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L1[00:00:03] <gigaherz>
ModelLoader.defaultTextureGetter()
L2[00:00:27] <SatanicSanta> ah, indeed
L4[00:01:55] <SatanicSanta> gigaherz: Can
you explain what you mean by `[21:58:01] <gigaherz> you reuse
the same model class for the outer model with the override list ...
and the concrete models with the data` a bit more explicitly?
L5[00:02:05] <barteks2x> I don't really
create a lot of event listener in my mod now so it's not a fewture
I will use frequently
L6[00:02:13] <barteks2x> but it's still
nice
L7[00:02:31] ***
TTFTCUTS is now known as TTFT|Away
L8[00:03:05] <SatanicSanta> DemonWav: That
looks mildly useful. I find the `onWhatever` naming scheme a bit
too vague for my tastes so if I were to use your plugin I would
probably not use that feature.
L9[00:03:18] <gigaherz> SatanicSanta:
nevermind that, I do the same
L10[00:03:24] <DemonWav> You can change the
name to whatever you want SatanicSanta :p
L11[00:03:30] <gigaherz> it's just 7am and
my brain is starting to not work right
L12[00:03:33] <DemonWav> the plugin just
does it's best guess
L13[00:03:56] <SatanicSanta> DemonWav: well
obviously, but since half of what's generated is the method name it
doesn't seem very useful if I end up renaming it anyway
L14[00:04:13] <DemonWav> it's a nice way to
lookup events, though, since it filters all classes in the
classpath to show only valid events
L15[00:04:18] <SatanicSanta> true
L16[00:04:26] <SatanicSanta> DemonWav: Does
it filter the selected events sub-events?
L17[00:04:30] <SatanicSanta> eg
PlayerInteractEvent?
L18[00:04:43] <SatanicSanta> gigaherz:
fair.
L19[00:04:46] <gigaherz> SatanicSanta: the
only difference I can see between your approach and mine
L20[00:04:53] <gigaherz> is that I return a
new model instance from loadModel
L21[00:04:57] <gigaherz> while you return a
cached one
L22[00:05:06] <SatanicSanta> I know I asked
this at some point this week, but do I need to subscribe to the
bake event?
L23[00:05:12] <gigaherz> no
L24[00:05:14] <SatanicSanta> ok
L25[00:05:18] <gigaherz> and you don't need
texturestitchevent either
L26[00:05:27] <SatanicSanta> right
L27[00:05:41] <SatanicSanta> even if i did
need that one I depend on CCLib which handles all that for me
:D
L29[00:06:12] <SatanicSanta> DemonWav: What
happens if you select PlayerInteractEvent?
L30[00:06:35] <DemonWav> creates
`@SubscribeEvent public void onPlayerInteract(PlayerInteractEvent
event) {}`
L31[00:06:52] <DemonWav> it's sub events
are already listed
L32[00:07:06] <SatanicSanta> DemonWav:
Ideally it would open a window similar to the one in that image,
listing EntityInteractSpecific, EntityInteract, RightClickBlock,
RightClickItem, RightClickEmpty, etc.
L33[00:07:22] <SatanicSanta> with the
option to subscribe to the vague PlayerInteractEvent
L34[00:07:27] <gigaherz> SatanicSanta: I
noticed another difference
L35[00:07:30] <SatanicSanta> oh?
L36[00:07:33] <gigaherz> the model I have
here, is a block model
L37[00:07:35] <gigaherz> not an item
model
L38[00:07:41] <gigaherz> so I don't even
need ItemOverrideList
L39[00:07:41] <gigaherz> XD
L40[00:08:03] <DemonWav> hmm
L41[00:08:07] <gigaherz> I don't think I
have used ItemOverrideList AND ICustomModelLoader at the same
time
L42[00:08:18] <SatanicSanta> DemonWav:
Because really subscribing to PlayerInteractEvent is meaningless in
most cases
L43[00:08:22] <SatanicSanta> DemonWav: At
least after 1.7
L45[00:09:07] <SatanicSanta> right but that
requires you already know what the thing is called
L46[00:09:15] <barteks2x> for me generating
mixin code would be more useful, but that probably isn't the kind
of things thus plugin does
L47[00:09:30] <SatanicSanta> DemonWav:
rather than simply knowing "This is under
PlayerInteractEvent"
L48[00:09:44] <DemonWav> hmm, I'll think
about how to implement something like that without making it too
intrusive
L49[00:09:54] <SatanicSanta> Currently
without that, in my opinion, this provides nothing of value over
what is currently provided by the IDE.
L50[00:10:01] <DemonWav> I want the whole
process to be as fast as possible
L51[00:10:19] <SatanicSanta>
<something>-click to show subevents?
L52[00:10:21] <DemonWav> barteks2x it
doesn't generate mixin code, no, but the mixin feature list is
growing pretty quickly
L54[00:13:27] ⇦
Quits: RichardG (~richardg8@201.37.241.91) (Quit: You saw
nothing.)
L55[00:14:47] <SatanicSanta> gigaherz: So
you're out of ideas then?
L57[00:16:44] <SatanicSanta> DemonWav: Yes.
Though lately I've been simply using diff for that language key
checking
L58[00:17:09] <SatanicSanta> DemonWav: What
I would find more useful is if it was able to determine whether you
are calling client code potentially on the server or vice
versa
L59[00:17:11] <SatanicSanta> and warn for
that
L60[00:17:21] <DemonWav> it does
L61[00:17:25] <SatanicSanta> oh it
does?
L62[00:17:31] <DemonWav> limited support
for that, yes. it's still heavily wip
L63[00:17:43] <TehNut> It's saved my ass a
few times :P
L65[00:17:48] <SatanicSanta> is there a
list of features somewhere? I couldn't find any last time I
looked
L66[00:17:56] <barteks2x> I'm sure you can
mathematically prove it's impossible in general
L67[00:18:19] <DemonWav> sorry, not yet.
maybe this weekend I'll see about filling out that features
page
L68[00:18:29] <DemonWav> will take several
hours of creating gifs I'm sure :p
L70[00:19:24] <SatanicSanta> DemonWav:
Oh!
L71[00:19:25] <barteks2x> Do I need to do
something to enable that plugin for my project?
L72[00:19:38] <DemonWav> yeah, once the
plugin is installed, refresh the gradle project
L73[00:20:03] <SatanicSanta> DemonWav:
IntelliJ sucks at nullability, and it is particularly annoying for
dealing with NBT
L74[00:20:25] <SatanicSanta> not sure if
that would be in the scope of this particularly plugin
L75[00:20:36] <DemonWav> you'll know if
it's detected the project correctly if your project icon changes to
the forge icon
L76[00:20:37] <McJty> SatanicSanta,
intellij is actually pretty good with nullability. But the problem
is that a lot of packages in MC are wrongly annotated (I mean the
package itself)
L77[00:20:45] <gigaherz> SatanicSanta: you
say that as if I had ever had any idea regarding that ;p
L78[00:20:50] <DemonWav> well, the old
icon, I'll update the icon to the new one once the website refresh
happens
L79[00:21:01] <SatanicSanta> McJty: No
that's not the problem I'm talking about
L80[00:21:05] <SatanicSanta> gigaherz: Nah
you've been helpful
L81[00:21:14] <gigaherz> maybe so
L82[00:21:25] <gigaherz> but my only
experience with creating custom models is that one pipe model
L83[00:21:31] <gigaherz> the rest is only
theoretical knowledge
L84[00:21:38] <barteks2x> what the hell is
wrong with idea? It stops doing anything, I hover my mouse over the
code and it's instantly busy doing things in background
L85[00:21:45] <SatanicSanta> McJty: `if
(stack.hasTagCompound()) {
stack.getTagCompound().hasKey("Whatever") }`, `hasKey`
will throw warnings up about getTagCompound being null
L86[00:21:45] <McJty> SatanicSanta, what
is?
L87[00:22:01] <SatanicSanta> it sucks at
methods that check nullability
L88[00:22:09] <barteks2x> I tried that ATs
goto declaration feature, it can't seem to find any declarations
:(
L89[00:22:09] <McJty> SatanicSanta, well of
course. There is no way for intellij to know that
L90[00:22:13] <SatanicSanta> sure there
is
L91[00:22:18] <gigaherz> it would need
annotations for it
L92[00:22:23] <McJty> SatanicSanta, how
so?
L93[00:22:38] <SatanicSanta> hasTagCompound
= `nbt != null` or whatever the field is called
L94[00:22:53] <DemonWav> barteks2x that's a
brand new feature, so it's not 100% yet :\
L95[00:22:53] <SatanicSanta> getTagCompound
= `nbt`
L96[00:22:58] <McJty> SatanicSanta, yes but
how can Intellij know that?
L97[00:23:11] <DemonWav> try restarting the
intellij (sorry, i know it's inconvenient, just wanna see if that
fixes it)
L98[00:23:12] <barteks2x> but it can't find
any of them...
L99[00:23:24] <DemonWav> right, it has to
load the mcp mappings to know where to look
L100[00:23:28] <gigaherz> SatanicSanta:
IDEA can't know that ItemStack won't have overrides
L101[00:23:47] <gigaherz> the only way
that would work would be to have explicit contract annotations for
that
L102[00:23:56] <SatanicSanta> McJty: It
could interpret a method that checks if something is null as
checking if something is null
L103[00:24:08] <SatanicSanta> rather than
`method returns boolean`
L104[00:24:13] <barteks2x> nope, restart
didn't fix it
L105[00:24:15] <McJty> SatanicSanta, it
can't know
L106[00:24:15] <DemonWav> if you're
project is open source I can clone your repo and debug why it can't
find the mcp mappings
L107[00:24:22] <McJty> SatanicSanta,
because it doesn't know the implementation
L108[00:24:28] <McJty> SatanicSanta, It
could be in a subclass
L109[00:24:33] <barteks2x> It's probably
my hald broken build.gradle
L110[00:24:42] <barteks2x> and yes, it's
open source, let me get link
L111[00:24:55] ⇦
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L112[00:25:01] *
SatanicSanta checks something
L113[00:25:38] <McJty> And no,
hasTagCompound is not final
L115[00:26:13] <McJty> Ah but ItemStack is
so in this case it could actually know. But not in general though.
Also that kind of code checking is not that easy to do
L116[00:28:01]
⇨ Joins: alekso56
(~znc@2001:464b:c2aa:0:745d:45ff:fe3b:a098)
L117[00:28:03] <DemonWav> importing the
project now
L118[00:29:39] <barteks2x> also, finding
mixin crashed (IDE error)
L119[00:29:49] <DemonWav> got a
stacktrace?
L121[00:30:41] <DemonWav> What version of
intellij are you running?
L122[00:31:24] ***
fry|sleep is now known as fry
L123[00:31:43] <barteks2x> IDEA-IC-145-579
(2016)
L124[00:32:11] <barteks2x> *597
L125[00:32:39] <DemonWav> I'm building off
of 2016.2, let me drop down to 2016.1 and see what that field is
called there
L126[00:32:52] <barteks2x> oh, so I have
too old IDE version
L127[00:33:08] <DemonWav> maybe I should
only support the version I build off of
L128[00:33:24] <DemonWav> but I don't want
to limit usage if it still works on other versions either
L129[00:33:46] <barteks2x> is it possible
to make it show a warnign if installing on oder versions?
L130[00:33:56] <DemonWav> Yeah I could do
that
L131[00:34:18] <barteks2x> I apparently
can't type...
L132[00:34:31] <DemonWav> o.O
L133[00:35:02] <barteks2x>
"warnign" "oder"...
L134[00:35:09] <DemonWav> oh, thought you
meant in the ide
L135[00:35:12] <DemonWav> i was like
wtf
L136[00:36:35] <DemonWav> barteks2x yeah,
looks like there's quite a few issues when building off of 2016.1
:(
L137[00:36:56] <DemonWav> best option for
that would be to have a separate branch
L138[00:37:04] <DemonWav> one for 2016.2,
one for 2016.1
L139[00:37:16] <barteks2x> updating now,
should I use the exact version or is 1026.2.4 good enough?
L140[00:37:25] <barteks2x> *2016
L141[00:37:32] <DemonWav> that's actually
the exact version I build off of, actually
L142[00:37:52] <DemonWav> actually
actually haha
L143[00:38:12] <TehNut> Actually, that's
actually the exact version I actually build off of, actually
L144[00:39:06] <DemonWav> next release I
push will be 2016.2 only, then I'll push a 2016.1 build out
L145[00:39:34] <DemonWav> and I'm about to
release an update very soon, because I found some null
issues...
L146[00:40:18] <SatanicSanta> gigaherz:
Oh, ItemOverrideList#handleItemState's not being called
eitehr
L147[00:41:53] <DemonWav> barteks2x
actually, now that I fixed those null issues, CubicChunks AT goto
declaration is working
L148[00:42:25] <barteks2x> nice, but why
did it work for other projects?
L149[00:42:53] <DemonWav> That is a
question I have asked myself like 9999999999 times working on the
intellij platform...
L150[00:43:47] <barteks2x> it's probably
my half-broken build.gradle anyway
L151[00:46:22] <DemonWav> i guess now is
as good a time as any to fix my versioning system
L152[00:46:47]
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L153[00:46:48]
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L155[00:51:19] <DemonWav> builds specific
to the version of intellij they target :3
L156[00:52:20] <barteks2x> I really didn't
expect my "it doesn't work" question to turn into
this
L157[00:52:42] <DemonWav> this is great,
thanks for helping me find an issue I wasn't aware of
L158[00:53:59] <DemonWav> you should be
able to check for updates now and update the plugin, and cross your
fingers that will magically fix the issue as it did for me
L159[00:55:10] <gigaherz> [07:40]
(SatanicSanta): gigaherz: Oh, ItemOverrideList#handleItemState's
not being called eitehr
L160[00:55:17] <gigaherz> well it would
get called on the IBakedModel
L161[00:55:22] <SatanicSanta> right
L162[00:55:23] <gigaherz> which means
you'd have seen bake() first
L163[00:55:38] <SatanicSanta> I just
noticed that I still had some breakpoints in that method and
figured it was relevant
L164[00:55:54] <gigaherz> nah the basic
sequence should be
L165[00:56:42] <gigaherz> blockstates
-> loader#accepts -> loader#loadModel -->
model#process/retexture --> model#bake ------->
model#getOverrides
L166[00:56:50] <gigaherz> where the length
of the arrow indicates passage of time
L167[00:56:51] <gigaherz> ;P
L168[00:57:21] *
SatanicSanta sets a breakpoint in retexture
L169[00:57:38] <gigaherz> you won't have
retexture unless you also implement IRetexturableModel
L170[00:57:42] <gigaherz> on top of
IModelCustomData
L171[00:57:48] <SatanicSanta> why would I
need both?
L172[00:57:56] <gigaherz> they do
different things
L173[00:58:02] <gigaherz>
IRetexturableModel handles the
L174[00:58:10] <SatanicSanta> right but
according to what you said earlier i wouldnt need the custom
shit
L175[00:58:13] <gigaherz>
"textures" block on the blockstates json
L176[00:58:22] <gigaherz> while
IModelCustomData handles "custom"
L177[00:58:28] <gigaherz> if you have
neither
L178[00:58:32] <gigaherz> than you won't
get the methods called
L179[00:58:46] <gigaherz> even if you did
implement the interfaces
L180[00:59:05] <gigaherz> so bake would
come right after loadModel
L181[00:59:05] <SatanicSanta> wait, so why
do i need both?
L182[00:59:10] <gigaherz> you don't need
both
L183[00:59:11] <SatanicSanta> Right now
it's just IRetexturableModel
L184[00:59:13] <barteks2x> it didn't fix
the issue for me :(
L185[00:59:29] <gigaherz> you don't need
any of them
L186[00:59:52] <SatanicSanta> ...
L187[00:59:57] <SatanicSanta> so what the
hell should i be doing
L188[01:00:07] <gigaherz> okay let's make
something clear
L189[01:00:10] <gigaherz> "need"
vs "want"
L190[01:00:13] <gigaherz> they are
separate concepts
L191[01:00:24] <DemonWav> :(
L192[01:00:31] <gigaherz> you don't NEED
IModelCustomData, andyou don't NEED IRetexturableModel
L193[01:00:35] <gigaherz> that doesn't
mean you don't want them
L194[01:00:44] <gigaherz> it depends on
what you are doing
L195[01:00:47] <SatanicSanta> well I
clearly don't know what they do so I don't know whether I want them
or not
L196[01:00:53] <gigaherz> I just told
you
L197[01:01:04] <DemonWav> barteks2x if
your build script is broken then that could very well be it
L198[01:01:04] <gigaherz>
IRetexturableModel adds the retexture method
L199[01:01:09] <gigaherz> which is used by
the blockstates loader
L200[01:01:13] <DemonWav> though if it's
the same as what i cloned, then I'm not sure
L201[01:01:13] ⇦
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L202[01:01:16] <gigaherz> to remap the
textures
L203[01:01:24] <gigaherz> which
means
L204[01:01:27] <barteks2x> it doesn't seem
broken but every some time I find some subtly issue in ut
L205[01:01:30] <gigaherz> it's called with
the values of the "textures" block
L206[01:01:32] <gigaherz> in the
json
L207[01:01:40] <gigaherz> if there's no
"textures" in the json, it won't get called at all
L208[01:01:43] <SatanicSanta> aha
L209[01:01:45] <SatanicSanta> i see
L210[01:01:49] <gigaherz> you can call it
yourself
L211[01:01:52] <gigaherz> on an external
model
L212[01:01:55] <gigaherz> in order to
retexture it
L213[01:02:03] <SatanicSanta> so in
handleItemState I could just create a new SteamToolModel directly
instead of calling retexture
L214[01:02:04] <SatanicSanta> gotcha
L215[01:02:07] <gigaherz> yes
L216[01:02:10]
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L217[01:02:23] <gigaherz> meanwhile
IModelCustomData
L218[01:02:27] <gigaherz> handles the
"custom" block in the json
L219[01:02:28] <SatanicSanta> oh hey
L220[01:02:32] <gigaherz> it provides
straight key-value pairs
L221[01:02:40] <gigaherz> similarly
L222[01:02:41] <barteks2x> And since a lot
if it is untouched since I furst made it - there is a but of legacy
API used and some things are done the wrong way
L223[01:02:45] <gigaherz> if you don't
have custom data, it won't call process
L224[01:02:51] <SatanicSanta> increased
the verboseMissingModelLoggingCount from 5 to 500 and it appears
there are actually some errors
L225[01:03:01] <gigaherz> .........
L226[01:03:08] <gigaherz> so you DID have
model errors
L227[01:03:10] <SatanicSanta> yes
L228[01:03:14] *
gigaherz facepalms
L229[01:03:16] <DemonWav> well as long as
the build script runs then it's alright. I run a small task to get
the path to the mappings file
L230[01:03:22] <SatanicSanta> but since
forge stupidly hides all but 5 it did not appear that way
L231[01:03:35] <barteks2x> which task?
that may be useful for me
L232[01:03:36] <gigaherz> well the issue
here is that you had 5 but were doing anothing about them
L233[01:03:37] <gigaherz> ;p
L234[01:03:50] <SatanicSanta> gigaherz: I
am waiting on the artist for the project to make me nice
models
L235[01:04:05] <SatanicSanta> I feel like
we've had this conversation before
L236[01:04:10] <gigaherz> not with me,
no
L237[01:04:13] <SatanicSanta> where simply
"fixing" those model errors is not always so simple
L238[01:04:16] <gigaherz> you may have
spoken to someone else ;p
L239[01:04:19] <SatanicSanta>
perhaps
L240[01:04:40] <gigaherz> I guess from now
on
L242[01:04:52] <gigaherz> I will have to
be more explicit when asking if there's any errors in the log
L243[01:04:52] <barteks2x> Getting path to
mappings may be useful for getting reflection code to work in
tests
L244[01:04:58] <gigaherz> ;P
L245[01:05:03] ⇦
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Goodbye from Snoonet BNC!)
L246[01:05:44] <SatanicSanta> gigaherz:
What do you mean? If Forge hides them there's no way to tell
whether you do unless you manually figure out what system property
it uses to determine how many errors to output
L247[01:05:46] <DemonWav> the task,
though, is genSrgs. It has the absolute paths to all the
mappings
L248[01:05:55] <SatanicSanta> Hiding
errors is *always* moronic
L249[01:06:14] <SatanicSanta> huh
L250[01:06:15] <SatanicSanta>
FileNotFoundException:
esteemedinnovation:models/item/steam_drill.json
L251[01:06:44] <SatanicSanta> that is
never even referenced
L252[01:07:05] <SatanicSanta> it is
complaining about that for the inventory variant of the steam_drill
blockstate (in the gist)
L253[01:07:19] <SatanicSanta> but that
blockstate uses the steam_tool model, not steam_drill
L254[01:07:32] <tterrag> SatanicSanta:
consider that 99.9% of forge users are...users. and those errors
are all but pointless to them
L255[01:07:41] <tterrag> a dev should be
able to sniff around for the system variable :P
L256[01:07:51] <SatanicSanta> tterrag: A
user should be willing to report bugs
L257[01:08:02] <SatanicSanta> tterrag: If
they aren't, why are they even looking at the log?
L258[01:08:03] <tterrag> hahahha I can't
even get my users to report crashes
L259[01:08:17] <barteks2x> At this point
it's probably impossibe to figure out why these features don't work
for me
L260[01:08:51]
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L261[01:08:54] <gigaherz> SatanicSanta: I
once had a crash report
L262[01:08:57] <gigaherz> 2 months after a
release
L263[01:09:02] <gigaherz> it was
consistent, too
L264[01:09:05] <gigaherz> not some weird
corner case
L265[01:09:07] <gigaherz> I was like
L266[01:09:14] <gigaherz> I had had over
2000 downloads
L267[01:09:18] <DemonWav> well, I'll play
with things and see. it is hard to test when I don't have your
exact workspace on my machine
L268[01:09:18] <gigaherz> why did no one
think to report it?1
L269[01:09:19] <gigaherz> ?!*
L270[01:09:32] ***
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L271[01:09:42] <SatanicSanta> gigaherz:
Well I would say how did *you* not notice it? :P
L272[01:09:58] <SatanicSanta> though it is
stupid that no one reported it
L273[01:10:00] <gigaherz> simple: it
didn't happen in dev
L274[01:10:43] <DemonWav> barteks2x one
last thing to try would be to refresh the gradle project again.
that tends to be the "reboot" type fix to alot of those
strange issues. never guaranteed to work, but sometimes it
does
L275[01:10:54] <SatanicSanta> I remember
some thread on r/ftb where someone was talking about how they view
developers as these mysterious entities that magically create
software, and I think that mindset is particularly harmful to the
progress of software
L276[01:10:56] <barteks2x> I tried that
like 10 times already
L277[01:11:04] <DemonWav> ah, well there
you go :p
L278[01:11:50] <DemonWav> sorry it's not
working for you :(
L279[01:11:58] <DemonWav> hopefully it
will soon as I work out the kinks with the system
L280[01:12:02] <SatanicSanta> tterrag:
What I find more annoying about this is that last time I asked how
to disable model error hiding or to increase the number allowed, I
was told it was impossible and that I should just fix the ones that
are already in the log.
L281[01:12:24] <tterrag> well, I'd be
inclined to agree
L282[01:12:25] <barteks2x> finsing mixins
works now, but anything that needs mappings doesn't seem to
work
L283[01:12:33] <tterrag> but whoever told
you it was "impossible" was misinformed
L284[01:13:03] <barteks2x> *finding
L285[01:13:07] <SatanicSanta> right, I
mean I can list about a dozen reasons why the answer (just fix the
ones that are there) is stupid, but oh well
L286[01:13:32] <SatanicSanta> particularly
when porting large mods from 1.7
L287[01:13:33] <barteks2x> I can also try
the nuke approach and use cleanCache
L288[01:14:19] <barteks2x> uh? I got
exception out of nowhere
L290[01:14:49] <SatanicSanta> gigaherz:
Yeah so I have no fucking clue where models/item/steam_drill.json
is being refereced :D
L291[01:15:09] <gigaherz>
ModelLoader.setcustomMRL?
L292[01:15:30] <SatanicSanta> should I not
be doing that if I am using a blockstate json?
L293[01:15:43]
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L294[01:15:46] <DemonWav> oh, derp
L296[01:16:11] <DemonWav> programming 101
mistake
L297[01:16:17] <gigaherz> yes you should,
I mean can you link me to that line¿
L298[01:16:20] <gigaherz> ?*
L299[01:16:24] <gigaherz> I don't have
thel ink anymore XD
L300[01:16:34] <SatanicSanta> the
gist?
L302[01:17:19] <gigaherz> yeah but
L303[01:17:26] <gigaherz> what is passed
to that method in practice?
L304[01:17:34] <SatanicSanta> what
method?
L305[01:17:37] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L306[01:17:47] <gigaherz> which MRLs are
being used?
L307[01:17:53] ***
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L308[01:18:02] <SatanicSanta>
registryName, "inventory"
L309[01:18:08] <gigaherz> yes
L310[01:18:13] <gigaherz> and what is the
registry name?
L311[01:18:17] <SatanicSanta>
steam_drill
L312[01:18:21] <gigaherz> yes so
L313[01:18:25] <gigaherz> what does the
MRL point to?
L314[01:18:35] <SatanicSanta> well from my
understanding it should look for the blockstate json first
L315[01:19:02] <gigaherz> yes, unless the
blockstates file fails to load
L316[01:19:12] <gigaherz> which is the
real issue
L317[01:19:17] <gigaherz> your blockstates
file is wrong
L318[01:19:18] <gigaherz> XD
L319[01:19:26] <gigaherz> i just saw it
again
L320[01:19:29] <SatanicSanta> do you see
any issues with it? There's nothing in the log about it
L321[01:19:30] <gigaherz> you don't even
have a "variants" block
L322[01:19:37] <gigaherz> so your
blockstate file has no variants AT ALL
L323[01:19:41] <SatanicSanta> yes it
does...
L324[01:19:43] <gigaherz> the defaults
only apply to the variants
L325[01:19:49] <SatanicSanta> oh, the gist
is outdated
L326[01:19:54] <gigaherz> yeah well
L327[01:20:04] <gigaherz> so you want us
to help you if you don't show us the proper code? ;P
L328[01:20:04] <SatanicSanta> lemme update
the json, missed it when updating it before I joined this
channel
L329[01:20:21] <SatanicSanta> No I just
didn't think I had changed the json at all between now and the last
time I updated it...
L330[01:20:29] <SatanicSanta> there
L331[01:21:00] <gigaherz> just as a
test
L332[01:21:10] <gigaherz> did you try
moving the "model" line to the inventory variant?
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L334[01:21:31] <SatanicSanta> I added it
to the inventory variant, I don't think I actually removed it from
defaults though
L335[01:21:49] <barteks2x> I also ran it
from console and got some exception when loading project, no idea
if it's normal or not
L336[01:21:59] <gigaherz> meh that
shouldn't matter
L337[01:22:04] <SatanicSanta> then
yes
L338[01:22:10] <gigaherz> no I mean
L339[01:22:15] <gigaherz> using it in
inventory wouldn't matter
L340[01:22:16] <gigaherz> so
nevermind
L341[01:22:20] <SatanicSanta> ah
L342[01:22:23] <DemonWav> exceptions
aren't usually normal, but intellij does spit out random exceptions
here and there sometimes
L343[01:22:30] <gigaherz> you did say
loadModel is being called
L344[01:22:33] <gigaherz> so that's not
it
L346[01:23:29] <barteks2x> I mentioned it
since it has MinecraftDev in the message
L347[01:23:51] <DemonWav> oh, well that's
the issue then
L348[01:23:59] <DemonWav>
MinecraftDevModel is what handles getting the MCP mappings
L349[01:24:08] <DemonWav> got a full
stacktrace?
L351[01:24:50] <barteks2x> it's
ConcurrentModificationException
L352[01:26:20] <DemonWav> and none of my
code is in that stacktrace, making it that much more difficult to
track down the issue :D
L353[01:28:13] <SatanicSanta> gigaherz:
correct
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L355[01:30:17] <quadraxis> might be worth
a try changing the gradle wrapper to gradle 2.14
L357[01:31:02] <DemonWav> that may have
something to do with it, though it's working on my system using the
same 2.7 wrapper, so that makes me think perhaps that's not the
cause
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L359[01:33:27] <barteks2x> may be some
other plugin interfering in some way, I remember ASM plugin being
notorious for doing bad things
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L361[01:34:07] <DemonWav> I wonder if the
CME is in the gradle execution or on the intellij thread
L362[01:34:47] <DemonWav> It would be in
the gradle execution, it seems
L363[01:35:21] <barteks2x> I restarted and
exception is different now
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L366[01:35:43] <DemonWav> barteks2x are
you on java 8?
L367[01:35:45] <barteks2x> yes
L368[01:35:55] <DemonWav> alright, i guess
you would have to be if you're using the intellij plugin
L369[01:36:14] <DemonWav> I wonder if I
replace the stream in the mcinit.gradle file with a normal loop if
that would fix it
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L373[01:36:43] <barteks2x> after updating
to 2.14
L374[01:37:12] <DemonWav> God, that
bug
L375[01:37:17] <DemonWav> I know how to
fix it, it's just stupid
L376[01:37:35] <DemonWav> so, intellij
packages their own JRE with intellij
L377[01:37:59] <DemonWav> which is great,
except any time you want to use gradle tooling, sometimes this
happens where the daemons aren't running on the same JRE, and it
crashes
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L379[01:39:31] <DemonWav> barteks2x I
should be able to fix that, looks like I didn't apply the fix here
like I do other places
L381[01:46:31] <barteks2x> I'm amazed by
how seemingly very similar setup can cause so many problems with
code that otherwise seems to work
L382[01:47:14] <SatanicSanta> Alright, I'm
going to sleep. If anyone notices anything stupid about my model
shit, leave a comment on the gist. Been working on this for the
past 2 weeks and I'm quite annoyed :P
L383[01:47:16] <DemonWav> it's really
surprisingly difficult to support every possible different
permutation of setups people can have. the goal is to support any
setup intellij supports, but that is _really_ difficult
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L385[01:48:04] <DemonWav> that's why this
plugin is still in alpha, though. if you're not comfortable running
an alpha-state plugin, I totally understand, no hard feelings. I
would love the feedback and help to fix up the issues and get this
into a stable state though, if you're willing to put up with a few
bugs here and there
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L387[01:50:20] <DemonWav> barteks2x update
is out, if you're still willing to test out a new build
L388[01:50:29] <barteks2x>
downloading...
L389[01:52:42] <barteks2x> "Gathering
MCP data" - seems to be ok now
L390[01:52:48] <DemonWav> :O
L391[01:53:22] <barteks2x> it works
now
L392[01:54:02] <DemonWav> :D
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L394[01:54:09] <DemonWav> thanks for the
help debugging
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L397[01:56:32] <barteks2x> well... at
least it's fixed now. I'm happy to see someone actually went and
fixed it so quickly.ed
L398[01:58:14] <DemonWav> I try my best to
keep the plugin at the highest quality possible, so when I find an
issue, I try to fix it as quickly as I can
L399[01:59:44] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161008 mappings to Forge Maven.
L400[01:59:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161008-1.10.2.zip
(mappings = "snapshot_20161008" in build.gradle).
L401[01:59:58] <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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L408[02:22:05] <gigaherz> \o/ I fixed my
proof of concept engine thing
L409[02:22:13] <gigaherz> I had a rather
silly design flaw
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L431[03:35:06] <Koward> Someone ever tried
to spawn running water ? It comes out as a weird 1-thick current
desipite me setting the level to 7
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L438[03:41:48] <ryantheleach> Is there a
way to list all sprites / sprite resource locations
registered?
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L441[03:46:10] <CsokiCraft> I am porting
1.7.10 code to 1.10.2, and found that some of the functions have
parameters of type IBlockAccess instead of World
L442[03:46:37] <CsokiCraft> But how can I
get the equivalent of w.isRemote when all I have is an
IBlockaccess
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L445[03:48:35] <illy> Lex sent you an
email with the updated bot.
L446[03:49:10] <Ordinastie> CsokiCraft,
that sounds wrong
L447[03:49:25] <Ordinastie> what method
are you talking about ?
L448[03:49:47] <CsokiCraft>
Block.onNeighborChange, for instance
L449[03:50:05] <Ordinastie> I think you
want neighborChanged iirc
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L451[03:51:22] <CsokiCraft> That method is
@Deprecated. Should I use it anyways?
L452[03:52:46] <Ordinastie> deprecated
methods in Block are so because they should not be called
directly
L453[03:52:57] <Ordinastie> instead, there
should be an equivalent in IBlockState
L454[03:53:05] <Ordinastie> however, you
can still override tehm
L455[03:53:08] <CsokiCraft> Ok
L456[03:53:21] <CsokiCraft> And where's
ForgeDirection gone to?
L457[03:53:40] <Ordinastie> it's in
vanilla now : EnumFacing
L458[03:54:43] <CsokiCraft> Ok
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L463[04:13:46] <Koward> Are water levels
between 0 and 8 or 0 and 15 ? I'm confused
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L466[04:20:26] <Bottersnike> o/
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L480[04:56:18] <Subaraki> o/ hi
peops
L481[04:56:23] <Subaraki> peeps *
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L485[05:00:36] <Subaraki> are all items
and blocks stored in the same map ?
L486[05:01:18] <Ordinastie> that's 2
different registries
L487[05:03:52] <Subaraki> okay,
thanks
L488[05:04:13] <Subaraki> i'm trying to
implement a config file that can handle a change of recipe for an
object
L489[05:04:30] <Subaraki> tryin to figure
out the best way to get a block or item from a name
L490[05:05:31] <Ordinastie>
Item.getByNameOrId
L491[05:05:39] <Ordinastie> something
similar in Block
L492[05:06:33] ⇦
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L493[05:07:54] <Subaraki> yeah, but people
acn give either of both
L494[05:08:01]
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L495[05:08:03] <Subaraki> so i'll have to
make a long list of == null and != null
L496[05:08:08] <Subaraki> to find out what
it is
L497[05:08:21] <Subaraki> maybe i'll ask
for a string list that precises name and type block or item
L498[05:08:44] <Ordinastie> what ?
L499[05:09:02]
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L503[05:12:51] <Ordinastie> what is that
even ?
L504[05:14:31] <Subaraki> config
file
L505[05:14:33] <Subaraki> part of it
L506[05:14:38] <Subaraki> load a string
list
L507[05:15:07] <Subaraki> here's the
entire thing
L509[05:16:45] ⇦
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L511[05:19:19] *
Subaraki tries to read
Pattern.compile("((?<modid>.*?):)?(?<item>[^@]*)(@(?<damage>\\d+|[*])(x(?<size>\\d+))?)?");
L512[05:19:22] *
Subaraki gets a head ache
L513[05:19:26]
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L514[05:20:53] <Bottersnike> Have you
tried text2re?
L515[05:24:26] <Subaraki> Ordinastie,
what's the Silenced for ?
L516[05:24:38] ⇦
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L517[05:24:39] <Subaraki> tried reading
the class, it's prety vagie for a nub like me
L518[05:24:44] <Subaraki> vague *
L519[05:24:54] <Ordinastie> catch
exceptions
L520[05:25:13] ⇦
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L521[05:26:11] <Subaraki> ahaa, okay
:)
L522[05:26:17] <Subaraki> so if i dont use
it, my gam ewill just crash
L523[05:26:26] <Subaraki> instead of throw
errors
L524[05:26:33]
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L525[05:27:48] ⇦
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(Leaving))
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L528[05:46:25] <BlueMonster> hello
L529[05:46:49]
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L530[05:46:54] ***
covers1624_ is now known as covers1624
L531[05:46:57] <Ordinastie> Subaraki, no,
that means you have to use try/catch
L532[05:47:19] ⇦
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L538[06:05:05] ***
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L539[06:05:13] ***
Tech|Away is now known as TechnicianLP
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L541[06:12:25] <Subaraki> Ordinastie,
well, it doesn't throw any errors at me :/ but i'll add them
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L544[06:28:15] <Ordinastie>
Interger.parseInt throws
L545[06:32:00]
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L548[06:49:31] <Koward> I have a custom
water block (that disappears when the block under is not powered),
an extension of BlockLiquid. There are error of missing json model,
but it should not try to find a json model file at all. How can I
prevent this ?
L549[06:51:15] <gigaherz> what should it
use for a model?
L550[06:51:27] <Ordinastie> I think there
is a forge liquid model
L551[06:51:35] <Koward> Well it's still
water
L552[06:51:45] <gigaherz> well it isn't
really water
L553[06:51:51] <gigaherz> since it's your
block and not Blocks.WATER ;P
L554[06:52:02] <Koward> The block works,
the model displayed is correct
L555[06:52:15] <gigaherz> have a
blockstate for it
L556[06:52:27] <gigaherz> and use
"model":"builtin/generated", with no texture
layers
L557[06:52:43] <Koward> There are a
billion errors looking for variants (each level) but otherwise it
works perfectly
L558[06:52:49] <Koward> Mmm I will try
that
L559[06:53:02] <gigaherz> there may be
other ways to do this, but this may be the most
straightforward
L560[06:54:34] <gigaherz> you could use a
Statemapper to redirect all the variants to the same model, if
so
L561[06:59:10] <Koward> Mmm, I still have
them but along a "Neither 'variants' nor 'multipart'
found". To give the same model to all variant I just have to
give the "default" one right ?
L562[07:00:25] <gigaherz> no you have to
still enumerate the "variants" block
L563[07:00:27] <gigaherz> with the
variants
L564[07:01:16] <gigaherz>
"variants":{"level":{"0":{},"1":{},...}}
L565[07:01:52] <gigaherz> also remember
that "defaults" only exists in forge blockstates
format
L566[07:02:13] <gigaherz> (same for the
split property/value)
L567[07:02:20] <Koward> I also have
[14:00:43] [Client thread/ERROR] [FML]: MultiModel
minecraft:builtin/missing is empty (no base model or parts were
provided/resolved) errors, probably linked.
L568[07:02:40] <gigaherz> yes
L569[07:02:46] <gigaherz> try to get a
working json first
L570[07:02:48] <gigaherz> then we'll
see
L571[07:05:46] <howtonotwin> so {
forge_marker: 1, defaults: { model: forge:fluid, custom { fluid:
water } } variants { level { 0 {} 1 {} 2 {} ... } } }
L572[07:06:28] <howtonotwin> assuming
you're just stealing the water block model
L573[07:06:51] <gigaherz> he's apparently
using BlockLiquid
L574[07:06:55] <gigaherz> which uses the
water material
L575[07:07:02] <gigaherz> and the vanilla
water renderer
L576[07:08:50] *** V
is now known as Vigaro
L577[07:09:05] <Koward> I have good news
and bad news
L578[07:09:13] <Koward> Good news is I
don't have those errors anymore.
L579[07:09:25] <Koward> Bad news is I have
twice as many "MultiModel minecraft:builtin/missing is empty
(no base model or parts were provided/resolved)" errors
L580[07:09:37] <gigaherz> and you used
"builtin/generated"?
L581[07:09:41] <Koward> Yes.
L582[07:09:45] <gigaherz> hmmm
L583[07:10:19] <gigaherz> that doesn't
sound right
L584[07:10:21] <Koward> I'm running a
search to see if I ever referenced builtin/missing somewhere
L585[07:10:32] <gigaherz> no,
builtin/missing only happens if no model was set
L586[07:10:38] <gigaherz> can you pastebin
your json file?
L587[07:11:47] <masa> boni: what's going
on with the 2.5.4 of TCon? the file size and the supposedly
supported MC versions are a bit suspicious
L588[07:12:15] <boni> masa: there is no
2.5.4 version of tic
L590[07:12:19] <boni> where do you have it
from?
L591[07:12:40] <howtonotwin> curse
L592[07:12:44] <howtonotwin> released 2
hrs ago
L594[07:13:12] <boni> o_O
L595[07:13:18] <gigaherz> howtonotwin:
uhm, try to use forge blockstates instead?
L596[07:13:23] <masa> has someone hacked
mDiyo's account?
L597[07:13:42] <howtonotwin> wrong ping?
:P
L598[07:14:21] <boni> looking into
it
L599[07:14:36] <boni> yes
L600[07:14:38] <boni> masa: do NOT execute
that file
L601[07:14:45] <boni> looks like diyo got
compromised
L602[07:14:48] <masa> I'm also rather
curious how curse allowed that to go through
L603[07:14:52] <gigaherz> howtonotwin:
yes
L604[07:15:01] <Corosus> D:
L605[07:15:04] <masa> I downloaded it for
curiosity, going to take a look what it contains :p
L607[07:15:16] <boni> yeah diyo confirmed,
that's not him
L608[07:15:37] <howtonotwin> register a
custom statemapper to get rid of the levels, if you want
L609[07:15:50] <Corosus> its already
removed \o/
L610[07:16:03] <howtonotwin>
ModelLoader.setCustomStateMapper(block, new
StateMap.Builder().ignore(LEVEL).build())
L611[07:16:06] <masa> there is some webcam
stuff in there :D
L612[07:16:07] <howtonotwin> or something
like that
L613[07:16:09] <howtonotwin> :P
L614[07:16:13] <TechnicianLP> wanted to
check it out with a decompiler :( but i think its better this
way
L615[07:16:35] <boni> masa: thanks for
making us aware
L616[07:16:46] <Ordinastie> that was a
good catch :p
L617[07:16:56] <boni> indeed
L618[07:17:07] <boni> and relatively fast
too
L619[07:18:09] <masa> even looking at the
class names that jar is full of weird shit, how the hell did curse
approve that? O_o
L620[07:18:27] <boni> i like how the guy
put "added 1.11 support" as changelog but didn't even
bother to rename the file to 1.11
L621[07:18:40] <boni> WTB only signed jars
on curse
L622[07:19:47] <Koward> gigaherz still the
exact same errors.
L623[07:21:43] <masa> it had at least 130
downlaods already... I wonder what it actually does, don't really
want to test that out though :p
L624[07:21:52] <boni> yeah, i also got a
bugreport already
L625[07:21:55] <boni> i doubt it'll do
much on servers per se
L626[07:21:56] <quadraxis> maybe drop a
post on r/feedthebeast?
L627[07:22:01] <boni> good idea
L628[07:22:10] <Koward> File does not
exist anymore
L629[07:22:10] <TechnicianLP> may i take a
look at that file?
L630[07:22:27] <Koward> It has been shut
down right now
L632[07:22:44] <masa> did someone want to
investigate it but didn't have a chance to grab it? I can pm a
link
L633[07:22:57] <boni> Koward: yes i took
it out immediately
L634[07:22:58] <TechnicianLP> o/
L635[07:23:07] <boni> masa: i got it. it's
also still there, just not accessible for regular users
L636[07:24:52]
⇨ Joins: tschm
(~tschm@xdsl-87-78-141-123.netcologne.de)
L637[07:24:59] <Ordinastie> I wonder, is
it supposed to be launched as an executable ?
L638[07:25:08] <boni> i guess
L639[07:25:09] <Ordinastie> or is it
working as a real mod
L640[07:25:09] <Ordinastie> ?
L641[07:25:30] <Ordinastie> because as an
exe, infections chances are quite low
L642[07:25:47] <masa> want a link?
L643[07:25:59] <boni> it got some hooks, i
guess it's supposed to be a keylogger and stuff
L644[07:26:04] <boni> no it's not working
as a real mod
L645[07:26:23] <boni> now where was the
entry point in jas defined again
L646[07:26:30] <boni> ah there
L647[07:26:55] <TechnicianLP> my antivirus
just told me there a trojan in there
L648[07:27:05] <boni> it got some hooks
and stuff. it looks a lot like something like that
L649[07:27:39] <Ordinastie> TechnicianLP,
my antivirus even flagged minecraft.exe soooo :p
L650[07:28:11] <boni> in this case it's
much more likely to be valid though ;)
L651[07:28:27] <Ordinastie> yeah, wouldn't
try my luck there :p
L652[07:28:32] <boni> anyway
L654[07:28:35] <boni> please RT everybody
;o
L655[07:28:58] <IoP> I copypasted to #FTB
does it count? ;)
L656[07:29:08] <boni> only if you tell
them to also retweet ;)
L657[07:33:59] <Lumien> masa could i also
have the file? :)
L658[07:34:31] <Ordinastie> the file will
have even more distribution as a known trojan ><
L659[07:35:03] <boni> Lumien: sure, but it
seems to have some basic decompile guards
L660[07:35:31] <TechnicianLP> i had no
problem decompiling?
L661[07:36:56] <boni> the client
class?
L662[07:37:17] <TechnicianLP> let me check
again ...
L663[07:37:18] <boni> com.client.Client is
the netry point
L664[07:38:28] <boni> at least jd-gui
doesn't want to do anything with that file /o\
L665[07:40:24]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L667[07:43:55] <Koward> minecraftforge
forums are down ?
L668[07:44:12] <Koward> Nevermind
L669[07:47:33] ***
Darkhax is now known as Darkhax_AFK
L670[07:49:46] <boni> looks to connect to
some french address, heh
L671[07:50:22] <Ordinastie> really ?
where? :p
L672[07:50:40] <boni> asie did some
reverse engineering
L673[07:50:56] <boni> apparently it even
uses an dns lookup.. so it relies on a domain being reachable? now
that's weird.
L674[07:51:32] <TechnicianLP> maybe no
static ip adress?
L675[07:53:08] <Lumien> Thankfully it's
some "toolkit rat" or something that's detected by av, if
it had been an actually malicious mod it could have been
worse
L676[07:55:43] <shadowfacts> yeah
L677[07:56:01] <shadowfacts> it also
appears to try and connect to other computers on the network
L678[07:56:09] <gigaherz> so a botnet
client
L679[07:56:10] <gigaherz> ;p
L680[07:56:14] <shadowfacts> presumably
either to infect them or get information off them
L681[07:59:38] <boni> ..apparently it's
connecting to some guys home pc. i wonder if it's a bot or if the
dude really is that dumb
L682[07:59:57] <shadowfacts> lol
L683[08:00:05] <TechnicianLP> lets ping
him to death xD
L684[08:01:00] <gigaherz> nah the dude's
home could be part of a botnet
L685[08:01:10] <gigaherz> a DDoS wouldn't
be too productive there
L686[08:02:59]
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L687[08:03:51] <Koward> How would one go
to make an exact copy of vanilla water with the Forge fluid system
?
L688[08:04:29] <Koward> I mean is it
already built in somewhere ? That would be an interesting example
of implementation
L689[08:05:05] <howtonotwin>
FluidClassic
L690[08:05:07] <gigaherz> yes, in the
forge source repository
L691[08:05:08] <howtonotwin> or whatever
it's called
L692[08:05:12] <howtonotwin>
BlockFluidClassic?
L693[08:05:13] <gigaherz> there's example
fluid
L694[08:05:30] <howtonotwin> also
Square_Wheel wrote some docs on it
L695[08:05:34] <howtonotwin> lemme
see...
L697[08:06:12] <howtonotwin> Replace oil
with water
L698[08:06:48] <Koward> Great.
L699[08:06:49] <howtonotwin>
FluidRegistry.WATER
L700[08:07:16]
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L701[08:07:19] <howtonotwin> Now the way
the model works
L702[08:07:32] <howtonotwin> fluid blocks
have getExtendedState
L703[08:07:45] <howtonotwin> and that
method attaches a bunch of info on the flow into the
blockstate
L704[08:07:50] <howtonotwin> then the
forge:fluid model
L705[08:07:54] <howtonotwin> which is all
in code
L706[08:08:16] <howtonotwin> takes that
info to bake a model for it
L707[08:08:33] <howtonotwin> and you can
use this model in a forge blockstate json like this
L708[08:08:46] <howtonotwin> { model:
forge:fluid, custom { fluid: water } }
L709[08:08:52] <howtonotwin> appropriately
formatted ofc
L710[08:09:10] <howtonotwin> fluid blocks
also have a "level" property
L711[08:09:13] <howtonotwin> from 0 to
15
L712[08:09:20] <howtonotwin> you probably
just want to ignore that
L713[08:09:32] <howtonotwin> as the
builtin fluid model handles it fine
L714[08:09:43] <howtonotwin> so you
register a statemapper to ignore the property
L715[08:11:04] <howtonotwin>
ModelLoader.setCustomStateMapper(blockFluid, new
StateMap.Builder().ignore(BlockFluidBase.LEVEL).build())
L716[08:11:10] <howtonotwin> that's just
your choice
L717[08:11:35] <howtonotwin> so I assume
your block has a property of its own? for rs power?
L718[08:13:12] <howtonotwin> in that case
your json should look something like this:
L719[08:13:23] <Koward> Yes, if the block
under it is not powered, it disappears. Also, it does not generate
new sources (the initial level is low) when near another (real)
water source
L720[08:14:30] <howtonotwin> {
forge_marker: 1, variants { visible { true { model: forge:fluid,
custom { fluid: water } }, false { model: builtin/generated } }
}
L721[08:14:37] <howtonotwin> made into
proper JSON
L722[08:14:45] <howtonotwin> and the logic
part
L723[08:14:50] <howtonotwin> with the
source block thing
L724[08:14:58] <howtonotwin> that's just
your own code now :P
L725[08:15:13] <howtonotwin> idk how to
deal fluids much
L726[08:16:10] <Koward> I have a kind of
working version extenting the vanilla BlockLiquid but it's a mess.
In it I do the logic in updateTick
L727[08:16:19] <howtonotwin> There's an
event for it actually
L728[08:16:29] <howtonotwin>
BlockEvent.something
L729[08:16:38] <howtonotwin> cancel it to
prevent source block creation
L730[08:17:47] <Koward> I also need to
make the custom source block disappear when block under it is not
powered
L731[08:17:54] <howtonotwin> yeah
L732[08:17:57] <howtonotwin> wait
L733[08:18:04] <howtonotwin> disappear as
in deleted from world?
L734[08:18:08] <howtonotwin> or just
invisible
L735[08:18:21] <Koward> Replaced by
Air.
L736[08:18:27] <howtonotwin> that's your
logic then
L737[08:18:31] <howtonotwin> and the
blockstate JSON then
L738[08:18:43] <howtonotwin> as it's
impossible to have a power property
L739[08:18:57] <howtonotwin> bc the block
is getting deleted when it's powered
L740[08:19:00] <Koward> No need, the block
that's actually powered is beneath it and is completely
different.
L741[08:19:10] <Koward> I just check
pos.down()
L742[08:19:22] <howtonotwin> so the fluid
is really just a normal fluid
L743[08:19:29] <howtonotwin> but it
doesn't make source blocks
L744[08:19:33] <howtonotwin> and it
deletes itself
L745[08:19:44] <Koward> Basically
yes.
L746[08:19:49] <howtonotwin> json should
then look like this
L747[08:20:22] <howtonotwin> {
forge_marker: 1, variants: { normal [{ model: forge:fluid, custom {
fluid: water } }] } }
L748[08:20:27] <howtonotwin> good?
L749[08:20:53] <Koward> I'll try that
right now
L750[08:21:40] <howtonotwin> that JSON is
only functional if the level property is ignored!
L751[08:22:04] <howtonotwin> you'll either
have to edit the JSON or use the statemapper thing from above
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L754[08:27:00] <tschm> i am working my way
through the wiki and this here confuses me. Shouldn't it be in
"Configuration cfg = CommonProxy.config" instead of
"Configuration cfg = ModTut.config"? It is at top of
method body readConfig()
L756[08:27:06] ⇦
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L757[08:27:58] <tschm> since later in the
code there is a new field for a Configuration object called config
in the CommonProxy, but not in ModTut
L758[08:28:30] <howtonotwin> probably,
yeah
L759[08:30:08] <howtonotwin> you can ask
McJty to fix it if you see him
L760[08:30:18] <howtonotwin> he's not here
rn though
L761[08:33:10] <SquareWheels> I should
probably update that doc with your suggestions if it's going to be
linked in the future.
L762[08:33:57] <SquareWheels> Oh no I'm
pluralized again.
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L769[08:46:35] <tschm> SquareWheel yep, i
will leave feedback for wiki when i find something :)
L770[08:49:07] <Koward> @howtonotwin The
water looks fine but it behaves weirdly, like it tries to flow in
directions then retract and try another. My code is simply
http://hastebin.com/dabafocexi.java
L771[08:49:37] <Koward> It does destroy
itself when block under it is unpowered tho
L772[08:50:08] <Ordinastie> wait, the
block under is yours ?
L773[08:51:22] <Ordinastie> Koward, why do
you even make a custom water for that??
L774[08:51:37] <Koward> Great
question
L775[08:51:53] <Ordinastie> just handle it
in your block as it should be
L776[08:53:14] <Koward> That was the
initial plan. But it also (not yet in that code) needs to not
create new sources. Also, the deleting should be done when
unpowered and not when powered.
L777[08:54:13] <Koward> The event about
source creation gives only information about position where the
source will be created so it's not enough to determine what's the
cause and prevent it
L778[08:54:31] <Ordinastie> what are you
talking about ?
L779[08:56:01] <tschm> SquareWheel there
is another mistake in the docs (i guess). It says in the code in
the CommonProxy "public static Configuration config", but
the class in the upper part is named "Config", not
"Configuration". Is this a mistake, because there is also
a class names "Configuration" in
"net.minecraftforge.common.config.Configuration;". I
guess this should not be used, but yeah, confusing
L780[08:56:01] <tschm> :(
L781[08:56:28] <Koward> I should rather
look at how to do the action when the block is unpowered
L782[08:57:10] <SquareWheel> tschm, to be
clear, I wrote fluids.md on Github Gists. I think you're referring
to a different document.
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L784[08:57:43] <tschm> SquareWheel yep.
absolutly mistaken, sry :D
L785[08:58:27] <M4thG33k> Hello! I have a
block whose light value depends on it's TE data; I have overridden
Block#getLightValue, but the block remains dark. Any ideas why this
could be?
L786[09:01:04] <Ordinastie> you return the
wrong value most likely
L787[09:02:12] <M4thG33k> Placing a block
next to it makes it look like it's being lit from the inside (but
light isn't radiating to adjacent blocks), which is another
issue.
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L794[09:13:40] <tschm> i did the gradle
build task and then runClient in the intellij gradle window. The
minecraft window loaded up and then instantly closed, i guess it
crashed. But do i get any infos what was wrong?
L795[09:13:59] <tschm> the only thing my
mod has is a config file and one simple block
L796[09:14:06] <howtonotwin> you don't
normally use the gradle tasks to run a mod in an IDE
L797[09:14:20] <tschm> i may did some
basic syntax wrong, but idk where to find info
L798[09:14:44] <tschm> did what was
suggested in the official wiki :/
L800[09:14:55] <gigaherz> tschm: IDEA has
a debug panel
L801[09:15:00] <gigaherz> yo ushould be
able to read the logs there
L802[09:15:16] <gigaherz> don't use
runClient
L803[09:15:19] <gigaherz> it's not
needed
L804[09:15:29] <gigaherz> you can use the
run/debug buttons in IDEA itself
L805[09:15:31] <tschm> so how can i easily
test it then?
L806[09:15:45] <tschm> i see
L807[09:15:46] <gigaherz> how far did you
go in my instructions? ;P
L808[09:16:01] <tschm> regarding what? :D
your five steps to modding? :D
L809[09:16:04] <gigaherz> yup
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L812[09:17:02] <tschm> tbh, i did run the
gradle commands in the command line, since the ide thing did not
work for me
L813[09:17:16] <gigaherz> oh well thenyou
are missing out on everything important
L814[09:17:28] <tschm> yep, i see
that
L815[09:17:30] <gigaherz> what happened?
what went wrong?
L816[09:17:39] <tschm> oh wait.. i guess i
have it
L817[09:17:56] <gigaherz> do you have
Minecraft Client / Server on the list?
L818[09:18:06] <tschm> i set the run
dropdown menu to "minecraft client", it was
"Mod(runClient" by default
L819[09:18:15] <tschm> no it shows me an
debug window and some exceptions, th
L820[09:18:16] <tschm> thx
L821[09:18:18] <gigaherz> yeah it's the
last task you ran with gradle
L822[09:18:21] <gigaherz> however
L823[09:18:25] <gigaherz> if it complains
about GradleStart
L824[09:18:30] <gigaherz> it means it's
missing the last step
L825[09:18:39] <tschm> yep, it does
>.<
L826[09:18:44] <gigaherz> which is to go
into Edit Configurations
L827[09:18:58] <gigaherz> and in Minecraft
client and Minecraft server
L828[09:19:05] <gigaherz> edit the
"Use classpath of module" setting
L829[09:19:10] <gigaherz> to the one that
is <name>_main
L830[09:19:35] <tschm> alright did that.
Now apply and test?
L831[09:19:42] <gigaherz> yup
L832[09:19:53] <tschm> here we go.. it's
loading
L833[09:20:02] <gigaherz> note that,
unlike VS, you can run more than one instance at once
L834[09:20:06] <gigaherz> and have them
all debugging at once
L835[09:20:13] <gigaherz> in the debug
panel
L836[09:20:19] <gigaherz> you'll find the
buttons to control the debugger
L837[09:20:38] <gigaherz> and if you edit
some code or resources
L838[09:20:42] <gigaherz> you can use
Build -> Make project
L839[09:21:03] <gigaherz> and so long as
you didn't change the class/method signatures, it will then reload
the changed code
L840[09:22:12] <tschm> alright, but the
habit would be to F7 -> ctrl+F5?
L841[09:23:15] <gigaherz> nono
L842[09:23:17] <gigaherz> just F7
L843[09:23:25] <gigaherz> well
L844[09:23:45] <gigaherz> unlessyou want
to start a second instance ;P
L845[09:24:00] <gigaherz> when you use
make, it will show a popup asking if you want to reload the changed
code
L846[09:24:04] <tschm> ehm.. i guess i
have to restart the client everytime i change the mod, don't
I?
L847[09:24:12] <tschm> like when i add a
block or something
L848[09:24:29] <gigaherz> yes
L849[09:24:39] <gigaherz> you should do
those changes while stopped anyhow
L850[09:24:51] <gigaherz> since you have
to register your blocks and items during startup
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L852[09:24:56] <gigaherz> so theywouldn't
exist either way
L853[09:25:09] <gigaherz> I'm just giving
you some bonus hints
L854[09:27:45] <tschm> my first block in
the world... yaaaaaaay *.*
L855[09:29:29] <gigaherz> yay! ;P
L856[09:32:28] <tschm> what about JEI. If
i want to have it in my test client, how to do that?
L857[09:32:45] <howtonotwin> dump it into
mods/
L858[09:32:48] <gigaherz> you want to just
have it, or do you want to register recipes?
L859[09:32:52] <tschm> and i guess JEI
does the listing itself? Or do i need to support JEI in any way? at
this stage i only mean the listing of my block
L860[09:33:00] <howtonotwin> get the deobf
version somehow
L861[09:33:07] <gigaherz> well
L862[09:33:13] <gigaherz> it will show
anything that's on thecreative menu
L863[09:33:23] <gigaherz> alongside with
any recipes it has been given a handler for
L864[09:33:36] <gigaherz> this includes
all "standard" recipe classes
L865[09:33:36] <tschm> i am not at this
stage yet :P
L866[09:33:40] <gigaherz> yeah
L867[09:33:43] <gigaherz> so if you just
add a block
L868[09:33:50] <gigaherz> and you have a
setCreativeTab for it
L869[09:33:55] <gigaherz> it will show up
in JEI
L870[09:33:57] <gigaherz> then you have
two choices
L871[09:34:06] <gigaherz> first one, is to
dump JEI onto the run/mods/ folder
L872[09:34:15] <gigaherz> just any
standard build will do, no need for deobf
L873[09:34:19] <gigaherz> or a better
option
L874[09:34:22] <gigaherz> is to use maven
dependencies
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L876[09:35:05] <gigaherz> in your
build.gradle
L877[09:35:15] <gigaherz> AFTER the
buildscript section (don't edit buildscript!)
L878[09:35:17] <gigaherz> add
L879[09:35:18] <gigaherz> repositories
{
L880[09:35:18] <gigaherz> maven {
L882[09:35:18] <gigaherz> }
L883[09:35:18] <gigaherz> }
L884[09:35:28] <gigaherz> and in the
dependencies group
L885[09:35:31] <gigaherz> dependencies
{
L886[09:35:31] <gigaherz> deobfCompile
"mezz.jei:jei_1.10.2:3.12.3.293:api"
L887[09:35:31] <gigaherz> runtime
"mezz.jei:jei_1.10.2:3.12.3.293"
L888[09:35:31] <gigaherz> }
L889[09:35:45] <gigaherz> the first line
(deobfCompile) is only needed if you want to program with JEI
L890[09:35:52] <gigaherz> if you just want
it at runtime, the second line is enough
L891[09:36:03] <gigaherz> you'll haveto
run setupDecompWorkspace again
L892[09:36:19] <gigaherz> and then click
the blue refresh icon on thegradle panel, to resynchronize the
project
L893[09:36:31] <gigaherz> (you'll get used
to clicking that button ;P)
L894[09:36:45] <gigaherz> it's easier to
dump the mod onto the mods folder, though
L895[09:36:47] <gigaherz> ;p
L896[09:37:38] <tschm> nono, i try the
harder stuff, sounds more stable
L897[09:38:04] <gigaherz> it's a good
thing to learn, either way
L898[09:38:13] <gigaherz> even if you
don't need JEI as a maven dependency yet ;P
L899[09:38:46] <tschm> idk, if the
formatting is right, but i have this atm
L900[09:38:48] <tschm> buildscript {
L901[09:38:48] <tschm> repositories
{
L902[09:38:48] <tschm> jcenter()
L903[09:38:48] <tschm> maven {
L904[09:38:48] <tschm> name =
"forge"
L908[09:38:49] <tschm> dependencies
{
L909[09:38:50] <tschm> classpath
'net.minecraftforge.gradle:ForgeGradle:2.2-SNAPSHOT'
L912[09:38:54] <Ordinastie> dud
L913[09:38:55] <tschm> ugh.. sorry for
wall of text :(
L914[09:38:55] <Ordinastie> e
L915[09:39:33] <gigaherz> check this as a
working example
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L918[09:40:36] <gigaherz> tschm: general
IRC guideline: if the paste is > 5 lines total, use
pastebin
L919[09:40:42] <gigaherz> which means I
already broke it ;P
L920[09:40:48] <Ordinastie> make it >
3
L921[09:41:13] <gigaherz> tschm: it's
important to understand
L922[09:41:14] <Ordinastie> gigaherz said
5 because that's what he pasted just before but he was WRONG!
L923[09:41:24] <tschm> i will, sorry for
that, hehe °-°
L924[09:41:24] <gigaherz> no it's what I
was taught early on
L925[09:41:38] <gigaherz> it's important
to understand, the buildscript section is SPECIAL
L926[09:41:41] <Ordinastie> tbh, I usually
say > 2 even
L927[09:41:46] <gigaherz> you are not
supposed to edit that
L928[09:41:54] <gigaherz> and if you
do
L929[09:41:55] <gigaherz> it won't
work
L930[09:42:00] <gigaherz> because those
dependencies won't be used at runtime
L931[09:42:05] <tschm> ok, i'll never
touch it, simple as taht
L932[09:42:07] <gigaherz> they'll be used
whileyou run gradle itself
L933[09:42:09] <gigaherz> so
L934[09:42:13] <gigaherz> unless you know
what you aredoing
L935[09:42:18] <gigaherz> and you want to
change how the build processworks
L936[09:42:20] <gigaherz> you don't touch
it
L937[09:42:20] <gigaherz> ;p
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L941[09:50:06] <tschm> i copied the
depencies from the paste you send and when having just those two
lines there, the setupDecompWorkspace won
L942[09:50:48] <tschm> won't succeed, i
commented the deobfCompile line and now it works..
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L944[09:51:54] <tschm> the debugger says
"Unable to open debugger port"
L945[09:53:55] <gigaherz> check your run
dropdown
L946[09:54:00] <gigaherz> after you did
setupDecompWorkspace
L947[09:54:02] <gigaherz> it changed
to
L948[09:54:11] <gigaherz> the
setupDEcompWorkspace task
L949[09:54:14] <gigaherz> which isn't
debugable
L950[09:54:19] <gigaherz> you have to
re-select Minecraft Client
L951[09:54:23] <gigaherz> after clicking
on a gradle task
L952[09:54:57] <tschm> well.. if i hit the
setupDecompWorkspace task, it does not succeed. It stops at
"Configure build", idk why or how to find out what went
wrong
L953[09:55:12] <tschm> i noticed that it
has changed and changed it back
L954[09:55:31] <gigaherz> it should have
opened a debug panel
L955[09:55:33] <gigaherz> likewhen you
click run
L956[09:55:38] <gigaherz> and it should
have said the problem there
L957[09:56:07] <tschm> so when i removed
the deobfCompile line and just use the line with "runtime
..." the task succeeds, when i run the minecraft client then,
there is no JEI listed as mod
L958[09:56:35] <gigaherz> I'd still like
to know WHY it's failing
L959[09:56:53] <gigaherz> so can you try
to find the debug logs for it? ;P
L961[09:57:09] <tschm> this is the issue..
gooood..
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L963[10:00:47] <tschm> well.. i have a
different window layout than you.. but i think i found it... the
debug view was deactivated for a nice "watch your steps"
view. I found the button i now i have an actual log
L965[10:02:11] <gigaherz> I use IDEA
15
L966[10:02:14] <gigaherz> rather than idea
2016
L967[10:02:17] <gigaherz> so that may be
why
L968[10:02:51] <gigaherz> uhm
L969[10:02:57] <gigaherz> that sounds like
you used thewrong version of JEI
L970[10:03:25] <gigaherz> hmm latest
is
L971[10:03:27] <gigaherz>
jei_1.10.2-3.12.6.304.jar
L972[10:04:30] <gigaherz> that means the
maven version would be jei_1.10.2:3.12.6.304
L973[10:05:18] <tschm> same error,
different version :(
L974[10:05:32] <gigaherz> weird
L975[10:05:37] <gigaherz> you did add the
repositories part, right?
L976[10:06:19] <tschm> ofc not -.-
L977[10:06:39] <tschm> added it.. it's
loading
L978[10:07:01] <tschm> sry for being dumb,
will get better with time :P
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L983[10:20:23] <howtonotwin> Ah
McJty
L984[10:20:30] <McJty> Hi
L985[10:20:30] <howtonotwin> there appears
to be an error on your tutorials
L986[10:20:33] <howtonotwin> <tschm>
i am working my way through the wiki and this here confuses me.
Shouldn't it be in "Configuration cfg =
CommonProxy.config" instead of "Configuration cfg =
ModTut.config"? It is at top of method body readConfig()
L988[10:20:33] <howtonotwin> * KnightMiner
has quit (Ping timeout: 186 seconds)
L989[10:20:33] <howtonotwin> <tschm>
since later in the code there is a new field for a Configuration
object called config in the CommonProxy, but not in ModTut
L990[10:20:53] <McJty> ah possibly
L991[10:20:55] <McJty> I'll fix
L992[10:20:58] <howtonotwin> thanks
L993[10:21:01]
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L996[10:22:48] <McJty> Fixed
L997[10:22:53]
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L999[10:24:01] <howtonotwin> [yay sound
effect]
L1000[10:24:11] *
howtonotwin slinks back to writing docs
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L1002[10:25:27] ***
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L1003[10:33:48] <hehe> morning all
L1004[10:34:13]
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L1006[10:38:45] <howtonotwin>
hello!
L1007[10:39:34] <howtonotwin> Was my
writing terrible? :P
L1008[10:40:19] <howtonotwin> I have
written exactly one sentence for the docs since this morning.
L1009[10:40:23] <howtonotwin>
exactly
L1010[10:40:27] <howtonotwin> :P
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L1015[10:47:43] <SquareWheel> Any idea
when the PR will be considered for acceptance, howto? It's diverted
pretty far from the original branch now.
L1016[10:48:01]
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L1018[10:50:31] <howtonotwin> no idea
:P
L1019[10:50:48] <howtonotwin> that repo
is pretty slow to update anyway
L1020[10:51:00] <howtonotwin> and it's
not done yet as well
L1021[10:51:18] <howtonotwin> plus it
probably needs more people looking over it
L1022[10:52:10]
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L1024[10:55:48] <Bottersnike> Grrr...
When someone tries to force you to swap from your laptop (6GB RAM)
to an iMac (4GB ram). Just starting MC has maxed it out and I've
been waiting 17min (yes, I'm timing) and MC still hasn't loaded (5
mods!!)
L1025[10:56:47] <Bottersnike> The CPU is
much better (i5 vs pentium) but come on!!! It's running windows in
an emulator in osX. Why TF would I ever want to switch to that as
my primary PC!?
L1026[10:57:34]
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L1027[10:57:35] <howtonotwin>
why...
L1028[10:57:40] <howtonotwin> windows in
an emulator
L1029[10:57:42] <howtonotwin> wat
L1030[10:58:44] <Bottersnike> Because
win10 doesn't work with bootcamp
L1031[10:58:47]
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L1032[10:58:52] <Bottersnike> And yeah.
IK. It's really dumb
L1033[10:59:23] <howtonotwin> doesn't
using windows completely defeat the purpose of using a mac xD
L1034[10:59:28] <Bottersnike> Yep
L1035[10:59:30] <M4thG33k> I'm attempting
to create a new model from two old models; is it possible to do
this by manipulating the BakedQuads from the originals?
L1036[10:59:34]
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L1037[10:59:39] <howtonotwin> yes
L1038[10:59:50] <Bottersnike> And there
was me saying "I want to build a pc" and they're like,
"no. Use the old iMac"
L1039[10:59:51] <howtonotwin> models are
immutable, you can do whatever you want to do with them
L1040[11:00:05] <howtonotwin> bc you
won't ever be able to break anything
L1041[11:00:14] <hehe> except work
aparently
L1042[11:00:27] <howtonotwin> hehe
L1043[11:00:31] <hehe> yes?
L1044[11:00:33] <howtonotwin> hehe hehe
hehe hehe hehe
L1045[11:00:38] <M4thG33k> The follow-up
then: how do I manipulate the baked quads? The vertex data is
packed using the VertexFormat, but I'm unsure how to unpack the
data
L1046[11:00:39] <howtonotwin>
s/e/a/g
L1047[11:00:45] <hehe> yes? yes? yes?
yes? yes?
L1048[11:01:26]
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L1049[11:01:57] <howtonotwin> well you
get the data
L1050[11:02:02] <howtonotwin> and you get
the format
L1051[11:02:12] <howtonotwin> and you
basically do the reverse of building a quad
L1052[11:02:27]
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L1053[11:02:43] <howtonotwin> instead of
writing data into it from another data structure, read data from it
into another data structure
L1054[11:04:20] <M4thG33k> I understand
that. What I don't understand is how the specific VertexFormat
works. I've been digging through the source and can't find a place
where a BakedQuad is actually formed.
L1055[11:04:31] <howtonotwin> they're
made from builders
L1056[11:04:43] <howtonotwin> and you
should never actually depend on the structure of a VF
L1057[11:04:52] <howtonotwin> you just
loop over the elements
L1058[11:05:09] <howtonotwin> and then
read/write bytes from/to the data
L1059[11:05:38] <howtonotwin> try
ModelFluid
L1060[11:05:58] <howtonotwin> it's filled
with helper methods that write to BakedQuads
L1061[11:06:05] <howtonotwin> just do the
opposite of that
L1062[11:06:19] <M4thG33k> Thanks! I'll
work with that!
L1063[11:06:40]
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L1065[11:06:51] <howtonotwin> well *a*
helper method :P
L1066[11:06:54] <howtonotwin>
putVertex
L1067[11:10:04] <howtonotwin> also you
can use call hierarchy on a method/class/field to see wherever it
is called/constructed/accessed
L1068[11:12:43] ***
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L1075[11:25:41] <SatanicSanta> gigaherz:
Turns out by not inheriting IModelCustomData/IRetexturableModel and
doing simply IModel fixed it. I am assuming this is because the
blockstate json is now valid, since those two require their own
section of the json which was not present
L1076[11:25:55] <SatanicSanta> and by
"fixed it" I mean bake and all that is getting called.
The actual rendering still doesnt work :P
L1077[11:26:59] <gigaherz> they don't
require the section, though
L1078[11:27:07] <gigaherz> it's an
optional feature that you are free not to use :/
L1079[11:27:25] <gigaherz> however if it
works for you :/
L1080[11:27:39]
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L1081[11:27:41] <SatanicSanta> well,
there are no more errors in the log about the model/blockstate and
the methods are being called, and the model is no longer the
missing model model
L1082[11:27:47] <SatanicSanta> and that
is all i changed :P
L1083[11:28:00] <howtonotwin> o_O
L1084[11:28:03] <howtonotwin> O_o
L1085[11:28:05] <howtonotwin> O_O
L1086[11:28:09] <SatanicSanta> o_o
L1087[11:28:25] <howtonotwin> what dark
magicks...
L1088[11:28:40]
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L1089[11:28:41] <SatanicSanta> though,
its still the missing textures
L1090[11:28:45] <howtonotwin> I want to
see that code...
L1091[11:28:53] <SatanicSanta> lemme
update the gist
L1092[11:29:01] <howtonotwin> if the
textures are spec'd in the blockstate json
L1093[11:29:08] <howtonotwin> you must
implement IRetexturableModel
L1094[11:29:15] <howtonotwin> just an
fyi
L1095[11:29:35] <SatanicSanta> they
arent
L1096[11:29:37] <SatanicSanta> its all in
code
L1097[11:29:41] <howtonotwin> ok
L1099[11:32:32] <howtonotwin>
coreModel.getQuads(null, null, 0)
L1100[11:32:39] <howtonotwin> that seems
breaky
L1101[11:33:14] <SatanicSanta> yeah
L1102[11:33:33] <SatanicSanta>
IBlockState, EnumFacing, long rand
L1103[11:33:45]
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L1104[11:33:46] <SatanicSanta> There is
no IBlockState or EnumFacing because it is an item
L1105[11:34:23] <howtonotwin> oh
woops
L1106[11:34:25] <howtonotwin> sorry
L1107[11:34:27] <howtonotwin>
misread
L1108[11:35:38] <howtonotwin> y'know, at
this point it's probably best to fire up a debugger
L1109[11:36:20]
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L1110[11:36:56] <SatanicSanta> IntelliJ
has built in debugging tools which I am using
L1111[11:37:26]
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L1112[11:37:30] <howtonotwin> I'd be very
surprised (and angry) if it didn't :P
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L1116[11:43:06] <infinitefoxes_> should I
use reflection where possible instead of ATs?
L1117[11:43:17] <infinitefoxes_> my
understanding is that the usage of ATs is discouraged
L1118[11:43:18]
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L1119[11:43:43] <howtonotwin> yes
L1120[11:43:49]
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L1121[11:43:54] <howtonotwin> unless
you're doing it several times a second
L1122[11:44:04] <howtonotwin> at which
point you might want to consider ATs
L1123[11:44:19] <infinitefoxes_> well,
I'm doing it in a render method
L1124[11:44:22] <howtonotwin> also make
sure to cache things like Methods and Fields so you don't keep
creating them
L1125[11:44:55] <howtonotwin> I'd say you
should profile it
L1126[11:45:10] <infinitefoxes_>
mmhm
L1127[11:45:11] <howtonotwin> and only
use an AT if you see it's too slow
L1128[11:45:41]
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L1129[11:46:02] <infinitefoxes_> I've
abused it already and used JProfiler to measure it's impact, but I
wasn't finding any mention of it in the call tree
L1130[11:46:59] <infinitefoxes_> so I
think it's safe to assume the impact is pretty much
non-existent
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L1132[11:47:02] <howtonotwin> is it an
event handler?
L1133[11:47:24] <howtonotwin> actually
nvm
L1134[11:47:25] <infinitefoxes_> no, I'm
calling RenderItem#renderModel(IBakedModel, int)
L1135[11:47:33] <howtonotwin> if you
don't see it, it's fine :P
L1136[11:49:45] *
iso2013 is kindof a noob to Git
L1137[11:50:03] <iso2013> How can I
create a patch that I can apply to a Bungee/Waterfall jar to enable
double bungeecord functionality
L1138[11:50:44] <howtonotwin> a
patch?
L1139[11:50:48] <gigaherz> patches don't
work that way
L1140[11:50:52] <gigaherz> you apply them
to the source code
L1141[11:51:13] <iso2013> right
L1142[11:51:14] <gigaherz> there are
"binary patches" that cna apply differences to compiled
code
L1143[11:51:17] <gigaherz> but it's
unrelated to git
L1144[11:51:18] <gigaherz> ;P
L1145[11:58:27] <TechnicianLP> windows
decided to install updates without asking me (again) (i hope i dont
need to boot it anymore xD)
L1146[11:58:40] <iso2013> blame
win10
L1147[11:58:53] <Ordinastie> the last
update took hours for me
L1148[11:59:05] <Ordinastie> with
multiple reboots during it
L1149[11:59:27] <TechnicianLP> dont know
how long it would take - it automaticly booted my linux on the
first reboot
L1150[11:59:39] <howtonotwin> lol
L1151[12:02:35] <gigaherz> TechnicianLP:
did you upgrade from windows 7?
L1152[12:02:40] <gigaherz>
originally
L1153[12:03:06] <gigaherz> on my laptop,
the big updates take only like 15 minutes
L1154[12:03:14] <gigaherz> but the laptop
doesn't have many apps that need migration
L1155[12:03:21] <gigaherz> but it is a
rough estimate
L1156[12:03:28] <gigaherz> if the
original win7->win10 upgrade took an hour
L1157[12:03:39] <gigaherz> then the
annivestary update will take a similar amount of time
L1158[12:03:53] <gigaherz> since both are
in practice, upgrade-installs
L1159[12:03:58] <gigaherz> they create a
new installation of windows
L1160[12:04:04] <gigaherz> and migrate
settings and apps from the old folders
L1161[12:04:20] <iso2013> please finish
your sentence before hitting enter
L1162[12:04:53] <gigaherz> I use enter as
a replacement for punctuation ;p
L1163[12:04:56] <howtonotwin> I don't
think that's going to happen
L1164[12:04:58] <howtonotwin> :P
L1165[12:05:03] <gigaherz> I write this
way by choice
L1166[12:05:13] <SatanicSanta> gigaherz:
Hm. I think I may need to add the textures via texture
stitching
L1167[12:05:21] <gigaherz> SatanicSanta:
why?
L1168[12:05:45] <gigaherz> you just need
to make sure that ALL the textures are specified in the getTextures
section
L1169[12:05:48] <SatanicSanta> gigaherz:
because the function passed to bake is not getting the textures
even though their rl is correct
L1170[12:05:48] <gigaherz> not just the
ones you need NOW
L1171[12:05:53] <gigaherz> but *all* the
required textures
L1172[12:05:54] <SatanicSanta> um
L1173[12:05:55] <SatanicSanta> thats
impossible.
L1174[12:06:11] <gigaherz> then the
stitch event won't help either?
L1175[12:06:15] ***
Vigaro is now known as V
L1176[12:06:20] ***
V is now known as Vigaro
L1177[12:06:27] <SatanicSanta> ugh
L1178[12:06:30] <SatanicSanta> you're
right.
L1179[12:06:37] <gigaherz> you need to be
able to enumerate them during loading
L1180[12:06:39] <gigaherz> one way or
another
L1181[12:06:59] <gigaherz> and if you can
put them onto the stitch event, you can also put them on your
IModel
L1182[12:07:05] <SatanicSanta>
right.
L1183[12:07:18] <SatanicSanta> I don't
know how I would do either of them
L1184[12:07:27] <gigaherz> you don't have
a list of textures?
L1185[12:07:30] <SatanicSanta> no
L1186[12:07:35] <howtonotwin> I assume
it's because the upgrades can do anything for their textures?
L1187[12:07:42] <SatanicSanta>
basically
L1188[12:07:50] <gigaherz> well those
upgrades need to be declared in advance
L1189[12:07:52] <SatanicSanta> I can get
the base name for the texture of hte upgrade
L1190[12:07:56] <gigaherz> ;P
L1191[12:07:57] <TechnicianLP> giga: 8.1
-> 10
L1192[12:08:02] <howtonotwin> Registries
might not be a bad idea for them then
L1193[12:08:06] <gigaherz> TechnicianLP:
same thing
L1194[12:08:11] <SatanicSanta>
howtonotwin: that blows
L1195[12:08:14] <gigaherz> SatanicSanta:
you want an upgrade registry
L1196[12:08:15] <SatanicSanta> ill mess
around with it
L1197[12:08:21] <howtonotwin> it's just a
registry :P
L1198[12:08:21] <gigaherz> that can
declare each upgrade's textures
L1199[12:08:27] <SatanicSanta> gigaherz:
I really don't want a registry JUST for textures.
L1200[12:08:31] <howtonotwin> registries
are good
L1201[12:08:36] <SatanicSanta> eh not
really.
L1202[12:08:39] <gigaherz> well you can't
help it
L1203[12:08:40] <SatanicSanta> not in
this case
L1204[12:08:47] <gigaherz> whoever
provides upgrades, will have to enumerate the upgrades
somehow
L1205[12:08:53] <gigaherz> or at
least
L1206[12:08:56] <gigaherz> the textures
involved
L1207[12:09:01] <gigaherz> I'd do
something like
L1208[12:09:14] <gigaherz>
YourCustomModel.requireTexture(RL)
L1209[12:09:20] <gigaherz> which stores
them in a List<RL>
L1210[12:09:29] <gigaherz> or a
Set<RL> to prevent duplicates
L1211[12:09:53] <SatanicSanta> I'm not
doing a registry as long as I can help it
L1212[12:09:56] <howtonotwin> why?
L1213[12:10:00] <howtonotwin> they don't
hurt
L1214[12:10:01] <SatanicSanta> they are
annoying
L1215[12:10:05] <SatanicSanta> and often
unneeded
L1216[12:10:30] <gigaherz> that's why we
aren't suggesting a full-blown registry
L1217[12:10:35] <gigaherz> which WOULD BE
GOOD
L1218[12:10:38]
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L1219[12:10:45] <gigaherz> since it would
let you show a list on JEI and such
L1220[12:11:00] <gigaherz> but you at
least need to enumerate those textures.
L1221[12:11:46] <SatanicSanta> hrm
L1222[12:11:50] <masa> there is a hotkey
for changing between creative and spectator right? but what is
it...?
L1223[12:11:58] <gigaherz> there is
?!?!
L1224[12:12:06] <SatanicSanta> The code I
had written for this before sucks more than a registry, I
guess.
L1225[12:12:07] <howtonotwin> F3+N
L1226[12:12:12] <howtonotwin> F3+Q
L1227[12:12:15] <howtonotwin> for show
all keys
L1228[12:14:12] <masa> thanks
L1229[12:14:24] <howtonotwin> np
L1230[12:14:28] <masa> didn't realize it
was one of those F3+something keys
L1231[12:15:34] <gigaherz> I guess only
ops can use it?
L1232[12:15:45] <howtonotwin> yes
L1233[12:16:17] <howtonotwin> If you
couldn't enact the gamemode switch with /gamemode, the key won't
work either
L1234[12:18:03]
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L1236[12:19:06] <wundrweapon> ping
L1237[12:20:14] <howtonotwin>
<wundrweapon> pong
L1238[12:20:33] <wundrweapon> why the
backwards lol
L1239[12:20:35] <wundrweapon>
anyways
L1240[12:21:18] <wundrweapon> I need a
whole boatload of help with my enchantments mod. is there anyone
(or a group of people) that I could chat with on discord or
something for assistance?
L1241[12:21:22] <Corosus> wow that msg
renders really weird with a script i use
L1242[12:22:50] <howtonotwin> IDK much
about enchants, but what's your issue?
L1243[12:23:33] ***
Darkhax_AFK is now known as Darkhax
L1244[12:24:47] <wundrweapon> I'm making
new enchants for the bow. the idea is to not add any items, blocks,
or entities, but to make the following: (1) anti-gravity shot, (2)
shot that instantly is at max charge (functional, yet graphically a
disappointment, (3) as soon as the arrow is fired, it instantly
lands and deals damager where it would've normally, and (4) fire
like an MG
L1245[12:25:09] <wundrweapon> wb
dark
L1246[12:25:11] <howtonotwin> for
(2):
L1247[12:25:25] <howtonotwin> the bow
animation is an item property
L1248[12:25:30] <howtonotwin> do you know
what those are?
L1249[12:25:34] <wundrweapon> nope
L1250[12:25:40] <howtonotwin> one
mo'
L1251[12:25:45] <wundrweapon>
a'ight
L1253[12:26:20] <howtonotwin> read the
first two paragraphs
L1254[12:26:25] <wundrweapon>
alright
L1255[12:27:27] <howtonotwin> oh crap I
just noticed that one awkward word in there >.<
L1256[12:28:56] *
wundrweapon does not see the awkward word
L1257[12:29:45] <howtonotwin> "Item
properties assign a certain float value to every ItemStack it is
registered for"
L1258[12:29:52] *
howtonotwin failed in English
L1259[12:30:18] <wundrweapon> ah
L1260[12:30:19] <howtonotwin> number does
not agree between "properties" and "it
is"
L1261[12:30:46] <howtonotwin> so you know
what they are now?
L1262[12:30:52] <howtonotwin> and you
know how bows work?
L1263[12:31:00] <wundrweapon> so I sorta
get the idea, but how do I manipulate them to cut to the final pull
img?
L1264[12:31:07] <wundrweapon> what about
zoom?
L1265[12:31:09] <howtonotwin> suggest you
take a gander at ItemBow rn actually
L1266[12:31:21] <howtonotwin> first you
should understand how vanilla does it
L1267[12:31:22] <wundrweapon>
alright
L1268[12:31:28] <howtonotwin> before you
override it
L1269[12:32:17] <wundrweapon> looking at
ItemBow
L1270[12:32:26] <howtonotwin> you see the
`IItemPropertyGetter`s?
L1271[12:32:32] <howtonotwin> they are
what tell the model system
L1272[12:32:42] <howtonotwin> "stack
x has been pulled this much"
L1273[12:32:56] <wundrweapon> in what,
itembow?
L1274[12:32:59] <howtonotwin> now look at
src/main/resources/models/item/bow.json
L1275[12:33:00] <howtonotwin> yes
L1276[12:33:12] <wundrweapon> .....i
forgot to mention I'm using 1.7.10...
L1277[12:33:18] <howtonotwin> oh
L1278[12:33:20] <howtonotwin> um
L1279[12:33:22] <howtonotwin> well
then
L1280[12:33:32] <howtonotwin> I have no
idea and you should ask someone else
L1281[12:33:33] <howtonotwin> sorry
L1282[12:33:37] <wundrweapon> dang
it
L1283[12:33:40] <wundrweapon> thanks
anyways
L1284[12:35:28] ***
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L1288[12:41:26] <raoulvdberge> hmmm
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L1292[12:58:17] <Koward> I'm trying to
port an energy system to capabilities, and I'm wondering how to
handle a "connector" blocks whose power-emitting face
change depending on pipes placed near it.
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L1294[13:01:20] ***
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L1295[13:02:00] <howtonotwin> explain a
bit more?
L1296[13:02:50] <diesieben07> Koward, you
can dynamically change which capabilities you expose where.
L1297[13:03:33] <howtonotwin> ^ that's
the point of the system
L1298[13:05:45] <diesieben07> not really
"the point of the sytem", just one of the things you can
do
L1299[13:05:56] <diesieben07> but it is
one nice thing, yes
L1300[13:06:06] <diesieben07> because you
can't dyanmically un-implement an interface on your TE :D
L1301[13:06:16] <howtonotwin>
"dynamically exposing APIs" is the main point :P
L1302[13:06:28] <diesieben07> yeah i
guess so :D
L1303[13:12:11] <SatanicSanta> woo
L1304[13:12:39] <howtonotwin> reverse
that and it says: oow
L1305[13:12:41] <SatanicSanta> the model
stuff almost works :D
L1306[13:12:42] <howtonotwin> :P
L1307[13:15:22] <Koward> I know the
provider can return a capability depending on the given EnumFacing,
but how would I know which one is connected ?
L1308[13:15:32] <diesieben07> you
check.
L1309[13:15:54] <diesieben07> in
getCapability you can check whatever condition you have that says
"i am connected"
L1310[13:15:57] <LexManos> the neighbor
should nitify you when it changes states
L1311[13:16:00] <Koward> Check what ?
From the provider point of view, I don't see many references to
"outside"
L1312[13:16:00] <howtonotwin>
blockstates? TE data? Nasal demons?
L1313[13:16:03] <LexManos> recalculate
connections on that notification
L1314[13:16:13] <Koward> Ooh
L1315[13:16:18] <diesieben07> provider is
your TE...
L1316[13:16:23] <Koward> Yes yes
L1317[13:16:24] <diesieben07> it knows
position, world, etc.
L1318[13:16:50] <Koward> Damn these
capabilities are f*cking magic.
L1319[13:16:57] <howtonotwin> lol
L1320[13:16:57] <Koward> I absolutely
love all of this
L1321[13:18:23] *
wundrweapon reluctantly begins porting code to 1.10.2
L1322[13:18:32] <wundrweapon> (I really
hate 1.8+ modding)
L1323[13:18:34] <howtonotwin> oh you're
gonna die
L1324[13:18:39] <howtonotwin> a painful
death
L1325[13:18:40] <wundrweapon> yup
L1326[13:18:47] <wundrweapon> mentallly,
without a doubt
L1327[13:18:49] <howtonotwin> 1.7 ->
1.10
L1328[13:19:01] <howtonotwin> that's
big
L1329[13:19:13] <wundrweapon> when I say
"port" I mean complete rewrite :/
L1330[13:19:16] <howtonotwin> thankfully
willie is a wonderful person
L1331[13:19:22] <LexManos> Thats what you
deserve for being lazy :/
L1332[13:19:25] <wundrweapon>
wundrful*
L1333[13:19:30]
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L1334[13:19:35] <howtonotwin> he has
things written on the new things in 1.8+
L1335[13:19:43] <wundrweapon> what
[i]I[/i] deserve? yeah, probably
L1338[13:19:57] <wundrweapon>
thx4link
L1339[13:20:04] <howtonotwin> those will
help you so much
L1340[13:20:10] <howtonotwin> also the
rtd page
L1341[13:20:18] <howtonotwin> and my
branch of the rtd page
L1342[13:20:28] <howtonotwin>
/shamelesspromo
L1343[13:20:38] <wundrweapon> kek
L1344[13:21:12] <wundrweapon> ~longest
decomp yet~
L1345[13:21:14] <howtonotwin> you should
probably read the rtd pages now
L1346[13:21:18] <howtonotwin> like right
now
L1347[13:21:19] <LexManos> what does your
branch have that the root doesnt?
L1348[13:21:22] <wundrweapon>
yeah...
L1349[13:21:23] <howtonotwin> not even
blocks and items are the same
L1350[13:21:24] <LexManos> And why
doesn't the root?
L1351[13:21:25] <howtonotwin>
models
L1352[13:21:27] <howtonotwin> all the
models
L1353[13:21:49] <howtonotwin> and
advanced models are halfway(-ish) done too
L1354[13:21:49] <LexManos> Longest decomp
yet, yet best decompiled code yet!
L1355[13:21:51] <shartte> hrrrrm. why
does a canceled PlayerInteractEvent still send a TryUseItem packet
to the server? hrrrm
L1356[13:21:54] <howtonotwin> so
yay!
L1357[13:22:13] <howtonotwin> shartte: I
think that may be an existing issue on the Forge repo
L1358[13:22:15] <howtonotwin> I
think
L1359[13:22:16] <howtonotwin> maybe
L1360[13:22:20] <shartte> Well no, it's
intentional
L1361[13:22:24] <shartte> the line even
has a comment about it :D
L1362[13:22:28] <shartte> i just dont
understand the reasoning
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L1364[13:22:41] *
howtonotwin is a dumb-dumb
L1365[13:22:41] <wundrweapon> tbh I
wouldn't be so ticked off about 1.8+ if I could avoid models and
JSON
L1366[13:22:46] <howtonotwin> y tho
L1367[13:22:55] <howtonotwin> it's really
not that bad
L1368[13:22:59] <LexManos> we SHOULD
really rtemove the PIE fromt he client side
L1369[13:23:06] <LexManos> its just
asking for a lot of issues
L1370[13:23:09] <howtonotwin> all the FUD
was worse than the real thing
L1371[13:23:23] <Unh0ly_Tigg> pie?
L1372[13:23:30] <SatanicSanta>
Unh0ly_Tigg: PlayerInteractEvent
L1373[13:23:33] <Unh0ly_Tigg> ahh
L1374[13:23:34] <howtonotwin> no pie for
you
L1375[13:23:47] <howtonotwin> instead,
have cake :P
L1377[13:24:28] <shartte> Oh I see
L1378[13:24:32] <wundrweapon>
howtonotwin: I cannot find the rtd pages - where am I supposed to
be looking
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L1380[13:24:40] <shartte> Yeah, I am
porting old code, and it does it's own interaction packet
sending
L1381[13:24:42] <SatanicSanta>
wundrweapon: see the topic
L1382[13:24:54] <shartte> which ofcourse
- as you might expect - duplicates the interaction
L1383[13:24:56] <wundrweapon> ....I'm an
idiot
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L1385[13:25:09] <SatanicSanta>
hmmmm
L1386[13:25:09] <shartte> since canceling
the event doesn't fully cancel it now
L1389[13:26:16] <wundrweapon> thx
L1390[13:26:21] <howtonotwin> np
L1391[13:26:36] <howtonotwin> and you
really should start with a complete blank slate
L1392[13:26:37] <SatanicSanta> Does
vanilla have a perspective aware model that I can look at as an
example?
L1393[13:26:55] <SatanicSanta>
"can" meaning should, as in it doesnt sucks
L1394[13:26:56] <howtonotwin> Type
hierarchy on the class?
L1395[13:27:08] <shartte> Allright
though. I was able to solve my issues (apparently) by moving it all
to the server-side for the PIE
L1396[13:27:08] <howtonotwin>
*interface
L1397[13:27:17] <gigaherz> SatanicSanta:
perspective-aware models are not part of vanilla, they are added by
forge
L1398[13:27:23] <SatanicSanta> oh
indeed
L1399[13:27:28] <SatanicSanta> i misread
the package name
L1400[13:27:32] <wundrweapon>
howtonotwin: by "blank slate" do you mean "don't
just rewrite to start, just go without a base?"
L1401[13:27:43] <howtonotwin> I mean
delete everything
L1402[13:27:50] <howtonotwin> and start
writing the mod from scratch
L1403[13:27:51] <howtonotwin> :P
L1404[13:27:52] <wundrweapon> *sigh*
alright
L1405[13:27:58] <howtonotwin> you can
probably keep some TE logic
L1406[13:28:10] <wundrweapon> TE?
L1407[13:28:12] <howtonotwin> and
entities haven't changed much either
L1408[13:28:15] <howtonotwin> Tile
entity
L1409[13:28:26] <howtonotwin> and if you
did rendering code for blocks or items
L1410[13:28:32] <howtonotwin> almost
totally useless
L1411[13:28:38] <wundrweapon> well given
that my entire mod is event handlers and enchantments, I'll just
restart...
L1412[13:28:49] <howtonotwin> those
haven't changed much...
L1413[13:28:53] <gigaherz> event handlers
haven't changed much
L1414[13:28:59] <gigaherz> enchantments
have changed a bit
L1415[13:29:06] <gigaherz> specially in
that you don't have to manually find an ID for them
L1416[13:29:12] <howtonotwin> so in your
case: YAY! easy port
L1417[13:29:15] <howtonotwin> kinds
L1418[13:29:16] <howtonotwin>
*kinda
L1419[13:29:17] <howtonotwin> :P
L1420[13:29:21] <wundrweapon>
hoorah
L1421[13:29:30] <gigaherz> however the
way in which your enchantments work may have changed
L1422[13:29:36] <gigaherz> so it's a
case-by-case thing
L1423[13:29:38] <wundrweapon> whelp I'm
gonna get on it. I'll return later, assume I'm not brain dead
L1424[13:29:40] <gigaherz> stay around
and feel free to ask
L1425[13:29:41] <gigaherz> ;P
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L1427[13:34:16] <SatanicSanta> hmmm
L1428[13:34:36] <SatanicSanta> couldn't I
just use an ItemCameraTransformation to have my model treated as a
tool-like model?
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L1430[13:34:55] <howtonotwin> you
could
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L1432[13:34:58] <SatanicSanta> it looks
like it already is, but the orientation is "flat" to the
camera, rather than at an angle like a normal tool
L1433[13:35:03] <howtonotwin> but you
shouldn't
L1434[13:35:18] <SatanicSanta> which
would make some sense since the blockstate specifies the transform
to forge:default-tool
L1435[13:37:18] <SatanicSanta>
howtonotwin: what should i do instead?
L1436[13:37:29] <howtonotwin>
IPerspectiveAwareModel
L1437[13:37:34] <howtonotwin> which is
super simple
L1438[13:37:48] <gigaherz> if you want
your model to have tool transforms
L1439[13:38:18] <gigaherz> you can
specify "transform":"forge:default-tool"
L1440[13:38:24] <SatanicSanta> i do
that
L1441[13:38:27] <gigaherz> and then use
the TRSRTransformation passed into the bake method
L1442[13:38:34] <SatanicSanta> [11:35:17]
<SatanicSanta> it looks like it already is, but the
orientation is "flat" to the camera, rather than at an
angle like a normal tool
L1443[13:38:35] <gigaherz> to modify your
child models
L1444[13:38:51] <gigaherz> that's because
when you call bake on your child models
L1445[13:38:57] <howtonotwin> the
transform, I think, is in the IModelState
L1446[13:38:58] <howtonotwin> I
think
L1447[13:38:59] <gigaherz> you have to
pass that TRSRTransformation into them
L1448[13:39:00] <gigaherz> yep
L1449[13:39:06] <gigaherz>
TRSRTransformation is an IModelState
L1450[13:39:06] <howtonotwin> therefore
you must handle that in bake
L1451[13:39:15] <gigaherz> so store it in
bake
L1452[13:39:21] <gigaherz> and use it
whenever you call bake on other models
L1453[13:39:33] <howtonotwin> use the
helper statics in IPerspAwareModel.MapWrapper
L1454[13:39:37] <gigaherz> you can
combine transformations
L1455[13:39:41] <SatanicSanta>
processed.bake(new
SimpleModelState(steamToolBakedModel.transforms),
steamToolBakedModel.format,
ModelLoader.defaultTextureGetter());
L1456[13:40:09] <SatanicSanta> in
handleItemState
L1457[13:40:48] <SatanicSanta> transforms
is set to
IPerspectiveAwareModel.MapWrapper.getTransforms(state)
L1458[13:40:55] <SatanicSanta> in
bake
L1459[13:41:37]
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L1462[13:46:23] <SatanicSanta> not really
sure what I would be doing differently
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L1464[13:52:39] <wundrweapon>
Enchantment.enchantmentsList is no longer a thing; what would its
1.10.2 equivalent be
L1465[13:53:12] <howtonotwin>
GameRegistry
L1466[13:53:21] <howtonotwin> lots of
things have moved to registries
L1467[13:53:26] <howtonotwin>
enchantments too
L1468[13:53:41] <howtonotwin> do you know
what a resource location is?
L1469[13:53:50] <wundrweapon> what field
of GameRegistry?
L1470[13:53:55] <howtonotwin>
.register(
L1471[13:54:02] <howtonotwin> it's
static
L1472[13:54:06] <wundrweapon> ah
L1473[13:54:42] <wundrweapon> hm... this
makes my port very difficult
L1474[13:54:45] <howtonotwin> why?
L1475[13:55:17] <howtonotwin> in
preinit
L1476[13:55:20] <wundrweapon> I was using
Enchantment.enchantmentsList to effectively grab the next valid ID
for enchantments, to prevent the need or configs of it or just
guessing on my own
L1477[13:55:25] <howtonotwin> no
L1478[13:55:26] <howtonotwin> no
L1479[13:55:27] <howtonotwin>
nonono
L1480[13:55:28] <howtonotwin> no
ids
L1481[13:55:32] <howtonotwin> ids don't
exist
L1482[13:55:34] <howtonotwin> they
do
L1483[13:55:38] <howtonotwin> but you
ignore that
L1484[13:55:44] <howtonotwin> they are
beneath your notice
L1485[13:55:47] <wundrweapon> so I can
ignore them altogether?
L1486[13:55:48] <howtonotwin> you don't
care about them
L1487[13:55:49] <howtonotwin> yes
L1488[13:55:54] <howtonotwin> things are
named
L1489[13:55:57] *
wundrweapon breathes a sigh of relief
L1490[13:56:02] <howtonotwin>
<howtonotwin> do you know what a resource location is?
L1491[13:56:07] ***
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L1492[13:56:15] <wundrweapon> i
dont
L1493[13:56:21] <howtonotwin> ok
L1494[13:56:22] <howtonotwin> so
L1495[13:56:23] <howtonotwin> first
L1496[13:56:31] <howtonotwin> resource
locations have two parts
L1497[13:56:35] <howtonotwin> the first
is a domain
L1498[13:56:38] <howtonotwin> the second
is a path
L1499[13:56:44] <SatanicSanta> How
frequently does handleItemState get called for first person
rendering?
L1500[13:56:45] <howtonotwin> and as a
string they look like this
L1501[13:56:51] <howtonotwin>
domain:path
L1502[13:56:55] <howtonotwin>
capiche?
L1503[13:57:00] <howtonotwin>
spelling?
L1504[13:57:02] <howtonotwin> what
is?
L1505[13:57:11] <wundrweapon> domain:path
got it
L1506[13:57:19] <howtonotwin> anyway they
first were used in vanilla
L1507[13:57:19] <gigaherz> SatanicSanta:
either "when the item is considered different", or every
single frame
L1508[13:57:21] <gigaherz> not 100%
sure
L1509[13:57:30] <SatanicSanta> gigaherz:
It doesn't appear to be every single frame
L1510[13:57:32] <howtonotwin> to denote
the locations of files
L1511[13:57:42] <howtonotwin> (i.e.
resources)
L1512[13:57:44] <gigaherz> then whenever
the item is considered to have changed
L1513[13:57:47] <SatanicSanta> the
texture switching (which, as called in the gist) is only
functioning for 3rd person and GUI
L1514[13:58:00] <howtonotwin> now forge
has another use for them
L1515[13:58:07] <howtonotwin> it uses
them as registry keys
L1516[13:58:12] <howtonotwin> or names of
objects
L1517[13:58:22] <howtonotwin> so stone is
no longer just ID 1 meta 0
L1518[13:58:31] <howtonotwin> it's
minecraft:stone meta 0
L1519[13:58:34] <SatanicSanta> gigaherz:
Is it possible to have it get called for every frame?
L1520[13:58:40] <howtonotwin> and even
meta is abstracted away
L1521[13:58:41] <wundrweapon> so THAT'S
where that came from
L1522[13:58:42] <SatanicSanta> because I
*need* that.
L1523[13:58:45] <howtonotwin> but I won't
talk about that
L1524[13:58:58] <howtonotwin> so now you
give things names
L1525[13:59:02] <howtonotwin> like
mod:enchant
L1526[13:59:09] <howtonotwin> there are
some rules to follow
L1527[13:59:13] <howtonotwin> 1)
snake_case
L1528[13:59:22] <howtonotwin>
snake_case_everything
L1529[13:59:27] <howtonotwin>
literally_all_the_things
L1530[13:59:32] <gigaherz> this is
recommended now
L1531[13:59:35] <gigaherz> will be
enforced in 1.11
L1532[13:59:36] <SatanicSanta> gigaherz:
Actually, that's strange. The stack's NBT gets updated roughly
every tick, so it should be considered different
L1533[13:59:41] <gigaherz> so you may as
well start doing snake_case
L1534[13:59:42] <gigaherz> ;P
L1535[13:59:55] <howtonotwin> 2) domain
is normally the modid
L1536[13:59:59] <howtonotwin> doesn't
have to be
L1537[13:59:59] <gigaherz> SatanicSanta:
do you prevent reequip animation?
L1538[14:00:05] <wundrweapon>
should_i_snake_case_my_local_variables (rhetorical question)
L1539[14:00:12] <gigaherz> no we are
talking about resource names
L1540[14:00:22] <SatanicSanta> gigaherz:
well, I override shouldCauseReequipAnimation but it doesnt seem
like thats doing anything :P
L1541[14:00:30] <gigaherz> SatanicSanta:
i mean, if you return false from there
L1542[14:00:34] <gigaherz> it won't
update the models, IIRC
L1543[14:00:40] <howtonotwin> but the
domain is reccommended to be the modid or something very close to
it
L1544[14:00:55] <wundrweapon> perhaps an
acronym of it?
L1545[14:00:57] <gigaherz> for blocks, it
HAS to be the modid
L1546[14:00:57] <SatanicSanta> gigaherz:
That's dumb. The two things should be totally separate. But yes I
do return false there
L1547[14:00:57] <howtonotwin> no
L1548[14:00:59] <wundrweapon> or
abbreviation?
L1549[14:01:01] <howtonotwin> it should
be the modid
L1550[14:01:03] <gigaherz> no
L1551[14:01:05] <gigaherz> use your
modid
L1552[14:01:06] <SatanicSanta> I thought
shouldCauseReequipAnimation was for right clicking?
L1553[14:01:07] <wundrweapon> nvm
then'
L1554[14:01:09] <gigaherz> and make your
modid lowercase
L1555[14:01:18] <howtonotwin> SS: no
that's for all changes to the item
L1556[14:01:28] <howtonotwin> basically
whenever the item in hand changes
L1557[14:01:29] <gigaherz> SatanicSanta:
it's used normally for when you don't want certain NBT/meta
changes
L1558[14:01:30] <howtonotwin> that is
called
L1559[14:01:34] <gigaherz> to imply the
item is different
L1560[14:01:37] <SatanicSanta> I
see
L1561[14:01:43] ***
amadornes is now known as amadornes[Streaming]
L1562[14:01:50] <SatanicSanta> Well I
don't want the animation to be triggered, but I do need the
different model to appear
L1563[14:01:58] <SatanicSanta> like how
it looks in the gui
L1564[14:01:58] <howtonotwin> so the
simplest way to register your enchants
L1565[14:02:07] <howtonotwin> is
GameRegistry.register(enchant)
L1566[14:02:11] <howtonotwin> and before
you do that
L1567[14:02:13] <gigaherz> working
sample
L1569[14:02:14] <gigaherz> ;P
L1570[14:02:15] <SatanicSanta> because if
the animation was triggered for NBT changes, it would be triggered
constantly and you would never be able to sue it
L1571[14:02:18] <SatanicSanta> use*
L1572[14:02:22] <howtonotwin>
enchant.setRegistryName("enchant")
L1573[14:02:30] <howtonotwin>
setRegistryName is speshul
L1574[14:02:41] <howtonotwin> it
automatically adds the modid to the RL
L1575[14:02:55] <wundrweapon> ah
L1576[14:02:56] <gigaherz> you can do
setRegistryName with a resourcelocation, too
L1577[14:02:58] <gigaherz> just to make
it clear
L1578[14:03:10] <howtonotwin> so the
above code is the same as enchant.setRN(new RL(currentmodid,
"enchant"))
L1579[14:03:11] <gigaherz> it accepts a
string for convenience
L1580[14:03:30] <howtonotwin> normally an
RL without a domain defaults to "minecraft:path"
L1581[14:04:01] <wundrweapon> there's so
many things changed bleh this is gonna be a while to get used
to
L1582[14:04:09] <SatanicSanta> gigaherz:
Do you know if what I am trying to achieve is possible post 1.7? If
not I have no clue how I am going to get this port up.
L1583[14:04:13] <howtonotwin> it's better
than before though :P
L1584[14:04:15] <howtonotwin> also
L1585[14:04:22] <howtonotwin> all the
instances of Block, Item, Biome
L1586[14:04:23] <SatanicSanta> the item
looks fairly stupid without the "animation"
L1587[14:04:23] <howtonotwin> etc.
L1588[14:04:32] <SatanicSanta> (the
texture one, not the reequip one)
L1589[14:04:32] <howtonotwin> all that is
in net.minecraft.init
L1590[14:04:42] <howtonotwin> at least
for vanilla
L1591[14:04:52] <gigaherz> SatanicSanta:
possible, sure, everything is possible
L1592[14:04:57] <gigaherz> without hacks?
no idea
L1593[14:04:58] <gigaherz> ;p
L1594[14:05:03] <SatanicSanta>
uuuuuugh
L1595[14:05:09] <howtonotwin> any more
questions?
L1596[14:05:27] <wundrweapon> gigaherz:
operator overloading, unsigned variables, multiple inheritance. any
questions?
L1597[14:05:33] <wundrweapon>
howtonotwin: no, not yet
L1598[14:06:16] <wundrweapon> ...it is
safe to rename the project from MDKExample, right?
L1599[14:06:21] <howtonotwin> yes
L1600[14:06:23] <gigaherz> wundrweapon:
what?
L1601[14:06:25] <wundrweapon> ok
phew
L1602[14:06:27] <howtonotwin> um
L1603[14:06:30] <howtonotwin> edit the
build.gradke
L1604[14:06:33] <howtonotwin>
*gradle
L1605[14:06:38] <howtonotwin> set the
modid and stuff
L1606[14:06:40] <wundrweapon> gigaherz:
you said anything is possible, not those because Java
L1607[14:06:48] <gigaherz> that's not
what I meant
L1608[14:06:54] <wundrweapon> already
done howtonotwin ;)
L1609[14:06:58] <gigaherz> I meant that
you can modify Minecraft in any way you wish
L1610[14:07:08] <gigaherz> it's a matter
of how ugly the hacks are
L1611[14:07:20] <howtonotwin> did you set
the modid in the build.gradle?
L1612[14:07:24] <wundrweapon> yup
L1613[14:07:29] <howtonotwin> the project
should not be name MDKExaple
L1614[14:07:49] <howtonotwin> if you did
that
L1615[14:07:55] <howtonotwin> unless I'm
being dumb
L1616[14:08:04] <howtonotwin> GHz: Am I
being dumb?
L1617[14:08:14] <wundrweapon> so I can
just refactor the name and all will be fine?
L1618[14:08:16] <gigaherz> hm?
L1619[14:08:27] <howtonotwin> doesn't
build.gradle set the project name?
L1620[14:08:36] <gigaherz> yes... or the
folder
L1621[14:08:44] <gigaherz> anyhow
L1622[14:08:53] <gigaherz> it may depend
on eclipse/idea too
L1623[14:09:01] <gigaherz> in IDEA, the
project name comes from the folder name
L1624[14:09:07] <gigaherz> and gets
cached in the project files
L1625[14:09:16] <gigaherz> so you have to
rename it within IDEA if you want it to take full effect
L1626[14:09:47] <howtonotwin>
<wundrweapon> giga_herz: operator overloading, unsigned
variables, multiple inheritance. any questions?
L1627[14:09:57] <howtonotwin> can you
explain what that means? :P
L1628[14:10:10] <wundrweapon> I'm saying
Java can't do those three things
L1629[14:10:19] <howtonotwin> also J8 has
a sort of mult inheritance
L1630[14:10:22] <howtonotwin> sorta
L1631[14:10:31] <wundrweapon>
eeeehhhhhhhhh
L1632[14:10:47]
⇨ Joins: Ferdz_TheWeeb
(~Ferdz_The@24.225.201.205)
L1633[14:10:48] <howtonotwin> like only
if you squint
L1634[14:10:49] <IoP> howtonotwin:
default methods?
L1635[14:10:51] <howtonotwin> yes
L1636[14:10:55]
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:))
L1637[14:11:06] <howtonotwin> also java
has a turing complete type system
L1638[14:11:09] <howtonotwin> since
probably J5
L1639[14:11:11] <howtonotwin> so
yes
L1640[14:11:19] <howtonotwin> literally
all things are possible in Java :P
L1641[14:11:34] <IoP> will it brew coffee
for me?
L1642[14:11:42] <wundrweapon> all turing
complete things, sure, but you will never see an int cap off at
65535
L1643[14:11:57] <howtonotwin> anyway,
imma scram for ~15 min
L1644[14:11:59] <howtonotwin>
toodles!
L1645[14:12:13] <wundrweapon> IoP: in
theory, you could rig up a Keurig for Java integration, so...
potentially, yes
L1646[14:13:17] <Ferdz_TheWeeb> So my mod
got a bit big, and I'm now facing memory issues. As of now, the
game with only my mod in it uses up to 2.3gb of RAM. To be honest
I'm not quite sure why, is there a tool I can use to diagnose
this?
L1647[14:13:59] <wundrweapon> if your mod
needs that much RAM to work then you need to be congratulated for
having enough motivatin to make a mod that dang big
L1648[14:14:06] <IoP> Ferdz_TheWeeb:
visualvm, java flight recorder and other commercial tools
L1649[14:14:16] <SatanicSanta>
Ferdz_TheWeeb: OPIS is nice
L1650[14:14:17]
⇨ Joins: cpup (~cpup@32.218.116.53)
L1651[14:14:32] <SatanicSanta>
Ferdz_TheWeeb: for actual debugging tools, I would personally
recommend Fluid. it's a plugin for IntelliJ by JetBrains
L1652[14:14:36] <wundrweapon> I don't
even have the motivation to eat my meals, I just say "eh, I'll
starve for a bit" and do something more entertaining
L1653[14:14:54] <Ferdz_TheWeeb> I have a
lot of models, we're talking about at least 80
L1655[14:15:27] <Ferdz_TheWeeb> And about
as many blockstates. However I doubt it is enough to use up this
much ram
L1656[14:15:45] <Ferdz_TheWeeb> I tried
visualvm but I'm not sure if it really helped, I'm going to try
again
L1658[14:16:59] <Ferdz_TheWeeb> thanks
I'll read that
L1659[14:17:18] <Ferdz_TheWeeb> Just to
be sure, the process I need to analyze is GradleStart, right?
L1660[14:17:53] <wundrweapon> (how does
do change nick?)
L1662[14:19:53] <gigaherz> can't you use
an animated texture while it's "active"?
L1663[14:20:13] <SatanicSanta> no because
the velocity in which the texture changes is not static
L1664[14:20:14] <gigaherz> although that
may be too slow...
L1665[14:20:26] <SatanicSanta> it starts
out slow, speeds up, then slows back down
L1666[14:20:34] <gigaherz> yeah but you
have certain limitations here
L1667[14:21:04] <wundrweapon> what's this
whole "-source 1.6" warning when I build?
L1669[14:22:25] <gigaherz> it means
that
L1670[14:22:34] <gigaherz> you are using
a JDK newer than java6
L1671[14:22:35] <wundrweapon>
alright
L1672[14:22:37] <gigaherz> to compile
java6 code
L1673[14:22:46] <gigaherz> so there's a
tiny tiny chance of code not working with jre6
L1674[14:22:56] <Ferdz_TheWeeb> It seems
like there is 2gb of ram allocated while the game only uses about
1gb, does that sound plausible?
L1675[14:23:05] <wundrweapon> also, I
LOVE that building the mod exports source
L1676[14:23:07] <IoP> to be pedant: you
are using newer bootstap than java 6, not compiler
L1677[14:24:02] <wundrweapon> hm.. in the
"Order and Export" build path tab, should I have
everything ticked on?
L1678[14:27:21] <SatanicSanta> oh, maybe
I should be doing return slotChanged;
L1679[14:32:01] <wundrweapon> am I
correct in saying that enchantment constructors should have the
parameters "Rarity rarity, EnumEnchantmentType type,
EntityEquipmentSlot[] applicableEquipmentType"
L1680[14:33:58] <howtonotwin> they don't
have to
L1681[14:34:02] <wundrweapon> oh
L1682[14:34:14] <howtonotwin> you
instantiate them however you want to
L1683[14:34:36] <howtonotwin> and then
register the instances
L1684[14:35:26] <howtonotwin> May I see
some code samples from your project, just to point out any changes
I may have missed?
L1685[14:35:56] <wundrweapon> nah, I'll
just ask questions if things go arye
L1686[14:36:22] <howtonotwin> arye
L1687[14:36:25] <howtonotwin> rye
bread?
L1688[14:36:35]
⇦ Quits: MiniDigger
(~MiniDigge@some.random.host.cause.default.is.boring.minidigger.me)
(Remote host closed the connection)
L1689[14:36:36] <wundrweapon> I prefer
white
L1690[14:36:50] *
howtonotwin burns the heathen
L1691[14:36:51] <howtonotwin> :P
L1692[14:37:04] <wundrweapon> that would
mean you burnt yourself
L1693[14:37:25] *
howtonotwin uses fire resistance potion
L1694[14:37:35] <wundrweapon> I just got
bamboozeld
L1695[14:38:15] <howtonotwin> /execute
wundrweapon ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 lava
L1696[14:38:31] <wundrweapon> how to tick
off a Java programmer: (1) import java.lang.*, and (2) extend
Object
L1697[14:38:38] <wundrweapon>
howtonotwin: please do that
L1698[14:39:03] <infinitefoxes_> how to
tick off a Java programmer: make any wildcard import
L1699[14:39:04]
⇦ Quits: manmaed|AFK (~Ender@97e11baf.skybroadband.com)
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L1700[14:39:05] <infinitefoxes_> :)
L1701[14:39:12]
⇨ Joins: MiniDigger
(~MiniDigge@some.random.host.cause.default.is.boring.minidigger.me)
L1702[14:39:22] <wundrweapon>
infinitefoxes_: yes
L1703[14:39:27]
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(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
(Ping timeout: 384 seconds)
L1704[14:39:31] <IoP> hmmm
"arye" is so close to "aryan" :P
L1705[14:39:44] <wundrweapon> I have
actually been in a situation where a wildcard import was the best
option
L1706[14:40:03] <IoP> after that seeing
"I prefer white" makes things really weird looking
L1707[14:40:15] <wundrweapon> lol
L1708[14:40:49] <howtonotwin> oh
L1709[14:40:50] <IoP> also
".host.cause" in that guy's hostname
L1710[14:40:59] <infinitefoxes_> IntelliJ
by default imports Swing and AWT with wildcards
L1711[14:41:05] <infinitefoxes_> lots of
fun when you try to import List
L1712[14:41:10] <wundrweapon> that is why
I do not use idea
L1713[14:41:38] <wundrweapon> Rider,
though - I like Rider (or at least I will when the code stylization
is worked out)
L1714[14:42:33] <wundrweapon> I have a
friend who (1) puts all of his event handlers in the same class,
and (2) puts every class in the same package
L1715[14:42:52] <wundrweapon> not
surprising that it's the same guy who used FMLInitializationEvent
in the preInit event
L1716[14:47:18] <shartte> infinitefoxes_:
it imports from any package with a wildcard import that you import
5 or more classes from, it has nothing to do with AWT or
Swing
L1718[14:48:04] <infinitefoxes_> default
config from IntelliJ ^
L1719[14:48:17] <shartte> huh must have
missed that, and did check
L1720[14:48:51] <shartte> heh, i stand
corrected. that's what I get for not reading "below the
fold" so to speak
L1721[14:51:21]
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L1722[14:53:59]
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(~LordIllyo@gw2-cbcc.smartcity.com)
L1723[14:54:06] <illy> beep o/
L1724[14:56:01] <howtonotwin>
<illy> beep o/
L1725[14:56:20] <illy> sleepy
L1726[14:56:29] <howtonotwin>
awake!
L1727[14:56:34] <illy> nuuu
L1728[14:56:41] <wundrweapon> i hate that
you have to make an array a variable to pass it into a method
://
L1729[14:56:56] <howtonotwin> wuh
L1730[14:57:09] <howtonotwin> ???
L1731[14:57:43] <wundrweapon> I can't
pass in like input({thingA, thingB}) I have to make a varible
thingC={thingA, thingB} then input(thingC)
L1732[14:57:50] <wundrweapon> unless I
have my tokens wrong
L1733[14:57:52] <howtonotwin> no
L1734[14:57:58] <howtonotwin> new Type[]
{ a, b }
L1735[14:58:00] <howtonotwin> there
L1736[14:58:02] <howtonotwin> do
that
L1737[14:58:15] <gigaherz> woah, I'm not
normally someone to program "object pools", but pooling
mesh builders in my proof of concept engine thingy really did help
XD
L1738[14:58:26] <wundrweapon> y u do dat
java whyyyyy
L1739[14:58:39] <howtonotwin>
Oracle
L1740[14:58:43] <howtonotwin> that's
why
L1741[14:58:47] <wundrweapon> gigaherz: I
made 0 sense of that
L1742[14:58:54] *
howtonotwin concurs
L1743[14:58:57] <howtonotwin> ;P
L1744[14:59:01] <wundrweapon> lol
L1745[14:59:05] <wundrweapon> prolly rite
tho
L1746[14:59:10] <gigaherz> wundrweapon:
I'm programming an engine a bit like how minecraft does the
terrain
L1747[14:59:15] <gigaherz> in
C#/MonoGame
L1748[14:59:24] <gigaherz> I don't plan
on making an actual game out of it
L1749[14:59:26] <gigaherz> just for
fun
L1750[14:59:30] <wundrweapon> C# is my
favorite language
L1751[14:59:39] <gigaherz> so I'm working
on world generation
L1752[14:59:45] <gigaherz> and trying to
make it smooth and quick
L1753[14:59:47] <wundrweapon> alhough I
really hate the monodevelop IDE
L1754[14:59:57] <wundrweapon> gl with
that, though, hope it turns out well
L1755[15:00:00] <gigaherz> Visual Studio
2015 Community
L1756[15:00:02] <gigaherz> ;P
L1757[15:00:06] <wundrweapon> try
Rider
L1758[15:00:13] <wundrweapon> you'll hate
it but you'll love it
L1759[15:00:14] <gigaherz> anyhow
L1760[15:00:25]
⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout:
384 seconds)
L1761[15:00:26] <gigaherz> I have
"tiles" which are a bit like cubic chunks, sortof
L1762[15:00:31] <gigaherz> (not actually
cubic ;P)
L1763[15:00:46] <gigaherz> (but there's a
vertical axis in there)
L1764[15:00:48] <wundrweapon> (speaking
of which, whatever happened to that cubic chunks mod?)
L1765[15:01:03] <barteks2x> I'm still
working on cubic chunks
L1766[15:01:04] <howtonotwin> still
here
L1767[15:01:05] <gigaherz> barteks2x is
making a whole new one for 1.10.x, which hehopes to relese for
1.11
L1768[15:01:07] <howtonotwin> :P
L1769[15:01:14] <wundrweapon> oh my wow
there he is
L1770[15:01:21] *
wundrweapon did not expect that
L1771[15:01:33] <gigaherz> so as I was
saying
L1772[15:01:39] <gigaherz> I have a mesh
generator for the tiles
L1773[15:01:45] <gigaherz> which uses
"mesh builders"
L1774[15:01:56] <gigaherz> (for the
different rendering layers)
L1775[15:01:57] <howtonotwin> many times
you can find him very confused as to the hackyness MC employs in
its code :P
L1776[15:02:10] <gigaherz> and each mesh
builder was taking between 500mb and 1gb
L1777[15:02:25] <gigaherz> and each tile
has 1-2 (may be more inthe future)
L1778[15:02:34] <gigaherz> and each tile
was allocating them, and keeping them allocated
L1779[15:02:42] <gigaherz> which caused
the memory usage to grow rather dramatically
L1780[15:03:03] <gigaherz> I made it pool
them, so that mesh generation can reuse the objects rather than
each tile having its own copy
L1781[15:03:04] <wundrweapon> @Mod makes
that class get loaded very first per that mod, yes?
L1782[15:03:18] <howtonotwin> I think so
yeah
L1783[15:03:19] <howtonotwin> why
L1784[15:03:20] <gigaherz> no, @Mod
declares that class as being THE mod
L1785[15:03:26] <barteks2x> For > a
week I'm arguing with a few other people about handling of "no
blocks in block column" in heightmap...
L1786[15:03:27] <gigaherz> which does
cause it to be loaded "first"
L1787[15:03:41] <gigaherz> barteks2x:
dude just make it -1 and be done with it ;p
L1788[15:04:12] <wundrweapon> good,
because I need to call a variable in from the mod's main class to
the enchantment class :P
L1789[15:04:34] <howtonotwin> call a
variable?
L1790[15:04:41] <howtonotwin> to the
enchantment class
L1791[15:04:43] <howtonotwin> wat
L1792[15:04:45] <gigaherz> by "call
in" I suppose you mean reference
L1793[15:04:47]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Read error:
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L1794[15:05:11] <barteks2x> Someone wants
to use a constant for "no height" (whatever tha name, we
still didn't agree even on that), I want other code to either check
for world.getMinHeight() if it has to, or not check it at all and
work with any values.
L1795[15:05:34] <wundrweapon> wait
correction
L1796[15:06:04] <wundrweapon> I
instantiate the enchantment in the main mod class (called it
instantCharge), then referenced it in an event handler
L1797[15:06:25] <gigaherz> :/
L1798[15:06:43] <gigaherz> the a`` os
isomg 6GB, but the heap's memory usage is barely 300mb
L1799[15:06:48] <gigaherz> that came out
wrong
L1800[15:06:51] <gigaherz> the app is
using*
L1801[15:06:54] *
wundrweapon can not comprehend that
L1802[15:07:00]
⇨ Joins: RichardG (~richardg8@201.37.241.91)
L1803[15:07:01]
MineBot sets mode: +v on RichardG
L1804[15:07:10] <howtonotwin> how
L1805[15:07:13] <howtonotwin> p -> `
typo
L1806[15:07:20] <gigaherz> spanish
keyboard
L1807[15:07:23] <gigaherz> ` is next to
p
L1808[15:07:30] <howtonotwin> was just
about to ask that lol
L1809[15:07:39] <barteks2x> anyone here
who actually used heightmap for something? What would be better way
to handle "no heightmap" condition?
L1811[15:08:09] <barteks2x> so far the
only example I have is lighting code
L1812[15:08:27] <howtonotwin>
beacons?
L1813[15:08:33] <howtonotwin> not
beacons
L1814[15:08:35] <howtonotwin> um
L1815[15:08:43] <howtonotwin> the code
glass blocks use to update beacons
L1816[15:09:10] <barteks2x> that probably
uses precipitation heightmap or something
L1817[15:09:35] <howtonotwin> idk the
difference between heightmap and precip. heightmap
L1818[15:09:46] <barteks2x> heightmap
ignores transparent blocks
L1819[15:09:54] <howtonotwin> yeah
L1820[15:09:57] <howtonotwin> it uses
that
L1821[15:09:58] <barteks2x> precipitation
heightmap ignores only non-solid blocks
L1822[15:11:03] <howtonotwin> it's
Chunk::canSeeSky
L1823[15:11:04] <barteks2x> but in case
of beacons there is no way there is no heightmap... because there
is beacon block
L1824[15:11:22] <wundrweapon> ...can bows
be used in the offhand?
L1825[15:11:26]
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L1826[15:11:28] <howtonotwin> maybe
L1827[15:11:29] <howtonotwin> idk
L1828[15:11:30] <howtonotwin> test
it
L1829[15:11:57] <howtonotwin> is
instantCharge that enchantment where the bow fires instantly?
L1830[15:12:04] <howtonotwin> the one I
was about to help you with?
L1831[15:12:58] <wundrweapon>
instantcharge is the one where I need to cut to the final pull anim
img and have adjustable zoom in config
L1832[15:13:16] <wundrweapon> but give me
a minute before that
L1833[15:13:26] <wundrweapon> I'm still
getting back to where I had everything in 1.7.10
L1834[15:13:42] <howtonotwin> does
"minute" mean "week" :P
L1835[15:13:48] <wundrweapon> no, I'm
nearly done
L1836[15:13:52] <howtonotwin>
impressive
L1837[15:14:08] <howtonotwin> what's your
mod called btw
L1838[15:14:19] <wundrweapon> also the
answer is yes, bows can be used in the offhand and I'm fairly
certain that's going to make this if statement a massive exploit
but ideca
L1839[15:14:23] <wundrweapon> Bow
Enhancements
L1840[15:15:03] <howtonotwin> link?
L1841[15:15:11] ***
tterrag|ZZZzzz is now known as tterrag
L1842[15:15:28] <wundrweapon> aaaand
done
L1843[15:15:36] <wundrweapon> no link,
I'm barely into development
L1844[15:16:08] <howtonotwin> ok so
starting on before
L1846[15:16:18] <howtonotwin> check
ItemBow and see the addPropertyOverride calls
L1847[15:16:30] <wundrweapon> one
mo'
L1848[15:16:34] <howtonotwin> how do you
return null from heightmap?
L1849[15:16:46] <barteks2x> Integer
L1850[15:16:58] <wundrweapon> quick
question: is the CommonProxy or ClientProxy necessary, given that
it has absolutely no use?
L1851[15:17:03] <howtonotwin> yes
L1852[15:17:03] <wundrweapon> (in my
case)
L1853[15:17:06] <howtonotwin> well
no
L1854[15:17:12] <howtonotwin> if it's
useless you no need
L1855[15:17:20] <howtonotwin> but the
thing I'm about to say will probably need it
L1856[15:17:28] <wundrweapon> when would
it be needed?
L1857[15:17:35] <howtonotwin> for the bow
property override
L1858[15:17:47] <howtonotwin> as you have
to get the old behavior and wrap it in your own
L1859[15:17:56] <howtonotwin> and the
getter is client-only
L1860[15:18:16] <wundrweapon> then
couldn't I use a SideOnly annotation?
L1861[15:18:22] <howtonotwin> no
L1862[15:18:28] <howtonotwin> do you know
what that does?
L1863[15:18:32] <howtonotwin> that
deletes something
L1864[15:18:39] <wundrweapon> oh
L1865[15:18:40] <howtonotwin> but it
doesn't delete whatever uses it
L1866[15:18:50] <howtonotwin> so if
method a gets deleted
L1867[15:18:54] <howtonotwin> and method
b calls a
L1868[15:18:56] <howtonotwin>
congrats!
L1869[15:19:02] <howtonotwin> the JVM
just killed everything
L1870[15:19:08] <wundrweapon> well
then
L1871[15:19:30] <wundrweapon> in that
case, I'll go write up a proxy XD
L1873[15:19:57] <howtonotwin> glorious
person
L1874[15:20:01] <howtonotwin> whoever
wrote that :P
L1875[15:20:10] <TehNut> willie, I
think
L1876[15:20:33] <wundrweapon> done
L1877[15:20:42] <howtonotwin> k
L1878[15:20:44] <howtonotwin> read
ItemBow
L1879[15:20:51] <howtonotwin> understand
what addPropertyOverride does
L1880[15:21:05] <howtonotwin> report
back
L1881[15:22:01] <gr8pefish> There's a way
to have an itemEntity render as a model instead of a 2d item,
right?
L1882[15:22:17] <howtonotwin> gui3d:
true
L1883[15:22:18] <howtonotwin> I
think
L1884[15:22:31] <howtonotwin> also it's
EntityItem :P
L1885[15:24:13]
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L1887[15:26:09] <howtonotwin> it appears
the poison has finally taken its toll on illy
L1888[15:26:10] <howtonotwin> :P
L1889[15:27:17]
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L1890[15:28:01] <wundrweapon> grr I
cannot make sense of this
L1891[15:28:06] <howtonotwin> yes?
L1892[15:28:13] <wundrweapon> I hate
interfaces!!!
L1893[15:28:25] <howtonotwin> wat
L1894[15:28:45] *
howtonotwin overwats into watimum watdrive
L1895[15:29:08] <wundrweapon> I see that
there's a resource location (one for "pull" and one
"pulling") as well as a getter, but the getter iwhat gets
me (pun intended)
L1896[15:29:42] <diesieben07> "i
hate interfaces" - how?! wat??!
L1897[15:29:46] <howtonotwin> given a
stack, world, and entity, return a number stating how far the bow's
been pulled?
L1898[15:29:48] <howtonotwin> like
wat
L1899[15:30:06] <howtonotwin> it's just
an anon class...
L1900[15:30:45] <wundrweapon>
diesieben07: they make no sense to me, like you call a method in
one and it looks as though it should point to and therefore do
nothing but somehow it works, and my lack of ability to comprehend
that makes me hate them
L1901[15:30:57] <howtonotwin> virtual
methods?
L1902[15:31:04] <howtonotwin> you seem to
not understand virtual methods
L1903[15:31:06] <howtonotwin> which is
bad
L1904[15:31:12] <wundrweapon> exactly -
can't make sense of 'em
L1905[15:31:12] <howtonotwin> bc that's
like OOP 101
L1906[15:31:17] <howtonotwin>
why...
L1907[15:31:33] <wundrweapon> clearly it
isn't because I've been Java-ing just fine for the past 3-4 years
without them
L1908[15:31:38] <howtonotwin> WAT
L1909[15:31:57] <wundrweapon> yeah -
never had to use them before this year
L1910[15:32:32] <howtonotwin> ...
L1911[15:32:35] <howtonotwin> how
L1912[15:33:09] <diesieben07> yeah
dude... if you dont understand virtual methods... you have not been
"java-ing" :D
L1913[15:33:23] <howtonotwin> you haven't
even been OOP-ing
L1914[15:33:25] <howtonotwin> for that
matter
L1915[15:33:25] <wundrweapon> I dunno
what to tell you :P
L1916[15:33:33] <diesieben07> look up a
tutorial. now.
L1917[15:33:43] <wundrweapon> r00d but
fine
L1918[15:33:53] <howtonotwin> you're
lucky Ordi's not here
L1919[15:34:02] <wundrweapon> I want to
see him/her now
L1920[15:34:13] <wundrweapon> because it
sounds like they'll kill me
L1921[15:34:13] <howtonotwin> let us all
take a moment to imagine Ordi's reaction to this
L1922[15:34:34] <howtonotwin> Paging
Ordinastie
L1923[15:34:40] ***
fry is now known as fry|sleep
L1924[15:36:18] <howtonotwin> well he's
not here apparently
L1925[15:36:20] <howtonotwin> :P
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L1927[15:37:30] <wundrweapon> (this guys
tutorial uses notepad and the terminal and it's giving me every
STD)
L1928[15:37:37] <howtonotwin> ...
L1929[15:37:40] <howtonotwin> Oracle's
website
L1930[15:38:06] <barteks2x> github used
to hide comments on outdated diffs... why it doesn't do that
anymore?
L1931[15:38:35] <howtonotwin> review
system I think
L1932[15:38:44] <howtonotwin> you
actually have to close the review or something
L1933[15:38:46] <howtonotwin> idk
L1934[15:38:58] <barteks2x> it makes the
review harder... there is no way for me to know whish parts are
already done and which aren't
L1935[15:39:00] <gr8pefish> howtonotwin:
I can set gui3d, but you would have to supply the model location
somewhere and I don't know where that might be. Any ideas?
L1936[15:39:22] <howtonotwin> wait who's
model is this?
L1937[15:40:39] <wundrweapon> is afk a
valid irc cmd?
L1938[15:40:48] <gr8pefish> Let me
clarify I think: I have an item right, normal item. It renders as
any other item, just a 2d texture. When it drops in world I want it
to render not as a spinning 2d-item, but rather as a model (I have
already created one). Is there any way to do that?
L1939[15:40:58] <howtonotwin>
perspective
L1940[15:41:05] <howtonotwin> but that
means a custom IModel
L1941[15:41:12] <wundrweapon> anyways
afk
L1942[15:41:13] <howtonotwin> you
prepared to do that?
L1943[15:41:33] <IoP> wundrweapon:
usually /away
L1944[15:41:41] <gr8pefish> hehe maybe. I
mean I have a model already, will it be that much more work to
implement it as an IModel?
L1945[15:41:45] <howtonotwin> yes
L1946[15:41:52] <howtonotwin> oh
L1947[15:41:54] <howtonotwin> sorry
L1948[15:41:54] <howtonotwin> no
L1949[15:41:58] <howtonotwin> you can
depend on the old models
L1950[15:42:04] <howtonotwin> so you have
one advanced model
L1951[15:42:10] <howtonotwin> that has
the other two as dependencies
L1952[15:42:35] <howtonotwin> and those
dependencies can be whatever
L1953[15:42:53] <howtonotwin> do you know
how to do the entire ICustomModelLoader thing?
L1954[15:43:05] <howtonotwin> or should I
type something up for you?
L1955[15:43:21] <barteks2x> github is
really bad with big pull requests...
L1956[15:43:26] <gr8pefish> not really,
I'll go read the docs real quick and brb so I don't waste your time
(as much)
L1957[15:43:30] <howtonotwin> no
L1958[15:43:36] <howtonotwin> the docs
have nothing on it
L1959[15:43:39] <gr8pefish> oh
L1960[15:43:43] <gr8pefish> then yes
please :P
L1961[15:43:47] <howtonotwin> that's why
I'm writing docs :P
L1962[15:43:57] <howtonotwin> (but that
part is last on the todo list, soooo...)
L1963[15:44:02] *
howtonotwin fires up Notepad++
L1964[15:44:08] <gr8pefish> makes sense
xD
L1965[15:44:38] <howtonotwin> I should
probably push my current work on adv models anyway
L1966[15:45:58]
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L1967[15:46:27] <gr8pefish> yeah if you
just supply me with a link I can read up on whatever
L1968[15:47:03] <barteks2x> What am I
supposed to do if github page for one PR is so slow that it takes
forever to do anything?
L1969[15:47:29] <howtonotwin> Most of the
relevant parts are unwritten gr8pe
L1970[15:47:30] <howtonotwin> sorry
L1971[15:47:41] <howtonotwin> I'm writing
up a kind of todo-list think for you
L1972[15:47:46] <howtonotwin>
*thing
L1973[15:48:35] <gr8pefish> Okay thank
you, just ping me when you have something to show
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L1976[15:53:43] <howtonotwin> lemme just
make this crystal clear
L1977[15:53:48] <howtonotwin> what you
want to do
L1978[15:53:54] <howtonotwin> is use one
model when in hand
L1979[15:54:00] <howtonotwin> and another
model when on the ground
L1980[15:54:10] <howtonotwin> where the
two models are totally separate
L1981[15:54:26] <howtonotwin> just so I
don't send both of us on a wild goose chase
L1982[15:54:31] <howtonotwin> gr8pefish
^
L1983[15:56:14] <gr8pefish> Correct. The
item in the hand is a normal texture. The item in-game is a
predefined model.
L1984[15:56:50] <gr8pefish> The first
part works normally, "out-of the box". It is the second
part that I need to implement.
L1985[15:58:11] <gr8pefish> Also, idk if
it helps, but the model I have right now is rendered via a
LayerRenderer<Player> and the model extends ModelBase. I can
link source code if needed.
L1986[15:58:25] <diesieben07> yeah that
model is not gonna be useable :P
L1987[15:58:39] <diesieben07> redo it in
a proper model editor that spits out obj/json/etc
L1988[15:58:46]
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L1990[15:59:31] <diesieben07> and then
all you need is a custom IBakedMdoel that implements
IPerspectiveAwareModel and chooses between the two
L1991[15:59:45] <gr8pefish> Thanks for
that info. I have another backup model already in json format too
that I can use.
L1992[15:59:46] <howtonotwin> ^ that's
the part I'm explaining
L1993[15:59:55]
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L1994[16:00:00] *
gr8pefish sits by patiently
L1995[16:00:47] <diesieben07> it's not
that difficult :P
L1996[16:01:00] <howtonotwin> He doesn't
know how though
L1997[16:01:05] <howtonotwin> knowing is
half the battle
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L1999[16:01:07] <howtonotwin> :P
L2000[16:01:10] <gr8pefish> ^
L2001[16:01:12] <diesieben07>
ICustomModelLoader lsitens for a special MRL. then produces IMdoel
which produces IPerspecitveAwareModel
L2002[16:01:37] <howtonotwin> well thank
you for turning my elaborate essay into 2 sentences /s
L2003[16:01:39] <howtonotwin> :P
L2004[16:01:42] <diesieben07> :P
L2005[16:02:01] <gr8pefish> I mean I
could figure it out given enough time, but if howtonot is gracious
enough to explain it to me verbosely I'm okay with waiting for a
minute
L2006[16:02:03] <diesieben07> i will now
write my own and we will see whom's he likes better! :D
L2007[16:02:06] <gr8pefish> Or that works
:P
L2008[16:02:30] <gr8pefish> I'll be the
oblivious, unbiased editor for which is more clear xD
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L2011[16:10:02] <diesieben07> ugh there
is more too this, so this is going to be a lot of writing...
meh
L2012[16:13:25] <gr8pefish> At this
point, for me, partial information is better than none, so I'll
take whatever
L2013[16:14:32] <wundrweapon> hm... say
call A extends B. A's doThis() overrides B's doThis(). if part of
A's doThis() is super.doThis(), thus invoking B's doThis(), does
A's get called whenever B's does?
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L2015[16:15:19] <diesieben07> basic
process is how I described above. In the IModel you need to
specifiy the actual 2 models in the dependencies and get their
baked versions in your bake method so that hte iPerspective can
then return the baked versions
L2016[16:15:43] <howtonotwin>
wundrweapon: no
L2017[16:15:50] <wundrweapon>
howtonotwin: dang it
L2018[16:15:50] <howtonotwin> B's is
called whenever A's is
L2019[16:15:51] <diesieben07>
wundrweapon, if A.doThis or B.doThis gets called depends on the
RUNTIME type of the object you are callign doThis on
L2020[16:15:54] <howtonotwin> but not the
other way
L2021[16:15:57] <diesieben07> thats
polymorphism
L2022[16:16:08] <diesieben07> even if you
have B b = new A();
L2023[16:16:18] <diesieben07> and then do
b.doThis() it will execute the doThis in A
L2024[16:16:24] <diesieben07> because the
ACTUAL TYPE of the object is A
L2025[16:16:47] <wundrweapon>
interesting. thanks
L2026[16:16:54] <diesieben07> super.XXX
just means "call XXX in my parent class"
L2027[16:19:33] <gr8pefish> diesieben07,
can you just list the (3?) classes I need?
L2028[16:19:54] <diesieben07> you need to
implement ICustomModelLoader, IModel and
IPerspectiveAwareModel
L2029[16:20:03] <diesieben07> where each
one produces the next in that order, basically
L2030[16:20:16] <diesieben07> other
classes you will need to use: ModelResourceLocation,
ModelLoaderRegistry
L2031[16:20:36] <gr8pefish> cool, thank
you, I'll work on that for a while and come back when I get
stuck
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L2036[16:26:17] <howtonotwin> gr8pefish
^
L2037[16:26:24] <howtonotwin> took a
while :P
L2038[16:26:44] <gr8pefish> beautiful,
thank you so much!
L2039[16:26:57] <howtonotwin> also
L2040[16:26:58] <howtonotwin> one
note
L2041[16:27:02] <howtonotwin> IModel is
immutable
L2042[16:27:13] <howtonotwin> so you
shouldn't modify the state of an IModel
L2043[16:27:16] ***
amadornes[Streaming] is now known as amadornes
L2044[16:27:18] <howtonotwin> just return
a new one
L2045[16:27:27] <gr8pefish> gotcha
L2046[16:27:38] <howtonotwin> same is
true for IBakedModel
L2047[16:28:27] <gr8pefish> just curious,
is this subject area of documentation planned to go on the
readthedocs?
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L2049[16:29:26] <howtonotwin> yes
L2050[16:29:39] <howtonotwin> I already
wrote half of it
L2051[16:29:43] <howtonotwin> :P
L2052[16:30:44] <gr8pefish> Sweet,
Because although I do appreciate your custom writeup for me so
much, I think others could benefit from it as well.
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L2054[16:31:20] <howtonotwin> also it's
ModelLoaderRegistry.getModel, not just ModelLoader, as I said in
there
L2055[16:31:51] <gr8pefish> noted
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L2057[16:32:41] <diesieben07> i don't
know if you actually need to bake the models yourself
L2058[16:32:49] <diesieben07> since
having them as dependencies bakes them already afaik
L2059[16:32:55] <howtonotwin> wat
L2060[16:32:56] <howtonotwin> no
L2061[16:33:00] <diesieben07> doesn't
it?
L2062[16:33:06] <howtonotwin> it just
loads the IModels first
L2063[16:33:26] <howtonotwin> and this
models can be baked with a different IModelState than the
others
L2064[16:33:40] <howtonotwin> so I bake
this with modelStateA
L2065[16:33:42] <Koward> I'm cleaning up
my mod/proxies for the sake of readability and I wonder how to
ensure items/blocks/whatever are registered before their
renderers.
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L2067[16:33:52] <howtonotwin> and the
other two are baked with their defaults
L2068[16:34:00] <howtonotwin> so if the
defaults are not the same as modelStateA
L2069[16:34:05] <howtonotwin> everything
goes to hell
L2070[16:34:37] <diesieben07> Koward,
well... errr... put the item/block registration first, then the
call to proxy.registerModels
L2071[16:34:42] <diesieben07> or however
you called it.
L2072[16:34:56]
⇨ Joins: Cuby96 (webchat@62.68.4.51)
L2073[16:35:29]
⇨ Joins: droidicus
(uid120579@id-120579.brockwell.irccloud.com)
L2074[16:35:29] <Koward> Oh damn I was
just calling a preInit() method on the proxies (with the item/block
in Server and the render in client)
L2075[16:36:06] <diesieben07> so you
don't register blcoks and items on the client? that sounds like a
horrible idea.
L2076[16:36:11] <wundrweapon> assuming I
researched the right stuff, I believe I understand virtual method
invocation now
L2077[16:36:16] <howtonotwin> yay!
L2078[16:36:30] <wundrweapon> an example
being two subclasses invoking the same superclass' same
method
L2079[16:36:36] *
wundrweapon is proabably wrong
L2080[16:36:40] <howtonotwin> my brain is
frying from all this writing though
L2081[16:36:46] <diesieben07> so you
should then also understand why interfaces are nice
L2082[16:37:00] <howtonotwin> I've been
dispensing model help since this morning
L2083[16:37:00] <wundrweapon>
diesieben07: nope, that still surpasses me
L2084[16:37:06] <wundrweapon> lol
L2085[16:37:07] <diesieben07> ok
so.
L2086[16:37:18] <diesieben07> I am a
developer. I want to call one of your methods
L2087[16:37:27] <diesieben07> But i don't
KNOW which methods yet, i want you to tell me
L2088[16:37:35] <diesieben07> you can do
that by implementing an interface
L2089[16:37:43] <howtonotwin> e.g. I want
to read data from a source
L2090[16:37:50] <howtonotwin> I don't
care what that data is from
L2091[16:37:55] <howtonotwin> it can be a
hard disk
L2092[16:37:56] <diesieben07> if i know
about that interface, i can call the interface method and it will
runtime-dispatch to YOUR method, because its a virutal method
call
L2093[16:37:59] <howtonotwin> it can be
nasal demons
L2094[16:38:05] <Koward> What should be
done only serverside ?
L2095[16:38:13] <howtonotwin> basically
nothing
L2096[16:38:22] <diesieben07> if you are
talking physical server then yes, basically nothing
L2097[16:38:57] <howtonotwin> an
interface defines "I am a data source"
L2098[16:39:03] <howtonotwin> it's like a
contract
L2099[16:39:12] <howtonotwin> and it says
that data sources all do x, y, and z
L2100[16:39:19] <Koward> I'm talking
about @SidedProxy(serverSide = "whatever"
L2101[16:39:20] <howtonotwin> and so I
can ask you to give me something
L2102[16:39:28] <howtonotwin> that
conforms to the interface
L2103[16:39:29] <diesieben07> Koward,
that is the physical server
L2104[16:39:50] <diesieben07> if you
register your items there, that means they will not exist in single
player.
L2105[16:39:51]
⇦ Quits: Cuby96 (webchat@62.68.4.51) (Quit: Web client
closed)
L2106[16:39:52] <howtonotwin> and then I
tell the thing to do some things
L2107[16:40:01] <howtonotwin> and I
specifically do not know what those things are
L2108[16:40:10] <howtonotwin> I just know
I put some things in
L2109[16:40:11] <Koward> Yes okay I get
that, now I'm just curious what we can do there
L2110[16:40:16] <howtonotwin> and
magically more things come out
L2111[16:40:28] <diesieben07> not much,
really
L2112[16:40:35] <diesieben07> there are
hardly any useful @SideOnly(Server) classes
L2113[16:40:50] <howtonotwin> the
implementation of the interface is completely hidden from me
L2114[16:41:14]
⇨ Joins: Cuby96 (~Cuby96@62.68.4.51)
L2115[16:41:17] <wundrweapon> so an
interface's virtual methed is a way to call a method without any
knowledge of what it truly does, but you do know that inputing
x/y/z will output a, and that's all that matters
L2116[16:41:20] <Cuby96> hi there having
an issue configuring forge with my intellij ide. it constantly
says: Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in
java.library.path even though i put an dependency and set the path
correctly. can somebody help me?
L2117[16:41:40] <howtonotwin> yes
L2118[16:41:42] <diesieben07> Cuby96, how
exactly did you set up the workspace?
L2119[16:41:57] <howtonotwin> also I have
over 690 messages said since 00:00 UTC
L2120[16:41:58] <wundrweapon> I suppose
there's some use to that
L2121[16:42:06] <diesieben07> lol
L2122[16:42:07] <wundrweapon> nice
L2123[16:42:25] <diesieben07> it's the
only way you can e.g. pass something like acallback into a method
defined in the JDK or another library
L2124[16:42:32] <diesieben07> they cannot
possibly know abotu your method at all
L2125[16:42:42] <diesieben07> so they
have to define an interface, which you then implement
L2126[16:43:02] <diesieben07> e.g.
java.lang.Thread takes a Runnable
L2127[16:43:09] <howtonotwin> That's .64
per second
L2128[16:43:09] <diesieben07> Runnable is
an interface, which you impelemnt to tell the thread what to
do
L2129[16:43:32] <Cuby96> diesieben07 in
which way do you mean that? i setup a forge directory which i made
the gradlew command and seperate my mod which is another folder
inside my project with just the raw forge content and i setup the
lwjgl after the tutorial on intellij thats mostly it
L2130[16:43:56] <diesieben07>
"separate my mod with is another folder inside my
project" - whut?
L2131[16:44:04] <diesieben07> "raw
forge content" - whut²?
L2132[16:44:16] <diesieben07> and you
should nto need to sert up lwjgl at all
L2133[16:44:41] <Shambling> is there a
item name dump command in forge by mod? lets say I want to dump all
item names for projecte
L2134[16:44:56] <wundrweapon> so that
brings me to this: why/how are interfaces used as paramteres in
some methods, e.g. addPropertyOverride(ResourceLocation,
IItemPropertyGetter)
L2135[16:45:06] <Shambling> going to
google it again in the meantime, you guys seem deep in meditation
on some cool code
L2136[16:45:10] <howtonotwin> an
interface is just a type
L2137[16:45:23] <Cuby96> one parent
folder: project which contains: Forge and MyMod, inside Forge i put
the gradlew command on it and MyMod contains the unpacked forge
src
L2138[16:45:24] <howtonotwin> it says
give me something that conforms to this interface
L2139[16:45:28] <diesieben07>
wundrweapon, in that case IItemPropertyGetter is an interface that
tells minecraft how to compute the value of a property.
L2140[16:45:33] <diesieben07> and with
tha tmethod you register it.
L2141[16:45:40] <diesieben07> Cuby96, wtf
is "unpacked forge src"?
L2142[16:45:55] <diesieben07> you just
download the MDK and THAT IS YOUR PROJECT.
L2143[16:46:00] <diesieben07> MDK is an
*example project"
L2144[16:46:10] <diesieben07> i tis NOT
the "forge source code"
L2146[16:46:25] <wundrweapon> (why did
they rename it from src to mdk, anyways?)
L2147[16:46:34] <diesieben07> because
it's not source in any way
L2148[16:46:43] <tterrag> guys pls
L2150[16:46:54] <diesieben07> ^
L2151[16:47:07] <diesieben07> a 20 minute
vide about setting up a forge workspace cannot be right
L2152[16:47:12] <diesieben07> it cannot
possibly take that lkong
L2153[16:47:19] <howtonotwin> well I mean
it does on my potato
L2154[16:47:20] <tterrag> well, assuming
they cut out sDecW :P
L2155[16:47:24] <diesieben07> yeah
L2156[16:47:40] <diesieben07> and if they
don#t do that why are we watching that shit
L2157[16:48:06] <Cuby96> ok let me check
if i get it done with that tutorial because it seems that that
video i watched was bulls***
L2158[16:48:16] <howtonotwin> Today on
Guess the Keyboard Layout!: ' -> # typo
L2159[16:48:16] <gigaherz> Cuby96: IDea
or Eclipse? ;P
L2160[16:48:22] <gigaherz> IDEA*
L2161[16:48:29] <Cuby96> gigaherz
IntelliJ
L2162[16:48:35] <diesieben07>
howtonotwin, german keyboard layout sucks
L2163[16:48:39] <gigaherz> good
good
L2164[16:48:41] <wundrweapon> I'm
guessing dvorak, howtonotwin
L2165[16:48:44] <gigaherz> have you used
IntelliJ before?
L2166[16:48:49] <wundrweapon> I was
wrong
L2167[16:48:50] <diesieben07> german
qwertz
L2168[16:48:52] <gigaherz> as in: do you
have the JDK configured in it and such?
L2169[16:48:58] <diesieben07> and my
fingers suck at typing sometimes
L2170[16:49:12] ***
gr8pefish is now known as gr8pefish|afk
L2171[16:50:03] <howtonotwin> ' is
shift+#?
L2172[16:50:10] <diesieben07> yup
L2173[16:50:10] <howtonotwin> that seems
counterintuitive
L2174[16:50:14] <gigaherz> Cuby96: I can
give you a quick & to the point guide, if you want
L2175[16:50:26] <gigaherz> I have to
write down those steps somewhere, someday
L2176[16:50:27] <gigaherz> ;P
L2177[16:50:28] <diesieben07> they
already linked him that giga :P
L2178[16:50:57] <wundrweapon> so now that
I've knda got a grip on interfaces (a weak one, but a grip
nonetheness), how would I manipulate the pull anim and zoom of the
bow when a given enchantment is on it
L2179[16:51:05] <howtonotwin> ok
L2180[16:51:06] <tterrag> gigaherz: is
that not what I just linked?
L2181[16:51:07] <gigaherz> the docs page
isn't exactly the optimal steps for configuring forge with IDEA
;P
L2182[16:51:07] <howtonotwin> so what you
want
L2183[16:51:10] <howtonotwin> is
basically this
L2184[16:51:14] <howtonotwin> scratch
that
L2185[16:51:27] <howtonotwin> now you
should look at the JSON
L2186[16:51:33] <gigaherz> tterrag: nah,
the process I use and recommend works differently ;P
L2187[16:51:38] <howtonotwin>
assets/minecraft/models/item/bow.json
L2188[16:51:45] <tterrag> gigaherz: then
improve the page
L2189[16:51:54] <howtonotwin> open it and
I'll tell you what it means
L2190[16:51:56] <tterrag> keep in mind: I
wrote that page. I don't use IDEA
L2191[16:52:01] <tterrag> so I took
recommendations when I wrote it
L2192[16:52:04] <tterrag> that's what I
got
L2193[16:52:30] <diesieben07> i don't see
whats wrong with it.
L2194[16:52:37] <gigaherz> it's not
wrong
L2195[16:52:49] <wundrweapon> (tmw
eclipse can't open the JSON)
L2196[16:52:51] <gigaherz> it's just not
the sequence I think is most straightforward
L2197[16:52:54] <howtonotwin> lol
L2198[16:53:07] <howtonotwin> just set it
to open in notepad++ or something
L2199[16:53:21] <howtonotwin> and if you
don't have notepad++ you are no programmer /s :P
L2200[16:53:45] <wundrweapon> Sublime
> NPP
L2201[16:54:09] <howtonotwin> /execute
wundrweapon ~ ~ ~ fill ~1 ~1 ~1 ~-1 ~-1 ~-1 lava
L2202[16:54:21] <Koward> I'd throw a VIM
> All but then someone would throw Emacs > All and a war
would ensue.
L2203[16:54:27] *
howtonotwin ~s into ~imum ~drive
L2204[16:54:48] <wundrweapon> Emacs is
eh
L2205[16:55:15] *
howtonotwin holds his hand just above the nuclear launch button to
stop the flamewar
L2206[16:56:05] <howtonotwin> ok so once
you have it open, see the "overrides" array?
L2207[16:56:14] <wundrweapon> where do i
find bow.json again? I mean not the folder, but where the actual
decmp'd source is
L2208[16:56:27] <howtonotwin> you're in
eclipse?
L2209[16:56:29] <wundrweapon> yes
L2210[16:56:32] <howtonotwin> in the mdk
right
L2211[16:56:42] <howtonotwin> ok so
you'll see a referenced libraries under your proj
L2212[16:56:48] <howtonotwin> expand
it
L2213[16:56:58] <howtonotwin> forgeSrc
should be near the top
L2214[16:56:59] <howtonotwin> expand
it
L2215[16:57:09] <wundrweapon> yeah
L2216[16:57:14] <wundrweapon> i found
it
L2217[16:57:16] <howtonotwin> go to
assets/minecraft/models/item/bow.json in it
L2218[16:57:20] <wundrweapon> but pening
it gives me an error
L2219[16:57:26] <wundrweapon> and idk how
to reroute to sublime/npp
L2220[16:57:31] <wundrweapon>
opening*
L2221[16:57:49] <howtonotwin> I actually
just copied out the entire assets folder and kept it on my
desktop
L2222[16:58:04] <howtonotwin> by
unzipping the jar
L2223[16:58:19] <Shambling> does
modtweaker support 1.10.2 tconstruct with casting basins?
L2224[16:58:21] <howtonotwin> do whatever
to get access to the files and report back once done
L2225[16:58:25] <Shambling> the wiki just
looks like it covers 1.7.10
L2226[17:00:33] <Cuby96> ok so i setup
the files with the gradlew command and i got the example mod java,
how can i execute that mod through intellij itself without
importing and exporting the file itself?
L2227[17:00:53] <wundrweapon> ok
done
L2228[17:00:59] <wundrweapon> opened and
ready to go, officer
L2229[17:01:24] <howtonotwin> you see the
"overrides" array?
L2230[17:01:32] <howtonotwin> also hope
you're comfortable reading JSON
L2231[17:01:33] <howtonotwin> :P
L2232[17:01:36] <howtonotwin> it's
easy
L2233[17:01:41] <howtonotwin> you'll get
used to it
L2234[17:01:51] <wundrweapon> (1) yes i
do, and (2) I know I will, but I don't wanna :P
L2235[17:02:21] <howtonotwin> actually
read this first
L2237[17:02:56] <howtonotwin> also read
Item Tags section
L2238[17:02:58] <howtonotwin> then report
back
L2239[17:03:18] <howtonotwin> "Item
tags" is an inaccurate name btw
L2240[17:03:33] <howtonotwin> in code
they're item properties and item overrides
L2241[17:03:59] <howtonotwin> Oh I've
been away the whole time
L2242[17:04:00] <howtonotwin> oops
L2243[17:04:12]
⇦ Quits: Cuby96 (~Cuby96@62.68.4.51) ()
L2244[17:04:33] *
wundrweapon thinks he's got it
L2245[17:04:52] <howtonotwin> so can you
say how this array and the IItemPropertyGetters relate?
L2246[17:05:39] <gigaherz> how does this
sound?
L2248[17:05:41] <howtonotwin> also the
predicates in the array apply to all values equal to or greater
than the given ones
L2249[17:05:56] <howtonotwin> just
thought that might help :P
L2250[17:06:12] <wundrweapon> (taking an
educated guess here) IItempPropertyGetter is a way to acquire a
specific property of the JSON
L2251[17:06:12]
⇦ Quits: nallar
(~nallar@cpc16-cani3-2-0-cust33.14-2.cable.virginm.net) (Remote
host closed the connection)
L2252[17:06:29] <howtonotwin> close
L2253[17:06:39] <wundrweapon>
<howtonotwin> also the predicates in the array apply to all
values equal to or greater than the given ones
L2254[17:06:44] <howtonotwin> the getter
gives every ItemStack a certain float value
L2255[17:06:44] <wundrweapon> I beg your
pardon? XD
L2256[17:07:01] <howtonotwin> and the
JSON uses those values to choose between models
L2257[17:07:08] <howtonotwin> but they
are not directly attached
L2258[17:07:12] <gigaherz> I wish there
was a way to give gists a "pretty name"
L2259[17:07:12] <gigaherz> ;P
L2260[17:07:13] <howtonotwin> but
good
L2261[17:07:19] <howtonotwin> you have a
brain :P
L2262[17:07:25] <wundrweapon> i do?
WHERE?!
L2263[17:07:30] <howtonotwin> in your
foot
L2264[17:07:35] <wundrweapon> oh
cool
L2265[17:07:45] <howtonotwin>
anyway
L2266[17:07:49] <howtonotwin> so right
now
L2267[17:07:53] <howtonotwin> vanilla MC
is doing this
L2268[17:07:59] <howtonotwin> "Oh I
have a bow to render"
L2269[17:08:04] <howtonotwin> "oh it
has properties
L2270[17:08:17] <howtonotwin> "let's
calculate their values"
L2271[17:08:31] <howtonotwin>
"pulling = .5 and pull = 1"
L2272[17:08:39]
⇨ Joins: manmaed
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L2273[17:08:47] <howtonotwin> "what
does the model say about this?"
L2274[17:09:05] <howtonotwin> [USE MODEL
minecraft:item/bow_pulling_0]
L2275[17:09:13] <howtonotwin> "using
that model then"
L2276[17:09:21] <howtonotwin> can you say
where you should inject your logic?
L2278[17:10:09] <wundrweapon> if I want
to cut to bow_pulling_2, I should say "pulling = 1 and pull =
1"
L2279[17:10:12] <gigaherz> I was too late
to show it to Cuby ;P
L2280[17:10:15] <howtonotwin>
correct!
L2281[17:10:16] <wundrweapon> because
then pull > .9
L2282[17:10:25] <wundrweapon> wait a
min
L2283[17:10:25] <howtonotwin> so the way
to do this is
L2284[17:10:40] <howtonotwin> you get the
existing IIPropertyGetter
L2285[17:10:42] <wundrweapon> shouldn't I
use .65 < x <= .9?
L2286[17:10:50] <howtonotwin> no
L2287[17:10:54] <howtonotwin> that's the
middle model
L2288[17:11:00] <wundrweapon> why
L2289[17:11:05] <howtonotwin> the
animation has 4 frames
L2290[17:11:10] <howtonotwin> still, 1,
2, and 3
L2291[17:11:21] <howtonotwin> .65 <= x
<= .9 is frame "2"
L2292[17:11:28] <howtonotwin> you want
the last frame of the animation
L2293[17:11:31] <howtonotwin> frame
"3"
L2294[17:11:38] <howtonotwin> which is
pulling >= .9
L2295[17:11:50] <wundrweapon> I thought
you said the overrides in the JSON apply when the input is <
given
L2296[17:11:54] <howtonotwin> no
L2297[17:12:02] <howtonotwin> input >=
given
L2298[17:12:10] <wundrweapon> oooooh
ok
L2299[17:12:13] <wundrweapon> I'm with ya
now
L2300[17:12:15] <howtonotwin>
<howtonotwin> also the predicates in the array apply to all
values equal to or greater than the given ones
L2301[17:12:21] <howtonotwin> good
L2302[17:12:22] <Shambling> ok so I know
modtweaker works for the casting basin, because I just created a
casting recipe for diamond that requires water and bone
L2303[17:12:33] <Shambling> now to figure
out how to make a philosophers stone using diamond and molten
emerald
L2304[17:12:38] <howtonotwin> alright so
Item has a getter for getting the existing
IItemPropertyGetter
L2305[17:12:52] <howtonotwin> and
addPropertyOverride will actually override the existing one
L2306[17:12:52] <wundrweapon> (a getter
for a getter... meta...)
L2307[17:12:57] <howtonotwin> lol
L2308[17:13:12] <howtonotwin> so what you
want to do is store the existing IIPG
L2309[17:13:16] <howtonotwin> create a
new one
L2310[17:13:18] <wundrweapon> what if I
orrode the existing one with itself?
L2311[17:13:18] <Shambling> I really wish
I could find a way to list the proper names for using in
modtweaker, as nothing seems to really list the full proper name to
use in scripts
L2312[17:13:21] <howtonotwin> that
says
L2313[17:13:26] <howtonotwin> nothing
would happen :P
L2314[17:13:27] <wundrweapon>
overrode*
L2315[17:13:31] <wundrweapon> dang
it
L2316[17:13:40] <howtonotwin> so the new
IIPG says
L2317[17:14:02] <howtonotwin> "if
item enchanted with my enchant and it's being pulled,
short-circuit; else use the old one"
L2318[17:14:24] <gigaherz> Shambling:
what do you mean?
L2319[17:14:29] <howtonotwin> and then
you put that back in
L2320[17:14:30]
⇨ Joins: nallar
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L2321[17:14:31] <gigaherz> press
F3+H
L2322[17:14:35] <gigaherz> and then hover
over things
L2323[17:14:40] <wundrweapon> will the
game manually revert to the old one, or do I have to do that
manually?
L2324[17:14:47] <wundrweapon> game
automagically*
L2325[17:15:02] <howtonotwin> no
L2326[17:15:13] <howtonotwin> you have to
store the old one and defer to it yourself
L2327[17:15:19] <wundrweapon> ok
L2328[17:15:28] <wundrweapon> so make a
backup, so to speak?
L2329[17:15:32] <howtonotwin> yes
L2330[17:15:35] <wundrweapon>
gotcha
L2331[17:15:37]
⇦ Quits: Ferdz_TheWeeb (~Ferdz_The@24.225.201.205) (Quit:
Leaving)
L2332[17:16:28] <Shambling> f3+h, will
try
L2333[17:16:28] <Shambling> thanks
L2334[17:16:29] <wundrweapon> would it be
safe to do this is an ArrowNockEvent handler?
L2335[17:16:36] <howtonotwin> wah
L2336[17:16:36] <Shambling> need the
liquid name for molten emerald, so hope this works
L2337[17:16:37] <howtonotwin> no
L2338[17:16:46] <howtonotwin> not at
all
L2339[17:16:51] <howtonotwin> so IIPG old
= Items.BOW.getPropertyGetter(new RL("pull"))
L2340[17:16:54] <howtonotwin> that gets
the old one
L2341[17:16:57] <gigaherz> Shambling:
well dunno about liquids
L2342[17:17:01]
⇨ Joins: Seppon
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L2343[17:17:04] <Koward> I have a weird
mystery : in net.minecraftforge.energy.CapabilityEnergy, line 31,
the protected field "energy" of EnergyStorage is set. How
can it be ?
L2344[17:17:05] <gigaherz> if they show
up in JEI, that may work
L2345[17:17:07] <gigaherz> but maybe
not
L2346[17:17:10] <howtonotwin> then IIPG
new = new IIPG { blah }
L2347[17:17:19] <wundrweapon>
alright
L2348[17:17:22] <howtonotwin> then
Items.BOW.addPropertyOverride again
L2349[17:17:23]
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L2350[17:17:25] <wundrweapon> I'll
try.... something
L2351[17:17:30] <howtonotwin> the new
IIPG is basically an if/esle
L2352[17:17:32] <howtonotwin> *else
L2353[17:18:00] <wundrweapon> but if I'm
not to use an arrownockevent, then where would I do this?
L2354[17:18:05] <howtonotwin>
if(enchanted && pulled) return 1; else return
old.apply(...);
L2355[17:18:07] <howtonotwin>
clientproxy
L2356[17:18:08] <howtonotwin>
preinit
L2357[17:18:14] <howtonotwin> this is a
one time thing
L2358[17:18:27] <wundrweapon>
(clientproxy has a preinit?)
L2359[17:18:32] <howtonotwin> wat
L2360[17:18:33] <howtonotwin> no
L2361[17:18:35] <gigaherz> the proxies
are 100% custom
L2362[17:18:38] <howtonotwin> during
preinit time
L2363[17:18:39] <gigaherz> you choose
exactly what you have in them
L2364[17:18:41] <Shambling> yeah doesn't
work with fluids lol
L2365[17:18:46] <howtonotwin> and only on
the client
L2366[17:18:48] <gigaherz> Shambling:
yeah sorry then ;p
L2367[17:18:51] <Shambling> I'll just try
fluid:emerald
L2368[17:19:03] <wundrweapon> so call the
proxy in preinit
L2369[17:19:04] <wundrweapon> ?
L2370[17:19:05] <gigaherz> wundrweapon:
so if someone says "during pre-init, in your
clientproxy"
L2371[17:19:07] <gigaherz> you want a
method
L2372[17:19:08]
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L2373[17:19:09] <gigaherz> that is in
your proxy
L2374[17:19:13] <gigaherz> that you only
implement in the client version
L2375[17:19:21] <gigaherz> and you call
it from the pre-init handler in your @Mod
L2376[17:19:27] <wundrweapon>
alright
L2377[17:19:32] <gigaherz> the name is
100% up to you
L2378[17:19:39] <gigaherz> I do choose to
have "preInit" and "init" in there
L2379[17:19:42] <gigaherz> but it's not a
rule.
L2380[17:19:51] <howtonotwin> Shambling:
Try putting it into a tank of some kind, then do /blockdate x y z
{} on the tank to dump its NBT
L2381[17:19:56] <Shambling> rofl yup
liquid:emerald works a trick, kind of morbid output though. I'm
getting diamond by pouring liquid villagers onto a bone
L2382[17:19:58] <howtonotwin>
*/blockdata
L2383[17:20:18] <gigaherz> sham1: that
sounds absurd
L2384[17:20:24] <howtonotwin> me?
L2385[17:20:29] <gigaherz>
Shambling*
L2386[17:20:32] <Shambling> but that was
the whole point, I want to get the projecte philosophers stone by
pouring liquid emerald onto a diamond
L2387[17:20:33] <howtonotwin> lol
L2388[17:20:34] <gigaherz> why
bone+emerald = diamond?
L2389[17:20:43]
⇦ Parts: MiniDigger
(~MiniDigge@some.random.host.cause.default.is.boring.minidigger.me)
())
L2390[17:20:43] <Shambling> random items
that I know work, ha
L2391[17:20:45] <gigaherz> bone+emerald
should result in a baby villager spawn egg
L2392[17:20:46] <gigaherz> XD
L2393[17:20:53] <Shambling> oooo good
idea
L2394[17:21:06] <Shambling> I'll chew
that over during dinner, lol
L2395[17:21:14] <gigaherz> the baby
villager?!
L2396[17:21:15] <gigaherz> why?!
L2397[17:22:29] <wundrweapon> is
"Items.BOW.getPropertyGetter(new
ResourceLocation("pull"));" trying to call a texture
at minecraft:pull? that's what it seems to be doing
L2398[17:23:03] <gigaherz> first of
all
L2399[17:23:08] <gigaherz> new
ResourceLocation("pull") without a domain
L2400[17:23:13] <gigaherz> will have
"minecraft:" implicit
L2401[17:23:21] <gigaherz> and no
L2402[17:23:26] <gigaherz> it isn't
referencing a texture
L2403[17:23:31] <gigaherz> it's
referencing a property getter...
L2404[17:24:55] ***
amadornes is now known as amadornes[OFF]
L2405[17:25:37]
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L2406[17:25:44] <gigaherz> so.....
opinions?
L2408[17:26:15] <gigaherz> (namely,
anyone see anything wrong in there? would this be fit for inclusion
in the official docs?)
L2410[17:26:54] <howtonotwin> Ordi would
kill me for writing your code for you
L2411[17:26:55] <howtonotwin> but
meh
L2412[17:28:07] <howtonotwin> doing this
btw
L2413[17:28:14] <howtonotwin> emits a
debug message on the logger
L2414[17:28:17] <howtonotwin> but
meh
L2415[17:28:20] <wundrweapon> should I
have the IIPG's apply method use @SideOnly(Side.CLIENT), like
ItemBow does?
L2416[17:28:35] <howtonotwin> yes
L2417[17:28:38] <howtonotwin> see
hastebin
L2418[17:28:39] <wundrweapon>
alright
L2419[17:29:08] <wundrweapon> (I wasn't
gonna click it because exploration but f*** it)
L2420[17:29:25] <howtonotwin> lol
L2421[17:29:27] <gigaherz> regarding
sideonly: it's not strictly necessary
L2422[17:29:30] <gigaherz> in fact
L2423[17:29:38] <gigaherz> the official
stance is that you should never have it in your own code
L2424[17:29:48] <gigaherz> unless
removing it would crash your mod
L2425[17:30:01] <gigaherz> and in this
case, it isn't necessary ;P
L2426[17:30:01]
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L2427[17:30:03] <wundrweapon> (looks at
the code) yup, I'm glad I gave up before I started XD
L2428[17:30:09] <howtonotwin> wah
L2429[17:30:09] <wundrweapon> I was not
gonna try to do it that easily
L2430[17:30:13] <howtonotwin> it's 11
lines
L2431[17:30:17] <howtonotwin> it's super
easy
L2432[17:30:20] <wundrweapon> I'm a
sloppy writed
L2433[17:30:22] <wundrweapon>
writer*
L2434[17:30:26] <howtonotwin> and like 5
is just Java induced verbosity
L2435[17:30:28] <gigaherz> (none of the
method parameters are client-only classes)
L2436[17:30:58] <wundrweapon>
verbosity... everyone hates it, yet I love it
L2437[17:31:23] <howtonotwin> lol lemme
rewrite this in scala
L2438[17:31:48] <wundrweapon> could I use
stack.getItem() instanceof ItemBow
L2439[17:32:19] <howtonotwin> wat
L2440[17:32:21] <howtonotwin> no
L2441[17:32:27] <wundrweapon> why
not?
L2442[17:32:32] <howtonotwin> oh
L2443[17:32:34] <howtonotwin> that
L2444[17:32:36] <howtonotwin> wait
L2445[17:32:38] <howtonotwin> did
L2446[17:32:41] <howtonotwin> I did a
stupid
L2447[17:32:46] <howtonotwin> no need to
check for that at all
L2448[17:32:57] <wundrweapon> again, why
not?
L2449[17:33:01] <howtonotwin> this only
registers for bows anyway
L2450[17:33:05] <howtonotwin> no need to
check
L2451[17:33:07] <wundrweapon> oh
L2452[17:33:08] <wundrweapon> derp
L2454[17:34:59] <howtonotwin> much better
:P
L2456[17:35:40] <howtonotwin> actually I
think I like that one better xD
L2457[17:35:56] *
wundrweapon connat comprehend scala
L2458[17:36:17] <howtonotwin> :P
L2459[17:36:37] <howtonotwin> trait
Monad[+M[_]]
L2460[17:36:39] <howtonotwin> ?
L2461[17:36:44] <wundrweapon> ?
L2462[17:36:56]
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L2463[17:37:20] <howtonotwin> final def
map[B, That](f: (A) ⇒ B)(implicit bf: CanBuildFrom[List[A], B,
That]): That
L2464[17:37:21] <howtonotwin> :D
L2465[17:37:42] <howtonotwin> method
signature of one of the most used collection methods ^
L2466[17:37:55]
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L2467[17:38:01]
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L2470[17:38:10] <wundrweapon> like
that?
L2471[17:38:38] <howtonotwin> yep
L2472[17:38:42] <howtonotwin> but the
whitespace?
L2473[17:38:59] <howtonotwin> and you
actually have to call the method :P
L2474[17:39:01] <howtonotwin> but
yes
L2475[17:39:16] <wundrweapon> didn'y I
call it...?
L2476[17:39:24] <wundrweapon> the
whitespace is me being stupid ol' me
L2477[17:39:37] <howtonotwin> Don't think
you did xD
L2478[17:39:42] <howtonotwin> it's in a
public method yes
L2479[17:39:47] <howtonotwin> but it's
not actually called
L2480[17:39:58] <wundrweapon>
skipBowAim() you mean?
L2481[17:40:07] <howtonotwin> yeah
L2482[17:40:13] <wundrweapon> I'm calling
that in preInit();
L2483[17:40:15] <howtonotwin> ok
L2484[17:40:31] <howtonotwin> guess you
should test it now?
L2485[17:40:50] <howtonotwin> This is
only the model part of the thing btw
L2486[17:40:56] <howtonotwin> the logic
part is your deal
L2487[17:40:58] <howtonotwin> :P
L2488[17:41:07] <wundrweapon> logic is
already done
L2489[17:41:16] <howtonotwin> [yay sound
effect]
L2490[17:41:17] <wundrweapon> on arrow
loose, set charge to max bow use duration
L2491[17:45:35] <Shambling> there got the
philosophers stone working. That'll make a nice beginning of mod
integrations
L2492[17:45:50] <Shambling> though I'm
thinking I'll need liquid octuple compressed cobblestone
L2493[17:46:31] <howtonotwin> o_O
L2494[17:47:00] <howtonotwin> how would
you even melt something that dense?
L2495[17:47:39] <gigaherz> very very high
temperature and pressure, I guess
L2496[17:47:59] <gigaherz> no wait
pressure would cool it down
L2497[17:48:01] <howtonotwin> high
pressure is counterproductive
L2498[17:48:02] <howtonotwin> :P
L2499[17:48:07] <gigaherz> hmm a lot more
temperature, then
L2500[17:48:08] <gigaherz> XD
L2501[17:50:21]
⇨ Joins: Abastro (~Abastro@175.117.182.109)
L2502[17:52:10] <howtonotwin> Since 0000
UTC today, I have made over 860 messages in this channel.
L2503[17:52:18] <howtonotwin> And now,
I'm signing off!
L2504[17:52:31] <howtonotwin> Good
night!
L2505[17:52:34] <Shambling> bye how
L2506[17:52:37]
⇦ Quits: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
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L2507[17:52:49] <Shambling> ok
octuplecompressed cobblestone probably is a bit overkill
L2508[17:53:10] <Shambling> I'm just
thinking of ways to integrate and make projecte actually fit in
with my prefered playstyle
L2509[17:53:35] <Shambling> sacrificing
villagers sounds good to me :D
L2510[17:53:43] <wundrweapon> (there's a
smol flying bug in my room and it's driving me INSANE)
L2511[17:54:30]
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L2514[18:01:51] <wundrweapon> (grr i hate
the new enchanting systems
L2515[18:03:45] <wundrweapon> tmw the
1.7.10 config file system was better than the new one
L2516[18:03:55] <tterrag> "new
one" ??
L2517[18:04:58] <wundrweapon> then,
FMLPreInitializationEvent.getSuggestedConfigurationFile() gave you
a Configuration instance that would work very easily. now it gives
you a File instance that doesn't have the same super-easy methods
to do the work for me
L2518[18:06:13] <gigaherz> uh
L2519[18:06:21] <gigaherz> new
Configuration(event.getSuggested...)
L2520[18:06:22] <tterrag> lol
L2521[18:06:25] <tterrag> it never gave
you a Configuration
L2522[18:06:29] <tterrag> or if it did,
who cares
L2523[18:06:29] <gigaherz> -_-
L2524[18:06:43] <tterrag> ^^ what
gigaherz said
L2525[18:06:58] <wundrweapon> .....I need
to get smarts
L2526[18:07:15] <gigaherz> i'm still
waiting for opinions
L2527[18:07:15] <wundrweapon> also, are
enchants registered in preinit, init, or postinit
L2529[18:07:16] <gigaherz> XD
L2530[18:07:28] <gigaherz> wundrweapon:
pre, but you can use
L2531[18:07:36] <gigaherz>
@SubscribeEvent with the registry event
L2532[18:07:42] <wundrweapon> gigaherz: I
would give an opinion, but I don't use IDEA
L2533[18:08:01] <gigaherz> using
RegistryEvent.Register<Enchantment>
L2534[18:08:05] <gigaherz> as the event
parameter
L2535[18:08:41] <gigaherz> (you'll have
to register the class with the event bus for that, though)
L2536[18:09:26] <wundrweapon> can I just
put GameRegistry.register(instantCharge); in the preInit
method?
L2537[18:10:09] <gigaherz> yes
L2538[18:10:13]
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L2539[18:10:19] <wundrweapon>
goodie
L2540[18:10:33] <gigaherz> I'm just
telling you about an alternative way which I just learned about
earlier
L2541[18:10:41] <gigaherz> that was
implemented a few weeks ago
L2542[18:10:50] <Shambling> well my
opinion is I just bookmarked that so I have an easier time finding
out a quick way of setting up a 1.10 dev environment again
L2543[18:11:06] <gigaherz> Shambling: but
but, does it sound right?
L2544[18:11:11] <gigaherz> is it worth
including in the official docs?
L2545[18:11:11] <gigaherz> ;P
L2546[18:11:22] <Shambling> I'll read it,
let me pause ashens talking about sonic boom :p
L2547[18:11:22]
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L2548[18:11:55] <Shambling> I don't think
they like tutorials in the docs though, from what I saw yesterday.
So hopefully its not ... too hand holdy... although I concise and
easy to read instructions
L2549[18:12:22] <Shambling> *I love
concise and easy to read instructions
L2550[18:12:29] <gigaherz> yeah that's
why I ask for opinions ;P
L2551[18:12:52]
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L2552[18:12:57] <Shambling> if you can,
link "make sure that you have configured a 64bit JDK
installation" to instructions on how to do that
L2553[18:13:07]
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L2554[18:13:10] <Shambling> afk
L2555[18:13:33] <Shambling> is this just
for linux then?
L2556[18:13:45] <Shambling> (I know
intellij can be used in windows, I ask if the instructions are only
for linux)
L2557[18:13:58] <gigaherz> no, both
L2558[18:14:19] <gigaherz> I gave the
windows-style path first XD
L2559[18:14:29] <Shambling> oh let me
reread that
L2560[18:15:01] <Shambling> ok yeah, I
misread because of the %userprofile%, though I don't know why
L2561[18:15:08]
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L2562[18:15:52] <Shambling> is the
org.gradle.jvmargs=-Xmx3G necessary, I've gotten it working without
adding that in the gradle before
L2563[18:16:13] <tterrag> gigaherz:
"make sure you have a jdk" is out of scope for the forge
docs
L2564[18:16:28] <tterrag> other than
that, it looks like way more steps than the current tutorial. is it
easier, or better in some way?
L2565[18:16:36] <gigaherz> it's
self-contained
L2566[18:16:44] <gigaherz> avoid using a
console/terminal and typing gradle commands there
L2567[18:16:48] <gigaherz> avoids*
L2568[18:17:22] <gigaherz> Shambling: no
it's not necessary, but it seems to fail more often than not, at
least in windows
L2569[18:17:26] <Shambling> ok I just
read more closely and you do state its not necessary, so *slap
forhead for reading comprehension skills*
L2570[18:17:36] <tterrag> it depends on
how much RAM your PC has
L2571[18:17:45] <tterrag> iirc gradle
will use a proportional amount by default
L2572[18:17:55] <gigaherz> well, I had
16gb, and it would fail
L2573[18:17:55] <gigaherz> ;P
L2574[18:17:55]
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L2575[18:17:58] <tterrag> odd
L2576[18:18:00] <tterrag> I have 16 and
it's fine
L2577[18:18:03] <gigaherz> actually
no
L2578[18:18:06] <gigaherz> it worked on a
terminal
L2579[18:18:08] <gigaherz> it failed
within IDEA
L2580[18:18:16] <Shambling> I think these
are the steps you helped me with first time I got gradle to build
in intellij, so having something I cAn bookmark is awesome
L2581[18:18:49] <gigaherz> tterrag: is
reminding people that they need a 64bit JDK (as opposite to a 32bit
one) really out of scope?
L2582[18:19:00] <Shambling> I'll say,
from someone that does mainly hardware repair but used to program,
this is fairly useful. From a professional programmer, well tterrag
and others could comment on that
L2583[18:19:09] <tterrag> I would say so
yes
L2584[18:19:24] <tterrag> if you have
done ANY previous java dev, you should have a JDK, and there's no
reason to have 32bit if you're on a computer less tahn 10 years
old
L2585[18:19:48] <Shambling> unless you
work for the US government making school programs
L2586[18:19:53] <Shambling> then you
program for java 6 32bit
L2587[18:20:20] <wundrweapon> Shambling:
wrong, they make those in PPC ASM
L2588[18:20:21] <gigaherz> then I guess
I'd get rid of the pre-requisites section, and work with the
existing "note" in the getting started page
L2589[18:21:51] <tterrag> Shambling: java
source code is not for any architecture
L2590[18:21:53] <tterrag> that's how java
works
L2591[18:22:01] <tterrag> any java
program runs on both 32bit and 64bit jvms
L2592[18:22:14] <gigaherz> (unless it
runs out of memory ;P)
L2593[18:22:20] <tterrag> well,
yeah
L2594[18:22:23] <Shambling> haha, ok I
was just making a comment on 90% of our hardware interfaces being
only compatible with java 6, but sure :P
L2595[18:22:42] <Shambling> our heating
system for one will not run if you let it choose the 64bit
version
L2596[18:23:07] <wundrweapon> according
to the printline I made, my enchant should be ID 10
L2597[18:23:14] <wundrweapon> using the
enchant cmd gives me a null enchant, though
L2598[18:23:48] <tterrag> don't use
numeric IDs anyways
L2599[18:23:52] <TehNut> ^
L2600[18:23:52] <tterrag>
modid:enchant
L2601[18:24:10] <wundrweapon> same
outcome
L2602[18:24:28] <tterrag> "null
enchant" meaning what
L2603[18:25:08]
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L2604[18:25:14] <wundrweapon> when I
hover over the item, its enchantment list is
"enchant.null"
L2605[18:25:30]
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L2606[18:26:06] <gigaherz> reshuffled the
page
L2607[18:26:08] <gigaherz> and
compacted
L2609[18:26:22] <gigaherz> wundrweapon:
can you show your enchantment code?
L2610[18:26:38] <gigaherz> i have a
feeling you didn't call .setUnlocalizedName for the enchantment
;P
L2611[18:26:49]
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L2612[18:27:00] <howtonotwin> Sorry,
couldn't stay away :P
L2613[18:27:05] ***
gr8pefish|afk is now known as gr8pefish
L2614[18:27:23] <wundrweapon> hold
up
L2615[18:27:34] <howtonotwin> any
problems so far with the models gr8pe?
L2616[18:27:44] <gigaherz> eh .setName
*
L2618[18:27:53] <gigaherz> working sample
^
L2619[18:29:27]
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L2621[18:31:03] <gr8pefish> I took a
break, my brain was hurting from working all this morning on other
stuff, I'm just resuming now; thanks for the concern!
L2622[18:31:27] <howtonotwin> alright,
gl!
L2623[18:33:27]
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L2624[18:33:41] <TankCR> anyone use
serverside dynmap?
L2625[18:35:31]
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L2627[18:36:23] <wundrweapon> gigaherz:
sorry for the delay
L2628[18:37:57] <howtonotwin>
@SidedProxy(serverSide =
"wundr.bowEnhancements.CommonProxy", clientSide =
"wundr.bowEnhancements.ClientProxy", modId =
"bowenhancements")
L2629[18:37:58] <howtonotwin> public
static ClientProxy clientProxy = new ClientProxy();
L2630[18:37:59] <howtonotwin> wat
L2631[18:38:15] <howtonotwin> first,
don't init the field
L2632[18:38:19] <howtonotwin> just leave
it blank
L2633[18:38:30] <howtonotwin> second, it
should be a CommonProxy
L2634[18:38:39] <howtonotwin> and
ClientProxy should extend CommonProxy
L2635[18:38:59] <howtonotwin> and
CommonProxy's methods should do all the common-sided stuff
L2636[18:39:23] <howtonotwin> and
ClientProxy should call super. methods from CommonProxy and then do
client-side stuff
L2637[18:39:40] <wundrweapon> clientproxy
does extend common proxy. I need to instantiate it to call
skipBowPullAnim()
L2638[18:39:44] <howtonotwin> no
L2639[18:39:49] <howtonotwin> no you're
doing it wrong
L2640[18:39:51] <howtonotwin> very
wrong
L2641[18:40:02] <tterrag> howtonotwin:
chill m8
L2642[18:40:10] <tterrag> wundrweapon:
@SidedProxy will make sure that your field gets initialized
L2643[18:40:16] <tterrag> you do not need
to do it yourself
L2644[18:40:20] <wundrweapon> ah
L2646[18:40:40] <tterrag> the section on
@SidedProxy
L2647[18:40:48] <howtonotwin> and yeah
you have to call setName on your enchants
L2648[18:42:13] <wundrweapon>
howtonotwin: what's the optimal naming convention for
setName()
L2649[18:42:26] <howtonotwin> basically
the same thing as unlocalizedname
L2650[18:42:38] <howtonotwin> so
modId.camelCaseName
L2651[18:43:25] <gigaherz> I use modid +
"." + baseName (same one I use for setRegistryName)
L2652[18:43:35] <gigaherz> so they end up
as modid.snake_case_name here
L2653[18:43:45] <gigaherz> but that's
just for convenience
L2654[18:44:04] <tterrag> is snake case a
convention for lang keys?
L2655[18:44:06] <tterrag> I've never seen
that :p
L2656[18:44:29] <gigaherz> no
L2657[18:44:41] <gigaherz> but it's a
convention for resource filenames (will be enforced in 1.11)
L2658[18:44:48] <tterrag> ah yeah
L2659[18:44:54] <gigaherz> so I make my
registry names snake_case now
L2660[18:45:02] <gigaherz> which means my
lang keys end up as snake_case too
L2661[18:45:26] <wundrweapon>
setName(Main.MOD_ID + "bowenhancements");
L2662[18:45:36] <wundrweapon> like this
in the ench's constructor?
L2663[18:45:45] <tterrag> need a dot in
there
L2664[18:45:53] <wundrweapon> ah
right
L2665[18:45:57] <tterrag> also, isn't
bowenhancements your mod id?
L2667[18:46:04] <wundrweapon> it is
L2668[18:46:05] <gigaherz> check mine
;p
L2669[18:46:11] <tterrag> wundrweapon:
so...think about what you are doing
L2670[18:46:15] <wundrweapon> woops
L2671[18:46:18] <wundrweapon> fixed that
tter
L2672[18:46:44] <howtonotwin> his names
garret :P
L2673[18:46:46]
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L2674[18:46:53] <howtonotwin> with two
ts
L2675[18:46:57] <howtonotwin> bc I can't
spell
L2676[18:46:58] <tterrag> you can call me
whatever you want
L2677[18:47:04] <tterrag> garrett doesn't
ping me though
L2678[18:47:10] <wundrweapon> gigaherz:
why use setRegistryName
L2679[18:47:25] <howtonotwin>
?garrett
L2680[18:47:29] <gigaherz> wundrweapon:
because how else would you give it a registry name?
L2681[18:47:36] *
howtonotwin cackles
L2682[18:47:36] <wundrweapon> it needs
one...?
L2683[18:47:54] <howtonotwin> how do you
register something in a registry
L2684[18:48:03] <gigaherz> wel lthe
registry is a key<->object map
L2685[18:48:10] <howtonotwin> if you
don't give it a name for it to be registered in it
L2686[18:48:15] <gigaherz> so...
something somewhere needs to have given it a name XD
L2687[18:49:00] <wundrweapon> right
then... attempt 5, here we go
L2688[18:49:19] <gr8pefish> howtonotwin,
I have a question. In the IModel you say for gui3D (and some
others) - store value for later. Do you just mean have a class
variable? And if so, should I return null for what it wants
returned?
L2689[18:49:50] <howtonotwin> actually i
forgot what it wants returned
L2690[18:49:56] <howtonotwin> and yes
just an instance variable
L2691[18:49:57] <gr8pefish> an
IModel
L2692[18:50:00] <gr8pefish> okay
cool
L2693[18:50:02] <wundrweapon>
setRegistryName crashes the game
L2694[18:50:02] <wundrweapon>
java.lang.IllegalStateException: Attempted to set registry name
with existing registry name! New: bowenhancements:instant_charge
Old: bowenhancements:instant_charge
L2695[18:50:19] <howtonotwin> well don't
do it twice xD
L2696[18:50:19] <tterrag> so you ARE
calling it somewhere
L2697[18:50:27] <wundrweapon> that may be
due to my use of GameRegistry.register(instantCharge, new
ResourceLocation("bowenhancements",
"instant_charge"));
L2698[18:50:31] <tterrag> -_-
L2699[18:50:34] <tterrag> yes
L2700[18:50:43] <howtonotwin> gr8pefish:
bc IModel is immutable
L2701[18:50:47] <gigaherz> wundrweapon:
yup
L2702[18:50:48] <tterrag> that method is
just an alias for register(foo.setREgistryName(name))
L2703[18:50:55] <gigaherz> the second
parameter will call setRegistryName for you
L2704[18:51:01] <howtonotwin> you should
mutate this when those methods are called
L2705[18:51:04] <gigaherz> I prefer to do
that in the initialization
L2706[18:51:11] <howtonotwin> instead you
should create a new IModel and return it
L2707[18:51:42] <howtonotwin> *shouldn't
mutate this
L2708[18:51:57] <LexManos> Dont call the
register(obj, Name) method
L2709[18:52:06] <LexManos> its only there
because i got tired of the bitching
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L2711[18:58:50] <gr8pefish> howtonotwin,
for IModel's bake method, you say to "Load the other two
models with ModelLoader.getModel". 2 Questions: 1) What are
you referring to exactly with the "other 2 models"? 2)
ModelLoader.getModel doesn't exist, at least not that exact method
name (or any other method that returns an IModel in that
class).
L2712[18:59:05] <howtonotwin>
ModelLoaderRegistry.getModel, sorry
L2713[18:59:24] <howtonotwin> just give
it an RL and it'll spit out an IModel
L2714[18:59:39] <gr8pefish> okay
L2715[18:59:44] <howtonotwin> the other 2
models being the model for hand and the one for ground
L2716[19:00:11] <howtonotwin> so IModel
groundModel = MLR.getModel(...); IModel otherModel =
MLR.getModel(...);
L2717[19:00:55] <howtonotwin> you can
take the guidelines I gave and expand them to be more general for
all models too
L2718[19:01:09] <tterrag> question...if
you are just using a model loader to load two other existing
models, why do you have a model loader at all?
L2719[19:01:10] <gr8pefish> Okay cool. I
haven't defined a model for the hand though, all I have is a
texture.png for it, do I still need to look for it?
L2720[19:01:39] <howtonotwin> Then you
have to write a simple item layer model for it
L2721[19:01:46] <howtonotwin> remember,
the less is in code, the betetr
L2722[19:01:48] <howtonotwin>
*better
L2723[19:01:50] <gr8pefish> alright, will
do, ty
L2724[19:01:54] <tterrag> thus my
question
L2725[19:02:02] <howtonotwin> it's a
magical perspective model
L2726[19:02:09] <howtonotwin> on the
ground it has one model
L2727[19:02:17] <howtonotwin> everywhere
else it's different
L2728[19:02:29] <tterrag> can you not do
that with JSON?
L2729[19:02:31] <tterrag> I guess
not
L2730[19:02:34] <howtonotwin> don't
believe so
L2731[19:02:40] <howtonotwin> you can
supply transforms yes
L2732[19:02:44] <howtonotwin> but no on
that front
L2733[19:03:13] <howtonotwin> there isn't
any subtype of IPerspectiveAwareModel that aligns with that I don't
think
L2734[19:05:01] <gigaherz> no the json
doesn't let you express overrides or perspective-based
variants
L2735[19:05:08] <gigaherz> you can
specify only perspective transforms
L2736[19:05:29] <gigaherz> you can have
different models for block and item, but that's a different thing
;p
L2737[19:05:37] <howtonotwin> someone
should PR that :P
L2738[19:05:42] <tterrag> I already said
"I guess not"
L2739[19:07:56] <gr8pefish> Sorry, but by
simple item layer model, do you mean an IModel for the item as it
would appear in a hand?
L2740[19:10:21] <howtonotwin> no
L2741[19:10:24] <howtonotwin> just a
JSON
L2742[19:10:45] <howtonotwin> { parent:
item/generated, textures { layer0: mod:items/texture } }
L2743[19:10:47] <gr8pefish> oh sure, of
course, thanks duh
L2744[19:13:04] <wundrweapon> hm. in
1.7.10 I could force the arrow to shoot at full charge by using an
arrowlooseevent handler and setting the charge to the max bow
charge. that doesn't seem to work anymore, though
L2745[19:13:14] <wundrweapon> also,
howtonotwin, the model mod worked :D
L2746[19:14:42]
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L2748[19:20:20] <PitchBright> anybody
have any ideas why when I put include a cloud.png file with
translusceny in it, in a resourcepack....
L2749[19:20:41] <PitchBright> the
translucent blocks are visible from above the clouds, but not below
the clouds?
L2750[19:22:41] <howtonotwin> yay!
L2751[19:22:59] <wundrweapon> any ideas
to fix the charge
L2752[19:23:06] <howtonotwin> also you
can probably just reverse engineer the method that calculates arrow
velocity
L2753[19:24:22] ***
Darkhax is now known as Darkhax_AFK
L2754[19:24:38] <howtonotwin> 1 =
(c^2/400 + c/10)/3
L2755[19:24:39] <howtonotwin> maybe
L2756[19:24:42] <howtonotwin> probably
wrong
L2757[19:25:34] <howtonotwin> yep
L2758[19:25:35] <howtonotwin> c=20
L2759[19:26:34] <howtonotwin> on another
note
L2760[19:26:45] <howtonotwin> TIL arrow
velocity is quadratic
L2761[19:26:59] <wundrweapon> TIL?
L2762[19:27:09] <howtonotwin> today i
learned
L2763[19:27:12] <wundrweapon> oh
L2764[19:31:48] ***
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L2772[19:52:08] <wundrweapon> if I have
an event handler method, is it automatically called as soon as an
event is instantiated?
L2773[19:52:24] <wundrweapon> as in,
event instantiated, handler called, everything else next
L2774[19:52:46] <gigaherz> assuming
@SubscribeEvent-based events
L2775[19:52:49] <gigaherz> there's an
event bus
L2776[19:52:51] <gigaherz> the way it
works is that
L2777[19:52:59] <gigaherz> the code will
create the event parameter instance
L2778[19:53:04] <gigaherz> then post this
instance on the bus
L2779[19:53:20] <gigaherz> which will do
type-matching to see which handlers can accept this parameter
L2780[19:53:26] <gigaherz> and invoke
each one in order of registration
L2781[19:53:46] <gigaherz> (it's more
complex than that, internally, but that shoudlbe enough to
understand how it behaves)
L2782[19:55:43] <gr8pefish> howtonotwin,
I have not felt so dumb in a long time, but that was very
confusing/difficult. Here's my 1st (untested) pass at trying to
implement it, can you look it over and tell me what is wrong?
L2784[19:56:16] <wundrweapon> ....tmw you
forget to register your event on the event bus
L2785[19:56:28] <howtonotwin> You can
just use ImmutableList.of(
L2786[19:56:39] <howtonotwin> but the
main problem is what those methods are doing
L2787[19:56:48] <howtonotwin> do you know
what an immutable data structure is?
L2788[19:56:55] <gigaherz> so I have a
working implementation of an ItemState abstraction layer
L2789[19:56:56] <gigaherz> ;p
L2790[19:57:13] <gigaherz> it's a loose
abstraction, so it's not the most efficient
L2791[19:57:30] <howtonotwin> also by
instanceof checks
L2792[19:57:32] <howtonotwin> i
meant
L2793[19:57:38] <howtonotwin> oh
L2794[19:57:41] <howtonotwin> wait a
mo
L2795[19:58:21] <howtonotwin> Yeah
L2796[19:58:23] <wundrweapon>
howtonotwin: I have never heard the word
"immutable"
L2797[19:58:24] <howtonotwin> drop those
checks
L2798[19:58:26] <howtonotwin> o_O
L2799[19:58:27] <gr8pefish> I know what
instanceof checks are/do, just not how to use them in this model
rendering stuff. Also yeah I do understand what an immutable sata
structure is
L2800[19:58:32] <gr8pefish> lol will
do
L2801[19:58:39] <howtonotwin> and just
use ModelProcessingHelper
L2802[19:58:39] <gr8pefish> was tryign to
just follow your instructions
L2803[19:58:48] <howtonotwin> IModel is
immutable
L2804[19:59:26] <howtonotwin> the
"mutating" methods are supposed to return a copy with the
specified part change
L2805[19:59:28] <howtonotwin>
*changed
L2807[20:00:06] <gigaherz> the idea about
immutable data processing
L2809[20:00:14] <gigaherz> is that
operations on data return a "version" of the original
data
L2810[20:00:16] <howtonotwin> all
final
L2811[20:00:17] <gigaherz> with the
changes applied
L2812[20:00:23] <gigaherz> in java, this
means flat out duplicating data
L2814[20:00:32] <howtonotwin> this
L2815[20:00:33] <gigaherz> but in
functional languages, there's often lazy evaluation involved
L2816[20:00:41] <howtonotwin> should be
ImmutableList.of
L2817[20:00:49] <gigaherz> that's why
immutable is so nice in functional languages, but it sucks so much
in Java and other similar languages
L2818[20:00:50] <gigaherz> ;p
L2820[20:00:54] <howtonotwin> all
wrong
L2821[20:00:57] <gr8pefish> Okay, will
change all that
L2822[20:00:58] <howtonotwin> delete
it
L2823[20:00:59] <howtonotwin> :P
L2824[20:01:05] <howtonotwin> I'll be
back in 20 min
L2825[20:01:14] <howtonotwin> or you can
ask the others here
L2826[20:01:15] <gr8pefish> kay, sounds
good, it'll take me a min to fix that
L2827[20:01:34] <gr8pefish> thanks again
by the way!
L2828[20:08:56] <gigaherz> so as I was
saying
L2829[20:09:06] <gigaherz> I wrote an
ItemState system as a proof of concept
L2831[20:09:26] <gigaherz> example
item:
L2833[20:09:40] <gigaherz> example model
registration:
L2835[20:09:54] <gigaherz> I don't know
what I will do with this
L2836[20:09:55] <gigaherz> ;P
L2837[20:10:19] <gigaherz> lookups are
quick
L2838[20:10:25] <gigaherz> and getValue
will be quick too
L2839[20:10:30] <gigaherz> not so sure
about withProperty ;p
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L2842[20:12:53] <wundrweapon> should
livingupdateevent handlers be registered on the typical evet
bus?
L2843[20:13:03] ***
Abrar|gone is now known as AbrarSyed
L2845[20:13:09] <wundrweapon> wb
abraar
L2846[20:14:28] <wundrweapon> what is
this lex?
L2847[20:14:47]
⇦ Parts: wundrweapon
(~quassel@cpe-172-101-184-119.rochester.res.rr.com) (http://quassel-irc.org - Chat comfortably.
Anywhere.))
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L2849[20:15:12] <gigaherz> ah nice, an RB
:)
L2850[20:15:45] <wundrweapon> @gigaherz
rb?
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L2852[20:16:02] <gigaherz> recommended
build
L2853[20:17:11] <wundrweapon> ah
L2854[20:17:13] <gigaherz> aha
L2855[20:17:13] <gigaherz> Added new
lifecycle events to explicitly dictate when a modder should
create/register their items/blocks/etc.. USE THIS MODDERS
L2856[20:17:20] <gigaherz> so I won't
just be mentioning it exists
L2857[20:17:27] <gigaherz> I'll be
telling people to use that ;P
L2858[20:17:39] <gigaherz> "in the
register event" rather than tell people "during
preinit"
L2859[20:17:40] *
wundrweapon has no clue what that means
L2860[20:17:50] <LexManos> yes
L2861[20:17:52] <gigaherz> wundrweapon:
you know how you do things in the pre-init and such?
L2862[20:17:55] <LexManos> No more
fucking ambiguity
L2863[20:18:00] <gr8pefish> that's super
cool
L2864[20:18:03] <LexManos> 'When should I
create/register my items!?!?!'
L2865[20:18:04] <gigaherz> and it's hard
to know exactly what goes in preinit
L2866[20:18:11] <wundrweapon>
yeah...
L2867[20:18:11] <LexManos> IN THE FUCKING
REGISTER<ITEMS> EVENT!
L2868[20:18:20] <gigaherz> there's now a
RegistryEvent.Register<Item>
L2869[20:18:29] <gigaherz> which is sent
when it's time to register all your items
L2870[20:18:40] <gigaherz> and similarly
for blocks, and any other registrable object
L2871[20:18:52] <wundrweapon> oh
L2872[20:21:29] <wundrweapon> is there a
way to easily update the mdk in use? I know that forgegradle can be
easily updated, but what about forge itself
L2873[20:22:16] <LexManos> Alright listen
here im gunna say this one
L2874[20:22:23] <LexManos> and it's gunna
blow your mind
L2875[20:22:27] <LexManos> To update
forge in your MDK...
L2876[20:22:32] <LexManos> You just
change the version number....
L2877[20:22:46] <LexManos> SOOOOO
complicated!
L2878[20:22:47] <gigaherz> wundrweapon:
change version number, re-run setupDecompWorkspace, click on blue
refresh icon on idea's gradle panel
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L2880[20:23:16] <wundrweapon> oag dat
sowndz sooper hards (given that I'm clearly a dumb piece of
shit)
L2881[20:23:56] <gigaherz> well then, get
the new MDK, open build.gradle on a text editor
L2882[20:24:03] <gigaherz> and compare
side-by-side with your current build.gradle
L2883[20:24:07] <gigaherz> and fix the
changes that apply
L2884[20:24:20] <gigaherz> (which 99.9%
of the time will be only the version number)
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L2888[20:25:12] <gigaherz> you can take
that chance to switch to newer mappings, but that's completely
optional and only truly recommended after a mc version change
L2889[20:25:26] <wundrweapon> just the
version in build.gradle? that's... that's it?
L2890[20:25:34] <wundrweapon> wow.
L2891[20:25:38] <wundrweapon> gg forge
devs
L2892[20:25:45] <gigaherz> the steps are
the same either way: update build.gradle, rerun
setupDecompWorkspace, refresh gradle project
L2893[20:26:00] <killjoy> What's the way
to require a specific forge version?
L2894[20:26:16] <gigaherz>
dependencies="forge@[forgeversion,)"
L2896[20:26:35] <gigaherz> nope what's
it?
L2897[20:26:43] <killjoy> thanks
L2898[20:27:08] <gigaherz> hmm wait,
Forge@
L2899[20:27:12] <gigaherz> unless the
modid of Forge changed ;P
L2900[20:27:20] <killjoy> aren't modids
lowercase?
L2901[20:27:23] <LexManos> pretty sure
we're lowercase...
L2902[20:27:30] <gigaherz> one of my mods
has
L2903[20:27:31] <LexManos> also that is a
remapper
L2904[20:27:35] <LexManos> it remaps all
the things
L2905[20:27:36] <gigaherz> dependencies =
"required-after:Forge@[12.17.0.1916,)"
L2906[20:27:40] <LexManos> as in, all the
code
L2907[20:27:49] <gigaherz> which is
grossly outdated ;P
L2908[20:27:59] <LexManos> so it makes it
easy to swap mapping versions in a mod.
L2909[20:28:11] <gigaherz> OH
L2910[20:28:11] <gigaherz> nice
L2911[20:28:15] <LexManos> Essentially
its a GUI wrapper around Srg2Source.
L2912[20:28:19]
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L2913[20:28:40] <killjoy> wait, I
probably don't need this since the recommended was updated
L2914[20:28:45] <gigaherz> just released
;P
L2916[20:29:09] <gigaherz> posted 2
minutes beforeyou joined
L2917[20:29:10] <gigaherz> ;P
L2918[20:29:22] <gigaherz> actually 10
butyeah ;p
L2919[20:29:32] <killjoy> sweet
L2920[20:29:59] <killjoy> I'll have to
remember this the next time a crashing bug gets fixed between
recommended releases
L2921[20:30:42] <gigaherz> you can still
keep that annotation in place, so that people using the old version
will see a "requires forge version X" in the error
screen
L2922[20:31:01] <killjoy> good idea
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L2933[21:18:01] <wundrweapon> would it be
possible to disable the zoom when chargind a bow, and/or make it
instantly full-zoom?
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L2935[21:21:20] <killjoy> are you
modifying the bow or creating a new weapon?
L2936[21:22:04] <killjoy>
wundrweapon?
L2937[21:22:15] <wundrweapon> neither,
I'm making the change via an enchantment
L2938[21:22:22] <wundrweapon> well, I
suppose that's modifying the bow
L2939[21:22:24] <killjoy> so instant
charge?
L2940[21:22:28] <wundrweapon> yup
:P
L2941[21:22:40] <killjoy> so no
transition at all?
L2942[21:22:45] <killjoy> or no
zoom?
L2943[21:22:49] <wundrweapon> I already
have the model and logic worked out and functioning, configurable
zoom is all that's left
L2944[21:22:57] <wundrweapon> both,
switchable via config
L2945[21:22:58] <killjoy> I think that's
client-side
L2946[21:23:16] <wundrweapon> I wouldn't
doubt that, but how'd it be pulled off (in theory)?
L2947[21:26:26]
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L2951[21:40:19] <killjoy> is it because I
don't have a mcmod.info?
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L2956[21:47:04] <wundrweapon> I doubt
it's caused by mcmod.info because iirc it's not necessary
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L2958[21:48:25] <wundrweapon> Huston, we
have a problem. The game cannot launch due to not having the
ClientProxy instantiated, but I'm not supposed to because of
SidedProxy. any ideas?
L2959[21:50:29] <TehNut> Show your
code
L2961[21:51:14] <wundrweapon> make note
of the variable clientProxy
L2962[21:51:48] <Roflmuffin> I'm fairly
new to this, but I was under the impression your variable under
@SidedProxy has to be the server/common class
L2963[21:51:50] <TehNut> The field should
not be your ClientProxy. It should be a common type between both
server and client
L2964[21:52:09] <wundrweapon> so it
should be CommonProxy, as roflmuffin said?/
L2965[21:52:09] <killjoy> there's not
really code to show.
L2966[21:52:22] <killjoy> but i can show
the commit that it happened on
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L2969[21:52:57] <TehNut> wundrweapon: If
ClientProxy extends CommonProxy, then yes
L2970[21:53:11] <wundrweapon> killjoy:
that last file
L2971[21:53:16] <wundrweapon> check the
syntax
L2972[21:53:27] <wundrweapon> tehnut:
alright
L2973[21:53:35] <killjoy> as in java
syntax?
L2974[21:53:38] <killjoy> that last ) is
inside ""
L2975[21:54:35]
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L2976[21:54:43] <TehNut>
required-after:forge@[12.18.1.2020,)
L2977[21:54:43] <wundrweapon> killjoy:
yeah, either the paranthese should be a bracket or vice versa
L2978[21:54:45] <Roflmuffin> Should it
not be another square bracket though
L2979[21:54:49] <TehNut> wundrweapon:
No.
L2980[21:54:57] <TehNut> That was valid
syntax, he forgot the requirement
L2981[21:55:04] <wundrweapon> oh
L2982[21:55:17] <TehNut> ,) means any
version above
L2983[21:55:19] <wundrweapon> then what
should the line look like
L2984[21:55:25] <TehNut> What I just
posted
L2985[21:55:27] <tterrag> it's range
notation
L2986[21:55:33] <wundrweapon> aaah
L2987[21:55:33] <killjoy>
required-after:forge@[12.18.1.2020,)
L2988[21:55:34] <tterrag> [ =
closed
L2989[21:55:37] <tterrag> ( = open
L2990[21:55:45] <wundrweapon> tht's an
Alg I thing duhr me
L2991[21:55:54] <killjoy> [ = inclusive.
) = exclusive
L2992[21:55:55] <tterrag> for chisel
(currently) we have mcversion="[1.9.4, 1.11)"
L2993[21:56:06] <tterrag> so this is
inclusive to ALL (even unreleased) 1.10 versions
L2994[21:56:14] <killjoy> it's how you
represent ranges in math
L2995[21:56:23] <killjoy> infinity always
uses )
L2996[21:56:40] <wundrweapon> killjoy:
yeah, like I said, I just realized that was an Algebra I
thing
L2997[21:56:46] <killjoy> yup
L2998[21:57:13] <killjoy> anyway, I
already reverted the commit, but it's not really needed since the
recommended version was updated today.
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L3000[21:57:23] <wundrweapon> tterrag: so
to call my skipBowPullAnim method, do I instantiate ClientProxy
separately of the SidedProxy annotation?
L3001[21:57:32] <tterrag> NO
L3002[21:57:34] <tterrag> just use the
field
L3003[21:57:36] <killjoy> fml does that
for you
L3004[21:57:42] <Roflmuffin> just use
proxy
L3005[21:58:03] <TehNut> The field gets
set for you at runtime. Ignore the fact that you haven't
instantiated it yourself.
L3006[21:58:30] <killjoy> same with
@Instance
L3007[21:58:32] <TehNut> public static
CommonProxy proxy;
L3008[21:58:33] <TehNut> fullstop
L3009[21:58:35] <TehNut> no more
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L3011[21:59:52] <wundrweapon> alright, so
FML initializes CommonProxy for me - I get that - then what am I
supposed to do about clientproxy?
L3012[22:00:02] <killjoy> nothing
L3013[22:00:14] <killjoy> if you're on
the client, it uses clientproxy
L3014[22:00:16] <Roflmuffin> When you
call proxy.method, it will call your proxys method on both client
and server
L3015[22:00:18] <killjoy> otherwise,
commonproxy
L3016[22:00:35] <killjoy> it's why
ClientProxy should extend CommonProxy
L3017[22:01:13]
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L3019[22:02:44] <wundrweapon> so
sidedproxy annotation on a commonproxy, I've got that
L3020[22:02:46] <tterrag> I linked that 2
hrs ago
L3021[22:02:49] <tterrag> when he first
asked >.>
L3022[22:03:24] <Roflmuffin> lmao
L3023[22:03:38] <killjoy> rofl
L3024[22:03:44] <killjoy> ftfy
L3025[22:06:28]
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L3026[22:07:12] <wundrweapon> (this shit
makes no gaddamn sense) you know what I'm just done coding for
today
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L3028[22:10:16] <killjoy> Someone should
tell him how a black box works
L3029[22:10:32] <tterrag> does there
exist a way to use the ParticleManager without using a hardcoded
int ID?
L3030[22:14:52] <Roflmuffin> Does anyone
have some good examples/sources I could look at for Multiblock
creation
L3031[22:15:09] <killjoy> TiCon is
good
L3032[22:16:42] <Roflmuffin> Awesome very
detailed, cheers
L3033[22:16:54] <killjoy> np, m8
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L3036[22:20:46] <Cuby96> hi there :)
having a question: how do i setup a language file for my project in
intellij? i searched up for a tutorial but i cant find any solution
for it
L3037[22:21:15] <killjoy> put
assets/<modid>/lang/en_US.lang to src/main/resources
L3038[22:22:03] <killjoy> forge takes
care of the rest
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L3043[22:23:13] <killjoy> looks
good.
L3044[22:23:21] <Cuby96> yeah :)
L3045[22:23:27] <tterrag> ElectroniCraft
needs to be lowercased
L3046[22:23:37] <killjoy> should be.
Needs to be by 1.11
L3047[22:23:48] <Cuby96> its a 1.7
mod
L3048[22:23:50] <killjoy> or is that just
paths?
L3049[22:23:52] <tterrag> no, for lang
files I believe it's forced lowercase
L3050[22:23:53] <Cuby96> still
neccessary?
L3051[22:23:58] <tterrag> so it's looking
for path.toLowerCase()
L3052[22:24:02] <Cuby96> ok i see
L3053[22:24:24] <Cuby96> even though the
modid is set like that?
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L3055[22:24:26] <killjoy> looks like you
have assets in a package
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L3057[22:24:40] <killjoy> resource domain
doesn't have to match the modid
L3058[22:25:08] <tterrag> ^
L3059[22:25:11] <tterrag> I ususally do
something like
L3060[22:25:23] <tterrag> public static
final String MODID = "SomeStringWithUppercases";
L3061[22:25:34] <tterrag> public static
final String DOMAIN = MODID.toLowerCase();
L3062[22:25:46] <tterrag> of course, that
only works if you don't rely on constant inlining
(annotations)
L3063[22:26:20] <Cuby96> so should i make
the modid lowercase in the build.gradle or do it with the domain
way?
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L3065[22:26:51] <killjoy> I would
personally use a lowercase modid
L3066[22:28:53] <Cuby96> ok, let me try
if the lowercase works now :P
L3067[22:29:18] <Cuby96> nope dafuq
L3068[22:29:39] <killjoy> refresh
workspace?
L3069[22:29:54] <killjoy> the files may
not have been copied to the classpath
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L3071[22:30:54] <Cuby96> okay i reloaded
the workspace and still it didnt change
L3072[22:32:29] <tterrag> Cuby96: you
made the folder lowercase too right
L3073[22:32:45] <Cuby96> yes exactly and
changed every modid to lowercase aswell
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L3075[22:32:50] <tterrag> huh
L3076[22:32:55] <tterrag> what IDEA
version?
L3077[22:32:55]
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L3078[22:33:04] <Cuby96> 14.0
L3079[22:33:11] <tterrag> is
that...new?
L3080[22:33:14] <tterrag> sorry I don't
use IDEA
L3081[22:33:25] <Roflmuffin> 2016.2 would
be the newest I think
L3082[22:33:26] <Cuby96> kinda not the
total newest but still ok
L3083[22:33:48] <Cuby96> yes 2016.2 is
the newest
L3084[22:34:02] <tterrag> I would
update
L3085[22:34:06] <tterrag> there used to
be an issue with resources
L3086[22:34:12] <tterrag> you could add
the fix for that, just to see if this is the issue
L3087[22:34:31] <tterrag>
idea.module.inheritOutputDirs = true
L3088[22:34:34] <tterrag> slap that in
your build.gradle
L3089[22:34:46] <Unh0ly_Tigg> also,
remember: modid's and mod names can be different!
L3090[22:34:48] <Cuby96> okay i will
try
L3091[22:34:48] <tterrag> it SHOULD have
been fixed ages ago
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L3096[22:36:14] <Cuby96> tterrag still
nothing
L3097[22:36:24] <killjoy> how are you
translating it?
L3098[22:36:44] <killjoy>
I18n.format?
L3099[22:36:57] <Cuby96> en_US.lang with
just english characters
L3100[22:37:15] <tterrag> could you post
your file, as well as an example of a translation that is "not
working" ?
L3101[22:37:30] <killjoy> that's not what
I mean
L3102[22:37:38] <killjoy> in code
L3103[22:37:52] <killjoy> how are you
getting the phrase from the key?
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L3105[22:38:28] <Cuby96> just a
moment
L3106[22:39:10] <Cuby96> well in my
en_US.lang i put a single line which is:
itemGroup.ElectroniCraft=ElectroniCraft
L3107[22:39:22] <Cuby96> as that what
appears in my CreativeTab ingame
L3108[22:40:19] <tterrag> that should
work
L3110[22:41:45] <tterrag> looks
good
L3111[22:42:00] <tterrag> idk then. you
could try building it out and running in normal MC to make sure
it's a problem with your dev env
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L3113[22:42:34] <Cuby96> ok i will try
that one
L3114[22:43:38] <Cuby96> but why is the
itemGroup name still not lowercase?
L3115[22:43:41] <Cuby96> thats what i
wonder
L3116[22:43:54] <Cuby96> is it because of
the main file?
L3117[22:43:56] <tterrag> it uses
whatever you shoved into your creative tab constructor
L3118[22:44:15] <tterrag> which I assume
was super(MODID)
L3119[22:44:24] <tterrag> the actual
language strings do not need to be lowercase
L3120[22:45:05]
⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout:
384 seconds)
L3121[22:45:57] <Cuby96> well i did:
public class CreativeTab extends CreativeTabs and then inside in
the contstructor put in super("ElectroniCraft");
L3122[22:46:24] <Cuby96> so that inside
the main class i just do: public static CreativeTabs tab = new
CreativeTab();
L3123[22:46:57] <tterrag> that's
fine
L3124[22:47:36] <Cuby96> hmm
L3125[22:48:01] <Cuby96> im so
confused
L3126[22:48:55] <Cuby96> but one
interesting thing i noticed too: the mcmod.info isnt recognized
either
L3127[22:49:13] <Cuby96> so i guess the
resource folder isnt working tterrag
L3128[22:49:19] <killjoy> is resources
considered a source folder?
L3129[22:49:58] <Cuby96> how can i change
it or verify it?
L3130[22:50:10] <tterrag> I didn't even
know IDEA had "source folders"
L3131[22:50:22] <killjoy> I'm just using
what I'm familiar with (eclipse)
L3132[22:50:47] <tterrag> same :P
L3133[22:50:51] <Cuby96> well i can mark
the directory as sourches ROOT folder
L3134[22:51:03] <Cuby96> but not as a
sources folder itself
L3135[22:51:13] <killjoy> do that
L3136[22:51:36] <Cuby96> even though the
java folder up there is the sources root?
L3137[22:52:02] <killjoy> can probably
have 2
L3138[22:52:46] <Cuby96> ok i will check
it out
L3139[22:53:22] <gr8pefish> cuby, what
version are you on, and does your build.gradle have anything
special at the end?
L3140[22:53:32] <killjoy> he says
16
L3141[22:53:44] <killjoy> *14.0
L3142[22:53:48] <gr8pefish> mc
version
L3143[22:53:52] <killjoy> 1.7.10
L3144[22:53:52] <Cuby96> 1.7.10
L3145[22:54:11] <Cuby96> changed it to
sources root still nothing
L3146[22:55:03] <Cuby96> end of the
build.gradle: idea.module.inheritOutputDirs = true
L3147[22:55:04] <gr8pefish> Are you using
idea as an ide?
L3148[22:55:13] <Cuby96> yes
L3149[22:55:26] <gr8pefish> try
commenting out that last line and refresh gradle
L3150[22:56:20] <Roflmuffin> from your
original screenshot it looks correct, see mine here:
http://imgur.com/a/01v1L (keep in mind this is for
1.10, but shouldn't matter in terms of what is marked as
'resources'). Something must be borked with the setup
L3151[22:57:04] <Roflmuffin> so same
folder is marked as resources in your original screenshot and
mine
L3152[22:57:45] <Cuby96> yes its exactly
like in your screenshot
L3153[22:58:04] <tterrag> gr8pefish: I
told him to add it, it wasn't working before he did either :P
L3154[22:58:14] <tterrag> (yes, I know
it's not needed anymore. figured it was worth a shot)
L3155[22:59:20] <Roflmuffin>
¯\_(ツ)_/¯
L3156[22:59:21] <gr8pefish> Ah okay, well
it was worth a shot
L3157[23:00:13] <tterrag> Cuby96: I have
to ask, why 1.7?
L3158[23:00:23] <Cuby96> so basically i
screwed everything up and i can do it again?
L3159[23:00:23] <tterrag> seems like this
is a new mod, why not start on a new version?
L3160[23:00:44] <Cuby96> tterrag: because
i want to add a mod for a modpack which uses 1.7.10
L3161[23:00:55] <tterrag> what
modpack?
L3162[23:01:14] <Cuby96> infinity evolved
afaik its still 1.7.10
L3163[23:01:50] <tterrag> that's not
being updated anymore. why not shoot for new packs?
L3164[23:02:07] <gr8pefish> ^
L3165[23:02:52] <Roflmuffin> I cant even
come up with ideas for new packs
L3166[23:03:00] <Cuby96> well its the
same question with: why do you still play on your SNES? why not
shoot for a Wii U?
L3167[23:03:14] <Cuby96> ^^
L3168[23:03:57] <Cuby96> ok the age
comparision is overkill but you get the idea
L3169[23:06:44] <Cuby96> so basically a
new start of my project or?
L3170[23:07:43] <Cuby96> well im heading
towards bed getting a clear mind, see you guys soon :)
L3171[23:07:46]
⇦ Parts: Cuby96 (~Cuby96@62.68.4.51) ())
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gone)
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L3175[23:46:37] ***
minecreatr is now known as Mine|away
L3176[23:51:21] ***
Mine|away is now known as Mine|dreamland
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client closed)
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(Quit: Leaving)
L3181[23:55:12] <Dark> does anyone know
if there is a program that you can run a crash report threw to
replace func_72964_e with its actual name
L3182[23:59:09]
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