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L23[01:59:47] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160926 mappings to Forge Maven.
L24[01:59:51] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160926-1.10.2.zip
(mappings = "snapshot_20160926" in build.gradle).
L25[02:00:01] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L46[03:34:13] <Subaraki> hmm... my recipe
with a skull block doesn't work
L47[03:34:31] <Subaraki>
"BBB","BSB","BBB", 'B', Items.BONE,
'S', Blocks.SKULL
L48[03:34:38] <Subaraki> why though ?
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L50[03:52:01] <ThePsionic> Subaraki: I'm
firing up my IDE to help you out :P
L51[03:52:48] <Subaraki> \o/
L52[03:53:12] <Subaraki> i'm trying to
alter the Blocks. skull. trying to see if itemstack changes
stuff
L53[03:53:13] <ThePsionic> If only my
computer would be a little bit faster
L54[03:54:29] <Subaraki> P:
L55[03:54:36] <Subaraki> well, itemstack
doesn't change a thing
L56[03:55:05] <Subaraki> Blocks.skull are
the player heads etc right ?
L57[03:56:17] <ThePsionic> Mhm, but could
be that you need Items.SKULL instead
L58[03:56:23] <ThePsionic> unsure tho
L59[04:01:05] <Subaraki> oh . there's an
item counterpart
L60[04:01:08] <Subaraki> didn't know
that
L61[04:01:13] <Subaraki> lets try that
one
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L64[04:04:44] <Subaraki> that does the job
:o
L65[04:05:00] <ThePsionic> Hurrha \o/
L66[04:05:03] <ThePsionic> Hurrah*
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L69[04:13:58] <gigaherz|work> Subaraki:
skulls are one of those weird cases where the block and the item
are completely separate
L70[04:14:08] <gigaherz|work>
Item.getItemFromBlock(Blocks.SKULL) is null
L71[04:14:09] <Subaraki> really ?
L72[04:14:20] <Subaraki> that's odd
L73[04:14:22] <gigaherz|work> the item
skull will place block skulls
L74[04:14:27] <gigaherz|work> and the block
skull will drop item skulls
L75[04:14:34] <gigaherz|work> but they
don't "link up" normally
L76[04:14:37] <gigaherz|work> same for
doors and signs
L77[04:14:56] <Subaraki> well, blocks i
could understand
L78[04:15:01] <Subaraki> they are made from
two blocks
L79[04:15:12] <Subaraki> signs is an odd
one too ._.
L80[04:15:18] <Subaraki> very
peculiar
L81[04:15:32] <gigaherz|work> in ancient
times, it was because they needed separate models
L82[04:15:38] <gigaherz|work> so they had
separate IDs
L83[04:16:07] <gigaherz|work> but these
days, it's just they are too lazy to have the item version extend
ItemBlock and be included in the block-to-item table
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L101[05:51:38] <sham1> o/
L102[05:51:51] <Subaraki> o/
L103[05:52:46] <sham1> Has anything
exiting happened
L104[05:58:13] <sham1> exciting*
L105[05:58:26] <sham1> Because exiting has
probably happened a lot
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L118[07:31:42] <barteks2x> I always forget
rules for that... if I have condition1 || condition2 &&
condition3... is it equivalent to (condition1 || condition2)
&& condition3 or condition1 || (condition2 &&
condition3)?
L119[07:35:20] <barteks2x> nevermind, the
first one didn't make sense in tha context
L120[07:37:32] <barteks2x> figuring out
vanilla code would be much easier if I could at least write
comments there
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L122[07:41:32] <barteks2x> now I think
neighter makes sense here...
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L129[08:19:23] <ShadCanard> Hi everyone
!
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L131[08:26:14] <sham1> o/
L132[08:30:04] <ShadCanard> o/ sham1
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L136[08:33:59] <gigaherz|work> barteks2x:
IMO, if you have to ask, add the parens.
L137[08:34:11] <gigaherz|work> I'm a
really strong proponent for "If in doubt, add
parens."
L138[08:34:50] <barteks2x> gigaherz|work,
It's decompiled code
L139[08:35:03] <barteks2x> That's why it's
so annoying
L140[08:35:05] <gigaherz|work> oh
L141[08:36:21] <Ordinastie> barteks2x,
it's left to right
L142[08:36:38] <Ordinastie> because
they're short circuit oprerators
L143[08:36:38] <barteks2x> no it's not. On
oracle website it sayd && has higher precendence
L144[08:37:03] <barteks2x> I had to google
it
L146[08:40:07] <Ordinastie> in your
example it doesn't matter :s
L147[08:41:42] <Ordinastie> as a matter of
fact, I don't seem to be able to find a case where it matters
L148[08:41:49] <gigaherz|work> uh?
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L150[08:42:31] <gigaherz|work> a || (b
&& c) will not run (b && c) if a is already
true
L151[08:42:32] <gigaherz|work> while
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L153[08:42:36] <gigaherz|work> (a || b)
&& c will still run c
L154[08:42:55] <gigaherz|work> if it's
left-to-right, it would be the latter
L155[08:42:55] <Ordinastie> not if a||b ==
true
L156[08:43:04] <gigaherz|work> of coursei
t will
L157[08:43:06] <Lord_Ralex> a||b would
need to be false to not run
L158[08:43:06] <gigaherz|work> c can be
false
L159[08:43:12] <Ordinastie> ah yes
sorry
L160[08:43:16] <Lord_Ralex> since at that
stage, && cannot be true
L161[08:43:16] <Shad|work> Double operator
means "if false, don't go further" if my memory serves me
well
L162[08:43:18] <Ordinastie> == false
L163[08:43:51] <Ordinastie> Shad|work, ||
short circuit if true, && short circuit if false
L164[08:43:54] <gigaherz|work> if a ==
false
L165[08:44:04] <gigaherz|work> then a ||(b
&& c) will still run (b && c)
L166[08:44:11] <gigaherz|work> the logic
is different ;P
L167[08:44:14] <Shad|work> Ordinastie,
yup, at least last tim I used bash scripts
L168[08:45:36] <Ordinastie> gigaherz|work,
but when I said it doesn't matter, I meant for the final
result
L169[08:45:38] <barteks2x> a || (b
&& c) and (a || b) && c are different if a=true,
b=false, c=false
L170[08:46:04] <gigaherz|work> Ordinastie:
oh you mean that the short-circuit won't change the final
result?
L171[08:46:22] <Shad|work> & is
bitwise. && is logical. & evaluates both sides of the
operation.&& evaluates the left side of the operation, if
it's true, it continues and evaluates the right side.
L173[08:46:31] <gigaherz|work> Shad|work:
we know
L174[08:46:38] <gigaherz|work> this isn't
what the conversation is about
L175[08:46:46] <Shad|work> So || short
circuit if false
L176[08:47:20] <gigaherz|work> the idea of
short-circuit is that it's unnecessary to evaluate the second
operand, because the outcome is already known
L177[08:47:26] <gigaherz|work>
false&&X is false always
L178[08:47:30] <gigaherz|work> true||x is
true always
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L180[08:48:39] <Shad|work> So what's the
matter (I logged in after the example was given, sry)
L181[08:49:41] <gigaherz|work> barteks2x
asked if java's ||and && are on the same precedence
class
L182[08:49:46] <gigaherz|work> or if
&& is higher
L183[08:49:51] <gigaherz|work> the answer
was it's higher
L184[08:49:58] <Ordinastie> except not
really
L185[08:50:23] <barteks2x> short circuit
still works left to right, yes
L186[08:50:30] <barteks2x> but that's a
different thing
L187[08:50:32] <gigaherz|work> so a ||b
&& c is "a ||(b && c)" for the purposes
of logic
L188[08:52:16] <gigaherz|work>
short-circuits don't just evaluate left to right -- they follow the
expression tree
L189[08:53:16] <gigaherz|work>
a||b&&c parses into "or(a,and(b,c))" so in this
specific case, it will short-circuit the entire expression if a is
true
L190[08:53:46] <gigaherz|work> but in
(a||b)&&c, "a" would only short-circuit the inner
"or" expression, not the bigger one
L191[08:54:15] <Shad|work> I see the
point
L192[08:57:27] <Shad|work> May I ask
something ? (not that tricky)
L193[08:57:39] <gigaherz|work> of course,
that's the point of the channel
L194[08:57:42] <Ordinastie> don't ask to
ask, just ask
L195[08:57:44] <gigaherz|work> unless it's
banned topic
L196[08:58:13] <Shad|work> 'k
L197[08:58:42] <gigaherz|work> incidently,
you just did ask something, so if it was a crime to ask, you are
guilty ;P
L198[08:59:10] <Shad|work> I know, asking
to ask is already asking :P
L199[08:59:15] <Shad|work> So
L200[08:59:34] <Shad|work> I'm making a
kinda OpenBlocks' "/dev/null"
L201[08:59:49] <gigaherz|work> so a trash
can
L202[09:00:03] <gigaherz|work> ;P
L203[09:00:05] <Shad|work> Wrong reference
sorry
L204[09:00:14] <Shad|work> I'm making a
kind of fluid pistol
L205[09:00:33] <gigaherz|work> hmm no idea
what that was
L206[09:01:02] <Shad|work> that has an
inventory with an IFluidContainerItem that you can choose (like you
load a spray gun)
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L208[09:03:09] <Shad|work> Is there any
way to cast the object in the inventory into some kind of
Fluid-related itemStack ?
L209[09:03:25] <Shad|work> (so that I can
easily get the fluid and the amount)
L210[09:03:30] <Ordinastie> an itemStack
is an itemStack
L211[09:03:44] <Ordinastie> but you can
check if the itemStack holds your item, and then cast that item to
yours
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L213[09:04:26] <gigaherz|work> if
stack.hasCapability(IFluidwhatever, ...) -- then getcapability of
it, and get the fluidstack from the capability
L214[09:04:47] <Ordinastie> right, caps,
forgot about them ><
L215[09:05:04] <Shad|work> 'k
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L217[09:07:38] <BordListian> starting to
wonder if there's even a way to get a sword that does less than 4
damage
L218[09:08:31] <Shad|work> So there is no
generic tank class that I can use to cast / try to cast the
itemStack stored in my inventory
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L220[09:09:46] <Ordinastie> just check the
capability
L221[09:09:53] <BordListian> aha, so you
just make a ToolMaterial that has negative damage
L222[09:09:55] <BordListian> amazing
L223[09:10:05] <BordListian> i see nothing
wrong with this lmao
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L232[09:40:50] <Ordinastie> god I need
some motivation to code :('
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L237[09:50:09] <gigaherz> Ordinastie:
"Just, DO IT!"
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L243[10:12:03] <Ordinastie> gigaherz,
looks like you failed, still not coding :(
L244[10:12:31] <gigaherz> I was suggesting
you watch the video ;P
L245[10:12:48] <Ordinastie> never could
watch it entirely
L246[10:12:55] <Ordinastie> after 10s I'm
fed up with him
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L249[10:15:17] <Ordinastie> see, that's my
problem : "my cheese monster will never be satisfied by
cheddar"
L250[10:15:32] <Ordinastie> now, I'm
getting up, going to the kitchen, having some cheddar
L251[10:15:36] <gigaherz> XD
L252[10:16:18] <Ordinastie> also, that's
just another youtube video I watched instead of coding
><
L253[10:16:35] <gigaherz> XD
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L255[10:16:58] <gigaherz> Ordinastie: have
you tried brown noise?
L256[10:17:09] <Ordinastie> what's that
?
L257[10:17:21]
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L258[10:17:24] <gigaherz> a type of audio
noise that sounds a bit like rain
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L260[10:17:42] <gigaherz> it hleps
concentrate and shut up the voices in the head that tell you to do
other things
L261[10:17:58] <Ordinastie> brb, getting
cheddar
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L281[11:35:32] <barteks2x> does a CME from
ClassInheritanceMultiMap constructor ever happen in vanilla?
L282[11:36:11] <raoulvdberge> I'm having a
translucent block, but when moving the different parts of the model
"shift". If I turn the translucent render layer off, it
works as normal without shifting the parts
L283[11:36:15] <raoulvdberge> Any idea how
to fix this?
L284[11:36:57] <raoulvdberge> (I needed to
declare it as a translucent block because I'm using a transparent
texture in the model)
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L286[11:39:25] <gigaherz> raoulvdberge:
are the textures semi-transparent
L287[11:39:33] <raoulvdberge> yes
L288[11:39:35] <gigaherz> or only
"all or nothing" kind of transparency?
L289[11:39:47] <raoulvdberge> some parts
are transparent, some are not
L290[11:39:56] <gigaherz> the parts that
are transparent
L291[11:39:59] <gigaherz> are fully
transparent?
L292[11:40:03] <gigaherz> that's my
question
L293[11:40:12] <barteks2x> I know why my
CME happens, but I have no idea why it never happens in
vanilla
L295[11:40:34] <raoulvdberge> All the
other textures used in the model are not transparent
L296[11:40:55] <gigaherz> raoulvdberge: my
question is if there's alpha values that are in between 0 and
255
L297[11:41:00] <gigaherz> or everything is
either 0 or 255
L298[11:41:36] <gigaherz> but don't worry,
I see that it IS indeed tranlucent
L299[11:41:40] <gigaherz> so CUTOUT
wouldn't work
L300[11:42:00] <raoulvdberge> yup
L301[11:42:18] <raoulvdberge> what would i
need to do to fix it?
L302[11:42:41] <gigaherz> what do you mean
by shift, exactly?
L303[11:43:33] <raoulvdberge> Let me
record a gif, one sec
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L308[11:53:19] <raoulvdberge> gigaherz:
JK0kk
L310[11:53:30] <raoulvdberge> Can you see
how it's glitchy?
L311[11:53:39] <raoulvdberge> If I put it
to CUTOUT it doesn't do that
L312[11:54:15] <raoulvdberge> But CUTOUT
doesn't seem to support alpha channels > 0 and < 255
L313[11:54:26] <raoulvdberge> *
values
L314[11:56:20] <Ordinastie> i don't see
anything wrong
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L316[12:08:03] <gigaherz> some
"bits" from behind are sometimes in front
L317[12:08:04] <gigaherz> I think
L318[12:08:28] <gigaherz> not sure if that
can be fixed
L319[12:08:38] <gigaherz> it's an issue
with the transparency sorting
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L323[12:26:44] <Subaraki> gigaherz,
second, i did something with transparency one day
L324[12:26:47] <Subaraki> let me dig up
that code
L326[12:28:44] <Subaraki> here, this is
what i did
L327[12:28:58] <Subaraki> it gives a
transparent look
L328[12:30:08] <gigaherz> don't tell me,
tell raoulvdberge
L329[12:30:08] <gigaherz> ;P
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L331[12:30:18] <raoulvdberge> I'm not
using TESRs..
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L333[12:30:56] <Subaraki> doesn't
matter
L334[12:30:58] <Subaraki> it's gl
L335[12:31:01] <Subaraki> gl is gl
L336[12:31:03] <ShadCanard> o/
L337[12:31:29] <Subaraki> if i understood,
that is what you're using
L338[12:31:55] <Subaraki> totally off
topic now, anyone good in html ?
L339[12:35:07] <gigaherz> no he's not
using gl
L340[12:35:13] <Subaraki> aah that's
why
L341[12:35:14] <Subaraki> sorry
L342[12:35:22] <gigaherz> he has a plain
json model, with the layer set to TRANSLUCENT
L343[12:35:39] <gigaherz> Subaraki: I work
as a web frontend developer
L344[12:35:42] <gigaherz> what do you need
from html?
L345[12:36:40] <Subaraki> i have this game
i play in my browser :P I wanted to know it was possible to copy
the html page content and get a proper connection to their servers
? i can download the swf, but it doesn't do a lot apart from
showing a blank start screen
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L347[12:36:57] <Subaraki> and just copying
the source from the page gives all the headers with broken icon
textures
L348[12:37:44] <Subaraki> i wanted to copy
it so i could get rid of all the headers, images, and stretch the
swf out to full screen
L349[12:37:59] <Subaraki> which is
possible, but i'm reluctant to edit the page everytime i want to
login
L350[12:38:17] <Subaraki> to 'examine the
element' and edit all of that out
L351[12:38:21] <Subaraki> and change the
size
L352[12:39:43] <gigaherz> hmm well I don't
know if it would work if the swf is locally stored
L353[12:40:03] <gigaherz> I mean, it IS
possible to copy the html page and save it in a way that
works
L354[12:40:09] <gigaherz> (where works
means you can see the contents)
L355[12:40:19] <gigaherz> but the .swf
program may refuse to work from local
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L357[12:41:15] <gigaherz> however, you
should be able to make something like a bookmarklet, that finds the
flash object html, and replaces the entire page, with just that
element
L358[12:41:46] <Subaraki> really ?
L359[12:41:48] <Subaraki> nice
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L361[12:41:59] <Ordinastie> pretty sure
all SWF games check the current host to prevent rehosting
L362[12:42:27] <Subaraki> which means i
need to 'hack' the swf ?
L363[12:42:33] <Subaraki> like edit it if
at all possible ?
L364[12:42:39] <gigaherz> or use a
bookmarklet to edit the DOM
L365[12:42:40] <gigaherz> ;P
L366[12:42:48] <gigaherz> you'll need to
know some javascript
L367[12:43:03] <Subaraki> so i make a
bookmark
L368[12:43:06] <Subaraki> and then ?
L369[12:43:25] <gigaherz> a bookmarklet is
a bookmark with javascript code in it
L370[12:44:24] <gigaherz> you'd use like,
window.getElementById or getElementByTagName or similar, and then
use body.innerHTML = element.outerHTML
L371[12:44:52] <gigaherz> although body
may be a bit much, you may want to choose some sensible element to
use as a target
L373[12:53:00] <Subaraki> pff, this is
complicated ._.
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L381[13:12:31] <Subaraki> a : either make
a mod that requires yorus and baubles in which you sololy create
the baubles item
L382[13:13:10] <Subaraki> or b : try to
find baubles trough reflection, if it is present, get a boolean
(true if present) and do stuff while checking the boolean,
L383[13:13:25] <Ordinastie> or find the
proper way to do it
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L385[13:20:06] <Xilef11> I'm trying
Loader.isModLoaded("Baubles") and using that result to
choose the version of my item to instantiate, but I still get
NoClassDefFound
L386[13:21:22] <Ordinastie> because your
have still something referencing that class loaded
L387[13:23:08] <LatvianModder> why do you
need that?
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L389[13:23:16] <Xilef11> how do I make
sure it's not loaded? i.e. where shoud I put the instantiation of
the Baubles item
L390[13:23:31] <LatvianModder> Cant you
just implement the interface and add @Optional.Interface in your
Item class?
L391[13:23:41] <LatvianModder> I think I
do that in one of my old mods
L392[13:23:54] <Xilef11> I'll try
that
L394[13:25:01] <LatvianModder> you only
need @Optional.Method on methods that contain or return classes
that arent from forge/mc
L395[13:25:59] <gigaherz> Xilef11: why do
you need that at all?
L396[13:26:05]
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L397[13:26:06] <gigaherz> you can
implement the baubles api without requiring the mod
L398[13:26:16] <LatvianModder> Thats just
what I said ghz :P
L399[13:26:26] <gigaherz> you don't even
need @Optional, I mean
L400[13:26:36] <gigaherz> just embed the
baubles api ;P
L401[13:26:39] <LatvianModder> NO
L402[13:26:44] <Ordinastie> that's
bad
L403[13:27:06] <LatvianModder> Dont Ever
embed apis
L404[13:27:08] <gigaherz> after all the
effort FML did to deduplicate APIs
L405[13:27:11] <gigaherz> I'll make use of
it ;P
L406[13:28:01] <gigaherz> (at least until
someone makes an alternative t hat is a capability)
L407[13:28:10] <gigaherz> (caps can be
dynamically bound)
L408[13:28:26] <LatvianModder> But APIs
like Baubles doesnt need embeding
L409[13:28:43] <gigaherz> well unless
Baubles changed since last time i used it
L410[13:28:45] <gigaherz> you are meant to
do
L411[13:28:50] <gigaherz> class Item
extends IBauble
L412[13:28:56] <LatvianModder> What
L413[13:28:58] <LatvianModder>
Implements
L414[13:29:02] <gigaherz> yeah yeah
L415[13:29:05] <gigaherz> so
L416[13:29:06] <gigaherz> instead of
that
L417[13:29:07] <gigaherz> you could
have
L418[13:29:16] <gigaherz>
Capability<IBaubleInfo>
L419[13:29:33] <gigaherz> and only expose
it if the mod exists
L420[13:29:41] <LatvianModder> Yes, but im
saying you dont need to embed the api to make things work rn
L421[13:29:47] <gigaherz> well
L422[13:29:53] <gigaherz> I hate
@Optional
L423[13:29:54] <gigaherz> ;p
L424[13:29:57] <LatvianModder> Too
bad
L425[13:30:07] <gigaherz> I very much
prefer embedding apis
L426[13:30:12] <LatvianModder> Because
Optional probably is less ASM magic than @API
L427[13:30:47] <Xilef11> eclipse can't
find @Optional...
L428[13:31:10] <LatvianModder> lol
L429[13:31:24] <LatvianModder>
cpw.mods.fml.common.Optional is 1.7.10 code
L430[13:31:43] <LatvianModder> import
net.minecraftforge.fml.common.Optional;
L431[13:32:38]
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L432[13:32:49] <Xilef11> thanks. not sure
why it couldn't find it on its own though
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L434[13:36:17] <gigaherz> oh, another
disadvantage to optional vs embedding:
L435[13:36:56] <gigaherz> since the
interface is missing
L436[13:37:07] <gigaherz> if the mod isn't
installed, you wouldn't be able to query it for items in other
mods
L437[13:38:45] <gigaherz> but meh
L438[13:38:50] <gigaherz> baubles
shouldn't need to be necessary
L439[13:38:57] <gigaherz> we'd just need a
way to specify extra slots
L440[13:39:13] <Subaraki> i was thinking
about 'baubling' my own mod
L441[13:39:18] <gigaherz> maybe injecting
on EntityEquipmentSlot
L442[13:39:23] <Subaraki> i have a mod
that does something liek baubles
L443[13:39:32] <Subaraki> only i have 6
extra slots
L444[13:39:36] <Subaraki> how many does
baubles have ?
L445[13:39:44] <gigaherz> 3 but 4
L446[13:39:50] <Subaraki> arf
L447[13:39:55] <Subaraki> yeah :/ maybe
i'll not then
L448[13:39:58] <gigaherz> Ring x2
L449[13:40:01] <gigaherz> Amulet x1
L450[13:40:02] <gigaherz> Belt x1
L451[13:40:32] <Subaraki> ring x2 ,
necklace, gloves, cape
L452[13:41:00] <gigaherz> I'd like a mod
that adds wow-like slots
L453[13:41:28] <gigaherz> wow has: Head,
shoulders, chest, wrists, hands, waist, legs, 2x ring, 2x
trinket
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L455[13:42:56] <Subaraki> @.@
L456[13:43:13] <Subaraki> head, chest, and
legs already exist :P
L457[13:43:21] <Subaraki> its caleld armor
slots x)
L458[13:43:28] <gigaherz> yes
L459[13:43:36] <gigaherz> oh I forgot one:
back
L460[13:43:43] <gigaherz>
(cloak/cape)
L461[13:43:48] <gigaherz> also
L462[13:43:50] <Subaraki> i like the idea
of the shoulders and chest being seperate
L463[13:43:53] <gigaherz> secondary: shirt
and tabard
L464[13:44:09] <gigaherz> those don't have
stats
L465[13:44:24] <Subaraki> a fun thing to
see would be fashion as well
L466[13:44:24] <gigaherz> but the tabard
will give you extra reputation pointstoward the faction of the
tabard
L467[13:44:34] <gigaherz> so
L468[13:44:43] <gigaherz> head, chest,
legs, feet -- vanilla does that
L469[13:44:53] <gigaherz> 2x ring, belt --
baubles does that
L470[13:45:11] <gigaherz> we could say
that the amulet is == wow's necklace (which I forgot!)
L471[13:45:25] <gigaherz> so it¡s missing
2x trinket, shoulders, wrists, hands
L472[13:45:38] <gigaherz> and the
cloak/cape
L473[13:45:39] <Subaraki> my mod has got
hands :)
L475[13:46:09] <Subaraki> even renders
stuff on the player
L476[13:46:37] <gigaherz> the thing about
capes is
L477[13:46:43] <gigaherz> it conflicts a
bit with mojang's capes
L478[13:46:48] <Subaraki> it does
indeed
L479[13:46:52] <gigaherz> however
L480[13:47:00] <Subaraki> people who
already have capes cannot equip these though
L481[13:47:02] <Subaraki> i mean, they
can
L482[13:47:03] <gigaherz> if you did like
mojang with the elytra
L483[13:47:05] <Subaraki> but it will
never show
L484[13:47:14] <gigaherz> so that your
capes are plain
L485[13:47:22] <gigaherz> but people with
real mojang capes
L486[13:47:25] <gigaherz> show the fancy
textures on them
L487[13:47:33] <gigaherz> that may be
acceptable?
L488[13:48:05] <Subaraki> how do you mean
acceptable ?
L489[13:48:12] <gigaherz> I mean
non-evil
L490[13:48:27] <gigaherz> I'm basing on
the idea that adding fancy capes diminishes the value of mojang's
own capes
L491[13:48:35] <Subaraki> aah yeah
indeed
L492[13:48:47] <Subaraki> that's why I
switched over to plain capes
L493[13:48:54] <Subaraki> they take the
colors of wool
L494[13:48:56] <gigaherz> do they behave
like mojang's?
L495[13:49:01] <Subaraki> yes :)
L496[13:49:01] <gigaherz> xcept for the
plain texture?
L497[13:49:04] <gigaherz> aha
L498[13:49:13] <gigaherz> then you just
don't render them when the user has one active and yeah
L499[13:49:19] <Subaraki> i heard there
was this controversy about it
L500[13:49:25] <Subaraki> so i thought,
okay
L501[13:49:31] <Subaraki> what if i make a
plain cape for everyone
L502[13:49:39] <Subaraki> so the real cape
people don't really feel diminished
L503[13:49:43] <Subaraki> and mojang can't
sue me :)
L504[13:49:53] <gigaherz> well they can
sue you regardless
L505[13:49:57] <gigaherz> they just
promised not to
L506[13:49:57] <Subaraki> fack
L507[13:50:01] <gigaherz> ;P
L508[13:50:03] <gigaherz> I mean
L509[13:50:05] <gigaherz> any of us
here
L510[13:50:08] <Subaraki> ah okay
*oof*
L511[13:50:19] <Lord_Ralex> they'd ask
nicely first
L512[13:50:24] <Subaraki> yeah
L513[13:50:31] <Subaraki> i think i'd get
those capes the heck out of my mod xD
L514[13:50:41] <Subaraki> if they'd ask
nicely
L515[13:50:54] <Subaraki> but as far as
i'm concerned, i don't see a great fire. i kept them simple
L516[13:50:58] <gigaherz> that'd be
annoying
L517[13:51:01] <gigaherz> dunno about
you
L518[13:51:09] <gigaherz> but I'd feel
forced to remove every single download of my mod
L519[13:51:11] <gigaherz> XD
L520[13:51:29] <Subaraki> oh yeah
...
L521[13:51:34] <Subaraki> that might take
a while ._.
L522[13:51:43] <Lord_Ralex> i mean, tbf,
optifine would be the one that'd get hit
L523[13:51:43] <Subaraki> i could just
clean up all my download links ... xD
L524[13:51:49] <gigaherz> yeah
L525[13:51:50] <Subaraki> yeah, ikr
L526[13:51:57] <gigaherz> I think the
conclusion was
L527[13:52:15] <gigaherz> 1. do NOT ever
let people have special Mojang capes without earning them
L528[13:52:36] <gigaherz> 2. ... I don't
knwo what I meant to say here
L529[13:52:51] <Subaraki> x)
L530[13:53:13] <Lord_Ralex> in the end it
was that, yeah, just try to be the forum when it was first
introduced.... "omg optifine sells capes, mojang says they are
theirs!"
L531[13:53:53] <Subaraki> how many people
actually have optifine capes ?
L532[13:54:01] <Subaraki> like 10 people
?
L533[13:54:04] <Lord_Ralex> a lot
L534[13:54:13] <Subaraki> oh ._.
L535[13:54:17] <Lord_Ralex> remember,
kids
L536[13:54:44] <Lord_Ralex> remember,
people buy those stupid server "kits" that are...
expensive
L537[13:55:07] <gigaherz> Subaraki: anyone
who donates to optifine
L538[14:01:02] <ShadCanard> simple
question, is there a Live edit kinda function on IDEA ?
L539[14:01:34] <Ordinastie> yes, that's
called hotswap
L540[14:01:48] <LatvianModder> life edit,
what?
L541[14:02:24] <LatvianModder> You just
launch Debug and hit Crtl + B or whatever your Build All shortcut
is
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L543[14:06:17] <barteks2x> uh... why
BlockPos.MutableBlockPos doesn't implement add()
L544[14:06:54] <barteks2x> That would
explain why none of my lighting code worked correctly
L545[14:07:08] <Ordinastie> maybe it was
stripped by the obfuscator if never used
L546[14:07:43] <barteks2x> when you call
MutableBlockPos.add() it silently creates new BlockPos instead of
as I expected movinf the mutable block pos
L547[14:08:22] <Ordinastie> except that
shouldn't matter in the algorithm
L548[14:09:30] <barteks2x> I explicitly
use MutableBlockPos when calculating initial skylight. I use setPos
and setY in most places, and in just a few placed I used add()
ignoring return value thining it would simply modify the mutable
block pos
L549[14:10:08] <barteks2x> And I was
trying to fix that damn code for 2 days
L550[14:10:19] <Subaraki> i feel you
dude
L551[14:10:48] <barteks2x> it explains all
the "impossible" things that I saw it do...
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L555[14:16:43] <ShadCanard> Thanks
LatvianModder, it works :)
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L559[14:33:10] <plp> shadcanard: recompile
<class> would probably be faster
L560[14:33:21] <plp> default is
ctrl+shift+f9
L561[14:34:37] <ShadCanard> thanks plp
:)
L562[14:35:24] <PaleoCrafter> barteks2x,
that's why mutability and side effects are bad :P
L563[14:36:11] <barteks2x> where it got me
was when I expected it to be mutable because it's right there in
class name and it wasn't.
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L576[15:16:06] <p455w0rd> so there's rumor
of the code in forge the allows us to make coremods is going to be
removed in 1.11.. can anyone give reliable info on this?
L577[15:16:12] <p455w0rd> tha*
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L579[15:16:27] <ThePsionic> p455w0rd: if
so, good tbh
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L581[15:19:44] <barteks2x> Mixins should
still work, otherwise sponge would be gone, so I'm safe
L583[15:21:35] <Deamon> well mixin uses a
tweaker which is part of mojang's launch wrapper not forge
L584[15:22:10] <LexLap2> wtf are you
doing?
L585[15:23:31] <gigaherz> he's the one
doing cubic chunks, iirc?
L586[15:24:24] <barteks2x> ^
exactly.
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L595[15:40:56] <ThePsionic> gigaherz: I
like how all the comments are "don't you mean <insert other
language>"
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L600[15:55:01] <gigaherz> I used to think
mc was shit performance
L601[15:55:20] <gigaherz> then I tried to
write my own voxel engine in C#/MonoGame
L602[15:55:29] <gigaherz> and I didn't
manage to match up with MC's performance
L603[15:55:38] <barteks2x> Maybe C# is too
similar to java?
L604[15:55:38] <gigaherz> the fps after
worldgen was faster, yes
L605[15:55:49] <gigaherz> but worldgen
itself took an order of magnitude longer
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L607[15:56:04] <gigaherz> and so did mesh
generation
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L609[15:56:09] <gigaherz> but yeah
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L611[15:56:14] <gigaherz> after generating
everything
L612[15:56:20] <barteks2x> because mc uses
a very nice hack to make worldgen fast
L613[15:56:23] <gigaherz> I could have
double or triple the view range without slowdown
L614[15:56:32] <gigaherz> but that's not
really java or C#
L615[15:56:43] <gigaherz> I simply used
vertex buffers and shaders
L616[15:56:48] <gigaherz> with
DirectX
L617[15:57:02] <barteks2x> did you even
have trees and caves? These can make things slow too
L618[15:57:06] <gigaherz> nope
L620[15:57:39] <gigaherz> this is a
screenshot I took at some point
L621[15:57:54] <gigaherz> where I got some
dynamic chunk generation working
L622[15:58:05] <gigaherz> but I didn't
have any code to remove old chunks
L623[15:58:24] <gigaherz> incidently
L624[15:58:36] <gigaherz> I wrote a
vertically-expanding engine a bit like your cubicchunks
L625[15:58:56] <gigaherz> it never quite
worked right
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L628[16:06:34] <barteks2x> minecraft
worldgen is fast because it doesn't really generate a lot of perlin
noise. It generates perlin noise on large scale and then
interpolates
L629[16:07:09] <gigaherz> I use simplex
noise, wit ha few octaves
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L632[16:07:59] <gigaherz> I do call it
once per voxel though
L633[16:08:09] <barteks2x> minecraft uses
it once per 4x4x8 blocks
L634[16:08:16] <gigaherz> I have a noise
"context" for the terrain elevation at each point
L635[16:08:28] <gigaherz> a noise context
for the roughness of the terrain at each point
L636[16:08:46] <gigaherz> a noise context
for the sharpness of the terrain change
L637[16:08:58] <gigaherz> (lower values
means the terrain is more "cavey")
L638[16:09:22] <gigaherz> those 3 are 2D
functions
L639[16:09:38] <gigaherz> and then one 3D
function for the variance
L640[16:09:46] <gigaherz> I'm far from
efficient ;P
L641[16:10:07] <gigaherz> specially given
that I calculate those values every voxel
L642[16:10:18] <barteks2x> minecraft uses
3d noise
L643[16:10:21] <gigaherz> instead of
getting a flat grid with all the precomputed values
L644[16:10:33] <gigaherz> I wish I didn't
leave it in a broken state
L645[16:10:47] <barteks2x> which is about
32 values per x/z coordinate, with 16 octaves each noise generator,
and 3 or 4 generators
L646[16:11:21] <gigaherz> one of the goals
I had with my generation
L647[16:11:35] <gigaherz> was to allow
very tall mountains, and very deep oceans
L648[16:13:42] <barteks2x> A few years ago
(4 years ago?) I started writing voxel game too in java, but I
didn't even get working physics and I didn't add frustum culling so
rendering was slow. The code it still there on github
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L671[17:27:12] <SquareWheel> Apparently
flower pots break addShapedRecipe. :|
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L677[17:41:37] <TankCR> currently I have
my chance set to 200; i++ but I can't find what it would be for
diamond
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L679[17:51:03] <SquareWheel> Hrm. I
shifted some letters around and now the flower pot works in a
recipe. That's bizarre.
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L694[18:38:03] <TankCR> anyone
around?
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L718[19:53:38] <Unh0ly_Tigg> is there a
way to make a mod load before *most if not all* other mods without
making it a core mod?
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L720[19:54:57] <SquareWheel> Er, the whole
mod? You could put some specific code before pre-init.
L721[19:55:18] <Unh0ly_Tigg> true...
L722[19:55:24] <Unh0ly_Tigg> never thought
about that...
L723[19:55:36] <SquareWheel> It'd probably
be less likely to catch everything on fire.
L724[19:56:39] <Unh0ly_Tigg> wait, I can't
put what I wanted to into the constructor... I need a field to be
set first, and that doesn't happen until pre-init.
L725[19:57:02] <kashike> what field is
that?
L726[19:57:26] <Unh0ly_Tigg> wait, can you
create SimpleNetworkWrapper instances (from
NetworkRegister.INSTANCE.newSimpleChannel) before pre-init?
L728[19:58:36] <Unh0ly_Tigg> ok... so,
yes?
L729[19:59:02] <kashike> try it
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L782[22:52:39] <SquareWheel> howto, if
you've got a moment could I get your help on this? Still stuck on
rendering I'm afraid.
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L798[23:34:55] <SquareWheel> Hooo, and it
all came down to a typo.
L799[23:34:59] <SquareWheel> That was 4
days well spent.
L800[23:36:09] <SquareWheel> On the plus
side, I went from not knowing what an MRL was to having a decent
understanding of the Forge rendering pipeline. So that's
something.
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