didn't
imply you were at fault
L508[04:29:49] <Ordinastie_> I blame the
models
L509[04:29:53] <ghz|afk> OrionOnline: jsut
to confirm, are you calling setCustomModelResourceLocation for
it?
L510[04:29:56] <OrionOnline> I do
too...
L511[04:30:06] <OrionOnline> ghz|afk, does
not ring a bell
L512[04:30:18] <ghz|afk> I mean, you
shouldn't.
L513[04:30:21] <OrionOnline> The only
thing iu am doing to those models is what i just send you
L514[04:30:57] <ghz|afk> yeah no
idea
L515[04:31:04] <OrionOnline> weird i will
debug it a bit
L516[04:31:06] <ghz|afk> the only mesh
definition I have used is this
L518[04:32:37] <OrionOnline> No clue what
i am doing wrong here , might not reallky support doing this for
blocks
L519[04:32:51] <Ordinastie_> to me it
sounds odd you need to use both ModelLoader.setCustomMeshDefinition
and ModelBakery.registerItemVariants
L520[04:33:01] <ghz|afk> nono you do
not
L521[04:33:02] <OrionOnline> Ordinastie_,
that is what i am doing...
L522[04:33:04] <ghz|afk> wait
L523[04:33:05] <ghz|afk> yes you do
L524[04:33:13] <ghz|afk> the idea is
L525[04:33:21] <ghz|afk>
setCustomMeshDefinition works at runtime
L526[04:33:29] <OrionOnline> I am calling
the setCustomMeshDefintion and directly afterwards the
registerItemVariants
L527[04:33:34] <ghz|afk> so mc does not
know which models it will have to load
L528[04:33:43] <OrionOnline> Yet it still
tries to lookup that one variant that is registered by
default
L529[04:33:48] <ghz|afk> so you need
registerItemVariants
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L531[04:33:56] <ghz|afk> in order to add
those model locations to the list of dependencies
L532[04:34:00] <ghz|afk> keep in mind
Ordinastie_
L534[04:34:18] <ghz|afk> you used to have
to call addVariantName for EACH model you wanted to load
L535[04:34:18] <OrionOnline> It is just
not removing the original location
L536[04:34:25] <ghz|afk> before
setCustomModelResourceLocation was introduced
L537[04:34:28] <ghz|afk> it now calls that
for you
L538[04:34:45] <ghz|afk> but it can't call
it for you, if there's no explicit list to add
L539[04:35:00] <ghz|afk> so when you work
with ItemMeshDefinition, you have to provide the model list
manually
L540[04:35:06] <Ordinastie_> hum, I only
use setCustomMeshDefinition but maybe that's because I don't load
models
L542[04:35:34] <ghz|afk> OrionOnline:
what
L543[04:35:44] <ghz|afk> wait
L544[04:35:45] <ghz|afk> wtf
L545[04:35:49] <ghz|afk> that's not how it
works, OrionOnline
L546[04:35:55] <Ordinastie_> actually, not
really, I do insert the model into the registry on the
bakeEvent
L547[04:35:59] <ghz|afk> you haveto
provide the names that ItemMeshDefinition will use
L548[04:36:23] <OrionOnline> ghz|afk,
what?
L549[04:36:29] <ghz|afk> wait
nevermind
L550[04:36:33] <ghz|afk> sorry I just woke
up
L551[04:36:42]
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L554[04:37:17] <ghz|afk> OrionOnline: yeah
as I said, I don't know if you can change the file that's used for
models in blocks.
L555[04:37:34] <Wuppy> lol... I'm looking
through some freelancing projects
L557[04:37:42]
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L558[04:37:43] <Wuppy> someone wants a
game similar to pokemon, budget: 10 to 30 dollars
L559[04:37:49] <ghz|afk> OrionOnline:
can't you go through the blockstates file? just providing variant
strings from the blockstates file?
L560[04:37:53] <Wuppy> bids: around 20.000
:P
L561[04:38:10] <ghz|afk> oh I see
L562[04:38:19] <ghz|afk> your state mapper
IS changing the filename, too
L563[04:38:22] <OrionOnline> ghz|afk,
nope, to many parameters for Forge and way to many for vanilla
type
L564[04:38:59] <OrionOnline> ghz|afk, so i
use the state mapper to take one variable out and spread it to many
files which then use Forges Submodel system to load a particular
version of the OBJ model
L565[04:39:07] <Ordinastie_> ^ and that's
why I keep saying the system is really bad
L566[04:39:14] <Ordinastie_> everybody
struggles to make it work
L567[04:39:16] <OrionOnline> Ordinastie_,
it really is
L568[04:39:22] <ghz|afk> Rushmead:
"inventory" has to be a standalone variant string
L569[04:39:27] <ghz|afk> that means it
needs [] around it
L570[04:39:34] <ghz|afk>
"inventory" [{ ... }]
L571[04:39:40] <ghz|afk> otherwise
L572[04:39:45] <ghz|afk> the loader things
there's an "inventory" property
L573[04:39:48] <OrionOnline> It is broken
as hell, if somebody tells me differently they are wrong. It works
but is not user friendly
L574[04:39:48] <ghz|afk> with
"model" as a value
L575[04:39:51] <ghz|afk> and it will
generate
L576[04:40:05] <ghz|afk>
"brightness=0,facing=north,inventory=model"
L577[04:40:07] <ghz|afk> rather than
L578[04:40:11] <Ordinastie_> that's why I
made an alternative, but nobody wants hard dep :(
L579[04:40:14] <ghz|afk>
"brightness=0,facing=north", with "inventory"
on the side
L580[04:40:37] <ghz|afk> Ordinastie_: the
system is simply not designed for a block that uses different
filenames for different blockstates.
L581[04:40:50] <ghz|afk> I'm not saying
it's good, just not THAT bad
L582[04:41:06] <ghz|afk> people simply
find ways to twist the system into doing things it was not supposed
to do
L583[04:41:20] <ghz|afk> in that
case
L584[04:41:34] <Ordinastie_> it's the
system's fault not to be flexible enough
L585[04:41:44] <ghz|afk> if he has so many
blockstate variants, that he can't possibly have them all in one
blockstates json... may have been worth splitting them into
different actual blocks.
L586[04:42:37] <Ordinastie_> forge should
have introduced a complete separate hook that would have permeitted
better API instead of trying to piggy back on the vailla
system
L587[04:43:21] <OrionOnline> ghz|afk, no
it can handle different blockstate files, that is what vanilla is
doing
L588[04:43:42] <OrionOnline> I am just
missing a call somewhere to make it remove that first one
L589[04:43:52] <ghz|afk> that's the
thing
L590[04:44:00] <ghz|afk> there is not
supposed to be a "first one"
L591[04:44:09] <ghz|afk> you should simply
call setCustomMeshDefinition
L592[04:44:20] <ghz|afk> and
registerVariantNames(<allthe model variants used
here>);
L593[04:44:32] <ghz|afk> at least for
non-block items, that works.
L595[04:44:48] <ghz|afk> can you do me a
favor?
L596[04:44:55] <OrionOnline> Finally 3D
models for my Armors
L597[04:44:59] <OrionOnline> ghz|afk,
sure
L598[04:45:10] <ghz|afk> register a new
useless item
L599[04:45:24] <ghz|afk> uselessItem = new
Item().setRegistryName("useless").setUnlocalizedName("useless");
L600[04:45:27] ⇦
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L601[04:45:34] <ghz|afk>
GameRegistry.register(uselessItem);
L602[04:45:36] <ghz|afk> and then
L603[04:45:48] <ghz|afk> call that
setCustomMeshDefinition, on the useless item
L604[04:45:51] <ghz|afk> see if it works
then
L605[04:46:00] <ghz|afk> we'll remove
variables that way
L606[04:46:07] <ghz|afk> we'll know it's
not the itemblock's fault
L607[04:46:10] <ghz|afk> or we will know
it is
L608[04:46:29] <OrionOnline> Give me a
sec
L610[04:46:41] <ghz|afk> Rushmead: did you
read what I said?
L611[04:46:45] <Rushmead> Yeah
L612[04:46:47] <Rushmead> i added
that
L614[04:47:11] <ghz|afk> can you show me
your blockstates file again?
L615[04:47:15] <ghz|afk> (the updated
one)
L617[04:48:36] <ghz|afk>
"model":"cube_all" is useless inside the
"inventory" variant, btw
L618[04:48:43] <ghz|afk> since it's
already in "defaults"
L619[04:48:44] <Rushmead> Oh ok
L620[04:48:46] <ghz|afk> but that's not
your issue
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L622[04:50:45] <ghz|afk> Rushmead: what's
the path/filename of the blockstates file?
L623[04:50:57] <ghz|afk> wait
nevermind
L624[04:51:01] <Rushmead>
src/main/resources/assets/stagelights/blockstates
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L626[04:51:31] <OrionOnline> ghz|afk, with
the uselessitem it does NOT throw the exception
L627[04:51:41] <OrionOnline> So it is
ItemBlock that is doing something weird
L628[04:52:10] ⇦
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L629[04:52:36] <ghz|afk> OrionOnline:
though so... sorry can't help with that
L630[04:52:45] <ghz|afk> Rushmead: I have
no idea what's going on
L631[04:52:45] <OrionOnline> It is
okey
L632[04:52:51] <OrionOnline> I will wait
for fry untill he is back
L634[04:55:26] <BordListian> really
L635[04:55:37] <BordListian> i have no
idea why i'm making myself so busy with trying to copy redstone
wire
L636[04:55:42] <BordListian> when i can
just write a weaker variant
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L642[05:25:49] <Aroma1997> umm, what do I
need to do to have a in-world-block have a texture?
L643[05:26:08] <Aroma1997> This has all
changed since I last used to do things like that.
L644[05:26:45] <BordListian> need a model
and a blockstate
L645[05:27:09] <BordListian> the model
defines the textures
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L656[05:48:55] <CsokiCraft> How do I get a
list of all entities within a chunk?
L657[05:50:45]
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L660[05:59:10] <JakesDen> Anyone here able
to help with the development of our minecraft mod?
L661[06:00:18] <ghz|afk> yes that's what
the channel is about
L662[06:00:28] <ghz|afk> so far as
"help" means, you ask questions
L663[06:00:41] <ghz|afk> if you want help
as in "someone program this for me", then that's another
story ;P
L664[06:01:04] <ghz|afk> and generally
requires that either the idea be really interesting, or you start
waving money around ;P
L665[06:01:14] <ghz|afk> but yeah
L666[06:01:15] <ghz|afk> just ask
L667[06:01:36] <ghz|afk> CsokiCraft: don't
feel ignored, I just don't know the answer to your question
;P
L668[06:02:19]
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L670[06:02:30] <JakesDen> as in we need a
few people to help with the development of our minecraft mod, wiki
writers and bug testers and programmers
L672[06:02:47] <ghz|afk> in th at
case
L673[06:02:53] <ghz|afk> you should
explain what your mod is about
L674[06:02:58] <ghz|afk> and see if
anyone's interested
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L676[06:03:20] <ghz|afk> people will not
bother clicking the link
L677[06:03:23] <ghz|afk> unless you give
them a reason to
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L679[06:04:49] <JakesDen> It is to add
some handy crafting recipes to modded minecraft packs like ftb
infinity, it will hopefully have some cool intergrations with other
mods like thermal expansion for crafting and rf/eu/whatever powered
blocks and items.
L680[06:05:04] <Koward> Just to be sure,
there's nothing that allows to add components to any block or item
and query them later ?
L681[06:05:22] <ghz|afk> Koward: what do
you mean by components?
L682[06:05:33] <BordListian> CsokiCraft,
build an AABB based on the chunkpos
L683[06:05:43] <ghz|afk> Forge 1.8.9 and
newer has the Capability system
L684[06:06:00] <ghz|afk> which lets you
attach "components" to Entities, TileEntities, and
ItemStack
L685[06:06:00] <ghz|afk> s
L686[06:06:09] <JakesDen> the mod is for
minecraft 1,10 btw
L687[06:06:11] ⇦
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L688[06:06:12] <ghz|afk> so it may be what
you want
L689[06:06:20] <Koward> Imagine I want to
add some weight value to all items. Obviously I won't extend every
single item to add this behavior.
L690[06:06:39] <BordListian> you can use
getXStart() and getXEnd() and analog for z and for y you can just
put 0 and 255
L691[06:06:39] <ghz|afk> ah well
L692[06:06:50] <ghz|afk> if that's the
case
L693[06:06:58] <ghz|afk> then you probably
want a lookup
L694[06:07:12] <ghz|afk> a
Map<ItemStack, Integer> or similar
L695[06:07:22] <ghz|afk> that tells you
what the weight is
L696[06:07:31] <ghz|afk> for each
Item+meta pair
L697[06:07:45] <ghz|afk> (or Item+meta+nbt
-- it's up to the mods how they define what a subitem is)
L698[06:07:47] ⇦
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L699[06:07:57] <BordListian> JakesDen, i'm
primarily wondering how you're going to support Thermal Expansion
on 1.10
L700[06:08:36] <JakesDen> Bordlistian,
?
L701[06:08:50] <BordListian> JakesDen>
the mod is for minecraft 1,10 btw
L702[06:08:58] <ghz|afk> Thermal Expansion
hasn't been updated past 1.7.10
L703[06:09:04] <Koward> And the capability
system do not allow that ?
L704[06:09:05] <JakesDen> 1.7.10
L705[06:09:06] <ghz|afk> and the CoFH team
seem to be reluctant to upgrading
L706[06:09:14] <JakesDen> arg i keep
typing the wrong thing :)
L707[06:09:38] <ghz|afk> Koward: the
capability system allows attaching data to one specific stack or
tileentity
L708[06:09:43] <ghz|afk> not to "all
of them that share a subitem"
L709[06:09:55] <ghz|afk> it may still be
useful to you
L710[06:10:16] <ghz|afk> if you want to
allow modifying the weight somehow
L711[06:10:30] <ghz|afk> then you could
have a "WeightCapability" that stores this value
L712[06:10:47] <ghz|afk> but you WILL
still need a lookup table
L713[06:10:50]
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L714[06:11:09] <ghz|afk> where you store
the weight that corresponds to each item/subitem
L715[06:11:20] <sham1> <ghz|afk> and
the CoFH team seem to be reluctant to upgrading
L716[06:11:24] <sham1> What else is
new
L717[06:11:40] <ghz|afk> nothing, I'm just
explaining it to someone who hasn't been around he past 2
yaers
L718[06:11:40] <ghz|afk> ;P
L719[06:11:49] <Koward> ^correct
L720[06:12:15] <Koward> Future is so
cool.
L721[06:12:51] <JakesDen> anyone
interested in helping developing our mod?
L722[06:13:07]
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L723[06:13:12] <sham1> Sure
L724[06:13:14] <sham1> What will you
pay
L725[06:13:30] <JakesDen> I have no money
sorry
L726[06:13:55] <ghz|afk> JakesDen: side
note: you can easily add recipes to a pack using
Minetweaker/modtweaker
L727[06:13:58] <JakesDen> i just want
people who would be able to do it for free
L728[06:14:02] <JakesDen> i know
L729[06:15:00] <JakesDen> we have just
crafting recipies for now but have ideas for tools, items and
armour and usefull blocks
L730[06:15:19] <BordListian> would you
like to make all this stuff for me for free?
L732[06:16:25] <ghz|afk> I'm saying that
because
L733[06:16:36] <ghz|afk> "adding
recipes and such" is the boring part of modding ;P
L734[06:16:40] <JakesDen> But can that
intergrate with other mods like thermal expantion
L735[06:16:44] <JakesDen> ?
L736[06:16:46] <ghz|afk> so you won't find
a lot of people interested
L737[06:16:46] ⇦
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L738[06:17:03] <ghz|afk> what do you mean
"integrate with"?
L739[06:17:08] <ghz|afk> adding a custom
item is just a custom item
L740[06:17:11] <JakesDen> it isnt going to
be mostly recipies
L741[06:17:12] <ghz|afk> it's the recipes
that are the integration
L742[06:17:25] <BordListian> no it won't
store RF, if that's what you're trying to do
L743[06:17:34] <JakesDen> and rf powered
blocks/items that do cool stuff
L744[06:17:40] <ghz|afk> well
L745[06:17:41] <ghz|afk> then
L746[06:17:43] ⇦
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L747[06:17:44] <ghz|afk> you should start
from what
L748[06:17:47] <ghz|afk> ;P
L749[06:17:52] <ghz|afk> that*
L750[06:17:57] <ghz|afk> you did say
L751[06:18:05] <ghz|afk> [13:05]
(JakesDen): It is to add some handy crafting recipes to modded
minecraft packs like ftb infinity, it will hopefully have some cool
intergrations with other mods like thermal expansion for crafting
and rf/eu/whatever powered blocks and items.
L752[06:18:24] <ghz|afk> that's why I said
you can just do that with minetweaker and modtweaker
L753[06:18:43] <ghz|afk> but if you want
actual machines that do things
L754[06:18:53] <ghz|afk> then that's what
you should be advertising ;P
L755[06:19:57] <JakesDen> i am discussing
a name change to make it sound more like something that would have
machines
L756[06:20:24] <JakesDen> unfortuantly the
mod develpor on the team is at a complitly diffrent time zone from
me
L757[06:20:29] <ghz|afk> What is the theme
of the mod? What kinds of machines? Why is it better than similar
mods that already exist? Do you want just people to program? In
that case, will you be providing textures and icons?
L758[06:23:55] <JakesDen> I will be doing
the textures and icons, we just need people to program.
L759[06:26:03] <sham1> Who is this
"we"
L760[06:26:17] <sham1> I thought you
already had a programmer
L761[06:28:01] <JakesDen> We do but we
need another as our current one doesnt have too much time atm
L762[06:28:04] <JakesDen> gtg
L763[06:28:10]
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L765[06:28:42] <hch12907> are there
changes to block-in-inventory model in 1.10?
L766[06:29:09] <hch12907> all my blocks is
missing texture in inventory
L767[06:29:36] <BordListian> did you
register the itemblock model?
L768[06:31:12] ⇦
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L769[06:33:01] <OrionOnline> I need to
improve the rendering of my fluid conduits.....
L770[06:34:52] <ghz|afk> hch12907: not
from 1.9.4
L771[06:35:01] <ghz|afk> so WHAT are you
upgrading from?
L772[06:35:09] <ghz|afk> we don't have
superpowers
L773[06:35:16] <ghz|afk> provide the full
context
L774[06:35:20] <ghz|afk> you know what
your mod was before
L775[06:35:21] <ghz|afk> we do not.
L776[06:35:57] <BordListian> redstone wire
produces strong power in the block below it and the block it's
facing, right?
L777[06:36:07] <BordListian> or is it weak
power?
L778[06:36:28] <ghz|afk> it provides
strong power to the block it's pointing at, but I don't think it
powers the block below strongly
L779[06:36:45] <ghz|afk> if that was the
case, it would also affect the block below that
L780[06:36:51] <BordListian> ah
L781[06:36:55] <BordListian> wait
L782[06:36:57] <BordListian> does it
not?
L783[06:37:13] <ghz|afk> does it?
L784[06:37:16] <BordListian> if you put a
piston on the side of the block the redstone wire is on
L785[06:37:18] <ghz|afk> my redstone
knowledge is rather lacking
L786[06:37:23] <BordListian> it should
activate
L787[06:37:24] <hch12907> ghz, updating
from 1.9.4
L788[06:37:32] <ghz|afk> yes but pistons
activate diagonally even if there isn't a block
L789[06:37:37] <ghz|afk> so dunno
L790[06:37:44] <BordListian> ???????
L791[06:37:55] <ghz|afk> read about
quasi-connectivity
L792[06:37:57] <ghz|afk> that whole thing
is a mess
L793[06:38:20] <BordListian> it does power
it strongly
L794[06:38:42] <BordListian> the block
beneath the block the wire rests on will also be powered
L795[06:39:09] <ghz|afk> uh not here
L796[06:39:16] <ghz|afk> in vanilla
L797[06:39:19] <ghz|afk> I placed
L798[06:39:30] <BordListian> was that
changed recently???
L799[06:39:32] <ghz|afk> redstone, solid
block, redstone, redstone torch
L800[06:39:39] <ghz|afk> the redstone
below does NOT power
L801[06:39:44] <ghz|afk> so the block
below is NOT strongly powered
L802[06:39:58] <BordListian> a redstone
lamp will power though, will it?
L803[06:40:03] <ghz|afk> dispensers and
pistons activate dueto quasi-connectivity
L804[06:40:05] <BordListian> okay do
consumers accept weak power then?
L805[06:40:09] <ghz|afk> NOt due to strong
powering
L806[06:40:26] <BordListian> mojang
why
L807[06:41:10] <ghz|afk> redstone is a
mess.
L808[06:42:03] <ghz|afk> hmm actually I
may be wrong on this
L809[06:42:04] <ghz|afk> dunno
L810[06:42:06] <ghz|afk> it's all
messy
L811[06:42:28] <ghz|afk> yeah nevermindw
hat I said
L813[06:42:34] <BordListian> this is
completely retarded
L814[06:42:37] <ghz|afk> redstone doesn't
activate by weak power, it seems
L815[06:42:44] <BordListian> yeah
L816[06:42:57] <ghz|afk> the block IS
strongly powered
L817[06:43:06] <sham1> You mean redstone
lamps do not activate by weak power?
L818[06:43:12] <ghz|afk> no, redstone
dust
L819[06:43:14] <BordListian> they do
L820[06:43:23] <BordListian> redstone dust
doesn't activate on weak power
L821[06:43:24] <BordListian> honk
L822[06:43:54] <BordListian> pistons
actvate on even less than weak power lmao
L823[06:43:55]
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L824[06:44:09] <ghz|afk> pistons activate
if the block ABOVE THEM is being weakly powered
L825[06:44:14] <BordListian> meme
power
L826[06:44:19] <ghz|afk> even if the block
above is AIR!
L827[06:44:27] <sham1> Wat
L828[06:44:31] <ghz|afk> yup
L829[06:44:33] <BordListian> kill me
L830[06:44:36] <ghz|afk> that's the
concept of quasi-connectivity
L831[06:44:37] <sham1> Okay
L832[06:44:45] <ghz|afk> a weakly-powered
air block on top of a piston STILL POWERS THE PISTON
L833[06:44:50] *
sham1 shoots a shotgun at BordListian
L834[06:45:48] <BordListian> i have armor,
pagan
L835[06:47:07] ⇦
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seconds)
L836[06:47:11] <sham1> Well why not take
it off
L837[06:47:11] ⇦
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L838[06:47:16]
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L839[06:47:28] <BordListian> because that
would leave me vulnerable to bullets and heretics
L840[06:49:47] ⇦
Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 202
seconds)
L841[06:49:56] <sham1> <BordListian>
kill me
L842[06:49:59] <sham1> This does not add
up
L843[06:50:31] <ghz|afk> you have to smite
him wit hall the power of your beliefs
L844[06:50:37] <ghz|afk> that's the only
thing that will bypass the armor
L845[06:52:09] ***
Kolatra is now known as Kolatra|away
L846[06:52:11]
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L851[06:57:28] <MalkContent> everything
but redstone dust activates on weak power
L852[06:57:47] <Intektor> how can I do a
blurred effect in 2D?
L853[06:58:15] <MalkContent> you mean like
a screenwide blur?
L854[06:58:19] <Intektor> yes
L855[06:58:30] <MalkContent> pretty sure
there's shaders for that
L856[06:58:40] <BordListian> your beliefs
are worthless in my world normie
L857[06:58:49] <Intektor> how can activate
these shaders?
L858[06:58:57] <MalkContent> if not you
can look in thaumcraft code. he's got a potioneffect that blurs the
screen
L859[06:59:04]
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L860[06:59:46]
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L861[07:00:30] <MalkContent> ghz: how do
you apply weak power to an air block?
L862[07:00:45] <ghz|afk> MalkContent: you
don't apply it
L863[07:00:46] <ghz|afk> it's like
L864[07:00:52] <MalkContent>
redstonewire->fullblock->air ?
L865[07:00:54] <MalkContent> dust*
L866[07:01:06] <ghz|afk>
"isWeaklyPowered" is a function, that checks if any
neighbour is strong powered
L867[07:01:28] <ghz|afk> oh you mean how
you make it happen
L869[07:04:11] <MalkContent>
interesting
L870[07:04:26] <ghz|afk> wat .... I just
realized comparators can BUD
L871[07:04:59] <ghz|afk> I didn't know
that was a thing ;P
L872[07:05:21] <BordListian> didn't know
non-transparent could be powered
L873[07:06:00] <MalkContent> you mean
transparent i recon
L874[07:06:29] <BordListian> yes
L875[07:06:40] <MalkContent> i gotta play
around with this
L876[07:06:43] <BordListian> my inability
to form coherent anything today is amazing
L877[07:06:48] <MalkContent> but i doubt
it works with anything but air in that sense
L878[07:07:12] <MalkContent> as long as
your poop is still coherent, don't worry about it ^^
L879[07:08:09] <BordListian> aw hell naw
man that's disgusting
L880[07:11:39]
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L881[07:13:12] ⇦
Quits: cpup (~cpup@32.218.118.34) (Ping timeout: 186
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L882[07:17:47] ⇦
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L883[07:18:47]
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L884[07:19:19] <Intektor> I dont want the
player to swing when he left clicks my item
L885[07:19:24] <Intektor> how can I do
this?
L886[07:19:27] <Naiten> Meanwhile, yet
another modder plans on creating his 'very own' power system
too
L887[07:19:29]
⇨ Joins: alekso56
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L889[07:20:17] <luacs1998> lol
L891[07:20:22] <luacs1998> they're all
over the place
L892[07:20:43] <luacs1998> on a side note
i'm lurking in the pokemongodev discord watching people reverse
engineer the PoGo API
L893[07:20:55] <LatvianModder> lol
L894[07:20:57] <luacs1998> i wonder if
this was what the initial days of mcp felt like
L895[07:22:02] <ghz|afk> Naiten: that's
not necessarily bad
L896[07:22:19] <ghz|afk> maybe it's time
for a whole bunch of new power systems to pop up
L897[07:22:20] <sham1> Wait
L898[07:22:34] <sham1> Are some people
trying to reverse engineer Pokémon Go?
L899[07:22:40] <Intektor> ghz|afk, do you
know how to stop the player from swinging
L900[07:22:51] <ghz|afk> Intektor: not
really
L901[07:23:10] <Naiten> ghz|afk, welp. I
consider no power system will suit my demands, thus I want to
implement my wery own one
L902[07:23:39] <ghz|afk> and that's
ok
L903[07:23:42] <ghz|afk> i have my own
power api
L904[07:23:44] <ghz|afk> and my own item
api
L905[07:24:10] <ghz|afk> what are your
needs, though?
L906[07:24:24] ⇦
Quits: hch12907 (~hch12907@110.159.79.198) (Ping timeout: 186
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L907[07:24:28] <Naiten> problem is, I'm
not that good at programming to make API yet -.-
L908[07:24:29] <Naiten> well
L909[07:25:04] <Subaraki> hey guys,
problem with linux, it doesnt detect the mod I put it my
eclipse
L910[07:25:15] <Subaraki> is there
something special i need to de ?
L911[07:25:17] <Subaraki> do*
L912[07:25:22] *** V
is now known as Vigaro
L913[07:25:30] <ghz|afk> openjdk or oracle
jdk?
L914[07:25:35] <sham1> What do you mean
detect
L915[07:25:43] ⇦
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L916[07:25:48] <sham1> Also, oracle JDK is
a pain in the ass
L917[07:25:53] <sham1> For Linux
L918[07:26:17] <Naiten> i don't have exact
list atm, 'cause i'm not going to do that right now. Got to
implement more basic features first... It will involve different
energy types though, mechanical and steam at first.
L919[07:26:54] <Intektor> I dont want,
that every time the nbt tag changes this swing starts again
L920[07:27:00] <Intektor> or whatever this
is called
L921[07:27:14] <Intektor> how can I
prevent the player from doing this
L922[07:27:40]
⇨ Joins: CoderPuppy (~cpup@32.218.112.253)
L923[07:28:26] <ghz|afk> Intektor:
wait
L924[07:28:27] <sham1> I really do wonder
how the human race has survived this far with having people not
realise that "dihydrogen monoxide" is water
L925[07:28:42] <sham1> Some people not
realise*
L926[07:28:52] <ghz|afk> Intektor: if you
want it to stop from re-swinging when the nbt changes
L927[07:28:55] <ghz|afk> I did do that in
my mod
L928[07:29:01] <ghz|afk> it's not
pretty.
L929[07:29:14] <Intektor> i don't case
:
L930[07:29:16] <Intektor> care :D
L931[07:29:34]
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L932[07:29:38] ⇦
Quits: JamEngulfer
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L934[07:29:57] <ghz|afk> ignore the
name
L935[07:30:02] <ghz|afk> that file has two
purposes
L936[07:30:15] <ghz|afk> first, the spell
input
L937[07:30:31] <ghz|afk> (while in use,
the hotbar slots become spell input keys)
L938[07:30:49] <ghz|afk> and the second,
is to avoid reequip/reswing when NBT changes
L939[07:31:19] <ghz|afk> if you take that
code and remove everything that makes use of the key
interceptors
L940[07:31:28] <ghz|afk> what remains
should be the reswing prevention
L941[07:31:47] ⇦
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L942[07:32:31] ⇦
Quits: cpup (~cpup@32.218.112.236) (Ping timeout: 384
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L943[07:32:40] <Intektor> hm
L944[07:32:45] <Intektor> is this only
client side?
L945[07:32:57]
⇨ Joins: whispy
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L946[07:33:13] <Subaraki> ghz|afk, sham1 ,
i got a modfile, with @mod annotation, right ? and when i launch
the game, it detects forge, mcp, etc, but not my mod
L947[07:33:21] <Subaraki> aaha, whispy is
here !
L948[07:33:26] <Subaraki> she has the
linix problem ^
L949[07:33:31] <sham1> Show your
repository and how it is laid out
L950[07:33:31] <Subaraki> linux *
L951[07:33:43] <Subaraki> it works for me
really x)
L952[07:33:48] <Subaraki> she just cloned
my git
L953[07:33:59] <sham1> One does not simply
clone git
L954[07:34:07] <sham1> One clones a
repository using git
L955[07:34:08] <sham1> But not git
L956[07:34:12] <Subaraki> xD
L957[07:34:14] <Subaraki> sorry, my bad
x)
L958[07:34:16] <sham1> If we want to be
pedantic
L959[07:34:36] <Subaraki> you can be
pedantic all you want ^w^
L960[07:35:07] <Subaraki> wait, whisp
can't talk in this channel ? ._.
L961[07:35:46] <sham1> They are using
webchat
L962[07:35:54] <sham1> WebChats are
muted.
L963[07:36:00] <sham1> From the
/topic
L964[07:37:29]
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L965[07:37:36] <Naiten> is there a way to
force the client to reload my assests (.json forgeblockstates
especially) without actually restarting it? for development
purposes
L966[07:38:03]
⇨ Joins: RANKSHANK_mob1
(~RANKSHANK@pa49-180-159-21.pa.nsw.optusnet.com.au)
L967[07:38:26] <luacs1998> sham1, yep
/r/pokemongodev
L968[07:38:42] <raoulvdberge> Naiten: yup
in intellij press ctrl f9 and do F3+T ingame
L969[07:41:13] ⇦
Quits: whispy
(webchat@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr) (Quit: Web
client closed)
L970[07:41:19] <Naiten> raoulvdberge, you
da reel mvp!
L971[07:42:05]
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L972[07:44:36]
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L973[07:46:57] <BordListian> >recursive
fonts
L974[07:47:01] <BordListian> what fresh
hell is this
L975[07:47:29] <sham1> Wait until you hear
about turing complete fonts
L976[07:48:11] ⇦
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L977[07:49:11] <BordListian> >music
notation is turing complete
L978[07:49:20] <BordListian> well
then
L979[07:49:32] <ghz|afk> uhm
L980[07:49:43] <ghz|afk> I don't believe
music notation has the facility to write values?
L982[07:50:16] <sham1> The pressure
changes in a medium ;)
L983[07:50:28] <sham1> That could be said
to be writing values to something
L984[07:50:29] <ghz|afk> sham1: but you
don't read that as part of the notation
L985[07:50:37] <ghz|afk> "if someone
is playing a B#7, do X"
L986[07:50:57] <diesieben07> "The
John Cage instruction"
L987[07:50:59] <diesieben07> i'm
dying
L988[07:51:02] <BordListian> CSS is
apparently also turing complete
L989[07:51:19] <ghz|afk> ahhh
L990[07:51:27] <sham1> CSS3 paired with
HTML5
L991[07:51:30] <ghz|afk> they ADD a
"turning fork" instruction that knows if something is
being played
L992[07:51:31] <ghz|afk> pff
L993[07:51:33] <ghz|afk> cheaters.
L994[07:51:57] <sham1> C++ templates are
turing complete
L995[07:52:03] <diesieben07> uh
L996[07:52:08] <sham1> Yes they are
L997[07:52:14] <diesieben07> i would do
the musical notation stuff differently
L998[07:52:22] <diesieben07> if it sounds
good in the end => true
L999[07:52:25] <diesieben07> if it sounds
shit => false
L1000[07:52:34] <Subaraki> SO, i've read
up on capabilties
L1001[07:52:40] <diesieben07> Quantum
computing 2.0
L1002[07:52:45] <diesieben07> now based
on personal opinion
L1003[07:52:54] <Subaraki> and I do not
know now how I need to register my class that extends
itemstackhandler
L1004[07:52:56] <Subaraki> o.O
L1005[07:53:00] <ghz|afk> what
L1006[07:53:11] <ghz|afk> that means you
did not understand capabilities, lol
L1007[07:53:14] <diesieben07> Subaraki,
you make a field of type Capability<YourClass>
L1008[07:53:15] <BordListian> also,
here's CSS3
L1010[07:53:16] <diesieben07>
static
L1011[07:53:20] <Subaraki> yeah, i said i
just read them x)
L1012[07:53:21] <diesieben07> you put
@CapabilityInject on it
L1013[07:53:28] <diesieben07> then you
call CapabilityManager.register
L1014[07:53:40] <BordListian> apparently
the mov instruction in x86 is also turing complete
L1015[07:53:42] <ghz|afk> Subaraki: what
are you trying to do?
L1016[07:53:51] <diesieben07> your mom is
turing complete
L1017[07:53:57] <Subaraki> register
it.
L1018[07:54:01] <ghz|afk> no I mean
L1019[07:54:04] <Subaraki> this is th
eclass
L1020[07:54:04] <diesieben07> > then
you call CapabilityManager.register
L1021[07:54:04] <Subaraki> public class
RpgPlayerInventory extends ItemStackHandler implements
ICapabilityProvider, INBTSerializable<NBTTagCompound>{
L1022[07:54:04] <Subaraki>
L1023[07:54:08] <ghz|afk> are you
creating your own capability?
L1024[07:54:09] <diesieben07> oh
god
L1025[07:54:23] <diesieben07> dont
implement ICapProvider on the capabiulity itself...
L1026[07:54:26] <ghz|afk> Subaraki: that
looks wrond in many levels
L1027[07:54:28] <Subaraki> okay .8.
L1028[07:54:30] <ghz|afk> wrong*
L1029[07:54:32] <Subaraki> yeah, ikr
!
L1030[07:54:35] <ghz|afk> Subaraki: as I
said
L1031[07:54:38] <ghz|afk> WAHT areyou
trying to achieve?
L1032[07:54:39] <diesieben07> the
provider is what *provides* the capability
L1033[07:54:41] <ghz|afk> WHAT*
L1034[07:54:52] <Subaraki> an extended
player inventory D:
L1035[07:55:03] <ghz|afk> okay
L1036[07:55:06] <diesieben07> you need
ICapabilityProvider + INBTSerializable on a different class
L1037[07:55:08] <Subaraki> so basicly an
iextendedentityproperties, but for 1.9+
L1038[07:55:13] <ghz|afk> so you want to
have your own capability, that has stacks in it
L1039[07:55:16] <diesieben07> which you
then regisrter using AttachCapabilitiesEvent
L1040[07:55:35] <Subaraki> but i extend
itemstackhandler ? :s
L1041[07:55:39] <ghz|afk> Subaraki: do
not
L1042[07:55:42] <Subaraki> okay ._.
L1043[07:55:44] <ghz|afk> you'll have
your ItemStackHandler inside
L1044[07:55:45] <ghz|afk> as a
field
L1045[07:55:47] <ghz|afk> it's easier
that way
L1046[07:55:58] <ghz|afk> less headaches
and confusion
L1047[07:56:11] <ghz|afk> make your
class, any random class
L1048[07:56:32] <ghz|afk> class
InventoryExtension { public ItemStackHandler getAddedSlots()
}
L1049[07:56:47] <ghz|afk> then
L1050[07:56:53]
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L1052[07:57:03] <ghz|afk> you'll want a
static field to hold the reference to the capability itself
L1053[07:57:16] <ghz|afk>
@CapabilityInject(InventoryExtension.class)
L1054[07:57:19] <ghz|afk>
Capability<InventoryExtension> INSTANCE;
L1055[07:57:23] <ghz|afk> do not give it
a value, forge will.
L1056[07:57:31] <ghz|afk> then make some
registration method or whatever you want
L1057[07:57:42] <ghz|afk> and call
CapabilityManager.register
L1058[07:57:54]
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L1059[07:57:56] <ghz|afk> with the
appropriate data in the call
L1060[07:58:00] <ghz|afk> that's the
capability part
L1061[07:58:08] <ghz|afk> nowyou want
this capability to be attached to players
L1062[07:58:12] <ghz|afk> so
L1063[07:58:15] <ghz|afk> on the
side
L1064[07:58:30] <ghz|afk> make an event
handler for AttachCapabilityEvent.Entity
L1065[07:58:35] <ghz|afk>
AttachCapabilities*
L1066[07:58:42] <ghz|afk> and in it
L1067[07:58:44] <Subaraki> yeah, read
about the injection
L1068[07:58:50] <Subaraki> that was the
simpelest part imo ._.
L1069[07:58:59] <Subaraki> but explain
anyway ^w^
L1070[07:59:20] <ghz|afk> you will want
to attach an ICapabilitySerializable<some NBT thing probrably
NBTTagCompound>
L1071[07:59:39] <ghz|afk>
(ICapabilitySerializable is ICapabilityProvider+INBTSerializable in
one, useful for anonymous classes)
L1072[07:59:47] <Subaraki> ooh nice
L1073[07:59:54]
⇨ Joins: zid
(~zid___@d51A5F7F0.access.telenet.be)
L1074[08:00:09] <ghz|afk> something
like
L1075[08:00:11] <ghz|afk>
ev.addCapability(KEY, new
ICapabilitySerializable<NBTTagCompound>()
L1076[08:00:14] <ghz|afk> {
L1077[08:00:32] <ghz|afk> final
IventoryExtension theInstance = new InventoryExtension();
L1078[08:00:48] <ghz|afk> final
EntityPlayer thePlayer = (entityPlayer)ev.getEntity();
L1079[08:00:56] <ghz|afk> and then the
implementaiton of the methods for the interface
L1080[08:00:57] <ghz|afk> }
L1081[08:01:18] <ghz|afk> eh nevermind
the player line, that's not useful to you there
L1082[08:01:27] <ghz|afk> the interface
will have 4 methods
L1083[08:01:29] <ghz|afk>
hasCapability
L1084[08:01:42] <ghz|afk> where you'll
return true only if the passed capability is == INSTANCE
L1085[08:01:56] <ghz|afk> getCapability
where you'll return theInstance if the passed capability is ==
INSTANCE
L1086[08:02:10] <ghz|afk> and
serializeNBT and deserializeNBT where you'll handle saving and
loading of this data
L1087[08:02:22] <ghz|afk> and that's
it.
L1088[08:02:27] <ghz|afk> that's all you
need.
L1089[08:02:31]
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L1090[08:02:51] <ghz|afk> jsut make sure
that you only attach the capabilities to players
L1091[08:02:56] <ghz|afk> also
L1092[08:03:01] <ghz|afk> if you want to
synchronize the data with the clients
L1093[08:03:04] <ghz|afk> that's a
separate task ;P
L1095[08:03:21]
⇨ Joins: yopu (~yopu@184-89-191-67.res.bhn.net)
L1096[08:04:04] <TehNut> The hand isn't
rendered if something is being held...
L1097[08:04:07]
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L1098[08:04:09] <BordListian> yeah
L1099[08:04:14] <BordListian> the hand
doesn't render on any item
L1100[08:04:24] <zid> could anyone help?
Say I want intellij to auto complete code from an api (if for
example I want to use an interface of the Tesla power api), do I
use the deobf-jar, or the normal jar as the library to
import?
L1101[08:04:26] <TehNut> It's been like
that since... forever?
L1102[08:04:43] <Naiten> sudden
realization
L1103[08:04:50] <TehNut> zid:
deobfCompile in your build.gradle instead of compile
L1104[08:04:52] <TehNut> Use the normal
jar
L1105[08:04:57] <zid> thanks
L1106[08:04:59] <Naiten> BordListian, but
maps?
L1107[08:05:01] <ghz|afk> Naiten: I dont'
believe the hand ever exists in firstperson ;P
L1108[08:05:06] <TehNut> Naiten: Custom
renderer
L1109[08:05:13] <Naiten> ah, okay
L1110[08:06:01] <Naiten> also, i guess
i'll have to use custom renderer to make my item have different
models in gui and in other views, right?
L1111[08:06:15] <TehNut> no, that's in
the blockstate
L1112[08:06:28] <Naiten> erm, uh
L1113[08:06:45] <Naiten> a minute of
silly questions from trainguy
L1114[08:07:54] <TehNut>
ForgeBlockStateV1, search for something like
"thirdperson" or "firstperson"
L1115[08:08:08] <TehNut> There's a bunch
of possible values in a row
L1116[08:08:24]
⇨ Joins: kimfy
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L1117[08:08:25] <Naiten> TehNut, i have
those, but they are under "transform" inside
"inventory" variant
L1118[08:09:17] <TehNut> well, yeah? I
guess I'm confused by the question
L1119[08:09:21]
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L1120[08:09:38] <Subaraki> what does the
T stand for ???
L1121[08:09:50] <TehNut> It's a
generic
L1122[08:10:04] <Naiten> am i allowed to
put "model" tag inside "transform"? that's not
logical
L1123[08:10:07] <Subaraki> oky
L1124[08:10:08] <Subaraki> great
L1125[08:10:12] <ghz|afk> no you
can't
L1126[08:10:15] <ghz|afk> you have to sue
a custom model
L1127[08:10:21] <ghz|afk> with
IPerspectiveAwareModel
L1128[08:10:23] <ghz|afk> use*
L1129[08:10:27] <TehNut> oh,
*model*
L1130[08:10:31] <ghz|afk> thne oyu can
return a different model for firstperson
L1131[08:12:36] <ghz|afk> or oyu
know
L1132[08:12:42] <ghz|afk> you chould just
transform it so that you only seep art of it
L1133[08:12:44] <ghz|afk> and not the
hand
L1134[08:12:49] <ghz|afk> like it happens
for everything else in the game
L1135[08:13:30] <Naiten> ghz|afk, oh,
that's a good idea, thanks
L1137[08:14:06] <Subaraki> i know
that
L1138[08:14:16] <Subaraki> i just can't
figure out what i'm doing wrong here
L1139[08:14:24] <Subaraki> i'm trying to
register my class to capabilities
L1140[08:14:32] <TehNut> Ah
L1141[08:14:39] <Subaraki> myabe i need
to read again what ghz wrote me
L1142[08:14:42] <Subaraki> might have
missed something
L1143[08:14:48]
⇨ Joins: hch12907 (~hch12907@115.133.122.81)
L1144[08:15:42] <Naiten> ghz|afk, wait.
Actually, if i put 16 meter long model of the rail there, i can
make it render good in hand, but not in the gui
L1145[08:15:51] <Naiten> gotta use
IPerspectiveAwareModel :c
L1146[08:17:04] <ghz|afk> can't you jsut
scale it down by a lot? ;P
L1147[08:17:08] <ghz|afk> it may look
tiny, though ;P
L1148[08:17:32] <Subaraki> i got this ...
but it tells me i'm wrong
L1149[08:17:32] <Subaraki>
CapabilityManager.INSTANCE.register(RpgPlayerInventory.class,
getStackHandler(), new RpgInventory());
L1150[08:17:34] <Subaraki> :s
L1151[08:17:48] <Subaraki>
getstackhandler returns the ItemStackHandler
L1152[08:17:55] <ghz|afk> nop that's not
how it works
L1153[08:17:56] <Subaraki> which is an
IStorage, right ?
L1154[08:18:01] <ghz|afk> no
L1155[08:18:05] <Subaraki> god
darnit
L1156[08:18:10] <ghz|afk> the second
parameter should be a custom IStorage class
L1157[08:18:13] <Subaraki> oooh
L1158[08:18:15] <ghz|afk> that, in your
case, doesn't needto do anything
L1159[08:18:17] <ghz|afk> and the last
parameter
L1160[08:18:21] <ghz|afk> shoudl be a
custom factory class
L1161[08:18:25] <diesieben07> it should
do something ...
L1162[08:18:27] <ghz|afk> that in your
case, doesn't need to do anything
L1163[08:18:37] <ghz|afk> it's an
internal capability, not for public use, fuck the default instance
system
L1164[08:18:43] <diesieben07> if done
properly the IStorage saves, the ICapabilitySerializable just
delegates :PÜ
L1165[08:18:51]
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またね)
L1166[08:19:11] <ghz|afk> sure
L1167[08:19:17] <ghz|afk> you can move
the code from ICapabilitySerializable into the IStorage
L1168[08:19:22] <ghz|afk> and the
constructor into the factory
L1169[08:19:34] <ghz|afk> the result is
idential, since no one is meant to call getdefaultinstance
L1170[08:19:46] <ghz|afk> so I'd rather
have those methods throw an exception
L1171[08:19:49]
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L1172[08:19:53] <diesieben07> :D
L1173[08:20:43]
⇨ Joins: Hawaii_Beach
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L1174[08:21:13] *
Subaraki 's head explodes
L1175[08:21:17] <ghz|afk> I understand
why it exists, but it simply does not fit with Capabilties that
exist only as replacements for IEEPs
L1176[08:21:33] <Subaraki>
IStorage<T> what does it have to be D:
L1177[08:21:47] <diesieben07> empty
L1178[08:21:55] <LatvianModder> does
it?
L1179[08:22:01] <diesieben07> in this
case, yes.
L1181[08:22:07] <ghz|afk> look at that
one
L1182[08:22:09] <Subaraki>
"Incorrect number of arguments for type Capability.IStorage;
it cannot be parameterized with arguments <>"
L1183[08:22:13] <ghz|afk> that's how I
did it
L1184[08:22:22] <LatvianModder> well it
cant be null
L1185[08:22:27] <LatvianModder> it just
has to be empty
L1186[08:22:29] <ghz|afk> no but it can
be a noop
L1187[08:22:33] <Subaraki> () ->
null
L1188[08:22:35] <Subaraki> dafuq ?
._.
L1189[08:22:38] <ghz|afk> java8
L1190[08:22:46] <ghz|afk> that's a
lambda
L1191[08:22:47] <ghz|afk> ;P
L1192[08:23:01] <LatvianModder> that
means new Callable<T>() { T call() { return null; } }
L1193[08:23:03] <LatvianModder> I
think
L1195[08:23:12] <LatvianModder> all that
shortened to () -> null
L1196[08:23:15] <ghz|afk> this one
doesn't use lambdas
L1197[08:23:26] <ghz|afk> LatvianModder:
lambdas can compile into *any* single-method interface
L1198[08:23:28] <ghz|afk> not just
callable
L1199[08:23:35] <LatvianModder> I know,
but in this case
L1200[08:23:47] <LatvianModder> I think
capabilities use Callable there
L1201[08:23:53] <ghz|afk> yep
L1202[08:24:08] <LatvianModder> I use
lambas all da time now
L1203[08:24:10] <ghz|afk> Subaraki: see
my other link up there
L1204[08:24:13] <Subaraki> but can i save
data in there ? because it's an inventory? and i need it to be
saved
L1205[08:24:16] <LatvianModder> soooo
useful for registries
L1206[08:24:21] <ghz|afk> Subaraki: you
could
L1207[08:24:29] <ghz|afk> but you can
just do it in the serializeNBT method in your
ICapabilitySerializable
L1208[08:24:33] <LatvianModder> yes, your
capabilitiy provider has to implement INBTSerializable
L1209[08:24:39] <LatvianModder> or that
^
L1211[08:25:04] <ghz|afk> Subaraki: this
is how a GOOD capability looks like
L1213[08:25:10] <ghz|afk> zid: it's a
fallback
L1214[08:25:16] <ghz|afk> when something
isn't found in another repository
L1215[08:25:21] <LatvianModder> I usualy
prefer to have an external Storage class, which I use for both
registry and cap provider, so its less data mixup, just in
case
L1216[08:25:23] <ghz|afk> it eventually
reaches the librearies.minecraft.net url
L1217[08:25:26] <ghz|afk> which is
misconfigured
L1218[08:25:27] <zid> allright, must've
messed up somewhere, thank you
L1219[08:25:30] <ghz|afk> and returns a
wrong error
L1220[08:25:48] <ghz|afk> LatvianModder:
check the Capabilityenergy link ;P
L1221[08:26:15] <LatvianModder> I do
similar
L1222[08:26:37] <LatvianModder> expect i
have enum Storage implements ...<>, INSTANCE;
L1223[08:26:54] <ghz|afk> ewh.
L1224[08:27:18] <LatvianModder> it looks
nicer than public static final T t = new T();
L1225[08:27:47] <ghz|afk> sure
L1226[08:27:50] <ghz|afk> but it's still
semantically ugly
L1227[08:27:56] <ghz|afk> it's like using
tables for layout, in html
L1228[08:28:06] <diesieben07> uhm
L1229[08:28:10] <diesieben07> enum
singletons are fine :P
L1230[08:28:14] <diesieben07> they are
even in effective java :P
L1231[08:28:18] <ghz|afk> no they are
ugly, they don't enumerate anything ;P
L1232[08:28:26] <ghz|afk> I don't care
what other people think
L1233[08:28:32] <diesieben07> lol
L1236[08:28:53] <ghz|afk> no zid
L1237[08:28:59] <ghz|afk> the buildscript
repositories are only for plugins
L1238[08:29:06] <ghz|afk> your added ones
for dependencies go outside buildscript
L1239[08:29:14] <zid> ah, I see!
L1241[08:29:27] <ghz|afk> like that
L1242[08:29:38] ***
TTFT|Away is now known as TTFTCUTS
L1243[08:29:55] <LatvianModder> Naiten:
compensating something there, eh? :P
L1244[08:30:42] <Naiten> LatvianModder, y
just -______-
L1245[08:30:48] <Naiten> u*
L1246[08:30:53]
⇨ Joins: cpup (~cpup@32.218.113.98)
L1247[08:31:26] <LatvianModder> :3
L1248[08:31:29] <zid> you've been a great
help! Is it then still neccesary to put the jar in the ./libs
folder or does maven take care of that?
L1249[08:31:34] <Intektor> I dont want
that the player can break blocks with my item, just like with the
sword in creative mode, but with my item also in survival
mode
L1250[08:32:12] <ghz|afk> zip: nope maven
will link it for you
L1251[08:32:15] <LatvianModder> you dont,
it will take care of it
L1252[08:32:33] <LatvianModder> it puts
it in userhome/.gradle/cache/<very long path
here>/tesla.jar
L1253[08:32:53] <LatvianModder> but it
automatically links it with idea and while building, so you are
good
L1254[08:33:09] <zid> great!
L1255[08:33:15]
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L1256[08:34:10] <Hawaii_Beach> so.. how
do you modify what drops when you mine a block?
L1257[08:34:34] <Hawaii_Beach>
onBlockHarvested?
L1258[08:35:03] <LatvianModder>
getDrops
L1259[08:35:04] <Hawaii_Beach> for
example: when i drop x block i want it to drop something else
L1260[08:35:06] <RANKSHANK>
List<ItemStack> getDrops
L1261[08:35:12] <ghz|afk> your own block,
or another block?
L1262[08:35:23] <LatvianModder> or you
can just check how BlockMinable does it
L1263[08:35:31] <LatvianModder> or was it
BlockOre? I can never remember
L1264[08:35:32] <Hawaii_Beach> i would
like the block to drop itself + a item
L1265[08:35:39] <ghz|afk> yes so
L1266[08:35:39] <LatvianModder> oh +
something else
L1267[08:35:45] <ghz|afk> your own block,
or someone else's
L1268[08:35:46] <LatvianModder> then
yeah, check BlockFurnace
L1269[08:35:57] <ghz|afk> I feel
ignored.
L1270[08:36:06] <LatvianModder> lol
L1271[08:36:17] <Hawaii_Beach> ghz:
<3
L1272[08:36:29] <ghz|afk>
incidently
L1273[08:36:29] <LatvianModder> public
void breakBlock(World worldIn, BlockPos pos, IBlockState
state)
L1274[08:36:30] ***
ghz|afk is now known as gigaherz
L1275[08:36:46] <gigaherz> well given
that you don't want to answer my question
L1276[08:36:50] <gigaherz> i'll just let
other people help you.
L1277[08:37:07]
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L1278[08:37:29] <LatvianModder> what does
that even mean, someone else's block? it doesnt really matter, does
it?
L1279[08:37:42] <gigaherz> LatvianModder:
of course it matters
L1280[08:37:46] <gigaherz> if it's your
own block
L1281[08:37:48] <gigaherz> you just
override getDrops
L1282[08:38:07] <gigaherz> if it's
someone else's block you need the
BlockEvent.HarvestDropsEvent
L1283[08:38:10] <LatvianModder> Oh like
the block where its dropped From
L1284[08:38:19] <Hawaii_Beach> decide
already
L1285[08:38:20] <LatvianModder> I though
you were talking about the extra item dropped
L1286[08:38:28] <gigaherz> Hawaii_Beach:
no YOU DECIDE
L1287[08:38:34] <gigaherz> is it your own
block that you are creating
L1288[08:38:37] <Hawaii_Beach> YES
L1289[08:38:44] <gigaherz> WELL WHY
DIDIN'T YOU ANSWER THEN?
L1290[08:38:44] <Hawaii_Beach> and YES
the item is mine too
L1291[08:38:46] <gigaherz> XD
L1292[08:38:52] <Hawaii_Beach> because
you've mindfucked me with stuff
L1293[08:38:56] <Hawaii_Beach> lol
L1294[08:38:59] <LatvianModder> then
either getDrops or breakBlock
L1295[08:39:03] <gigaherz> all I didwas
ask you if it was your own block!
L1296[08:39:04] <gigaherz> ;p
L1297[08:39:12] <Hawaii_Beach> i
answered?
L1298[08:39:22] <gigaherz> no you did
not
L1299[08:39:24] <gigaherz> not until
now
L1300[08:39:25] <LatvianModder>
"Hawaii_Beach> ghz: <3"
L1301[08:39:37] <Hawaii_Beach> oh
L1302[08:39:40] <Hawaii_Beach> ok maybe
not
L1303[08:39:43] <LatvianModder> lol
L1304[08:39:45] <Hawaii_Beach> because i
was testing lavtians stuff
L1305[08:40:31]
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L1306[08:40:46] <gigaherz> so
L1307[08:40:47] <gigaherz> to
clarify
L1308[08:40:52] <gigaherz> you want your
block to drop different things
L1309[08:40:57] <gigaherz> depending on
which item was used?
L1310[08:41:12] <Hawaii_Beach> no not
depending on whatever item
L1311[08:41:42] <gigaherz> and, should it
always drop, or only when harvesting?
L1312[08:42:01] <Hawaii_Beach> yes drop
when mined
L1313[08:42:06] <gigaherz> (you know how
stone can be broken with the hand, but it doesn't drop anything?
that's broken, but not harvested)
L1314[08:42:13] <Hawaii_Beach> well
harvested only*
L1315[08:42:17] <gigaherz> okay
then
L1316[08:42:19] <Hawaii_Beach> yeah just
thought about it
L1317[08:42:27] <gigaherz> breakBlock
won't do
L1318[08:42:29] <gigaherz> and oyu
said
L1319[08:42:35] <gigaherz> it should
always drop when harvested?
L1320[08:42:38] <gigaherz> then override
getDrops
L1321[08:42:45] <Hawaii_Beach>
aight
L1322[08:42:53] <gigaherz> capp super
first
L1323[08:42:57] <gigaherz> and then the
returned list
L1324[08:43:00] <gigaherz> call .add on
it
L1325[08:43:07] <gigaherz> with your
extra item
L1326[08:43:46] <Hawaii_Beach>
aight
L1327[08:44:03]
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L1328[08:44:04] <Hawaii_Beach> "The
method add(ItemStack) in the type List<ItemStack> is not
applicable for the arguments (Item)"
L1329[08:44:11] <gigaherz> well
L1330[08:44:14] <Hawaii_Beach> i guess
new ItemStack?
L1331[08:44:15] <gigaherz> you need an
itemstakc, lol
L1332[08:44:26] <gigaherz> the Item
class
L1333[08:44:30] <gigaherz> is only a
manager for the itemstacks
L1334[08:44:39] <gigaherz> for any other
use, you'll be using itemstacks
L1335[08:44:45] <Hawaii_Beach> oh
L1336[08:45:42] <gigaherz> (similarly,
Block is only a manager for the blocks, the blocks themselves are
stored as numeric IDs in the world grid, or as ItemStacks with an
ItemBlock, while not in the world grid)
L1337[08:45:47] <Koward> Gentlemen, what
would be your best bet to change the movement of entities in
flowing water ?
L1338[08:46:06] <gigaherz> on vanilla
water? hmm
L1339[08:46:24] <gigaherz> there's a
LivingUpdateEvent
L1340[08:46:29] <BordListian> how the
fuck can i have all these missing variants if they're right here in
this blockstate json
L1341[08:46:31] <gigaherz> you chould
check if the EntityLiving is in water
L1342[08:46:38] <BordListian> driving me
nut
L1343[08:46:39] <Koward> Okay, that
simple.
L1344[08:46:40] <BordListian> s
L1345[08:46:46] <Koward> Thank you
giga.
L1346[08:47:14] <gigaherz> BordListian:
I'm sure it's something silly ;P
L1347[08:47:24] <Koward> Now harder :
it's not a living entity
L1348[08:47:33] <Koward> But a tossed
item :D
L1349[08:47:39] <gigaherz> YOUR
item?
L1350[08:47:45] <gigaherz> or any
item?
L1351[08:47:48] <Koward> No, any
item.
L1352[08:48:06] <Koward> Tho there is
something in Item for that ?
L1353[08:48:22] <BordListian> it's
probably something silly
L1354[08:48:35] <BordListian> like
spelling pcb as pbc or something
L1355[08:48:41] <gigaherz> there's an
onEntityItemUpdate or whatever it was
L1356[08:48:47] <gigaherz> in the Item
class
L1357[08:48:52] <gigaherz> but I don't
think it has an event
L1358[08:49:04] <zid> gigaherz, mind
helping me one more time? It looks like I'm almost there, maven
downloaded the jar correctly and after a quick search I found it in
.gradle/... as well, but it doesn't seem to be linked correctly, it
keeps searching in my project, and not in the gradle folder
https://gyazo.com/73def56052ebd386477efad80ee72a97
L1359[08:49:36] <gigaherz> zid: did you
click the blue refresh icon on the gradle panel?
L1360[08:49:43] <zid> yeah
L1361[08:49:43] <Koward> I may have to
let the dark side flow again and become Captain Hook in this
case
L1362[08:50:00] <zid> when removing the
dependency everything runs fine
L1363[08:50:05] <gigaherz> hmmm
L1364[08:50:17] <gigaherz> it worked for
me so dunno
L1365[08:50:27] <zid> hmm, I'll google
some more, see if anything pops up
L1366[08:50:32] <gigaherz> yo ucould try
running the clean task
L1367[08:50:36] <gigaherz> and re-running
setupDecompWorkspace
L1368[08:50:40] <zid> will do
L1369[08:50:44] <gigaherz> and refreshing
the gradle project again
L1370[08:50:48] <gigaherz> but dunno if
it will make any difference
L1371[08:53:18] <BordListian>
"north=false,east=false,south=false,west=false"
L1372[08:53:24] <BordListian> this is a
valid variant name, right?
L1373[08:53:56] <BordListian> i don't
have to sort the properties by name do i
L1374[08:53:57] <Hawaii_Beach> moment of
truth
L1375[08:54:47] <gigaherz> no
BordListian
L1376[08:54:52] <gigaherz> it has to be
sorted alphabetically
L1377[08:54:57] <gigaherz> east first,
then north
L1378[08:55:32] <BordListian> are you
fucking with me
L1379[08:55:36] <BordListian> or is this
really
L1380[08:55:39] <BordListian> rrrgh
L1381[08:55:54] <zid> gigaherz, got it
working, was a dumb mistake on my part
L1382[08:55:58] <gigaherz> :)
L1383[08:56:27] <zid> I forgot to change
my folder structure to the folder structure I put in my group =
"" in build.gradle
L1384[08:56:28] <Subaraki>
<ghz|afk> ev.addCapability(KEY, new
ICapabilitySerializable<NBTTagCompound>()
L1385[08:56:32] <Subaraki> where does the
KEY come from ?
L1386[08:56:35] <Subaraki> why a
resourcelocation ?
L1387[08:57:06] <gigaherz> to uniquely
identify your capability
L1388[08:57:08] <gigaherz> from otherp
eople's
L1389[08:57:32] <gigaherz> it's just
something you need when attaching providers
L1390[08:57:38] <BordListian> this is
truly stupid if it works
L1391[08:57:42] <gigaherz> to uniquely
identify your capability provider* from others
L1392[08:57:58] <gigaherz> BordListian:
minecraft always sorts the variant strings alhabetically, that's
how it is.
L1393[08:58:02]
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L1394[08:58:57] <Subaraki> does it have
to be an existing resource ??
L1395[08:59:02] <Subaraki> or is it just
the string that matters ?
L1396[08:59:29] <Subaraki> and this shit
is all over the place
L1397[08:59:34] <gigaherz> no just a
string
L1398[08:59:36] <Subaraki> nothing is in
the same class
L1399[08:59:41] <Subaraki> saving is
another class
L1401[09:00:03] <Subaraki> the binding
gets the ICapabilitySerializable
L1402[09:00:08] <Subaraki> i mean
wtf
L1403[09:00:18] <gigaherz> that's because
when you attach things
L1404[09:00:23] <gigaherz> you could
provide more than one capability
L1405[09:01:02] <gigaherz> yes, for most
cases, you'd only provide one
L1406[09:01:07] <gigaherz> but if you
happen to need to provide 2
L1407[09:01:11] <gigaherz> then you'd
have to attach twice
L1408[09:01:14] <gigaherz> which would
make the result slower
L1409[09:01:23] <gigaherz> since forge
has to iterate through the attached providers
L1410[09:01:34] <gigaherz> so the least
attached things, the better
L1411[09:02:21] <TehNut> Hawaii_Beach:
no
L1412[09:02:32] <TehNut> Do not create a
new ItemBlock
L1413[09:02:35] <Hawaii_Beach> yea you
don't wanna spawn the itemblock
L1414[09:02:52] <TehNut> No, you do. You
*don't* want to create a new ItemBlock instance
L1415[09:03:04] <Hawaii_Beach>
Item.getItemFromBlock() ?
L1416[09:03:15] <TehNut> Yes
L1417[09:03:42]
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L1419[09:04:13] <Hawaii_Beach> takes to
long to run debugging clients..
L1420[09:04:20] <Hawaii_Beach> even with
4gb of ram dedicated
L1421[09:04:34] <gigaherz> what
cpu?
L1422[09:04:42] <Hawaii_Beach>
4690k
L1423[09:05:05] <gigaherz> I have a
3770k, and it's not THAT slow
L1424[09:05:12] <Hawaii_Beach> gonna
steal my dads i7 some day :D
L1425[09:05:22] <gigaherz> maybe because
of my time in the ReactOS project
L1426[09:05:28] <gigaherz> where it takes
around 5 minutes to test a little change ;P
L1427[09:05:41] <Hawaii_Beach> dud i
really need to buy a new cpu cooler so i can do some
overclocking
L1428[09:05:59] <gigaherz> it won't
matter
L1429[09:06:11] <gigaherz> most of the
time spent loading is reading files andstitching the atlas
L1430[09:06:28] <Hawaii_Beach> not oc'ing
to debug minecraft faster lol
L1431[09:06:40]
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L1432[09:06:40] <Hawaii_Beach> apparently
my cpu is 100% when playing games at ultra
L1433[09:06:50] <Hawaii_Beach> my gpu
cannot fully utilize itself
L1434[09:06:58] <Hawaii_Beach> i'm still
using the stock cooler
L1435[09:07:12] <Lord_Ralex> i don't
think OCing will get you enough of a boost there
L1436[09:07:26] <Lord_Ralex> although
surprised those games max the cpu out... but not the gpu
L1437[09:07:34] <Hawaii_Beach> well it
does, already tested on another system with same specs
L1438[09:07:44] <Hawaii_Beach> yeah
weird
L1439[09:07:49] <Hawaii_Beach> well not
really
L1440[09:07:54] <Subaraki> why on earth
can i not call a super ???
L1441[09:08:23] <gigaherz> uh?
L1442[09:08:25] <gigaherz> where?
L1445[09:08:45] <Lord_Ralex> i just have
a slight OC on my 4690k, even with a (meh) water cooler
L1446[09:08:45] <gigaherz> becuse there's
no super in an interface
L1447[09:08:47] <Subaraki> documentation
says i should
L1448[09:08:56] <gigaherz> whenyou
override it on the TileEntity or Entity itself
L1449[09:09:00] <gigaherz> if it's an
ICapabilityProvider
L1450[09:09:02] <gigaherz> there's no
super
L1451[09:09:04] <gigaherz> just return
false/null
L1452[09:09:09] <Subaraki> okay
L1453[09:10:21] <Subaraki> i'm starting
to hate these capabilities
L1454[09:10:25] <Subaraki> there's no
consistency
L1455[09:10:32] <Subaraki> and i call new
instances about everywhere
L1456[09:10:33] <Subaraki> wtf
L1457[09:10:43] <gigaherz> what's wrong
with it?
L1458[09:10:51] <Subaraki> then again,
i'm a java nub, but this doesnt seem like it's proper
L1459[09:11:00] <gigaherz> everything
capabilities do, they do for a reason
L1460[09:11:06] <gigaherz> sure
L1461[09:11:12] <gigaherz> for YOUR
situation, they are overkill
L1462[09:11:19] <gigaherz> but keep in
mind
L1463[09:11:25] <gigaherz> capabilities
are not just as replacement for IEEP
L1464[09:11:29] <gigaherz> they have a
lot more uses
L1465[09:11:36] <Subaraki> yeah, indeed
...
L1466[09:11:41] <gigaherz> capabilities
are a unified system for adding things to things
L1467[09:12:04] <gigaherz> so I have to
disagree with consistency: the whole purpose of them is to add
flexibility and consistency
L1468[09:12:11]
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L1469[09:12:30] <Subaraki> i just don't
have an easy overview of them
L1470[09:12:34] <gigaherz> yeah
L1471[09:12:44] <Subaraki> which is sad
:/
L1472[09:12:49] <gigaherz> but my attempt
at it wasn't too successful
L1474[09:12:52] <Subaraki> i wish i could
ram all of those classes in one
L1475[09:12:55] <Koward> They are closer
to an entity component system view than standard hierarchy way MC
uses
L1476[09:13:02] <gigaherz> Subaraki: that
wouldn't improve anything
L1477[09:13:06] <gigaherz> it would just
make it all messier
L1478[09:13:11] <gigaherz> each class has
its own purpose
L1479[09:13:22] <gigaherz> and when all
the individual things work together, the capability just
works
L1480[09:14:29] <Hawaii_Beach> how about
if the user has a silk touch pickaxe?
L1481[09:15:37] <Koward> I'd say he's
right about it not being consistent. It is fundamentally different
than the rest of the organisation.
L1482[09:15:49] <Koward> But IMHO it's
far better.
L1484[09:16:27] <Subaraki> and how does
that even work ^ ??
L1485[09:17:10]
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L1486[09:17:55] <BordListian> is
EnumFacing not a constant?
L1487[09:18:08] <BordListian> can't
switch it :v
L1488[09:18:25]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L1489[09:19:05] <Subaraki> do i need both
ICapabilitySerializable and Istorage ??
L1490[09:19:10] <Subaraki> or are those
basicly the same ???
L1491[09:19:18]
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L1492[09:19:48] <Subaraki> why do i need
two things saving data ?
L1493[09:19:52] <Subaraki> im so confused
D:
L1494[09:20:44] <TehNut> BordListian:
Code? I can switch it just fine
L1495[09:20:59]
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L1497[09:24:12]
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L1498[09:26:47] <gigaherz> Subaraki:
look
L1499[09:26:55] <gigaherz> not all
capabilities need an ICapabilityProvider
L1500[09:26:59] <gigaherz> in fact
L1501[09:27:06] <gigaherz> users of a
capability may not even know how to save and load
L1502[09:27:08] <gigaherz> so
L1503[09:27:18] <gigaherz> in order to
provide a central way to have a save/load feature
L1504[09:27:26] <gigaherz> they included
the IStorage system
L1505[09:27:35] <Subaraki> but i need it
to register it ??
L1506[09:27:38] <gigaherz> yes
L1507[09:27:41] <Subaraki> in the event
stuff
L1508[09:27:47] <gigaherz> what
L1509[09:27:54] <Subaraki>
event.addCapability(RpgPlayerInventory.PROP_KEY, new
SerializableInventory());
L1510[09:27:54] <gigaherz> the IStorage
is only used in the .register call
L1511[09:27:57] <Subaraki> to bind it to
the player
L1512[09:28:01]
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L1513[09:28:02] <gigaherz> you don't care
about IStorage anywhere else
L1514[09:28:24] <electrolitic> I must be
losing my mind: itemStackHandler.getStackInSlot(0) = null; My IDE
tells me "Variable expected"
L1515[09:28:35] <Subaraki> what about
iCapabailitySerializable ?
L1516[09:28:43] <gigaherz> electrolitic:
that's not valid Java
L1517[09:28:43] <Subaraki> i dont need it
when i have istorage ?
L1518[09:28:50] <electrolitic> ???
L1519[09:28:51] <Subaraki> just
icapabilityprovider ?
L1520[09:28:52] <gigaherz> you can't
assign to a function's return value
L1521[09:29:13] <electrolitic> oh
L1522[09:29:16] <gigaherz> Subaraki:
what
L1523[09:29:19] <gigaherz> yes you do
need it
L1524[09:29:25] <gigaherz> IStorage DOES
NOT REPLACE ICapabilityProviders
L1525[09:29:28] <gigaherz> it's an
extra
L1526[09:29:33] <gigaherz> for when you
don't have them
L1527[09:29:40] <gigaherz> they server
different purposes
L1528[09:29:48] <gigaherz> yo uare
confusing yourself
L1529[09:29:51] <Subaraki> YES
L1530[09:29:54] <Subaraki> i am
L1531[09:29:55] <Subaraki> very
much
L1532[09:30:02] <Subaraki> i feel like
crying tbh
L1533[09:30:11] <Subaraki> i have a hard
time understanding this, mostly the why
L1534[09:30:22] <Subaraki> but i'm
getting closer
L1535[09:30:29] <Subaraki> so imagine i
have istorage
L1536[09:30:35] <Subaraki> in which i do
nbt stuff
L1537[09:30:39] <gigaherz> yes
L1538[09:30:47] <Subaraki> i dont need
iCapabailitySerializable then
L1539[09:30:52] <gigaherz> yes you
do
L1540[09:30:53] <Subaraki> just
iCapabailityProvider
L1541[09:30:57] <gigaherz> because
IStorage isnot called automatically
L1542[09:31:01] <gigaherz> it's a
"tool"
L1543[09:31:02] <Subaraki> ooh
L1544[09:31:03] <gigaherz> that you can
use
L1545[09:31:08] <gigaherz> the idea
is
L1546[09:31:15] <gigaherz> your
ICapabilitySerializable
L1547[09:31:16] <Subaraki> so i need to
make a call to the Istorage in the iCapabailitySerializable for the
nbt
L1548[09:31:19] <gigaherz> has
serializeNBT
L1549[09:31:26] <Subaraki> ^ yes
indeed
L1550[09:31:28] <gigaherz> you CAN call
ISNTANCE.writeNBT from it
L1551[09:31:35] <BordListian> TehNut,
which java version are you using?
L1552[09:31:43] <Subaraki> yes, i
do
L1553[09:31:49] <gigaherz> writeNBT
L1554[09:31:50] <TehNut> I have 8
installed, my project is set to 6
L1555[09:31:50] <Subaraki> so IStorage
isnt called automaticly, i need to do it
L1556[09:31:53] <gigaherz> yup
L1557[09:31:54] <BordListian> weird
L1558[09:32:02] <Subaraki> yay ! i
understand more \o/
L1559[09:32:03] <Subaraki> thanks
x)
L1560[09:32:22] <gigaherz> the
IStorage
L1561[09:32:28] <gigaherz> ends up stored
inthe Capability<T> instance
L1562[09:32:30] <gigaherz> you can then
use
L1563[09:32:37] <gigaherz>
INSTANCE.getStorage() to obtain it
L1564[09:32:43] <gigaherz> or directly
call writeNBT/readNBT
L1565[09:32:46] <gigaherz> which call
IStorage for you
L1566[09:33:17] <gigaherz> what forge
does
L1567[09:33:27] <gigaherz> is call the
ICapabilitySerializable methods when it wants to save/load
L1568[09:33:33] <gigaherz> it's up to you
how to implement them
L1569[09:33:38] <gigaherz> you can
forward to IStorage
L1570[09:33:42] <gigaherz> or you can
write it all there
L1571[09:33:59] <gigaherz> or you can
make your ExtendedInventory implement INBTSerializable
L1572[09:34:04] <gigaherz> and then call
those methods
L1573[09:34:12] <masa> where do people
usually add their TEs into whatever grids and network they
use?
L1574[09:34:15] <Subaraki> so i can just
save whenever i want myself ?
L1575[09:34:22] <masa> and then where do
they remove them?
L1576[09:34:26] <Subaraki> like
opening/closing the inventory
L1577[09:34:28] <gigaherz> not
whenever
L1578[09:34:30] <Subaraki> i save
manually
L1579[09:34:36] <gigaherz> no
L1580[09:34:43] <Subaraki> with
instance.getStorage.read / write
L1581[09:34:47] <gigaherz> no
L1582[09:34:52] <gigaherz> those just
return an NBT tag
L1583[09:34:52] <Subaraki> then dangit
>_<
L1584[09:35:04] <gigaherz> you can only
save when forge calls ICapabilitySerializable#serializeNBT
L1585[09:35:18] <gigaherz> forge will
then write the returned NBT tag into the save data
L1586[09:39:31]
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L1589[09:44:01] <BordListian> getting
closer
L1590[09:46:07]
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L1591[09:49:31]
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L1592[09:51:30]
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L1594[09:53:39] <Subaraki> gigaherz, what
if i wanted a specific inventory per pserson ? or would only the
nbt rely on that ?
L1595[09:53:56] <RANKSHANK> nbt per
cap
L1596[09:54:05] <Subaraki> per cap
?
L1597[09:54:09] <Subaraki> capacity you
mean
L1598[09:54:14] <RANKSHANK> wait what
sort of inventory?
L1599[09:54:21] <Subaraki> an extra
inventory
L1600[09:54:24] <diesieben07> Subaraki,
you have a new instance per player.
L1601[09:54:29] <Subaraki> oh okay
L1602[09:55:11]
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L1603[09:55:19] <Subaraki> so
event.addCapability gets called for every player ?
L1604[09:55:53] <diesieben07>
AttachCapabilityEvent.Entity fires for every entity, yes
L1605[09:55:53] <Subaraki> which means i
could just do specificPlayer.getCapabilities.mine or something like
that, and it would be correct ?
L1606[09:55:58] <diesieben07> it is like
EntityEvent.EntityConstructing
L1607[09:56:12] <diesieben07> yes
L1608[09:56:21] <McJty> Someone here who
knows anything about loot tables?
L1609[09:56:23] <Subaraki> oh nice
L1610[09:56:26] <gigaherz> Subaraki:
what? yes each player gets its own, of course.
L1611[09:56:37] <gigaherz> you jsut
do
L1613[09:56:40] <Subaraki> wasn't like
that with ieep iirc.
L1614[09:56:44] <McJty> And I get this
error at runtime
L1615[09:56:45] <diesieben07> of course
it was?!
L1616[09:56:49] <gigaherz> Subaraki: yes
it was!
L1617[09:56:58] <Subaraki> *checks old
code*
L1618[09:57:00] <gigaherz> you'd handle
EntityConstructing
L1619[09:57:03] <McJty> [16:56:29]
[Server thread/ERROR]: Couldn't load loot table
elementaldimensions:entities/dirt_zombie from
file:/home/jorrit/projects/mcmods/eldim/out/production/eldim/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L1620[09:57:04] <McJty>
com.google.gson.JsonParseException: Loot Table
"elementaldimensions:entities/dirt_zombie" Missing `name`
entry for pool #0
L1621[09:57:07] <gigaherz> which is
called for each entity
L1622[09:57:17] <diesieben07> McJty, your
pools need a name
L1623[09:57:17] <gigaherz> and you'd
attach the IEEP to each one independently
L1624[09:58:03] <McJty> Why is this
different from vanilla? That's a copy from the vanilla loot table
for zombies
L1625[09:58:09] <RANKSHANK> only the
first pool needs a name
L1626[09:58:11] <McJty> Also how do I
specify a name and what should that name be?
L1627[09:58:29] <gigaherz> McJty: they
need a name because otherwise
L1628[09:58:34] <gigaherz> forge
can'tdistinguish between mods
L1629[09:58:37] <RANKSHANK>
"name":"poolName"
L1630[09:58:51] <RANKSHANK> first line in
the pools object
L1631[09:59:00] <McJty> And what kind of
name is usually done? Should my modid be in there?
L1632[09:59:41] <diesieben07>
"modid:foobarbaz"
L1633[09:59:50] <diesieben07> goes into a
ResourceLocation
L1634[10:00:16] <McJty> In my entity I do
this:
L1635[10:00:17] <McJty> public static
final ResourceLocation LOOT = LootTableList.register(new
ResourceLocation(ElementalDimensions.MODID,
"entities/dirt_zombie"));
L1636[10:00:18] <McJty> Is that
right?
L1637[10:01:56] <gigaherz> I have lately
added a new "pattern" to my mods
L1638[10:02:01] <gigaherz> where I have a
.location function on my main mod class
L1639[10:02:02] <gigaherz> like
L1640[10:02:08] <McJty> I don't think it
is right because it still crashes
L1641[10:02:12] <TehNut> So IIRC, you
can't access the world in an IMessageHandler and have to add a
task. Does that also apply to the client world?
L1642[10:02:12] <gigaherz>
ElementalDimensions.location("entities/dirt_zombie");
L1643[10:02:16] <gigaherz> makes the code
a lot cleaner ;P
L1644[10:02:20] <McJty> I can't find a
good example on how to do these loot tables
L1645[10:02:28] <gigaherz> yeah I can't
help with that -- never done it.
L1646[10:02:36] <McJty> Yes seems few
people did
L1647[10:02:45] <gigaherz> TehNut:
network is threaded
L1648[10:02:54] <gigaherz> so
Minecraft.getMinecraft().addScheduledTask
L1649[10:02:58] <TehNut> Alright
L1650[10:02:59] <gigaherz> for the
client
L1651[10:03:05] <gigaherz> my pattern for
it
L1652[10:03:09] <gigaherz> is to have a
method on clientproxy
L1653[10:03:10] <Hawaii_Beach> how should
i get the current player?
L1654[10:03:15] <gigaherz> that handles
the scheduling for me
L1655[10:03:26] <Hawaii_Beach>
inecraft.getMinecraft().thePlayer.getName() or something
else?
L1657[10:03:38] <gigaherz> like
this
L1658[10:03:48] <gigaherz> Hawaii_Beach:
where from?
L1659[10:04:06] <Hawaii_Beach> setting a
cooldown
L1660[10:04:14] <gigaherz> no I mean what
METHOD
L1661[10:04:17] <gigaherz> is it being
called from
L1662[10:04:19] <gigaherz> what
context
L1663[10:04:20] <Hawaii_Beach> oh custom
one
L1664[10:04:22] <gigaherz> what do you
have available at the time
L1665[10:04:29] <gigaherz> is it called
on the server?
L1667[10:05:01] <gigaherz> see how all
the parameters have a Player?
L1668[10:05:11] <Hawaii_Beach>
yeah?
L1669[10:05:19] <gigaherz> yeah you'll
have to pass EntityPlayer instead
L1670[10:05:22] <gigaherz> but you'll
have to pass it.
L1671[10:05:26] <gigaherz> you can't rely
on Minecraft.getMinecraft
L1672[10:05:30] <gigaherz> because it may
be running on the server
L1673[10:05:45] <gigaherz> and
Minecraft.getMinecraft does not exist on the server
L1674[10:05:49] <gigaherz> and it
wouldn't make sense
L1675[10:05:50] <Hawaii_Beach> ah
ok
L1676[10:05:58] <gigaherz> because
there's an undetermined number of players online
L1677[10:06:04] <gigaherz> so
"thePlayer" would mean nothing
L1678[10:06:14] <gigaherz> you have to
pass it on, explicitly.
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L1680[10:09:12] <Hawaii_Beach>
.getName(), yes?
L1681[10:09:17] <Hawaii_Beach> if i want
a string
L1682[10:09:34] <diesieben07> you don't
want a string unless it's for displaying
L1683[10:10:01] <gigaherz> if oyu want to
store it for later, get the uuid
L1684[10:10:08] <diesieben07> also that
code you posted is horrible.
L1685[10:10:14] <diesieben07> use
capabilities to attach stuff to a player
L1686[10:10:20] <diesieben07> not some
random hashtable somewhere
L1687[10:10:38] <Hawaii_Beach>
capabilities, how?
L1688[10:10:40] <Subaraki> what does that
@Nullable mean ?
L1689[10:10:51] <Subaraki> can you null
it ? or vise versa ?
L1690[10:10:57] <diesieben07> @Nullable
means this parameter/field/etc can be null
L1691[10:10:58] <gigaherz>
Null-able
L1692[10:11:01] <gigaherz> == able to be
null
L1693[10:11:01] <diesieben07> @Nonnull
means it cannot be
L1694[10:11:07] <Subaraki> okay, thanks
:)
L1695[10:11:14] <gigaherz> it warns the
IDE that the value may be null
L1696[10:11:15] <diesieben07> well, it
cannot physically not be
L1697[10:11:26] <diesieben07> but your
IDE will (try to) yell at you
L1698[10:11:30] <gigaherz> so it can warn
you about missing null checks
L1699[10:11:36] <diesieben07> plus
IntelliJ can generate runtime checks as well
L1700[10:11:42] <gigaherz> the opposite,
@Nonnull hints the IDE that it shouldn't be
L1701[10:11:46] <McJty> I still have
this:
L1702[10:11:52] <McJty> [17:11:05]
[Server thread/ERROR]: Couldn't load loot table
elementaldimensions:entities/dirt_zombie from
file:/home/jorrit/projects/mcmods/eldim/out/production/eldim/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L1703[10:11:52] <McJty>
com.google.gson.JsonParseException: Loot Table
"elementaldimensions:entities/dirt_zombie" Missing `name`
entry for pool #0
L1705[10:12:03]
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L1706[10:12:07] <diesieben07> show your
loot table again
L1707[10:12:11] <McJty> But I added a
name: { "pools": [ { "name":
"elementaldimensions:dirt_zombie",
L1709[10:12:40] <gigaherz> McJty: isn't
it complaining that dirt_zombie itself is missing name?
L1710[10:12:54] <gigaherz> wiat
nevermind
L1711[10:12:57] <gigaherz>
brainfart
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L1713[10:13:45] <diesieben07> McJty,
eh... that thing has 2 pools
L1714[10:13:56] <diesieben07> the 2nd one
starts with the "conditions" key
L1715[10:14:00] <McJty> Well as I said. I
copied this from the zombie loot table
L1716[10:14:09] <McJty> Didn't know that
the vanilla loot tables can't be resued like that
L1717[10:14:14] <diesieben07> your 2nd
pool has no name
L1718[10:14:24] <diesieben07> if you
copied it, why don't you reference the vanilla one?
L1719[10:14:30] <McJty> Well I made
changes to the items
L1720[10:14:35] <McJty> But not the
overall structure
L1721[10:15:02] <McJty> Note that it is
complaining about pool #0 though and not the second one
L1722[10:15:08] <McJty> And what name
should that have then?
L1723[10:15:09] <gigaherz> uhhh o_O
L1724[10:15:13] <McJty> I'm a bit
confused about all of this
L1725[10:15:13] <gigaherz> the loot table
hook is confusing
L1726[10:15:31]
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L1727[10:15:45] <gigaherz> McJty: looking
at the code, the exception is only ever thrown if the json doesn't
have a "name" in it
L1728[10:16:05]
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L1729[10:16:06] <gigaherz> so try adding
"name" to the other pools, too
L1730[10:16:10] <gigaherz> maybe
like
L1731[10:16:12] <McJty> yes testing that
now
L1732[10:16:18] <gigaherz>
"name":
"elementaldimensions:dirt_zombie#0"
L1733[10:16:21] <gigaherz>
"name":
"elementaldimensions:dirt_zombie#1"
L1734[10:16:26] <gigaherz> ;p
L1735[10:16:34] <McJty> It works
L1736[10:16:37] <McJty> At least the
zombie flesh
L1737[10:16:43] <McJty> I hope I can also
get that other item that I added
L1738[10:16:58] <gigaherz> make it
100%
L1739[10:17:00] <gigaherz> and
check
L1740[10:17:00] <Subaraki> so, I just
took a look at ItemStackHandler. really great class, does a lot for
us. but is there a way to validate wether an item can or cannot be
put into the itemstack array ? or do i have to copy and rewrite the
insert and extract methods ?
L1741[10:17:21] <gigaherz> Subaraki:
yup
L1742[10:17:25] <gigaherz> extend and
override
L1743[10:17:33] <Subaraki> well
dangit
L1744[10:17:35] <gigaherz> or
actually
L1745[10:17:41] <gigaherz> you mean with
GUI right?
L1746[10:17:55] <Subaraki> uhm, yeah, i
think so
L1747[10:18:02] <gigaherz> yeah then that
won't help much
L1748[10:18:03] <Subaraki> if you thought
about containers and slots
L1749[10:18:05] <Subaraki> so did i
L1750[10:18:09] <Subaraki> oh ? xD
L1751[10:18:21] <gigaherz> gui doesn't
use insertItem for working with the slots
L1752[10:18:26] <McJty> yes it
works!
L1753[10:18:28] <McJty> Thanks :-)
L1754[10:18:38] <gigaherz> you should
create custom Slot classes
L1755[10:18:40] <Dragroth> u might want
to create a custom slot
L1756[10:18:44] <Subaraki> oooh,
okay
L1757[10:18:59] <LatvianModder> it has
isItemValid
L1758[10:19:07] <LatvianModder> Slot,
that is
L1759[10:19:14] <Subaraki> do i still
need the item stack handler then ?
L1760[10:19:16] <gigaherz> McJty:
yay!
L1761[10:19:24] <LatvianModder> well,
yeah
L1762[10:19:27] <gigaherz> Subaraki:
extend SlotItemHandler
L1763[10:19:28] <LatvianModder> if you
have IItemHandler
L1764[10:19:31] <McJty> First time I'm
working with mobs. And then for the modding trials
L1765[10:19:33] <gigaherz> it takes an
IItemHandler as input
L1766[10:19:37] <McJty> Learning new
stuff while on a deadline :-)
L1767[10:19:42] <gigaherz> McJty: best
way.
L1768[10:19:44] <Subaraki> aah, okay
thanks gigaherz :o
L1769[10:19:46] <LatvianModder> daheck is
minecraft trials, and why did I miss that
L1770[10:19:58] <gigaherz> I think I have
never learned better
L1771[10:20:02] <gigaherz> than when on a
deadline
L1772[10:20:11] <LatvianModder> hah,
true
L1773[10:20:15] <gigaherz> it's when you
don't have time to worry about meaningless stuff
L1774[10:20:18] <gigaherz> and you just
focus on what matters
L1775[10:20:30] <gigaherz> so you don't
confuse yourself trying to understand "why"
L1776[10:20:43] <gigaherz> which
incidently, often means you do understand why better
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L1795[10:56:49] <BordListian>
calculateCurrentChanges has two BlockPos arguments
L1796[10:56:50]
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L1797[10:56:56] <BordListian> but they're
ALWAYS without failure the same
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L1799[10:57:53] <BordListian> either
something didn't decompile or you can safely remove a quarter of
redstone related code
L1800[10:59:44] <Subaraki> what triggers
Duplicate Capability Key: subaraki:rpgInventoryPlayer
subaraki.rpginventory.gui.inventory.SerializableInventory@3bb5a364
?
L1801[11:00:03] <Subaraki> i only call
for it once, and register it with the AttachEvent o.O
L1802[11:00:33] <diesieben07> show your
code
L1803[11:00:44] <diesieben07> the event
handler
L1804[11:01:38]
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L1805[11:01:39] <Hawaii_Beach> hm,
getting crash errors for my log blockstate
L1806[11:01:58] <Hawaii_Beach> can
someone send me a basic blockstate .json file for a tree log?
L1807[11:02:19] <diesieben07> see
vanilla?
L1808[11:02:37] <Hawaii_Beach> i don't
even know how anymore
L1809[11:02:41] <Hawaii_Beach> they new
launcher got me
L1810[11:02:43] <Hawaii_Beach> the*
L1811[11:02:49] <diesieben07> whats the
launcher got to do with that?!
L1812[11:02:56] <shadowfacts> lol
L1813[11:03:08] <shadowfacts> just look
at the assets/minecraft/models/block folder in the Forge jar in
your IDE
L1814[11:03:09] <Hawaii_Beach> then how
do i see the vanilla assets? in the workspace?
L1815[11:03:13] <shadowfacts> yes
L1816[11:03:19] <Hawaii_Beach> oh
ofc
L1817[11:03:30] <gigaherz> in IDEA press
double-shift, or ctrl-shift-n
L1818[11:03:33] <gigaherz> and enter the
filename
L1819[11:03:49] <Hawaii_Beach> dir
insteaD?
L1820[11:04:22] <gigaherz> no that dialog
only shows files
L1821[11:04:38] <gigaherz> but you can
use the (X) icon to unfold the folder containing the file
L1822[11:04:52] <Hawaii_Beach> so.. you
can search for vanilla assets in the IDE
L1823[11:04:54] <Hawaii_Beach> ?
L1824[11:04:56] <gigaherz> yup
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L1826[11:05:06] <Subaraki> event handler
:
L1828[11:05:09] <gigaherz> just
double-shift, enter block/block.json
L1829[11:05:12] <gigaherz> and it will
open the file
L1830[11:05:22] <gigaherz> or
doubleshift, apple.png
L1831[11:05:35]
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L1832[11:05:53] <diesieben07> Subaraki,
you are registering your event handler twice...
L1833[11:05:54] <Hawaii_Beach> ty
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L1836[11:07:10] <Subaraki> ooooh
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L1839[11:07:17] <Subaraki> i didnt read
that they are the same now
L1840[11:07:19] <Subaraki> duuuhuuu
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L1842[11:07:40] <diesieben07> thats why
you dont ignore deprecations...
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L1846[11:10:15] <Subaraki> didnt even
notice it was deprecated ...
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L1848[11:11:31] <diesieben07> hwo?!
L1849[11:12:19] <gigaherz> IDEa marks it
very clearly with a strightthrough line
L1850[11:12:30] <gigaherz> it's rather
hard to miss
L1851[11:12:36] <diesieben07> eclipse
does the same afaik
L1852[11:12:47] <Hawaii_Beach> how about
registering the textures, as i got Exception loading model for
variant jerrysmod:OliveLog#normal for item
"jerrysmod:OliveLog", normal location exception:
L1853[11:13:02] <Hawaii_Beach> still
using
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
0, new ModelResourceLocation(block.getRegistryName(),
"normal")); to register blocks
L1854[11:13:12] <Hawaii_Beach> something
i'm missing?
L1855[11:13:18] <gigaherz> you don't
register "textures" you register models ;P
L1856[11:13:50] <gigaherz> a model is
shape+texture combined
L1857[11:13:58] <Hawaii_Beach> wat, the
code above works for my generic blocks
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L1859[11:14:01] <BordListian> >that's
why you don't ignore deprecations
L1860[11:14:05] <gigaherz> yes
L1861[11:14:19] <BordListian> if only
deprecation didn't mean don't call from outside
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L1863[11:14:30] <gigaherz> Hawaii_Beach:
does that block have blockstate properties?
L1864[11:14:32] <TehNut> The only
Deprecations you should be ignoring are in Block
L1865[11:14:38] <Hawaii_Beach> yes
L1866[11:14:50] <gigaherz> yep then
"normal" doesn't exist in the blockstates file, does
it?
L1867[11:14:51] <TehNut> Listen to all
the others
L1868[11:14:55] <Hawaii_Beach> yeah it
doesn't
L1869[11:15:00] <gigaherz> so....
L1870[11:15:10] <Hawaii_Beach> oh
L1871[11:16:16] <Hawaii_Beach> but why
doesn't the vanilla code include it?
L1872[11:16:57] <williewillus> include
what
L1873[11:17:04] <williewillus> vanilla
code does it's own thing
L1874[11:17:15] <Hawaii_Beach>
aight
L1876[11:19:30] <Hawaii_Beach> when i
place the block
L1877[11:19:50] <williewillus> show your
block class
L1879[11:20:25] <Hawaii_Beach> am i
missing code?
L1880[11:21:03] <Hawaii_Beach> should i
extend BlockRotatedPillar instead?
L1881[11:21:37] <williewillus> oh
L1882[11:21:42] <williewillus> you
haven't implemented createdBlockState
L1883[11:21:47] <williewillus> or
getMetaFromState/getStateFromMeta
L1884[11:22:06] <Hawaii_Beach> no, i
haven't
L1885[11:22:32] <williewillus> blocklog
doesn't do that for you but it expects the axis proeprty to be
declared
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L1887[11:23:02] <Hawaii_Beach> how do i
declare a axis proeprty?
L1888[11:23:37] <williewillus> are you
familiar with how the blockstate system works?
L1890[11:23:43]
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L1893[11:26:18] <Noc7is> Are entities
supposed to be registered in pre, post, or just standard init? Also
does orespawn just beyond screw up every mod or am I alone on that
opinion?
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L1895[11:26:56] <williewillus>
preinit
L1896[11:26:59] <williewillus> and no
idea :P
L1897[11:27:28] <Noc7is> My mod's mobs
cant even spawn with orespawn installed because it screws up all
their entity IDs, all of which are automatically assigned using
EntityRegistry.
L1898[11:27:43] <diesieben07> uhhh
L1899[11:27:48] <diesieben07> are you
using global entity ids?
L1900[11:27:54] <diesieben07> if so,
stop
L1901[11:28:28] <williewillus> ^
L1902[11:29:00] <Noc7is> My answer to
that appears to be yes:
EntityRegistry.findGlobalUniqueEntityId()
L1903[11:29:04] <Noc7is> What do I
replace it with?
L1904[11:29:13] <diesieben07> start at
0
L1905[11:29:14] <diesieben07> and
increment
L1906[11:29:21] <diesieben07> provided
you are using registerModEntity
L1907[11:29:25] <diesieben07> (and
nothing else)
L1908[11:29:30] <williewillus>
EntityRegistry.registerModEntity with mod-unique id's
L1909[11:29:33] <Noc7is> Was using
registerGlobalEntity
L1910[11:29:34] <diesieben07> if not: you
should fix that
L1911[11:29:39] <diesieben07> yeah
stop.
L1912[11:29:43] <Noc7is> Alright.
L1913[11:29:45] <williewillus> yeah
global ids have been deprecated for years :D
L1914[11:29:52] <Noc7is> I was
unaware.
L1915[11:29:53] <diesieben07> this is why
global IDs suck ;)
L1916[11:29:58] <diesieben07> you just
discovered
L1917[11:30:39] <Noc7is> So I just use
registerModEntity() instead and start from 0? Simple as that?
L1918[11:30:52] <gigaherz> yup
L1919[11:30:58] <Noc7is> Awesome. Thanks
guys.
L1920[11:31:09] <diesieben07> note
L1921[11:31:17] <diesieben07> this will
break existing worlds
L1922[11:31:19] <diesieben07> if you are
not careful
L1923[11:31:27] <Noc7is> Break in what
terms?
L1924[11:31:42] <Noc7is> Missing entities
or worse?
L1925[11:31:53] <diesieben07> entities
previously registered with the global stuff will disappear
L1926[11:31:58] <diesieben07> which is
fixable
L1927[11:32:05] <diesieben07> and
existing spawn eggs will no logner work
L1928[11:32:10] <diesieben07> which is
not fixable (easily)
L1929[11:32:22] <Noc7is> I use my own
type of spawn egg, so Im covered there
L1930[11:32:51] <Noc7is> How would one go
about fixing the dissapearing entities?
L1931[11:33:00] <diesieben07> 1 sec
L1932[11:33:27] <diesieben07> what name
did you used to register your entity?
L1933[11:33:43]
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L1934[11:34:56] <Noc7is> Sec
L1935[11:35:11] <Noc7is>
"SpaceJockey" is one of them.
L1936[11:35:30] <diesieben07> i am asking
because these things do not get a ModID prepended at all
L1937[11:35:40] <diesieben07> so you
might have conflicts
L1938[11:35:44] <Noc7is> Ah, I see.
L1939[11:35:52] <diesieben07> but
L1940[11:36:22] <diesieben07> the fix is:
EntityList.NAME_TO_CLASS.put(<old name>,
MyEntity.class)
L1941[11:36:25] <diesieben07> for every
old entity
L1942[11:36:37] <diesieben07> because the
mod entity versino prepends your ModID to the name
L1943[11:36:46] <diesieben07> so you need
to push in the legacy name
L1944[11:37:17] <Hawaii_Beach> Cannot set
property PropertyEnum at my onBlockPlaced code..
L1945[11:37:28] <Noc7is> That's gonna be
useful. Got a lot of mobs, and Im sure people wouldnt like them
simply dissapearing.
L1947[11:37:37] <Noc7is> Thanks
again
L1948[11:37:57] <diesieben07> why do
people think code snippets are helpful -_-
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L1950[11:38:00] <diesieben07> post the
full class Hawaii_Beach
L1952[11:38:58] <Hawaii_Beach> shouldn't
that work..?
L1953[11:39:09] <williewillus> where is
your createBlockState?
L1954[11:39:13] <williewillus> i just
told you thats the problem :P
L1955[11:39:18] <williewillus> and
getMetaFromState/getStateFromMeta
L1956[11:39:37] <williewillus> also
LOG_Axis you should not be declaring, use the one from the
superclass
L1957[11:39:57] <Subaraki> recap, using
an ItemStackhandler, i can call the save method in ItemStackhandler
from the iCapabilitySerializable, and do not need to call the
IStorage, because apart from the stacks, i dont need to save
anything
L1958[11:40:00] <Subaraki> is that
correct ?
L1959[11:40:06] <diesieben07> yes
L1960[11:40:46] <williewillus> yeah if
you were using a mod capability you'd probably use the IStorage,
but ItemStackHandler directly implements serializable for
convenience
L1961[11:42:03] <gigaherz> williewillus:
it's not even used as a capability itself, he's using it as part of
his own IEEP-like capability, to add slots to a player
L1962[11:42:22] <williewillus> oh
:P
L1963[11:42:31] <gigaherz> but
still
L1964[11:42:33] <gigaherz> it
applies
L1965[11:42:44] <gigaherz> yo ucan choose
to use the IStorage, but it's not needed for ItemStackHandler
L1966[11:44:04] <Hawaii_Beach>
createBlockState should return a new IProperty or what?
L1967[11:44:42] <gigaherz> no
L1968[11:44:49] <diesieben07> Look at the
vanilla examples.
L1969[11:44:49] <gigaherz> new
BlockstateContainer(this, list of properties)
L1970[11:44:59] <gigaherz> don't look TOO
MUCH at vanilla code
L1971[11:45:07] <gigaherz> the decompiler
leaves the array initialization
L1972[11:45:08] <gigaherz> XD
L1973[11:45:13] <williewillus> read the
doc that I linked :P
L1974[11:45:16] <williewillus>
fully
L1975[11:45:21] <Hawaii_Beach> yeah just
did lol
L1976[11:45:33] <williewillus> that was
fast
L1977[11:48:11] <BordListian> ech
L1978[11:48:27] <BordListian>
canConnectRedstone is a misnomer
L1979[11:48:45] <BordListian> it makes
redstone visually connect but doesn't give it any sort of
effect
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L1983[11:50:41] <diesieben07> what do you
mean no effect? the target blcok has to check itself if its
powered
L1984[11:51:36] <BordListian> not
really
L1985[11:51:46] <BordListian> wait
L1986[11:51:52] <BordListian> unless it's
only solid blocks
L1987[11:51:57] <BordListian> i suppose
that'd make sense
L1988[11:52:14] <electrolitic> Dang,
TileEntityFurnace.isItemFuel is always giving me false, even though
I'm giving it wood planks
L1989[11:52:33] <BordListian> redstone
wire ending in a solid block should provide strong power
L1990[11:52:48] <BordListian> speculating
that it's only solid blocks here
L1991[11:53:11]
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L1992[11:53:11] ***
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L1993[11:53:26] <diesieben07>
electrolitic, impossiburu
L1994[11:53:37] <electrolitic> :/
L1995[11:53:59] <diesieben07> show
code
L1996[11:54:13] <electrolitic> Uh, one
sec.
L1998[11:56:02] <electrolitic> I know for
a fact return is getting called.
L1999[11:56:14] <diesieben07> uh
L2000[11:56:16] <diesieben07> yeah of
course it is
L2001[11:56:17] <williewillus> check your
stack
L2002[11:56:17] <electrolitic> oh
L2003[11:56:18] <electrolitic> crap
L2004[11:56:22] <electrolitic> I just
noticed
L2005[11:56:22] <diesieben07> it's an
unconditional return...
L2006[11:56:27] <williewillus> lol
L2007[11:56:31] <diesieben07> thats why
you always use braces!
L2008[11:56:31] <electrolitic> whoops,
semicolon
L2009[11:56:39] <diesieben07> and why
braces on newlines suck
L2010[11:56:40] <electrolitic> I don't
like using braces when I don't need them.
L2011[11:56:42] <diesieben07> oh
well
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L2013[11:57:10] <BordListian> so to get
weak power, i do isBlockIndirectlyGettingPowered, right?
L2014[11:57:45] <BordListian> or is it
just isBlockPowered/isSidePowered
L2015[12:04:19]
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L2023[12:11:15] <Keridos> hm, if I
already have tile entities that extend ISidedInventory, how can I
add capability support to that without removing backwards
compatability?
L2024[12:11:24] <williewillus> wrap
it
L2025[12:11:29] <williewillus> see how
furnaces implement getCap
L2026[12:11:35]
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L2028[12:11:57] <IceDragon> Could I ask a
quick question? How would I hook into the server main tick? (queue
a runnable, some kind of forge event?) to run some bit of code
(this is for 1.7.10)
L2029[12:12:07] <Corosus> lex, just tried
that suggestion you gave about moving insertIntoChannel() into the
NOOP area, so it looks like this now:
https://gist.github.com/Corosauce/5f7171a745a6459efc5e6e62ad43512a
- seems to have done the trick, i cant reproduce the issue anymore
:D, thanks, i will do some more testing with forge and forgeless to
make sure things are still solid there then PR it unless further
suggestions given
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L2031[12:12:23] <diesieben07> IceDragon,
a) stop using 1.7.10 b) ServerTickEvent
L2032[12:12:28] <Corosus> not seeing the
dual thread packet processing either
L2033[12:12:33] <Keridos> thanks
willie
L2034[12:13:48] <IceDragon> diesieben07:
I'm still learning 1.8! ;-; gimme time man
L2035[12:13:55] <IceDragon> also thanks
:)
L2036[12:14:09] <diesieben07> how are you
learning it if you are developing for 1.7.10?
L2037[12:14:12] <williewillus> lol
L2038[12:14:14] <diesieben07> also 1.8 is
old, 1.10.2 is da shit
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L2040[12:14:47] <RANKSHANK_mob1> ^
L2041[12:15:03]
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L2042[12:15:19] <IceDragon> The jist is,
I'm working on a 1.7.10 mod at the moment, however I'm learning 1.8
on the side since I have to port Growthcraft to 1.8 at some
point
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L2044[12:15:29] <williewillus>
*1.10
L2045[12:15:30] <IceDragon> once I get
past the 1k+ errors...
L2046[12:15:34] <williewillus> lol
L2047[12:15:41] <IceDragon> orz
understand my pain!
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L2049[12:16:12] <williewillus> if you go
down the compile error list one by one to try to port you're not
going to finish
L2050[12:16:17] <williewillus> it has to
be super methodical
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L2052[12:16:40] <IceDragon> williewillus
I've been through all stages of programmer grief so far
L2053[12:16:53] <williewillus> i should
write a "how to port mods properly" guide
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L2055[12:17:04] <IceDragon> the second
plan is to say screw it and just rewrite it for 1.8
L2056[12:17:13] <williewillus> 1st thing
I write: don't rewrite for no reason
L2057[12:17:15] <williewillus> lol
L2058[12:17:15] <diesieben07> stop saying
1.8...
L2059[12:17:18] <IceDragon> too many
places where I need to change x, y, z to BlockPos
L2060[12:17:19]
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L2061[12:17:25] <diesieben07> lol
L2062[12:17:27] <williewillus> yes that's
the easy part lol
L2063[12:17:33] <diesieben07> thats like
a few minutes of search&replace
L2064[12:17:39] <williewillus> if you
named your vars properly find-replace would wipe those out
instantly
L2065[12:17:54] <IceDragon> yep... I
know, then you have all the other nuances, like missing methods,
methods that were obfuscated from 1.7..
L2066[12:17:57] <williewillus> so RIP the
people who used useless names like par4/par5/par6
L2067[12:17:57] <diesieben07> i think DB
@ Mojang did it that way
L2068[12:18:01] <diesieben07> Intellij
structural replace
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L2070[12:18:17] <Keridos> i currently
porting my second mod to 1.10
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L2072[12:18:27] <Keridos> first 1.8
roughly, then the patch to 1.9.4
L2073[12:18:40] <williewillus> I have
done 3.5 ish 1.7->1.8+ :P
L2074[12:18:55] <IceDragon> williewillus:
Ha, that's easy when you made the mod from the beginning, it's hard
when the mod was taken over and it was resurrected from a
decompiled version
L2075[12:19:00] <Hawaii_Beach> patch? you
mean a update
L2076[12:19:01] <gigaherz> IceDragon:
no
L2077[12:19:04] <gigaherz> he PORTED over
3 mods
L2078[12:19:07] <gigaherz> made by other
people
L2079[12:19:18] <williewillus> well I'm
on team for one of the three but still wasn't my original
work
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L2081[12:19:40] <gigaherz> he
single-handedly ported Botania from 1.7.10 to 1.8, then 1.8.9 then
1.9 etc
L2082[12:19:48] <williewillus> botania is
not that bad :P
L2083[12:19:51] <Keridos> the mod I am
currently porting is not entirely my original work either
L2084[12:19:59] <Keridos> but I am on the
dev team since about a year already
L2085[12:20:40] <williewillus> my process
is: 1. update forge 2. apply migration mappings if 1.8->1.9+ 3.
update all signatures don't worry about impl
L2086[12:20:44] <williewillus> 4. fix all
blockstates
L2087[12:20:58] <williewillus> 5. fix
everything that uses blockstates (almost everything else)
L2088[12:21:01] <IceDragon> That's 1.8+
and forward
L2089[12:21:08] <IceDragon> this is 1.7
> 1.8
L2090[12:21:11] <IceDragon> the
horrors
L2091[12:21:16] <williewillus> wat
L2092[12:21:22] <williewillus> I'm
describing my 1.7->1.8+ process
L2093[12:21:28] <williewillus> 6. fix
items, 7. try to compile 8. run and start fixing rendering
L2094[12:21:35] <gigaherz> 1.7 -> 1.8
= create json models in bulk
L2095[12:21:38] <gigaherz> replace x,y,z
with BlockPos
L2096[12:21:43] <gigaherz> and then fix
the little things afterward
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L2098[12:21:53] <Keridos> well I do it a
bit differnt, first fix all the compile errors
L2099[12:21:58] <Keridos> then add the
blockstates
L2100[12:22:06] <williewillus> "fix
all the compile errors" is vague though
L2101[12:22:09] <Keridos> then fix
rendering
L2102[12:22:12] <williewillus> some of
those compile errors will rely on states
L2103[12:22:25] <Keridos> yeah the first
2 steps intermingle a bit
L2104[12:22:27] <gigaherz> BlockStates
can be hackplemented using a single PropertyInt, if you want to
avoid the initial mess
L2105[12:22:31] <williewillus> ew
L2106[12:22:33] <williewillus> don't do
taht
L2107[12:22:43] <williewillus> I'd rather
leave stuff uncompiling than put in a hack that compiles
L2108[12:22:44] <hch12907> during the
update from 1.7 to 1.8, i just decided to throw away all the code
and start all over again
L2109[12:22:47] <williewillus> that I
might forget to fix
L2110[12:22:49] <Keridos> for me the most
work is actually the whole json stuff
L2111[12:22:55] <williewillus> you can
autogen those
L2112[12:22:57] <Keridos> though its
mostly copy paste it still can get annoying
L2113[12:23:01] <gigaherz> hch12907:
that's a bit drastic ;P
L2114[12:23:10] <williewillus> I didn't
fully automate those, I just made a IntelliJ template forthe
jsons
L2115[12:23:17] <IceDragon> hch12907: I'm
still having that internal debate whether to call it quits on the
port and just rewrite it
L2116[12:23:19] <williewillus> hch12907:
that's the easy way out
L2117[12:23:21] <gigaherz> Keridos: you
can easily make a script that outputs generic item/block
jsons
L2118[12:23:24] <williewillus> or ratehr,
the hard way out
L2119[12:23:29] <gigaherz> using the
textures as inputs
L2120[12:23:31] <williewillus> ports are
not hard if you are methodical. at all.
L2121[12:23:36] <williewillus> just
tedious
L2122[12:24:41] <IceDragon> williewillus:
Well, I'll go back to porting, maybe the compiler will finally say
"99 errors" instead of 100 after every run...
L2123[12:24:55] <williewillus> if you are
tracking the compile error count you're doing it wrong
L2124[12:25:03] <BordListian> just
increase the number of errors it can show
L2125[12:25:05] <williewillus> :P
L2126[12:25:20] <IceDragon> BordListian:
at that point, I think I'll be wailing
L2127[12:25:26] <gigaherz> IceDragon: be
methodical
L2128[12:25:28] <gigaherz> don't count
errors
L2129[12:25:28] <williewillus> focus on
fixing subsystems, not compile errors. Do all the signatures, do
all the class renames, do all the blockstates
L2130[12:25:29] <Keridos> the 1.8 port
maybe hard once since you need to understand the jsons
L2131[12:25:30] <BordListian> tracking
compile error count was how we used to port stuff after major byond
updates
L2132[12:25:30] <williewillus> think in
those terms
L2133[12:25:34] <gigaherz> open one
class
L2134[12:25:38] <gigaherz> fix it
L2135[12:25:39] <Keridos> but unless you
do some advanced rendering all should be fine
L2136[12:25:41] <gigaherz> open another
clas,s fix it
L2137[12:25:42] <gigaherz> etc
L2138[12:25:46] <BordListian> fucking
space station 13 source is ridculous
L2139[12:25:49] <gigaherz> don't count,
don't think of errors, don't think of progress
L2140[12:25:49] <gigaherz> ;P
L2141[12:25:51] <williewillus> I think
i'm starting to understand why community hates porting
L2142[12:25:56] <Keridos> though I had
some sleepless nights over the jsons since I derped a bit in the
beginning
L2143[12:25:56] <williewillus> because no
one knows how to do it well 0.o
L2144[12:26:01] <gigaherz> williewillus:
yeah
L2145[12:26:11] <IceDragon> gigaherz: Yes
sensei! wish me luck!
L2146[12:26:23] *
IceDragon walks off into the sunset with his laptop in
hand
L2147[12:26:27] <williewillus> i bet most
people just machine-gun on compile errors which is NOT the way to
do it and probably leads to tons of bugs being introduced
L2148[12:26:31] <williewillus> because
you stick whatever compiles in
L2149[12:26:38] <williewillus> instead of
fixing from a subsystem point of view
L2150[12:26:43] *
Keridos shutters, because openmodularturrets still needs to get the
last bits of TESR fixed
L2151[12:26:49] <Keridos> shutter
L2152[12:26:53] <gigaherz> I'd rather
wish you caffeine ;P
L2153[12:26:56] <williewillus> your TESRs
sohuldn't need fixing though :P
L2154[12:26:56] <Keridos> shudder is more
correct
L2155[12:26:57] <gigaherz> luck won't
help much ;P
L2156[12:26:59] <IceDragon> Keridos:
don't you mean shudders?
L2157[12:27:07] <Keridos> yeah
L2158[12:27:23] <Keridos> shuttering is
the thing cameras do when taking pictures, isnt it?
L2159[12:27:31]
⇦ Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi)
(Quit: Veni, Vidi, Non reliquit in)
L2160[12:27:35] <gigaherz> or the blinds
on a window
L2161[12:27:38] <williewillus> lol
L2162[12:27:49] <IceDragon> Keridos: or
it could refer to closing windows, or curtains
L2163[12:28:12] <IceDragon> damn it, I
keep getting ninjaed
L2164[12:28:45] <gigaherz> i wish I
wasn't this busy/tired
L2165[12:28:59] <gigaherz> I'd consider
asking people with 1.7.10 mods if they want me to port
L2166[12:29:06] <Keridos> But some
positive thing for you: You might find working with forge in 1.9+
more convenient
L2167[12:29:13] <gigaherz> I'd givetwo
conditions: the result has to be opensource, and they can't
complain if I chooseto rewrite something
L2168[12:29:13] <gigaherz> XD
L2169[12:29:22] <Keridos> I rather like
the changes made, just porting is a lot of work
L2170[12:29:44] <williewillus> heh same
giga
L2171[12:29:49] <williewillus> but no
time
L2172[12:29:55] <gigaherz> I do have
time
L2173[12:29:58] <gigaherz> just no
brainpower
L2174[12:30:10] <williewillus> I still
have to get PE 1.10 into shape, spent the whole summer at work or
on botania
L2175[12:30:16] <gigaherz> fulltime job +
spanish summer heat
L2176[12:30:29] <IceDragon> gigaherz: And
I'm out of both, my job drains me during the weekdays and my life
drains me during the weekends
L2177[12:30:34] <gigaherz> 30C 60%
humidity in my room, isn't fun.
L2178[12:30:59] <Koward> Is it normal
that decompiling with MCP gives me the source in one huge package
net.minecraft.src ?
L2179[12:31:16] <gigaherz> why are you
"decompiling with MCP"?
L2180[12:31:37] <williewillus> if you
need clean mc source don't use mcp just use the "Clean"
subproject in a forge environment
L2181[12:31:48] <williewillus> clone
forge, run `gradle setupForge` then use the "Clean"
subproject
L2182[12:32:09]
⇨ Joins: JakesDen (~JakesDen@shell2012.plus.com)
L2183[12:33:12] <Koward> An old mod I had
not put on any drive, I actually do not have the source. I had
solved my problem (which is stopping the flow of items in a river)
but I can't anymore. Even if forge has evolved I don't think any
important event has been deleted so it should work in 1.10
too.
L2184[12:33:27] <williewillus> uh if its
a forge mod
L2185[12:33:31] <williewillus> then you
need a forge workspace? :P
L2186[12:33:53] <Koward> So my idea was
to basically get this source and putting it over a clean forge
workspace
L2187[12:34:02] <Subaraki> does my
capability class need to extend ICapabilitySerializable ??
L2188[12:34:08] <Subaraki> or is that
something apart ?
L2189[12:34:16] <williewillus> your
provider does that
L2190[12:34:30] <williewillus> your
Capability Implementation just implements your Capability
Interface
L2191[12:35:47] <RANKSHANK_mob1> Damn my
past-drunk self. I'm going to have to reflow the audio port on my
phone now :P
L2193[12:36:21] <Subaraki> what willie
?
L2194[12:36:23] <Subaraki> extend or
implement ?
L2195[12:36:31] <williewillus>
implement
L2196[12:36:33] <gigaherz> you extend
classes
L2197[12:36:35] <gigaherz> implement
interfaces
L2198[12:36:40] <williewillus> JakesDen:
log?
L2199[12:36:43] <gigaherz> if someone
tells you the opposite, they just simply made a mistake
L2200[12:36:58] <Keridos> JakesDen: a
crashlog would be nice
L2201[12:36:58] <williewillus> also I can
always tell when a mod is structured by looking at botania, it's
amusing heh
L2202[12:36:59] <JakesDen> will get
log
L2203[12:37:12] <Hawaii_Beach> back from
my break, should i override getMetaFromState and getStateFromMeta
?
L2204[12:37:17] <williewillus> both
L2205[12:37:23] <williewillus> and
createBlockState
L2206[12:37:30] <Subaraki> so the thing
that implements ICapabilitySerializable<NBTTagCompound> has
to be an interface as well ?
L2207[12:37:30] <gigaherz> Hawaii_Beach:
when the block is stored in the world grid
L2208[12:37:32] <williewillus> did you
read the doc i linked?
L2209[12:37:33] <gigaherz> only the meta
value is stored
L2210[12:37:38] <williewillus>
Subaraki:....no?
L2211[12:37:38] <gigaherz> and then when
someone reads it back
L2212[12:37:44] <gigaherz>
getStateFromMeta is called
L2213[12:37:46] <Hawaii_Beach> oh
L2214[12:37:48] <Subaraki> then why do i
need to implement it ??
L2215[12:37:50] <williewillus>
ICapabilitySerializable is your Capability Provider
L2217[12:38:04] <Subaraki> yes, it's
called SerializableInventory for now
L2218[12:38:13] <Subaraki> which is a
class
L2219[12:38:14] <williewillus> well the
provider is not the inventory
L2220[12:38:22] <williewillus> you are
gettign mixed up :P read that gist
L2221[12:38:23] <Subaraki> i'll call it
provider
L2222[12:38:31] <gigaherz> Subaraki: I
thought I already got it?
L2223[12:38:47] <Subaraki> look, i'm just
getting really confused
L2224[12:38:48] <Hawaii_Beach> should i
keep the overrides at default, if not; what should i return?
L2225[12:38:50] <JakesDen> should u use
-debug or -stacktrace for the log
L2226[12:38:51] <Subaraki> none of this
is really clear to me
L2227[12:39:12] <JakesDen> or -info
L2228[12:39:16] <gigaherz> do you want me
to give you an "alternative explanation"?
L2229[12:39:17] <williewillus>
Hawaii_Beach: forreal read the doc I linked
L2230[12:39:18] <JakesDen> -- not -
L2231[12:39:24] <williewillus> if you
understand the readthedoc you will know what to do
L2232[12:39:25] <gigaherz> of the whole
capability system?
L2233[12:39:44] <williewillus> Subaraki:
thats why i linked taht gist, read it :D
L2234[12:40:28] <JakesDen>
williewillus:
L2235[12:40:55] <williewillus> I think
i'll spend today writign another rtd, any suggestions? :P
L2236[12:41:04] <Subaraki> its not
helping me
L2237[12:41:15] <williewillus> Subaraki:
what are you confused about
L2238[12:41:15] <JakesDen> do you want
the --debug --info or --stacktrace option on the log
L2239[12:41:21] <williewillus> JakesDen:
wat
L2240[12:41:25] <gigaherz> Subaraki: want
me to give you a conceptual explanation of the capability
system?
L2241[12:41:33] <williewillus> ths gist
gives that :P
L2242[12:41:34] <gigaherz> I'm thinking
of a different way to explain them
L2243[12:41:36] <gigaherz> that may
work
L2244[12:41:39] <Subaraki> yes, let's pm
to not anoy people ?
L2245[12:41:43] <Hawaii_Beach> now why is
getActualState deprecated
L2246[12:41:45] <gigaherz> yes
L2247[12:41:49] <williewillus>
Hawaii_Beach: ignore that
L2248[12:41:54] <williewillus> its
internal mojang markers
L2249[12:42:08]
⇦ Quits: Dragroth
(~Dragroth@dslc-082-083-115-072.pools.arcor-ip.net) ()
L2250[12:42:18] <williewillus> JakesDen:
just pastebin whatevedr your ide spits out when it crashes
L2251[12:42:26] <JakesDen> k
L2252[12:43:21] <Hawaii_Beach> so i need
to return a IBlockState, the one i created?
L2253[12:43:37] <williewillus> no
-.-
L2254[12:43:40] <williewillus> look at
the signature
L2255[12:43:55] <williewillus> and did
you read the doc?
L2256[12:44:03] <Hawaii_Beach> yes and
it's tbh really confusing
L2257[12:44:11] <williewillus> what
is?
L2258[12:44:16] <Hawaii_Beach> the damn
wiki
L2259[12:44:22] <williewillus> no
L2260[12:44:23] <williewillus> what part
of it
L2261[12:44:31] <williewillus> I wrote it
so if you're confused I'm the one to ask right now
L2262[12:44:31] <williewillus> lol
L2263[12:44:38] <Hawaii_Beach> lol
L2264[12:44:41] <williewillus> are you
new to the blockstate system?
L2265[12:44:46] <Hawaii_Beach> yes
L2266[12:44:52] <williewillus> okay so
for now
L2267[12:44:55] <williewillus> forget
meta even exists
L2268[12:45:03] <williewillus> Blocks are
just a registry name + properties + values
L2269[12:45:12] <Hawaii_Beach> ok
L2270[12:45:23] <williewillus> a upper
oak slab is simply "minecraft:wood_slab" with the
property "half=upper" and "variant=oak"
L2271[12:45:25] <williewillus> make
sense?
L2272[12:45:39] <Hawaii_Beach> yeah
L2273[12:46:01] <williewillus> cool, so
the "properties" a block can have are represented in code
as subclasses of IProperty<T>
L2274[12:46:05] <williewillus> and the
values are T's
L2275[12:46:14] <williewillus> so for
example wheat blocks
L2276[12:46:21] <williewillus> have a
IProperty<Integer> that represents their age
L2277[12:47:01] <williewillus> so what
createBlockState does, is you return a BlockStateContainer(<your
block>, <all the properties you want your block to
have>)
L2278[12:47:11] <williewillus> to let MC
know what properties you have
L2279[12:47:14] <Hawaii_Beach> ah
L2280[12:47:31] <williewillus> now we're
in a transition state where meta still kind of exists on disk
L2281[12:47:48] <williewillus> so you
need to implement getMetaFromState and getStateFromMeta to teach mc
how to translate to disk and back
L2282[12:47:59] <williewillus> but out
side of those two methods its all in terms of states
L2283[12:48:11] <williewillus> an
IBlockStaet is just a Block + values for all its properties
L2284[12:48:28] <JakesDen> getting paste
ready now
L2285[12:48:30] <williewillus> so going
with my above example minecraft:wood_slab[half=upper,variant=oak]
is one IBlockState instance
L2286[12:48:40] <williewillus> and
minecraft:wood_slab[half=lower,variant=oak] is another
L2287[12:48:41] <williewillus> etc.
L2288[12:48:48] <Hawaii_Beach> ah
L2289[12:49:28] <Hawaii_Beach> so i have
to do the same with the axis?
L2290[12:49:42] <williewillus> you have
to tell mc that your block has that property
L2291[12:49:54] <williewillus> whcih you
do in the BlockStateContainer constructor
L2292[12:50:06] <williewillus> then you
have to teach mc how to translate state to meta and vice
versa
L2293[12:50:15] <Hawaii_Beach> ah
L2295[12:50:29] <williewillus> I think
normal logs use the upper 2 bits of meta for facing, and lower 2
bits for variant, but not sure about that
L2296[12:50:42] <williewillus> see the
implementations in BlockOldLog/BlockNewLog for examples (though you
won't need a variant property)
L2297[12:51:24] <Hawaii_Beach> wait i
should extend BlockNewLog instead?
L2298[12:51:29] <williewillus> no
L2299[12:51:42] <Hawaii_Beach> oh
L2300[12:51:49] <Hawaii_Beach> beacuse i
was looking at BlockLog instead the whole time
L2301[12:51:57] <JakesDen> on the paste
find the time 18:49:23.747 i think thats where the crash
starts
L2302[12:51:58] <williewillus>
BlockNewLog is for dark oak + acacia logs
L2303[12:52:13] ***
Vigaro is now known as V
L2304[12:52:15] <Hawaii_Beach> oh
L2305[12:52:30] <williewillus> but the
ideas in their createBlockState/getMetaFromState/getStateFromMeta
impls should be applicable
L2306[12:52:45] <JakesDen> k?
L2307[12:52:49] <Hawaii_Beach>
aight
L2308[12:53:09] <williewillus> JakesDen:
no idea because 1 you're using 1.7 and 2. it's cofh stuff crashing
not yours
L2309[12:54:16] <JakesDen> k
L2310[12:54:42] <Hawaii_Beach> do i need
to interfere with setDefaultState or not?
L2311[12:56:21] <Hawaii_Beach> wait i do
for the default state?
L2312[12:56:37] <williewillus> does the
superclass call setDefaultState?
L2313[12:56:40] <williewillus> if not you
need to
L2314[12:56:48] <williewillus> its good
practice to either way
L2315[12:57:03] <Hawaii_Beach> ok
L2316[12:57:10] ***
V is now known as Vigaro
L2317[12:58:23] <Noc7is> How do I get the
ID of a specific type of mob registered with registerModEntity()?
For example if I wanted to send the entity ID through a packet and
spawn the mob using the packet. The mob type has to be acquired
through a packet.
L2318[12:59:10] <williewillus> and this
thing needs to be clientside only?..
L2319[12:59:14] <Noc7is> Tried
entity.getEntityId(), getPersistentId(), and getUniqueId(), but
those are not what Im looking for.
L2320[12:59:19] <williewillus> yeah its
not :P
L2321[12:59:28] <zid> is there a
workaround for endercore crashing in dev environment?
L2322[13:00:02] <Noc7is> The client has
to have the ID and then send it to the server.
L2323[13:00:50] <williewillus> wat
L2324[13:01:02] <williewillus> describe
what you are trying to accomplish at a higher level not the impl
details
L2325[13:01:10]
⇨ Joins: aidancbrady
(~aidancbra@c-71-59-35-92.hsd1.ga.comcast.net)
L2326[13:01:58] <Noc7is> A spawn egg type
thing.
L2327[13:02:13] <williewillus> and why
does this have to do anything with the client?
L2328[13:02:15] <williewillus> server
spawns mobs
L2329[13:02:19] <Noc7is> I know it
does
L2330[13:02:20] <williewillus> and will
let the client know by itself
L2331[13:02:51] <Noc7is> Hang on a sec, I
know I had a reason.
L2332[13:03:16] <williewillus> also
having custom spawn eggs makes no sense any more, the vanilla ones
can take any entity ID and spawn it
L2333[13:03:23] <williewillus> any entity
STRING id
L2334[13:04:17]
⇨ Joins: Meow-J (~Meow-J@45.32.34.121)
L2335[13:04:36] <Noc7is> Oh, because I'm
raytracing.
L2336[13:04:43] <Noc7is> I dont want a
vanilla spawn egg.
L2337[13:04:54] <Noc7is> I want my own,
custom modeled item type spawn eggs.
L2338[13:05:02] <Noc7is> (1.7.10)
L2339[13:05:12] <williewillus> oh 1.7
forget what I said about string IDs
L2340[13:05:15] <williewillus>
>.<
L2341[13:07:17] <Noc7is> Maybe I could
just send the class name and package location.
L2342[13:07:21] <Noc7is> That might
work.
L2343[13:07:34] <williewillus> please
no
L2344[13:07:37] <williewillus> no nono
onnonono :P
L2345[13:07:44] <Noc7is> Well, Im out of
ideas.
L2346[13:07:47] <williewillus> what
direction are you sending this?
L2347[13:07:50] <williewillus> and
WHY?
L2348[13:07:51] <williewillus> :P
L2349[13:08:08] <Noc7is> Client ->
Server, and as I said, because Im sending information that can only
be obtained by raytracing
L2350[13:08:15] <williewillus> you can
raytrace on the darned server
L2351[13:08:21] <Noc7is> Not this
information
L2352[13:08:23] <williewillus> and having
the client tell the server what to do is a terrible idea
L2353[13:08:29] <Noc7is> For whatever
reason it only provides this info on the client
L2354[13:08:32] <williewillus> what
info
L2355[13:08:34] <williewillus>
specifically
L2356[13:08:49] <Noc7is> block X, Y, and
Z
L2357[13:09:04] <williewillus> that is
definitely on the server
L2358[13:09:04] <Noc7is> I dont know why,
but it stays 0 on the server
L2359[13:09:15] <Noc7is> But the client
does it successfully
L2360[13:09:20] <williewillus> what are
you calling?
L2361[13:09:31]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L2362[13:09:36] <Noc7is>
player.rayTrace(50D, 1F);
L2363[13:10:34] <williewillus> this is
from an item right?
L2364[13:10:36] <williewillus> try the
item one
L2365[13:11:19] <williewillus> i remember
1.7 being broken in regards to some parts of \raytracing, 1.8
fixing it
L2366[13:11:25] <williewillus> another
reason to update but whatever
L2367[13:11:45] <Noc7is> From an item,
yes. Wheres the item one? In the item class?
L2368[13:11:49] <williewillus> yes
L2369[13:11:50] <JakesDen> whats the
Items.*** name for nether quartz
L2370[13:11:53] <JakesDen> ?
L2371[13:11:58] <williewillus> your IDE
should autocomplete it :P
L2372[13:12:05] <JakesDen> i dont have a
ide
L2373[13:12:07] <williewillus>
Items.QUARTZ
L2374[13:12:13] <williewillus> you should
get one :P
L2375[13:12:18] <JakesDen> k
L2376[13:12:27] <JakesDen> all capitals
for quartz?
L2377[13:12:34] <williewillus> depends on
your mcp mappings
L2378[13:12:42] <RANKSHANK_mob1> ... no
IDE? Whaaa are you masochistic?
L2379[13:12:43] <williewillus> though
you're using an ancient version right so its probably
lowercase
L2380[13:12:50] <JakesDen> k
L2381[13:12:53] <JakesDen> capital
Q?
L2382[13:13:01] <williewillus> jesus just
get an ide
L2383[13:13:05] <williewillus> or look
yourself
L2384[13:13:07] <RANKSHANK_mob1> ^
L2385[13:13:17] <BordListian> >no
IDE
L2386[13:13:29] <BordListian> [ nervous
laughter ]
L2387[13:13:46] <Noc7is> Don't see
anything about rayTracing in the Item class.
L2388[13:14:12] <williewillus> mustve
been added in 1.8 then. either way I'm 100% certain that info is
avilable serverside
L2389[13:14:18] <williewillus> how else
would stuff like bucjkets
L2390[13:14:21] <williewillus> or normal
spawn eggs
L2391[13:14:22] <Keridos> wow get an IDE
guys
L2392[13:14:23] <williewillus> work
properly
L2393[13:14:35] <JakesDen> changed it to
capital Q now will see if it works now
L2394[13:14:41]
⇨ Joins: KnightMiner (~KnightMin@75.5.78.24)
L2395[13:14:46] <Keridos> elase you will
probably need about 10 times as long for almost everything
L2396[13:14:46] <sham1> Who needs an IDE
when you can have a text editor that uses Eclipse as its
compilation engine
L2397[13:15:06] <BordListian> what.
L2398[13:15:11] <williewillus> sham1:
anything where you have classpath-scanning autocomplete and
primitive refactoring will do
L2399[13:15:18] <BordListian> so you're
picking all the worst parts out of Eclipse?
L2401[13:15:33] <williewillus> blindly
editing yuor text file and asking #minecraftforge about whether a
field name is capitalized will not do
L2402[13:15:34] <sham1> While having a
decent text editor
L2403[13:15:46] <BordListian>
>vim
L2404[13:15:51] <williewillus> hey don't
knock vim
L2405[13:15:54] <BordListian> you're a
menace that needs to be stopped
L2406[13:15:58] <sham1> I actually use
Eclim with Emacs
L2407[13:15:59] <sham1> Fight me
L2408[13:16:09] <sham1> They both start
with E
L2409[13:16:11] <BordListian> this is
getting more and more out of hand
L2410[13:16:15] <williewillus> lmao
L2411[13:16:27] <williewillus> whoever
hasn't used chrome with cVim hasn't lived
L2412[13:16:37] <williewillus> i barely
click webpages anymore
L2413[13:16:38] <sham1> That would
require using chrome
L2414[13:16:40] <BordListian> i can feel
the amount of years in my life decreasing due to anger
L2415[13:16:43] <JakesDen> why does this
recipe not work?
L2416[13:16:56] <williewillus> your
recipe is not broken
L2417[13:17:02] <williewillus> your
environment is probably
L2419[13:17:21] <williewillus> I said
that's not the problem
L2420[13:17:25] <williewillus> your crash
mentioned cofh asm stuff
L2421[13:17:39] <zid> I write my mod out
on paper, then scan it and let the computer convert the text, if it
contains mistakes I throw it all in the bin and start over, isn't
that how all the big modders do it?
L2422[13:17:58] <JakesDen> i loaded it up
on a normal modded ftb modpack and it worked fine apart from that
one recipe
L2424[13:18:31] <sham1> I use M-x
butterfly
L2425[13:18:39]
⇨ Joins: Nitrodev
(~Nitrodev@85-23-77-207.bb.dnainternet.fi)
L2426[13:18:39] <williewillus>
BordListian: i hope you were joking :P
L2427[13:18:55]
⇦ Quits: Noc7is (~Noc7is@cpe-76-85-180-43.neb.res.rr.com)
(Ping timeout: 198 seconds)
L2428[13:19:19] <BordListian> joking
about what
L2429[13:19:31] <sham1> When doing units,
should I use seconds or ticks for stuff
L2430[13:19:47] <BordListian> you'll be
happy to find out that yes, indeed
L2431[13:19:53] <BordListian> regardless
of your answer, i was joking
L2432[13:19:57] <williewillus> hehe
L2433[13:19:59] <RANKSHANK_mob1> Send the
client.sysTime to the server sham1
L2434[13:20:05] <williewillus> lol
L2435[13:20:12] <sham1> I mean as in
metres per second
L2436[13:20:32] <williewillus> what kind
of machine/thing is this unit for?
L2438[13:21:20] <sham1> Well, the unit is
radians per second
L2439[13:21:25] <sham1> But yeah
L2440[13:21:29] <sham1> For angular
velocity
L2441[13:21:29] <JakesDen> apart from
capital Q for items.quartz
L2442[13:21:32] <JakesDen> ?
L2443[13:21:41] <williewillus> if that
was wrong it wouldn't compile
L2444[13:21:44] <williewillus> and it's
quartz lowercase in 1.7
L2445[13:21:49] <JakesDen> k
L2446[13:21:51] <williewillus> for the
love of god really get something with autocomplete
L2447[13:21:55] <williewillus> at least
that
L2448[13:22:12] <williewillus> fumbling
around with what an Items field name is is not a good use of your
time :P
L2450[13:23:18] <sham1> The same way you
do on windows
L2451[13:23:34] <williewillus> get an ide
-> import the gradle file
L2452[13:23:35] <JakesDen> i dont
know
L2453[13:23:39] <JakesDen> what
ide?
L2454[13:23:40] <sham1> Google it
L2455[13:23:42] <williewillus> after
running setupdecompworkspace
L2456[13:23:52] <sham1> I'd suggest
IntelliJ IDEA
L2457[13:23:53] <williewillus> eclipse or
intellij pick one, I don't care which
L2458[13:23:54] <JakesDen> k
L2459[13:23:57] <williewillus> i use idea
personally
L2460[13:23:58] <McJty> Hmm, how can you
get a custom mob to spawn in water like a squid?
L2461[13:24:05] <JakesDen> idea
then
L2462[13:24:11] <McJty> I can't find out
how squids seem to do it
L2463[13:24:19] <RANKSHANK_mob1> Spam in
water or spawn? Cuz they do both ;D
L2464[13:24:20] <williewillus> McJty: is
it in the biome's spawn list entries?
L2465[13:24:21] <JakesDen> what does the
.idea folder in it do?
L2466[13:24:36] <McJty> It spawns
L2467[13:24:41] <McJty> Just only when
there is no water
L2468[13:24:47] <McJty> And I want it
spawned in water
L2469[13:24:55] <williewillus> yeah i
think you have to add it to the "aquatic" spawn list,
lemme check
L2470[13:25:19] <KnightMiner> Try
checking how guardians do it
L2471[13:25:34] <williewillus> public
boolean getCanSpawnHere()
L2472[13:25:35] <williewillus> {
L2473[13:25:35] <williewillus> return
this.posY > 45.0D && this.posY <
(double)this.worldObj.getSeaLevel() &&
super.getCanSpawnHere();
L2474[13:25:35] <williewillus> }
L2475[13:25:38] <williewillus>
^squids
L2476[13:26:17] <williewillus> guardians
use return (this.rand.nextInt(20) == 0 ||
!this.worldObj.canBlockSeeSky(new BlockPos(this))) &&
super.getCanSpawnHere();
L2477[13:26:34] <BordListian> wat
L2478[13:26:55] <BordListian> so
guardians can technically spawn on land?
L2479[13:27:13] <BordListian> 1/21
chance
L2480[13:27:28] <sham1> is nextInt
inclusive?
L2481[13:27:30] <sham1> I don't think
so
L2482[13:27:44] <BordListian> yeah i
might be thinking of some other lang
L2483[13:27:46] <BordListian> like lua or
e2
L2484[13:27:47] <McJty> williewillus, yes
that works but still not in water
L2485[13:27:58] <McJty> williewillus,
something else prevents the water spawning
L2486[13:28:08] <McJty> Because I see it
spawn below sealevel wherever I make a bubble of air
L2487[13:28:14]
⇦ Quits: hch12907 (~hch12907@175.140.26.236) (Quit:
Leaving)
L2488[13:29:25] <McJty> Ok, a biome has a
spawnableWaterCreatureList
L2489[13:29:34] <williewillus> yeah taht
was what I was thinking of
L2490[13:30:31] <McJty> Ok, have to
figure out how to do that without biome. Because this is in a
custom dimension which just uses the default ocean
L2491[13:30:35] <williewillus>
WorldEntitySpawner.findChunksForSpawning governs natural spawn
rules so might wanna look at that
L2492[13:31:03] <williewillus> ah theres
an event
L2493[13:31:38] <McJty> Oh, it is so
easy
L2494[13:31:45] <McJty> CreatureType has
to be WATER_CREATURE
L2496[13:31:56] <primetoxinz> anyway to
find what blockstate file a block is attempting to use?
L2497[13:32:06] <williewillus> if you are
not statemapping
L2498[13:32:10] <williewillus> it should
use the registry name
L2499[13:32:16] <primetoxinz> it's a sub
alias
L2500[13:32:24] <williewillus> do you
have a custom statemapper?
L2501[13:32:26] <primetoxinz> nope
L2502[13:32:31] <williewillus> then it's
the registry name
L2503[13:32:32] <williewillus> :P
L2504[13:32:37] <primetoxinz> huh
L2505[13:32:57] <primetoxinz> it should
use minecraft:beacon then, but it's a missing texture without a
missing state error in the logs
L2506[13:33:39]
⇦ Quits: Hawaii_Beach
(~Hawaii_Be@c80-216-156-69.bredband.comhem.se) (Quit:
Hawaii_Beach)
L2507[13:33:48] <williewillus> see
DefaultStateMapper.getModelResourceLocation for the default impl of
how it gets from IBlockState -> MRL (blockstate json +
variantname)
L2508[13:34:31]
⇨ Joins: Drullkus
(~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L2509[13:34:42] <BordListian> sub
alias?
L2510[13:34:43]
⇦ Quits: jackmcbarn (jackmcbarn@gateway.insomnia247.nl) (Ping
timeout: 192 seconds)
L2511[13:34:46] <BordListian>
??????
L2512[13:34:48] <primetoxinz>
substitution alias
L2513[13:34:54] <BordListian>
statemappers???
L2514[13:34:55] <primetoxinz> replacing
existing blocks
L2515[13:34:59] <BordListian> ah
L2516[13:35:01] <williewillus> ah there
might be some weirdness with the registry name
L2517[13:35:04] <primetoxinz> mmhmm
L2518[13:35:16] <primetoxinz> I know that
sub alias are a mess
L2520[13:35:22] <BordListian> wait you
can replace existing blocks?
L2521[13:35:28] <williewillus>
BordListian: statemappers are how mc gets from IBlockState ->
ModelResourceLocation
L2522[13:35:31] <williewillus> yes but
it's hacky
L2523[13:35:38] <williewillus> and most
of the time it's broken lol
L2524[13:35:41] <BordListian> yeah i'm
not gonna do it
L2525[13:35:41] <JakesDen> nice
train
L2526[13:35:50] <williewillus> damn that
looks nice
L2527[13:35:54] <BordListian> if anything
i would asm into grass growing
L2528[13:35:56] <primetoxinz> I was just
trying to see if it would actually work
L2529[13:36:03] <williewillus>
BordListian: wat...
L2530[13:36:04] <RANKSHANK_mob1> Train
hnnng
L2531[13:36:09] <williewillus> if you
need something pr it into forge
L2532[13:36:11] <williewillus> instead of
using hacks
L2533[13:36:41] <BordListian> grass
growing to arbitrary blocks lol
L2534[13:36:43] <primetoxinz> yet not
everything gets accepted
L2535[13:36:48] <BordListian> it's not
gonna work as a pr
L2536[13:36:52] <BordListian> because
it's such a hacky idea
L2537[13:37:00] <BordListian> it only
deserves a hack
L2538[13:37:08] <williewillus> i don't
see how that's so hacky
L2539[13:37:14] <BordListian> okay
consider this
L2540[13:37:18] <BordListian> i have a
clay block
L2541[13:37:21] <williewillus> modify the
grass method to check block.canGrassSpreadTo
L2542[13:37:23] <williewillus> or
something
L2543[13:37:23] <BordListian> i have
vanilla grass
L2544[13:37:27] <williewillus> and add
that new method
L2545[13:37:40] <BordListian> and i have
a custom vanilla grass block with clay texture
L2546[13:37:49] <BordListian> errr
L2547[13:37:50] <BordListian>
oxymoron
L2548[13:37:54] <williewillus>
"custom vanilla grass block"
L2549[13:37:55] <BordListian> just a
custom grass block
L2550[13:37:56] <williewillus> :P
L2551[13:37:59] <BordListian>
y'know
L2552[13:38:01] <williewillus> yes okay
custom
L2553[13:38:11]
⇦ Quits: Drullkus
(~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net) (Ping timeout: 190
seconds)
L2554[13:38:19] <BordListian> I'm trying
to get vanilla grass to spread onto vanilla clay to create my own
custom grass
L2555[13:38:19] <williewillus> so add a
method in Block with something like checkSpread or canGrassSpreadTo
or spreadToBlock
L2556[13:38:28] <williewillus> oh
L2557[13:38:33] <BordListian> i told
you
L2558[13:38:37] <BordListian> it was
hacky
L2559[13:38:41] <BordListian> you
understand
L2560[13:39:02] <williewillus> well if
you're hacking I hope you do it cleanly unlike some other
modders
L2561[13:39:02] <williewillus> :P
L2562[13:39:08] <BordListian> considering
writing a custom ticker class for chunks
L2563[13:39:13] <BordListian> tbh
L2564[13:39:21] <williewillus> and break
everything in the process :P
L2565[13:39:28] <BordListian> because i
could use it for another idea i put on the backburner a little
while back
L2566[13:41:43]
⇨ Joins: killjoy
(~killjoy@cpe-2606-A000-1118-C0C8-3D66-9D03-2CA5-47BC.dyn6.twc.com)
L2567[13:42:16] <JakesDen> i tried seting
up IDEA and where it asks for the Gradlew JVM JAVA_HOME is says its
not defined and when i try to continue it askes me to click to open
gradle settings and that wont open to add the java path
L2568[13:43:54]
⇨ Joins: jackmcbarn
(jackmcbarn@gateway.insomnia247.nl)
L2569[13:43:56] <Naiten>
<williewillus> damn that looks nice
L2570[13:44:01] <Naiten> was that on my
model?
L2571[13:45:02]
⇨ Joins: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L2572[13:45:29] <JakesDen> ?
L2573[13:46:12] <RANKSHANK_mob1> Jakes
did you follow sea pea double ewes youtube tut?
L2574[13:46:21] <JakesDen> nevermind
seems to work now
L2575[13:46:40] <JakesDen> what?
L2576[13:47:03] <RANKSHANK_mob1> Cpw has
a tutorial on the setup on youtube
L2577[13:47:14] <JakesDen> link?
L2578[13:47:39] <RANKSHANK_mob1>
Sec
L2580[13:48:41] <RANKSHANK_mob1> JakesDen
^
L2581[13:48:56] <JakesDen> k
L2582[13:49:28] <RANKSHANK_mob1> Wait
wrong one
L2583[13:49:35] <RANKSHANK_mob1>
-_-
L2584[13:49:49] <sham1> I have a question
about making a new capability
L2585[13:49:50] <primetoxinz> I guess I
won't use sub alias, the item model is grabbed just fine but the
block just doesn't wanna
L2586[13:50:12] <sham1> When is the
factory that I pass to CapabilityManager#register usedf
L2587[13:51:01] <primetoxinz> I never
even made one for mine
L2588[13:51:10] ***
Vigaro is now known as V
L2589[13:51:21] ***
V is now known as Vigaro
L2591[13:52:52] <JakesDen> k
L2592[13:55:20]
⇨ Joins: adox (~adoxes@87.69.240.9)
L2593[13:55:35] <JakesDen> cant determin
java version
L2594[13:55:54] <JakesDen> should i tyry
eclipse instead
L2595[13:56:50]
⇨ Joins: Zireck
(webchat@99.red-79-153-184.dynamicip.rima-tde.net)
L2596[13:56:59] <sham1> Should I register
my capabilities in preInit
L2597[13:57:43] <RANKSHANK_mob1> JakesDen
where's that printing? Have you set up your global JDK?
L2598[13:58:02] <JakesDen> didnt even get
to that point
L2599[13:58:47] <RANKSHANK_mob1> sham1
yes
L2600[13:58:54] <sham1> Ah, okay
L2601[13:59:04] <RANKSHANK_mob1> JakesDen
what point did you get to?
L2602[13:59:50]
⇦ Quits: Naiten (Naiten@5.143.35.156) (Quit:
Leaving)
L2603[14:00:02] <JakesDen> well i
installed idea and tried importing my project and it detects my jdk
)its out of date tho) and when i coninu it says unable to detect
java vbersion
L2604[14:00:18] <JakesDen> and gives this
log 2016-08-06 19:33:17,800 [ 0] INFO - #com.intellij.idea.Main -
------------------------------------------------------ IDE STARTED
------------------------------------------------------
L2605[14:00:19] <JakesDen> 2016-08-06
19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - IDE: IntelliJ
IDEA (build #IC-162.1447.26, 02 Aug 2016 00:00)
L2606[14:00:19] <JakesDen> 2016-08-06
19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - OS: Linux
(4.4.0-33-generic, amd64)
L2607[14:00:19] <JakesDen> 2016-08-06
19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - JRE:
1.8.0_76-release-b216 (JetBrains s.r.o)
L2608[14:00:21] <JakesDen> 2016-08-06
19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - JVM: 25.76-b216
(OpenJDK 64-Bit Server VM)
L2609[14:00:24] <JakesDen> 2016-08-06
19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - JVM Args:
-Xbootclasspath/a:./../lib/boot.jar -Xms128m -Xmx750m
-XX:ReservedCodeCacheSize=240m -XX:+UseConcMarkSweepGC
-XX:SoftRefLRUPolicyMSPerMB=50 -ea -Dsun.io.useCanonCaches=false
-Djava.net.preferIPv4Stack=true -XX:+HeapDumpOnOutOfMemoryError
-XX:-OmitStackTraceInFastThrow -Dawt.useSystemAAFontSettings=lcd
-Djb.vmOptionsFile=./idea64.vmoptions
L2610[14:00:29] <Kodos> Pastebin is your
friend
L2611[14:00:30] <sham1> Holy shit
L2612[14:00:31] <JakesDen>
-XX:ErrorFile=/home/jake/java_error_in_IDEA_%p.log
-XX:HeapDumpPath=/home/jake/java_error_in_IDEA.hprof
-Djb.restart.code=88 -Didea.paths.selector=IdeaIC2016.2
-Didea.jre.check=true
L2613[14:00:34] <JakesDen> 2016-08-06
19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - ext:
/home/jake/Downloads/idea-IC-162.1447.26/jre/jre/lib/ext:
[dnsns.jar, sunpkcs11.jar, zipfs.jar, sunec.jar, localedata.jar,
meta-index, cldrdata.jar, nashorn.jar, sunjce_provider.jar,
jfxrt.jar, jaccess.jar]
L2614[14:00:39] <JakesDen> 2016-08-06
19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - JNU charset:
UTF-8
L2615[14:00:40] <JakesDen> 2016-08-06
19:33:17,825 [ 25] INFO - #com.intellij.idea.Main - JNA library
loaded (64-bit) in 19 ms
L2616[14:00:43] <sham1> Please don't
flood
L2617[14:00:43] <JakesDen> 2016-08-06
19:33:21,312 [ 3512] INFO - llij.ide.plugins.PluginManager - Cannot
find optional descriptor duplicates-groovy.xml
L2618[14:00:46] <JakesDen> 2016-08-06
19:34:16,353 [ 58553] INFO - .intellij.idea.IdeaApplication - WM
detected: Metacity (Marco)
L2619[14:00:49] <JakesDen> 2016-08-06
19:34:16,667 [ 58867] INFO - llij.ide.plugins.PluginManager -
Cannot find optional descriptor duplicates-groovy.xml
L2620[14:00:52] <JakesDen> 2016-08-06
19:34:16,874 [ 59074] INFO - llij.ide.plugins.PluginManager - 32
plugins initialized in 355 ms
L2621[14:00:55] <JakesDen> 2016-08-06
19:34:16,874 [ 59074] INFO - llij.ide.plugins.PluginManager -
Loaded bundled plugins: Android Support (10.2.0), Ant Support
(1.0), Bytecode Viewer (0.1), CVS Integration (11), Copyright
(8.1), Coverage (162.1447.26), Eclipse Integration (3.0),
EditorConfig (162.1447.26), Git Integration (8.1), GitHub
(162.1447.26), Gradle (162.1447.26), Groovy (9.0), I18n for Java
(162.1447.26), IDEA CORE (162.1447.26), IntelliLang (8.0),
L2622[14:01:03] <JakesDen> JUnit (1.0),
Java Bytecode Decompiler (162.1447.26), JavaFX (1.0), Kotlin
(1.0.3-release-IJ2016.1-120), Maven Integration (162.1447.26),
Plugin DevKit (1.0), Properties Support (162.1447.26), Settings
Repository (162.1447.26), Subversion Integration (1.1), Task
Management (1.0), Terminal (0.1), TestNG-J (8.0), UI Designer
(162.1447.26), XPathView + XSLT Support (4), XSLT-Debugger (1.4),
YAML (162.1447.26), hg4idea (10.0)
L2623[14:01:03] <Kodos> make it stop
D=
L2624[14:01:08] <JakesDen> 2016-08-06
19:34:17,575 [ 59775] INFO - ellij.vfs.persistent.FSRecords -
Marking VFS as corrupted:
'/home/jake/.IdeaIC2016.2/system/caches/names.dat' does not
exist
L2625[14:01:08] <sham1> ^D
L2626[14:01:10] <JakesDen> 2016-08-06
19:34:17,577 [ 59777] INFO - ellij.util.io.PagedFileStorage -
lower=100; upper=500; buffer=10; max=705
L2627[14:01:14] <JakesDen> 2016-08-06
19:34:17,603 [ 59803] INFO - pl.local.NativeFileWatcherImpl -
Starting file watcher:
/home/jake/Downloads/idea-IC-162.1447.26/bin/fsnotifier64
L2628[14:01:17] <JakesDen> 2016-08-06
19:34:17,604 [ 59804] INFO - pl.local.NativeFileWatcherImpl -
Native file watcher is operational.
L2629[14:01:18]
⇦ Quits: Zireck
(webchat@99.red-79-153-184.dynamicip.rima-tde.net) (Killed
(NickServ (GHOST command used by
Zhireck!~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)))
L2630[14:01:20] <JakesDen> 2016-08-06
19:34:17,973 [ 60173] INFO - .history.utils.LocalHistoryLog - local
history version mismatch (was: 0, expected: 6), rebuilding...
L2631[14:01:23] <JakesDen> 2016-08-06
19:34:17,973 [ 60173] INFO - .history.utils.LocalHistoryLog - FS
has been rebuild, rebuilding local history...
L2632[14:01:26] <JakesDen> 2016-08-06
19:34:18,108 [ 60308] ERROR - ij.components.ComponentManager -
Cyclic component initialization: class
com.intellij.ide.ui.LafManager [Plugin: com.intellij]
L2633[14:01:31] <JakesDen>
com.intellij.diagnostic.PluginException: Cyclic component
initialization: class com.intellij.ide.ui.LafManager [Plugin:
com.intellij]
L2634[14:01:34] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:500)
L2635[14:01:35]
⇨ Joins: Zireck
(~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)
L2636[14:01:37] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl.getComponent(ComponentManagerImpl.java:179)
L2637[14:01:40] <JakesDen> at
com.intellij.ide.ui.LafManager.getInstance(LafManager.java:29)
L2638[14:01:42] <JakesDen> at
com.intellij.openapi.editor.colors.impl.EditorColorsManagerImpl$1.onCurrentSchemeChanged(EditorColorsManagerImpl.java:112)
L2639[14:01:43] <RANKSHANK_mob1> JakesDen
you have git, gist that
L2640[14:01:45] <JakesDen> at
com.intellij.configurationStore.SchemeManagerImpl.setCurrent(SchemeManagerImpl.kt:839)
L2641[14:01:47] <JakesDen> at
com.intellij.openapi.options.SchemesManager.setCurrent(SchemesManager.java:61)
L2642[14:01:49] <JakesDen> at
com.intellij.openapi.editor.colors.impl.EditorColorsManagerImpl.setGlobalScheme(EditorColorsManagerImpl.java:259)
L2643[14:01:50] <Zireck> hello!
L2644[14:01:52] <JakesDen> at
com.intellij.ide.ui.laf.darcula.DarculaInstaller.performImpl(DarculaInstaller.java:48)
L2645[14:01:54] <JakesDen> at
com.intellij.ide.ui.laf.darcula.DarculaInstaller.install(DarculaInstaller.java:36)
L2646[14:01:56] <JakesDen> at
com.intellij.ide.ui.laf.LafManagerImpl.initComponent(LafManagerImpl.java:220)
L2647[14:01:58] <primetoxinz> um
L2648[14:01:59] <RANKSHANK_mob1>
-_-
L2649[14:02:00] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:518)
L2650[14:02:03] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl.createComponents(ComponentManagerImpl.java:119)
L2651[14:02:06] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.lambda$createComponents$8(ApplicationImpl.java:430)
L2652[14:02:09] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager$3.run(CoreProgressManager.java:170)
L2653[14:02:11] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.registerIndicatorAndRun(CoreProgressManager.java:494)
L2654[14:02:11] <primetoxinz> stop
L2655[14:02:12] <sham1> ANYONE WITH KICK
CAPABILITIES HERE?
L2656[14:02:14] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.executeProcessUnderProgress(CoreProgressManager.java:443)
L2657[14:02:17] <JakesDen> at
com.intellij.openapi.progress.impl.ProgressManagerImpl.executeProcessUnderProgress(ProgressManagerImpl.java:54)
L2658[14:02:20] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.runProcess(CoreProgressManager.java:155)
L2659[14:02:22] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.createComponents(ApplicationImpl.java:443)
L2660[14:02:25] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl.init(ComponentManagerImpl.java:103)
L2661[14:02:27] <sham1> ^C
L2662[14:02:27] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.load(ApplicationImpl.java:393)
L2663[14:02:29] <sham1> ^C
L2664[14:02:30] <sham1> ^C
L2665[14:02:31] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.load(ApplicationImpl.java:385)
L2666[14:02:33] <JakesDen> at
com.intellij.idea.IdeaApplication.run(IdeaApplication.java:193)
L2667[14:02:35] <JakesDen> at
com.intellij.idea.MainImpl$1.lambda$null$0(MainImpl.java:47)
L2668[14:02:37] <JakesDen> at
java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
L2669[14:02:39] <JakesDen> at
java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
L2670[14:02:41] <JakesDen> at
java.awt.EventQueue.access$500(EventQueue.java:97)
L2671[14:02:43] <JakesDen> at
java.awt.EventQueue$3.run(EventQueue.java:709)
L2672[14:02:45] <JakesDen> at
java.awt.EventQueue$3.run(EventQueue.java:703)
L2673[14:02:47] <JakesDen> at
java.security.AccessController.doPrivileged(Native Method)
L2674[14:02:49] <JakesDen> at
java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:76)
L2675[14:02:49]
⇨ Joins: Flenix
(~Flenix@static.227.9.251.148.clients.your-server.de)
L2676[14:02:52] <JakesDen> at
java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
L2677[14:02:54] <JakesDen> at
com.intellij.ide.IdeEventQueue.dispatchEvent(IdeEventQueue.java:358)
L2678[14:02:56] <JakesDen> at
java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
L2679[14:02:57] <sham1> ^C
L2680[14:03:00] <JakesDen> at
java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
L2681[14:03:02] <JakesDen> at
java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
L2682[14:03:04] <JakesDen> at
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
L2683[14:03:06] <JakesDen> at
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
L2684[14:03:08] <JakesDen> at
java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
L2685[14:03:10] <JakesDen> 2016-08-06
19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager -
IntelliJ IDEA 2016.2.1 Build #IC-162.1447.26
L2686[14:03:13] <JakesDen> 2016-08-06
19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - JDK:
1.8.0_76-release
L2687[14:03:15] <JakesDen> 2016-08-06
19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - VM:
OpenJDK 64-Bit Server VM
L2688[14:03:18] <JakesDen> 2016-08-06
19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager -
Vendor: JetBrains s.r.o
L2689[14:03:21] <JakesDen> 2016-08-06
19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - OS:
Linux
L2690[14:03:23] <JakesDen> 2016-08-06
19:34:18,570 [ 60770] INFO - rains.ide.BuiltInServerManager -
built-in server started, port 63342
L2691[14:03:26] <JakesDen> 2016-08-06
19:34:18,604 [ 60804] INFO - gs.impl.UpdateCheckerComponent -
channel: release
L2692[14:03:27] <sham1> Learn to
IRC
L2693[14:03:30] <JakesDen> 2016-08-06
19:34:18,725 [ 60925] INFO - il.indexing.FileBasedIndexImpl - Index
exts enumerated:111
L2694[14:03:31] <Flenix> ...really?
L2695[14:03:31] <BordListian> i
swear
L2696[14:03:33] <JakesDen> 2016-08-06
19:34:18,730 [ 60930] INFO - il.indexing.FileBasedIndexImpl - Index
scheduled:5
L2697[14:03:33] <BordListian> t
christ
L2698[14:03:35] <JakesDen> 2016-08-06
19:34:18,796 [ 60996] INFO - tellij.psi.stubs.StubIndexImpl - All
stub exts enumerated:34
L2699[14:03:37] <BordListian> stop
L2700[14:03:38] <JakesDen> 2016-08-06
19:34:18,797 [ 60997] INFO - tellij.psi.stubs.StubIndexImpl - stub
exts update scheduled:0
L2701[14:03:38] <RANKSHANK_mob1> D:
L2702[14:03:39] <Kodos> Flenix, it's been
going on for a bit
L2703[14:03:39]
⇦ Quits: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net) (Remote host
closed the connection)
L2704[14:03:41] <JakesDen> 2016-08-06
19:34:18,834 [ 61034] INFO - j.ide.script.IdeStartupScripts - 0
startup script(s) found
L2705[14:03:44] <JakesDen> 2016-08-06
19:34:19,299 [ 61499] INFO - ij.psi.stubs.StubUpdatingIndex -
Following new file types will be
indexed:KJSM,HTML,Properties,CLASS,XML,JAVA,Kotlin,Groovy,kotlin_builtins
L2706[14:03:46] <JakesDen> 2016-08-06
19:34:19,568 [ 61768] INFO - pl$FileIndexDataInitialization -
Initialization done:837
L2707[14:03:48] <BordListian> close your
fucking irc client
L2708[14:03:49] <JakesDen> 2016-08-06
19:34:19,776 [ 61976] INFO - exImpl$StubIndexInitialization -
Initialization done:208
L2709[14:03:52] <JakesDen> 2016-08-06
19:34:20,087 [ 62287] INFO - il.indexing.FileBasedIndexImpl -
Rebuild requested for index
org.jetbrains.kotlin.idea.versions.KotlinMetadataVersionIndex
L2710[14:03:55] <Flenix> Anyone dare to
ping the one who can solve this?
L2711[14:03:55] <JakesDen>
java.lang.Throwable
L2712[14:03:57] <sham1> Should I ping Lex
to make him kick this guy
L2713[14:03:58] <gigaherz> JakesDen: when
something like that happens, LEAVE THE CHANNEL ASAP
L2714[14:03:59] <JakesDen> at
com.intellij.util.indexing.FileBasedIndex.requestRebuild(FileBasedIndex.java:72)
L2715[14:04:01] <JakesDen> at
org.jetbrains.kotlin.idea.versions.KotlinUpdatePluginComponent.initComponent(KotlinUpdatePluginComponent.kt:62)
L2716[14:04:04] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:518)
L2717[14:04:07] <JakesDen> at
com.intellij.openapi.components.impl.ComponentManagerImpl.createComponents(ComponentManagerImpl.java:119)
L2718[14:04:10] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.lambda$createComponents$8(ApplicationImpl.java:430)
L2719[14:04:11] <primetoxinz> @LexManos,
^
L2720[14:04:13] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager$3.run(CoreProgressManager.java:170)
L2721[14:04:15] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.registerIndicatorAndRun(CoreProgressManager.java:494)
L2722[14:04:18] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.executeProcessUnderProgress(CoreProgressManager.java:443)
L2723[14:04:19] <Flenix> I think it's
worth a try sham, I'd say it's "nessasary"
L2724[14:04:21] <sham1> Lex, there's a
great flood
L2725[14:04:21] <JakesDen> at
com.intellij.openapi.progress.impl.ProgressManagerImpl.executeProcessUnderProgress(ProgressManagerImpl.java:54)
L2726[14:04:24] <JakesDen> at
com.intellij.openapi.progress.impl.CoreProgressManager.runProcess(CoreProgressManager.java:155)
L2727[14:04:25] <Zireck> wow
L2728[14:04:26] <JakesDen> at
com.intellij.openapi.application.impl.ApplicationImpl.createComponents(ApplicationImpl.java:443)
L2729[14:04:30]
⇦ Quits: JakesDen (~JakesDen@shell2012.plus.com) (Remote host
closed the connection)
L2730[14:04:31]
⇦ Quits: Cooler (~CoolerExt@36.255.14.147) (Ping timeout: 198
seconds)
L2731[14:04:32] <Kodos> I haven't seen a
flood this great since 1993
L2732[14:04:39] <sham1> Oh, he left
L2733[14:04:43] <sham1> NVM
L2734[14:04:46] <Flenix> tfft
L2735[14:04:58] <RANKSHANK_mob1>
Lordy
L2736[14:05:03] <sham1> Someone who does
not know how to use pastebin
L2737[14:05:04] <Flenix> I'm amazed
there's not a bot here designed for that kinda stuff o.o
L2738[14:05:11] <BordListian> remove
normies
L2739[14:05:22] <primetoxinz> raging
because setting up idea is too hard xD
L2740[14:05:27] <sham1> We are
programmers here, yet there is no anti-spam bot
L2741[14:05:30] <sham1> The fuck is this
shit
L2742[14:05:43] <BordListian> there
should be an automated kick system for repeated "2016-"
or " at"
L2743[14:05:52] <sham1> Or just line
flood
L2744[14:06:01] <sham1> In general
L2745[14:06:05]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L2746[14:06:07] <BordListian> dunno
L2747[14:06:14] <BordListian> some people
enjoy talking in multilines
L2748[14:06:26] <sham1> Like me
L2749[14:06:28] <sham1> Apparently
L2750[14:06:28] <RANKSHANK_mob1> Yeah
I've seen classes posted here. Imports and all
L2751[14:06:41] <Flenix> Yeah but if you
post 10+ lines in a row like that, then it should kick at
least
L2752[14:06:42] <sham1> But this would
not trigger a line flood kick
L2753[14:06:54] <sham1> Only if you post
like 5-10 lines in a short amount of time
L2754[14:07:00] <Flenix> After all if
it's happening that fast we can all just stfu for a sec to let them
hit the 10
L2755[14:07:04] <RANKSHANK_mob1> Or a
vote kick :D
L2756[14:07:12] <sham1> !votekick
L2757[14:07:21] <Kodos> Vote kick's too
easy to abuse, imo
L2758[14:07:24]
⇨ Joins: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L2759[14:07:26]
⇨ Joins: Cooler (~CoolerExt@59.96.1.243)
L2760[14:07:30] <sham1> "Not enough
chatters voted" Vote failed
L2761[14:07:33] <sham1> FFS
L2762[14:07:35]
⇨ Joins: JakesDen (~JakesDen@shell2012.plus.com)
L2763[14:07:38] <sham1> Did Valve design
this vote system
L2764[14:07:45] <RANKSHANK_mob1>
Lol
L2765[14:07:53]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-108-184.buckeyecom.net) (Ping timeout: 186
seconds)
L2766[14:07:54] <sham1> The fuck was
that
L2767[14:08:23] <JakesDen> Sorry about
that.
L2768[14:08:43] <sham1> You just caused a
flood that even Noah could have not escaped
L2769[14:08:47] <RANKSHANK_mob1> Use your
gist for logs :P
L2770[14:08:53] <BordListian> or
pastebin
L2771[14:08:55] <sham1> Or just any
pastebin
L2772[14:08:58] <BordListian> or like a
million other things
L2773[14:09:20] <JakesDen> whats a
gist
L2775[14:10:05] *
LexManos smacks JakesDen Seriously dude...
L2777[14:11:01] <sham1> Thank you
L2778[14:11:01] <JakesDen> Sorry...
L2779[14:11:16] <sham1> What did you
think was going to happen
L2780[14:11:31] <JakesDen> My clipboard
to pastebin was broken
L2781[14:11:47] <sham1> And this is why I
don't resort to cheap tricks like that
L2782[14:11:52]
⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping
timeout: 186 seconds)
L2783[14:12:04] <sham1> 1,4k lines
L2784[14:12:13] <sham1> Speaking of
that
L2785[14:12:25] <sham1> Why don't we have
a bot to autokick people who flood the chat
L2786[14:13:25] <JakesDen> also i didnt
know that if i still had irc open the flood would keep going, it
stopped for me
L2787[14:13:57] <Zireck> better question
yet: why don't we have a slack group instead of irc?
L2788[14:14:15] <sham1>
"Better" messaging formats would be interesting
L2789[14:14:31] <sham1> Although stuff
like Discord would be annoying as people would hear each other's
voice
L2790[14:14:35] <JakesDen> There should
be a discord group for minecraft forge
L2791[14:14:44] <RANKSHANK_mob1> JakesDen
your gradle install is wrong for the first part
L2792[14:14:45] <sham1> And also, as far
as discord goes, no native Linux client
L2793[14:14:47] <sham1> Yet
L2794[14:14:51] <primetoxinz> because irc
is here and it works
L2795[14:14:55] <primetoxinz> not need
for something different
L2796[14:15:06] <JakesDen> it set it up
automaticly
L2797[14:16:18] <Subaraki> does a
capability need to extend something ???
L2798[14:16:31] <Subaraki> or can it just
be any class that just gets promoted to capability
L2799[14:16:31]
⇦ Quits: Cooler (~CoolerExt@59.96.1.243) (Ping timeout: 198
seconds)
L2800[14:16:54] <primetoxinz> what do you
mean?
L2801[14:17:11] <primetoxinz> the
interface?
L2802[14:17:20]
⇨ Joins: Intektor
(~Intektor4@p5B2768DD.dip0.t-ipconnect.de)
L2803[14:17:23] <RANKSHANK_mob1> Where
did you port from? We should start getting intellij newbies to use
the Minecraft pluggin ;P
L2804[14:17:25] <Subaraki> something i
make
L2805[14:17:37] <Subaraki> no
interface
L2806[14:17:45] <sham1> Wait
L2807[14:17:49] <Subaraki> i need a class
that acts as an inventory
L2808[14:17:51] <sham1> There is a
Minecraft plugin
L2809[14:17:52] <sham1> What
L2810[14:18:06] <JakesDen> i
confuzed...
L2811[14:18:07]
⇨ Joins: zrneely (~zrneely@205.175.98.119)
L2812[14:18:22] <primetoxinz> explain
more Subaraki
L2813[14:18:34] <Subaraki> i'm trying to
make an extended player inventory
L2814[14:18:38] <Subaraki> 6 extra
stacks
L2815[14:18:40]
⇨ Joins: Cooler (~CoolerExt@59.97.203.13)
L2816[14:18:40] <primetoxinz> ok
L2817[14:18:48]
⇦ Quits: zid (~zid___@d51a5f7f0.access.telenet.be) (Ping
timeout: 186 seconds)
L2818[14:18:48] <Subaraki> i need to bind
those to the player
L2819[14:18:52]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.183.252)
L2820[14:18:53] <Subaraki> trough a
capability
L2821[14:18:58] <Intektor> my container
seems to be a bit offset, I mean in the gui everything is shown the
right way, but the mosue position seems to be wrong calculated in
the container, not in the gui, because the buttons work fine, but
you can't click the slots because they are a bit left and up
shifted, I think it is the amout how big the gui is
L2822[14:19:08] <sham1> Well, use the
IItemHandler
L2823[14:19:16] <Subaraki> i got the
ItemStackHandler
L2824[14:19:20] <Subaraki> i know how to
use that
L2825[14:19:25] <Subaraki> its the
binding part that riddles me
L2826[14:19:26] <primetoxinz> yeah, but
you need to make your own instance
L2827[14:19:28] <sham1> And then you
attach that IItemHandler to the entity by using an event
L2828[14:19:34] <sham1> No you
don't
L2829[14:19:39] <sham1> You can just use
the default impl
L2830[14:19:45] <Subaraki> just an
iitehandler ?
L2831[14:19:52] <primetoxinz> why not? if
you use getCap it will give you the normal player inventory
L2832[14:19:55] <Subaraki> thats it
?
L2833[14:20:00] <RANKSHANK_mob1> Sham1
pretty much automates the install and has some snazzy highlighting.
Can autogen evemthandlers and checks @SideOnly calls
L2834[14:20:02] <zrneely> Why is
Block::getStateFromMeta deprecated? It's still used throughout
Block, and I'm not sure how else we should describe that
functionality.
L2836[14:20:15] <primetoxinz> because
mojang is dumb, use it anyways zrneely
L2837[14:20:28] <sham1> They don't
understand what deprecated means
L2839[14:21:56] <diesieben07> they use it
to mean "don't call me"
L2840[14:21:59] <diesieben07> not
"don't use me at all"
L2841[14:22:17] <primetoxinz> stupi
L2842[14:22:18] <primetoxinz> d
L2843[14:22:31] <sham1> I know,
right
L2844[14:22:38] <primetoxinz> grr, sub
alias why you do this?!?!?
L2845[14:22:52] <primetoxinz> how can
literally everything work but the blockstate model?
L2846[14:22:52] <Subaraki> ?
L2847[14:22:57] <zrneely> That's weird...
good thing @SuppressWarnings exists
L2848[14:24:35]
⇦ Quits: killjoy
(~killjoy@cpe-2606-A000-1118-C0C8-3D66-9D03-2CA5-47BC.dyn6.twc.com)
(Ping timeout: 192 seconds)
L2849[14:29:35]
⇨ Joins: Drullkus (~Dru11kus@50.242.88.3)
L2850[14:30:42] <primetoxinz> weird error
that only happens sometimes? as soon as I try to breakpoint to find
it never happens again
L2851[14:35:07]
⇦ Quits: Cooler (~CoolerExt@59.97.203.13) (Ping timeout: 198
seconds)
L2852[14:35:10]
⇨ Joins: Arctic_Wolfy
(~SnuWuff@71-8-85-40.dhcp.leds.al.charter.com)
L2853[14:35:59] <Arctic_Wolfy> Is there a
way to load a class w/o calling a method from it?
L2854[14:36:21] <primetoxinz> huh
L2855[14:37:03] <Arctic_Wolfy>
primetoxinz: Is that "huh" to what I said?
L2856[14:37:06] <primetoxinz> yes
L2857[14:37:37] <zrneely> Arctic_Wolfy,
You can invoke the ClassLoader directly - not sure of the exact
functions to call, but it's definitely possible
L2858[14:37:40] <Arctic_Wolfy> Okay,
never know if there was a conversation going on before I
joined.
L2859[14:37:48]
⇨ Joins: Cooler (~CoolerExt@103.194.65.0)
L2860[14:38:10] <diesieben07>
Class.forName? but really... what? why?
L2861[14:39:23] <Arctic_Wolfy> I need to
have static {} called before I can really make an object from the
class b/c of stuff.
L2862[14:39:25]
⇨ Joins: Girafi
(~Girafi@0x555178eb.adsl.cybercity.dk)
L2863[14:39:30] <Intektor> my container
seems to be a bit offset, I mean in the gui everything is shown the
right way, but the mosue position seems to be wrong calculated in
the container, not in the gui, because the buttons work fine, but
you can't click the slots because they are a bit left and up
shifted, I think it is the amout how big the gui is
http://pastebin.com/idPDftmd
L2864[14:39:51] <diesieben07>
Arctic_Wolfy, calling the cstr causes clinit to run before
that
L2865[14:39:59] <diesieben07> you cannot
have a class loaded without clinit being run
L2866[14:40:12] <diesieben07> clinit
meaning static block
L2867[14:40:28] <primetoxinz> then move
the slots Intektor?
L2868[14:41:07] <Arctic_Wolfy>
diesieben07: Come again?
L2869[14:41:24] <diesieben07>
Arctic_Wolfy, you want to ensure static { } is called before any
constructor is run, yes?
L2870[14:41:34] <diesieben07> Intektor,
is your gui 176x166? if not, did you set the size in the gui
class?
L2871[14:41:37] <Arctic_Wolfy> Yes.
L2872[14:41:46] <diesieben07> that is
guaranteed by default
L2873[14:41:48] <diesieben07> thats how
java works.
L2874[14:41:51] <Intektor> it is
L2875[14:42:01]
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L2876[14:42:04] <diesieben07> shwo your
gui class
L2877[14:42:59] <Arctic_Wolfy> Well. It
won't call the constructor until static {} is called b/c it adds
the class to a list.
L2878[14:43:09] <diesieben07> uhhh
wat.
L2880[14:43:30] <Arctic_Wolfy> It's
complicated.
L2881[14:43:51] <diesieben07> just post
your class
L2882[14:43:57] <diesieben07> i have a
feeling you are talking about horrible things
L2883[14:44:18] <Arctic_Wolfy> I have
several classes involved.
L2884[14:45:28] <diesieben07> the class
with the static block
L2885[14:46:04] <diesieben07> Intektor,
uh... your slot positions are hardcoded... line 73 and
following
L2886[14:46:07] <adox> can someone think
of a way to make item invisible only on thirdperson?
L2887[14:46:17] <electrolitic> It's there
any reason my Gui would display an ItemStack's stack size as 0 if I
set it to null?
L2888[14:46:28] <Arctic_Wolfy> There are
several, but I'll show one since it's all pretty much the
same.
L2889[14:46:45] <diesieben07> adox, you
need to make a custom baked model implementing
IPerspectiveAwareModel
L2890[14:46:55] <diesieben07>
electrolitic, code.
L2892[14:47:40] <electrolitic> That's the
tileentity
L2893[14:47:44]
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Leaving.)
L2894[14:47:59] <diesieben07> temp is a
local variable
L2895[14:48:03] <diesieben07> you set it
to null
L2896[14:48:08] <diesieben07> and then
immediately forget about it
L2897[14:48:15] <electrolitic> It's an
alias of the stack in slot 0, isn't it?
L2898[14:48:18] <diesieben07> No.
L2899[14:48:24] <diesieben07> it's a
reference to an object
L2900[14:48:29] <diesieben07> you set the
reference to now point ot null
L2901[14:48:35] <electrolitic> Oh
L2902[14:48:35] <diesieben07> that does
not change any other reference
L2903[14:48:45] <zrneely> Why are the
flags to World::setBlockState not constants?! Crazy magic numbers
everywhere...
L2904[14:48:52] <diesieben07> zrneely,
because compiler inlining
L2905[14:49:08] <diesieben07> we live in
a world of horrible decompiled code.
L2906[14:49:15] <Rushmead> Do i need a
packet handler to send a SPacketPlayerListItem
L2907[14:49:33] <diesieben07> Not really,
no
L2908[14:49:35] <zrneely> diesieben07,
that actually makes a lot of sense... I'm starting to see why so
many modders make their own "helper" libraries
L2909[14:49:48] <Rushmead> How would i do
it diesieben07?
L2910[14:49:53] <diesieben07> do
what?
L2912[14:50:02] <Intektor> diesieben07,
where line 73?
L2913[14:50:09] <Rushmead> Sorry, i
thought you were replying to me.
L2914[14:50:19] <diesieben07> i
was.
L2915[14:50:26] <diesieben07>
Arctic_Wolfy, wtf is checkers?
L2916[14:50:32] <diesieben07> Intektor,
in your paste, where else?
L2917[14:50:40] <Intektor> ah ok
L2918[14:50:41] <Intektor> sorry
L2919[14:50:49] <Rushmead> oh. well how
would i send the packet without a packet handler?
L2920[14:51:04] <diesieben07> it's a
vanilla packet.
L2921[14:51:09] <diesieben07> look at how
vanilla sends packets.
L2922[14:51:20] <Arctic_Wolfy>
diesieben07: It checks to see if a player should have the layer
added to them.
L2923[14:51:39] <diesieben07> yeah don't
add layers in static { }
L2924[14:51:43] <Intektor> yeah, but that
has nothing to do with my slot problem, this only renderes items
into my gui, not the slots
L2925[14:52:03] <Arctic_Wolfy> I'm not.
adding layers in there.
L2926[14:52:25] <diesieben07> uh, err
yeah
L2927[14:52:33] <Arctic_Wolfy> It adds a
checker to a HashMap.
L2928[14:52:35] <diesieben07> so... what
is your problem?
L2930[14:53:15]
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L2931[14:53:16] <Arctic_Wolfy> I need to
have the class loaded so that the checker is put into the
HashMap.
L2932[14:53:34] <primetoxinz> why does my
breakpoint for all NPEs not catch this NPE!?!?!?
L2933[14:53:56] <diesieben07> Intektor,
you are overriding isPointInRegion
L2934[14:54:02] <diesieben07> don't do
that
L2935[14:54:17] <diesieben07>
Arctic_Wolfy, static dependencies like that are bad.
L2936[14:54:21] <Arctic_Wolfy>
primetoxinz: Maybe some thing catches it before you?
L2937[14:54:32] <primetoxinz> then it
wouldn't crash
L2938[14:54:34] <diesieben07>
Reflection.initialize will do it for you but it is a horrible
code-smell
L2939[14:54:51] <Arctic_Wolfy>
diesieben07: It is?
L2940[14:54:56] <diesieben07> Yes.
L2941[14:55:13] <diesieben07> Read the
javadocs on that method.
L2942[14:55:22] <diesieben07> it's
brittle, it's hard to maintain
L2943[14:55:26] <diesieben07> hard to
test
L2944[14:55:30] <diesieben07> hard to
understand
L2945[14:55:35] <diesieben07> it's just a
horrible practice
L2946[14:55:44] <Arctic_Wolfy> Well...
It's hard to do it other wise since static methods cannot be
overridden.
L2947[14:55:56] <diesieben07> uhhh
L2948[14:56:04] <diesieben07> don't do so
much statically.
L2949[14:56:14] <Arctic_Wolfy> Hmm?
L2950[14:56:28] <diesieben07> do the
initialization somewhere else.
L2951[14:56:31]
⇨ Joins: Weareverylucky
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L2952[14:56:33] <diesieben07> not
statically
L2953[14:56:59] <diesieben07> the proper
way would be to have a LayerRegistry
L2954[14:57:03] <Weareverylucky> Does
anyone need a Dev in their Developement Team??
L2955[14:57:05] <diesieben07> that takes
a LayerFactory
L2956[14:57:18] <diesieben07> the
LayerFactory then has a check for if it should be applied or
not
L2957[14:57:23] <diesieben07> and a
"create layer" method
L2958[14:57:26] <Arctic_Wolfy>
Hmm...
L2959[14:57:38] <diesieben07> less
static, more flexibility
L2960[14:57:40] <Weareverylucky> Whats
the upcoming issue here?
L2961[14:57:51] <Arctic_Wolfy> Not sure
how to properly do that.
L2962[14:58:01] <BordListian> this is
embarassing
L2963[14:58:12] <BordListian> but how do
i set a block in the world to a specific block?
L2964[14:58:18] <Weareverylucky>
Whaaa?
L2965[14:58:25] <primetoxinz>
world.setBlockState()
L2966[14:58:35] <BordListian> i
know
L2967[14:58:39] <BordListian> but how do
i get the parameter
L2968[14:58:46] <Weareverylucky> Can
somebody give me the proper updating mod usuage please?
L2969[14:58:49] <primetoxinz>
world.setBlockState(pos,block.getStateFromMeta())
L2970[14:58:52] <diesieben07>
Arctic_Wolfy, interface LayerFactory { boolean
applies(EntityPlayer); LayerRender createLayer(EntityPlayer
player); }
L2971[14:58:56] <diesieben07> and then a
registry that uses those
L2972[14:59:06] <BordListian> so i need
to write my own helper method, gotcha
L2973[14:59:09] <diesieben07>
primetoxinz, no. bad.
L2974[14:59:13] <primetoxinz> why?
L2975[14:59:14] <diesieben07> don't call
getStateFromMeta
L2976[14:59:23] <primetoxinz> then how do
you get the statE?
L2977[14:59:29] <diesieben07> use the
withProperty methods to set the proeprties you want
L2978[14:59:42] <primetoxinz> what's the
different?
L2979[14:59:45] <williewillus>
everything
L2980[14:59:48] <diesieben07> e.g.
Block.stone.getDefaultState().withProperty(BlockStone.VARIANT,
FOO)
L2981[14:59:48] <williewillus> have you
read the state doc?
L2982[14:59:51] <Weareverylucky> Then why
dare to ask the question diesieben07?
L2983[14:59:56] <diesieben07> vs.
Block.stone.getStateFromMeta(RANDOM NUMBER)
L2984[15:00:04] <diesieben07> the 1st
says what you are doing
L2985[15:00:07] <williewillus>
primetoxinz:
mcforge.readthedocs.io/en/latest/blockstates/states/
L2986[15:00:10] <diesieben07> the 2nd
just has a random meaningless number
L2987[15:00:14] <diesieben07>
Weareverylucky, ??
L2988[15:00:34] <Weareverylucky>
Nothing
L2989[15:00:50] <primetoxinz> unless it's
user error neither of them are any different though
L2990[15:00:50] <BordListian> right
L2991[15:00:56] <williewillus> no it's
not
L2992[15:00:56] <BordListian>
ModBlocks.something
L2993[15:00:59] <williewillus> if you
think they're the same
L2994[15:01:03] <BordListian> i tried to
run it on the class
L2995[15:01:06] <BordListian>
stupidity
L2996[15:01:06] <williewillus> you don't
understand the motivation of the state system
L2997[15:01:31] <Arctic_Wolfy>
diesieben07: So how do I do a registry then?
L2998[15:01:44] <primetoxinz> yeah, I
understand why it's better. gonna have to go through and change all
that :P
L2999[15:01:46] <diesieben07> in this
case just a List would probably be fine
L3000[15:01:52] <primetoxinz> after I fix
this crash
L3001[15:01:58] <williewillus>
primetoxinz: think of it this way which is more meaningful:
minecraft:stone_button@9 or
minecraft:stone_button[facing=north,powered=false]
L3002[15:02:09] <primetoxinz> mmhmm
L3003[15:02:27] <Arctic_Wolfy>
diesieben07: Me list?
L3004[15:02:28] <primetoxinz> it's just a
lot more work to write the second one sometimes
L3005[15:02:38] <diesieben07>
Arctic_Wolfy, yes that was for you
L3006[15:02:42] <williewillus> its more
verbose but more meaningful
L3007[15:02:45] <primetoxinz> yeah
L3008[15:02:46] <Arctic_Wolfy>
Okay.
L3009[15:02:48] <williewillus> so I'm
willing to take it :P
L3012[15:02:56] <williewillus>
shadowfacts: ignore em
L3013[15:03:08] <williewillus> drawing
attention to it does no good :P
L3014[15:03:36] <williewillus> also that
person seems clueless so they won't last long :P
L3015[15:03:54] <shadowfacts> heh
L3016[15:04:30] <Zireck> I need to render
an image, ideally when the user clicks a button. Where is the right
place for this button? I don't think the Mod Options -> Config
menu is the right place
L3017[15:04:32] <RANKSHANK_mob1> The
internet is dark and full of retards
L3018[15:05:33] <RANKSHANK_mob1> Zireck
in what context? Gui? Hud overlay? World object?
L3019[15:05:59] <Zireck> GUI
L3020[15:06:32] <Zireck> well, maybe
using a /command would be another way to do it
L3021[15:06:52] <williewillus> what is
this button doing?
L3022[15:07:12] <Zireck> rendering a QR
code
L3023[15:07:28] <RANKSHANK_mob1> A
command in a GUI?
L3024[15:07:55] <Zireck> no, maybe using
the command would render the image directly
L3025[15:08:06] <RANKSHANK_mob1>
Render... where?
L3026[15:08:41] <RANKSHANK_mob1> Cuz it
sounds like you want an overlay here
L3027[15:08:50] <williewillus> i'm
confused as towhat you actually want
L3028[15:08:57] <williewillus> so you
want to render a QR code, yes?
L3029[15:09:03] <Zireck> yes
L3030[15:09:12] <williewillus> and you're
wondering if you should do it in a gui or through a command
L3031[15:09:20] <Zireck> yes
L3032[15:09:30] <williewillus> what kind
of qr code is it- when will it appear?
L3033[15:10:01] <Zireck> whenever the
player wants
L3034[15:10:20] <RANKSHANK_mob1>
-_-
L3035[15:10:25] ***
Vigaro is now known as V
L3036[15:10:25] <williewillus> but what
is it?
L3037[15:10:28] <williewillus> where does
it go/say?
L3038[15:10:59] <Zireck> it's the ip
address of the computer within the QR code
L3039[15:11:15] <Zireck> so you can scan
it with your phone
L3040[15:11:55] <williewillus> i'd say do
it through a client command then and just render it an one of the
overlay events
L3041[15:12:40] <Zireck> ok, I'll look
into it
L3042[15:12:43] <Zireck> thank you!
L3044[15:13:04] <RANKSHANK_mob1> Or open
a GUI with a close button and draw it in there. Depends how you
want it implemented
L3045[15:13:32] <williewillus> first of
all get rid of that terrible setField crap
L3046[15:13:38] <electrolitic> And
replace it with?
L3047[15:13:42] <williewillus> that's a
terrible mojang pattern
L3048[15:13:44] <williewillus> normal
setters and getters
L3049[15:14:18] <electrolitic> The only
purpose of the setFields is for the Container. The container gives
me an ID every time. I have to associate it with something.
L3050[15:14:30] <williewillus> every
time?
L3051[15:14:32] <williewillus> what do
you mean by that
L3052[15:14:42] <electrolitic> the
updateProgressBar thing.
L3053[15:14:52] <electrolitic> I have to
override it, meaning I accept the id.
L3054[15:14:56] <williewillus> but thats
not the problem rn so don't worry about it
L3055[15:15:01]
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L3056[15:15:07] <williewillus> why are
you accessing your inv using both a handler and the array
L3057[15:15:10] <williewillus> just pick
one
L3058[15:15:19] <electrolitic> How would
I set it to null without the array?
L3059[15:15:29] <Weareverylucky> just do
null
L3060[15:15:38] <williewillus>
ItemStackHandler has a method that lets you set slots
directly...
L3061[15:15:46] <williewillus>
setStackInSlot
L3062[15:16:03]
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Leaving)
L3063[15:16:15] <electrolitic>
setStackInSlot is said to be used for general use or other mods in
the comments
L3064[15:16:22] <electrolitic> not to be
used*
L3065[15:16:22] <williewillus> no it's
not
L3066[15:16:26] <williewillus> it's for
internal use
L3067[15:16:29] <electrolitic> Oh
L3068[15:16:29] <williewillus> which is
exactly what this is
L3069[15:16:30] <williewillus> :P
L3070[15:16:35] <electrolitic> Crap,
whoops
L3071[15:16:47] <electrolitic> Still,
doesn't solve the problem though.
L3072[15:16:55] <williewillus> just get
rid of it first
L3073[15:17:28]
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L3074[15:17:30] <electrolitic> Alright,
fixed
L3075[15:18:44] <zrneely> This is a bit
of a long shot - I'm using intellij on a laptop. Can I make
intellij use integrated graphics and minecraft (when I start it
from in intellij) use discreet graphics? Has anyone solved this
before?
L3076[15:19:00] <electrolitic> Of course,
it still doubles :/
L3077[15:19:07] <williewillus> printlns
or debugger :D
L3078[15:19:13] <williewillus> oh
L3079[15:19:15] ***
V is now known as Vigaro
L3080[15:19:27] <sham1>
Optional.ofNullable(placer).map(Entity::getHorizontalFacing).orElse(EnumFacing.NORTH);
L3081[15:19:31] <sham1> Beautiful piece
of code
L3082[15:19:36]
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timeout: 186 seconds)
L3083[15:20:35] <williewillus> or placer
== null ? EnumFacing.NORTH : placer.getHorizontalFacing();
L3084[15:20:50] <sham1> That would work
too
L3085[15:20:56] <williewillus> i love
functional but that's overkill lol
L3086[15:23:43]
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())
L3087[15:23:57]
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L3088[15:24:34] <sham1> No kill like
overkill
L3089[15:32:43]
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seconds)
L3090[15:33:37] <Arctic_Wolfy> While I am
here an thinking about it, in my tests, I'm having a weird syncing
issue. I have data about a player, and when they log on I sync the
data from the server to the clients, other clients will properly
get the data, but the client the data belongs to won't get
it.
L3091[15:34:50]
⇨ Joins: Cooler (~CoolerExt@45.127.228.220)
L3092[15:35:06] <williewillus> how are
you syncing it?
L3093[15:35:33] <Arctic_Wolfy> Using the
packets I think.
L3094[15:35:38] <electrolitic> I think I
got it :/
L3095[15:37:21] <electrolitic> Kinda a
bad idea to change the stackSize of the FurnaceRecipes
recipes
L3096[15:37:56] <Arctic_Wolfy>
williewillus: Ya, I'm using packets.
L3097[15:38:05] <williewillus>
electrolitic: lol
L3098[15:38:10] <williewillus>
Arctic_Wolfy: show where you do that
L3099[15:39:24] <Koward> Does the moment
(preInit, init, postInit) when EventHandlers are registered still
matter now ?
L3100[15:39:25] <Arctic_Wolfy>
williewillus: You want the packet classes or the event where I do
it?
L3101[15:39:41] <williewillus> Koward:
anytime before the event that you want fires :P
L3102[15:39:44] <williewillus>
Arctic_Wolfy: both i guess
L3103[15:42:17] <Koward> So basically,
one could register them all in preInit and be fine.
L3105[15:42:37] <williewillus>
nullregistry name I'm betting
L3106[15:42:41] <williewillus> which is
another substitution bug
L3107[15:42:45] <williewillus> take it to
cpw when he's on :P
L3108[15:43:01] <williewillus> maybe not
a bug but misuse but either way no one knows how they work
lol
L3109[15:43:09] <primetoxinz> lol
L3111[15:43:35] <primetoxinz> I could
just add 2 blocks and disable the vanilla one, but I'd prefer
this
L3112[15:44:41] <williewillus> hmmm
L3113[15:44:44] <williewillus> first
glance looks fine
L3114[15:44:50]
⇨ Joins: gudenau
(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net)
L3115[15:44:57] <gudenau> 'Ello
L3116[15:44:57] <williewillus> though
unrelated note you can pass a Runnable directly in no need to do
Callable<Object>
L3117[15:45:26] <sham1> Kello
L3118[15:45:28] <Arctic_Wolfy>
williewillus: whose looks fine?
L3119[15:45:29] <gudenau> Written
dirrections for a PR idea setup?
L3120[15:45:46] <williewillus>
Arctic_Wolfy: yours, i didn't look in detail though
L3121[15:46:01] <minecreatr> does anyone
know why FMLDeactivationEvent dosn't seem to exist?
L3122[15:46:07] <primetoxinz> not written
but cpw's video is good gudenau
L3123[15:46:10] <williewillus> gudenau:
check cpw's video
L3124[15:46:17] <gudenau> Can not watch a
video ATM
L3125[15:46:27] <Arctic_Wolfy> Okay. I'm
unsure why it has a problem.
L3126[15:46:34] <williewillus>
minecreatr: deactivating mods was never implemented
L3127[15:46:36] <sham1> 'Is it just me or
is there a lot more mouse sensitivity in 1.10.2
L3128[15:46:43] <williewillus> just
you
L3129[15:46:56] <minecreatr> oh, so
canModBeDeactivated=true does nothing? williewillus
L3130[15:47:03] <williewillus> yup
L3131[15:47:14] <williewillus> well it
sets some metadata
L3132[15:47:21] <williewillus> but the
actual mechanism that uses it was never made
L3133[15:47:27] <minecreatr> huh
L3134[15:47:59] <minecreatr> also, does
anyone know what event I would want to listen for on a clientside
only mod if I want to send a chat message as soon as a player joins
a server automatically?
L3135[15:49:28] <Arctic_Wolfy> Which even
get triggered first,
net.minecraftforge.event.AttachCapabilitiesEvent.Entity, or
net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent?
L3136[15:49:29] <sham1> Look at me, I
came
L3137[15:49:32] <sham1> To the
server
L3138[15:49:53] <williewillus>
Arctic_Wolfy: the first is fired in the Entity() constructor
L3139[15:49:58] <williewillus> so I'm
pretty sure the first
L3140[15:50:29] <Arctic_Wolfy> Hmm... so
it makes no sense...
L3141[15:51:00] <williewillus> print out
the name of each player you send a packet to and whose data it
is
L3142[15:51:23] <williewillus> see if
it's actually being sent or ont so you know if its a sending or
processing issue
L3143[15:52:37] <gudenau> I hope I do not
screw up the PR so bad this time...
L3144[15:52:45] <Arctic_Wolfy> Should I
check to see if it's received also?
L3145[15:52:49] <williewillus> sure
L3146[15:52:59] <williewillus> gudenau:
did you not use genpatches last time? :P
L3147[15:53:08] <gudenau> I did.
L3148[15:53:32] <gudenau> I just did
every thing wrong formatting wise.
L3149[15:53:45]
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(~OrionOnli@ip-80-236-237-134.dsl.scarlet.be) (Quit:
Leaving)
L3150[15:53:50] <williewillus> the rule
of thumb is touch as few vanilla lines as possible
L3151[15:54:11] <williewillus> stuff
everything onto a line and don't indent and overall have shitty
formatting, anything to touch fewer lines of vanilla
L3152[15:54:34] <gudenau> Seems kinda
dumb, but whatever. :-/
L3153[15:54:46] <RANKSHANK> dumb until an
update comes
L3154[15:54:56] <williewillus> yeah these
are patches
L3155[15:55:11] <williewillus> if you
reindent vanilla lines when the new version comes your patches
won't apply cleanly
L3156[15:55:15] <williewillus> and it's a
shitton of extra work
L3157[15:55:39] <Arctic_Wolfy> One thing
is I'm using the send to all, so can't print out their names
easily.
L3158[15:55:42] <gudenau> I thought they
where binary patches?
L3159[15:55:47]
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L3160[15:55:51] <williewillus> yes
L3161[15:55:56] <williewillus> but
they're generated from source patches
L3162[15:56:00] <gudenau> .-.
L3163[15:56:02] <williewillus> and when
porting we port source patches
L3164[15:56:12] <williewillus> that's
what you're writing right now man :P
L3165[15:57:51] <gudenau> Well, waiting
to do.
L3166[15:58:14]
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L3167[15:58:15] ***
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L3168[15:59:03] <gudenau> Looks like it
failed.
L3169[15:59:15] <gudenau> Why does this
hate me?
L3170[16:00:30] <gudenau> Got a red
circle with a ! on :decompileJar
L3171[16:00:34]
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reset by peer)
L3172[16:01:58]
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L3173[16:01:59]
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L3175[16:04:15] <minecreatr> for some
reason Minecraft.getMinecraft().thePlayer.getUniqueID() is giving
me a null pointer exception in post init?
L3176[16:04:21] ***
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L3177[16:04:35] <RANKSHANK> why would
there be a player instance @postinit
L3178[16:04:39] <williewillus>
yeah...
L3179[16:04:54] <gigaherz> minecreatr:
player makes no sense until after entering a world
L3180[16:04:54] <williewillus> thePlayer
only exists if the client is logged into something
L3181[16:05:06] <minecreatr> how do I get
the UUID of the logged in player?
L3182[16:05:12] <williewillus> what you
just posted
L3183[16:05:15] <gudenau> You *should* be
able to get the session.
L3184[16:05:15] <minecreatr> before they
are in game
L3185[16:05:20] <gigaherz> there's no
"logged in player" until after entering the world
L3186[16:05:30] <williewillus> you can
probably scan for their gameprofile
L3187[16:05:35] <williewillus> look at
how the client player is constructed
L3188[16:05:37] <gudenau> Look for what
instantiates the player, look at that.
L3189[16:05:43] <williewillus> there
should be a profile passed in
L3190[16:05:46] <williewillus> and see
how that's gotten
L3191[16:06:00]
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L3193[16:06:54] <williewillus> maybe
scale it down a bitt... :P
L3194[16:07:02] ***
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L3195[16:07:14] <gudenau> GUIs in MC
suck. :-/
L3196[16:07:21] <gigaherz> yes
L3197[16:07:25] <Zireck> yeah, I need to
tweak it a lot
L3198[16:07:25] <minecreatr> it looks
like the player controller has a net handler that has the game
profile
L3199[16:07:26] <gigaherz> don't think of
them as GUIs
L3200[16:07:31] <gigaherz> it's just a
flat canvas to draw on
L3201[16:07:42] <gudenau> Pretty
much,
L3202[16:07:42] <gigaherz> mc only offers
support for drawing the itemstack contained in Slots
L3203[16:07:44] <gigaherz> and
Buttons.
L3204[16:07:50] <gigaherz> and
editboxes
L3205[16:08:05] <gudenau> I want layout
managers and crap like that...
L3206[16:08:24] <gigaherz> yeah then use
a 3rdparty library
L3207[16:08:32] <gigaherz> I think a
couple people have libraries with ui managers in them
L3208[16:08:52] <gigaherz> the closest I
have is my guidebook rendering, and that only handles text
L3209[16:08:54] <gudenau> I do not want
to depend on other things if I can help it.
L3210[16:09:00] <gigaherz> wel lthen
write it yourself
L3211[16:09:03] <williewillus> ^
L3212[16:09:04] <williewillus> :P
L3213[16:09:06] <gigaherz> i mean
L3214[16:09:09] <gigaherz> there aren't
any other options.
L3215[16:09:19] <gigaherz> MC doesn't
have it, so:
L3216[16:09:21] <gigaherz> 1. write it
yourself
L3217[16:09:23] <gigaherz> 2. use a
lib
L3218[16:09:27] <gigaherz> 3. don't use
it at all
L3219[16:09:27] <gudenau> Or just fight
with them.
L3220[16:09:46] <williewillus> yeah
except that doesn't solve the problem
L3221[16:09:49] <gudenau> And
decompileJar died.
L3222[16:09:56] <gudenau> :-/
L3223[16:10:10] <RANKSHANK> my bets not
enough memory
L3224[16:10:17] <gudenau>
*facepalm*
L3225[16:10:22] <primetoxinz> how to run
test mods in forge dev?
L3226[16:10:23] <williewillus> blurgh I
hate early game
L3227[16:10:23] <gudenau> Frogot
that.
L3228[16:10:30] <williewillus> just gonna
cheat myself a bunch of starter stuff
L3229[16:11:14] <gudenau> How do I change
that?
L3230[16:11:22] <RANKSHANK>
intellij?
L3231[16:11:26] <gudenau> Yeah.
L3232[16:11:39] <williewillus> i run it
out of intellij
L3233[16:11:55] <williewillus> and have
never had to increase memory for decompiling
L3234[16:12:03] <williewillus> so i
thought that mustve been it :P
L3235[16:12:26] <gudenau> -Xms8G -Xmx8G
in VM args?
L3236[16:12:27] <RANKSHANK> right click
on the gradle task and select 'create setupDecompWorkspace' and add
the memory args to the vm options
L3237[16:12:50] <RANKSHANK> yeah I'd
probably go down to 4g though
L3238[16:12:54] <williewillus> well he's
doing forge proper dev
L3239[16:12:57] <williewillus> so do it
for setupForge
L3240[16:13:01] <RANKSHANK> don't want GC
hang
L3241[16:13:03] <RANKSHANK> ahh
yeah
L3242[16:13:04] <gudenau> Pfft, I have
14GB.
L3243[16:13:06] <gudenau> :-P
L3244[16:13:08] <gudenau> Oh yeah
L3245[16:13:10] <gudenau> THe GC
L3246[16:13:11] <RANKSHANK> sorry was
looking at my mdk :P
L3247[16:13:48] <gudenau> I did set the
default as well.
L3248[16:13:56] <minecreatr> yeah, does
anyone know an event thats fired on the client side when a player
joins a server?
L3249[16:13:59] <gudenau> Sorry...
L3250[16:14:06] <gudenau> onWorldLoad or
somthing?
L3251[16:14:11] <gudenau> Err.
L3252[16:14:17] <williewillus> how about
entityjoinworld event checking for a player
L3253[16:14:18] <gudenau>
EventWorldLoad
L3254[16:14:22] <williewillus> nah
L3255[16:14:29] <williewillus> use one of
the join world events
L3256[16:14:34] <williewillus> and check
instanceof entityplayersp
L3257[16:14:34] <gudenau> Just
guessing...
L3258[16:15:16]
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L3259[16:15:17] <gudenau> Yay, looks to
be getting past that.
L3260[16:15:44] <gudenau> How do I add
the forge project now?
L3261[16:16:01]
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L3264[16:16:51] <gudenau> I can
not.
L3265[16:17:07]
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L3266[16:17:41] <RANKSHANK> ?
L3267[16:17:57] <gudenau> I can not watch
a video right now, sorry. .-.
L3268[16:18:15] <RANKSHANK> ahh well its
cpw's guide to setting up the forge dev :P
L3269[16:18:55]
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L3270[16:19:17] <primetoxinz> anyone know
how to run test mods on forge dev?
L3271[16:19:28] <williewillus>
primetoxinz: cpw has a video for that
L3272[16:19:37] <primetoxinz> I looked
:/
L3273[16:19:45] <williewillus> they work
for me :P
L3274[16:19:50] <primetoxinz> ok
L3275[16:19:53] <RANKSHANK> it's in the
desc of the video I posted
L3276[16:19:55] <primetoxinz> overlooked
it
L3277[16:20:00] <RANKSHANK> shows exactly
how to do it :P
L3278[16:20:10]
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L3281[16:24:02] <minecreatr> is there any
way for a clientside mod to run a command as the player, and
intercept the response and cache it?
L3282[16:24:08]
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L3284[16:24:29] <williewillus> send a
chat packet to the server
L3285[16:24:35]
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L3286[16:24:39] <williewillus> not sure
if "intercepting the response" is possible though
L3287[16:25:00] ***
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L3288[16:25:48] <minecreatr> hmm
L3289[16:25:51] <diesieben07> there isn't
a way to distinguish "commadn response" from "other
player told said 'Your Mom!' in chat"
L3290[16:25:56] <diesieben07> from the
client's perspective
L3291[16:26:10] <diesieben07> told said?
i am not drunk i swear!
L3292[16:26:28] <minecreatr> well, I
guess intercept chat messages, and if it looks right cache it and
prevent the player from seeing it?
L3293[16:26:38] <diesieben07> yeah
L3294[16:26:50] <minecreatr> also, how
would I check the ip of the server the player is connected
to?
L3295[16:27:03] <williewillus> thing is
not sure something exists to do that intercepting
L3296[16:27:05]
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L3297[16:27:08] <minecreatr> it will only
do this on a specific server
L3298[16:27:13] <diesieben07> you could
hack into the netty pipeline :D
L3299[16:27:16] <williewillus> there was
a ClientReceiveChatEvent pr but the owner abandoned it
L3300[16:27:19] <williewillus> yeah
no
L3301[16:27:19] <gudenau> makeJarForge
died on genPatches
L3302[16:27:42] <diesieben07> for the
server, Minecraft#getCurrentServerData
L3303[16:27:45] <minecreatr> I really
dont want to have this be hacky xD
L3304[16:27:53] <diesieben07> it works
fine, i do it :P
L3305[16:28:09] <williewillus> or you
could finish the client chat received pr...
L3306[16:28:14] <diesieben07> its not
even that hacky
L3307[16:28:25]
⇨ Joins: electrolitic
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L3308[16:28:36] <gudenau> Not reflection,
not ASM, not natives.
L3309[16:28:39] <gudenau> Not a
hack.
L3310[16:29:04] <diesieben07> :D
L3311[16:30:08] <sham1> What about
hacks
L3312[16:30:33] <minecreatr> it looks
like ClientChatReceivedEvent exits
L3313[16:30:36] <minecreatr>
*exists
L3314[16:30:57] <williewillus> okay then
theres your solution :P
L3315[16:31:02] <minecreatr> yeah
xD
L3316[16:31:11] <masa> is there any
reasonable way to copy TE data to a new TE insatnce on the client
side?
L3317[16:31:11]
⇦ Quits: Emris (~Miranda@62.178.245.147) (Read error:
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L3318[16:31:22] <williewillus> masa:
writeToNBT -> readFromNBT? :P
L3319[16:31:27] <williewillus> changing
the coordinate tags
L3320[16:31:27] <masa> many things don't
like it when write or readFromNBT is called on the client
L3321[16:31:37] <williewillus> uh
L3322[16:31:40] <williewillus> then said
thing is broken
L3323[16:31:46] <williewillus>
readFromNBT is called from the client when syncing
L3324[16:32:03] <masa> hmm riht, well the
issue might then be writeToNBT
L3325[16:32:13] <diesieben07> is also
called on the client
L3326[16:32:19] <diesieben07> when you
shift-middle click in creative
L3327[16:32:33] <masa> oh
L3328[16:32:43] <masa> right...
L3329[16:32:59] <diesieben07> you always
say these things
L3330[16:33:03] <diesieben07> "don't
like it"
L3331[16:33:05] <diesieben07> what do you
mean by that?
L3332[16:33:13] <gudenau> I need to mess
with capabilities and entities soon.
L3333[16:33:15] <diesieben07> if there is
an error, post it and we can help properly
L3334[16:33:33] <masa> "don't like
it" == "they will crash"
L3335[16:33:44] <diesieben07> yes... with
what exception??
L3336[16:34:03] <masa> well this time it
was nosunchmethodexception
L3337[16:34:15] <williewillus> whoevers
te it is is broken
L3338[16:34:31] <masa> it was
enderio
L3339[16:34:46] <diesieben07> waht
method?!
L3340[16:34:50] <diesieben07>
jesus...
L3341[16:34:58] <diesieben07> do we need
to ask every.single.thing
L3342[16:35:02] <diesieben07>
individually? D:D
L3343[16:35:39] <masa> ??
L3344[16:35:39] <gudenau> sorry
L3345[16:35:53] <masa> wait who are you
asking and what?
L3346[16:36:05] <diesieben07> i am asking
YOU wnat method was not found
L3347[16:36:47] <masa> why do you care?
it is due to me calling writeToNBT() and then readFromNBT() on the
client side, and that enderio machine crashes, so I'll report this
to them
L3348[16:37:00] <diesieben07> i am
interested..
L3349[16:37:04] <diesieben07> because it
might not be their fault? Idk
L3350[16:41:05] <masa> hm, ctrl + pick
block works fine though, I guess it only happens on the server side
then at least for these
L3351[16:42:16]
⇨ Joins: Ordinastie_
(~Ordinasti@87-231-58-94.rev.numericable.fr)
L3352[16:42:41] <Ordinastie_> So Avira
just put minecraft.exe in quarantine...
L3353[16:42:54] <diesieben07> yep
L3354[16:42:57] <gudenau> Who uses that?
:-P
L3355[16:43:04] ***
williewillus is now known as willieaway
L3356[16:43:13] <gudenau> I use the Jar
and Curse.
L3357[16:43:23] <diesieben07> it is
getting a bit ridiculous so i am thinking of switching to another
antivirus
L3358[16:43:31] <gudenau> Windows
Defender?
L3359[16:43:39] <diesieben07> ehh
no
L3360[16:43:48] <diesieben07> recently
they also decided a random class file my mod compiles to is a
virus
L3361[16:44:08] <gudenau> Hey willieaway
would you mind checking my patches?
L3362[16:44:54] <Ordinastie_> that dumb
shit doesn't even want to let me restore it :x
L3363[16:45:04] <gudenau> Use the Jar.
:-D
L3364[16:46:09] <Ordinastie_> what
jar
L3365[16:46:29] <diesieben07> THE
JAR!!!
L3366[16:46:32]
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L3367[16:46:37] <Ordinastie_> oh THAT
JAR
L3369[16:48:49] <RANKSHANK> gudenau
there's a whole shark tank to check your patches here ;)
L3370[16:49:04] <diesieben07> is there a
data structure that can effectively keep itself sorted while the
sorting parameters change?
L3371[16:49:31]
⇨ Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L3372[16:50:23] <diesieben07> use case: i
have a bunch of workers and i want to assign new tasks to the ones
with the least work to do
L3373[16:50:40] <diesieben07> so really i
just need some kind of queue, but i don't know of one that can do
this
L3374[16:51:27] <BordListian> this
redstone input stuff isn't working as i expected
L3375[16:51:34] <barteks2x> diesieben07,
if you find one, tell me. I need that one too
L3376[16:51:38] <diesieben07> lol
L3377[16:51:42] <BordListian> what the
fuck kinda redstone do repeaters even output
L3378[16:51:57] <diesieben07> the only
thing i can think of is keep a list and re-sort it every time the
load changes
L3379[16:51:58] <diesieben07> but that
sucks
L3380[16:52:07] <Ordinastie_>
diesieben07, sort your workers based only on the first task of
their queue ?
L3381[16:52:32] <Ordinastie_> and resort
workers when a task end
L3382[16:52:54] <diesieben07> ehhh
L3383[16:53:04] <diesieben07> how would
that prefer a worker with 3 tasks over one wiht 5?
L3384[16:53:47] <Ordinastie_> I assume
you had weight on your tasks
L3385[16:53:56] <diesieben07> no, weight
is always 1.
L3386[16:54:02] <diesieben07> the tasks
are all the same
L3387[16:55:08] <Ordinastie_> then you
have to resort everytime a task is added and remove I think
L3388[16:55:43] <diesieben07> ew :D
L3389[16:56:22] <diesieben07> oh well,
won't be too bad
L3390[16:56:31] <diesieben07> i probably
will have like... < 20 workers at most
L3391[16:57:12] <barteks2x> That's
nothing compared to me always sorting 1000-30000 elements
L3392[16:57:23] <diesieben07> :D
L3394[16:57:34] <diesieben07> i would
just have liked a cleaner solution code-wise
L3395[16:57:58] ***
kroeser|away is now known as kroeser
L3396[16:58:07] <gudenau> What do you
recomend then?
L3397[16:58:18] <RANKSHANK> gudenau gist
it at the very least, can't check whitespaces etc
L3398[16:58:20] <BordListian>
world.getRedstonePower(thispos,enumfacing) should return any
redstone power, right?
L3399[16:59:06] <RANKSHANK> brace
formatting is off on getBeaconColor
L3400[16:59:31] <RANKSHANK> still don't
need braces in the patch file
L3401[16:59:44] <RANKSHANK> on the else{}
since it's a single line
L3402[16:59:51] <RANKSHANK> shorthanding
reduces patch size
L3403[17:00:01] <zrneely> When loading an
obj file, does the OBJLoader always look for a .mtl file with the
same filename?
L3404[17:00:12] <gudenau> It is based on
the obj iirc.
L3405[17:00:33] <gudenau> They OBJ calls
for the mtl itself, just common to have the mtl be the same, I
think.
L3406[17:00:54] <zrneely> gudenau, you're
correct, the obj specifies the path to the mtl. My mistake, I
should have just opened the obj in a text editor before asking
:)
L3407[17:01:18]
⇦ Quits: founderio
(~Thunderbi@p200300C4E3C3E400349803B3EB2BC3BB.dip0.t-ipconnect.de)
(Quit: founderio)
L3408[17:01:49] <gudenau> Ok, in idea how
do I unmake a local change in a git repo?
L3409[17:02:23] <zrneely> Did you add or
commit the change?
L3410[17:02:26] <zrneely> Or
neither
L3411[17:02:48] <RANKSHANK> rebase back
to the base branch before your changes
L3412[17:02:58] <gudenau> I added
commeted, but I did not sync.
L3413[17:03:14] <gudenau> RANKSHANK,
what?
L3414[17:03:37] <RANKSHANK> wait wait nvm
misread that. ignore me :P
L3415[17:03:58]
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L3416[17:04:11]
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(~PieGuy128@MTRLPQ5031W-LP130-01-1279338914.dsl.bell.ca)
L3417[17:05:00] <zrneely> You can do
"git checkout @~1 -- filename.ext"
L3418[17:05:16] <zrneely> That will
checkout the previous version of the file
"filename.ext"
L3419[17:05:26] <zrneely> @~1 means
"head, but one commit earlier"
L3420[17:05:38] <gudenau> That is not the
problem, I only want to have one commit.
L3421[17:06:10] <zrneely> Wait, so you
have two commits that you want to combine into one?
L3422[17:06:22] <gudenau> That will
basiccly be it.
L3423[17:06:34] <zrneely> "git
rebase -i @~2"
L3424[17:06:37] <Koward> Has anyone ever
seen something, like an entity tick hook.
L3425[17:06:56] <gudenau> There is an
event for that.
L3426[17:07:27] ***
kroeser is now known as kroeser|away
L3427[17:07:29] <zrneely> gudenau, that
will start a text editor with the past 2 or 3 commits - there
should be instructions in the file already.
L3428[17:08:04] <Koward> Someone told me
that but I can't find it.
L3429[17:08:25] <Koward> No subclass of
TickEvent at least
L3430[17:08:32] <zrneely> gudenau, You
basically need to change the one you want to combine from
"pick" to "squash", which will merge it with
the commit one line above it
L3431[17:08:39] <gudenau> Give me a
moment Koward
L3432[17:10:12] <Koward> I need something
more efficient to access an EntityItem than getting the whole
entity list of World ticks and iterate over it, it's too broad I
don't get a nice result.
L3433[17:10:36] <Subaraki> I'm having a
slight problem where for some odd reason i get a second instance of
an array of itemstacks that foops up my code, because i expect 6
slots, an dnot 5
L3435[17:10:44] <gudenau>
LivingUpdateEvent ?
L3436[17:10:58] ***
minecreatr is now known as Mine|away
L3437[17:11:00] <Subaraki> there's one
array that reflects the correct size, and one that reflects
size-1
L3438[17:11:14] <Subaraki> I'm using
itemstackhandler
L3439[17:11:24] <Subaraki> triple checked
on double calls
L3440[17:11:39] <Subaraki> and made
checks for client / server side while printing the std out's
L3441[17:11:56] <Koward>
LivingUpdateEvent is only triggered for LivingEntities
L3442[17:12:05] <Subaraki> with
(FMLCommonHandler.instance().getSide().isClient()) and
isServer()
L3443[17:12:24] <Ordinastie_> that's
wrong
L3444[17:12:47] <Ordinastie_> that checks
phyisical side
L3445[17:12:55] <Ordinastie_> like
dedicated server or not
L3446[17:13:12]
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186
seconds)
L3447[17:13:48] <gudenau> Ok, I have two
pick lines, two diffrent numbers and the comment, should I just use
squash on the bottom of the two?
L3448[17:13:53]
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L3449[17:14:04]
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(~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L3450[17:15:39] <zrneely> gudenau, squash
the bottom one - that will merge it with the top one. It'll bring
up another text editor too, which will let you change the commit
message if you want to
L3451[17:16:08] <zrneely> so you'd change
it from "pick commithash commitmessage" to "squash
commithash commitmessage"
L3452[17:16:09] <gudenau> How do I exit
the editor?
L3453[17:16:23] <zrneely> What editor is
it, and what OS are you on?
L3454[17:16:33] <gudenau> No idea and
Winderps 10.
L3455[17:17:26] <zrneely> Is it part of
the terminal, or did it open another window? If it's part of the
terminal, did you ever install either emacs or vim on that
computer?
L3456[17:17:36] <gudenau> CMD
L3457[17:17:55] <gudenau> How about a
screenshot? :-P
L3458[17:17:57] <diesieben07> git for
windows comes with vim i think
L3459[17:18:22] <zrneely> If it's vim,
hit ESC then type :wq
L3460[17:18:48] <gudenau> Nada.
L3462[17:19:35] <Ordinastie_> looks like
vim
L3463[17:19:53] <BordListian> phew, that
worked
L3464[17:19:57] <Ordinastie_> ESC, should
remove the INSERT at the bottom
L3465[17:20:03] <Ordinastie_> then
:wq
L3466[17:20:08] <BordListian>
getRedstonePower needs to be called on the block you expect
redstone from
L3467[17:20:09] <gudenau> Ok, this time
it worked.
L3468[17:20:11] <gudenau> Whatever,
L3469[17:20:22] <BordListian> now the
only thing i need is repeater support D:
L3470[17:20:34] <diesieben07> you may
scream at me, but, console-based text editors are fucking
stupid
L3471[17:20:44] <gudenau> Nano is
great.
L3472[17:20:55] <gudenau> How do I delete
text?
L3473[17:21:15] <BordListian> and
apparently redstone torches that are placed on the sides of
blocks
L3474[17:21:16] <BordListian> WHY
L3475[17:21:32] <gudenau> Because
Notch.
L3476[17:21:37] <BordListian> only on the
away side
L3477[17:21:44] <BordListian> why
x2
L3478[17:21:50] <gudenau> Ordinastie_,
help me delete text please.
L3479[17:22:02] <BordListian> it works if
the torch is 90° to the block that's taking the redstone
input
L3480[17:22:04] <gudenau> NVM
L3481[17:22:13] <gudenau> Delete works,
not backspace.
L3482[17:23:21]
⇦ Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi)
(Quit: Veni, Vidi, Non reliquit in)
L3483[17:23:26] <gudenau> Now to push and
have people destory me in the comments again.
L3484[17:24:01] <BordListian> also never
trust canConnectRedstone
L3485[17:24:05] <BordListian> facing can
be null
L3486[17:24:20] <BordListian> if the
redstone wire is one block above or below
L3487[17:24:24]
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(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net) (Ping timeout:
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L3488[17:24:27] <gigaherz> so!
L3489[17:24:36] <gigaherz> in trying to
explain capabilities to Subaraki,
L3490[17:24:38] <gigaherz> I wrote this
document
L3492[17:24:48] <gigaherz> I'm open to
comments and suggestions
L3493[17:27:32] <zrneely> gudenau, press
ESC to exit insert mode, then you can move the cursor with hjkl and
delete the current line with "dd". Press "i" to
go back into insert mode.
L3494[17:27:56] <zrneely> Vim really
isn't nice until you take the time to understand it
L3495[17:28:06] <gigaherz> :q and use a
propereditor
L3496[17:28:07] <gigaherz> ;p
L3498[17:28:20]
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(~Doty1154@2601:648:8000:134f:697a:7fc5:81c7:fb2a)
L3499[17:28:21] <gudenau> Like nano, that
is propper.
L3500[17:28:24] <gigaherz> yep
L3501[17:28:28] <sham1> Emacs pls
L3502[17:28:33] <gigaherz> at least you
don't have to reset your computer to exit it
L3503[17:28:39]
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L3504[17:28:41] <gigaherz> when you don't
have a manual handy
L3505[17:28:41] <gigaherz> ;p
L3506[17:28:43] <sham1> ESC:q
L3507[17:28:46] <gigaherz> yeah
L3508[17:28:50] <gigaherz> try doing that
in the blind
L3509[17:28:55] <gigaherz> without ever
knowing wtf vim even is
L3510[17:28:56] <Ordinastie_> gudenau,
first thing, why float ?
L3511[17:28:58] <sham1> It tells you when
you ^C
L3512[17:29:04] <sham1> in normal
mode
L3513[17:29:11] <gudenau> Ordinastie_,
ask Mojang.
L3514[17:29:28] <gigaherz> does it
now?
L3515[17:29:37] <gigaherz> it didn't some
15 years ago when it happened to me
L3516[17:29:41] <Intektor> does someone
know how sounds work?
L3517[17:29:49] <gigaherz> superficially
;P
L3518[17:29:50] <Intektor> or has anyone
ever done sounds?
L3519[17:30:00] <gigaherz> I haven't done
sounds myself
L3520[17:30:01] <gigaherz> ;P
L3521[17:30:03]
⇦ Quits: gudenau
(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net) (Read
error: Connection reset by peer)
L3522[17:30:21] <Intektor> maybe you can
still help me
L3523[17:30:50] <diesieben07> start by
reading the readthedocs article.
L3525[17:31:17] <Intektor> I have
L3526[17:31:34] <Intektor> I've done it
the same way as in the article
L3527[17:32:03] <Intektor> it doesn't
play the sound
L3528[17:32:04] <diesieben07> why
init?
L3529[17:32:09] ***
MrKickkiller is now known as MrKick|Away
L3530[17:32:10] <diesieben07> use
preInit
L3531[17:32:30] <gigaherz> rule of thumb:
all GameRegistry.register should be in preinit
L3532[17:32:57] <gigaherz> also
L3533[17:33:04] <gigaherz> you don't need
to pass the resource location to the register method
L3534[17:33:08]
⇨ Joins: Hink
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L3535[17:33:13] <gigaherz> it will call
getRegistryName on it
L3536[17:33:22] <Intektor> so?
L3537[17:33:43] <Intektor> it doesn't
work though
L3538[17:33:54] <gigaherz> that doesn't
mean it was correct
L3539[17:34:44] <Intektor> so I place the
location in GameRegistry.register?
L3540[17:35:01] <gigaherz> no I meant you
don't have to at all
L3541[17:35:24] <gigaherz>
sound_nova_shoot = new SoundEvent(new
ResourceLocation(CounterGuns.MODID, "nova_shoot"));
L3542[17:35:24] <gigaherz>
GameRegistry.register(sound_nova_shoot);
L3543[17:35:28] <gigaherz> likeyou do
blocks/items
L3544[17:35:53] <RANKSHANK> gigz looks
good ;D though it's not going to sate the swathe of
copy-pastarians
L3545[17:35:58] <gigaherz> hmmm
L3546[17:36:03] <gigaherz> wait
L3547[17:36:06] <gigaherz> I'm wrong on
that
L3548[17:36:17] <gigaherz> the
constructor doesn't call setRegistryName
L3549[17:36:27] <gigaherz> RANKSHANK: ofc
not
L3550[17:37:36] <Intektor> gigaherz,
without that it crashes
L3551[17:37:40] <gigaherz> yep
L3552[17:37:42] <gigaherz> sorry about
that
L3553[17:37:52] <gigaherz> see I just
proved I don't know sounds. XD
L3554[17:37:56] <Intektor> anyway, it's
still not working
L3555[17:37:57] ***
amadornes is now known as amadornes[OFF]
L3556[17:38:14] <gigaherz> question
L3557[17:38:22] <gigaherz> have you
looked at any 1.9+ mod that has sounds?
L3558[17:38:33] <Intektor> no
L3559[17:38:45] <gigaherz> I'd guess
willie has implemented sounds in Botania and ProjectE
L3561[17:40:51] <gigaherz> so far that
looks like yours
L3562[17:40:53] <gigaherz> and it's done
in preinit
L3564[17:41:49] <gigaherz> this is how it
calls playSound
L3566[17:42:11] <gigaherz> and this is
the resources
L3568[17:42:23]
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()
L3569[17:42:28] <gigaherz> eep
L3571[17:42:33] <gigaherz> that one I
wanted to link
L3572[17:42:39]
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L3573[17:43:56] <gigaherz> the biggest
difference is which playSound you chose
L3574[17:43:59] <gigaherz> it's a
different override
L3575[17:44:49] <Subaraki> is diesieben07
around ?
L3576[17:44:56] <diesieben07>
somewhat
L3577[17:44:58] <Subaraki> I / we need a
proper working brain
L3578[17:45:11] <gigaherz> I gave up on
it
L3579[17:45:14] <Subaraki> finally
getting the capabilities to work, apart from one concept
L3580[17:45:28] <diesieben07> eh ok
L3581[17:45:36] <Subaraki> the itemstack
lenght from ItemStackHandler returns the proper size in client
side
L3582[17:45:47] <Subaraki> but on server
side it returns 5
L3583[17:45:51]
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L3584[17:45:55] <Subaraki> making it
crash from oob
L3585[17:45:56] <gigaherz> actually, how
do you knowwhich one is the client?
L3586[17:45:57] <gigaherz> XD
L3587[17:46:00] <gigaherz> you never
said
L3588[17:46:08] <Subaraki> actually, i'm
guessing
L3589[17:46:12] <Subaraki> cause it
happens in the container
L3590[17:46:14] <diesieben07>
code...
L3591[17:46:18] <Ordinastie_> ^
L3592[17:47:15] *
Subaraki snors up code
L3593[17:47:21]
⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout:
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L3595[17:47:49] <Subaraki> might it be a
question of init/post/pre ?
L3596[17:47:55] <Subaraki> i moved it
around a bit in there
L3597[17:49:04] <diesieben07> and the OOB
happens where?
L3598[17:49:25] <Ordinastie_> I don't
know much about caps, but a lot of stuff doesn't look right
L3599[17:49:31] <gigaherz> ah se eanother
thing I forgot to ask: a full stacktrace of the crash
L3600[17:49:31] <gigaherz> XD
L3601[17:49:37] <Subaraki> at
net.minecraftforge.items.ItemStackHandler.getStackInSlot(ItemStackHandler.java:72)
~[ItemStackHandler.class:?]
L3602[17:49:45] <gigaherz> full ;P
L3603[17:49:47] <gigaherz> pastebin
;P
L3604[17:49:52] <Subaraki> x)
L3605[17:49:58] <Subaraki> it happens in
the container class
L3606[17:50:03] <Subaraki> when adding
the 5'th slot
L3607[17:50:03] <diesieben07> Subaraki,
you override validateSlotIndex to allow indices 1-6 inclusive
L3608[17:50:10] <diesieben07> but you
give it an array of size 6
L3609[17:50:15] <Subaraki> yeah, but that
didnt solvet the problem
L3610[17:50:15] <diesieben07> which has
indizes 0-5 inclusive
L3611[17:50:23] <Subaraki> forgot to
remove it
L3612[17:50:53] <gigaherz> I already said
it wouldn't solve anything
L3613[17:50:54] <gigaherz> ;P
L3614[17:50:58] <diesieben07> why does
RpgStackHandler even exist?
L3615[17:51:04] <Ordinastie_> ^
L3617[17:51:44] <Subaraki> to maybe
override stuff if needed
L3618[17:51:46] <Subaraki> i didnt have
it
L3619[17:52:04] <Subaraki> untill i
wanted to override validateSlotIndex
L3620[17:52:06]
⇨ Joins: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L3621[17:52:07] <Subaraki> for testing
purposes
L3622[17:52:23] <Subaraki> which turned
out to not help at all. but hey, at least i tried
L3623[17:52:46] <gigaherz> the rest is
pretty much my own code, renamed ;P
L3624[17:53:53] <vox> aaand I just bought
voxmods.xyz for a yea
L3625[17:53:57] <vox> *year
L3626[17:53:59] <gigaherz> which saddens
me a little bit, becuase it means you copypasted it, rather than
trying to do it yourself and reach a similar solution ;P
L3627[17:54:12] <gigaherz> but I expected
that ;P
L3628[17:54:22] <vox> copypaste is a good
way to learn tbh
L3629[17:54:32] <gigaherz> also a good
way to avoid learning
L3630[17:54:33] <Ordinastie_> not
really
L3631[17:54:35] <diesieben07> Subaraki,
have you tried creating a new world?
L3632[17:54:42] <diesieben07>
ItemStackHandler serializes the size
L3633[17:54:49] <diesieben07> so if there
is an old 5-sized NBT there... it will break
L3634[17:54:55] <gigaherz> does it?
o_O
L3635[17:54:58] <diesieben07> yep
L3636[17:55:03] <Subaraki> WELL
THEN
L3637[17:55:04] <gigaherz> okay that's
news, explains things
L3638[17:55:05] <gigaherz> XD
L3639[17:55:05] <Subaraki> lets try
that
L3640[17:55:07] <Ordinastie_> why?
><
L3641[17:55:10] <diesieben07> idk
L3642[17:55:11] <diesieben07> seems
stupid
L3643[17:55:23] <Subaraki> its sound very
reasonable though
L3644[17:55:25] <diesieben07> means you
can never grow your inventories
L3645[17:55:26] <gigaherz> nah
L3646[17:55:29] <Subaraki> because i had
it set to 5 before
L3647[17:55:36] <gigaherz> only makes
sense if the inventory is resizable
L3648[17:55:42] <Ordinastie_> remember
when "seems stupid" was applied to mojang code
only?
L3649[17:56:03] <Ordinastie_> guess it
will another reason to stick with my own impl
L3650[17:57:25] <Ordinastie_> Subaraki,
also, I'm pretty sure there is no point to @Capabitily inject in
you own objects
L3651[17:57:37] <gigaherz> Ordinastie_:
it's actually needed
L3652[17:57:44] <Subaraki> ask
gigaherz
L3653[17:57:45] <Ordinastie_> wtf?
L3654[17:57:47] <Subaraki> i'm just a
sheep
L3655[17:57:47] <Ordinastie_> why
L3656[17:57:59] <gigaherz> because you
don't create the Capability instance
L3657[17:58:01] <gigaherz> forge
does
L3658[17:58:04] <gigaherz> and doesn't
return it in .register
L3659[17:58:05] <gigaherz> it's
void
L3660[17:58:10] <gigaherz> so the only
way to haveyourown instance
L3661[17:58:13] <Ordinastie_> wtf is that
shit
L3662[17:58:14] <gigaherz> is to inject
it
L3663[17:58:18] <diesieben07> yep, it
sucks :D
L3664[17:58:26] <diesieben07>
@CapabilityInject is stupid
L3665[17:58:42] <Ordinastie_> also naming
sucks and is confusing
L3666[17:58:49] <diesieben07> public
static final Capability<Foo> myCap =
CapabilityManager.register(...);
L3667[17:58:51] <diesieben07> done
L3668[17:59:00] <Ordinastie_> what is
called capability is just a key to a capability
L3669[17:59:11] <diesieben07> or psf
Capability<Bar> someoneElses =
CapabilityManager.get(...)
L3670[17:59:22] <gigaherz> it doubles up
as a way to provide default implementation instances
L3671[17:59:27] <gigaherz> and default
implementation storage
L3672[17:59:42] <Ordinastie_>
(diesieben07, psf ?)
L3673[17:59:48] <diesieben07> public
static final
L3674[17:59:51] <Ordinastie_> oh
L3675[17:59:56] <gigaherz> diesieben07:
the issue with the latter is, WHEN do you do that?
L3676[18:00:03] <diesieben07> in your
mod.
L3677[18:00:05] <Subaraki> oh my
L3678[18:00:07] <Subaraki> such
miracle
L3679[18:00:08] <Subaraki> much
wauw
L3680[18:00:11] <Subaraki> such
workings
L3681[18:00:14] <gigaherz>
@CapabilityInject happens "whenever the cap is
registered"
L3682[18:00:16] <diesieben07> forge will
give you a Cpaability object
L3683[18:00:30] <gigaherz> Subaraki: that
sounds sarcastic?
L3684[18:00:35] <diesieben07> and if it's
created before the actual cap, it will fill it in later through the
magic of TADA: Objects.
L3685[18:00:59] <gigaherz> so you'd make
Capability<T> a proxy?
L3686[18:01:09] <diesieben07> no?
L3687[18:01:25] <diesieben07> and if the
actual registration never comes the Capability throws
NotinitializedException
L3688[18:01:38] <gigaherz> oh you
mean
L3689[18:01:41] <Subaraki> no
L3690[18:01:41] <gigaherz> you'd keep
that one instance
L3691[18:01:42] <diesieben07> no stupid
"oh i will set static final fields" hackery
L3692[18:01:43] <Subaraki> it really did
work
L3693[18:01:44] <gigaherz> and return the
same for everyone
L3694[18:01:47] <diesieben07> yes of
course.
L3695[18:01:50] <gigaherz> just leave it
uninitialized
L3696[18:01:51] <gigaherz> I see
L3697[18:02:00] <gigaherz> yeah that
would have worked
L3698[18:02:05] <Subaraki> thats a note
to add to your tutorial giga ^^
L3699[18:02:11] <diesieben07> i consider
the current way not working :P
L3700[18:02:16] <diesieben07> it's
absolutely broken and hackery
L3701[18:02:30] <diesieben07> it goes
against every OOP design prinicple...
L3702[18:02:40] *
Ordinastie_ still thinks the naming confuses the shit out of
people
L3703[18:02:41] <diesieben07> it hacks
into the JDK... it potentially breaks the JIT...
L3704[18:02:42] <diesieben07> its just
awful
L3705[18:02:55] <diesieben07> </daily
rant about capability inject>
L3706[18:03:01] <gigaherz> Ordinastie_: I
wholeheartedly agree
L3707[18:03:06] <gigaherz> on both
parts
L3708[18:03:10] <gigaherz> naming, and
annotation
L3709[18:03:12] <vox> soooo
L3710[18:03:13]
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384 seconds)
L3711[18:03:28] <diesieben07> oh and
joy
L3712[18:03:29] <gigaherz> but I'm not
going to be the one to do the pull request to fix them ;P
L3713[18:03:36] <diesieben07>
@CapabiltiyInject will ALSO explode in java 9
L3714[18:03:38] <Ordinastie_> on the
bright side, the way Forge is going, diesieben07 will eventually
recommend using MalisisCore :D
L3715[18:03:45] <vox> I'm thinking about
writing a UI thing
L3716[18:03:49] <diesieben07> lol yeah
no
L3717[18:03:51] <vox> that would let me
design in html or something
L3718[18:03:56] <vox> *waits for
hate*
L3719[18:03:57] <diesieben07>
SevenCommons is coming!
L3720[18:04:20] <gigaherz> vox: make it
json
L3721[18:04:20] <RANKSHANK> It will
EXPLODE? :D
L3722[18:04:26] <vox> oh yeah json would
be good
L3723[18:04:28] <gigaherz> so it can take
PE GUI files
L3724[18:04:31] <vox> PE?
L3725[18:04:34] <gigaherz> portable
edition
L3726[18:04:37] <diesieben07> explode in
IllegalAccessError :P
L3727[18:04:42] <diesieben07> or
exception or whatever
L3728[18:04:44] <vox> I've actually never
seen those before
L3729[18:04:50] <gigaherz> also:
L3731[18:04:56] <Ordinastie_> RANKSHANK,
yes, java 9 will be shipped with a tiny amount of C4
L3732[18:04:57] <gigaherz> this is the
file format for my Guidebook item
L3733[18:05:21] <RANKSHANK> Sign me right
up for that then :D
L3734[18:05:21] <diesieben07> as such,
java 9 will only be available ON CD
L3735[18:05:24] <gigaherz> it has
explicit paging, but is inspired in html
L3736[18:05:56] <diesieben07> ok so...
there is no way to have a mixed array (ints, longs, references)
without boxing, right? :D
L3737[18:06:05] <diesieben07> just so i
am not missing something
L3738[18:06:15] <gigaherz> not that i'm
aware of
L3739[18:06:33] <diesieben07> now that i
think of it
L3740[18:06:44] <diesieben07> i remember
experimenting with this once and putting raw object pointers in a
long[]
L3741[18:06:49] <diesieben07> that did
not last long
L3742[18:07:00] <gigaherz> C# has
union-like structs
L3743[18:07:05] <Ordinastie_> did it last
int though ?
L3744[18:07:08] <gigaherz> but I don't
believe Java has anything like that
L3745[18:07:16] <diesieben07> i knew that
was coming ordi -_-
L3746[18:07:30] <diesieben07> hrm
L3747[18:07:30]
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L3748[18:07:38] <diesieben07> i could
make 2 arrays, long [] and Object[]
L3749[18:08:13] <diesieben07> but how
does one then calculate the index... hrm
L3750[18:08:42] <Ordinastie_> does it
have to be native arrays ?
L3751[18:08:48] <diesieben07> no
L3752[18:08:50] <diesieben07> i don't
care what it is :D
L3753[18:09:09] <diesieben07> i just want
to be able to have an efficient mixed data storage
L3754[18:10:43] <gigaherz> I can't think
of anything better than boxing
L3755[18:11:07] <diesieben07> oh
well
L3756[18:11:11] <diesieben07> thanks guys
:D
L3757[18:11:17] <gigaherz> 3 arrays
(boolean[], long[], Object[]) is horrible
L3758[18:11:25] <gigaherz> linked list
isn't much better
L3759[18:11:30] <diesieben07> linked
list? :O
L3760[18:11:36] <diesieben07> oh my own
links
L3761[18:11:38] <gigaherz> yes
L3762[18:11:47] <diesieben07> that still
means boxing :D
L3763[18:11:52] <Intektor> it's just not
playing my sound
L3764[18:11:54] <gigaherz> no I meant
like
L3765[18:11:56] <diesieben07> i'll have a
ChangedValue[]
L3766[18:12:01] <Intektor> if I put in
any other sound, it works just fine
L3767[18:12:03] <diesieben07> and
ChangedValue.OfRef, OfInt, OfLong
L3768[18:12:06] <gigaherz> well yeah it
means boxing
L3769[18:12:11] <gigaherz> then
L3770[18:12:12] <diesieben07> with float
as int and double as long :D
L3771[18:12:15] <gigaherz>
linked-runs
L3772[18:12:29] <gigaherz> if there's 5
longs in a row
L3773[18:12:44] <diesieben07> uh yeah
tahts way too complciated :D
L3774[18:12:51] <gigaherz> you could have
LongsRun { long[5] }
L3775[18:12:56]
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L3776[18:13:00] <diesieben07> who cares,
objects are fast, right? :D
L3777[18:13:06] <gigaherz> so...
boxing.
L3778[18:20:27] <Ordinastie_> meanwhile,
I need to find a way to make a JSON structure for my animations
:s
L3779[18:22:08] <gigaherz> describeyour
animations
L3780[18:22:26] <gigaherz> curve-based?
frame-based?
L3782[18:24:17]
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L3783[18:24:57] <gigaherz> so
curve-based, sortof
L3784[18:25:14] <Ordinastie_> no sure
what you call curve-based
L3785[18:25:32] <gigaherz> there's two
main ways to describe animation sequences
L3786[18:25:44] <gigaherz> one is to
provide the exact values on a sampledway
L3787[18:25:50] <gigaherz> N
frames/second
L3788[18:25:58] <gigaherz> and then
interpolate between those
L3789[18:26:02] <Ordinastie_> it's start
end and ticks
L3790[18:26:11] <gigaherz> another one is
to describe each individual value as a curve
L3792[18:26:21] <gigaherz>
spline/polyline
L3793[18:26:28] <gigaherz> with arbitrary
keyframes
L3794[18:26:35] <gigaherz> so like
L3795[18:27:13] <Ordinastie_> the
animations are already working fine, what I need is a way to put
them into a JSON
L3796[18:27:18] <gigaherz>
"color.r": [ { "at": 25, "value":
0.5, "left": "smooth", "right":
"sharp" }, ... ]
L3797[18:27:41] <gigaherz> smooth/sharp
would distinguish between a linear interpolation, and a cubic
interpolation
L3798[18:27:44] <Ordinastie_> animations
are supposed to be applied to shapes (or OBJ groups in that
case)
L3799[18:27:47] <gigaherz> (ifyou wanted
that)
L3800[18:28:16] <gigaherz> ofc, that's a
bit annoying to edit by hand
L3801[18:28:49] <gigaherz> so that's why
I asked you to describe how the animation sequence works
L3802[18:28:53] <gigaherz> so from what I
see
L3803[18:29:02] <gigaherz> you have a
step type (color etc)
L3804[18:29:05] <gigaherz> and a step
length (delay?)
L3805[18:29:16] <Ordinastie_> duration
and delay
L3806[18:29:45] <Ordinastie_> but I think
I know how I'll have them now
L3807[18:30:04] <gigaherz> oh I see, I
missed the duration
L3808[18:30:30] <gigaherz> my best
suggestion wouldn't match that
L3809[18:30:35] <gigaherz> so meh
;p
L3810[18:30:58] <Ordinastie_>
"transforms" { "name" { "type" :
"translation", "from": ..., "to" : },
"otherName" : {} }
L3811[18:31:33] <gigaherz> can you have
more than one translation running at the same time?
L3812[18:31:37] <Ordinastie_> and
"animations" : { "name" : { "object"
: "someGroupInObj", "transform" : } }
L3813[18:32:21] <Ordinastie_> gigaherz,
of course, but they're usually groupe in one
ParallelTransformation
L3814[18:32:37] <Ordinastie_> if they're
sequential, you have ChainedTransformation
L3815[18:32:50] <Ordinastie_> (not a big
fan of that name though)
L3816[18:33:27] <Ordinastie_> the only
thing is, I'll have to have custom deserializer for
transforms
L3817[18:33:48] <Ordinastie_> because
fields will differ based on the type
L3818[18:33:52]
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L3821[18:40:00] <gigaherz> oops
L3823[18:40:22] <gigaherz> I didn't
realize I had started typing the sentence already
L3824[18:40:42] <gigaherz> the idea
is
L3825[18:40:46] <gigaherz> you provide
keyframes
L3826[18:40:51] <gigaherz> but the
components are optional on the keyframes
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L3828[18:41:14] <Ordinastie_> sounds a
bit complicated too
L3829[18:41:19] <gigaherz> so thefirst
one may have all of them, then some may update more often than
others
L3830[18:41:31] <gigaherz> and at the end
you may have all of them once again
L3831[18:41:49] <gigaherz> it's the
closest representation to how you edit an animation on a modelling
program
L3832[18:42:07]
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L3833[18:42:12] <Ordinastie_> yes, but
you have a program to edit them :)
L3834[18:42:24] <Ordinastie_> here
they're supposed to be manually written
L3835[18:42:29]
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L3837[18:42:40] <gigaherz> yeah
L3838[18:42:49] <gigaherz> but the thing
is
L3839[18:42:51] <gigaherz> if I did have
a program
L3840[18:42:56] <gigaherz> then I
wouldn't havethe keyframes like that
L3841[18:43:03] <gigaherz> I'd have each
curve on a separate thing
L3842[18:43:10] <gigaherz> with its own
keyframes array
L3843[18:43:18] <gigaherz> but that's
much harder to edit by hand
L3844[18:43:26] <gigaherz> since you
don't see the whole picture at once
L3845[18:43:55] <vox> yo ghz
L3846[18:44:01] <vox> how do you actually
render that book?
L3848[18:44:30] <gigaherz> I mean
L3850[18:45:01] <gigaherz> I need to
refactor that
L3851[18:45:02] <gigaherz> it's a
mess.
L3852[18:46:31]
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L3853[18:49:42] <zrneely> What does the
checkSides flag do in BlockModelRenderer::renderModel?
L3854[18:50:01] <Ordinastie_> checks for
culling
L3855[18:50:28] <Ordinastie_> like a
block on the ground won't draw the bottom face
L3856[18:50:43]
⇨ Joins: IceDragon (~ThatGuy@69.160.124.50)
L3857[18:51:07] <zrneely> Hmm... so it
should in general be true, right? I'm following McJty's tutorials
and he doesn't have it in his TESR example
L3858[18:51:17] <Ordinastie_> or the
adjacent faces between 2 glass blocks
L3859[18:51:27] <zrneely> And I'm not
super familiar with OpenGL/3d graphics in general
L3860[18:51:51] <Ordinastie_> depends on
what you render
L3861[18:58:45]
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L3862[19:04:13] <vox> So I have to figure
out
L3863[19:04:20] <vox> Do I want to make
the code pretty
L3864[19:04:24] <vox> or make it work
:/
L3865[19:04:35]
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L3866[19:04:43] <RANKSHANK> is that even
a question?
L3867[19:04:48] <vox> yes :P
L3868[19:04:55] <RANKSHANK> :D
L3869[19:05:02] <vox> I've been seriously
thinking about making a pretty GUI system for people to use
L3870[19:05:10] <vox> but also I could be
working on my mod
L3871[19:05:35] <RANKSHANK> ehh libs
means you'll enjoy a lot of whining about it not working
L3872[19:07:46]
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L3874[19:08:35] <gigaherz> I refactored
the book rendering code away from the gui class
L3875[19:08:39] <gigaherz> and
parsing
L3876[19:08:41] <gigaherz> and
navigation
L3877[19:08:46] <gigaherz> it's still a
mess ;P
L3879[19:09:43]
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L3885[19:25:48] <zrneely> Is there a way
to get warnings about strings that you forgot to localize? Other
than checking every single item and block you add to the game by
hand?
L3886[19:26:26]
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L3887[19:26:30] <RANKSHANK> not that I
know of. unless you want to print the lang table
L3888[19:26:38] <AnarchySage> for forge
1.10.2 versionb
L3889[19:26:44] <AnarchySage> err, didnt
mean to hit enter
L3890[19:27:02] <AnarchySage> for forge
1.10.2 version 2046, where is the actual forge jar? i cant find it
in .minecraft anywhere
L3891[19:27:04]
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L3892[19:27:08] <TehNut> Ender(IO/Core)
has something to print strings that haven't been localized
L3893[19:27:19] <TehNut> I'm not sure
where they do it
L3894[19:27:22] <gigaherz> zrneely: what
kind of "strings" do you have that could be like
that?
L3895[19:27:50] <gigaherz> the item and
block names should just be assigned through
setUnlocalizedName
L3896[19:27:59] <gigaherz> so that leaves
tooltips, and gui?
L3897[19:28:52] <zrneely> gigaherz,
Anything that would normally be in the .lang files. If I have an
item with unlocalized name "foobar", I want to get a
compile-time (ideal) or during-init (still ok) warning if
"tile.foobar.name" isn't defined in my language
file
L3898[19:29:22] <gigaherz> oh so you want
to know which translation keys are not found, I see
L3899[19:30:14] <RANKSHANK> AnarchySage
%UserProfile%/.gradle/caches/minecraft/net
L3900[19:30:16] <zrneely> yep, I've seen
too many mods with obscure/uncommon things not properly
localized
L3901[19:30:19] <gigaherz> well the
answer it still: I don't think so
L3902[19:30:19] <gigaherz> XD
L3903[19:30:42] <gigaherz> sleep
time!
L3904[19:30:46] <zrneely> Maybe I'll
write something for that... should be possible to dig through the
GameRegistry, no?
L3905[19:30:46] ***
gigaherz is now known as ghz|afk
L3906[19:30:49] <RANKSHANK> night
L3907[19:30:59] <ghz|afk> oh before I
go
L3909[19:31:05] <ghz|afk> comments
welcome ;P
L3910[19:31:13] <ghz|afk>
night"!
L3911[19:31:22] *
ghz|afk poofs
L3912[19:32:11] <AnarchySage> RANKSHANK:
i dont see it there, im talking about the one the client uses for
loading mods
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L3914[19:32:49] <RANKSHANK> wait as in
dev space jars or user jars?
L3915[19:33:08] <vox> latah ghz
L3916[19:33:24] <Intektor> there is
always some kind of delay when I try to play my sound effects, how
can I fix this
L3917[19:33:42] <AnarchySage> user
L3918[19:35:57] <RANKSHANK>
.minecraft/libraries/net/minecraftforge maybe?
L3919[19:37:01] <AnarchySage> yep,
thanks
L3920[19:38:46] <RANKSHANK> no clue
Intektor, you don't have silence at the start of the track
right?
L3921[19:38:54] <Intektor> no
L3922[19:39:12] <Intektor> I figured out,
that the sound plays faster wehn you put in more pitch
L3923[19:39:17] <Intektor> but then it
also sounds uglyx
L3924[19:40:14] *
ghz|afk pokes head through door
L3925[19:40:23] <ghz|afk> that may mean
your actual sound has a delay at the beginning, try to trim
it
L3926[19:40:26] *
ghz|afk poofs again
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L3928[19:44:28] <zrneely> ghz is not very
good at this whole "sleeping" thing
L3929[19:44:51]
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L3933[19:58:33] <vox> ghz|afk: I've
decided what I'm doing
L3934[19:58:55] <vox> I'm going to write
a program that you can graphically design GuiContainers in
L3935[19:59:57]
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L3938[20:11:39] ***
Kolatra|away is now known as Kolatra
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L3947[20:31:09] <Panda_> this is probably
a stupid question but I want to make sure before I start writing
stuff. The "length" in the header of chunk data in an mca
file is the compressed or uncompressed length?
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L3959[20:56:03] <RANKSHANK> wat
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L3972[21:12:11] <Lapiman> Hi there - i'm
currently trying to spawn XP orbs by a player, like so:
L3973[21:12:19]
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L3974[21:12:25] <Lapiman>
world.spawnEntityInWorld(new EntityXPOrb(world, player.posX,
player.posY, player.posZ, 5)); // the 5 is just a placeholder,
btw
L3975[21:12:51] <Lapiman> When I trigger
this line, I hear the dings and my XP goes up and all that, but it
also creates kind of a ghost xp orb entity
L3976[21:13:08] <Lapiman> it follows me
around and wobbles, but refuses to disappear, even after my XP has
obviously been collected
L3977[21:13:21] <Ordinastie_> only spawn
on the server
L3978[21:13:24] <Lapiman> and when I
leave the world, head to the start screen, and start the world over
again, the ghost xp orb disappears.
L3979[21:13:28] <Lapiman> oooooh.
L3980[21:14:08] <Lapiman> lemme give that
a spin.
L3981[21:15:57] <Lapiman> that did it,
thank you Ordinastie_
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L3985[21:19:10] <gudenau> Uhm, how do I
VIM?
L3986[21:19:11] <gudenau> .-.
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L3989[21:20:48] <Lapiman> okay, sorry,
another thing
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L3991[21:21:04] <Lapiman> I just switched
it to use the position of the event that triggers the xp orbs
L3992[21:21:12] <Lapiman>
world.spawnEntityInWorld(new EntityXPOrb(world, pos.getX(),
pos.getY(), pos.getZ(), 5));
L3993[21:21:32] <Lapiman> Only the x, y,
and z are different, but this time, at least four or five xp orbs
are spawning from that location
L3994[21:21:50] <Lapiman> they're
collecting and disappearing but not increasing my actual XP
number
L3995[21:22:08] <Lapiman> any idea what
this might be?
L3996[21:22:30] <Ordinastie_> make sure
the event is called only once
L3997[21:22:58] <gudenau> Got it.
L3998[21:23:15] <Lapiman> it should be,
because the same event was triggering the original line of code
where i spawned the xp orbs at the player's coords.
L3999[21:23:57] <Ordinastie_> don't
guess, debug
L4000[21:24:48] <Lapiman> yeah, just
looked at my log, it is being called only once
L4001[21:24:58] <gudenau> BAH
L4002[21:25:01] <Ordinastie_> that's not
really what "debug" means but ok
L4003[21:25:03] <gudenau> Goofed up my PR
again.
L4004[21:25:43] <Lapiman> Oh sorry - I
had a debug statement in there from previously and it was still
there telling me that the event was happening only once
L4005[21:25:46] <Lapiman> shoulda said
that, apologies
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L4007[21:27:28] <gudenau> This next try,
should be it, I hope.
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L4009[21:28:18] <gudenau> I think I am
understanding git more.
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L4011[21:28:40] <kenzierocks> do you git
it
L4012[21:28:48] <Lapiman> I wrapped the
spawnEntityInWorld() in println statements now, this should make it
absolutely clear.
L4013[21:28:49] <gudenau> gud pun
L4014[21:29:05] <gudenau> Lapiman,
debugger?
L4015[21:30:01] <Lapiman> Okay, that's
ridiculous.
L4016[21:30:13] <Lapiman> XP orbs keep
streaming from this place even though the printlns are not
firing.
L4017[21:30:20] <Lapiman> Maybe this
world is just fubar and if I create a new one it'll be ok.
L4018[21:31:55] <gudenau> When in doubt,
blame the world.
L4019[21:32:17] <gudenau> I would
recomend learning to use a debugger though, verry powerfull!
L4020[21:32:42] <Ordinastie_> Lapiman,
show code
L4021[21:32:46] <gudenau> git push
-f
L4023[21:33:46] <Lapiman> It's line
51.
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L4026[21:34:41] <Lapiman> Those print
statements only get printed once. But then the XP orbs spawn at the
same location every second or so - and restarting the world doesn't
fix it
L4027[21:34:44] <Lapiman> gudenau: neat
trick, thanks
L4028[21:34:58] <gudenau> Click on the
margon where the line numbers are.
L4029[21:35:05] <gudenau> Try holding
shift.
L4030[21:35:15] <Ordinastie_> first, if
(itemStack == null) that should never be trye
L4031[21:35:16] <Ordinastie_> *true
L4032[21:35:43] <gudenau> Oh? Good to
know!
L4033[21:36:15] <Ordinastie_> well,
onItemUse is called for the item of the itemStack currently
held
L4034[21:36:25] <Ordinastie_> and that's
that itemStack that is passed
L4036[21:37:13] <Ordinastie_> that
too
L4037[21:37:54] <gudenau> If you want to
transform blockpos, there should be a method already.
L4038[21:37:56] <Lapiman> Oh, you're
kidding :P
L4039[21:37:59] <Lapiman> Thank you
L4040[21:38:13] <gudenau> No
problem!
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L4042[21:38:33] <Ordinastie_> the cast to
double is unnecessary too
L4043[21:38:53] <Lapiman> Oh, right,
automatic casting...
L4044[21:39:13] <gudenau> Never when
using more bits, always when using less.
L4045[21:39:36] <Ordinastie_> also, that
code has nothing wrong
L4047[21:40:04] <vox> I'm making a
designer for GuiContainers
L4048[21:40:09] <Lapiman> Ordinastie_:
that's both a compliment and also what I didn't want to hear,
lol
L4049[21:40:11] <gudenau> Try clicking
the margin on the left of the code in your IDE and clicking the bug
to run it.
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L4051[21:40:28] <Ordinastie_> well, by
nothing wrong, I meant it should work
L4052[21:40:30] <vox> Like, you'll be
able to design them graphically, it'll spit out json, and your mod
can load it
L4053[21:40:33] <Ordinastie_> there is
plenty wrong :p
L4054[21:40:48] <Lapiman> Oh boy
L4055[21:40:54] <Lapiman> what would you
fix?
L4056[21:40:56] <vox> Anyone here use a
non-windows platform? I can do most of this project
multi-platform
L4057[21:40:56] <vox> but
L4058[21:41:08] <vox> The frickin' file
picker is super hard to do in a cross-platform way
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L4060[21:42:04] <gudenau>
JFileChooser?
L4061[21:42:07] <Lapiman> GOT IT!
L4062[21:42:14] <kenzierocks>
JFileChooser is terrible gudenau
L4063[21:42:17] <Lapiman> I think it
might have to do with the fact that I'm trying to spawn an orb
inside a block?
L4065[21:42:24] <Lapiman>
world.spawnEntityInWorld(new EntityXPOrb(world,
pos.offset(facing).getX(), pos.offset(facing).getY(),
pos.offset(facing).getZ(), 5)); works
L4066[21:42:24] <kenzierocks> all the
built-in file pickers are :|
L4067[21:42:27] <gudenau> Should go
up.
L4068[21:42:37] <Lapiman> no weird ghost
xp orbs.
L4069[21:42:47] <Lapiman> any way to
write that line any cleaner?
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L4071[21:42:55] <gudenau>
*facepalm*
L4072[21:43:05] <gudenau> I KEEP MESSING
UP THIS PR
L4073[21:43:30] <vox> (using C# because I
like it 1000000x more)
L4074[21:43:40] <vox> I hate Java
graphics stuff
L4075[21:43:50] <gudenau> Swing is great
though. .-.
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L4077[21:44:03] <Ordinastie_> Lapiman,
spawning it in the block doesn't change anything
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L4079[21:44:12] <kenzierocks> anyways
vox
L4080[21:44:17] <kenzierocks> i do run
OSX and linux
L4081[21:44:20] <Lapiman> hmmm.
L4082[21:44:20] <kenzierocks> if you need
that tested
L4083[21:44:27] <Ordinastie_> beside
ejecting the orb faster because of collision
L4084[21:44:35] <vox> I don't have a way
to do OSX so that would be appreciated
L4085[21:44:48] <kenzierocks> drop me
something and i can run it
L4086[21:44:53] <vox> Awesome
L4087[21:45:05] <vox> Got some way I can
contact you that's a little better than here?
L4088[21:45:16] <kenzierocks> you want
email?
L4089[21:45:37] <vox> that works
L4091[21:46:06] <gudenau> Pun is not
intended.
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L4093[21:47:59] <kenzierocks> gudenau:
"Gets color this block adds to a beacon beam"
L4094[21:47:59] <minecreatr> does anyone
know how impedding a github inside another github repository
works?
L4095[21:48:04] <kenzierocks> "Gets
the color" maybe?
L4096[21:48:16] <kenzierocks> minecreatr:
you mean like git submodules?
L4097[21:48:30] <gudenau> Ooops, easy fix
I suppose.
L4098[21:49:00] <gudenau> Is that
it?
L4099[21:49:01] <minecreatr> well, like
how the FML github repo used to have a link to the MinecraftForge
repo inside of it
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L4101[21:49:09] <kenzierocks> that was a
git submodule
L4102[21:49:16] <Lapiman> What would be a
good recipe for a gold pan? Not like a pan made of gold, a pan you
use for gold panning.
L4103[21:49:17] <kenzierocks> github just
does fancy links for them
L4104[21:49:26] <gudenau> It is
nice.
L4105[21:49:32] <Lapiman> v-shape of iron
ingots is taken by bucket, u-shape is taken by minecart
L4106[21:49:34] <gudenau> But confusing
when things do not work.
L4107[21:49:51] <gudenau> I I
L4108[21:49:53] <gudenau> P
L4109[21:49:59] <gudenau> I= ingot
L4110[21:50:06] <gudenau> P = Weighed
plate?
L4111[21:50:20] <Vigaro> You could do it
like a hopper but without the chest
L4112[21:51:02] <Lapiman> gudenau: I like
that with the plates :D
L4113[21:51:26] <gudenau> How do I fix
the detached head thing?
L4114[21:51:41] <kenzierocks> gudenau:
what's the output of git status
L4115[21:52:08] <gudenau> HEAD detached
from bc6b008
L4116[21:52:08] <gudenau> Untracked
files:
L4117[21:52:11] <gudenau> Bla bla
bla
L4118[21:52:27] <kenzierocks> doesn't say
anything about rebase or merge in progress?
L4119[21:52:37] <kenzierocks> how'd you
get it like this instead of on a branch?
L4120[21:52:37] <gudenau> Nope.
L4121[21:52:53] <gudenau> I went back a
commit and pushed a new one.
L4122[21:53:02] <kenzierocks> how
L4123[21:53:04] <kenzierocks> exact
commands
L4124[21:53:09] <kenzierocks> git
checkout `commit` ?
L4125[21:53:29] <vox> oh legit
L4126[21:53:35] <gudenau> I used idea to
go back a commit, then to make a commit, warned me, then I used git
push origin HEAD:1.10.x -f
L4127[21:53:48] <kenzierocks> ehhh
L4128[21:53:49] <vox> I can use Windows
Forms in Mono, so they theoretically work on Linux and OSX
L4129[21:53:51] <vox> nice
L4130[21:53:58] <kenzierocks> git
checkout 1.10.x
L4131[21:54:01] <kenzierocks> git
pull
L4132[21:54:12] <gudenau> Will that kill
my changes?
L4133[21:54:23] <kenzierocks> if you have
any commits you made after that git push, yes
L4134[21:54:26] <kenzierocks> other wise
no
L4135[21:54:29] <gudenau> Ok,
thanks.
L4136[21:54:41] <kenzierocks> since you
pushed them to the remote `1.10.x` branch already
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L4139[21:55:37] <gudenau> Hmm,
complaining about conflicts. .-.
L4140[21:55:48] <kenzierocks> pastebin
the output
L4142[21:56:34] <kenzierocks> i had a
feeling this would happen....i think you can do `git reset --hard
origin/1.10.x`
L4143[21:56:51] <gudenau> Cool,
thanks!
L4144[21:56:59] <kenzierocks> what
happened is your local 1.10.x didn't get the new commit you pushed
to the remote 1.10.x
L4145[21:57:21] <kenzierocks> so you just
needed to pull the remote branch down and rewrite your local branch
to be the same
L4146[21:57:35] <gudenau> Although they
should have been. .-.
L4147[21:57:48] <kenzierocks> idk,
something IDEA did i guess
L4148[21:57:54] <kenzierocks> normally it
would be
L4149[21:58:01] <kenzierocks> i never
touch the IDE git controls :P
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L4153[21:59:14] <kenzierocks> hmmm
L4154[21:59:31] <kenzierocks> is it ever
defined what "add" means?
L4155[21:59:44] <kenzierocks> does it
literally add the two colors together or is it blended like leather
or ....
L4156[21:59:55] <gudenau> Blended, it is
vinilla.
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L4159[22:00:56] <kenzierocks> might want
to specify that
L4160[22:00:58] <kenzierocks> not
sure
L4161[22:01:03] <gudenau> (old + new) /
2
L4162[22:01:15] <gudenau> I think not, as
it is not Forge doing it.
L4163[22:01:39] <gudenau> I might visit
this later and add a blend value for it.
L4164[22:02:05] <kenzierocks> no i
mean
L4165[22:02:11] <gudenau> I get it.
L4166[22:02:13] <kenzierocks> specify how
it is blended in the javadocs
L4167[22:02:30] <gudenau> I suppose I
could.
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L4169[22:06:38] <gudenau> And yet again,
the PR is screwed up.
L4170[22:07:55] <RANKSHANK> small patch
man
L4171[22:08:39] <gudenau> It is, yet I
keep screwing it up.
L4172[22:08:48] <gudenau>
WHITESPACE!!!!!!!!
L4173[22:09:15] <RANKSHANK> yup and if
the whitespace is messed up it'll fail to autoapply on the next
update which means it has to be manually done
L4174[22:09:25] <gudenau> Fixing it
now.
L4175[22:09:33] <RANKSHANK> <3
L4176[22:11:11] <gudenau> Ok, I think I
got it now...
L4177[22:11:34] <gudenau> +30
change.
L4178[22:14:02] <gudenau> Would it be OK
to change how the blending works, assuming it creates the same
values if you do not set the blending value?
L4179[22:15:50] <howtonotwin> Shouldn't
you also specify that this resolves #2949, and I believe you need
to make an example of this thing's usage.
L4180[22:18:00] <RANKSHANK> blending
works?
L4181[22:18:04] <howtonotwin> The
"closes/resolves/etc. #2949" can be edited into the PR
message without altering the commits btw
L4182[22:18:32] <RANKSHANK> what? like
how vanilla uses ints for the majority of things and mashes in
floats here and there?
L4183[22:19:14] <Lapiman> Dumb question:
where in the decompiled workspace are the vanilla models and
blockstates?
L4184[22:19:21] <gudenau> 2949?
L4185[22:19:34] <howtonotwin> Its an
issue that asks for this feature
L4186[22:19:59] <gudenau> How do I do
that?
L4187[22:20:01] <howtonotwin> yrsegal
opened it 2 months ago, so you might not have seen it
L4188[22:20:03] <RANKSHANK> Lapiman you
should have an assets folder in your forgesource
L4189[22:20:15] <gudenau> I did not look
TBH.
L4190[22:20:15] <howtonotwin> Just edit
"Closes #2949" into your PR mesg
L4191[22:20:25] <gudenau> I was like,
"This is not here, I will add it".
L4192[22:20:55] <Lapiman> RANKSHANK: I
see /bin, /build, /eclipse, /gradle, /run and /src
L4193[22:20:57]
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L4194[22:20:58] <RANKSHANK> closing an
issue, the fix didn't exist before you make it
L4195[22:21:09] <RANKSHANK> Lapiman
should be under /src
L4196[22:21:11] <Lapiman> searching for
something like "cactus.json" returns nothing
L4197[22:21:19] <gudenau> Which I did not
know about, so... Thanks.
L4198[22:21:29] <gudenau> Lapiman, look
at the vinilla jar for that.
L4199[22:21:32]
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L4200[22:21:32] <Lapiman> RANKSHANK:
nope, not there... only my mod's assets
L4201[22:21:47] <howtonotwin> Go into
referenced libs and find the Forge jar
L4202[22:21:51] <RANKSHANK> Lapiman how
are you searching? not in explorer I hope
L4203[22:22:03] <RANKSHANK> should show
up in your ide's project window
L4204[22:22:10] <gudenau> What I did is
extract the assets in the jar outside the workspace, great
refrence.
L4205[22:22:25] <RANKSHANK> whay
L4206[22:22:32] <RANKSHANK> ^ mixture of
what and why
L4207[22:22:35] <Lapiman> oh, found it in
eclipse
L4208[22:22:51] <gudenau> So it will not
get nuked, and I sometimes work on a resource pack.
L4209[22:23:06] <howtonotwin> thought you
were talking about cheese and milk for a sec :P
L4210[22:23:08] <gudenau> Lapiman, use
IDEA, it is slow for a few minutes, then it is FREAKING
AMAZING
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L4213[22:23:46] <gudenau> Bye!
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L4215[22:23:53] <gudenau> I hope that PR
is up to snuff now.
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L4219[22:27:28] <RANKSHANK> looks good to
me :)
L4220[22:27:38] <RANKSHANK> ah he's gone
:P
L4221[22:27:48] <howtonotwin> Why does it
look like GH doesn't like issue refs from the title
L4222[22:29:33] <Lapiman> whee, my
modding trials mod is shaping up
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L4225[22:30:03] <Lapiman> I've got a gold
pan that gives you gold nuggets from water, a sluice that passively
generates gold nuggets (but sloooooowly)
L4226[22:30:20] <Lapiman> and an iron
sluice that generates them quicker, but requires flowing water
(which means diddling with water streams!)
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L4229[22:31:41] <Lapiman> anything else
that might go well with this?
L4230[22:32:26] <howtonotwin> A tool that
makes gold useful? :P
L4231[22:32:38] <Lapiman> ouch :P
L4232[22:33:14] <howtonotwin> Perhaps
some kind of upgraded Ench table with a GUI that channels the power
of gold to improve enchants?
L4233[22:33:40] <howtonotwin> Can teach
about GUIs and enchantments
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L4235[22:35:22] <Lapiman> ooh, that
sounds like an entirely new mod altogether :O
L4236[22:36:04] <Lapiman> oh, and if
you're wondering... can't i plonk down a water block anywhere and
get gold out of it?
L4237[22:36:11] <Lapiman> you can do that
for fish too. i'm consistent.
L4238[22:37:44] <howtonotwin> Doo de doo,
just fishin' OH HEY THERE FORTOONE CCLV!
L4239[22:40:00] <Lapiman> Dumb question:
where does the logo file go for mcmod.info?
L4240[22:45:30] <howtonotwin> I think you
define it as "logoFile" and give the path relative to the
classpath
L4241[22:46:04] <Lapiman>
classpath?
L4242[22:46:25] <zrneely> Lapiman, that
sounds interesting for a UHC-style game where the only health regen
is golden apples
L4243[22:46:52] <Lapiman> zrneely: oh
yeah, you're right - it'd have to be balanced much more harshly
than I've made it though for that
L4244[22:46:55] <Lapiman> i went pretty
generous
L4245[22:47:01] <howtonotwin> First of
all, I'm getting this from an old wiki page from 2014, so I'm not
too confident in this
L4246[22:47:51] <howtonotwin> Second:
Forge automatically sticks your mod jars and stuff onto the
classpath, so that's why library shading is a thing
L4247[22:48:31] <howtonotwin> Third:
Because the logoFile is resolved on top of the classpath, you can't
stick it in "/logo.png" and not expect it to
conflict
L4249[22:49:08] <howtonotwin> As you can
see, it's old because FML still existed :P
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L4251[22:53:15] <howtonotwin>
</herpdederp> I read "modding trials" as
"modding tutorials" *facepalm*
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Derp" on YT. Yes, I'm serious. Yes, I have no
life.)))
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L4270[23:30:06] <Lapiman> I'm proud of
myself
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