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L15[00:44:17] <kenzierocks>
LOCATION_BLOCKS_TEXTURE also contains items, right?
L16[00:44:37] <Ordinastie> yes
L17[00:44:44] <kenzierocks> im trying to
get the u/vs for chainmail chestplates and getting like lava
instead
L19[00:46:20] <Ordinastie> check what
actual TAS you get
L20[00:47:03] <kenzierocks> ..fuck
L21[00:47:11] <kenzierocks> i forgot to
register it XD
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L24[00:52:06] <kenzierocks> uh
Ordinastie
L25[00:52:11] <kenzierocks> i'm getting
null back
L26[00:52:27] <kenzierocks> is there a
specific string i'm supposed to be passing
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L29[00:55:01] <kenzierocks> hmm, if that
works that's weird
L30[00:55:12] <kenzierocks> the code for
that gets the sprite by registering it with the texturemap
L31[00:55:41] <Ordinastie> hum ?
L32[00:55:54] <kenzierocks> the code for
getParticleTexture
L33[00:55:57] <kenzierocks> it comes from a
baked model
L34[00:56:04] <kenzierocks> the baked
models get textures through texturemap
L35[00:56:34] <kenzierocks> however, i have
a suspicion that i'm getting my reload called before the models are
baked
L36[00:56:44] <kenzierocks> i'm going to
try hooking into the bake event instead
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L38[00:57:19] <Ordinastie> there is a
stitch event
L39[00:57:22] <Ordinastie> pre and
post
L40[00:59:12] <kenzierocks> sounds like a
better even
L41[00:59:14] <kenzierocks> event*
L42[00:59:43] <kenzierocks> 10/10, still
null
L43[00:59:45] <kenzierocks> time to
debug
L44[01:01:59] <kenzierocks> i see, i have
the wrong name format
L45[01:02:09] <kenzierocks> it's
minecraft:<items|blocks>/<name>
L46[01:02:16] <kenzierocks> not the item's
resource location
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L50[01:27:29] <killjoy> Anyone want to give
me some sql help?
L51[01:27:58] <kenzierocks> like what
L52[01:28:01] <Ordinastie> try and
ask
L53[01:28:34] <killjoy> I'm trying to
create a view that shows that latest entry for each field
type
L54[01:28:36] <killjoy> if that makes
sense
L55[01:28:56] <killjoy> table's like
this.
L56[01:29:02] <killjoy>
user|type|timestamp
L57[01:29:24] <killjoy> I want to show the
max(timestamp) for each user and type
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L59[01:30:39] <killjoy> would a join be a
thing to do?
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L61[01:41:54] <ghz|afk> killjoy: no, group
by
L62[01:42:28] <killjoy> does that support 2
fields?
L63[01:42:43] <ghz|afk> I believe so
L64[01:43:49] <ghz|afk> SELECT
user,type,max(timestamp) FROM table GROUP BY user,type;
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L69[01:54:11] <kenzierocks> how do I get
the pitch/yaw to another point
L70[01:54:35] <kenzierocks> i want to draw
a quad from one point to another
L71[01:55:08] <kenzierocks> so i thought
i'd draw the quad un-rotated, and use glRotate to set the y and x
axis rotations to point it at the other point
L72[01:55:21] <kenzierocks> but i seem to
be missing the understanding for how to get those values
L73[01:55:21] <killjoy> // TODO: make more
todos
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L75[01:56:40] <ThePsionic> killjoy: summary
of me modding
L76[01:58:44] <killjoy> ehh, I'll add
comments later
L77[01:58:59] <killjoy> >inb4 I get
fired from my future job
L78[01:59:40] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161026 mappings to Forge Maven.
L79[01:59:43] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161026-1.10.2.zip
(mappings = "snapshot_20161026" in build.gradle).
L80[01:59:46] <killjoy> Is it bad that I
couldn't learn servlets, so I created a post server from scratch
using http components?
L81[01:59:54] <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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L96[02:25:42] <Loraanicus> I've got a
problem starting my client through eclipse using gradlestart,
should I ask here or in #forgegradle?
L97[02:27:04] <Ordinastie> what's the
problem ?
L98[02:28:03] <Loraanicus> I think I've
isolated the problem in the log to be
"java.lang.UnsatisfiedLinkError:
/home/micheal/Downloads/jre1.8.0_111/lib/i386/libawt_xawt.so:
libXrender.so.1: cannot open shared object file: No such file or
directory"
L99[02:28:05] <Loraanicus> but I can put
the whole log in a pastebin if that helps
L100[02:28:33] <Ordinastie> looks like you
have a problem with your JRE
L101[02:29:34] <Loraanicus> What would you
recommend I do?
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L103[02:30:05] <Loraanicus> the
file/directory it's refering to does exist, which is what's
confusing me
L104[02:30:29] <Ordinastie> does that
specific file exists too ?
L105[02:31:01] <Loraanicus> the
libawt_xawt.so file does yeah
L106[02:32:25] <Ordinastie> dunno, maybe
try reinstalling it
L107[02:32:37] <Ordinastie> although,
eclipse does work right ?
L108[02:34:34] <Loraanicus> eclipse itself
is working fine
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L110[02:34:50] <Loraanicus> it's just when
i try to launch the client
L111[02:35:42] <Ordinastie> I don't know
then
L112[02:39:42] <Loraanicus> damn. well
thanks anyway
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L122[03:37:58] <Subaraki> o/
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L151[06:58:59] <ScottehBoeh> Hey guys, I
have a question about custom rendering the player model
L152[06:59:26] <ScottehBoeh> I've got an
NBT tag set on the PlayerData (It's a boolean toggling on/off
"crouching" when the player presses "z")
L153[06:59:39] <ScottehBoeh> How would I
go around checking the boolean, then changing the rendering of the
player model?
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L160[07:11:23] <AshIndigo> if
(EntityPlayer.getEntityData().getBoolean("crouching")) {
doStuff(); }
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L163[07:12:06] <Subaraki> ScottehBoeh, you
can't
L164[07:12:09] <Subaraki> ive tried as
well
L165[07:12:15] <ScottehBoeh> oh :(
L166[07:12:17] <Subaraki> unless you
change around the mode lwith asm
L167[07:12:39] <Subaraki> i'll be working
on a hook called like PostRotationRenderEvent
L168[07:12:55] <Subaraki> that will launch
after the player rotations are set in the model, so we can add or
modify them
L169[07:13:06] <Subaraki> i hope it'll be
accepted
L170[07:13:08] <ScottehBoeh> Thank god
:o
L171[07:13:11] <diesieben07> you don't
need ASM to change the model -_-
L172[07:13:20] <Subaraki> do i know
._.
L173[07:13:25] <Subaraki> no i dont
:D
L174[07:13:35] <Subaraki> but it's a pain
in the but for when other people do the same thing
L175[07:13:40] <Subaraki> can only have
one model right ?
L176[07:14:12] <Subaraki> a hook for
rotation was needed anyway. even for all those mods that add better
player animations
L177[07:14:14] <diesieben07> where exactly
do you need the hook?
L178[07:14:27] <Subaraki> in
setRotationAngles (that would be for me)
L179[07:15:00] <Subaraki> post render
doesn't have any effect on changing rotation angles
L180[07:15:25] <diesieben07> yeah
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L182[07:15:35] <Subaraki> because
rendering happens in between pre and post. and you can't adjust in
pre, because setRotationAngles sets rotations to 0
L183[07:15:45] <Subaraki> before being set
in rotationAngles
L184[07:15:47] <Subaraki> (iirc)
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L187[07:17:46] <ScottehBoeh> Leme note
this all down
L189[07:18:00] <Subaraki> x)
L190[07:19:05] <ScottehBoeh> I'm gonna
check out the Player render event
L191[07:20:58] <barteks2x> After 1 year I
finally know why people didn't want to reply to a question about
wtf-y issue I asked on ubuntu forums... I asked it on April
1st...
L192[07:21:23] <AshIndigo> ...
L193[07:21:38] <Subaraki> i was already
thinking on making something for inventory tabs as well... you
know, non creative ?
L194[07:21:39] <AshIndigo> That is mildly
amazing
L195[07:21:43] <Subaraki> so everyone
could finally hook into those
L196[07:21:49] <fry> how could it be 1
year? it's october :D
L197[07:21:58] <barteks2x> >1
year
L198[07:22:36] <barteks2x> the issue was
strange graphics glitch that appeared only on linux randomly after
some amount of time and reboot always fixed it
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L202[07:50:58] <barteks2x> what an idiot
designing my laptop thought it's a good idea to make F4 work like
alt+F4?
L203[07:51:46] <barteks2x> especially when
it's right next to the button that increases volume
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L208[08:06:32] <diesieben07> barteks2x, i
feel your pain.
L209[08:07:49] <diesieben07> lenovo?
L210[08:07:56] <barteks2x> yes
L211[08:08:16] <diesieben07> you can turn
off "hotkey mode" in the bios
L212[08:08:29] <diesieben07> then they
will behave like ordinary function keys
L213[08:08:35] <diesieben07> i.e. Fn+F3 =
volume up
L214[08:08:41] <barteks2x> but there is
still a hugh chance of hitting F4 instead of F3 when changing
volume
L215[08:09:03] <barteks2x> would be better
to disable alt+f4 in software
L216[08:09:08] <fry> rebind the volume
change to something else? :D
L217[08:09:20] <barteks2x> i'm to used to
it now...
L218[08:09:33] <fry> you'll get used to
the new way fast
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L220[08:10:14] <barteks2x> I guess I could
do the bios switch and bind volume changes to f2 and f3
L221[08:10:36] <fry> you don't use
anything that actually uses f2 and f3?
L222[08:11:06] <barteks2x> hm... or write
my own keyboard driver that translates F2 and F3 to volume changes
and volume changes to F2 and F3 :D
L223[08:11:28] <fry> overkill much?
:P
L224[08:12:32] <barteks2x> I'm finding a
lot of weird stuff on my HDD today...
L225[08:14:11]
⇨ Joins: AshIndigo_ (webchat@31.221.112.156)
L226[08:16:16]
⇨ Joins: Raqbit (~Raqbit@vauff.me)
L227[08:16:30] <Raqbit> Is there an event
I can use to get /me actions in the game?
L228[08:16:33] ⇦
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L229[08:17:02] <Raqbit> Like
ServerChatEvent, but for /me instead
L230[08:17:41] <diesieben07>
CommandEvent
L231[08:19:18]
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L232[08:19:39] ⇦
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L233[08:19:44] <Raqbit> alright
L234[08:20:19] ***
cpw|out is now known as cpw
L235[08:22:20]
⇨ Joins: nathan72419
(~nathan724@1-36-239-040.static.netvigator.com)
L236[08:22:23] <nathan72419> is it
possible to generate something more on a specific biome
L237[08:22:25] <nathan72419> ?
L238[08:23:06] <Ivorius> yes
L239[08:24:00] <barteks2x> you just need
to get the biome and add an if() statement... unless there is a
better way with forge?
L240[08:24:28] <Ivorius> what
L241[08:24:31] <Ivorius> He said
generate
L242[08:24:48] <barteks2x> right, in the
generator hw would need to check the biome, rigth?
L243[08:25:02] <Ivorius> That's more like
it :P
L244[08:25:53] <nathan72419> oh thx
L245[08:26:18] <barteks2x> unless it's a
biome you add, then there is better way
L246[08:26:19] ⇦
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L247[08:26:49]
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L248[08:41:02] <PitchBright> I'm looking
at the InventoryLargeChest class... and I can't seem to find where
it changes the nbt on itemstacks in its inventory
L249[08:41:27] <PitchBright> in
particular, the slot number assigned to the itemStacks
L250[08:41:49] ⇦
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L251[08:42:13] <diesieben07> wat
L252[08:42:17] <diesieben07> there is no
such thing
L253[08:42:45] <PitchBright> no?
L254[08:43:21] <AshIndigo> Pretty sure the
chest stores the slot not the itemstack
L255[08:43:26] <Ordinastie> what? you
think the slot number of the inventory is stored in the itemStack??
ôO
L256[08:43:27] <diesieben07> yeah, no
inventory does that.
L257[08:43:59] <PitchBright> i'm probably
just explaining it wrong, or totally misunderstanding it altogether
then...
L259[08:44:41] <AshIndigo> That's the
itemlodt for the chest nbt
L260[08:45:02] <AshIndigo> Go put an item
with an enchant and look at it
L261[08:45:08] <PitchBright> k
L262[08:45:12] <diesieben07> that's in the
chest's NBT
L263[08:45:16] <diesieben07> nothing to do
with the ITemStack
L264[08:45:41] <PitchBright> oh, i must be
confused about what an itemStack is
L265[08:45:43] <PitchBright> my bad
L266[08:45:53] <PitchBright> sec, trying
the enchant thing
L267[08:46:03] <diesieben07> ItemStack =
Item+meta+stackSize+NBT (for enchants)
L268[08:48:19] <Subaraki> pfff
L269[08:48:33] <Subaraki> i've been
spending all day writing the wiki, and the project page for my mod
... ._.
L270[08:48:42] <Subaraki> always surprises
me how long that takes
L271[08:52:19] <PitchBright> I put an
enchanted sword in the chest
L272[08:52:37] <PitchBright> i'm not
seeing anything I didn't expect to see though, it's just an
additional compound tag on the item
L273[08:53:08] <AshIndigo> Just kind of an
example to get a visual on the itemstack setup
L274[08:53:08] <PitchBright> but I'm not
doing a good job of explaining because i'm using the wrong
terminology
L275[08:53:52] <PitchBright> wait... so
that is an itemstack?
L276[08:54:02] ⇦
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L277[08:55:01] <PitchBright> because that
TagCompound in the "Items" TagList, was what I was
referring to as an ItemStack
L278[08:55:38] <AshIndigo> That's the item
tag in the chest
L279[08:55:49] <PitchBright> oh okay
L280[08:56:15] <PitchBright> so that item
tag has some nbt info there for the slot, correct?
L281[08:56:25] <PitchBright> (for that
particular item)
L282[08:57:10] <AshIndigo> Yeah
L283[08:57:11] <PitchBright> when the
player opens the chest, the chest inventory gets called and the nbt
is loaded, and the game knows to put that Item in the 14th slot of
the chest's gui
L284[08:57:20] <PitchBright> ^ right so
far?
L285[08:58:41] <AshIndigo> Pretty
much
L286[08:58:45] <PitchBright> kk cool
L287[08:59:43] <PitchBright> so what i'm
trying to figure out is... when I move that Item from the 14th slot
to the 1st slot....where's the code that changes that slot info on
the item, so quickly?
L288[09:00:04] <PitchBright> I was looking
for it in the InventoryLargeChest class xD
L289[09:01:00] <Subaraki> PitchBright,
what on earth are you exactly trying to do ?
L290[09:01:05] ***
amadornes[OFF] is now known as amadornes
L291[09:01:07] <Subaraki> also, how about
onSlotChanged ?
L292[09:01:17] <Subaraki> and yes, it goes
fast, it runs at 20 ticks per second
L293[09:01:25] <Subaraki> welcome to
computers.
L294[09:01:31] <Subaraki> sorry if i seem
a bit short in words
L295[09:01:36] <Subaraki> I'll gladly help
though
L296[09:01:45] <Subaraki> and you keep
talking about items, although it are itemstacks
L297[09:01:56] <Subaraki> itemstacks
contain an item, and display the icon saved to the item
L298[09:02:02] <Subaraki> but contain much
more then that
L299[09:02:13] <PitchBright> ya sorry, I
think I said I was using the terminology incorrectly... my
bad
L300[09:02:32] <Subaraki> now, what are
you tryong to do ?
L301[09:02:38] <AshIndigo> Is
onSlotChanged 1.10?
L302[09:02:40] <Subaraki> because I see
you are a confused and new person =)
L303[09:02:44] <PitchBright> I'm trying to
get better at this stuff. I'm working on an Entity, that I've given
an inventory to...
L304[09:02:48] <Subaraki> not that i know
of AshIndigo
L305[09:03:00] <sham1> o\
L306[09:03:02] <Subaraki> entities already
have basic inventories
L307[09:03:06] <Subaraki> you just need to
save them
L308[09:03:22] <Subaraki> basic inventory,
like, the main and off hand
L309[09:03:34] <Subaraki> you have a
container ?
L310[09:03:37] <PitchBright> and I'm able
to interact with it, and get into it's inventory and move things
around, but when I close the world and reopen it, I see that the
items that were in his inventory, didn't get assigned the new slots
they were moved to
L311[09:03:48] <PitchBright> the Container
concept, I'm struggling with a bit
L312[09:03:59] <Subaraki> the container is
what saves data server side
L313[09:04:25] <Subaraki> the first thing
you'd really need to do is take a step back on how you thought
stuff worked x)
L314[09:04:32] <PitchBright> ya for
sure
L315[09:04:41] <Subaraki> gui is purely
display. the grey field with slots drawn into it
L316[09:04:43] <Subaraki> nothing
more
L317[09:05:01] <PitchBright> it's hard to
just read up and take in the whole lexicon... and then start coding
after. So sometimes, I learn things as I go.
L318[09:05:02] <Subaraki> container is
what saves your data server side. what item goes in what slot
L319[09:05:54] <Subaraki> what you call an
inventory, or stackhandler, is what saves the data, and handles
stuff going in and out slots with slot numbers
L320[09:06:01] <Subaraki> containers treat
each slot
L321[09:06:11] <Subaraki> they have an
abstract view of the slots
L322[09:06:22] <AshIndigo> (Your good at
explaining subaraki)
L323[09:06:24] <Subaraki> (also, i might
be wrong. i hope if anyone sees me saying wrong stuff, they correct
me)
L324[09:06:50] <Subaraki> thanks. just
throwing out there what i've percieved over the years and heard
talking about
L325[09:07:09] <Subaraki> diesieben07 can
always give you the correct technical answers though =) what gets
called where and when
L326[09:07:20] <Subaraki> he's a good guy,
but very buys. don't bother him too often ;)
L327[09:07:30] <Subaraki> busy *
L328[09:07:32] <diesieben07> huh? what?
where?
L329[09:08:00] <PitchBright> it was
actually diesiesben's post helping someone on the forums, that got
me interested in this stuff
L330[09:08:11] <Subaraki> =)
L331[09:08:21] <diesieben07> no comment on
my forum habits please :D
L332[09:08:33] <AshIndigo> My new habit is
reading the forums
L333[09:08:51] <Subaraki> i read the
forums when i cannot figure something out myself, to give me some
hints
L334[09:08:56] <PitchBright> You helpin'
that guy out, has also helped me out tremendously. I think I'm
really close to getting my Entity to working properly.
L335[09:08:56] <Subaraki> *rarely,
raelly*
L336[09:09:49] <sham1> Your forum habits
are fine diesieb
L337[09:09:57] <Subaraki> ^
L338[09:10:10] <PitchBright> ya
superhelpful for sure
L340[09:10:28] <sham1> You can withstand
hordes of noobs and people wanting to develop for 1.7.10
L341[09:10:30] <PitchBright> i've actually
referenced many of them, for different facets of my little
experiment here
L342[09:11:14] <Subaraki> i always liked
how diesieben was able to get me off my cloud and make me
relativise x)
L343[09:11:30] <Subaraki> diesieben07,
what's the 16.stuff a day ?
L344[09:11:31] <Subaraki> posts ?
L345[09:11:38] <diesieben07> yes.
L346[09:11:46] <Subaraki> oh wauw xD
L348[09:12:10] <AshIndigo> 10/10
L349[09:12:20] <Subaraki> oh my XD
L350[09:14:36]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
L351[09:15:39] ⇦
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seconds)
L352[09:15:58] <PitchBright> so... I think
what confused me about Containers was, it seemed to me I was able
to interact with my Entity's inventory, pretty much, without
one.
L353[09:16:16] <PitchBright> But I guess
that's because I implemented IInventory on the Entity
L354[09:16:20] <PitchBright> ?
L355[09:16:23] <Subaraki> given an
inventory is made up of 3 different things, yeah, it's
possible
L356[09:16:40] <PitchBright> hm,
interesting.
L357[09:16:45] <Subaraki> and i don't
think you should use iinventory
L358[09:16:52] <Subaraki> that's
vanilla
L359[09:16:56] <Subaraki> forge has better
stuff
L360[09:17:05] <Subaraki> like a
iitemhandler
L361[09:17:07] <AshIndigo>
Capabilities!
L362[09:17:10] <Subaraki> ^
L365[09:18:36] <Subaraki> entities
impelement a capability by default
L366[09:18:53] <Subaraki> all you need to
do is make your own
L367[09:19:05] <Subaraki> and return that
in getCapability
L368[09:20:24] <PitchBright> Hm, I was
trying to follow what was going on with InventoryPlayer... because
my Entity has a bunch of the same features. Such as Armour
Inventory and whatnot
L369[09:21:32] <Subaraki> armour inventory
is already implemented as a basic for entitylivingbase
L370[09:21:37] <Subaraki> if your entity
extends that
L371[09:21:52] <Subaraki> all you have to
do is myentity.setStackInSlot(entityequipementslot,
itemstack)
L372[09:21:58] <Subaraki> and save it in
his nbt
L373[09:22:08] <Subaraki> and don't follow
vanilla too much
L374[09:22:08] *** V
is now known as Vigaro
L375[09:22:12] <PitchBright> :O
L376[09:22:26] <Subaraki> forge has a lot
of more flexible interfaces you can use
L377[09:22:58] <PitchBright> I know it's
super powerful, I'm just gettin' my feet wet with... what I thought
was.. simple stuff xD
L378[09:23:08] <PitchBright> compared to
some of the crazy stuff you guys do
L379[09:23:32] <Subaraki> private final
ItemStack[] inventoryHands = new ItemStack[2];
L380[09:23:40] <Subaraki> private final
ItemStack[] inventoryArmor = new ItemStack[4];
L381[09:23:46] <Subaraki> ^ comes from the
EntityLiving class
L382[09:23:49] <AshIndigo> *e
L383[09:23:57] <AshIndigo> Would that be 1
and 3
L384[09:24:00] <AshIndigo> *nt
L385[09:24:04] <Subaraki> in entity
skeleton, you can see "ItemStack itemstack =
this.getItemStackFromSlot(EntityEquipmentSlot.HEAD);"
L386[09:24:11] <AshIndigo> Arrays are zero
indexed
L387[09:24:29] <Subaraki> PitchBright,
this isn't simple
L388[09:24:33] <Subaraki> it's easy to go
along with
L389[09:24:39] <Subaraki> but easy it most
likely isn't
L390[09:24:52] <Subaraki> i advice you te
read up about some java basics
L391[09:25:01] <PitchBright> i meant easy
compared to the stuff i see you guys do
L392[09:25:16] <Subaraki> some things are
incredible indeed
L393[09:25:24] <Subaraki> i just do basic
stuff
L394[09:25:29] <Subaraki> keep it simple,
minecraft level
L395[09:25:33] <AshIndigo> Here's some of
my pointers that I'm stealing from the forums
L396[09:25:48] <PitchBright> ya for sure,
I do some readin', but I find also having a testing ground project
going for the stuff I'm reading about... helps me see the concepts
in action, and faciliates learning a bit too
L397[09:26:11] <AshIndigo> Don't blindly
copy tutorials, look at vanilla code for examples, and try making a
few basic java progs
L398[09:26:23] <Subaraki> ^
L399[09:26:29] <Subaraki> disagree with
the latter though
L400[09:26:40] <Subaraki> when i started i
experimented a lot with mc itself
L401[09:26:40] <PitchBright> ya for
sure... I sysout vanilla code like crazy... just to see what it's
doing
L402[09:26:44] <Subaraki> its a written
game for you
L403[09:26:49] <Subaraki> i mean, what
more do you want :D
L404[09:27:20] <AshIndigo> The java progs
were for getting familiar with java it self so you get a feel
L405[09:27:24] <AshIndigo> But that's just
me
L406[09:27:54] <Subaraki> 115 (0.078 per
day)
L407[09:27:55] <Subaraki> lol x)
L408[09:28:02] <PitchBright> I like to
understand the "why" part, when something works. I'm not
one to just copy, paste and if it works, accept it as "done
deal". I need to know the why. So I sysout and examine it, and
see what's going on, and where.
L409[09:28:14] *
Subaraki finally managed to login to the forge forums
L410[09:28:21] *
AshIndigo applauds
L411[09:28:34] <Subaraki> 115 (0.078 per
day) so, i got this is posts per day
L412[09:28:38] <Subaraki> not shabby
L413[09:28:48] <Subaraki> anyway
PitchBright , you can also use break points
L414[09:28:56] <Subaraki> and sometimes
it's easier to ask how something works
L415[09:29:04] <PitchBright> yeah... i
love them, I just discovered that like 4 days ago
L416[09:29:09] <Subaraki> ive tried to
understand as well, but it gets info from all kind of sides
L417[09:29:24] <PitchBright> I don't like
to ask too much in here, I know it's gotta be annoying for you guys
to hand-hold
L418[09:29:27] <Subaraki> i mean, for some
stuff
L419[09:29:34] <Subaraki> not really
L420[09:29:38] <AshIndigo> I'm enjoying
the conversation
L421[09:29:41] <Subaraki> people only
answer if they want to
L422[09:30:02] <Subaraki> you'll find days
where you ask something, and the nex hour, all you see is a wall of
people logging in and out x)
L423[09:30:03] <PitchBright> I try to bash
my head against something for a couple days... and if I can't get
it after 20 or so hours of trying, I'll break down and ask :D
L424[09:30:25] <Subaraki> i cannot afford
a couple of days to bash my head xD
L425[09:30:27] <Subaraki> i could before
:P
L426[09:30:38] <PitchBright> I can't
really either, but I'm stubborn as hell
L427[09:30:43] <AshIndigo> Before I could
for a week and maybe 2
L428[09:30:58] <PitchBright> plus, I find
when I figure it out, the understanding sinks in much deeper, than
if somebody showed me the answer
L429[09:31:30]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872A6E.access.telenet.be)
L430[09:32:02] <PitchBright> that's why I
thought, rather than asking for help making it work, I would see if
you guys knew where the NBT info gets changed, on that item in the
chest. I need a bit of a, lead, I guess you could say.
L431[09:33:17] <Subaraki> well
L432[09:33:22] <Subaraki> nbt info isn't
supposed to change
L433[09:33:32] <Subaraki> on itemstacks,
in a chesty
L434[09:33:36] <Subaraki> chest *
L435[09:34:11] <Subaraki> in a chest,
itemstacks get broken down to their nbt, and saved to the chests
nbt
L436[09:34:31] <Subaraki> if no itemstack
is in a slot, the slot will save nothing, aka null
L437[09:34:40] <AshIndigo> (You guys are
making want to pull out eclipse)
L438[09:34:52] <Subaraki> tags get saved
to the slotnumber
L439[09:35:01] <PitchBright> so I must be
missing a step, in my writeToNBT then.
L440[09:35:06] <Subaraki> if no stack
exist, no slotnumber is saved
L441[09:35:18] <Subaraki> so no data is
loaded for that slot, because it doesnt exists
L442[09:35:24] <Subaraki> code ?
L443[09:35:27] <Subaraki> use pastebin
please
L445[09:36:35] <PitchBright> :D
L446[09:37:12] <AshIndigo> Maybe comment
your code in the future
L447[09:37:18] <ghz|afk> pff comments are
for wimps
L448[09:37:23] <ghz|afk> or people who
can't code ;P
L449[09:37:58] <ghz|afk> use proper code
style, proper naming conventions, and the only comments you'll need
are to explain how other people's code sucks and you had to make
your own code uglier to compensate
L450[09:37:59] <ghz|afk> ;P
L451[09:38:19] <PitchBright> I do
commenting as I go, to help me keep track of what's what, when I
haven't fully absorbed it. But when I feel like I understand it, I
remove commenting (or when I'm pastebinning to spare you my
comment-monologues)... i remove it.
L452[09:38:25] <ghz|afk> that said, that
pastebin isn't a good example of nice, good, readable code
L453[09:38:26] <ghz|afk> ;P
L454[09:38:47] <PitchBright> thanks giga
:D
L455[09:38:48] <PitchBright> lol
L456[09:38:55] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Quit:
Leaving)
L457[09:39:06] <Subaraki> oh god x_x
L458[09:39:14] <PitchBright> i'll work on
my formatting, after I work on making it work
L459[09:39:27] <AshIndigo> I'm on mobile
help me
L460[09:39:28] <Subaraki> why the
IEntityAdditionalSpawnData ?
L461[09:39:49] <PitchBright> that's to
pass the Owner compoundtag to the client for server sync
L462[09:40:00] <PitchBright> which then
gets handed over to the renderer
L463[09:40:28] ***
Vigaro is now known as V
L464[09:40:48] <PitchBright> I'm saving
the gameprofile of the player that spawned the entity, on the
entity
L465[09:41:14] <Subaraki> why not make it
an entitytameable ?
L466[09:41:16] <Subaraki> they have
that
L467[09:41:23] <Subaraki> you could easely
use dataManager for that
L468[09:41:36] <Subaraki> and don't save
the owner to the player
L469[09:41:44] <Subaraki> save the entity
uuid to the player !
L470[09:41:54] <Subaraki> are you trying
to make a clone buddy ?
L471[09:41:57] <PitchBright> ya
L472[09:42:21] <Subaraki> why not ue my
mod ? :D
L474[09:42:30] *
Subaraki unshamefully promotes his own mods
L475[09:42:43] <PitchBright> :D
L476[09:42:47] *
AshIndigo fails to shame
L477[09:43:07] <Subaraki> that entity
class you have there is sooooo much waaaaaay to long
L478[09:43:09] <Subaraki> too much
info
L479[09:43:20] <Subaraki> why overwrite
the entire heading method ?
L480[09:43:41] <PitchBright> I gotta think
about what you're asking me... gimme a sec
L481[09:43:50] <Subaraki> public
EntityItem func_146097_a
L482[09:43:55] <Subaraki> and what is this
? ._.
L483[09:44:05] <AshIndigo> That's
obfusticated
L484[09:44:29] <Subaraki> also, did you
just copy over the player class ? xD
L485[09:44:33] <Subaraki> why not extend
the player class ?
L486[09:44:51] <Subaraki> OOC : object
oriented coding, java basics :D
L487[09:45:11] <Subaraki>
*programmng
L488[09:45:12] <Subaraki> not coding
L489[09:45:28] <PitchBright> I had just
added that func before asking for help, because I wanted to see
what it does. I'm not sure yet what it is.
L490[09:45:44] <PitchBright> ya, a bunch
of it is coming from the player class
L491[09:46:08] <Subaraki> does your clone
even need this ? this.moveFlying(p_70612_1_, p_70612_2_,
0.02F);
L492[09:46:46] <PitchBright> probably not,
no
L493[09:47:01] <PitchBright> I'll have to
test whether he will need it, once i spawn him in while
flying
L494[09:47:07] <PitchBright> i susepct not
though
L495[09:47:18] <Subaraki> and this
L496[09:47:19] <Subaraki> public void
moveEntityWithHeading
L497[09:47:20] <Subaraki> jeez
L498[09:47:25] <Subaraki> like, why copy
the entire code ?
L499[09:47:31] <Subaraki> it's inherited
from EntityLivingBase
L500[09:48:35] <Subaraki> the entity code
you send me just yells "AAAARGH IM BADLY CODED" xD
L501[09:48:43] <Subaraki> sorry, but it
really is i.m.o
L502[09:48:51] <PitchBright> okay
L503[09:48:54] <Subaraki> read up on
object-oriented programming
L504[09:48:58] <PitchBright> you're
surprised?
L505[09:49:06] <AshIndigo> My GUI is
giving me ocd
L506[09:49:07] <Subaraki> i'm pretty sure
3/4th of that code can be inherited
L507[09:49:08] <PitchBright> i'm not
surprised
L508[09:49:24] <Subaraki> well
PitchBright, when did you first touched any form of coding ?
L509[09:49:35] <Subaraki> cause you never
told
L510[09:49:41] <Subaraki> AshIndigo, pics
?
L511[09:49:50] <AshIndigo> Sure
L512[09:50:14] <AshIndigo> Gotta wait the
15 cmds I just sent though to go through
L513[09:50:19] <PitchBright> okay we've
established that I'm shitty at this
L514[09:50:42] <AshIndigo> Not shitty need
to practice and learn
L515[09:50:48] <PitchBright> i hope the
fact that i'm trying, really hard to get better, counts for
something
L516[09:51:17] <AshIndigo> If your
enjoying it then it counts
L517[09:51:21] <AshIndigo> That's my
rule
L518[09:51:31]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L519[09:51:35] <PitchBright> I have
moments where I enjoy it. Especially when I do something, and it
works. XD
L520[09:52:13] <AshIndigo>
imgur.com/a/GAzNh
L521[09:52:18] <PitchBright> but in
reality, I only find myself doing this stuff because I've not
managed to meet someone who is really really good at it, and would
like to see the same thing I'm trying to implement in
minecraft
L522[09:52:51] <PitchBright> i mean, I
know you guys could bang this Entity out in a couple of hours
L523[09:53:03] <PitchBright> I've been
working on in for 12 days now
L524[09:53:09] <AshIndigo> I wouldn't be
able to
L525[09:53:17] <AshIndigo> Ive never
touched entity's tbh
L526[09:53:35] <PitchBright> that's why
it's pretty hard to ask people you know are wayyy ahead of you, for
help.
L527[09:53:38] <AshIndigo> And subaraki
that was the pic
L528[09:54:14] ***
Abrar|gone is now known as AbrarSyed
L529[09:54:23] <Subaraki> awtch AshIndigo
xD
L530[09:54:33] <Subaraki> a little more to
the left plox ! :o
L531[09:55:13] <Subaraki> PitchBright,
that's not the point
L532[09:55:16] <Subaraki> you're not
shitty
L533[09:55:18] <Subaraki> i never said
that
L534[09:55:34] <Subaraki> we're just
saying you're doing it wrong
L535[09:55:41] <Subaraki> the things
you're figuring out are correct
L536[09:55:53] <Subaraki> i mean, i'm
pretty sure it works
L537[09:56:06] <Subaraki> but that doesn't
mean that your own code is going to help you out more
L538[09:56:14] <Subaraki> the way it is
now will only confuse you more
L539[09:56:36] <Subaraki> so, I advise you
to keep that code, make a new class, extend entitytameable and do
the basic things you want first
L540[09:56:41]
⇨ Joins: Redfoxmoon
(~Red@177.92-221-236.customer.lyse.net)
L541[09:56:46] <Subaraki> rendering it in
the world, and making it follow you
L542[09:56:55] <Subaraki> doing things
step by step is how you want to do it
L543[09:56:57] <PitchBright> i don't want
it to follow me though
L544[09:57:04] <Subaraki> oh ?
L545[09:57:11] <PitchBright> this is an
entity that will join the world, when I leave the world... and keep
me "online"
L546[09:57:34] <AshIndigo> So an entity
chunkloader?
L547[09:58:06] <PitchBright> my inventory
and attributes will copy over to him and he becomes
"motionless me" and vulnerable to the SMP world, while
I'm not at my game
L548[09:58:28] <PitchBright> and when I
rejoine, I get his inventory and attributes back, and whatever
happened to him while I was away, is my fate.
L549[09:58:57] <ghz|afk> I hate games like
that ;P
L550[10:03:01] ⇦
Quits: AshIndigo (~AshIndigo@188.29.164.211.threembb.co.uk) (Quit:
Bye)
L551[10:03:06]
⇨ Joins: AshIndigo
(~AshIndigo@79-67-168-211.dynamic.dsl.as9105.com)
L552[10:03:16] <AshIndigo> Hmm
L553[10:03:50] <PitchBright> I'm honestly
not surprised it's chock full of redundant or unnecessary
code
L554[10:04:28] <PitchBright> and from this
conversation, I've learned that I need to go back when I've got it
working, and really examine what methods I need in there, and what
methods I can remove and just let the super do the work
L555[10:04:32] <Subaraki> so, it's mostly
server only ?
L556[10:04:36] <Subaraki> and it doesn't
move ?
L557[10:04:38] ***
tterrag|ZZZzzz is now known as tterrag|laptop
L558[10:04:47] <Subaraki> or does it have
advanced ai to farm etc ?
L559[10:04:47] ⇦
Quits: alekso56 (~znc@ti0107a400-1168.bb.online.no) (Read error:
Connection reset by peer)
L560[10:05:01] <PitchBright> he twitches
around like a villager standing in one spot
L561[10:05:02] <PitchBright> no AI like
that,no
L562[10:05:14] <PitchBright> he doesn't
make any "decisions" or perform any actions
L563[10:05:15]
⇨ Joins: moxiegrrl__
(~MoxieGrrl@173-23-172-139.client.mchsi.com)
L564[10:05:26] <PitchBright> he's me, if I
went catatonic
L565[10:07:31] <Subaraki> so.. wha'ts the
point ... ? ._.
L566[10:07:39] <Subaraki> (just being
curious)
L567[10:07:41]
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(~MoxieGrrl@173-23-172-139.client.mchsi.com)
L568[10:07:51] ⇦
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L569[10:08:15] <PitchBright> the idea is,
in a persistant world, the characters are persistant too
L570[10:08:39] <Subaraki> you're
forgetting the fact that entities in an unloaded chunk don't to
anything
L571[10:08:57] <PitchBright> he doesn't
need to do anything though, except be there
L572[10:09:00] <Subaraki> so if you were
to have a copy of you in a server, and you log out, and noones
near
L573[10:09:03] <Subaraki> nothing
happens
L574[10:09:05] <Subaraki> he unloads
L575[10:09:09] <PitchBright> ya, that's
fine
L576[10:09:16] <Subaraki> hmkay :)
L577[10:09:25] <Subaraki> so it's server
only right ?
L578[10:09:29] <Subaraki> would be
pointless in survival
L579[10:09:31] <PitchBright> but, when
somebody comes by the chunk he's in... he loads again, right?
L580[10:09:37] <Subaraki> yeah
L581[10:09:40] <PitchBright> kk good
L582[10:09:47] ⇦
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L583[10:09:49] <Subaraki> so, he spawns
when you log out ?
L584[10:09:52] <PitchBright> yep
L585[10:09:56] <Subaraki> aaaah
L586[10:09:58] <Subaraki> okay x)
L587[10:10:04] <Subaraki> missed that
info
L588[10:10:08]
⇨ Joins: alekso56
(~znc@ti0107a400-1168.bb.online.no)
L589[10:10:11] <PitchBright> and he spawns
with everything that makes me, me
L590[10:10:14] <Subaraki> and when you
login, he is you
L591[10:10:24] <Subaraki> i mean, the
clone gets copied to you
L592[10:10:31] <PitchBright> yep, and I
get all my stuff back, and he despawns
L593[10:10:40] <PitchBright> and if he's
dead when I go to come back on... then I can't come back on
L594[10:10:43] <Subaraki> or if he got
killed, nothing
L595[10:11:00] <PitchBright> ya :)
L596[10:11:00] <Subaraki> PitchBright, if
the entity is unloaded
L597[10:11:06] <Subaraki> like, in a chunk
where noone is
L598[10:11:13] <Subaraki> you will never
be able to log back on
L599[10:11:19] <PitchBright> why
not?
L600[10:11:32] <Subaraki> its
unloaded
L601[10:11:43] <Subaraki> the data of him
being there exists. saved to the world data
L602[10:11:46] <Subaraki> but he's not
loaded
L603[10:11:53] <PitchBright> ya but my
player can still log in, as per normal...
L604[10:12:04] <Subaraki>
<PitchBright> and if he's dead when I go to come back on...
then I can't come back on
L605[10:12:12]
⇨ Joins: AshIndigo_
(~AshIndigo@188.29.164.211.threembb.co.uk)
L606[10:12:14] <Subaraki> ^ he'll be
concidered dead if he's not loaded
L607[10:12:18] <AshIndigo_> Sweet
L608[10:12:22] <Subaraki> unless you check
every chunk from the world data
L609[10:12:24] <PitchBright> dead as in,
been removed from a list because something attacked him
L610[10:12:34] <Subaraki> which can become
quite intensive in smaller servers
L611[10:13:06] <PitchBright> I was
planning on keeping a list somewhere, of all the spawned clones,
and their death status, and xyz's
L612[10:13:44] <PitchBright> a buddy of
mine suggested saving it to World NBT or something
L613[10:14:05] ⇦
Quits: AshIndigo (~AshIndigo@79-67-168-211.dynamic.dsl.as9105.com)
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L614[10:14:14] <tterrag|laptop>
WorldSaveData
L615[10:14:21] <PitchBright> ya that!
^
L616[10:14:27] <PitchBright> I think
that's what he said
L617[10:15:03] <PitchBright> so player
logs in, checks that data to see if his clone was killed, if not,
proceed to spawn in the spot where the clone is... and then swap
attributes with the clone, despawn clone
L618[10:15:22] <PitchBright> that should
be do-able, right?
L619[10:15:48] <tterrag|laptop> so you're
doing GTAO style "clone" entities left after someone DC's
?
L620[10:16:00] <PitchBright> what's
GTAO?
L621[10:16:08] <tterrag|laptop> GTA
online. first thing I thought of that does that
L622[10:16:11] <PitchBright> oh
L623[10:16:19] <tterrag|laptop> if someone
in your session disconnects ,they just become an NPC
L624[10:16:24] <PitchBright> it does? I
didn't know that.
L625[10:16:29] <PitchBright> yeah
exactly
L626[10:16:44] <tterrag|laptop> that way
sounds fine
L627[10:16:55] <PitchBright> wicked
L628[10:17:38] <Subaraki> yeah, that's
more then doable PitchBright
L629[10:17:47] <PitchBright> awesome
L630[10:17:52] <PitchBright> i think it's
gonna be cool
L631[10:17:56] <PitchBright> i'm sure most
people will hate it
L632[10:18:25] <PitchBright> they'll love
it when they happen upon a clone, but hate it when they themselves
have to logoff
L633[10:18:25] <Subaraki> so EntityClone
extends entitylivingbase
L634[10:18:39] <PitchBright>
EntityLiving
L635[10:18:43] <Subaraki> and give it an
inventory from the same size as the players
L636[10:18:46] <Subaraki> base
L637[10:18:56] <Subaraki> or
entityliving
L638[10:18:58] <tterrag|laptop> what will
the clone do?
L639[10:18:59] <Subaraki> i always use
base
L640[10:19:00] <tterrag|laptop> just stand
there?
L641[10:19:04] <PitchBright> ya
L642[10:19:07] <Subaraki> yeah, if i
understood him correctly
L643[10:19:22] <Subaraki> i think he
should have ai to just randomly scutter around
L644[10:19:25] <PitchBright> i might add
some sleep/wake mechanics, if I get decent enough at this
stuff
L645[10:19:26] <Subaraki> like cows and
pigs
L646[10:19:39] <PitchBright> he looks
around and stuff
L647[10:19:39] <tterrag|laptop> Rust style
sleeping while offline :P
L648[10:19:39]
⇨ Joins: TechnicianLP
(~Technicia@p4FE5745B.dip0.t-ipconnect.de)
L649[10:19:42] <Subaraki> i think only
entityplayer's can sleep
L650[10:19:45] <tterrag|laptop> just lays
down in a bush
L651[10:19:50] <Subaraki> i mean, use a
bed
L652[10:20:05] <tterrag|laptop> no reason
you can't extend entityplayer
L653[10:20:10] <PitchBright> I've added
some stuff that lets players sleep wherever they want
L654[10:22:04] <PitchBright> so if he
just, hits the ground on his back, that's good enough. I could have
him do a search for a bed within x number of blocks and sleep
there, if possible.
L656[10:22:41] ⇦
Quits: Naiten (Naiten@86-102-47-77.xdsl.primorye.ru) (Read error:
Connection reset by peer)
L657[10:22:45] <tterrag|laptop> it would
be neat if you added a button to the asleep GUI which let you log
out
L658[10:22:47] <tterrag|laptop> and remain
in the bed
L659[10:22:56] <PitchBright> ya, that's on
the todo list
L660[10:22:58] <tterrag|laptop> pig,
baa
L661[10:23:16] <PitchBright> i think I'll
change the Wake from ESC key, to something else
L662[10:23:17] <AshIndigo_> Bleat
L663[10:23:26] <PitchBright> so players
can ESC key to the main menu, while sleeping
L664[10:23:34] <tterrag|laptop> ehh
L665[10:23:39] <tterrag|laptop> that might
be confusing
L666[10:23:47] <tterrag|laptop> especially
since sleeping opens the chat, how do you press another
hotkey?
L667[10:24:21] <PitchBright> good
point
L668[10:24:30] <PitchBright> maybe i kill
the chat on sleep thing?
L669[10:24:47]
⇨ Joins: Brokkoli
(~Brokkoli@p5b23c07c.dip0.t-ipconnect.de)
L670[10:24:47]
⇨ Joins: AshIndigo
(~EiraIRC@79-67-168-211.dynamic.dsl.as9105.com)
L671[10:25:00] <tterrag|laptop> or, like I
said, just add a button (or your own entirely new GUI)
L672[10:25:01] <PitchBright> make the
player have to press the chat key to open the chat, like when they
are awake
L673[10:25:19] <PitchBright> aight cool, i
like that idea
L674[10:27:27] <PitchBright> Subaraki:
when you were in that rat's nest of a class file, did you happen to
look at the writeToNBT, to see if I was missing something that
would update the slot numbers, when saving the Clone?
L675[10:28:44] <PitchBright> that was my
original thing, trying to figure out where item's slot bytes get
changed, to accurately reflect the position of items in the gui,
after a player has moved items around in there.
L676[10:28:57] <Subaraki> no i
didn't
L677[10:29:02] <Subaraki> i just saw a
rat's nest x)
L678[10:29:13] <PitchBright> and I
couldn't figure out where that happens for EntityPlayer, or the
Chest
L679[10:29:15] <Subaraki> maybe the
nbttags outside ?
L680[10:29:22] <Subaraki> you had nbt
fields for some reason
L681[10:29:36] <tterrag|laptop> wait
what?
L682[10:29:40] <tterrag|laptop>
"update the slot numbers" ??
L683[10:29:48] <Subaraki> override
writeentitytonbt
L684[10:29:53] <Subaraki> write your
entire player to it
L685[10:30:01] <Subaraki> and then just
copy over
L686[10:30:10] <Subaraki> i don't actually
think you need an inventory for the clone
L687[10:30:21] <Subaraki> you just write
your nbt to the clone's
L688[10:30:26] <tterrag|laptop> don't
store things in memory as NBT
L689[10:30:30] <PitchBright> I need people
to be able to pickpocket the clone
L690[10:30:32] <tterrag|laptop> that's
incredibly inefficient
L691[10:30:41] <Subaraki> ah yeah
L692[10:30:51] <tterrag|laptop> NBT is for
saving
L693[10:30:56] <Subaraki> what do you mean
tterrag|laptop ?
L694[10:30:59] <Subaraki> ah yes
L695[10:31:05] <Subaraki> well, i only saw
some fields
L696[10:31:09] <PitchBright> I'm using
fields for the inventories, right?
L697[10:31:15] <Subaraki> given the code
was a rat's nest, i never found out where it was used
L698[10:31:18] <tterrag|laptop> I haven't
looked
L699[10:31:21] <Subaraki> for the
inventories yes
L700[10:31:23] <Subaraki> not the
nbt
L701[10:31:26] <Subaraki> but anyway
L702[10:31:31] <PitchBright> i think I'm
only using the nbt to read and write
L703[10:31:33] <Subaraki> you're starting
of with a clean entity now
L704[10:31:52] <Subaraki> inventory
worries is for later
L705[10:31:59] <Subaraki> just try to make
it spawn when logging out for now
L706[10:32:08] <Subaraki> make it spawn
all together
L707[10:32:16] <Subaraki> just an entity,
with a model
L708[10:32:19] <PitchBright> it does
already XD
L709[10:32:19] <Subaraki> nothing
mroe
L710[10:32:23] <Subaraki> really ?
L711[10:32:24] <Subaraki> nice
L712[10:32:31] <PitchBright> oh hell ya...
i'm 95% of the way there
L713[10:32:32] <Subaraki> entity code
?
L714[10:32:35] <Subaraki> render code
?
L715[10:32:37] <PitchBright> yep
L716[10:32:39] <Subaraki> got a github
?
L717[10:32:46] <PitchBright> newp
L718[10:32:55] <Subaraki> well, override
get and hascapability then
L719[10:33:18] <PitchBright> for my own
sanity though...
L720[10:33:21] <Subaraki> and make a
capability class that has an itemstackhandler
L721[10:33:29] <Subaraki> so you can save
the inventory
L722[10:33:42] <PitchBright> the
inventories save already and all that
L723[10:35:01] <PitchBright> i was just
trying to understand how chests work, so I can see if there's a
mechanic there that might be applicable to my problem
L724[10:35:13] <tterrag|laptop> and what's
your problem?
L725[10:35:37] <PitchBright> you know when
you've got an item in, say slot 14 in a chest...
L726[10:35:47] <PitchBright> the nbt looks
like this:
L728[10:36:31] <PitchBright> the Item has
a byte for the slot to keep track of what slot it's in
L729[10:36:52] <PitchBright> when I move
that item to a different slot in the chest, the slot byte changes
too
L730[10:37:04] <tterrag|laptop> the item
doesn't, it's part of the saved NBT of the chest
L731[10:37:15] <tterrag|laptop> the
itemstack does not know or care about the slot its in
L732[10:37:34] <PitchBright> right,
sorry... I mean, the number changes, so the chest knows which slot
to display it in (?)
L733[10:37:44] <tterrag|laptop> that's
save-time
L734[10:37:55] <tterrag|laptop> at
runtime, it's just an ItemStack[]
L735[10:37:57] <tterrag|laptop> index =
slot
L736[10:37:58] <PitchBright> that's what
I'd like to do with my Entity
L737[10:38:16] <Subaraki> its just
basics
L738[10:38:27] <Subaraki> i dont even know
why you would have that problem in the first place
L739[10:38:28] <tterrag|laptop> you are
mixing saving and runtime constructs
L740[10:38:33] <tterrag|laptop> NBT is
only relevant during saving
L741[10:38:51] <Subaraki> if you're
logging back in, what's the trouble you run into ?
L742[10:39:04] <tterrag|laptop> that mod
you are using, it is calling writeToNBT on the tile entity, then
displaying it
L743[10:39:05] <Subaraki> i think you're
more likely experiencing a desync issue
L744[10:39:08] <tterrag|laptop> the NBT
does not exist at runtime
L745[10:39:20] <PitchBright> what happens
is, the item would be back in slot 14 where it originally was,
before I moved it to another slot and logged out
L746[10:39:33] <tterrag|laptop> then you
aren't actually moving it
L747[10:39:39] <tterrag|laptop> or you
aren't saving the change
L748[10:39:41] <Subaraki> ^
L749[10:39:48] <Subaraki> either one of
both
L750[10:39:55] <Subaraki> most likely due
to you calling it client side only
L751[10:39:57] <Subaraki> code ?
L752[10:40:13] <Subaraki> that we can see
to what is wrong where
L753[10:40:17] <Subaraki> we can't just
tell on the fly :P
L754[10:40:30] <Subaraki> also, how do I
fork forge ?
L755[10:40:38] <tterrag|laptop> you click
the fork button
L756[10:41:09] <PitchBright> this was the
pastebin from earlier
L758[10:41:15] <PitchBright> that's all
I've got
L759[10:41:39] <Subaraki> you should
really start over new with a clean entity :/
L760[10:41:39] <PitchBright> minus the
renderer, and some packet stuff for the spawning command i use to
test the entity
L761[10:41:49] <tterrag|laptop> relevant
code pls
L762[10:41:54] <PitchBright> kk 1
sec
L763[10:42:00] <tterrag|laptop> I'm not
reading 900 lines of mess
L764[10:42:38] <PitchBright> ya sorry, my
bad
L765[10:43:06] <PitchBright> this is the
NBT stuff
L767[10:43:33] <tterrag|laptop> you can't
just add a param to the constructor
L768[10:43:36] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Quit:
Boop.)
L769[10:43:49] <PitchBright> i didn't
include the constructor
L770[10:43:56] <tterrag|laptop> ???
L771[10:43:59] <tterrag|laptop> public
EntityClone(World world, EntityPlayer player) {
L772[10:44:00] <PitchBright> in the
pastebin
L773[10:44:11] <PitchBright> you said you
only wanted relevant code xD
L774[10:44:22] <tterrag|laptop> what are
you talking about
L775[10:44:26] <tterrag|laptop> that is
the constructor
L776[10:44:46] <nathan72419> i wanna ask
about how to disable ore gen from other mods ?
L778[10:45:31] <PitchBright> that includes
it there ^
L779[10:46:32] <tterrag|laptop> but why
even have that constructor
L780[10:46:41] <tterrag|laptop> just call
readFromNBT on your own entity with the player's NBT
L781[10:46:52] <tterrag|laptop> why make a
new format?
L782[10:47:11] <Subaraki> why save it to
fields ?
L783[10:47:15] <Subaraki> why save it
twice ??
L784[10:47:26] <Subaraki> NBTTagList
invnbt = comp.getTagList("Inventory",
Constants.NBT.TAG_COMPOUND);
L785[10:47:35] <PitchBright> tbh I'm not
sure why it's there. I'm not the guy that actually started this. I
took over it when the weekend ended and he hit a wall with
rendering the gameprofile of the player who spawned it
L786[10:47:37] <Subaraki> NBTTagList
nbttaglist1 = comp.getTagList("Inventory", 10);
L787[10:47:43] <PitchBright> after i
solved it, i started doing some other stuff
L788[10:47:51] ***
diesieben07 is now known as diesieben|away
L789[10:48:05] <Subaraki> tell the guy in
question he's doing a big mess
L790[10:48:06] <tterrag|laptop> this
should not be this complicated
L791[10:48:11] <Subaraki> ^
L792[10:48:15] <tterrag|laptop> if your
class hits 900 lines you have made a seriously wrong turn
somewhere
L793[10:48:20] <tterrag|laptop> just
extend entity player
L794[10:48:24] <tterrag|laptop> override
what you need to change
L795[10:48:31] <tterrag|laptop> don't
reinvent the entire thing
L796[10:48:33] <Subaraki> (which is
nothing really)
L797[10:48:49]
⇨ Joins: HeatherHaks
(webchat@184-99-108-56.boid.qwest.net)
L798[10:48:54] <Subaraki> apart from maybe
a setter for the gameprofile
L799[10:50:09] <Subaraki> so, after i
forked forge, i clone it to my desktop, can push changes without
forge actually having to deal with it, and can then suggest a pr
?
L800[10:52:12] <ghz|afk> just so long as
you push ona branch on your fork
L801[10:52:15] <ghz|afk> yes
L802[10:53:54] <PitchBright> Subaraki:
when you said "Why save it twice?"
L803[10:53:59] <PitchBright> what did you
mean?
L804[10:54:37] <IoP> you should have both
remotes: forge and your own unless you use some clever method to
update your fork in GH with upstream
L805[10:54:46] <Subaraki> PitchBright,
really
L806[10:54:51] <Subaraki> forget about
that rats nest
L807[10:54:54] <Subaraki> remove that
class
L808[10:54:56] <Subaraki> please.
L809[10:54:59] <Subaraki> pretty
please.
L810[10:54:59] ⇦
Quits: phroa (phroa@173.254.236.155) (Ping timeout: 192
seconds)
L811[10:55:09] <Subaraki> make a new one
called EntityClone2 or something like that
L812[10:55:12] <Subaraki> extend
entityplayer
L813[10:55:14] <Subaraki> and that's
it
L814[10:55:25] <Subaraki> that's all you
need
L815[10:55:40] <PitchBright> when I tried
extending entityplayer, a whole slew of issues that are beyond my
level of experience, arose
L816[10:55:52] <Subaraki> i would doubt
that
L817[10:55:53] <PitchBright> so I went
back to what the other guy had
L818[10:55:53] <Subaraki> let me try
L819[10:55:59] ⇦
Quits: HeatherHaks (webchat@184-99-108-56.boid.qwest.net) (Ping
timeout: 195 seconds)
L820[10:56:12] <PitchBright> it's okay
man, I appreciate the effort, and I don't doubt for a second you
could do it, with no issues
L822[10:56:52] <Subaraki> voila
L823[10:56:53] <Subaraki> done
L824[10:56:55] <Subaraki> no errors
L825[10:57:29] <Subaraki> now, when
logging out, create a new EntityCLonePlayer, and call it's
writeToEntity and writenbt with the readEntity and readnbt from the
player
L826[10:57:30] <Subaraki> like so
L827[10:57:47] <Subaraki>
EntityClonePlayer clone = new EntityClonePlayer(world,
player.getgameprofile);
L828[10:57:59] <Subaraki>
clone.writeToEntityNbt(player.readEntityNbt)
L829[10:58:07] <Subaraki>
clone.writeNbt(player.readNbt)
L830[10:58:10] <Subaraki> the end
L831[10:58:14] <Subaraki> nothing more is
needed
L832[10:58:45] <Subaraki> entityplayer has
the inventory, and it will even savea any other data mods have
attached to the player
L833[10:59:01] <Subaraki> offcourse, do
not forget to spawn the clone in the world
L834[10:59:19] <Subaraki>
clone.setposition(player.getposition)
L835[10:59:34] <Subaraki>
if(!world.isRemote) world.spawnEntity(clone)
L836[10:59:37] <Subaraki> walla
L837[10:59:42] <Subaraki> nothing more,
nothing less
L838[10:59:50] <Subaraki> try it. keep
your old code if you want to
L839[10:59:57] <Subaraki> but i think
that's all you need
L840[11:00:09] <Subaraki> (offcourse, bind
your renderer to the EntityPlayerClone)
L841[11:00:19] <PitchBright> aight, I'm
making notes on what you said, I'll give it a whirl
L842[11:00:24] <Subaraki> or
EntityClonedPlayer, whatever i named it
L843[11:00:26]
⇨ Joins: xcube (~xcube16@216.38.32.2)
L844[11:01:32]
⇨ Joins: phroa (phroa@173.254.236.155)
L845[11:02:07] <PitchBright> I'm gonna
puke, if that works as intended.
L846[11:02:30] <PitchBright> I've got well
over a hundred hours into this Entity. And you just banged it out
in 3 minutes.
L847[11:02:50] <xcube> I want to add a
simple field to the player (like one byte). Capabilities seem
complex and it sounds like I would need a lot of
classes/interfaces... There is also getEntityData()... Idk what I
should use
L848[11:03:38] <gr8pefish> Capabilities
seem dauting, but aren't that bad. That being said, not sure if
it's the best way to do it for such a small thing. However, that's
what I've done so far.
L849[11:03:44] <ghz|afk> well, capablities
do seem overkill for a single byte
L850[11:03:46] <ghz|afk> however
L851[11:03:48] <ghz|afk> the entity data
is NBT
L852[11:04:04] <ghz|afk> which means a
single byte is actually boxed as a NBT class also
L853[11:04:38] <ghz|afk> so you have a
string in the root tag, that points to an NBT byte value
L854[11:04:54] <ghz|afk> it will actually
use about as much memory as the capability, in practice
L855[11:05:10] <PitchBright> I gotta crash
out. Thanks for your help Subaraki , and tterrag|laptop . Much
appreciated.
L856[11:05:23] ***
Darkhax_AFK is now known as Darkhax
L857[11:05:33] <ghz|afk> and once you have
the capability
L858[11:05:37] <ghz|afk> you can code the
logic in it
L859[11:05:39] <ghz|afk> for managing this
byte
L860[11:05:43] <ghz|afk> everything will
be more self-contained
L861[11:05:47] <ghz|afk> you'll just be
able to do like
L862[11:06:01] <ghz|afk>
getCapability(yourinterface, ...).doSomething()
L863[11:06:09] <ghz|afk> and make the byte
itself an implementation detail
L864[11:06:19] ***
PaleOff is now known as PaleoCrafter
L865[11:07:47] <xcube> ghz|afk: I see. But
where do I start? mcforge.readthedocs.io has a lot of stuff, but I
am not shore what is relevant to what I am doing
L866[11:08:06] ⇦
Quits: AshIndigo_ (~AshIndigo@188.29.164.211.threembb.co.uk) (Ping
timeout: 186 seconds)
L867[11:08:28] <ghz|afk> okay let me give
you a quick checklist...
L868[11:08:58] <ghz|afk> 1. the interface
that will represent the "api" for your capability (can be
something internal)
L869[11:09:11] <ghz|afk> 2. a class that
implements ICapabilitySerializable
L870[11:09:26] <ghz|afk> 3. a function
somewhere that calls CapabilityManager.INSTANCE.register
L871[11:09:27] <Subaraki> (for only a
byte, you'll need 3 classes. i could provide you with an example if
you'd like)
L872[11:10:02] <ghz|afk> this function
will ask you for an IStorage and a default implementation factory
-- these SHOULD be provided, but if it's purely internal
L874[11:10:07] <ghz|afk> it's up to you if
you want to break the contract
L875[11:10:15] <xcube> Would I need to do
anything with AttachCapabilityEvent.Entity?
L876[11:10:19] <Subaraki> yes
L877[11:10:31] <Subaraki> simple line
though
L878[11:10:33] <ghz|afk> okay that's for
declaring the existance of your capability
L879[11:10:34] <ghz|afk> then
L880[11:10:49] <ghz|afk> 4. an event
handler for AttachCapabilityEvent<EntityPlayer>
L881[11:10:53] <ghz|afk> (.Entity is
deprecated)
L882[11:10:59] <ghz|afk> in it
L884[11:11:09] <ghz|afk> you want to
attach a new instance of your ICapabilitySerializable
L885[11:11:28] <ghz|afk> in in turn will
contain its own copy of your interface's implementation
L886[11:11:38] <ghz|afk> 5. whenever you
need to access the data
L887[11:11:39] <ghz|afk> call
L888[11:12:01] <ghz|afk> if
(player.hasCapability(THE_CAP)) instance =
player.getCapability(THE_CAP)
L889[11:12:08] <ghz|afk> and finally, I
forgot one:
L890[11:12:18] <ghz|afk> wherever you need
to make use of the capability
L891[11:12:21] <ghz|afk> a static
field
L892[11:12:28] <ghz|afk>
@CapabilityInject(YourInterface.class)
L893[11:12:37] <ghz|afk> public static
Capability<YourInterface> THE_CAP;
L894[11:12:48] <ghz|afk> you can place it
in a common location
L895[11:12:55] <ghz|afk> or declare one
such field on each class that needs it
L896[11:13:08] <ghz|afk> (accessing local
statics is faster)
L897[11:13:29] <ghz|afk> those 6 steps are
all you need for a working capability
L898[11:13:33] <Subaraki> can anyone tell
me the path to their forgeSource library ... ? i accidentally
deleted mine from the referenced libraries ...
L899[11:13:38] <ghz|afk> the API can be as
complex or as simple as you need it to
L900[11:13:54] <ghz|afk> Subaraki: just
click the blue refresh icon on the gradle panel (IDEA)
L902[11:14:06] <Subaraki> using
eclipse
L903[11:14:11] <ghz|afk> rerun gradlew
eclipse ;P
L904[11:14:18] <Subaraki> yeah right
._.
L905[11:14:23] <Subaraki> and wait for
another 15 minutes ?
L906[11:14:27] <ghz|afk> wat
L907[11:14:31] <ghz|afk> not
setupDecompWorkspace
L908[11:14:33]
⇨ Joins: AshIndigo_
(~AshIndigo@188.29.164.211.threembb.co.uk)
L909[11:14:36] <ghz|afk> just gradlew
eclipse
L910[11:14:40] <ghz|afk> that should take
5 seconds tops
L911[11:14:41] <AshIndigo_> My data hates
ne
L912[11:14:51] <ghz|afk> also
setupDEcompWorkspace will be faster on successive runs (< a
minute)
L913[11:14:55] <ghz|afk> since it has no
work to do
L914[11:15:00] <ghz|afk> only when you
change the version/mappings it's slow
L915[11:15:11] <AshIndigo_> Unless you
clean the cache
L916[11:15:26] <ghz|afk> well duh
L917[11:15:46] <xcube> Subaraki: your
CapabilityMageProvider getCapability() and hasCapability() methods
dont call super, is this normal? The docs say to call the super
methods
L918[11:16:09] <Subaraki> really ?
L919[11:16:12] <Subaraki> never
noticed
L920[11:16:27] <Subaraki> it works
without
L921[11:16:31] <Subaraki> don't know if
it's needed
L922[11:16:48] <SkySom> Without the super
it doesn't call to things that have been attached
L923[11:16:50] <SkySom> IIRC
L924[11:16:55] <AshIndigo_> Maybe you
should incase
L925[11:17:03] <Subaraki> yeah
L926[11:17:08] <Subaraki> always better to
call the supers :)
L927[11:17:19] <ghz|afk> xcube: super is
needed only for when you override an entit/tileentity
L928[11:17:27] <ghz|afk> there's no super
when you implement an external ICapabilityProvider
L929[11:17:52] <AshIndigo_> (I just came
back so Im probably missing some infk)
L930[11:18:17] ⇦
Quits: nathan72419 (~nathan724@1-36-239-040.static.netvigator.com)
(Read error: Connection reset by peer)
L931[11:22:26] <ghz|afk> AshIndigo_: xcube
wants to add data to players, and we are explaining how to approach
creating a capability
L932[11:22:33] <ghz|afk> I have a 6-step
checklist of the stuff needed for it
L933[11:23:05] <Subaraki> i have 3 classes
i always copy over .3.
L934[11:23:16] <Subaraki> less brains,
certainly .... :/
L935[11:23:19] <Subaraki> but it works
x)
L936[11:23:33] <Subaraki> also, can't
remember who, but someone helped me with that
L937[11:23:37] <Subaraki> might have been
ordi
L938[11:23:53] <Ordinastie> hum?
L939[11:24:47] <ghz|afk> lol
L942[11:25:12] <Raqbit> also hi
Subaraki
L943[11:25:23] <Subaraki> hi Raqbit
o/
L944[11:25:40] <ghz|afk> Raqbit: soudns
like you aredoing things that java6 doesn't support
L945[11:25:43] <AshIndigo_> Raqbit open
your cradle file and change the 1.6 to 1.8
L946[11:25:51] <ghz|afk> you can modify
the build.gradle and switch it to java8
L947[11:25:53] <AshIndigo_> I'll get the
proper names one sec
L948[11:25:54] <Raqbit> This is
1.7.10
L949[11:26:02] <Raqbit> Oh right
L951[11:26:08] *
Subaraki hisses
L952[11:26:08] <Raqbit> Support dropped
>.<
L953[11:26:29] <Raqbit> Well, I guess I'm
on my own then :P
L954[11:26:46] <ghz|afk> well if you can't
do java8
L955[11:26:47] <AshIndigo_>
sourceComatibility = 1.8
L956[11:26:59] <ghz|afk> then the
alternative is to NOT call static methods on interfaces
L957[11:26:59] <ghz|afk> ;p
L958[11:27:07] <AshIndigo_>
targetConpatibility = 1.8
L959[11:27:26] <AshIndigo_> There you
go
L960[11:32:11] ***
AbrarSyed is now known as Abrar|gone
L961[11:32:11] <fry> decided to randomly
count pdfs in the download folder
L963[11:32:25] <AshIndigo_> Spooky
L964[11:32:38] <Raqbit> Wooo build
successful
L965[11:32:42] <fry> literally the first
time I looked :P
L966[11:32:53] <AshIndigo_> Nice raw
L967[11:32:55] <AshIndigo_> *raq
L968[11:32:59] <Raqbit> had to do both
sourcecompatability & targetcompatability
L969[11:33:05] <ghz|afk> mine has...
L970[11:33:07] <Raqbit> and apply the java
plugin
L971[11:33:09] <ghz|afk> *dramatic
pause*
L972[11:33:10] <ghz|afk> ... 218
L973[11:33:34] ***
Abrar|gone is now known as AbrarSyed
L974[11:33:38] ⇦
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(Read error: Connection reset by peer)
L975[11:36:51]
⇨ Joins: Jezza (~Jezza@92.206.4.86)
L976[11:37:30] <Subaraki> forge cannot
abstractClean (trying to setup a fork)
L977[11:37:40] <ghz|afk> wat?
L978[11:38:08] <Subaraki> uh
L979[11:38:10] <Subaraki>
eclipseClean
L980[11:38:19] <Subaraki> Execution failed
for task ':eclipseClean'.
L981[11:38:36] <ghz|afk> the wat implied
"pastebin actual logs"
L983[11:39:51]
⇨ Joins: Noppes
(~Noppes@ip56530f2e.direct-adsl.nl)
L984[11:40:49] <ghz|afk> can you run with
--debug ? ;P
L985[11:41:13] <ghz|afk> or
--stacktrace
L986[11:41:17] <ghz|afk> or dunno
L987[11:41:19] <ghz|afk> ;P
L988[11:42:12]
⇨ Joins: sww1235
(~sww1235@lotus.cs.colostate.edu)
L989[11:42:18] <Raqbit> So I just tried to
deploy the built jar
L990[11:42:29] <Raqbit> but I don't think
the library got compiled xD
L991[11:42:47] <Raqbit> class not
defined
L992[11:43:05] <Subaraki> now its just
stuck ghz|afk xD
L993[11:44:25] <Raqbit> did I need to do a
buildNeeded task?
L994[11:44:30] <Raqbit> trying that
now
L996[11:45:00] <Subaraki> thats like total
gibberish ? ._.
L997[11:45:34]
⇨ Joins: AshIndigo
(~EiraIRC@79-67-168-211.dynamic.dsl.as9105.com)
L998[11:46:42] <Subaraki> ghz|afk ^
L999[11:47:34] <Raqbit> Yeah
L1000[11:47:52] <Raqbit> So getting a
class not defined error on a class in a library I used in my
project
L1001[11:48:05] <Raqbit> I did ad
"compile etc."in my build.gradle
L1002[11:48:08] <Raqbit> *add
L1003[11:48:50] <ghz|afk> Caused by:
java.lang.No
L1004[11:48:50] <ghz|afk>
SuchMethodError:
org.gradle.api.internal.AbstractTask.getState()Lorg/gradle/api/internal/tasks/TaskStateInternal;
L1005[11:48:56]
⇨ Joins: TangentDelta
(~tangentde@c-68-37-224-83.hsd1.mi.comcast.net)
L1006[11:49:06] <Subaraki> how ?
L1007[11:49:08] <Subaraki> why ?
L1008[11:49:09] <ghz|afk> Subaraki:
uhm
L1009[11:49:14] <ghz|afk> areyou using
the wrong version of gradle?
L1010[11:49:34] <TangentDelta>
Mmm...gradle.
L1011[11:49:45]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1012[11:49:55] <Subaraki> it said to
fork, and run gradlew setupForge
L1013[11:49:59] <TangentDelta> I think
I've fallen in love with Gradle+IntelliJ.
L1014[11:50:02] <Subaraki> so i forked
forge
L1015[11:50:04] <Subaraki> cloned
it
L1016[11:50:11] <Subaraki> and ran
gradlew setupForge
L1017[11:50:11] <Subaraki> ._.
L1018[11:50:14] <TangentDelta> What
OS?
L1019[11:50:16] <ghz|afk> yeah
L1020[11:50:19] <Subaraki> windows
?
L1021[11:50:20] <ghz|afk> but gradle is
failing somehow
L1022[11:50:41] <ghz|afk> what does
2gradlew --version" print?
L1023[11:50:45] <TangentDelta> Don't you
need to set up the decomp/dev environment first so it can link
everything together?
L1024[11:50:57] <ghz|afk> no this is
forge proper
L1025[11:50:59] <ghz|afk> not a MDK
L1026[11:51:03] <TangentDelta>
Okay.
L1027[11:51:27] <Subaraki> gradle
1.12
L1028[11:51:43] <ghz|afk> yeah that's
wrong
L1029[11:51:47] <ghz|afk> should be
2.14
L1030[11:51:50] <Subaraki> forked wrong
brench ?
L1031[11:51:53] <ghz|afk>
apparently
L1032[11:52:01] <ghz|afk> or
actually
L1033[11:52:05] <ghz|afk> it's not
specifically the fork
L1034[11:52:51] <Subaraki> can i unfork
stuff ?
L1035[11:52:57] <ghz|afk> no need
L1036[11:53:00] <ghz|afk> what do you use
for git?
L1037[11:53:04] <ghz|afk> cmdline?
L1038[11:53:05] <Subaraki> smartgit ?
:s
L1039[11:53:08] <ghz|afk>
tortoisegit?
L1040[11:53:12] <ghz|afk> aha can't help
with smartgit
L1041[11:53:20] <ghz|afk> find an option
to manage remotes
L1043[11:53:56]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L1044[11:54:03] <ghz|afk> then checkout
upstream/1.10.x into a new local branch with the name of the stuff
you are working on
L1045[11:54:38] <ghz|afk> in cmdline
terms, that'd be:
L1047[11:55:20] <ghz|afk> git checkout -b
work_branch upstream/1.10.x
L1048[11:55:26] <ghz|afk> and once you
are done working
L1049[11:55:32] <TangentDelta> So, I'm
trying to figure out how the new packet system works now that the
networking side of things is handled on a completely separate
thread.
L1050[11:55:37] <ghz|afk> yo ucna push to
origin/your_work_branch
L1051[11:56:14] <TangentDelta> I
basically just need to pass an integer to the client for the
rotation of a tile entity for rendering. Nothing too fancy. Any
good recomendations for example code/tutorials?
L1052[11:57:05] <ghz|afk> TangentDelta:
as the docs say
L1053[11:57:11] <ghz|afk> it's pretty
much the same, xcept you want to schedule a task for it
L1054[11:57:36] <TangentDelta> So, how
does the packet know what TE it belongs to? Do I send the
coordinates along for the ride as well?
L1055[11:57:47] <ghz|afk> of course
L1056[11:57:58] <ghz|afk> but that was
true in the past also...
L1057[11:58:02] <ghz|afk> that hasn't
changed
L1058[11:58:05] <ghz|afk> the only
difference is
L1059[11:58:30] <ghz|afk> if you receive
on the server, do like
L1060[11:58:31] <ghz|afk> final
EntityPlayerMP player = ctx.getServerHandler().playerEntity;
L1061[11:58:31] <ghz|afk> final
WorldServer world = (WorldServer) player.worldObj;
L1062[11:58:31] <ghz|afk>
world.addScheduledTask(() -> { handler code } );
L1063[11:58:36] <Subaraki> branch is upt
to date
L1064[11:58:45] <Subaraki> with
origin/master
L1065[11:59:05] <ghz|afk> if you receive
on the client then I recommend using the client proxy as an
intermediary
L1066[11:59:14] <ghz|afk>
Minecraft.getMinecraft().addScheduledTask(() -> { handler code
here });
L1067[11:59:30] <TangentDelta> Yeah,
that's how I'm planning on doing it.
L1068[11:59:40] <ghz|afk> Subaraki: why
master :/
L1069[11:59:40] <TangentDelta>
Thanks!
L1070[11:59:48] <ghz|afk> I wouldn't even
keep a "master" in your fork
L1071[11:59:49] <Subaraki> no idea.
default name ?
L1072[12:01:54] <ghz|afk> let me try it
locally and then i'll paste you the sequence of commands I did, for
reference ;P
L1073[12:02:43]
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L1075[12:03:49] <Subaraki> found the
problem
L1076[12:03:52] <Subaraki> my fork is
outdated
L1077[12:03:55] <Subaraki> and it doesnt
update
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L1079[12:04:53] <Subaraki> so how do i
unfork to refork the updated stuff xD
L1080[12:07:50]
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L1081[12:08:14] <TangentDelta> Actually,
for block rotation, I could use the new blockstates system.
L1082[12:08:14] <ghz|afk> Subaraki: you
dont' unfork and re-fork
L1083[12:08:20] <ghz|afk> that's a
retarded way to approach the issue
L1084[12:08:25] <ghz|afk> you PULL from
the real repository
L1085[12:08:29] <ghz|afk> and thne PUSH
into the fork
L1086[12:08:30]
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L1087[12:08:32] <ghz|afk> here:
L1088[12:08:33] <Subaraki> well, it
worked ._.
L1090[12:09:23] <ghz|afk> YES BUT YOU DID
NOT LEARN TO DO IT RIGHT
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L1094[12:10:26] <ghz|afk> Subaraki: seen
the link?
L1095[12:10:48] <Subaraki> yes
L1096[12:10:56] <Subaraki> i never knew
how it worked, so i resorted to smartgit
L1097[12:11:00] <Subaraki> and i dont
even know smartgit x)
L1098[12:11:03] <ghz|afk> yes
L1099[12:11:05] <ghz|afk> okay so
L1100[12:11:12]
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L1101[12:11:12] <ghz|afk> the git
repository
L1102[12:11:14] <ghz|afk> has a list of
"remotes"
L1103[12:11:20] <ghz|afk> that's servers
it has easy access to
L1104[12:11:42] <ghz|afk> by
default
L1105[12:11:44] <ghz|afk> when you
clone
L1106[12:11:52] <ghz|afk> it will create
a remote called "origin" with your URL
L1107[12:12:01] <Subaraki> yes ?
L1108[12:12:40] <ghz|afk> so, to work
properly
L1109[12:12:47] <ghz|afk> you want both
your "working place" (your fork)
L1110[12:12:50] <ghz|afk> and the real
repository
L1111[12:12:56] <ghz|afk>
("upstream")
L1112[12:13:18] <ghz|afk> so in order to
do that, you can add a new remote (smartgit should have a config
for that)
L1113[12:13:38] <ghz|afk> but that only
adds it to the list of "aliases"
L1114[12:13:55] <Subaraki> yeah
L1115[12:13:57] <Subaraki> remote
add
L1116[12:13:58] <ghz|afk> so you have to
use "fetch" to obtain data from it
L1117[12:14:09] <Subaraki> or fetch
more
L1118[12:14:20] <Subaraki> in the remorte
tab there's a fetch more
L1119[12:14:20] <ghz|afk> in this case,
you want to fetch upstream, to download the latest fommits from the
forge repo
L1120[12:14:25] <ghz|afk> okay
L1121[12:14:28] <ghz|afk> then
L1122[12:14:31] <ghz|afk> after
fetching
L1123[12:14:37] <ghz|afk> you'll want to
create the working branch
L1124[12:14:43] <ghz|afk> FROM
1.10.x
L1125[12:14:52] <ghz|afk> (or whatever
version you are working on -- I assume latest)
L1126[12:15:08] <Subaraki> yeah
L1127[12:15:15] <ghz|afk> you want to
tell smartgit to checkout into a new branch with the name of
whatever yo uwant to work on
L1128[12:15:19] <ghz|afk> don't use
"master" or "1.10.x"
L1129[12:15:26] <ghz|afk> because then
it's confusing when you work on two things at once
L1130[12:15:35] <ghz|afk> or if you work
on a new thing while waiting for the PR review
L1131[12:15:45] <ghz|afk> so use a proper
descriptive name
L1132[12:15:48] <ghz|afk> then
L1133[12:15:52] <ghz|afk> you can work on
this branch
L1134[12:15:56] <ghz|afk> add commits and
such
L1135[12:16:13] <ghz|afk> sooner or
later, you'll want to push the commits
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L1137[12:16:20] <ghz|afk> so you'll want
to push, TO ORIGIN
L1138[12:16:23] <ghz|afk> in fact
L1139[12:16:34] <ghz|afk> you want to
tell smartgit to set origin/work_branch_name as the remote-tracking
branch
L1140[12:16:44] <ghz|afk> rather than the
1.10.x upstream
L1141[12:16:55] <ghz|afk> thne just
accept to push
L1142[12:17:03] <ghz|afk> and you'll see
the new branch appear in your github page
L1143[12:18:01] <ghz|afk> after your PR
gets accepted (or rejected without chance of improvement ;P)
L1144[12:18:12] <ghz|afk> you'll probably
want to delete this work branch
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L1146[12:18:33] <ghz|afk> this is another
reason why you shouldn't create work branches with generic names
like "master"
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L1148[12:19:20] <McJty> 'first_version',
'second_version', 'better_version', 'best_version',
'bester_version', ...
L1149[12:19:29] <ghz|afk> wat
L1150[12:19:39] <McJty> Just giving
suggestions for good branch names :-)
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L1152[12:19:44] <ghz|afk> that reminds me
of super hexagon
L1153[12:19:47] <ghz|afk> hard
L1154[12:19:48] <ghz|afk> hardest
L1155[12:19:54] <ghz|afk> harder*
L1156[12:19:56] <ghz|afk> hardest
L1157[12:19:58] <ghz|afk> hardester
L1158[12:20:00] <ghz|afk>
hardestest
L1159[12:20:03] <McJty> :-)
L1160[12:20:42] <ghz|afk> I forgot the
last one: hardestestest
L1161[12:20:54] <g> tconstruct does that
with modifiers
L1162[12:21:10] <g> sharp, sharper,
sharpest, sharpester, sharpestest..
L1163[12:21:24] <ghz|afk> then we know
someone who probably played super hexagon ;P
L1164[12:21:48] <ghz|afk> wow I lost
practice lol
L1165[12:21:51] <ghz|afk> last 3
seconds
L1166[12:22:01] <g> Begin.
L1168[12:22:03] <g> Game over.
L1169[12:22:13] <ghz|afk> Game
overBEGIN
L1170[12:22:14] <ghz|afk> Game
overBEGIN
L1172[12:23:12] <ghz|afk> I have like 15s
in hyper hexagonest
L1173[12:23:19] <ghz|afk> it was a
planetary alignment
L1174[12:23:22] <g> I didn't get past
like
L1175[12:23:23] <g> harder
L1176[12:23:30] <ghz|afk> where it didn't
randomly choose any of the sequences I can't handle
L1177[12:26:06] <Subaraki> now it stops
on decompileJar u_u
L1178[12:26:07] <Raqbit> So Forgegradle
isn't compiling libraries I defined in build.gradle with the
project
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L1180[12:26:21] <Raqbit> I looked in the
jar, and no trace of the lib to be found
L1181[12:26:25] <ghz|afk> Raqbit: why
would it?
L1182[12:26:27] <Subaraki> gc overhead
limit exeed
L1183[12:26:28] <ghz|afk> if you want
them embedded
L1184[12:26:32] <ghz|afk> you need to use
the shadow plugin
L1185[12:26:36] <Raqbit> oh
L1186[12:26:37] <ghz|afk> and create a
shadowJar
L1187[12:26:47] <ghz|afk> Subaraki: then
do the trick of adding more memory to gradle
L1188[12:26:51] <Raqbit> Oh, I thought It
was the same as the android system
L1189[12:26:51] <ghz|afk> in your
gradle.properties
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L1192[12:27:21] <g> forgegradle has its
own shading system now ghz|afk
L1193[12:27:27] <ghz|afk> g: does it
now?
L1195[12:27:33] <ghz|afk>
how/where?
L1196[12:27:34] <ghz|afk> ;P
L1197[12:28:21] <Subaraki> that file
should be default ...
L1198[12:28:22] <ghz|afk>
interesting
L1199[12:28:33] <g> I think this might
actually partially just be new gradle features
L1200[12:28:33] <gr8pefish> So in terms
of code organizational design, what is the best solution? I am
implementing a new system of saving data for my mod, and I'd like
to keep it logically separated, in its own directory. Now, it will
require some event handling, which I already have in my master
ForgeEventHandler class. In fact, I will be subscribing to some of
the same methods. Technically speaking it shouldn't be an issue, as
they
L1201[12:28:33] <gr8pefish> will both
just run, but I am just begging for odd bugs by organizing it that
way? Or is it a good idea to separate the concerns?
L1202[12:28:38] <g> but yeah, you don't
need shadowjar anymore
L1203[12:28:49] <Raqbit>
interesting
L1204[12:28:54] <Raqbit> thanks for the
link g!
L1205[12:28:58] <g> No problem
L1206[12:29:01] <ghz|afk> gr8pefish: I
generally register a separate event handling class for each
separate feature
L1207[12:29:29] <gr8pefish> alright
thanks ghz. That's what I was leaning towards, but I just wanted
some more input.
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L1210[12:30:18] <ghz|afk> gr8pefish: note
that, if you have like, 5 classes registering for player tick
event
L1211[12:30:27] <ghz|afk> then it may be
worth having just one handler that delegates to the rest
L1212[12:30:45] <ghz|afk> but for... less
common events
L1213[12:31:12] <gr8pefish> True. Yeah
it's a fuzzy problem and gets harder in terms on increased
complexity, but I think for my relatively simple case it should be
okay to separate out
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L1216[12:32:28] <g> someone had a minimap
waypoint set in the same block as a double door and caused the
problem by teleporting to it
L1217[12:32:31] <g> we're using malisis
doors
L1218[12:32:35] <g> so if anyone else is
using that, be aware
L1219[12:36:27] <Raqbit> Uhm, g, I shaded
the dependency using the instructions on the site you linked me,
but my jar now contains both a repackaged & shaded
version
L1220[12:37:03] <g> I'm not sure I
understand
L1221[12:37:12] <g> the actual JAR is
inside your main JAR?
L1222[12:37:48] <Raqbit> no, my root
contains the folder structure of the dep
L1223[12:37:56] <Raqbit> & the jar is
shaded correctly aswell
L1224[12:38:03] <Raqbit> s/jar/dep
L1225[12:38:46] <g> So you mean it's both
shaded the JAR as it comes, and shaded & relocated it
too?
L1226[12:39:02] <g> the contents of the
JAR, rather
L1227[12:39:20] <Raqbit> lemme make a
screenshot
L1230[12:42:13] <Raqbit> The org folder
is my library
L1231[12:42:20] <Raqbit> The folder
structure behind it is completely empty
L1232[12:42:26] <Raqbit> as you can se by
the byte-count
L1233[12:42:40] <g> right, okay
L1234[12:42:47] <Raqbit> But inside my
project structure, (raqbit ->), it is shaded correctly
aswell
L1235[12:42:52] <g> are you using the srg
remapping stuff at all?
L1236[12:43:04] <Raqbit> yes
L1237[12:43:05] <g> the `srgExtra` lines
in the doc
L1238[12:43:07] <g> what've you
got?
L1240[12:43:50] <g> Oh hey, kitteh
irc
L1241[12:43:58] <g> mbaxter would be
proud
L1242[12:44:01] <Raqbit> :P
L1243[12:44:33] <Raqbit> I usually use
pircbotx, but I for variation I used kittehIRC
L1244[12:44:34] <g> so basically you're
saying that it shaded correctly but left behind the org/whatever
structure
L1245[12:44:40] <Raqbit> yeah
L1246[12:44:47] <Raqbit> exactly
L1247[12:44:53] <g> one sec
L1248[12:44:55] <Raqbit> Sorry for my
weird explaination lol
L1249[12:46:25] <g> trying to find an srg
syntax guide, not doing too well at that
L1250[12:46:35] <g> basically, it's doing
exactly what you told it to
L1251[12:46:51] <g> and leaving behind
empty dirs
L1252[12:47:02] <g> a couple
pointers
L1253[12:47:05] <g> what's your username
on github?
L1254[12:47:12] <Raqbit> Raqbit :3
L1255[12:47:17] <Raqbit> I don't have it
on there right now
L1256[12:47:22] <g> OK, so your base
package should be com.github.raqbit
L1257[12:47:34] <g> what I would do is,
instead of those two remapping lines
L1258[12:47:43] <Raqbit> Currently I have
it as just Raqbit.forgemod.[modname]
L1259[12:47:53] <g> simply move the
entirety of `org` into `com.github.raqbit.libs`
L1260[12:48:05] <g> so you'd end up with
com.github.raqbit.libs.org.kitteh...
L1261[12:48:10] <Raqbit> hmm
L1262[12:48:15] <g> that would also move
the entire structure
L1263[12:48:30] <g> I'd love to tell you
how to just remove it as it is but I don't know SRG and I can't
find a guide or spec
L1264[12:48:40] <Raqbit> hmkay
L1265[12:49:00] <Raqbit> Thanks for the
help :3
L1266[12:49:03] <Raqbit> Have a good
day
L1267[12:49:15] <Raqbit> or evening
L1268[12:49:22] <g> Likewise \o/
L1269[12:50:26] <Subaraki> how does one
code with a library ?
L1270[12:50:33] <Subaraki> contemplating
on using bauble
L1271[12:50:36] <Subaraki> baubles
*
L1272[12:50:59] <AshIndigo> download the
api and add it to your project then add the deobf as a
library
L1273[12:52:42] <Subaraki> does baubles
have a deobf ?
L1274[12:52:49] <AshIndigo> ill
check
L1275[12:53:00] <gr8pefish> just look in
the readme for baubles on github
L1276[12:53:22] <AshIndigo> check his
forum page for baubles
L1278[12:53:38] <AshIndigo> the link cut
off...
L1279[12:54:02] <Subaraki> it found it
though
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L1282[12:56:30] <Lord_Ralex> because the
actual title is not used to find the thread
L1283[12:58:23] <Subaraki> indeed
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L1285[12:58:32] <Subaraki> i have no
sources though
L1286[12:58:53] <AshIndigo> check out the
baubles api
L1287[12:58:59] <AshIndigo> thats all you
need to add baubles
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L1292[13:03:53] *
Subaraki downloads the github source
L1293[13:04:05] <Subaraki> so i can
actually see what i need
L1294[13:04:18] *
Subaraki discovers two errors in the code
L1295[13:04:20] <Subaraki> well then
!
L1296[13:04:46] *
AshIndigo has decompilier plugin for eclipse
L1297[13:05:11] <Subaraki> he could at
least put up the source with his api ? idk u_u
L1298[13:05:18] <Subaraki> a decompiler
plugin ?
L1299[13:05:44] <AshIndigo> if i open a
classs that doesnt have source attached then it will decompile and
open in a tab for me
L1300[13:05:51] <AshIndigo> pretty useful
acutally
L1301[13:05:52] <Subaraki> nice
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L1303[13:20:31] <ghac> Hey, is there a
good way to log incoming packets (client) via a mod or so?
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L1309[13:54:58] <Boreeas> Is
'Block.hasTileEntity' supposed to return true if there is a tile
entity in that given position of the world, or if that Block in
general contains a tile entity?
L1310[13:55:12] <kenzierocks> if that
block has a tile entity
L1311[13:55:19] <kenzierocks> you don't
pass it a position i believe
L1312[13:55:22] <Boreeas> Related, is
there even a case where a block only sometimes has a tile
entity?
L1313[13:55:36] <McJty> Boreeas, when in
doubt just click through to the vanilla source and see what it
does
L1314[13:55:37] <Boreeas> You pass it a
BlockState, doesn'T that encode the position?
L1315[13:56:03] <McJty> A blockstate
doesn't contain a position
L1316[13:56:13] <Boreeas> Huh, so it
doesn't. Thanks!
L1317[13:57:26] <diesieben07> Boreeas, as
for the "sometimes" question: yes. there is. you can make
it so that a block only has a TE when it has a certain
metadata.
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L1382[16:48:10] <ghz|afk> Hmm so
L1383[16:48:42] <ghz|afk> the book
lib/mod I'm working on
L1384[16:48:55] <ghz|afk> i'm not sure
how to do the API for letting others register the books
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L1386[16:54:18] <ghz|afk> right now I
have a static method, but that's not a very nice API
L1387[16:57:02] <ghz|afk> on one side, it
would be nice to use an event, akin to ModelRegistryEvent
L1388[16:57:15] <ghz|afk> but that would
imply hard dependencies
L1389[16:57:23] <diesieben07> no it
wouldn't.
L1390[16:57:29] <ghz|afk> how not?
L1391[16:57:31] <diesieben07> you can put
@Optional.Method on an evnet subscriber
L1392[16:57:40] <ghz|afk> well, I
suppose
L1393[16:57:47] <diesieben07> that's
exactly waht it's made for :P
L1394[16:57:49] <ghz|afk> I don't like
@Optional, but yeah
L1395[16:58:06] <diesieben07> a 2nd
preInit with @Optional is also nice for inter-mod operation
L1396[16:58:18] <diesieben07> much nicer
than reflective hacky proxy-like solutions imho
L1397[16:58:42] <masa> how does one quote
text on reddit?
L1398[16:58:53] <ghz|afk> yeah my other
idea was an annotation. get ahold of the ASMDatastuff
L1399[16:59:01] <ghz|afk> and scan
through the classpath
L1400[16:59:05] <masa> oh nvm, there is a
help, derp
L1401[16:59:39] <tterrag> ghz|afk:
IMC?
L1402[17:01:48] <ghz|afk> HMM, I
completely forgot about IMC
L1403[17:02:45] <diesieben07> ewww IMC
:D
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L1405[17:03:41] <tterrag> well if you
want to avoid dependencies entirely, it's the only way
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L1408[17:05:03] <ghz|afk> would be nice
if there was something like... @SubscribeEvent(SubclassName.class)
public void (Superclass arg) {}
L1409[17:05:20] <ghz|afk> that would
register the event for subclass, but not cause a runtime dependency
;P
L1410[17:05:52] <diesieben07>
why?!?
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L1412[17:06:26] <ghz|afk> because it
wouldn't imply bytecode manipulation
L1413[17:06:51] <ghz|afk> but
/shrug
L1414[17:07:21] <diesieben07> as long as
you don't have to do the dirty asm stuff... who cares :P
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L1422[17:21:28] <ghz|afk> nah I don't
like to use the ASMDataTable to scan for annotations, it ends up
being too ugly
L1423[17:22:12] <ghz|afk> (my code, I
mean)
L1424[17:25:41] <tterrag> it does?
L1425[17:25:44] <tterrag> why? O.o
L1426[17:25:46] <tterrag> it's not hard
at all
L1427[17:29:20] <ghz|afk> actually I may
have looked at the least elegant "example" of using
that
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L1433[17:36:49] <ghz|afk> tterrag: it
ends up being ugly because I'd like to have the annotation on a
method, but that means getting all the methods in the class one by
one, and checking if the signature matches, like
CapabilityManager#injectCapabilities does
L1434[17:37:17] <ghz|afk> the event with
@Optional seems like the most elegant choice at this point.
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L1436[17:42:42] <ghz|afk> yeah has to.
IMC messages are received after init
L1437[17:42:46] <ghz|afk> far too
late
L1438[17:43:07] <ghz|afk> has to be
it*
L1439[17:43:50] <ghz|afk> I need all the
data present before model loading, so that I can compute all the
required textures
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L1443[17:56:18] <illy> Beep o/
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L1445[17:59:31] <gr8pefish> Anyone know
why a custom layer doesn't render if it is the Alex skin?
L1446[17:59:47] <ghz|afk> night ppl
L1447[17:59:49] *
ghz|afk poofs
L1448[18:01:23] <gr8pefish> o/
g'night
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L1475[19:33:49] <Shambling> so... is
there a generally accepted cause of "loading world, generating
terrain" never finishing? Bad world gen combinations?
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L1479[19:49:21] <Shambling> lol wtf, ok I
did something wrong with generating this pack
L1480[19:49:26] <Shambling> end ores are
spawning in overworld :D
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L1491[20:42:18] <TangentDelta> Why is
getStateFromMeta() deprecated?
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L1496[20:43:30] <TangentDelta> Oh. If I
would have just googled it...Mojang does weird stuff.
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L1500[20:57:37] <TangentDelta> What is
the purpose of the new block states if you just end up converting
to/from metadata anyway?
L1501[20:58:10] <TangentDelta> Some
aspects of modding were made a lot easier. Others, more
complex.
L1502[21:16:23] <howtonotwin> 1) tell me
which is easier to decipher: "minecraft:button meta 9" or
"minecraft:button[facing=east,powered=true]"
L1503[21:16:57] <howtonotwin> 2) States
can hold more data than meta through getActualState and
getExtendedState (gES is for rendering)
L1504[21:17:43] <howtonotwin> 3) Meta is
only used in the lowest level and should be ignored completely for
most intents and purposes.
L1505[21:19:04] <howtonotwin> 3a) the
only time you should ever worry about meta is if you're actually
implementing getState/MetaFromMeta/State
L1506[21:19:53]
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L1507[21:22:47] <howtonotwin> also:
"more complex"? where?
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L1510[21:42:58] <LexLap> "What the
purpose of java syntax when you're converting to bytecode
anyways"
L1511[21:45:43] <TangentDelta>
"What's the purpose of java bytecode when you're converting to
x86 instructions anyway."
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L1525[22:10:17] <SatanicSanta> In regards
to village pieces, what does getCoordBaseMode represent? I'm trying
to use it to set the FACING value for some blocks but it doesnt
seem to have any consistent result
L1526[22:18:15] <SatanicSanta> and
looking at vanilla pieces it looks like they use hardcoded facing
values
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L1533[22:48:25] <SatanicSanta> As
expected using hardcoded enumfacings is not what i should be
doing
L1534[22:56:51] ***
Vigaro is now known as V
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L1542[23:17:43] <SatanicSanta> Hm.
Perhaps I'm supposed to do different things in buildComponent and
addComponentParts? Barely anything in Vanilla overrides
buildComponent so
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L1547[23:28:06] <SatanicSanta> After
further investigation everything should be rotated automatically by
setBlockState
L1548[23:28:14] <SatanicSanta>
StructureComponent#setBlockState that is
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L1550[23:38:39] <SatanicSanta> Figured it
out. Turns out StateImplementation#withRotation and withMirror
delegate to Block's methods of the same name. That implementation
returns state with no changes by default.
L1551[23:38:47] <SatanicSanta> Just
needed my blocks to override withRotation and withMirror
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(~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net) (Once you know
what it is you want to be true, instinct is a very useful device
for enabling you to know that it is))
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