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L8[00:16:50] <blood_> does forge pass the
left click hitVec anywhere?
L9[00:17:06] <blood_> to server
L10[00:17:54] <blood_> ah nm i can just do
this myself rayTrace
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L22[01:13:37] <blood_> what is the first
event i can use on client side AFTER world join
L23[01:13:52] <blood_> or do i need to use
TickEvent
L24[01:14:16] <blood_> i basically need to
send an event to server from client on initial join
L25[01:17:13] <MrIbby> entity spawn?
L26[01:17:46] <blood_> yes after the player
joins the world
L27[01:17:49] <blood_> first time
only
L28[01:17:58] <blood_> well first time
after initial connect
L29[01:20:00] <blood_> i guess i can just
do it in WorldTickEvent
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L33[01:28:40] <ghz|afk> blood_: noo, use
EntityJoinWorldEvent, and you avoid that tick handler
L34[01:29:05] <ghz|afk> anything is better
than iterating through players on every world tick
L35[01:41:50] <blood_> why would i iterate
through players?
L36[01:41:54] <blood_> simple boolean
L37[01:42:08] <blood_> isnt
EntityJoinWorldEvent called for EVERY world join?
L38[01:42:19] <blood_> so if you go from
overworld -> nether
L39[01:42:30] <blood_> oh
L40[01:42:36] <blood_> i could do the same
thing in EntityJoinWorldEvent
L41[01:42:38] <blood_> =)
L42[01:42:51] <blood_> set boolean, be done
as its called much less than tick but still
L43[01:44:03] <blood_> k let me test that
event instead
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L50[01:48:22] <blood_> ghz|afk: worked as
well, thanks
L51[01:48:30] <blood_> called much less so
ill use this instead
L52[01:50:20] <ghz|afk> :)
L53[01:52:16] <ghz|afk> I wonder when
EntityJoinWorldEvent will get generified like
AttachCapabilitiesEvent
L54[01:52:26] <ghz|afk> so that you can do
EntityJoinWorldEvent<EntityPlayer>
L55[01:52:35] <ghz|afk> and get the event
filtered at the event bus level
L57[01:53:23] <kashike> see commit
message
L58[01:54:08] <ghz|afk> oh
L59[01:54:50] <ghz|afk> well, if it's good
for AttachCapabilitiesEvent, which is basically called on the
constructor of each and every entity
L60[01:54:59] <ghz|afk> it should be good
for EntityJoinWorldEvent ;P
L61[01:56:00] <ghz|afk> although it would
be nice to have
L62[01:56:04] <ghz|afk>
EntityJoinWorldEvent.Living
L63[01:56:07] <ghz|afk>
EntityJoinWorldEvent.Player
L64[01:56:08] <ghz|afk> etc
L65[01:56:13] <ghz|afk> I guess
L66[01:56:54] <abab9579> Isn't it would be
the case that there'd be much more listeners to the
Entityjoinworldevent
L67[01:57:30] <ghz|afk> I don't know what
the stats are
L68[01:58:17] <ghz|afk> but I think
AttachCapabilitiesEvent has taken on most entityConstructing
handlers (old IEEPs)
L69[01:58:30] <ghz|afk> so I imagine it on
the same order of magnitude as EntityJoinWorldEvent
L70[01:58:33] <ghz|afk> I may be wrong,
though
L71[01:58:37] <ghz|afk> either way, gotta
leave for work.
L72[01:59:43] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161013 mappings to Forge Maven.
L73[01:59:46] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161013-1.10.2.zip
(mappings = "snapshot_20161013" in build.gradle).
L74[01:59:57] <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/
L75[02:01:39] <blood_> ghz|afk: tbh forge's
events need a complete refactor but that involes me assisting
L76[02:01:56] <blood_> ill have to dedicate
a few weeks for that :/
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L86[02:54:51] <tschm> is there any api
documentary i have missed so far? where i can look up description
for methods?
L87[02:55:00] <tschm> need some help on
withRotation(Rotation)
L88[02:55:31] <Ordinastie> only the
javadocs you have with the source
L89[02:55:56] <tschm> i want to rotate a
block per right click, 90 degrees a time, i used
state.cyclePropery() which rotates in order
north->south->east->west
L90[02:56:16] <tschm> Ordinastie do you
have a link?
L91[02:56:24] <sham1> You can create your
own method for rotation
L92[02:56:29] <tschm> do i have to?
L93[02:56:33] <sham1> That rotates in a way
you expect
L94[02:56:34] <sham1> Yes
L95[02:56:39] <tschm> oh.. alright,
thx
L96[02:56:46] <Ordinastie> no link, it's in
your sources
L97[02:56:49] <sham1> Although
L98[02:57:14] <sham1> I think there is the
EnumFacing#rotateYCCW or whatever it is called
L99[02:57:27] <sham1> That rotates around a
given axis
L100[02:59:18] <sham1> But yeah, the
sources really are your best documentation
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L102[03:05:49] <tschm> like real docs or
just the source code itself? where do i find the docs, there are a
lot of files
L103[03:09:05] <sham1> You can always
contribute documentation yourself
L104[03:10:23] <tschm> sure, i know, but
IS there some kind of explanation or usage examples to methods or
is the best source of information the plain source code? I cannot
find and kind of written docs
L105[03:10:59] <sham1> Source is the best
source (heh)
L106[03:11:05] <tschm> alright
L107[03:15:51] <tschm> sigh.. it was as
simple as "state.withProperty( property, state.getValue(
property ).rotateY() )"
L108[03:16:15] <tschm> so just rotateY()
on the current EnumFacing returns the proper new EnumFacing
L109[03:16:24] <tschm> rotateYCCW does it
counter clockwise
L110[03:24:28] <ghz|afk> tschm: my
suggestion was that
L111[03:24:35] <ghz|afk> once you find
this .rotateY
L112[03:24:41] <ghz|afk> yo ushould put
that logic inside withRotation
L113[03:24:46] <ghz|afk> so that you (and
others)
L114[03:24:47] <ghz|afk> can use
L115[03:25:00] <ghz|afk>
yourblock.withRotation(oldState)
L116[03:25:21] <ghz|afk> in their wrench
logic
L117[03:25:48] <ghz|afk> and things like
structure blocks
L118[03:26:06] <ghz|afk> (withRotation and
withMirror are vanilla methods used in structure blocks to rotate
things like stairs)
L119[03:26:21] <ghz|afk> (but they can be
used to apply machine rotations with wrenches and similar)
L120[03:26:37] <ghz|afk> (unless the
rotation is stored in the TE data, which is ugly.)
L121[03:26:46] *
ghz|afk goes back to work
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L129[03:49:41] <barteks2x> When trying to
figure out how ravine generator really works I found pieces of code
that could be used to generate ravine version of this:
http://i56.tinypic.com/ohliyg.jpg
L130[03:50:09] <barteks2x> wrong
link
L131[03:50:28] <barteks2x> wait, correct,
but didn't load in my browser
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L143[04:43:07] <Mattizin> Hey, somebody on
who can help me with obj models in minecraft?
L144[04:43:25] <Ordinastie> don't ask to
ask
L145[04:44:39] <Mattizin> My obj model
works fine, but as soon as i texture it and the model is perfectly
etxtrued in blender the model in minecraft is completely worng
textured, mostly black and only has the texture on small pieces of
the model
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L147[04:45:22] <Ordinastie> are you sure
your UVs are from 0 to 1 ?
L148[04:45:34] <Mattizin> yes
L149[04:45:51] <Ordinastie> is the texture
properly registered in MC ?
L150[04:46:05] <Mattizin> I think so
L151[04:46:13] <Mattizin> i registered it
like every otehr block etxture
L152[04:46:24] <Mattizin> and registered a
obj loader domain for my mod
L153[04:47:03] <Ordinastie> you registered
the texture manually ?
L154[04:48:21] <Mattizin> yes with
ModelLoader set Custom resoruce Location or is that why the etxture
is broken cause the obj model itself binds the texture?
L155[04:48:54] <Ordinastie> I think the
OBJ loader looks for the texture in the MTL
L156[04:49:08] <Mattizin> y
L157[04:49:11] <Mattizin> i specify it
there
L158[04:49:25] <Mattizin> i will try it
without the modelloader line now
L159[04:51:59] <Mattizin> The Block itself
has the same worng texture and the itemblock has no texture
then
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L165[05:24:08] <barteks2x> I have a small
but seemingly unsolvable issue with cubic chunks cave generator.
Vanilla cave generator if it finds grass blocks - it moves it down.
The problem is that there doesn't have to be anything below yet
when generating caves...
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L168[05:28:36] <Koward> I have overridden
Block.breakBlock() and it's not called at all when I'm breaking my
block. I don't see how that's possible.
L169[05:47:44] <Ordinastie> do you have
@Override ?
L170[05:48:39] <barteks2x> not addint
@Override doesn't change anything, it just won't show compile error
if you misspell the name or use wrong arguments
L171[05:48:52] <Ordinastie> I know
L172[05:49:04] <Ordinastie> but the first
thing to check is if he's actually overriding something
L173[05:49:39] <barteks2x> also, figured
out a way to make dirt->grass replacement work in caves :D
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L180[06:22:24] <Subaraki> anyone else's
youtube go to mobile version on a desktop ... ?
L181[06:24:01] <sham1> nah
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L184[06:35:27] <barteks2x> Why it refuses
to close after crash...
L185[06:39:01] <barteks2x> Does anyone
else have problems with idea showing some popup boxes exactly in
the place you want to click when you move your mouse over that
place
L186[06:43:27] <barteks2x> if minecraft
crashes before world generation is done for some reason I end up in
deadlock-like situation, but without actual deadlock
L187[06:43:57] <barteks2x> client thread
keeps running, but server thread is gone
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L189[06:47:49] <barteks2x> it's basically
while(!server.isInRunLoop) sleep;
L190[06:48:20] <Ordinastie> you know there
are other threads running right ? :)
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L193[06:50:10] <barteks2x> there is also
FileIO thread, with while(true) loop
L194[06:50:21] <barteks2x> and a lot of
thread that I've never had to deal with
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L199[06:56:05] <barteks2x> there are also
2 threads from mods that I forgot to remove from my dev
environment
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L230[08:59:55] <Cuby96> hi there having an
issue creating a block in the version 1.7.10, i setup a seperate
class with every method needed (hardness, resistance etc) i want to
create the Block in the main class quick and dirty with the
constructor, and add it to the gameregistry but all i get ingame is
nothing, it appears simply nothing, and it confuses me big time, i
watched 5 tutorials on youtube did it and
L231[08:59:55] <Cuby96> it didnt work and
i read through 3 text tutorials still nothing, can someone help me?
i use eclipse for the information purpose
L232[09:01:20] ***
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L233[09:01:34] <Subaraki> is t=your mod
loading Cuby96 ?
L234[09:02:18] <Cuby96> yes it is shown
ingame as this mod made 2 creativetabs so the mod itself works but
i cant create blocks for whatever reason
L235[09:02:38] ***
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L236[09:05:02] <Cuby96> Subaraki any idea
how i can fix it?
L237[09:05:06] <Ordinastie> first, update
to 1.10.2
L238[09:05:55] <Cuby96> Ordinastie no i
wont, as i said days before i will program that for my favorite
modpack so this is not an oppertunity to go
L239[09:06:12] <Subaraki> no clue. i dont
even know what is wrong
L240[09:06:15] <Ordinastie> as someone
probably told you then, you won't get help for 1.7.10
L241[09:06:19] <Subaraki> ordinastie does
have a point though
L242[09:06:27] <Subaraki> and i can't
remember shit about 1.7
L243[09:06:35] <Subaraki> game regitry,
call new block
L244[09:06:37] <Subaraki> block item
L245[09:06:39] <Subaraki> those
things
L246[09:07:00] <Subaraki> 1.11 is close as
well, so maybe ask your modpack politely to update as well ?
L247[09:07:10] <Subaraki> i still dont
know why so many people keep stuck in 1.7.10 :/
L248[09:07:16] <Subaraki> thats nearly 3
years old
L249[09:07:33] <Ordinastie> because
dumbasses keep making mod for them
L250[09:08:27] <barteks2x> WTF I got NPE
in Int2ObjectOpenHashMap$MapIterator.nextEntry
L251[09:08:37] <Subaraki> maybe the next
entry is null ?
L252[09:08:43] <Cuby96> 1.7.10 is still
better than 1.10
L253[09:09:02] <Subaraki> i think people
just dont want to update to 1.8 because its a hassle, and now
they're running 3 verzsions behind
L254[09:09:09] <Subaraki> Cuby96, that's
wrong
L255[09:09:11] <Subaraki> sooo wrong
L256[09:09:21] <Subaraki> you can't even
get blocks to work in 1.7
L257[09:09:25] <Subaraki> how can it be
better?
L258[09:09:33] <Cuby96> idc if nobody
wants to help me in out
L259[09:09:44] <Subaraki> bye then
o/
L260[09:09:51] ⇦
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L261[09:10:04] <barteks2x> There are no
nulls in there...
L262[09:10:08] <barteks2x> it's primitive
map...
L263[09:10:14] *
Subaraki shrugs
L264[09:10:22] <barteks2x> HOW
L265[09:11:03] <barteks2x> it can't even
be concurrent access, because it happened serverside when
generating terrain
L266[09:13:55] <Katrix> Question, how can
I set a default using RegistryBuilder?
L267[09:18:10] <barteks2x> 0 results on
google.Exactly 0 results.
L268[09:18:48] <Subaraki> barteks2x,
breakpoints ? :s
L269[09:18:57] <barteks2x> It already
happened
L270[09:19:20] <Ordinastie> hum what
?
L271[09:19:28] <barteks2x> and it doesn't
want to happen again
L272[09:19:49] <Ordinastie> anyway, you
should already have a NPE breakpoint set
L273[09:20:57] ***
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L277[09:36:24] <barteks2x> I made it
happen again once, when I realized I set the exception breakpoint
in the wrong class. Now I can't make it crash...
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L283[09:53:25] <beschio> When is the
standard for registering event handlers? Pre, During or Post
init?
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L285[09:56:18] <Ordinastie> before you
need it
L286[09:56:52] <barteks2x> After half hour
of trying to amke it crash - I give up
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L288[10:00:13] <gigaherz> so apparently
somewhere around 11:06, windows decided to restart in order to
install updates
L289[10:00:19] <gigaherz> I hatet
hat.
L290[10:00:21] <gigaherz> hate that*
L291[10:00:30] <fry> don't use windows
then :P
L292[10:01:16] <gigaherz> nah I hate more
things in the other OSs
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L294[10:12:46] <Katrix> Question, if I
want to execute some code when some object is registered with a
custom Registry, how can I do that?
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L296[10:17:40] <gigaherz> Katrix: you mean
IF this object is registered, or exactly at the time when it gets
registered?
L297[10:18:15] <Katrix> When it's getting
registered. I want to register an item model to go along with the
object
L298[10:18:35] <gigaherz> do that
later
L299[10:18:38] <gigaherz> in the
ModelRegistryEvent
L300[10:20:10] <Redfoxmoon> is
entity.isBurning() a clientside thing only?
L301[10:20:38] <gigaherz> look at its
declaration
L302[10:21:36] <Katrix> How can I be
assured that the model is in the correct location then? What I do
currenty is that I register them together, and then I register an
ItemMeshDefinition that delegates to the individual object that I
registered earlier.
L303[10:22:05] <gigaherz> waht do you mean
location?
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L305[10:22:10] <gigaherz> you can just
do
L306[10:22:33] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(item.getRegistryName(),
"inventory"));
L307[10:22:53] <Katrix> It's not an item
though, it's a custom object with it's own registry
L308[10:23:04] <gigaherz> uhhh
L309[10:23:41] <Katrix> Here is how I
currently do it. It seems like a bad approach though.
L312[10:24:09] <gigaherz> are those models
used within items/blocks? or entities? or what?
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L315[10:25:04] <Katrix> I have a registry
for what I call forms and variants. All of those fit on a single
Item. All forms and variants have different textures
L316[10:25:16] <gigaherz> okay so it IS an
item
L317[10:25:26] <Katrix> On line 71 on
ClientProxy I delegate to the form or variant
L318[10:25:37] <gigaherz> are those
upgrades? or variations?
L319[10:25:42] <Katrix> variations
L320[10:25:52] <gigaherz> aha so you have
one Item
L321[10:26:06] <Katrix> One item, 20-40
different variants
L322[10:26:07] <gigaherz> that can have
multiple submodels depending on its state?
L323[10:26:11] <Katrix> Yes
L324[10:26:14] <gigaherz> or just the main
model?
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L326[10:26:25] <Katrix> Each variant gets
it's own model
L327[10:26:28] <gigaherz> okay
L328[10:26:49] <gigaherz> then what I
would do is enumerate the registry
L329[10:27:04] <gigaherz> and call
registerItemVariants with the list of models
L330[10:27:23] <gigaherz> within your
clientproxy's preinit or modelregistryevent
L331[10:28:03] <Katrix> Wouldn't that mean
that if I use ModelRegistryEvent, all values would have to be
registered before that event is called?
L332[10:28:14] <gigaherz> yes
L333[10:28:19] <gigaherz> you can make
sure that happens
L334[10:28:29] <gigaherz> by using
RegistryEvent.Register<YourRegistryType>
L335[10:28:36] <gigaherz> assuming you use
forge's generic registry system
L336[10:28:45] <gigaherz> this is quite
new
L337[10:28:53] <gigaherz> but it's there
to ensure things are done in the right place
L338[10:29:02] <gigaherz> so like
L339[10:29:05] <gigaherz>
RegistryEvent.Register<Item>
L340[10:29:13] <gigaherz> will be sent
when it's time to register items
L341[10:29:23] <Katrix> I am, I'm
currently in the process of migrating over to all the new stuff,
which is why I'm asking in the first place.
L342[10:29:37] <gigaherz> yeah then
L343[10:29:44] <gigaherz> look into
creating a forge generic registry foryour stuff
L344[10:30:01] <Katrix> Ok thanks
L345[10:30:18] <gigaherz> your objects
will have to extend IForgeRegistryEntry.Impl<yourthing>
L346[10:30:32] <Katrix> I already do all
of that
L347[10:30:37] <gigaherz> good
L348[10:30:43] <gigaherz> then in your
main mod class
L349[10:30:48] <gigaherz> or some other
class you want to use for this
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L351[10:30:55] <gigaherz> add the
annotation @Mod.EventBusSubscriber
L352[10:31:00] <gigaherz> and make a
static method
L353[10:31:18] <gigaherz> public static
void registerYourThing(RegistryEvent.Register<YourThing>
evt)
L354[10:31:19] <gigaherz> {
L355[10:31:25] <gigaherz> and do all the
registrations in it
L356[10:31:45] <gigaherz> (as usual, the
method name doesn't matter, only the event arg does)
L357[10:31:45] <Katrix> Ok, they need to
be static, good to know
L358[10:31:58] <gigaherz> they need to be
static for @Mod.EventBusSubscriber to work
L359[10:32:10] <gigaherz> you can use
MinecraftForge.EVENT_BUS.register(this)
L360[10:32:13] <gigaherz> and make them
non-static
L361[10:32:19] <gigaherz> but you can't
mix&match
L362[10:32:24] <gigaherz> the annotation
only works for statics
L363[10:32:30] <gigaherz> and the instance
call only works for non-statics
L364[10:32:42] <gigaherz> the benefit of
the statics are that they won't cause missing references to
trigger
L365[10:32:55] <gigaherz> if no event
fires
L366[10:33:14] <gigaherz> so you can
easily have a "class SomeoneelsesThing" with the static
handlers
L367[10:33:18] <gigaherz> and if that mod
isn't loaded
L368[10:33:21] <gigaherz> it won't run at
all
L369[10:33:40] <gigaherz> so there won't
be classloading errors
L370[10:33:49] <gigaherz> (assuming I
understand this correctly ;P)
L371[10:34:21] <Katrix> Yeah I do, I got
most stuff working already, I just want it to be updated and pretty
:p
L372[10:35:08] <gigaherz> geg
L373[10:35:34] <gigaherz> I just learned
about this new stuff a few days ago, so it's still a bit rough for
me ;P
L374[10:36:25] <Katrix> I just read over
the commit message some half hour ago. I have no idea what I'm
doing xD
L375[10:37:01] <gigaherz> all I can say
is
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L377[10:37:04] <gigaherz> I got it working
2 days ago
L378[10:37:05] <gigaherz> ;p
L380[10:37:13] *
Subaraki wonders how well a whip can be made in
minecraft
L381[10:37:19] <gigaherz> oops wait
L382[10:37:29] <gigaherz> I never commited
the fix to make it "static"
L383[10:37:30] <gigaherz> ;p
L384[10:38:56] <Subaraki> can held items
be animated ?
L385[10:39:13] <gigaherz> yes-ish
L386[10:39:43] <gigaherz> you can have a
custom model, that looks at a capability in the stack for animation
data
L387[10:39:51] <gigaherz> and then returns
different things from getQuads
L388[10:39:53] <gigaherz> based on this
information
L389[10:40:00] <gigaherz> this is how the
Animation API works for itemstacks
L390[10:40:14] <Subaraki> :/
L391[10:40:39] <Subaraki> animating a whip
is going to be hard ....
L392[10:40:55] <gigaherz> how realistic do
you expect it to be?
L393[10:40:56] <Katrix> BTW, on a mostly
unrelated topic. If I have an interface A that is
@SideOnly(Side.CLIENT), and a class B which exists on both sides.
Will the methods from A be removed on the server if I extend B and
implement A?
L394[10:41:08] <Subaraki> like, fishing
rod realistic?
L395[10:41:13] <Subaraki> with more
wiggle
L396[10:41:14] <Subaraki> idk
L397[10:41:19] <Subaraki> i'm
brainstorming right now x)
L398[10:41:22] <gigaherz> Katrix: no, only
the ones explicitly marked as @SideOnly will
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L400[10:41:24] <Subaraki> maybe i'll not
make a whip xD
L401[10:41:33] <gigaherz> Subaraki: if you
choose to do that
L402[10:41:48] <Katrix> Ok, so as long as
I mark the method inherited from A it will be removed?
L403[10:41:49] <gigaherz> I'd do it with a
layer renderer and/or overlay
L404[10:42:22] <gigaherz> Katrix: I mean
only if you mark those methods as @SideOnly in B
L405[10:42:25] <gigaherz> otherwise
L406[10:42:28] <gigaherz> they will just
stop overriding
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L408[10:42:48] <Katrix> They don't exist
in B, B is a completely seperate class
L409[10:43:04] <gigaherz> well if B isn't
overriding, then it won't override either way
L410[10:43:05] <gigaherz> ;P
L411[10:43:06] <Subaraki> a layer renderer
?
L412[10:43:09] <Subaraki> not a bad idea
:o
L413[10:43:12] <Subaraki> bind it to the
player
L414[10:43:16] <gigaherz> yup
L415[10:43:20] <Subaraki> nice
L416[10:43:23] <gigaherz> you'll also
haveto return 0 quads
L417[10:43:25] <Subaraki> i can even make
a model base for that right ?
L418[10:43:29] <gigaherz> for the
"handheld" perspective
L419[10:43:31] <Katrix> Eh, I guess I'll
notice when I start it up on the server :D
L420[10:43:38] <gigaherz> yes but ewh.
XD
L421[10:44:06] <Subaraki> well, modelbase
is easier to manipulate in rendering
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L434[11:25:44] <OrionOnline> Why is
onBlockPlacedBy not being called on the Server?
L435[11:25:53] <OrionOnline> Never
mind
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L443[11:39:49] <tschm> when using the
forge json blockstate... do i still have to define all variants or
can i just go with "defaults"
L444[11:41:05] <tschm> which would be that
it takes and overrides things when it is defined in a variant, but
when there is no variant, it just takes the defaults values?
because i get an exception for not defining the different
variants
L445[11:41:26] <tterrag> I think you might
still have to do variants: {}
L446[11:41:27] <tterrag> but not
sure
L447[11:41:43] <tschm> but.. those
variants will grow to a huge size, won't they?
L448[11:42:04] <tterrag> I meant literally
define it as an empty block
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L450[11:42:25] <tschm> atm i just have
facing, which would be 4 different things. but when adding another
property with 2 possible states, the count would increase to 8
:o
L451[11:42:27] <offbeatwitch> in my
experience you should just use variants normal if you only have one
state
L452[11:42:33] <offbeatwitch> because
inventory rendering tends to fuck up
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L455[11:52:36] <tschm> hmm.. i have this
as a blockstate
L457[11:53:43] <tschm> i want for each
facing direciton the same texture (with same facing, i know). But i
get erros. I though the defaults section exists to be the backup.
Why do i need to define "model" there as well? :/
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L461[12:22:06] <barteks2x> Did anyone see
"Redefinition failed with error 62" error when trying to
use a profiler?
L462[12:22:46] ***
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L463[12:28:12] <barteks2x> any way to get
actual profiler running with forge?
L464[12:34:11] ⇦
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L465[12:36:54] ***
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L466[12:39:03] <gigaherz> tschm: nope you
have to declare all the variant combinations explicitly
L467[12:39:24] <gigaherz> when forge loads
the json file, it will do all the permutations
L468[12:39:27] <gigaherz> and for each
combination of values
L469[12:39:31] <gigaherz> it will take the
defaults data
L470[12:39:37] <gigaherz> and
"augment" it with the changes in the variant
L471[12:39:50] <gigaherz> so ifyou have
"model" in the defaults
L472[12:39:54] <gigaherz> you don't need
it in the variants
L473[12:40:01] <gigaherz> but if you don't
have "model" in defaults, you will need it
L474[12:42:58] <gigaherz> tterrag: do you
think this is an ok way to "hide" an item when it's
"disabled" on the config?
L476[12:43:26] <gigaherz> (I'm far too
tired to decide for myself XD)
L477[12:43:54] <tterrag> well
L478[12:44:01] <tterrag> That won't hide
recipes
L479[12:44:17] <tterrag> But otherwise,
that is effective at "hiding"
L480[12:44:33] <gigaherz> well yeah I'll
handle recipes separately
L481[12:45:16] <gigaherz> so, do you think
not registering recipes is ok?
L482[12:45:34] <gigaherz> lex was quite
annoyed that I used to not register my items/blocks at all if the
corresponding feature was disabled
L483[12:45:38] <gigaherz> :P
L484[12:47:43] ⇦
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L486[12:52:20] <tschm> and it works
:D
L487[12:54:18] <gigaherz> yay ;p
L488[12:54:45] ⇦
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L490[12:56:04] <tschm> how do you perform
basic player damaging? this would be to damage the player for a
certain amount when right clicking a block
L491[12:56:28] <tschm> i did
playerIn.setHealth(playerIn.getHealth() - 1.0f);
L492[12:56:55] <tschm> but that does not
play the damage sound, cam shake, etc. i guess there is some other,
better way to do this?
L493[12:57:43] <gigaherz> nono don't use
setHealth
L494[12:58:04] <barteks2x> visualvm 1.3.9
works fine, finally something that works
L495[12:58:15] <gigaherz> there's a method
called damageEntity
L496[12:58:18] <gigaherz> that takes a
damage source
L497[12:58:23] <gigaherz> which will be
used in case of death
L498[12:58:30] <gigaherz> to show a death
message in chat
L499[12:58:54] <gigaherz> if you have a
custom damage source
L500[12:59:09] <gigaherz> you'll have to
create your own DamageSource instance
L501[12:59:10] <tschm> to what object
belongs the method?
L502[12:59:20] <gigaherz> the entity you
are damaging
L503[12:59:34] <gigaherz> be it a player
or any other mob
L504[12:59:38] <tschm>
playerIn.damageEntity() does not exist
L505[12:59:47] <tschm> or
EntityPlayer.damageEntity
L506[13:00:02] <gigaherz> oh wait, it's
protected
L507[13:00:04] <gigaherz> nevermind
L508[13:00:15] <gigaherz>
attackEntityFrom
L509[13:00:40] <gigaherz> I took a bit to
answer because I wasn't sure of the name
L510[13:00:43] <gigaherz> and I got the
wrong one XD
L511[13:01:04] <tschm> ah, thx :)
L512[13:01:41] <tschm> why is the health
in float when the player always has full integer amount of
health?
L513[13:02:29]
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L514[13:02:31] <gigaherz> because if you
do 0.25 damage
L515[13:02:40] <gigaherz> it has a 1/4
chance of applying 1 damage, and 3/4 chance of applying 0
L516[13:02:55] <tschm> ohhhh, that's need,
didn't know this mechanic
L517[13:02:59] <tschm> *neat
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L525[13:41:53] <barteks2x> Anyone knows
some good java bytecode editor? I want to report bug to idea, but
need some non-minecraft class that reproduces it
L526[13:44:16] <tterrag> editor?
L527[13:44:18] <tterrag> or viewer?
L528[13:45:11] <barteks2x> editor, I need
to edit WorldServer.class from mixin output to contain only the
part that causes idea decompiler to fail
L529[13:45:26] <barteks2x> it fails like
this: new ServerBlockEventList((1)null)
L530[13:45:29] <tterrag> hm, no editors
that I know of
L531[13:45:42] <barteks2x> it casts null
to 1...
L532[13:45:52] <barteks2x> and I can't set
breakpoint anywhere after that
L533[13:45:56] <fry> if it's a mixin
output odds are it's not reproducible with actual java :P
L534[13:46:11] <barteks2x> that's why I
want bytecode editor
L536[13:46:21] <barteks2x> and it's java 8
so it can't be ancient
L537[13:46:32] <tterrag> barteks2x: I'd
hazard a guess that the mixin output is "invalid" even if
it technically works on the JVM
L539[13:46:38] <tterrag> i.e. it cannot be
produced with sourcecode compiled with javac
L541[13:46:58] <barteks2x> this part if
code isn't touched by mixin
L542[13:47:10] <barteks2x> and there are a
lot of non-javac compilers
L543[13:47:21] ***
Sub|cooking is now known as Subaraki
L545[13:47:24] <barteks2x> and the idea
decompiler should work with these
L546[13:48:41] ***
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L548[13:50:37] <barteks2x> that link
finally opened...
L549[13:51:34] <offbeatwitch> casting...
null to 1????
L550[13:51:36] <offbeatwitch> how is that
even
L551[13:51:37] <offbeatwitch> what
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L554[13:52:40] <fry> use the main method,
pass the class file
L555[13:52:50] <fry> you'll get the source
to generate the bytecode with asm
L556[13:52:55] <fry> you can edit that
:P
L557[13:53:22] <offbeatwitch> isn't the
whole point of casting that you cast to a type
L558[13:54:31] <p455w0rd> is it possible
to use a ModelBase model for an item (via ModelLoader)?
L560[13:55:12] <p455w0rd> ty
L561[13:55:14] <beschio> Can I get the
player's current XP amount on the client side on a server that
doesn't run forge?
L562[13:55:37] ⇦
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L564[13:58:06] <LexLap2> PaleOff need to
talk to you when you get on
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L569[14:04:05] <wundrweapon> I'm using
onArmorTick to make a player invisible when (s)he has a full aror
set
L570[14:05:00] <wundrweapon> I'm checking
all the other three using
EntityPlayer.inventory.armorInItemSlot(int) (or whatever it's
called). it works just fine, BUT crashes with NullPointerException
when any armor item is taken off
L571[14:05:22] <wundrweapon> I'm using
instanceof, so null should return false, and thus (via else
statement) make the player visible again
L572[14:05:38] <wundrweapon> the crash
occurs on the if statement with the "instanceof"s
L573[14:05:44] <wundrweapon> any ideas to
fix it?
L574[14:06:55] <Redfoxmoon> null check
first? :-)
L575[14:07:03] <LexLap2> code
L576[14:08:13] <wundrweapon> redfoxmoon:
shouldn't x instanceof y return false when x == null?
L577[14:08:17] <wundrweapon> @lex ok, on
sec
L578[14:09:19] <beschio> Can I get the
player's current XP amount on the client side on a server that
doesn't run forge?
L579[14:10:02] ***
minecreatr is now known as Mine|away
L580[14:10:22] <Redfoxmoon> wundrweapon, I
would expect it to throw a nullpointer if x is null
L581[14:10:33] <McJty> Redfoxmoon, no,
works fine
L583[14:10:56] <wundrweapon> thx
@McJty
L584[14:11:00] <LexLap2> no instanceof is
false on null hes most likely just using it wrong
L585[14:11:15]
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L586[14:11:31] <Redfoxmoon> LexLap2, ok
:-)
L587[14:11:41] <LexLap2> dont ping
me
L588[14:11:44] <LexLap2> and ya hes being
stupid
L589[14:12:03] <LexLap2> what do you think
armorInSlot returns when there is no item in the slot?
L590[14:12:42] <wundrweapon> null
L591[14:12:45] <LexLap2> and thats not how
you're suposed to compare items...
L592[14:12:50] <LexLap2> yes it returns
null
L593[14:12:56] <LexLap2> which you then
try and use getItem on
L594[14:12:58] <LexLap2> hence the
npe
L595[14:13:15] <wundrweapon> aaah so get
item is the issue
L596[14:13:19] <McJty> In 1.11 that code
will work :-)
L597[14:13:37] <LexLap2> possibly, but ya
this sint 1.11
L598[14:13:37] <Ordinastie> really ? what
would it return ?
L599[14:13:53] <McJty> An empty
stack
L600[14:13:57] <wundrweapon> but looking
at the ItemStack.getItem() code, it seems that if the stack is
null, it'll return null
L601[14:13:59] <LexLap2> air of size
0
L602[14:14:15] <LexLap2> if the ITEM is
null itll return null
L603[14:14:15] <Ordinastie> really?
-_-
L604[14:14:21] <McJty> wundrweapon, yes
but itemstack itself is null
L605[14:14:27] <McJty> wundrweapon, so
itemStack.getItem() will fail
L606[14:14:30] <LexLap2> if the STACK is
null itll error out because youre calling a function on a null
object
L607[14:14:39] <wundrweapon> ah,
alright
L608[14:14:53] <LexLap2> programming 101,
dont call null shit
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L611[14:17:46] ⇦
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(~quassel@cpe-172-101-184-119.rochester.res.rr.com) (http://quassel-irc.org - Chat comfortably.
Anywhere.))
L612[14:22:09] <illy> Lex, twitter
announcements for forge builds has been added to the bot any other
features you want added to it?
L613[14:22:30] <quadraxis> barteks2x, new
ServerBlockEventList((1)null) might be some anonymous class
issue
L614[14:23:18] <quadraxis> like it's
taking SomeClass$1 and gettting 1
L615[14:23:27] <barteks2x> Already figured
that out on #spongedev (I asked there first because it looked like
mixin issue)
L616[14:23:44] <barteks2x> the class is
static, but in the bytecode takes WorldServer as argument
L617[14:24:15] <LexLap2> ?
L618[14:24:24] <LexLap2> ya java is weird
like that sometimes
L619[14:24:39] <barteks2x> idea decompiler
freaks out on that
L620[14:24:41] <LexLap2> i suspect it when
they have a anon class as a agument and the obf strips it
L621[14:24:56] <LexLap2> i know, cuz its
onyl of the bugs i fixed ;)
L622[14:25:01] <LexLap2> one of*
L623[14:25:32] <barteks2x> and it won't
let me set breakpoints :(
L624[14:31:18] <g> Does forge contain a
method to create a recipe that consumes a number of items from an
itemstack in the grid?
L625[14:31:32] <Ordinastie> no
L626[14:31:35] <g> eg, if I wanted to
craft 10 coins into 1 higher-value coin for example
L627[14:31:37] <Ordinastie> you have to do
it manually
L628[14:31:49] <g> hmm, okay
L629[14:34:19] <tterrag> it would be a
generally confusing thing, if that worked
L630[14:34:21] <tterrag> NO recipes work
like that
L631[14:34:39] <tterrag> in fact, it may
break things like autocrafters that don't expect that to be
possible
L632[14:35:20] <Ordinastie> I have a
recipe like that ^^
L635[14:38:15] ⇦
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L636[14:41:27] <tterrag> you want
cube_all
L637[14:41:33] <tterrag> cube has separate
textures for each side
L638[14:42:33] ⇦
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L639[14:45:10] <tschm> ahh, i see,
thx
L640[14:48:33]
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L641[14:55:12] <gigaherz> (cube_all is
cube, but all the side textures are aliased to the same one)
L642[14:55:44]
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L643[14:55:56] <wundrweapon> any way to
change armor's model on-the-fly?
L644[14:57:05] <gigaherz> hmmm no idea how
often getArmorModel is called on the armor item
L645[14:58:03]
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L647[15:00:06] <Subaraki> no idea
L648[15:00:07] <Subaraki> ocne i
think
L649[15:00:19] <Subaraki> im working with
them right now
L650[15:00:25] <Subaraki> what are you
trying to do wundrweapon ?
L651[15:00:27] ⇦
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L652[15:00:50] <wundrweapon> when full
armor set worn, player and armor invisible
L653[15:01:08] <wundrweapon> I'm gonna
swap to a different, transparant armor model to pull off the armor
part
L654[15:01:49] ***
Abrar|gone is now known as AbrarSyed
L655[15:02:46] <gigaherz> hmmm you may
need a layer renderer for that, that takes care of drawing your
armor models, instead of the default armor renderer
L656[15:04:41] <TechnicianLP> iirc it
could owrk with an IItemPropertyGetter
L657[15:04:54] <gigaherz> this is for the
armor model, though
L658[15:04:59] <gigaherz> not the item
model
L659[15:10:46] <Subaraki> so, i made a
custom rendering json model for my item, but I would like my item
to show up as a flat texture in game
L660[15:10:49] <Subaraki> is that possible
?
L661[15:10:58] <Subaraki> in gui and when
dropped
L662[15:11:07] <Subaraki> it would only
have the 3d aspect in hand ?
L663[15:11:39] <gigaherz> uhm you want it
truly flat?
L664[15:12:04] <gigaherz> or with the
standard "edge" that mc gives item models?
L665[15:12:09] <Subaraki> flat
L666[15:12:15] <Subaraki> flat when in
gui
L667[15:12:22] <Subaraki> if that's not
possible, no biggy
L668[15:12:24] <gigaherz> normal items are
still 3d in gui
L669[15:12:30] <gigaherz> they are just
seen from straight on
L670[15:12:35] <gigaherz> so that you
don't see the edge
L671[15:12:37] <Subaraki> yeah i
know.
L672[15:12:45] <Subaraki> but we can call
it flat x)
L673[15:12:51] <Subaraki> cause that what
it looks like...
L674[15:12:54] <Subaraki> anyway
L675[15:12:55] <gigaherz> so wait
L676[15:13:04] <gigaherz> you want the
in-hand model to be different from the other views?
L677[15:13:12] <Subaraki> yeah
L678[15:13:17] <gigaherz> okay then
L679[15:13:21] <gigaherz> you need a
custom model
L680[15:13:25] <gigaherz> with
IPerspectiveAwareModel
L681[15:13:29] <Subaraki> the idea was to
have a flat texture, because half of the whip will be rendered with
a flat layer
L682[15:13:47] <gigaherz> then in
handlePerspective
L683[15:14:00] <gigaherz> you return
either the "flat" model, or the non-flat model
L684[15:14:09] ***
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L685[15:14:12] <Subaraki> what model ? the
json .. ?
L686[15:14:12] <gigaherz> based on which
perspective is passed into the method
L687[15:14:14] ⇦
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(~quassel@cpe-172-101-184-119.rochester.res.rr.com) (http://quassel-irc.org - Chat comfortably.
Anywhere.))
L688[15:14:24] <Subaraki> a custom model i
have already
L689[15:14:24] <gigaherz> no, the actual
model, wait
L690[15:14:46] <gigaherz> so to do this
"right"
L691[15:14:50] <gigaherz> you'd want an
ICustomModelLoader
L692[15:14:59] <gigaherz> which
instantiates an IModel
L693[15:15:03] <gigaherz> and from the
getDependencies
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L695[15:15:07] <gigaherz> you can
reference the other models
L696[15:15:13] <gigaherz> the flat one,
and the 3D one
L697[15:15:20] <gigaherz> then on
bake()
L698[15:15:28] <Subaraki> what a hassle
._.
L699[15:15:40] <gigaherz> you can use
ModelLoader...something.getModel
L700[15:15:44] <Subaraki> maybe i'll just
go for the 3d all around ._.
L701[15:15:50] <gigaherz> for the two
resource locations
L702[15:15:59] <gigaherz> and pass them
into the IPerspectiveAwareModel
L703[15:16:05] <gigaherz> and then return
the right one from handlePerspective
L704[15:17:21] <gigaherz> it's not THAT
hard lol
L705[15:17:35] <gigaherz> it's just 3
classes and a tiny bit of code ;P
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L707[15:20:21] <Subaraki> if it's really
ridiculous in hand, i'll reconcider P:
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L710[15:25:18] <TechnicianLP> deleting
windows gives a weird feeling ...
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L712[15:28:47] <wundrweapon> scratch that
idea
L713[15:29:02] <wundrweapon> is there a
way to just outright disable the armor from rendering?
L714[15:31:27] <Ordinastie> cancel the
event ?
L715[15:31:36]
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L716[15:31:38] <wundrweapon> what
event?
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L718[15:35:42] <beschio> I'm trying to
make a client mod that detects when the player pick up an XP orb
and outputs the size of the orb to the player's chat.
PlayerPickupXpEvent Works locally but on the server (non-forge) it
does not. What am I doing wrong/misunderstanding?
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L720[15:36:38] <wundrweapon> show us your
PlayerPickupXpEvent handler code
L721[15:38:02] <howtonotwin> Subaraki:
Would you like my (WIP, probably v. messy) advanced model
docs?
L722[15:38:56] <Subaraki> no thanks
howtonotwin
L723[15:38:58] <Subaraki> i'm ifne
L724[15:39:03] <Subaraki> but thanks
anyway !
L725[15:39:08] <howtonotwin> np
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L732[15:44:44] <beschio> I'm new to Forge
modding so I'm not quite familiar with how it all works yet
L733[15:46:42] <gigaherz> I think that
code runs server-side only?
L734[15:46:53] <gigaherz> yep
L735[15:46:54] <gigaherz> if
(!this.worldObj.isRemote)
L736[15:46:56] <gigaherz> only on the
server
L737[15:47:05] <gigaherz> that means it
won't fire when you are a client connected to a remote server
L738[15:47:23] <beschio> Hmm.. Surely the
client knows when it picks something up? Can I not detect this
locally, without out a forge server informing me?
L739[15:47:47] <gigaherz> not in the way
you need, no
L740[15:47:56] <gigaherz> you could
approach it differently, though
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L742[15:48:20] <gigaherz> since the player
knows how much XP it has, you could run a client tick handler, and
compare against the previous value
L743[15:49:02] <gigaherz> (this won't work
if you just gained a level, though)
L744[15:49:23] <beschio> That's another
thing, using event.player.getScore() in the PlayerTickEvent doesn't
seem to reset, even upon death. Or maybe getScore isn't what I'm
looking for?
L745[15:49:54] <gigaherz> the player score
is just that: the player score
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L749[15:51:11] <beschio> So the score !=
current XP?
L750[15:51:28] <gigaherz> yeah nope
L751[15:51:37] <gigaherz> the XP does get
added to the score
L752[15:51:46] <gigaherz> but other things
can add to it, too
L753[15:52:18] <beschio> I see. I looked
around but couldn't seem to be able to find where I can read the XP
from?
L754[15:52:30] <beschio> I assume the
local client knows this, for rendering purposes?
L755[15:52:36] <gigaherz> yes
L756[15:53:29] <gigaherz> there's
experienceTotal, apparently
L757[15:53:48] <beschio> Well I'll be
damned
L758[15:53:53] <beschio> Thank you very
much!
L759[15:54:28] <gigaherz> no idea if that
number is synchronized to the client, though
L760[15:55:04] <beschio> Well it's
something I can start with atleast
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L815[18:26:56] <theFlaxbeard> Have the
issues with forge's overriden player armor calculation method been
fixed?
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L817[18:28:57] <gigaherz> I'm not aware of
those issues, so no idea
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L819[18:29:36] <gigaherz> oh,
foundit
L821[18:29:49] <gigaherz> haven't seen
anything about that mentioned, but I could have very easily missed
it
L822[18:30:07] <theFlaxbeard> Yeah, the
vanilla method takes into account the armor attributes from 1.9,
but the forge override disregards it entirely
L823[18:30:17] <theFlaxbeard> meaning
non-armor items cannot affect armor (like potions etc)
L824[18:30:41] <gigaherz> this seems
related
L826[18:30:45] <diesieben07> i have a
BiPredicate<A, A>. and i want to check if two lists give true
for each pair. is there a nice solution except an indexed for
loop?
L827[18:31:02] <gigaherz> has a bitrotten
PR
L829[18:31:38] <gigaherz> (bitrotten in
the sense that it's not rebased to 1.10.2)
L830[18:31:41] <theFlaxbeard> Yeah that PR
has been dead for a while it seems like
L831[18:32:08] <theFlaxbeard> I considered
PRing it but the way that forge overhauls armor calculation to
support the ISpecialArmor implementation is very confusing and not
documented very well
L832[18:32:10] <gigaherz> maybe you could
update the PR?
L833[18:32:29] <theFlaxbeard> It's
outdated though, doesn't support how armor was changed again in
1.9.3
L834[18:32:36] <gigaherz> oh
L835[18:32:38] <theFlaxbeard> and not sure
how that'd factor in with ISpecialArmor
L836[18:32:58] <gigaherz> the bug still
applies to 1.10.2, though?
L837[18:34:15] <gigaherz> diesieben07:
hmmm .zip into Pair<X,X>, then forEach?
L838[18:34:18] <theFlaxbeard> Yes
L839[18:34:26] <diesieben07> i guess so,
but there is no zip ...
L840[18:34:27] <gigaherz> dunno how zip
handles differently-sized lists, though
L841[18:34:27] <diesieben07> -_-
L842[18:34:32] <gigaherz> no zip in java?
ewh
L843[18:34:48] <diesieben07> yep, it
originally existed, but they threw it out
L844[18:34:54] <diesieben07> because they
don't have a Pair class
L845[18:35:03] <diesieben07> so they
originally had BiStream
L846[18:35:06] <diesieben07> yep.
L847[18:35:18] <gigaherz> oh :/
L848[18:35:24] <theFlaxbeard> The
ISpecialArmor stuff hasn't been updated for a while unfortunately,
and the issue sort of became buried
L849[18:35:24] <gigaherz> indexed,
then
L850[18:35:34] <gigaherz> any other
solution will inevitable be messier
L851[18:35:38] <gigaherz>
inevitably*
L852[18:35:45] <gigaherz> you could use
raw iterators but ewh.
L853[18:36:03] <theFlaxbeard> But I don't
feel too comfortable PRing the esoteric code for ISpecialArmor's
calculations
L854[18:36:29] <gigaherz> actually
L855[18:36:31] <gigaherz> while(a.hasNext
&& b.hasNext) { test pair } return !a.hasNext &&
!b.hasNExt
L856[18:36:41] <gigaherz> it wouldn't be
THAT ugly with iterators, but meh
L857[18:37:14] <minecreatr> im trying to
make blocks fullbright, and it sort of works, but it seems there
are some strange shadows on the block
http://prntscr.com/ctk7nk , anyone have any ideas
why/how to fix?
L858[18:37:28] <gigaherz> theFlaxbeard: it
may be worth bumping the old issues mentioning how 1.10.2 is still
an issue there
L859[18:37:42] <gigaherz> I'd recommend
bump ONE only, and mention the other one by #number
L860[18:37:45] <gigaherz> ;P
L861[18:37:58] <gigaherz> or wait no need,
they are already related, just noticed
L862[18:38:10] <gigaherz> may b e worth
mentioning either way /shrug
L863[18:38:50] <diesieben07> yeah, the
iterator is not bad at all.
L864[18:39:13] <diesieben07> better than
stupid indexes
L865[18:42:03] <theFlaxbeard> Alright,
bumped the issue
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L873[19:06:34] <Corosus> how does biome
colorization for blocks work now? doesnt seem obvious from
BlockGrass anymore
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L875[19:06:54] <Corosus> i bet its
something in the json actually..... forgot to check there
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L878[19:07:55] <Corosus>
'"tintindex": 0' i bet thats it
L879[19:08:18] <TehNut> You need that as
well as register an IBlockColors during init phase
L880[19:08:56] <Corosus> ahh interesting,
will check that out thanks :D
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L884[19:20:10] <howtonotwin> Alright, in
the ModelFluid code I just see the literal constant 768 placed
around and have no idea what it means.
L885[19:20:23] <howtonotwin> It seems to
be a constant factor
L886[19:20:35] <howtonotwin> for when the
fluid flow data gets rounded to ints
L887[19:21:01] <howtonotwin> but I have
about this much of an idea as to WHY that number was chosen:
><
L888[19:21:25] <TehNut> it's a nice round
number
L889[19:21:39] <Corosus> cleanly divisible
by 16 apparently
L890[19:21:52] <TehNut> it also has 3
circles, so there's the illuminati factor, of course
L891[19:21:55] <howtonotwin> 16*16*3
L892[19:22:11] <howtonotwin> I have no
idea why that's special
L893[19:22:35] <howtonotwin>
2^8*3...
L894[19:22:42] <howtonotwin> not ringing
bells xD
L895[19:23:18] <howtonotwin> if it's in
vanilla maybe I could understand it
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L897[19:23:59] <gigaherz> howtonotwin: it
may not mean anything, though
L898[19:24:31] <gigaherz> they may simply
have chosen to store this "corner round" as
1/768ths
L899[19:24:39] <howtonotwin> in any case
imma refactor it into a static final int
L900[19:24:48] <howtonotwin> no reason to
have random 768s everywhere
L901[19:28:17] <howtonotwin> Aha
L902[19:28:31] <howtonotwin> we use 10
bits per rounded int
L903[19:28:39] <howtonotwin> in the key
for the model cache
L904[19:29:03] <howtonotwin> and an int 0
to 768 takes 10 bits
L905[19:29:09] <howtonotwin> idk why it
isn't 1024
L906[19:29:14] <howtonotwin> needs for
searching
L907[19:29:17] <howtonotwin> *more
L908[19:29:59] <thechief5456> hey thermal,
you here?? Im from dires stream
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L910[19:30:38] <howtonotwin> ok this
bit-twiddling is making me sad
L911[19:33:22] <diesieben07> bit twiddling
is pure happiness.
L912[19:35:18] <Roburrito> Idiot check:
if(event.getEntityLiving().getClass() == EntityHorse.class)
L913[19:35:38] <Roburrito> Both sides of
the == are compatible, yes?
L914[19:36:14] <InusualZ> Why not
instanceof EntityHorse?
L915[19:36:24] <Roburrito> Because I am a
fool.
L916[19:38:31] <Roburrito> And this is why
idiot checks are a wonderful thing.
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L918[19:42:48] <diesieben07> note that the
two are not the same :)
L919[19:42:52] <diesieben07> but usually
instanceof is what you want.
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L924[19:52:43] <Corosus> muah, cheatyish
solutions ftw
"Minecraft.getMinecraft().getBlockColors().registerBlockColorHandler((IBlockColor)dirt_1,
dirt_1);"
L925[19:52:49] <Corosus> yay block
colorized
L926[19:52:53] *
Corosus stabs json
L927[19:53:59] <Corosus> hmm strange it
doesnt quite perfectly match the grass around it
L928[19:54:44] <howtonotwin> wuh
L929[19:54:52] <howtonotwin> what are you
doing?
L930[19:54:57] <Corosus> hmm same for this
other biome, the colors are too...... vibrant
L931[19:55:21] <howtonotwin> it's just a
multiplier on the already existing texture
L932[19:55:28] <howtonotwin> if the
original is too white
L933[19:55:31] <howtonotwin> or
whatever
L934[19:55:31] <Corosus> making many worn
out grass blocks that have a mix of dirt texture and grass
texture
L935[19:55:41] <Corosus> so far ive based
the greyscale texture on the grass one
L936[19:55:42] <howtonotwin> then the
colorized one will come out brighter
L937[19:55:45] <Corosus> true
L938[19:55:55] <Corosus> gonna recheck
what i copied from BlockColors
L939[19:56:09] <howtonotwin> why that cast
though
L940[19:56:47] <Corosus> its set as a
basic block, method requires IBlockColor for the one, which my
block implements
L941[19:57:11] <Corosus> i guess i could
set var declare as IBlockColor but ehh
L942[19:57:12] <howtonotwin> pretty sure
that'll crash
L943[19:57:15] <howtonotwin> on a
server
L944[19:57:16] <Corosus> nah its
working
L945[19:57:18] <Corosus> oh
L946[19:57:21] <howtonotwin> bc
IBlockColor is clientonly
L947[19:57:36] <Corosus> yeah im moving it
to a client proxy in a bit
L948[19:57:38] <Corosus> ohhhh
L949[19:57:46] <Corosus> wait yeah i might
see what youre saying
L950[19:57:49] <Corosus> had that thought
earlier
L951[19:57:59] <Corosus> will test
;D
L952[19:58:02] <howtonotwin> and the
entire point of the model system to decouple rendering from the
renderee :P
L953[19:58:20] <howtonotwin> you should
just have IBlockColor separate from the block
L954[19:58:33] <Corosus> yeah thats
probably why the other examples did it that way
L955[19:58:40] <Corosus> im just rushing
this code atm
L956[20:05:25] <Roburrito> Thank you,
diesieben. Not needed now but I'll remember.
L957[20:05:49] <Roburrito> Apparently
spawn eggs and packspawns do not trigger LivingSpawnEvent
L958[20:06:25] <Roburrito> Was hoping to
be able to inject/replace a mob with my version.
L959[20:06:35] <InusualZ> What the fourth
parameter of the Chunk::getEntitiesOfTypeWithinAAAB means?
L960[20:06:46] ⇦
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L961[20:06:47] <InusualZ> of the
method*
L962[20:07:36] <howtonotwin> just a
filter
L963[20:07:50] <howtonotwin> if it returns
false for an entity
L964[20:07:58] <howtonotwin> that entity
isn't returned
L965[20:08:06] <diesieben07> Roburrito,
EntityJoinWorldEvent fires ALWAYS
L966[20:08:23] <howtonotwin> you can use
null as meaning no filter
L967[20:08:34] <InusualZ> Ohh okay. Thanks
:)
L968[20:08:47] <Roburrito> AHH
L969[20:08:48] <howtonotwin> I'll name
it
L970[20:08:54] <Roburrito> Just what I
need. Thank you.
L971[20:09:12] <Roburrito> Of course it's
for more than just players. Didn't bother studying it. Derp.
L972[20:09:50] <Corosus> ah! was using
getFoliageColorAtPos not getGrassColorAtPos
L973[20:09:54] <Corosus> perfection
achieved
L974[20:10:27] <Corosus> misread the
source code
L975[20:11:37] <howtonotwin> there,
p_177430_4_ is now properly mapped :D
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L982[20:20:47] <Roburrito> diesieben,
success! I have turned the entire world to chickens!
L983[20:21:08] <Roburrito> ...Even thrown
potion bottles.
L984[20:21:12] <Roburrito> What has
science done.
L985[20:21:54] <Roburrito> Oh god.
L986[20:22:00] <Roburrito> The sea is full
of chickens.
L987[20:22:20] <Roburrito> I'm guessing
the game checks to see if there are squid already.
L988[20:23:26] <diesieben07> lol
L990[20:25:22] <howtonotwin> o_O
L991[20:25:25] <howtonotwin> on many
levels
L992[20:25:34] <Corosus> i see im not the
only one that is having an "everything is chickens"
day
L993[20:26:24] ⇦
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L994[20:26:28] <howtonotwin> Someone
implement an elemental-fire like thing that spawns chickens
L996[20:27:06] <howtonotwin> bonus points
if it makes the nether into a KFC
L997[20:27:17] <Corosus> oh gawd, mah
tps
L998[20:27:19] <howtonotwin>
glorious
L1000[20:28:25] <Roburrito> I think I
maxed out entities.
L1001[20:28:37] <Roburrito>
>_>
L1002[20:28:39] <Roburrito> I'll...
L1003[20:28:50] <Roburrito> I'll, uh.
Turn that code off now.
L1004[20:28:53] <Roburrito> Yeah.
L1005[20:29:07] <Roburrito> Maybe delete
chickenworld
L1006[20:29:24] <howtonotwin> /kill
@e[type=Chicken]
L1007[20:29:27] <howtonotwin> :P
L1008[20:30:08] <howtonotwin> ah
commands, where if you want to do anything, better get ready to
create ~1 billion armorstands
L1009[20:30:09] *
howtonotwin sighs happily
L1010[20:30:10] <Roburrito> And on that
day, Foster Farms felt the death of millions of souls.
L1011[20:30:22] <howtonotwin> also
that'll create items
L1012[20:30:23] <howtonotwin> lots
of
L1013[20:30:30] <howtonotwin> /kill
@e[type=Item]
L1014[20:30:51] <Roburrito> Are you sure
that the items won't turn into chickens?
L1015[20:30:56] <howtonotwin> yes
L1016[20:30:58] <howtonotwin> to do
that
L1017[20:31:00] <howtonotwin> you need
this
L1018[20:31:15] <howtonotwin> /execute
@e[type=Item] ~ ~ ~ summon Chicken
L1019[20:31:25] <howtonotwin> followed by
/kill @e[type=Item]
L1020[20:31:53] <howtonotwin> I like how
it's super simple to transmute items into chickens
L1021[20:32:02] <howtonotwin> but god
forbid you try to do 2+2
L1022[20:32:17] <howtonotwin> :P
L1023[20:32:48] <Roburrito> THey were
babies. No drops
L1024[20:32:53] <howtonotwin> oh
L1025[20:32:55] <howtonotwin>
that...
L1026[20:33:04] <Redfoxmoon> chickens
everywhere, heh
L1027[20:33:05] <howtonotwin> i don't
know how to feel about that...
L1028[20:33:16] <Roburrito> But now I
need to see if an adult would drop babies.
L1029[20:33:28] <Redfoxmoon> oh god
L1030[20:33:54] <Corosus> only if
pregnant, and only if the babies were highly motivated
L1031[20:33:59] <howtonotwin> ...
L1032[20:34:04] <Roburrito> They
do.
L1033[20:34:58] <howtonotwin> oh
scala-native is a thing
L1034[20:35:03] <howtonotwin> idk how to
feel about that lol
L1036[20:35:51] <Roburrito> The babies
are highly motivated.
L1037[20:36:31] <Redfoxmoon> Roburrito,
should make the baby chickens explode like creepers and include it
in a mod :P
L1038[20:39:01] <Roburrito>
Tempting.
L1039[20:39:09] <Roburrito> Might need to
put it in as an easter egg.
L1040[20:39:11] <Roburrito> ...
L1041[20:39:20] <Roburrito> If the date
stamp is easter, eggs explode.
L1042[20:39:32] <Redfoxmoon> oh god
xD
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L1044[20:41:46] <Roburrito> Also, I'm
working on genetics. Could slip in a double-recessive gene set to
trigger a'splodin chickees
L1045[20:42:08] <Redfoxmoon> do it!
:-)
L1046[20:42:14] <howtonotwin> hehe
yes
L1047[20:42:25] <Redfoxmoon> custom death
message would be amazing too :D
L1048[20:42:26] <Roburrito> My plan at
this point is to have a chromosome object with a static final enum
of gene names and a character array array of possible
alleles.
L1049[20:42:30] <Redfoxmoon> something
related to chickens of course
L1050[20:42:41] <Roburrito> Then each
chromosome has a field that is the string of genes.
L1051[20:42:44] <howtonotwin> so mods
can't add their own genes?
L1052[20:43:08] <Roburrito> I can't think
of how to implement them without each gene being hard coded.
L1053[20:43:11] <Corosus> :o
L1054[20:43:16] <howtonotwin> registries
are magic
L1055[20:43:18] <howtonotwin> :P
L1056[20:43:21] <Redfoxmoon> ^
L1057[20:43:55] <howtonotwin> you provide
hooks at certain important places you choose
L1058[20:44:00] <howtonotwin> and events
can handle the rest
L1059[20:44:18] <Roburrito> True.
L1060[20:44:32] <howtonotwin> so
eggsplosions are an event handler doing a check on the egg for
genes
L1061[20:44:49] <howtonotwin> but
crossing two organisms would be your own domain
L1062[20:44:52] <Roburrito> The problem
is that anything a gene CAN modify and any way it can do so would
need a hook
L1063[20:45:25] <howtonotwin> no I mean
you expose a way to get the genes on an entity
L1064[20:45:40] <howtonotwin> and then
forge event handlers can check those to do things
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L1066[20:46:27] <howtonotwin> I'm not
very good at this kind of stuff just yet; you'll likely get better
ideas from ghz and such :P
L1067[20:46:50] <Roburrito> Example of
horse genetics:
L1068[20:46:54] <InusualZ> Mmm, there is
anything else that I should do after removing an entity?
L1069[20:47:09] <InusualZ> I'm seeing a
ghost item
L1070[20:47:28] <Roburrito> The Extension
gene allows black pigment. If both copies are inactive (ee) then
there is no black, regardless of what other genes would do with
it.
L1071[20:47:46] <Roburrito> Dillution
reduces the amount of black pigment, if it exists, anywhere it
would be
L1072[20:48:16] <Redfoxmoon> InusualZ,
isRemote check? :-)
L1073[20:48:37] <Roburrito> And there's a
gene that overrides anything with being all white if active.
L1074[20:49:02] <Roburrito> I am no where
near ready to wrap my head around the registry paths to make that
work with any arbitary set of potential genes.
L1075[20:49:05] <howtonotwin> hmm yeah
maybe my idea isn't the best :P
L1076[20:49:12] <Roburrito> I considered
a lot of options.
L1077[20:49:26] <Roburrito> I would LOVE
to be able to have mutations and gene duplications
L1078[20:49:32] <Roburrito> But
lolidunno
L1079[20:49:53] <Roburrito> Best I can
think of is having mules of same-superclass stuff.
L1080[20:50:07] <Roburrito> Horse,
donkey, pegasus, unicorn, seahorse.
L1081[20:50:16] <Roburrito> An alicorn is
powerful but can't breed.
L1082[20:51:16] <Roburrito> ANYWAY, there
is a bed calling my name.
L1083[20:51:19] <howtonotwin> in any case
I better be leaving now
L1084[20:51:21] <howtonotwin> :P
L1085[20:51:23] <Roburrito> Good night
and thank you for the help
L1086[20:51:36] <howtonotwin> bye!
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L1088[20:52:07] <InusualZ> Mhmm, I need
to understand that thing better
L1089[20:54:46] <Redfoxmoon> the ghost
item comes from the client, hence why you shouldn't do anything if
isRemote is true
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