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L3[00:24:05] ⇨
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L4[00:24:25] <JustWhoAmI> So I want to
create a crop
L5[00:24:37] <JustWhoAmI> now this crop,
after a few seconds of being planted
L6[00:24:43] <JustWhoAmI> I want it to
change the block below it
L7[00:25:01] <JustWhoAmI> (the new block
supports the crop too)
L8[00:25:10] <JustWhoAmI> and when it is
removed
L9[00:25:14] <JustWhoAmI> after a few
seconds
L10[00:25:33] <JustWhoAmI> i want the block
to go back to dirt
L11[00:25:37] <JustWhoAmI> is it
possible?
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L20[00:48:47] <pig> JustWhoAmI: yeah,
easily actually
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L23[00:49:54] <tterrag|ZZZzzz> random ticks
are the solution
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L25[00:50:47] <theFlaxbeard> JustWhoAmI: I
assume the block it's switched to is a custom one?
L26[00:51:52] <JustWhoAmI> yeah
theFlaxbeard
L27[00:52:01] <theFlaxbeard> You can use
random ticks like tterrag suggested then
L28[00:52:24] <JustWhoAmI> but I'd like it
to switch to the custom block after a definite interval like 5
seconds
L29[00:52:31] <JustWhoAmI> how can random
ticks help?
L30[00:52:43] <theFlaxbeard> Would have to
use a ticking tile entity then
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L32[00:59:05] <JustWhoAmI> so implement
ITickable on the class that extends BlockCrops? theFlaxbeard
L33[00:59:54] <theFlaxbeard> You'll need a
Tile Entity for the block
L34[01:00:19] <theFlaxbeard> In theory you
could have two different versions of the block, one for before the
plant is broken one for after
L35[01:00:27] <theFlaxbeard> then only the
after version would need a TE
L36[01:05:57] <tterrag> no
L37[01:06:00] <tterrag> you can schedule
block ticks
L38[01:06:01] <tterrag> no TE needed
L39[01:06:06] <theFlaxbeard> Oh, my
bad
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L41[01:11:08] <JustWhoAmI> tterrag, how
exactly?
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L43[01:11:29] <JustWhoAmI> can you give me
a few steps?
L44[01:11:36] <JustWhoAmI> needn't be code,
just tell me what to do
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L46[01:21:25] ⇦
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L47[01:30:50] <tterrag> or leave
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L49[01:43:25] <JustWhoAmI> tterrag, power
outage, could you tell me now?
L50[01:52:37] <tterrag> JustWhoAmI: I
believe it's a world method
L51[01:52:42] <tterrag> !gm
scheduleBLockUpdate
L52[01:52:45] <tterrag> hm
L53[01:52:48] <tterrag> idk the exact
name
L54[01:53:01] <JustWhoAmI> !gm
scheduleBlockUpdate
L55[01:53:52] <JustWhoAmI> could you guide
me through the complete procedure? i'm a little confused. say i
have my blockcrops set up. what next?
L56[01:54:24] <tterrag> it's just
scheduleUpdate
L57[01:54:44] <tterrag> you just call
scheduleUpdate when the crops are removed
L58[01:54:50] <tterrag> give it a delay of
100 (20 * 5)
L59[01:55:15] <tterrag> the block will then
have it's updateTick method called
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L61[01:59:39] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161030 mappings to Forge Maven.
L62[01:59:42] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161030-1.10.2.zip
(mappings = "snapshot_20161030" in build.gradle).
L63[01:59:53] <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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L78[02:51:29] <killjoy> I asked google how
big a long is.
L79[02:51:34] <killjoy> Microsoft messed up
the answer
L81[02:52:03] <killjoy> compare LONG_MAX vs
_I64_MAX
L82[02:59:38] <LatvianModder> I think its
92 quadrillion
L83[02:59:57] <LatvianModder> Not sure if
9.2 or 92 though
L84[03:01:13] <LatvianModder> You cant
actually have unsigned long in java though
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L86[03:01:31] <killjoy> mojang just uses an
int as a long
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L88[03:01:35] <killjoy> I mean
microsoft
L89[03:01:38] <LatvianModder> unsigned and
other primitive operations work better in cpp
L90[03:01:45] <LatvianModder> int used to
be smaller
L91[03:01:52] <LatvianModder> It keeps
growing :P
L92[03:02:06] <killjoy> what? it was 16
bits?
L93[03:02:10] <killjoy> but that's a
short
L94[03:02:13] <LatvianModder> int initially
started as 16bit
L95[03:02:31] <LatvianModder> Then got
expanded to 32bits
L96[03:02:55] <LatvianModder> If i remeber
correctly, that is
L97[03:03:10] <LatvianModder> long int was
always 32bits
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L99[03:03:22] <LatvianModder> And long long
int was 64
L100[03:03:36]
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L101[03:04:00] <LatvianModder> But thats
c++ (maybe C too? Not sure), and it was way before Java came with
fixed number sizes
L102[03:04:15] <killjoy> c is
confusing
L103[03:04:25] <killjoy> so many different
types to worry about
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L105[03:06:33] <killjoy> Is C# any
better?
L106[03:07:56] <LatvianModder> And I think
32bit OSes can only have 2 gigabytes of ram max for programs, is
because there can only be Integer.MAX_VALUES references. With 64x
system, you can tenchically give minecraft 92 million gigs of ram
:D
L107[03:08:13] <LatvianModder> Havent
learned, nor seen that one yet
L108[03:08:21] <killjoy> technically
correct
L109[03:09:11] <killjoy> It is possible to
use more than 4GB ram with hax, but 2GB for programs seems about
right.
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L112[03:28:58] <ghz|afk> [09:02]
(+LatvianModder): int initially started as 16bit
L113[03:29:08] <ghz|afk> int is meant to
be "whatever the cpu's primary number is"
L114[03:29:41] <ghz|afk> on 16bit
x86
L115[03:30:31] <ghz|afk> it was defined so
that char=8bit, short=16bit, long=32bit, and since the natural
integer length was 16bit, int was defined as such
L116[03:30:58] <ghz|afk> becasue using
longs implied doing more than one instruction so it was
slower
L117[03:31:18] <ghz|afk> and as an attempt
to keep backward compatibility
L118[03:31:30] <ghz|afk> the switch to
32bit kept long as 32bit too
L119[03:31:55] <ghz|afk> but the native
int was turned to 32bit
L120[03:32:36] <ghz|afk> then by the time
x64 appeared
L121[03:32:39] <ghz|afk> there had been
other cpus
L122[03:32:46] <ghz|afk> and people had
got hurt by attempts to redefine sizes
L123[03:32:55] <ghz|afk> there was too
much codebase relying on int=32bit
L124[03:33:18] <ghz|afk> so they had come
up with stdint.h/inttypes.h
L125[03:33:31] <ghz|afk> and they left the
"less strict" sizes alone
L126[03:34:06] <JustWhoAmI> Do BlockCrops
have different blockstates at different stages of growth?
L127[03:34:18] <ghz|afk> I guess so
L128[03:34:40] <ghz|afk> the
PropertyInteger AGE would indicate I'm correct in my guess
L129[03:34:54] <JustWhoAmI> Yeah:
L130[03:34:54] <JustWhoAmI> public
IBlockState withAge(int age)
L131[03:34:55] <JustWhoAmI> {
L132[03:34:55] <JustWhoAmI> return
this.getDefaultState().withProperty(this.getAgeProperty(),
Integer.valueOf(age));
L133[03:34:55] <JustWhoAmI> }
L134[03:34:59] <JustWhoAmI> soz for spam
:P
L135[03:35:32] <ghz|afk> if you are
creating a new crop
L136[03:35:36] <JustWhoAmI> yes
L137[03:35:46] <ghz|afk> I guess you'd
want to just override getMaxAge
L138[03:35:49] <ghz|afk> and leave the
rest alone
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L140[03:36:09] <JustWhoAmI> I actually
wanted a TE to certain things pertaining to the age
L141[03:36:20] <JustWhoAmI> so I guess
after getting the blockPos of the crop
L142[03:36:33] <JustWhoAmI> I could do
getAge
L143[03:40:32] <JustWhoAmI> ghz|afk, is
there a tutorial on AxisAlignedBB and bounding boxes?
L144[03:41:41] <ghz|afk> I don't use
tutorials, so I don't keep track of them
L145[03:41:42] <ghz|afk> ;P
L146[03:41:55] <ghz|afk> but assuming you
are on 1.10.2
L147[03:42:01] <ghz|afk> just override
getBoundingBox?
L148[03:43:52] <ghz|afk> there's just a
few methods that matter: getBoundingBox, getCollisionBoundingBox,
getSelectedBoundingBox, and addCollisionBoxToList
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L160[04:19:09] <Raqbit> I have a mod which
relays mc chat to irc. I made it in such a way that it's
server-side only. Now I wanna add a block to that mod, so I use
word.isRemote to decide if I want to load the irc bot & related
eventslisteners. But, I want the block to be able to communicate
with the irc bot side of the mod (running on the server only). How
would I go abo
L161[04:19:09] <Raqbit> ut doing such a
thing?
L162[04:19:57] <ghz|afk> what kind of
communication?
L163[04:20:16] <Raqbit> Well, I want the
block to send an irc msg.
L164[04:20:40] <Raqbit> So I want to use
an object which only exists on the multiplayer server
L165[04:20:52] <ghz|afk> Oh I see
L166[04:21:09] <ghz|afk> but does it
exists in the client if it's singleplayer?
L167[04:21:16] <ghz|afk> or it only exists
on dedicated server use?
L168[04:21:37] <ghz|afk> (there's still a
server thread in single-player)
L169[04:21:41] <Raqbit> Well, if I enabled
the irc parts on singleplayer, it would startup 2 bots
L170[04:21:53] <ghz|afk> that's not what I
mean
L172[04:22:10] <ghz|afk> read this
;P
L173[04:23:28] <Raqbit> so I need to use
the annotation to only do stuff on the physical server?
L174[04:23:39] <ghz|afk> no, how did you
get thaat idea?
L175[04:23:51] <ghz|afk> that*
L176[04:23:52] <Raqbit> *_*
L177[04:23:56] <Raqbit> Alright
L178[04:24:04] <ghz|afk> unless you mean
@SidedProxy
L179[04:24:07] <Raqbit> Yeah
L180[04:24:11] <ghz|afk> which is used to
declare the proxy
L181[04:24:58] <Raqbit> But how do I apply
the annotation to multiple lines of code?
L182[04:25:02] <ghz|afk> you do not
L183[04:25:13] <ghz|afk> there's ONE proxy
for a mod
L184[04:25:18] <ghz|afk> (0 or 1)
L185[04:25:27] <ghz|afk> in your main mod
class
L186[04:25:35] <ghz|afk> you declare a
field that will hold the right proxy
L187[04:25:50] <ghz|afk> and the
@SidedProxy annotation takes care of instantiating the right class
from the two provided full-names
L188[04:26:05] <Raqbit> hmm
L189[04:26:07] <Raqbit> I see
L190[04:26:10] <ghz|afk> for my mods
L191[04:26:16] <ghz|afk> I declare an
interface, usually IModProxy
L192[04:26:21] <ghz|afk> and then a field
like suck:
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L194[04:26:23] <ghz|afk> such:
L195[04:26:24] <ghz|afk>
@SidedProxy(clientSide =
"gigaherz.guidebook.client.ClientProxy", serverSide =
"gigaherz.guidebook.server.ServerProxy")
L196[04:26:24] <ghz|afk> public static
IModProxy proxy;
L197[04:26:30] <ghz|afk> then
L198[04:26:43] <ghz|afk> on the client
proxy class, I run any code that only makes sense on the physical
client
L199[04:26:50] <ghz|afk> (rendering,
models, etc)
L200[04:26:58] <ghz|afk> and the server
proxy is usually empty
L201[04:27:07] <ghz|afk> in your
case
L202[04:27:10] <Raqbit> hmm I see
L203[04:27:16] <ghz|afk> you seem to NOT
want the bots to work in singleplayer/LAN
L204[04:27:21] <Raqbit> yea
L205[04:27:43] <ghz|afk> so you'd call the
code that performs the event registrations in a method in your
IModProxy
L206[04:27:53] <ghz|afk> but only
implement this method on the server class
L207[04:28:02] <Raqbit> I see
L208[04:28:03] <ghz|afk> this way when it
runs on a client it would be a no-op
L209[04:28:15] <Raqbit> I'm starting to
get it
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L211[04:28:55] <Raqbit> And If I want to
call methods that only exist on the dedicated server side, from the
client side?
L212[04:29:49] <Ordinastie> you just said
it doesn't exist, why would you want to call it ?
L213[04:30:44] <Raqbit> Well, I want to
make a block which sends a message over irc, but the irc bot only
exists on the mutliplayer server
L214[04:30:46] <Raqbit> side
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L216[04:31:10] <Ordinastie> that's why you
have proxies
L217[04:35:50] <ghz|afk> Raqbit: if you
want to do things on the server
L218[04:35:54] <ghz|afk> that are
initiated by a client
L219[04:35:58] <ghz|afk> that's
networking
L220[04:36:06] <Raqbit> I see
L221[04:36:08] <ghz|afk> you'll want to
notify the server... through a network message
L222[04:36:20] <Raqbit> Hmm
L223[04:36:29] ***
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L224[04:36:29] <Raqbit> So I gotta mess
with packets?
L225[04:36:44] <ghz|afk> sure, it's
easy
L227[04:36:48] <Raqbit> This is gonna be
fun :>
L228[04:37:09] <Raqbit> Alright, thanks
for the help ghz|afk
L229[04:37:21] <Raqbit> I'm gonna start
doing the sided proxies first
L230[04:37:25] <ghz|afk> actually, Raqbit,
when you say
L231[04:37:33] <ghz|afk> "I want to
make a block which sends a message over irc"
L232[04:37:42] <ghz|afk> how is the client
involved in it?
L233[04:37:51] <Raqbit> right
L234[04:38:00] <ghz|afk> because if it's
"when someone clicks the block", then the server already
knows that
L235[04:38:00] <Raqbit> Brainderp
L236[04:38:01] <JustWhoAmI> I guess a GUI
of some sort?
L237[04:38:06] <Raqbit> No
L238[04:38:08] <Raqbit> It doesn't
L239[04:38:13] <Raqbit> well that makes
stuff a lot easier
L240[04:38:25] <JustWhoAmI> It's
completely server side based then, no?
L241[04:38:28] <Raqbit> I think I'm going
to do some stuff with the computercraft api
L242[04:38:30] <Raqbit> Yeah
L243[04:38:49] <JustWhoAmI> Yeah then you
needn't dabble in SimpleImpl
L244[04:38:55] <JustWhoAmI> although it's
really fun
L245[04:39:15] <JustWhoAmI> I don't know,
something about SimpleImpl makes me really happy
L246[04:39:32] <Raqbit> It sounds like a
lot of fun
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L272[05:58:33] <ScottehBoeh> Good way to
check if armor is enchanted? (For example, a chestplate)
L273[05:59:18] <ghz|afk>
EnchantmentHelper.getEnchantmentLevel
L274[05:59:35] <PitchBright> hey ghz|afk
I'm reading your convo from an hour ago... about simpleimpl
L275[05:59:44] <ghz|afk> ?
L276[05:59:57] <PitchBright> trying to
figure out if it applies to what I need to do
L277[06:00:14] <ScottehBoeh> So, something
along the lines of | if (!EnchantmentHelper.getEnchantmentLevel ==
null){ do this stuff }
L278[06:00:25] <ScottehBoeh> ofc, I'd need
the actual item the player is wearing, I can get that
L279[06:01:09] <ghz|afk> uh no
L280[06:01:10] <ghz|afk> wait
L281[06:01:16] <ghz|afk> you just want to
know if it's enchanted, in general
L282[06:01:20] <ScottehBoeh> Yeo
L283[06:01:22] <ghz|afk> regardless of the
enchantment type/level?
L284[06:01:28] <ScottehBoeh> Yeah, as long
as its enchanted
L285[06:01:34] <ghz|afk> but it has to be
enchanted
L286[06:01:38] <ghz|afk> not just
"showing itself shiny"
L287[06:01:46] <ScottehBoeh> it has to be
enchanted yes
L288[06:01:52] <ScottehBoeh> I want to
delete enchanted armor, basically.
L289[06:02:07] <ghz|afk> okay then
.getEnchantments may be better
L290[06:03:33] <ghz|afk> actually
L291[06:03:40] <ghz|afk>
stack.isItemEnchanted
L292[06:03:40] <ghz|afk> ;P
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L295[06:05:08] <PitchBright> i'm still
hammering away on the Entity inventory thing. After Client #1
interacts with the Entity's inventory, the inventory is updated on
the server (obviously). What I want to do is send the revised
inventory of the Entity to Client #2 (who will not open the
inventory and get the slot changes)... for rendering purposes. I'm
assuming Client #2 has an outdated copy of the Entity's inventory
from the
L296[06:05:09] <PitchBright> initital
readEntityFromNBT and readSpawnData when Enttiy loaded for Client
#2, but since nearby Client #1 has changed the contents of the
Entity inventory, Client #2 has outdated data, correct?
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L298[06:19:04] <PitchBright> If my
understanding is correct ^ .... I guess what I'm wondering ghz|afk
is if I need to use simpleimpl to achieve what I want to do.
L299[06:20:27] <ghz|afk> I still believe
you do not need to sync the entire inventory :/
L300[06:20:57] <ghz|afk> yes, packets can
help you achieve that
L301[06:20:59] <PitchBright> that was my
second question... but I need to wrap my head around the problem
I'm facing first. xD
L302[06:21:06] <ghz|afk> and simpleimpl is
an easy way to send packets
L303[06:21:12] <Raqbit> Hmm
L304[06:21:31] <Raqbit> Having a bit of a
problem with loading my block texture. Even though it's 1.7.10. I
feel dumb xD
L305[06:21:47] <PitchBright> okay... so my
understanding is correct, that Client #2 doesn't have "updatad
data" of the Entity Inventory...
L306[06:22:09] <Ordinastie> Raqbit, update
to 1.10.2
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L308[06:23:22] <Raqbit> OH
L309[06:23:26] <Raqbit> It was just
intellij messing up
L310[06:23:53] <PitchBright> my next
question was, since I only really for the client to know what the
ItemStack of the 1 slot that changed (amongst all the other
changes)... should I just send that 1 piece of data, or would it
make more sense/be easier to just send the whole inventory?
L311[06:24:27] <ghz|afk> for network
efficiency
L312[06:24:39] <ghz|afk> you should only
send the strictly required data
L313[06:24:48] <ghz|afk> but I'll say
again
L314[06:24:52] <ghz|afk> you are fixing
the wrong problem.
L315[06:25:01] <ghz|afk> you should
integrate your inventory with the existing slot system
L316[06:25:25] <PitchBright> you're
talking about applying the inventory, to the equipment slots
L317[06:26:27] <ghz|afk> yes, I mean
implement the methods that work with EntityEquipmentSlot, so that
when someone requests EntityEquipmentSlot.MAINHAND, it will read
from the current active slot
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L319[06:26:37] <ghz|afk> which will allow
MC do to its job and synchronize the equipment automatically
L320[06:27:22] <PitchBright> and that
would be the easiest solution... but my worry there is that other
methods elsewhere do equipment drops, and other things with those
slots... that I'm not aware of, then I'm spending time tracking
that stuff down so I can circumvent it.
L321[06:27:40] <ghz|afk> so yo uare doing
it wrong
L322[06:27:50] <ghz|afk> and then
implementing hacks to work around the fact that you did it wrong to
begin with
L323[06:28:38] <PitchBright> I'm not sure
why rending an item out of a specific inventory slot, is
"wrong"... instead of doing it out of the equipment
slot.
L324[06:28:56] <ghz|afk> because the
EntityEquipmentSlot system makes it generic
L325[06:29:03] <ghz|afk> and lets anyone
interact with living entities in a generic way
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L327[06:29:18] <ghz|afk> it means I can
call getItemStackFromSlot(MAINHAND) on a zombie, skeleton, or mob
entity
L328[06:29:21] <ghz|afk> and it will still
work
L329[06:29:47] <ghz|afk> meanwhile, ifyou
bypass all of that, my code wouldn't work on your mobs, and it
wouldn't be my fault
L330[06:30:29] <ghz|afk> example: a Disarm
spell or skill
L331[06:31:39] <PitchBright> I see
L332[06:31:53] <JustWhoAmI> Does
transparency work for item models in the hotbar?
L333[06:32:05] <JustWhoAmI> or should i
say item textures
L334[06:32:21] <PitchBright> and just to
confirm... EntityPlayer also uses Equipment slots, the same way
Mobs do?
L335[06:32:28] <ghz|afk> yup
L336[06:32:34] <ghz|afk> even more
so
L337[06:32:40] <ghz|afk> the methods were
originally designed for players
L338[06:32:47] <ghz|afk> and then they
were moved to EntityLivingBase in 1.10
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L340[06:32:55] <ghz|afk> to allow mobs to
act "like players"
L341[06:33:04] <ghz|afk> in using tools
and holding equipment
L342[06:33:06] <PitchBright> okay... I'll
try your suggested approach.
L343[06:33:20] <ghz|afk> so
getItemStackFromSlot and setItemStackToSlot
L344[06:33:35] <ghz|afk> and everything
else that's abstract in EntityLivingBase
L345[06:33:55] <ghz|afk> JustWhoAmI:
depends
L346[06:34:03] <ghz|afk> transparency will
work but
L347[06:34:09] <ghz|afk> if your item is
*/generated
L348[06:34:17] <ghz|afk> the code that
creates the "depth" edge
L349[06:34:45] <ghz|afk> considers
anything with alpha!= 0 to be a a pixel, so it willgenerate an edge
for it
L350[06:34:57] <ghz|afk> which means it
will look weird, specially while enchanted
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L352[06:36:49] <JustWhoAmI> Alright say i
had a block with a non-standard model i.e. it wasn't a simple
16x16x16 cube, how would I create an item model for it? gh
L353[06:36:50] <JustWhoAmI> ghz|afk,
L354[06:37:33] <ghz|afk> ?
L355[06:37:43] <ghz|afk> is the block
model a json model?
L356[06:37:49] <JustWhoAmI> yep
L357[06:37:52] <ghz|afk> then just
L358[06:37:57] <ghz|afk>
models/item/theblockname.json
L359[06:37:57] <ghz|afk> with
L360[06:38:07] <ghz|afk> {
"parent": "block/theblockname" }
L361[06:38:22] <JustWhoAmI> that's
all?
L362[06:38:24] <ghz|afk> and make sure
that your block has { "parent": "block/block" }
on top of the "elements" list
L363[06:38:29] <ghz|afk> I mean
L364[06:38:37] <ghz|afk> both
"parent" and "elements"
L365[06:38:44] <ghz|afk> like how
block/cube.json does in vanilla
L366[06:39:04] <JustWhoAmI> but it isn't a
standard block
L367[06:39:08] <ghz|afk> JustWhoAmI: well
you also need ModelLoader.setCustomModelResourceLocation
L368[06:39:10] <ghz|afk> JustWhoAmI:
so?
L369[06:39:17] <JustWhoAmI> how can its
parent be just a standard block?
L370[06:39:19] <ghz|afk> what does it have
that is special?
L371[06:39:41] <ghz|afk> did you not say
it's a standard model json file?
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L373[06:40:17] <ghz|afk> the only
difference should be that it has more stuff inside
"elements"
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L375[06:41:32] <ghz|afk> and if that's not
the case, then wtf kind of model do you have? ;P
L376[06:41:35] <JustWhoAmI> assume this
had textures
L378[06:41:38] <JustWhoAmI> this is my
model
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L381[06:42:12] <ghz|afk> yeah
L382[06:42:15] <ghz|afk> standard model
json
L383[06:42:23] <ghz|afk> you just
need
L384[06:42:24] <ghz|afk>
"parent": "block/block"
L385[06:42:27] <ghz|afk> in it
L386[06:42:35] <ghz|afk> open
block/cube.json in your IDE
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L389[06:43:16] <ghz|afk> or
block/fence_gate_closed.json
L390[06:43:21] <ghz|afk> for a more
complex example
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L392[06:44:16] <JustWhoAmI> oh
L393[06:44:22] <JustWhoAmI> just that
line
L394[06:44:22] <JustWhoAmI> kk
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L398[06:48:15] <PitchBright> ghz|afk: you
know how you gave an example of your mod interacting with my
Entity's Equipment inventory?
L399[06:48:34] <PitchBright> ghz|afk:
example: a Disarm spell or skill
L400[06:48:58] <PitchBright> if you disarm
my mob... (ie. make him drop the item in his equipement
slot)...
L401[06:49:14] <shartte> brrrrr, debugging
bugs in forge's lighting is not fun :|
L402[06:49:35] <PitchBright> that won't
remove that item from his custom inventory, will it?
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L405[06:51:20] <howtonotwin> JustWhoAmI,
if you open block/block you'll find that all it does is define
transforms
L406[06:51:31] <howtonotwin> the actual
cube model is block/cube
L407[06:51:39] <JustWhoAmI> oh
L408[06:51:52] <JustWhoAmI> so block/block
doesn't actually mean a 16x16x16
L409[06:51:58] <JustWhoAmI> it's
block/cube that does
L410[06:52:01] <JustWhoAmI> correct?
L411[06:52:03] <howtonotwin> correct
L412[06:52:11] <JustWhoAmI> that's good to
know
L413[06:53:00] <JustWhoAmI> To summarize
how exactly to create block and item models:
http://pastebin.com/Rb9q4E6U howtonotwin ghz|afk can
you guys check this, and tell me if i'm missing something/wrong
somewhere?
L414[06:53:11] <ghz|afk> PitchBright:
well, it should?
L415[06:53:23] <howtonotwin> AAH Models in
commonproxy
L416[06:53:26] <howtonotwin> kill
it!
L417[06:53:33] <ghz|afk> JustWhoAmI:
blocks are never 16x16x16
L418[06:53:41] <howtonotwin> models are
client only and will kill the server
L419[06:53:46] <ghz|afk> that's just how
the numbers in "elements" work like
L420[06:53:48] <howtonotwin> move it to
clientproxy
L421[06:53:54] <JustWhoAmI> okay
L422[06:53:56] <ghz|afk> so that it's
easier to define the size in terms of "texture
pixels"
L423[06:54:07] <JustWhoAmI> todo list: 1.
move model line to client proxy
L424[06:54:11] <JustWhoAmI> that makes
sense ghz|afk
L425[06:54:12] <ghz|afk> mc internally
does /16 on those numbers XD
L426[06:54:13] <howtonotwin>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
L427[06:54:19] <howtonotwin> GREAT
GODS!
L428[06:54:22] <ghz|afk> howtonotwin:
EWH!
L429[06:54:32] <howtonotwin> yay for hella
outdated 1.8 tutorials
L430[06:54:34] <ghz|afk> JustWhoAmI: stop
using that old outdated method pls
L431[06:54:41] <PitchBright> in theory
yeah it should... but because the equipment list is a duplication
of the inventory list... does removing something from the equipment
list automatically propagate that change to the inventory
list?
L432[06:54:41] <howtonotwin>
ModelLoader.setCustomMRL
L433[06:54:41] <ghz|afk> this was outdated
in APRIL LAST YEAR
L434[06:55:01] <PitchBright> I think it
doesn't, since mobs don't have inventories, but mine does.
L435[06:55:24] <howtonotwin> you have a
blockstate json too, right?
L436[06:55:38] <ghz|afk> PitchBright:
what
L437[06:55:46] <ghz|afk> you shouldn't
have a copy anywhere
L438[06:55:50] <ghz|afk> you shoudl do
like
L439[06:55:59] <ghz|afk>
getItemStackFromSlot(slot)
L440[06:55:59] <ghz|afk> {
L441[06:56:02] <ghz|afk> switch(slot)
{
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L443[06:56:20] <ghz|afk> case MAINHAND:
return internalinventory[currentActiveSlot];
L444[06:56:23] <ghz|afk> case ...:
whatever
L445[06:56:24] <ghz|afk> }
L446[06:56:25] <ghz|afk> }
L447[06:56:34] <PitchBright> aight cool...
I think I'm followin' ya
L448[06:56:35] <PitchBright> thanks
mang
L449[06:57:03] <Necro> is there a method i
can use to manually update the player? I want to update the players
velocity from the server-side but it isn't synced
automatically.
L450[06:58:45] <shartte> blergh @
UnpackedBakedQuad... it converts normals like -1,0,0 to
-0.99607843,0,0
L451[06:59:03] <shartte> and normalizing
those back to -1,0,0 breaks AO lighting *but just for the north
face*
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L454[07:00:35] <JustWhoAmI> howtonotwin,
ghz|afk where can i find the new method? I did take it from a 1.8
tutorial so it makes sense that it's outdated, just didn't know
that rendering code would change from 1.8->1.9
L455[07:00:44] <JustWhoAmI> where can i
learn*
L456[07:00:49] <ghz|afk> you use
ModelLoader.setCustomModelResourceLocation
L458[07:01:02] <ghz|afk> but you have to
call it from either pre-init phase
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L460[07:01:06] <ghz|afk> or using the new
ModelRegistryEvent
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L462[07:01:14] <howtonotwin> preferable
the second
L463[07:01:20] <howtonotwin> *ly
L464[07:02:32] <JustWhoAmI> howtonotwin,
how come that gist does not mention that event?
L465[07:02:42] <howtonotwin> bc I didn't
write it yet :P
L466[07:02:46] <howtonotwin> they're
new
L467[07:02:47] <ghz|afk> it's quite
new
L468[07:02:51] <JustWhoAmI> oh
L469[07:02:53] <ghz|afk> just 2-3 weeks
old
L470[07:02:56] <howtonotwin> and I am
writing pages on the registry events
L471[07:03:01] <howtonotwin> so yeah
L472[07:03:06] <JustWhoAmI> is that event
1.9 or 1.10?
L473[07:03:11] <howtonotwin> 1.10
L474[07:03:19] <JustWhoAmI> kk
L475[07:03:27] <howtonotwin> BTW is it
safe to use `@SubscribeEVent(Side.CLIENT) @SideOnly(Side.CLIENT)
public void registerModels(ModelRegistryEvent event)` in my main
Mod class?
L476[07:03:49] <ghz|afk> should be
L477[07:03:54] <howtonotwin> yay
L478[07:04:03] <ghz|afk> but I don't like
to use @SideOnly on my stuff
L479[07:04:15] <ghz|afk> I reserve it for
strictly the methods that wouldn't work otherwise
L480[07:04:19] <ghz|afk> which means
L481[07:04:26] <ghz|afk> overrided methods
that take @SideOnly parameters
L482[07:04:32] <TechnicianLP> you could
put that method in your proxy only and register your proxy
L483[07:05:18] <howtonotwin> I know that,
but I wanted to keep all the register-y stuff together
L484[07:06:20] <TechnicianLP>
registerstuff() method in your proxies?
L485[07:06:32] <howtonotwin> and still use
the events
L486[07:06:52] <howtonotwin> anyway back
to my writing
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L489[07:10:40] <JustWhoAmI> ghz|afk, could
you quickly guide me through block and itemblock registration step
by step
L490[07:11:18] ⇦
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L492[07:11:31] <ghz|afk> JustWhoAmI:
uhh
L493[07:11:46] <ghz|afk> in
RegistryEvent.Register<Block> -- or preInit
L494[07:11:47] <ghz|afk> you call
L495[07:11:49]
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L496[07:12:02] <ghz|afk>
GameRegistry.register(theBlock);
L497[07:12:22] <ghz|afk>
GameRegistry.register(new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L498[07:12:33] <PaleoCrafter> eh, in the
registry event, you're supposed to use the provided registry
:P
L499[07:12:39] <ghz|afk> are you?
L500[07:12:46] <howtonotwin>
e.getRegistry().registerAll(...)
L501[07:12:51] *
ghz|afk shrugs
L502[07:12:58] <ghz|afk> anyhow
L503[07:13:00] <PaleoCrafter> t
L504[07:13:03] <PaleoCrafter> whoops
L505[07:13:04] <ghz|afk> hwo would you
register itemblocks that way?
L506[07:13:16] <ghz|afk> you'd have to do
it in the Item registry event, then?
L507[07:13:20] <howtonotwin> The way I do
it is it's done manually :P
L508[07:13:41] <howtonotwin> oh wait no
there's a better way but it's specific to my system
L509[07:13:44] <ghz|afk> hmm which one
gets called first, Block or Item?
L510[07:13:46] *
howtonotwin goes off to fix it
L511[07:13:47] <howtonotwin> Block
L512[07:13:48] *** V
is now known as Vigaro
L513[07:13:50] <ghz|afk> aha
L514[07:13:51] <ghz|afk> so you can
do
L515[07:13:57] <ghz|afk> theBlock = new
Block(); in <Block>
L516[07:14:01] <ghz|afk> and then, in my
case
L517[07:14:11] <ghz|afk>
register(theBlock.createItemBlock()) from <Item>
L518[07:14:14] <ghz|afk> but it's
fugly
L519[07:14:19] <ghz|afk> because it splits
up the registration of the block
L520[07:14:29] <howtonotwin> The way I
have my system set up is that Blocks with ItemBlocks all mix in the
trait BlockItem
L521[07:14:39] <howtonotwin> so I can
actually iterate the block registry
L522[07:14:40] <ghz|afk> EWH
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L524[07:14:57] <howtonotwin> and register
everything that mixes it in :P
L525[07:15:12] <ghz|afk> I ahve a
BlockRegistered (bad name, but whatever), that has a
createItemBlock method
L526[07:15:27] <ghz|afk> by default it
creates standard itemblocks, but I override it for blocks that need
custom itemblocks
L527[07:15:38] <ghz|afk> but it alwyas
returns a non-null instance
L528[07:15:44] <ghz|afk> so I just don't
call it for blocks that don't need it
L529[07:15:49] <ghz|afk> very manual
;P
L530[07:15:58] <JustWhoAmI> ghz|afk, can
you continue explaining in easy terms :P
L531[07:16:20] <ghz|afk> there's nothign
elseto explain
L532[07:16:33] <howtonotwin> for me it's
trait BlockItem extends Block { def itemBlock: ItemBlock = new
ItemBlockMod(this) with MetaToMRLModelResolution } :P
L533[07:16:39] <howtonotwin> not perfect
but it's nice
L534[07:16:41] <ghz|afk> in
RegistryEvent.Register<Item>/<Block>
L535[07:16:45] <ghz|afk> you register the
respective part
L536[07:17:02] <ghz|afk> and in
ModelRegistryEvent, you call
ModelLoader.setCustomModelREsourceLocation for the items and
itemblocks
L537[07:21:25] ⇦
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L548[08:17:10] <Fridtjof> hello
everyone
L549[08:17:23] <howtonotwin> hello
L550[08:17:25] <Fridtjof> im trying to
setup a workspace for an 1.7.10 forge environment
L551[08:17:33] <Ordinastie> don't
L552[08:17:38] <Ordinastie> use
1.10.2
L553[08:17:45] <Fridtjof> i kinda have
to
L554[08:17:50] <Fridtjof> we're running an
old modpack
L555[08:18:05] <Ordinastie> no help will
be provided for out of date versions
L556[08:18:06] <Fridtjof> for which i want
to write a small server side mod to tweak something ingame
L557[08:18:12] <Fridtjof> :|
L558[08:18:17] <Ordinastie> you should
update your modpack instead
L559[08:18:35] <howtonotwin> 1.7.10
workspaces are basically the same as 1.10, but most of us don't
even remember how 1.7.10 worked in some areas
L560[08:18:38]
⇨ Joins: Meow-J (~Meow-J@45.32.34.121)
L561[08:18:45] <Fridtjof> yeah
L562[08:18:48] <howtonotwin> so we can't
really help much on the code sie
L563[08:18:50] <howtonotwin> *side
L564[08:18:55] <Fridtjof> it's more of a
build problem
L565[08:19:04] <Fridtjof> thing is i'm
running setupDecompWorkspace
L566[08:19:10] <Fridtjof> and nothing
turns up in the project dir
L567[08:19:28] <Fridtjof> the only things
that appear are a build and an eclipse dir
L568[08:19:31] <howtonotwin> you need to
run eclipse
L569[08:19:36] <howtonotwin> that makes an
eclipse project
L570[08:19:51] <Fridtjof> i'm running
intellij
L571[08:20:01] <Fridtjof> but I don't even
get any source code
L572[08:20:04] <howtonotwin> then just
point intellij at the build.gradle
L573[08:20:08] <Fridtjof> did that
L574[08:20:18] <Fridtjof> after generation
run configs they're broken
L575[08:20:24] <Fridtjof> they cant find
the start classes
L576[08:20:24] <howtonotwin> and there's a
thing you have to do with the modules
L577[08:20:36] <Fridtjof> $ ls
L578[08:20:36] <Fridtjof> build
build.gradle eclipse gradle gradlew gradlew.bat
L579[08:20:37] <Actuarius> You (account
Some(prasselpikachu)) can't access the $ command
L580[08:20:42] <howtonotwin> you have to
change them from modulename to modulename_main
L581[08:20:48] <howtonotwin> the run
configs
L582[08:20:52] <Fridtjof> alright
L583[08:20:59] <howtonotwin> but I don't
use intellij so idk where that is :P
L584[08:21:18] <Fridtjof> but where is all
the decompiled code?
L585[08:21:21] <IoP> cpw has nice vids and
someone wrote text guide
L586[08:21:28] <howtonotwin> in a jar file
somewhere
L587[08:21:32] <howtonotwin> in your
gradle cache
L588[08:21:42] <Fridtjof> OHHH
L589[08:21:43] <Fridtjof> found it
L590[08:21:45] <howtonotwin> open the
forgeSrc jar on the classpath
L591[08:21:47] <Fridtjof> it's an external
library
L592[08:21:50] <howtonotwin> yep there ya
go
L593[08:21:53] <Fridtjof> shouldve
known
L594[08:24:18] <IoP> Don't miss this :P
[@voxcpw:34] Question: I'm rebuilding FML, starting at square one.
Anyone want me to stream it?
L595[08:24:25] <howtonotwin> oh?
L596[08:24:31] <howtonotwin> when is
this?
L597[08:24:50] <IoP> maybe after enough
people say "yes"
L598[08:25:01] ***
howtonotwin is now known as Everyone
L599[08:25:03] <Everyone> yes
L600[08:25:06] ***
Everyone is now known as howtonotwin
L601[08:25:15] <howtonotwin> is that
enough?
L602[08:25:56] <Fridtjof> yes
L603[08:25:59] <Fridtjof> everyone and
me
L604[08:26:02] <Fridtjof> seems like
enough
L605[08:26:04] <ghz|afk> +1 to that
L606[08:26:23]
⇨ Joins: luacs1998 (~sayuka@abrarsyed.com)
L607[08:30:58] ***
Jezza is now known as Jezza|Nom
L608[08:31:44] <howtonotwin> I'm
simultaneously writing a page on events and registration for the
docs, and I want to link them together for the registry events, but
it makes me feel dirty to combine two mostly unrelated PRs/branches
into one.
L609[08:31:47] <howtonotwin> ;_;
L610[08:33:54] <ghz|afk> I have considered
streaming myself while coding, but I don't have enough...
consistency
L611[08:34:08] <ghz|afk> and I don't like
talking to a mic either ;p
L612[08:34:54] <IoP> I just can't watch mc
modders coding. I usually want to hurt myself while watching
them...
L613[08:35:57] <IoP> it just mmakes me sad
when people write functions for interface implementatation manually
when IDE could create stubs automatically
L614[08:36:33] ***
Jezza|Nom is now known as Jezza|AFK
L615[08:36:45] <IoP> and same comment for
writing setters and getters
L616[08:44:31] <masa> is there any good
way to prevent problems with too much NBT data on items that have
inventories
L617[08:44:58] <Ordinastie> I don't think
there is a limit in size
L618[08:45:00] <Ordinastie> only in
depth
L619[08:45:06] <masa> do I have to
manually be checking the NBT size and then disallow inserting new
items if the size grows too big?
L620[08:45:57] <masa> well I just got a
bug report that someone was storing RFTools modular storages in my
bag and got kicked out after 6 or 7 of them and they had to delete
his user data
L621[08:46:15] <masa> "Tried to read
NBT database but that was too big: tried to allocate 2097154bytes
but only 2097152bytes where allowed."
L622[08:48:23] <Ordinastie> where does
that error come from ?
L623[08:49:24] <TechnicianLP> nettys
bytebuffer being to small
L624[08:49:45] <PaleoCrafter> IoP, you
watch the wrong people then :P
L625[08:50:18] <IoP> probably
L626[08:54:56] ***
Keridos|away is now known as Keridos
L627[08:56:31] <Fridtjof> alright so what
i'm trying to do is make a small server side mod that hides certain
players from the TAB player list
L628[08:56:49] <Fridtjof> can someone give
me a small lead on where to look?
L629[08:57:04] <Fridtjof> or, is this even
possible without breaking multiplayer?
L630[08:57:39] <TechnicianLP> i know it is
possible to change the tablist (its done in some way on
bukkit)
L631[08:57:52] <TechnicianLP> dont know
how though
L632[08:58:33] <PaleoCrafter> take a look
at GuiPlayerTabOverlay and where it gets its data from
L633[09:00:06] ⇦
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L635[09:02:13] <Fridtjof> thanks
PaleoCrafter
L636[09:03:29] <PaleoCrafter> you're
welcome
L637[09:03:30] ⇦
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L638[09:03:42] <PaleoCrafter> switch to
1.10.2 though :P
L639[09:07:00] ***
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L641[09:12:48] <Fridtjof> PaleoCrafter
stuck with an old modpack
L642[09:13:50] <ghz|afk> I don't
understand people who are able to play on old packs for so
long
L643[09:14:01] <ghz|afk> I get bored
within a few days/weeks of starting a new modpack
L644[09:14:30] <Fridtjof> we don't play
that often
L645[09:14:31] <Fridtjof> it's fun just
building out ridicilous stuff
L646[09:14:35] <Fridtjof> huge
factories
L647[09:14:45] <ghz|afk> get started ->
build base -> expand base with new tech -> become so OP
nothing can hurt you -> kill all the bosses in the game
L648[09:14:55] <Fridtjof> not our goal
:D
L649[09:14:57] <ghz|afk> then I get
bored
L650[09:14:58] <ghz|afk> ;P
L651[09:15:05] <ghz|afk> yeah
L652[09:15:11] <ghz|afk> in the original
FTB Infinity
L653[09:15:20] <PaleoCrafter> if you don't
play that often, updating won't hurt that much :P
L654[09:15:21] <Fridtjof> i always wanna
build out something that sustains itself
L655[09:15:31] <Fridtjof> PaleoCrafter the
map tho
L656[09:15:31] <ghz|afk> my endgoal was to
fill up a draconic energy sphere thing
L657[09:15:55] <ghz|afk> the last stretch
of the game was to setup a big reactor with 4 turbines
L658[09:16:02] <ghz|afk> running at
21Krf/s
L659[09:16:05] <ghz|afk> each
L660[09:16:14] <ghz|afk> I left the server
run chunkloaded for like a week
L661[09:16:34] <ghz|afk> and I just moved
the ender quarry from mound to mound, in the twilight forest
L662[09:16:41] <ghz|afk> (big
mounds)
L663[09:17:44] ***
Jezza|AFK is now known as Jezza
L664[09:18:01] <ghz|afk> so when I got the
whatevermany trillion RF stored in there
L665[09:18:04] <ghz|afk> I considered it
done.
L666[09:18:13] ⇦
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L668[09:19:03] <ghz|afk> I had already
gone through thaumcraft, my flatmade had gone through botania, and
we had infinite resources for doing tech stuff
L669[09:19:14] <ghz|afk> I triedto delay
it by trying to progress in blood magic
L670[09:19:21] <ghz|afk> but it's (or was)
too grindy
L671[09:19:23] <ghz|afk> so I got
bored
L672[09:19:30] <ghz|afk> and stopped that
server for the last time
L673[09:22:14] <howtonotwin> methinks you
should play with Avaritia
L674[09:22:17] <howtonotwin> :P
L675[09:22:39] <howtonotwin> also how do
you "get through Botania"
L676[09:23:02] <howtonotwin> you have not
"finished" that mod unless you have automating the very
fabric of the cosmos
L677[09:23:07] <howtonotwin>
*automated
L678[09:23:55] <ghz|afk> it has changed
since then
L679[09:24:01] <ghz|afk> but well
L680[09:24:08] <ghz|afk> we didn't use
botania for automating other things
L681[09:24:20] <ghz|afk> we just
progressed in the different stuff for generating tools and
armor
L682[09:24:42] <ghz|afk> the automation
was tech-based
L683[09:24:48] <ghz|afk> farms and
quarries
L684[09:25:11] *
howtonotwin recalls the warp lens quarry
L685[09:25:13] <howtonotwin> say
L686[09:25:25] <howtonotwin> what would
happen if you combined that with a slimestone bore?
L687[09:25:25] <ghz|afk> the biggest thing
we did with it was move an island up into the sky, and create a
mana farm
L688[09:25:48] <howtonotwin> ooh explosive
boring
L689[09:26:12] <ghz|afk> hmmm
L690[09:26:21] <ghz|afk> it would b e
interesting to have some mod that has an "implosion
bomb"
L691[09:26:30] <ghz|afk> that pops blocks
off and pulls them toward itself
L692[09:26:37] <ghz|afk> combined with
some tractor beam to suck stuff from far away
L693[09:27:26] <ghz|afk> specially if this
could be set up on a moving platform
L694[09:27:29] <ghz|afk> flying through
the sky ;P
L695[09:27:36] ⇦
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L696[09:27:41] <TechnicianLP> rotarycraft
had something in that direction i think
L697[09:27:49] <ghz|afk> you could have a
"ship" dropping implosion missiles
L698[09:28:02] <ghz|afk> followed by a
tractor beam harvester
L699[09:28:29] <alexiy> oh, I'm working on
a mod with moving "platforms"
L700[09:28:56]
⇨ Joins: fivestang (fivestang@shell.xshellz.com)
L701[09:33:04] <shadowfacts> v-v people
who don't understand OOP on the forum
L702[09:33:07] ⇦
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L707[09:40:42] <PitchBright> ghz|afk: I've
got everything over to the Equipment list system now.
L708[09:41:09] <ghz|afk> yay
L709[09:41:11] <ghz|afk> does it
sync?
L710[09:42:35] <PitchBright> no... BUT...
I just noticed that when Client one changes something in Entity
Inventory, the changes aren't being reflected in Equipment NBT...
so I guess I'm not quite there yet
L711[09:43:03] <PitchBright> I jumped the
gun there, thinking I had it all set up correctly xD
L712[09:43:12] <ghz|afk> wait wait
L713[09:43:22] <ghz|afk> changes done in
the client dont' magically reach the server by themselves
L714[09:43:41] <ghz|afk> and wtf is the
Equipment nbt?
L716[09:45:04]
⇨ Joins: gr8pefish
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L717[09:45:10] <PitchBright> that NBT list
should be filled out, since it's supposed to be full of Items
L718[09:45:20] <PitchBright> to reflect
what the Entity is equipped with
L719[09:45:58] <ghz|afk> but but
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L721[09:46:21] <ghz|afk> the NBT Tags are
only for spawning/loading from disk
L722[09:46:38] ***
Keridos is now known as Keridos|away
L723[09:46:41] <PitchBright> ya true... so
that might not be the root of the sync problem
L724[09:46:48] <PitchBright> either way...
their still should be Items in that list
L725[09:46:53] <PitchBright> which means I
missed something
L726[09:46:59] <PitchBright> there*
L727[09:47:16] <ghz|afk> did you implement
getItemStackFromSlot?
L728[09:48:21] <PitchBright> ya... in the
constructor: this.c_equipment[0] =
this.inventory.getStackInSlot(this.inventory.currentItem);
L729[09:48:31] <ghz|afk> wat
L730[09:48:39] <ghz|afk> that's not it at
all
L731[09:48:56] <PitchBright> no?
L732[09:48:59] <Ordinastie> that's not
what "implement" means...
L733[09:49:06] <PitchBright> oh
L734[09:49:08] <Ordinastie> god
people
L735[09:49:13] <Ordinastie> learn to code
first :x$
L736[09:49:33] <IoP> implement is not a
candy?
L737[09:49:33] <ghz|afk> although looking
at EntityLivingBase again
L738[09:49:35] <PitchBright> this is me
learning
L739[09:49:44] <ghz|afk> no wait
nevermind
L740[09:50:24] <ghz|afk> yeah -- make sure
that you override getItemStackFromSlot and setItemStackToSlot
properly
L741[09:50:27]
⇨ Joins: jordibenck (~jordi@86.89.212.184)
L742[09:50:45] <alexiy> IMO, Modding
Minceraft!=learning Java
L743[09:50:53] <ghz|afk> EntityLivingBase
has them abstract
L744[09:51:06] <ghz|afk> but EntityLiving
implements them to use the internal inventoryHands+InventoryArmor
arrays
L745[09:51:24] <ghz|afk> but you said you
have your own inventory, so those implementations won't work for
you
L746[09:51:42] <PitchBright> right...
which is what i was saying originally
L747[09:51:53] <ghz|afk> yeah so override
and replace them
L748[09:51:58] ⇦
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L749[09:52:01] <ghz|afk> make them work
with your internal inventory instead of the default one
L750[09:52:07] <ghz|afk> and poof, sync
will work
L751[09:53:16] <PitchBright> I
"think" I am already... but lemme doublecheck
L752[09:53:31] <Raqbit> I'm having some
trouble with importing the computercraft api into my intellij
project
L753[09:53:58] <ghz|afk> also
getArmorInventoryList
L754[09:53:59] <ghz|afk> ;P
L755[09:54:08]
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L758[09:54:32] <Raqbit> I tried putting it
in the root of my src folder, like others do, but then I get a
nosuchfield error
L759[09:54:37] ⇦
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L760[09:54:49] ⇦
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L761[09:54:54] <Raqbit> I also tried just
loading it as a library in intellij, but I get the same error
L762[09:55:32] ***
Keridos|away is now known as Keridos
L763[09:57:32] <PitchBright> so wait
L764[09:58:04] <alexiy> Raqbit: which MC
version?
L765[09:58:10] <Raqbit> 1.7.10
L766[09:58:17] <PitchBright> wrong
answer
L767[09:58:55] <Raqbit> So what would
cause such error?
L768[09:59:35] <PitchBright> Ordinastie:
Is there a good Java book you recommend I read, before attempting
to tackle minecraft?
L769[09:59:43] <Raqbit> It seems like it
has something to do with obfuscation
L770[10:00:00] ⇦
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L773[10:02:42] <alexiy> Raqbit: you should
set up the API as a dependency in Gradle script, I think
L774[10:03:51] ⇦
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L776[10:05:53] <Raqbit> still a no such
field error
L777[10:05:58] <Raqbit> :/
L778[10:06:08]
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L779[10:06:47] <alexiy> Raqbit: have you
refreshed the project after that?
L780[10:06:54] ⇦
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(webchat@static.200.75.76.144.clients.your-server.de)
())
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L782[10:10:33] <Grevinelveck> Would this
be a good place to ask about setting up modded thermos servers or
would there be a better Channel? Having some errors on startup just
need to know where to go for help.
L783[10:11:38] ***
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L785[10:14:17] <PitchBright> Grevinelveck:
this channel is about making mods, with forge
L786[10:14:49] ⇦
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L788[10:14:54] <PitchBright> maybe there's
a thermos channel, or something similar. Not sure.
L789[10:15:33] <Grevinelveck> I was
plugging around and looking but my google foo seems weak
today.
L790[10:16:28] <PitchBright> 1 sec, lemme
ask a guy for ya
L791[10:16:45] <Grevinelveck> Thank
you.
L792[10:18:57] ⇦
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L797[10:22:13] <shartte> I am subclassing
from vanilla BlockSlab, and I don't see what I am doing
differently. Any ideas?
L798[10:22:42] <PitchBright> he's not
around Grevinelveck
L799[10:23:00] <PitchBright> sorry man...
I can't find anything on google about a Thermos IRC channel
either
L800[10:23:58] ⇦
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L801[10:24:14] <Grevinelveck> Thanks for
the help.
L802[10:24:20] <PitchBright> no
sweat
L803[10:24:27] <Grevinelveck> Is there
just a standard server help channel?
L804[10:24:47] <PitchBright> i don't think
so... not with all the different types of servers out there
L805[10:24:57] ⇦
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:P)
L806[10:25:10] <Grevinelveck>
alright
L807[10:25:48] <PitchBright> I don't know
anythign about Thermos, but isn't it a fork of KCauldron, which is
an offshoot of Cauldron or something?
L808[10:25:56] <PitchBright> something
like that?
L809[10:26:30] <Grevinelveck> Yes
L810[10:26:53] <PitchBright> there's a
#cauldron channel, you could try askin' in there where you might go
for Thermos help
L811[10:28:30] <Grevinelveck> Ill do that.
ill also be back here for real once I get this done. have two mods
i am flowcharting out atm. should be fun.
L812[10:28:49] <PitchBright> aight... gl
mang
L813[10:29:06] <Grevinelveck> Thanks
again.
L814[10:29:35] <PitchBright> yw
L815[10:29:43] ***
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L821[10:42:56] <QuadIngi> .
L822[10:43:14] ***
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L828[11:00:53] <Raqbit> So how do I import
the computercraft api? I can't figure it out
L829[11:01:00] <Raqbit> Always the
nosuchfielderror
L830[11:02:00] <ghz|afk> does the error
refer to something like field_12345_a
L831[11:02:20] <ghz|afk> yo uare most
probably using a release jar
L832[11:02:25] <ghz|afk> instead of a
development/deobf jar
L833[11:02:36] <ghz|afk> you'll have to
find one, or use BON2 to deobf the normal one
L834[11:11:06] <Raqbit> ya
L835[11:11:19] ⇦
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L836[11:11:37] <Raqbit> Weird, because the
jar does include documentation
L837[11:12:26] <wundrweapon> what mc
version are you using
L838[11:13:21] <Raqbit> 1.7.10
L839[11:13:31] <Raqbit> computercraft
1.75
L840[11:14:18] <wundrweapon> If I were
you, I'd update to 1.79
L841[11:14:24] <Raqbit> I can't
L842[11:14:27] <wundrweapon> why
not?
L843[11:14:33] <Raqbit> That's 1.8
L844[11:14:39]
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L845[11:14:44] <wundrweapon> that's what
I'm saying - ditch 17.10
L846[11:15:29] <Raqbit> I can't, again,
because I'm running a homemade modpack with friends, and a friend
of mine has issues with forge & 1.8
L847[11:16:03] <ghz|afk> ewh cc isn't
updated even to 1.9
L848[11:16:56] <Raqbit> So i've tried
adding it to my build.gradle, putting the api/src into my
main/java
L849[11:17:12] <Raqbit> I've tried using
intellij's library import
L850[11:17:28] <wundrweapon> ghz|afk:
there's worse, Advanced Genetics is still on 1.7.10
L851[11:17:36] <ghz|afk> wundrweapon:
sure
L852[11:17:38] <ghz|afk> but I mean
L853[11:17:48] <ghz|afk> if you are on
1.7.10, you sortof have to prtially rewrite your mod
L854[11:17:55] <ghz|afk> I understand
people being too lazy / not having time
L855[11:18:01] <ghz|afk> but if you are on
1.8.9
L856[11:18:19] <ghz|afk> the biggest
effort is the name changes -- and you can do most of it using a
migration script
L857[11:18:49] <ghz|afk> it takes just a
few hours to upgrade to 1.10.2 from 1.8.9
L859[11:19:56] <Raqbit> That's the
crashreport
L860[11:19:57] <ghz|afk> it's like someone
choosing to upgrade windows 7 to 8.0, but not bothering with 8.1 or
10 ;P
L861[11:20:14] <Raqbit> But since it's
such a weird error, it probably won't help
L862[11:20:17] <ghz|afk> we already told
you
L863[11:20:21] <ghz|afk> it's a mappings
issue
L864[11:20:24] <ghz|afk> you have to deobf
the mod
L865[11:20:27] <ghz|afk> or find a deb
jar
L866[11:20:27] <Ordinastie> ghz|afk, more
like upgrading to Win XP
L867[11:20:41] <ghz|afk> Ordinastie: well
then
L868[11:20:47] <ghz|afk> it's like
choosing to upgrade from XP to Vista
L869[11:20:52] <ghz|afk> but not bothering
with 7/10
L870[11:20:56] <ghz|afk> ;P
L871[11:21:29] <wundrweapon> yeah speaking
of which
L872[11:21:47] <Raqbit> ghz|afk: It's not
obfuscated at all
L873[11:21:52]
⇨ Joins: Necro
(~Necro@p4FFCDC3E.dip0.t-ipconnect.de)
L874[11:21:54] <Raqbit> I can read
everything inside the jar
L875[11:21:54] <ghz|afk> Raqbit: in that
case
L876[11:21:55] <wundrweapon> I've taken on
the task of porting a 1.7.10 mod made by someone else (and the
required library) to 1.10.2
L877[11:21:58] <ghz|afk> the mappings
don't match
L878[11:22:08] <wundrweapon> as I told my
friend, "I've madde a grave mistake"
L879[11:22:13] <Raqbit> I'm not that
familiar with obfuscation, what does that mean?
L880[11:22:17] <ghz|afk> but we can't help
fix that
L881[11:22:18] <Ordinastie> <Raqbit>
I can read everything inside the jar
L882[11:22:38] <Ordinastie> pretty sure
you don't really read it
L883[11:22:55] <Raqbit> ?
L884[11:22:56] ⇦
Quits: Alex_hawks|Alt
(~Alex_hawk@2001:8003:84cf:5b00:556f:1d28:5aef:ce10) (Read error:
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L885[11:22:58] <wundrweapon> obfuscated
code is crap like func_198353_a rather than getSomething, or
p_1284_0 instead of world
L886[11:23:07] <Raqbit> Nope, it's all
readable text
L887[11:23:11] <wundrweapon> the point is
readability and making pirates less effective
L888[11:23:18] <wundrweapon> and modding,
too
L889[11:23:21] <Raqbit> "public
IPeripheral getPeripheral( World world, int x, int y, int z, int
side );"
L890[11:23:28] <Raqbit> That doesn't look
like obfuscation ;)
L891[11:23:29]
⇨ Joins: Alex_hawks|Alt
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L892[11:23:30] <ghz|afk> wundrweapon: no
that's srg naming
L893[11:23:35] <wundrweapon> oh
woops
L894[11:23:41] <ghz|afk> the real
obfuscated code looks like "a" "aa"
"ab"
L895[11:23:45] <Ordinastie> and you really
think that the code is supposed to be plain text ?
L896[11:24:05] <ghz|afk> Raqbit: uhh
that's part of the API
L897[11:24:09] <ghz|afk> that doesn't get
obfuscated
L898[11:24:11] <ghz|afk> the MC names
do
L899[11:24:32] <ghz|afk> it's complaining
about field_151576_e
L900[11:24:37] <ghz|afk> !!gf
field_151576_e 1.7.10
L901[11:24:38] <MCPBot_Reborn> === MC
1.7.10: net/minecraft/block/material/Material.rock (awt.e) UNLOCKED
===
L902[11:24:38]
⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.162.13)
L903[11:24:39] <MCPBot_Reborn> Name : e
=> field_151576_e => rock
L904[11:24:40] <MCPBot_Reborn> Descriptor
: Lawt; => Lnet/minecraft/block/material/Material;
L905[11:24:40] <MCPBot_Reborn> Comment :
None
L906[11:24:41] <MCPBot_Reborn> Last
Change: 2013-12-10 15:19:23-05:00 (cafaxo)
L907[11:24:57] <ghz|afk> the fact that you
see "field_151576_e" isntead of "rock", means
it's not deobf
L908[11:24:58] <Raqbit> so why is it
erroring then? I'm only accessing the api?
L909[11:25:16] <ghz|afk> ...
L910[11:25:20] <ghz|afk> but the jar is
loading the entire mod
L911[11:25:23] <howtonotwin> Because the
API has to have something behind it, no?
L912[11:25:27] <Raqbit> hmm
L913[11:25:34] <ghz|afk> it's not like if
the rest of CC doesn't exist because you aren't referencing
it
L914[11:25:37] <ghz|afk> the mod is still
there
L915[11:25:44] <Raqbit> So why do they
provide an api, with an obfuscated mod?
L916[11:25:46] <Ordinastie> are we all
gonna ignore that plain text != class ?
L917[11:26:00] <ghz|afk> Ordinastie: I'm
assuming he's looking within the IDE
L918[11:26:06] <ghz|afk> ad the attached
sources / decompiled sources
L919[11:26:15] <ghz|afk> at*
L920[11:26:17] <wundrweapon> ok mcpbot is
probably the coolest thing ever
L921[11:26:18] ⇦
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L922[11:26:31] <Subaraki> Ordinastie,
making an interface for ITabbedGui
L923[11:26:48] <Subaraki> i'm not telling
yet what i'm doing
L924[11:27:12] <Subaraki> but where would
you put the interface ?
L925[11:27:17] <Subaraki> do people
implement it ?
L926[11:27:19] ***
Abrar|gone is now known as AbrarSyed
L927[11:27:38] <Subaraki> or would
guiscreen implement it ?
L928[11:33:22] <Subaraki> because the tab
mouse over logic needs to be somewhere, which needs the itabbedgui
getsize and getstartposition
L929[11:34:06] <Subaraki> and doing that
seems wrong somewhere, because that would mean i need to patch a
bunch of gui classes to implement those methods
L930[11:34:47]
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L931[11:37:18]
⇨ Joins: fillefilip8
(~fillefili@194.103.108.144)
L932[11:37:36] <fillefilip8>
java.lang.ClassNotFoundException:
net.minecraftforge.fml.common.launcher.FMLTweaker on 1.10.2
forge
L933[11:37:42] <fillefilip8> any
clues?
L934[11:38:59] <IoP> What did you try to
solve it?
L935[11:39:23] <fillefilip8> reinstalling
forge etc. deleting the libraries folder
L936[11:39:32] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
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L937[11:39:56] <ghz|afk> in the
launcher?
L938[11:40:10] <ghz|afk> or development
environment?
L940[11:40:30] <ghz|afk> well
L941[11:40:40] <ghz|afk> we can't really
help if you aren't using the vanilla launcher
L942[11:40:47] <ghz|afk> we don't know
what kind of hacks that launcher has
L943[11:41:02] ⇦
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timeout: 192 seconds)
L944[11:41:20] <IoP> probably antivirus
blocking file access or broken forge file or combination of
both
L945[11:41:54] <ghz|afk> yeah or if he
deleted files randomly, maybe the launcher thinks they are still
there
L947[11:42:22] <ghz|afk> you'd have to ask
the launcher author for help, fillefilip8.
L948[11:42:30] <fillefilip8> i can see the
class there
L949[11:42:40] <IoP> And?
L950[11:42:44] <ghz|afk> which means the
launcher is broken
L951[11:42:57] <ghz|afk> nothing we can do
here -- ask the launcher author for help
L952[11:43:02]
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L953[11:43:10] <IoP> even you can open
file with some unzipper it does not mean same will happen by
JVM
L954[11:43:52] <Raqbit> So I've
deobfuscated the jar
L955[11:44:16] <Raqbit> using jd-gui
L956[11:44:22] <Raqbit> It gives me a zip
file
L957[11:44:28] <Raqbit> Now how can I
import this in my project?
L958[11:44:58] <Raqbit> deobfuscated &
decompiled
L959[11:45:51] <Ordinastie> deobfuscated
using jd-gui ? that's new
L960[11:46:14] <IoP> indeed
L961[11:46:19] <Ordinastie> I wonder, do
you have any programming knowledge at all ?
L962[11:46:44] <PitchBright> you dont'
need to know how to program, to deobfuscate a mod
L963[11:47:42] <Raqbit> I feel
stupid
L964[11:47:45] <Raqbit> I probably
am
L965[11:47:49] <PitchBright> naw man
L966[11:47:50] <Raqbit> but now the mod
code is readable and stuff
L967[11:47:58] <ghz|afk> PitchBright: no,
but jd-gui isn't designed to work with mcp mappings files, so how
would that work?
L968[11:48:11] <Raqbit> But how come that
the code is readable now then?
L969[11:48:14] <PitchBright> i know G, Im'
just sayin'
L970[11:48:16]
⇨ Joins: jackmcbarn
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L971[11:48:23] <ghz|afk> Raqbit: when we
speak about finding/using dev jars, we don't mean decompiling or
anything like that
L972[11:48:28] <Ordinastie> Raqbit, but
actual executable is not human readable
L973[11:48:33] <Raqbit> I know
L974[11:48:51] <ghz|afk> we mean finding a
jar that is suitable for development environment use, as opposite
to a jar that is suitable for playing on a normal minecraft
installation
L975[11:49:00] <Raqbit> But there isn't
one
L976[11:49:01] <Raqbit> now what
L977[11:49:12] <Ordinastie> you didn't
answer my question though
L978[11:49:26] <Raqbit> Yes ofcourse I
have programming knowledge
L979[11:49:36] <Raqbit> I just haven't
been messing with obfuscation
L980[11:49:47] <Raqbit> I'm basically 0 on
this subject
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L982[11:50:25] <ghz|afk> mc jars come with
symbols like "a", "b", ... "aa",
"ab", ...
L983[11:50:29] <ghz|afk> mcp/forge works
at two levels
L984[11:50:54] <ghz|afk> the
"runtime" level deobfuscates the mojang-provided names
into SRG-style names such as "field_12345_ab"
L985[11:51:16] <ghz|afk> this intermediate
level is useful because it's stable -- it doesn't change within the
same minecraft version
L986[11:51:30] <ghz|afk> then to make
modding easier
L987[11:51:32]
⇨ Joins: FourFire (~fourfire@81.4.122.176)
L988[11:51:33] <ghz|afk> there's a second
translation level
L989[11:51:38] ⇦
Quits: panda_2134 (~panda_213@ss1.flamerat.org) (Ping timeout: 206
seconds)
L990[11:51:38] <ghz|afk>
srg<->mcp
L991[11:51:55] <ghz|afk> which gives
things proper names like "rock" or
"getLightLevel"
L992[11:52:03] <howtonotwin> (which is
controlled by the bot on this channel)
L993[11:52:04] <Raqbit> hmm
L994[11:52:06] <FourFire> Hello all, is
there a list of all common power systems used in forgemods?
L995[11:52:09] <ghz|afk> when we talk
about dev jars
L996[11:52:15] <ghz|afk> we mean jars that
have the nice names
L997[11:52:23] <ghz|afk> instead of
runtime jars, that have the srg names
L998[11:52:28] <ghz|afk> if you have the
wrong jar type
L999[11:52:31] <FourFire> By Power, I mean
transferring some sort of energy between adjacent blocks
L1000[11:52:35] <Shambling> srg-style
names need to manually decoded every version, or do they stay
similar between MC versions ghz?
L1001[11:52:48] <ghz|afk> it will crash
with "WhateverNotFoundException: field_12346_bc" or
similar
L1002[11:52:57] <Raqbit> I see
L1003[11:53:28] <ghz|afk> Shambling: the
srg-style names remain the same, but the obfuscated mojang names do
not
L1004[11:53:38] <ghz|afk> they often
change wildly even across minor releases
L1005[11:53:47] <ghz|afk> they have
scripts and such to try to find the best matching
replacements
L1006[11:53:54] <ghz|afk> but it's a very
manual task to review them
L1007[11:54:01] <Shambling> pattern
recognition based on previous classes not changing?
L1008[11:54:27] <ghz|afk> I guess -- I
haven't seen it
L1009[11:54:43]
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L1010[11:54:53] <Shambling> got to be a
huge hassle either way, always was impressed when some modders
would pump out a new mod version before MCP would update
L1011[11:54:55] <ghz|afk> forge
upgradesto new mc versions basically have 3 phases
L1012[11:55:11] <ghz|afk> in the first
step, they try to figure out the obfuscated symbols
L1013[11:55:17] <ghz|afk> and get the
"base mappings"
L1014[11:55:19] <Shambling> its like they
could read the gibberish names at a certain point, lol
L1015[11:55:29] <ghz|afk>
(obf->srg)
L1016[11:55:33] <ghz|afk> then
afterward
L1017[11:55:35] <ghz|afk> they
decompile
L1018[11:55:49] <ghz|afk> and try to
apply the existing patches
L1019[11:56:06] <ghz|afk> anything that
didn't pass, they have to manually apply
L1020[11:56:06] <FourFire> ghz|afk, how
much is the process automated?
L1021[11:56:07] <ghz|afk> one by
one
L1022[11:56:29] <ghz|afk> FourFire: it's
mostly automated -- when things go well
L1023[11:56:35] <ghz|afk> but they always
have new stuff
L1024[11:56:37] <ghz|afk> changed
stuff
L1025[11:56:39] <ghz|afk> and removed
stuff
L1026[11:56:48] <ghz|afk> so it takes a
couple weeks just to get things rolling
L1027[11:56:55] <FourFire> ok,
thanks
L1028[11:57:02] <ghz|afk> and to answer
your question
L1029[11:57:06] <ghz|afk> I don't know of
a list
L1030[11:57:07] <ghz|afk> but right
now
L1031[11:57:25] <ghz|afk> the most
prominent power APIs are Tesla, the new integrated energy api in
forge (CapabilityEnergy),
L1032[11:58:08] <ghz|afk> and a slightly
modified version of the 1.8 RF api from cofh
L1033[11:58:17] <ghz|afk> (well a port of
the api for newer forge)
L1034[11:58:35] <ghz|afk> we strongly
recommend AGAINST using RF
L1035[11:58:43] <ghz|afk> because it's
not a capability-based API
L1036[11:58:48]
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L1038[11:59:02] <ghz|afk> both the forge
cap, and Tesla, work in RF units
L1039[11:59:05] <JustWhoAmI> How do I
make a custom tree? One that generates in the world as well as can
be grown through saplings
L1040[11:59:05] <ghz|afk> so 1RF == 1
Tesla
L1041[11:59:17] <ghz|afk> if you are
implementing pipes, you may still want to support RF
connections
L1042[11:59:29] <ghz|afk> but if you are
implementing generators/consumers, I'd avoid it
L1043[11:59:59] <jamierocks> so where is
cp.w's stream going to be at?
L1044[12:02:54] <PaleoCrafter> I assume
he'll tweet the link if/once he goes live
L1045[12:04:13] <JustWhoAmI> Any
ideas?
L1046[12:04:27] <Shambling> there are
quite a few mods that add custom trees, look at source from tinkers
construct or natura for some good ideas?
L1047[12:04:36] <ghz|afk> JustWhoAmI:
there's a tree generation event, I think, but no idea how to
generate custom trees
L1048[12:04:36] <Shambling> tinkers trees
are certainly unique, lol
L1049[12:04:42] <ghz|afk> look at other
mods that add trees
L1050[12:04:45] <ghz|afk> see how THEY do
it ;P
L1051[12:05:04] <Shambling> I was looking
at evilcraft blood splats to figure out how to add rust on top of
blocks, but hell if I can follow that code right now
L1052[12:05:15] <Shambling> maybe I'll
look at generic redstone and go from here
L1053[12:05:17] <Shambling> there
L1054[12:05:42] <ghz|afk> redstone is a
block like any other
L1055[12:05:53] <ghz|afk> just without
collider
L1056[12:05:53] <Shambling> once placed?
I thought it was a tile entity
L1057[12:06:03] <Shambling> or are those
the same thing :P
L1058[12:06:08] <ghz|afk> TileEntities
are just extra data attached to a block
L1059[12:06:16] <ghz|afk> and no redstone
doesn't use a TE
L1060[12:06:29] <ghz|afk> it's just the
IBlockState + getActualState
L1061[12:07:37] <Shambling> so question
would be, if I planned on having a modifier to blocks, simpilar to
redstone, would I better off cloning redstone behavior, or optimize
it?
L1062[12:07:46] <ghz|afk> it's NOT A
MODIFIER
L1063[12:07:52] <ghz|afk> it's an actual
block placed into the world
L1064[12:07:53] <Shambling> bad wording
on my part
L1065[12:08:10] <ghz|afk> explain what
you want to create
L1066[12:08:19] <ghz|afk> we'll guide you
to the right approach
L1067[12:08:32] <Shambling> item that
spreads on top of and on the sides of blocks, that can be one of
three things. rust, crystals, gears
L1068[12:08:55] <ghz|afk> by "on top
of" do you mean it would take up the block space on top of
it
L1069[12:09:01] <ghz|afk> like redstone
or snow layers
L1070[12:09:05] <Shambling> pretty much
like redstone and snow layers, yes
L1071[12:09:14] <ghz|afk> so you want
something akin to... vines
L1072[12:09:16] <Shambling> unless you
can just add a shader to a block to do similar
L1073[12:09:22] <ghz|afk> well
L1074[12:09:28] <ghz|afk> you can replace
the actual block
L1075[12:09:37] <ghz|afk> by one that
copies the model, but adds a layer on top
L1076[12:09:51] <ghz|afk> but then the
original model won't have the original behaviour
L1077[12:11:32] <Shambling> I'm thinking
alpha stage of mod will simply be a clone of vines behavior, with
the ability to grow on top as well
L1078[12:11:57] <Shambling> not sure at
this point how I would basically clone all blocks with all behavior
to replace with my own block with overlayed textures
L1079[12:12:29] <ghz|afk> wow I just
eralized that line came out totally wrong
L1080[12:12:29] <ghz|afk> [18:10]
(ghz|afk): but then the original model won't have the original
behaviour
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L1082[12:12:39] <ghz|afk> I meant to say,
"but then the new version won't have the original
behaviour"
L1083[12:13:07] <Shambling> I read it the
way you meant it, so thanks
L1084[12:18:28] <Shambling> How would
people see the definition of efficiency and speed when looking at
generic machines with exposed capabilities? I'd see efficiency as
producing the same product while using less RF, but is there a
cleaner way of looking at that?
L1085[12:19:01] <Shambling> without
looking at every machine in every mod, I'm trying to brainstorm
what would likely be the best generic changes to have my blocks
perform on nearby machines
L1086[12:19:20] <howtonotwin> a TE that
holds within itself the original TE and block?
L1087[12:19:25] <Shambling> speeding up
ticks seems a fast way to do it, but ... I'm thinking it might
destroy performance of the game
L1088[12:19:35] <howtonotwin> that won't
kill anything :P
L1089[12:19:45] <howtonotwin> several
mods already do it
L1090[12:19:58] <Shambling> and some mods
even blow up if they see you do it :D
L1091[12:20:06] <Shambling> which might
be an interesting combination to be honest
L1092[12:20:12] <ghz|afk>
"efficiency" is a vague term
L1093[12:20:22] <Shambling> i.e. why I
asked opinion lol
L1094[12:20:28] <ghz|afk> "power
efficiency" = more work for less energy consumption
L1095[12:20:37] <ghz|afk> "time
efficiency" = more speed
L1096[12:20:52] <howtonotwin>
"resource efficiency" = more bang for your buck
L1097[12:20:55] <Shambling> I'm thinking
"randomly spit out more items" but sometimes those extra
items might get spawned on the ground with a lower life span than
normal
L1098[12:21:07] <ghz|afk> howtonotwin:
thx, I couldn't think of the word
L1099[12:21:07] <ghz|afk> XD
L1100[12:21:24] <howtonotwin> :P
L1101[12:22:06] <howtonotwin> I'm subtly
sneaking in "caffeine is a form of magic" into my
docs
L1102[12:22:08] <howtonotwin> bc y
not
L1103[12:22:28] <ghz|afk> Shambling:
Speed, Yields, ... can't think one to mean "power
efficiency"
L1104[12:22:44] <howtonotwin>
@ObjectHolder("neomagicae:coffeinum")
L1105[12:22:44] <howtonotwin> public
static final ManaType coffeinum = null; // Type ManaType means that
the ManaType registry will be queried. This is obviously a registry
made by another mod.
L1106[12:22:56] <Shambling> :D
L1107[12:27:19] <ghz|afk> WAFFLE
TIME!
L1108[12:27:32] <ghz|afk> (microwave
waffle, with microwave cocoa on top)
L1109[12:30:10] <ghz|afk> has anyone ever
done a waffleman superhero/villain that has a waffle-press-shaped
fist
L1110[12:30:27] <ghz|afk> and leaves the
enemies waffle-shaped after saying "Waffle time!"
*punch*
L1111[12:31:30] <Shambling> I'd think it
would be in "The Tick!" world if there was :P
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L1121[12:45:31] <howtonotwin> I'll be AFK
for a while though, just leave a comment on it if you find
something.
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L1125[12:52:36] <PitchBright> ghz|afk: I
"may" have found the problem...
L1126[12:53:00] <PaleoCrafter>
howtonotwin, imo, the top-level title should be registries
L1127[12:53:24] <PitchBright> in the
onUpdate()... ((WorldServer)
this.worldObj).getEntityTracker().func_151247_a(this, new
S04PacketEntityEquipment(this.getEntityId(), j, itemstack1)); is
what sends the packets out to all clients and tells them the
equipped item has changed (I believe)...
L1128[12:53:44] <PaleoCrafter> it is
indeed, PitchBright
L1129[12:53:58] <PitchBright> when I
sysout on this.getEntityId().... the server print
"0"
L1130[12:54:41] <PitchBright> mind you
it's the only Entity on the server, so I'm not sure if that's why,
or I'm overlooking something else
L1131[12:55:08] <PitchBright> well not
"only" Entity... there's the Entity, and then two other
Players
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L1133[12:56:23] <ghz|afk> PitchBright: so
you got it to try to send packets at least?
L1134[12:56:39] <PitchBright> I'm not
sure how to confirm if its' actually trying
L1135[12:56:48] <PaleoCrafter> breakpoint
:P
L1136[12:56:56] <PitchBright> oh ya xD 1
sec :D
L1137[12:57:46] <PitchBright> ya, it
stops on the break point
L1138[12:57:58] <ghz|afk> I wish
FMLMissingMappingsEvent wasn't just a lifecycle event ;P
L1139[13:02:19] <PitchBright> nope...
apparently 0 is the actual ID
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L1141[13:03:04] <howtonotwin> I should
probably remove the "registering" section from Blocks in
my PR, right?
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L1143[13:03:21] <PaleoCrafter>
prolly
L1144[13:04:03] <howtonotwin> btw can you
push a quick fix for code links being invisible?
L1145[13:04:33] <howtonotwin> or do you
not have access to the css?
L1147[13:08:18] <howtonotwin>
anyway
L1148[13:08:19] *
howtonotwin gets Evanesco'd and will only be restored to Being
after a couple of hours
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L1157[13:18:25] <JustWhoAmI>
alright
L1158[13:18:29] <JustWhoAmI> don't make
the mistake i made
L1159[13:18:45] <JustWhoAmI> don't start
watching this... thing
L1160[13:18:52] <JustWhoAmI> called salad
fingers at 11:49pm
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L1162[13:19:39] <AshIndigo> do you like
touching rusty things?
L1163[13:20:09] <JustWhoAmI> this thing
is creepy as all hell
L1164[13:20:16] <JustWhoAmI> why didn't i
know about it earlier
L1165[13:20:24] <JustWhoAmI> actually im
happy i didnt know about it earlier
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L1169[13:21:17] <ghz|afk> JustWhoAmI: I'm
happy that I never watched it -- I saw the film theory about
it
L1170[13:21:17] <ghz|afk> ;P
L1171[13:22:14] <JustWhoAmI> MatPat
represent! :D
L1172[13:22:23] <JustWhoAmI> I haven't
watched the theory yet
L1173[13:22:29] <JustWhoAmI> I saw it in
the title
L1174[13:22:33] <JustWhoAmI> so i googled
it
L1175[13:22:37] <JustWhoAmI> and came
upon this... thing
L1176[13:22:58] <ghz|afk> yeah watch the
theory ;P
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L1181[13:27:51] <Shambling> does
protected int lightValue; represent how much light a default block
gives off, or reflects?
L1182[13:28:33] <PaleoCrafter> the
former, Shambling
L1183[13:28:37] <Shambling> I'm almost
thinking my first test mod should be an item you hold that sets
light values on blocks. Be a pretty good utility mod if the game
saved those changes afterwards
L1184[13:28:41] <ghz|afk> the former, but
use the set methods
L1185[13:28:55] <Shambling> yeah I dont
think it would updae the value properly if I just edited
manually
L1186[13:28:56] <ghz|afk> uhh
L1187[13:29:18] <ghz|afk> if you set a
light value on a block, it will affect ALL the blocks placed into
the world
L1188[13:29:41] <ghz|afk> as in, all of
the blocks represented by that Block instance
L1189[13:29:57] <Shambling> isn't there a
way to change it on individual blocks?
L1190[13:31:09] <ghz|afk> you can
"hack" the value, but it will be sortof like a
desync
L1191[13:31:17] <ghz|afk> as soon as you
save and reload, it won't be there anymore
L1192[13:31:24] <ghz|afk> like the glitch
on the magma block
L1193[13:33:07] <Shambling> well it'd be
interesting to see what happens when I try to change it on a
targeted block
L1195[13:34:29] <Shambling> going to look
at the source for he protection wand from notenough wands, I'm sure
they call similar functions
L1196[13:36:51] <Raqbit> ghz|afk: So I
tried deobfuscating ComputerCraft using MCP, but it messed up big
time. I tried using CodeChickenCore & BOM, but both get weird
method names
L1197[13:37:10] <Raqbit> So I'm
completely out of ideas again
L1198[13:37:41] <Shambling> interesting,
they create a list of blocks that were protected so they can assign
the changes to only those blocks in the list... good idea to have a
undo feature
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L1200[13:38:42] <Shambling> I think the
whole point of deobf code isn't to make it readable by you, but so
you can put it as a linked item in your own code
L1201[13:38:59] <Shambling> I probably
said that shitty as hell, so my apologies
L1202[13:39:13] <Raqbit> I know, but it
can't find methods or something
L1203[13:39:16] <Raqbit> It just messed
up big time
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L1205[13:41:27] <TechnicianLP> bom =
bon?
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L1207[13:42:45] <Raqbit> tyop
L1208[13:42:48] <Raqbit> *BON
L1209[13:42:49] <Raqbit> yes
L1210[13:43:23] <TechnicianLP>
weird
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L1212[13:44:19] <Raqbit> Without being
able to run it from idea, I'll never be able to debug
L1213[13:45:11] <Raqbit> If someone could
deobfuscate it for me, I would be very greatful. It doesn't seem to
want to work for me
L1214[13:47:34] <ghz|afk> just get BON2,
open it, select some 1.7.10 mappings from the list, select the
normal jar as an input, and click the big button
L1215[13:53:57] <PitchBright> The packet
is updating the clients :)
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L1218[13:54:53] <PitchBright> I just have
to sort out my overrides on getters and setters, since I'm using a
hybrid player/mob renderer on a hybrid entity.
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L1226[14:08:00] <Raqbit> I didn't know
there was a second version!
L1227[14:08:08] *
Raqbit crosses fingers
L1228[14:13:05] <FourFire> Hello all, I'm
using google drive to sync my project directory between
computers
L1229[14:13:56] <FourFire> I've now set
up eclipse, JDK and so on on my other computer but it is a mystery
how to get my project to show up in eclipse.
L1230[14:14:17] <FourFire> How do I get
my second eclipse to display my project?
L1231[14:14:28] <PaleoCrafter> y u do
dis
L1232[14:14:31] <PaleoCrafter> use
git
L1233[14:15:47] <FourFire> PaleoCrafter,
I don't want to overcomplicate things I'm just beginning to learn
how to code, why are like five different overly complicated tools
required to do relatively simple things?
L1234[14:16:14] <PaleoCrafter> unless you
use extended functionality, they are all rather simple tools
:P
L1235[14:16:38] <PaleoCrafter> also, if
you only start programming, do things properly from the start
L1236[14:16:44] <PaleoCrafter> otherwise
you'll regret it later :P
L1237[14:17:07]
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L1238[14:17:19] <FourFire> I don't want
to get into a semantics discussion, what is the direct solution to
my problem now?
L1239[14:17:56] <PaleoCrafter> using a
proper version control system :P
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L1242[14:19:13] <alexiy> code stuff on
one computer, push changes to repository, pull changes to the
second computer, code stuff... and repeat
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L1246[14:31:56] <FourFire> PaleoCrafter,
I'm prepared to make a bunch of mistakes and learn from them, as
they say in silicon valley; Fail fast.
L1247[14:32:35] <ghz|afk> FourFire: if
git confuses you, try the GitHub for Windows app
L1248[14:32:42] <ghz|afk> it's made
for... less technical people
L1250[14:33:07] <FourFire> I know that
what I am asking is possible, but it would take me possibly weeks
to find it by myself, so I am asking here instead.
L1251[14:33:12] <ghz|afk> it's just
"GitHub Desktop"
L1252[14:33:14] <ghz|afk> thing is
L1253[14:33:18] <ghz|afk> normally the
answer would be
L1254[14:33:31] <ghz|afk> "you have
to run setupDecompWorkspace on both, and import the project on both
computers too"
L1255[14:33:45] <FourFire> ghz|afk, I do
have a github account though I've never used it for anything,
perhaps when I have a working mod I'll learn to use it.
L1256[14:33:47] <ghz|afk> but you are
sharing the folder, so it may mess things up
L1257[14:33:59] <ghz|afk> since some
stuff is in the folder
L1258[14:34:06] <ghz|afk> but other
things are in the .gradle folder of your user account
L1259[14:34:07] <FourFire> I've run the
decomp script on this machine
L1260[14:34:23] ***
tterrag|ZZZzzz is now known as tterrag
L1261[14:34:27] <ghz|afk> so you'd have
to run setupDecompWorkspace and also gradlew eclipse
L1262[14:34:39] <FourFire> that's the
decomp script, yes.
L1263[14:34:41] <ghz|afk> but will
probably break it for the OTHER computer then afterward
L1264[14:34:55] <ghz|afk> so you'll have
to run gradlew eclipse every time you switch computers
L1265[14:35:00] <kenzierocks> yep
L1266[14:35:01] <ghz|afk> if not the
entire sDecW step
L1267[14:35:24] <ghz|afk> hence: use the
github app or similar
L1268[14:35:35] <ghz|afk> it will know
what files NOT to upload
L1269[14:35:43] <kenzierocks> well, you
have to tell it
L1270[14:35:48] <ghz|afk> at least if you
have the .gitignore from the MDK
L1271[14:35:50] <kenzierocks> but that's
prety simple
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L1273[14:39:52] <ghz|afk> hmmm was there
some way in mc to get the size of a non-atlas texture?
L1274[14:40:07] <kenzierocks> what sort
of object do you have
L1275[14:40:12] <ghz|afk> a gui
L1276[14:40:28] <kenzierocks> no
like
L1277[14:40:30] <kenzierocks> class
L1278[14:40:35] <kenzierocks> of the
texture
L1279[14:40:37] <ghz|afk> I don't
L1280[14:40:43] <ghz|afk> there's
.bindTexture that has the resourcelocation
L1281[14:40:47] <kenzierocks> ah
L1282[14:41:42] <ghz|afk> problem is,
bindTexture works with ITextureObject which doens't have a
size
L1283[14:41:50] <ghz|afk> I guess that's
why the size is hardcoded in the call to draw
L1284[14:42:05] <kenzierocks> yes
L1285[14:42:10] <kenzierocks> it has a gl
id
L1286[14:42:22] <kenzierocks> you can get
the size with gl
L1287[14:43:03] <FourFire> Ok, thanks for
actually explaining the reason for using github
L1288[14:43:39] <ghz|afk> also
"commit early, commit often"
L1289[14:43:52] <ghz|afk> anyone who
codes knows the regret of not doing so ;P
L1290[14:44:24] <PaleoCrafter> IDEA's
local history mitigates that a wee bit :P
L1291[14:44:26] <kenzierocks> but make
sure your commit messages actually make sense because otherwise it
will be really confusing
L1292[14:45:13] <ghz|afk> .
L1293[14:45:13] <ghz|afk> ..
L1294[14:45:14] <ghz|afk> ...
L1295[14:45:16] <ghz|afk> blah
L1296[14:45:17] <ghz|afk> temp
L1297[14:45:22] <ghz|afk> asdf
L1298[14:45:31] <ghz|afk> Initial code
import.
L1299[14:45:42] <ghz|afk> ^ my average
commit history
L1300[14:45:47] <kenzierocks> ew
L1301[14:46:24] <ghz|afk> sometimes I
sqiash before pushing, sometimes I forget XD
L1302[14:46:26] <McJty> I directly make
my changelogs from my commit history
L1303[14:46:28] <ghz|afk> -i
L1304[14:46:34] <McJty> So I'm used to
making them complete and accurate
L1305[14:47:49] <kenzierocks> so, in more
concrete topics
L1306[14:47:56] <kenzierocks> how do I
get the position of the players hand?
L1307[14:48:05] <kenzierocks> like,
<x, y, z> position
L1308[14:48:24] <kenzierocks> i don't
even see arm rotations on the entityplayer class
L1309[14:48:28] <ghz|afk> on a proper
game I'd say apply the transforms of the skeleton for the hand
node
L1310[14:48:31] <ghz|afk> but in mc, good
luck ;p
L1311[14:48:42] <kenzierocks> yea
L1312[14:48:46] <ghz|afk> they are stored
in the ModelBiped, based on hardcoded pose values
L1313[14:49:16] <FourFire> ok ghz|afk
since you've convinced me to explore this further layer of
complexity would you please guide me a bit to get back to where I
started today:
L1314[14:49:16] <kenzierocks>
FFFFFFFUUUUUUUUUUUU-
L1315[14:49:27] <kenzierocks> lol i
forgot that did in all caps
L1316[14:49:48] <FourFire> how does this
branch and master thing work, do I make my own master containing
the MDK i downloaded from forge site?
L1317[14:50:12] <ghz|afk> you have the
folder where you work right?
L1318[14:50:28] <FourFire> yes, though
I'll want to move it out of google drive
L1319[14:50:32] <ghz|afk> and you have
created a new repository in the github website yet?
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L1322[14:51:32] <FourFire> yes with the
application
L1323[14:51:36] <kenzierocks>
ioasjdioasjdoajdo why is arm position only clientside
L1324[14:51:55] <ghz|afk> kenzierocks:
because it's only useful for display
L1325[14:51:56] <kenzierocks> how am i
supposed to shoot something from the players arm if it doesn't
exist
L1326[14:51:57] <FourFire> ok that's a
repo which contains master and branches, thanks
L1327[14:52:10] <ghz|afk> kenzierocks:
synchronize the hitboxes with the server
L1328[14:52:18] <kenzierocks> wut
L1329[14:52:23] <ghz|afk> however
L1330[14:52:25] <ghz|afk> it will be
useless
L1331[14:52:36] <ghz|afk> because the
body rotation is client-specific
L1332[14:52:42] <ghz|afk> each client can
see you in a different orientation
L1333[14:52:57] <ghz|afk> onyl the head
is synchronized ;P
L1334[14:53:10] <kenzierocks> ok so i
have a fix for this
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L1336[14:53:17] <kenzierocks> i will fire
it from the head
L1337[14:53:22] <kenzierocks> but i will
render it from the arm
L1338[14:53:33] <kenzierocks> they are
close enough that this won't really matter
L1339[14:53:48] <ghz|afk> oh by fire you
meant show the origin of a gunshot/spell
L1340[14:53:53] <kenzierocks> yes
L1341[14:53:58] <ghz|afk> I thoguht you
wanted to shoot the item the player was holding off their
hand
L1342[14:53:59] <kenzierocks> it's a
grappling hook
L1343[14:54:03] <ghz|afk> yeah
L1344[14:54:10] <ghz|afk> aim from the
head
L1345[14:54:12] <ghz|afk> draw from the
hand
L1346[14:54:26] <ghz|afk> it's exactly
what the fishing line does
L1347[14:54:35] <kenzierocks> kek
L1348[14:55:02] <ghz|afk> FourFire: i
suggest you read a tutorial on it
L1349[14:55:13] <ghz|afk> I have never
used the github app so my knowledge won't apply
L1350[14:55:24] <ghz|afk> and I don't
ahve time to give you a class on git anyhow
L1351[14:56:16] <FourFire> I vaguely know
what it does, one of the greatr acchievements of Torvalds
right?
L1352[14:56:39] <ghz|afk> ever used
SVN?
L1353[14:57:29] <kenzierocks> ohgodwhy
minecraft
L1354[14:57:45] <kenzierocks> the fishing
hook has hardcoded values for the rendering to the hand
L1355[14:57:52] <ghz|afk> XD
L1356[14:57:57] <FourFire> No, but I know
it's spposedly a version control system which wasn't good enough
for Torvalds
L1357[14:58:07] <ghz|afk> yeah nevermind
then
L1358[14:58:15] <ghz|afk> read up on
git's basic operations ;P
L1359[15:04:49]
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L1370[15:31:36] <ghz|afk> wow it's hard
XD
L1371[15:34:35] <Baughn> For whatever
reason, 'gradle runclient' no longer loads the mod I'm working on
into the client.
L1372[15:34:47] <Baughn> It does build
the jar, though. Did something change?
L1373[15:34:51] <ghz|afk> why
runClient
L1374[15:34:54] <ghz|afk> just run it
from your IDE
L1375[15:35:10] <ghz|afk> dunno if
runClient broke
L1376[15:35:14] <ghz|afk> because I have
never used it XD
L1377[15:35:24] <Baughn> Um, my IDE runs
runclient..
L1378[15:35:30] <ghz|afk> wat
L1379[15:35:35] <ghz|afk> what IDE are
you using?
L1380[15:35:37] <Baughn> Emacs
L1381[15:36:41]
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L1382[15:36:53] <Baughn> runServer also
appears to skip the mod. Le sigh.
L1383[15:38:27] ***
PaleoCrafter is now known as PaleOff
L1384[15:38:56]
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L1386[15:39:55] <ghz|afk> Baughn: hmmm
what version of mc, forge and forgegradle?
L1387[15:40:09]
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L1388[15:40:51] <Baughn> Respectively?
1.7.10, 10.13.4.1566 and 1.2-SNAPSHOT
L1389[15:41:00] <ghz|afk> ah
L1390[15:41:02] <ghz|afk> no idea
then
L1391[15:41:15] <ghz|afk> I can confirm
that it works fine on latest 1.10.2 with latest forgegradle
L1392[15:41:49] <Subaraki> what about the
@mod anotiation ?
L1393[15:42:09] <Baughn> It's fine. This
all used to work.
L1394[15:42:30] *
Baughn tries 1558, unsure why it was a non-recommended version to
begin with.
L1395[15:42:45] <Baughn> ..no
difference.
L1396[15:43:05] <ghz|afk> forge's
recommended versions mean mostly "if you use anything older,
you are an idiot"
L1397[15:43:09] <ghz|afk> latest is still
usually better
L1398[15:43:48] <Baughn> Oh? I tend to
assume that mods won't load if you build against a newer version
than the player has.
L1399[15:44:45] <Baughn> Though 1614
doesn't work any better, so eh. The problem is probably with my
environment somewhere.
L1400[15:44:59] <ghz|afk> problem is
forgegradle/gradle/java
L1401[15:45:06] <ghz|afk> one of them
isn't compatible with the others
L1402[15:45:14] <ghz|afk> probably oyur
java/gradle is too new for fg 1.2
L1403[15:45:42] <Baughn> That would be a
peculiar problem. It's just 1.8.0_122.
L1404[15:45:42] <ghz|afk> try downgrading
to gradle 2.7 or so, and to java6 if that didn't work
L1405[15:45:53] <ghz|afk> but
really
L1406[15:45:56] <Baughn> Mod won't
compile with anything below Java 8, though. :P
L1407[15:46:06] <ghz|afk> the ultima te
suggestion is still: dump 1.7.10, mod for modern mc ;P
L1408[15:46:09] <ghz|afk> ultimate*
L1409[15:47:13] <Baughn> Yeah yeah. Not
happening just yet.
L1410[15:47:28] <Baughn> 1.10 needs to
run better on my computer first. Performance still stinks.
L1411[15:47:51] <ghz|afk> turn off
mipmaps
L1412[15:47:58] <ghz|afk> that is 90% of
the performance problems
L1413[15:48:15] <ghz|afk> in previous
versions, mipmaps were usually disabled by mods who didn't use
properly sized textures
L1414[15:48:37] <Fridtjof> can you write
to configs?
L1415[15:48:43] <ghz|afk> ?
L1416[15:48:47] <ghz|afk> no I mean
L1417[15:48:57] <ghz|afk> there was a PR
some months ago
L1418[15:49:03] <ghz|afk> that fixed a
limitation in vanilla MC
L1419[15:49:15] <ghz|afk> where textures
that don't fit a certain condition
L1420[15:49:21] <ghz|afk> disallow
mipmaps from generating
L1421[15:49:27] <ghz|afk> meaning even if
the config was set to 4
L1422[15:49:31] <ghz|afk> it would still
be effectively 0
L1423[15:49:36] <ghz|afk> but that isn't
the case anymore
L1424[15:49:53] <ghz|afk> which means big
modpacks on 1.10 will run like crap, when they didn't use to in the
past
L1425[15:49:56] <ghz|afk> not because
1.10 is slower
L1426[15:50:03] <ghz|afk> but simply
because it's actually doing what the user asked
L1427[15:50:12] <ghz|afk> that said
L1428[15:50:58] <ghz|afk> there was
another effort (I dont' think it has been merged) to discard the
temporary unpacked quad data from the baked models, after the model
quads have been packed
L1429[15:51:16] <ghz|afk> which is
supposed to reduce the memory usage by like 30%
L1430[15:51:23] <ghz|afk> (can't remember
the number)
L1431[15:53:13] <Raqbit> ghz|afk: Using
BON2 I was able to successfully(?) deobfuscate computercraft. Now I
have a different error, probably related to the way computercraft
is loaded. Error mounting lua/rom (Computercraft may be installed
incorrectly)
L1432[15:53:32] <Raqbit> When opening a
computer
L1433[15:53:33] <ghz|afk> no idea,
sorry
L1434[15:53:38] <ghz|afk> that's
CC-specific stuff
L1435[15:53:47] <ghz|afk> nothing I can
do without learning how the mod works internally
L1436[15:53:53] <Raqbit> I guess it isn't
loading the lua libs correctly
L1437[15:54:06] <Raqbit> maybe the
deobfuscation wrecked that library
L1438[15:54:38] <Fridtjof> does
Configuration support writing data to configs that's been
changed?
L1439[15:54:44] <ghz|afk> sure
L1440[15:54:45] <Fridtjof> example: i
have a class that has a list
L1441[15:54:49] <williewillus> I noticed
a very tiny visual bug and now it's driving me crazy
L1442[15:54:51] <williewillus> as
always
L1443[15:54:55] <ghz|afk> lol
L1444[15:54:55] <Fridtjof> that may
change (via commands or something)
L1445[15:55:14] <Fridtjof> how do i write
the new list into the file using Configuration
L1446[15:55:15] <williewillus> if you
revert to mc 1.4.7 or below, and slow nudge your way onto a stair
or slab, you're smoothly boosted up onto the half step
L1447[15:55:24] <williewillus> but if you
use 1.5+ it's an immediate jarring change
L1448[15:56:15] <ghz|afk> lol
L1449[15:56:16] <Baughn> Hmm~
L1450[15:56:39] <Baughn> Gradle is
missing the version number from the mod filepath on Forge's command
line.
L1451[15:57:00] <Raqbit> Hmm
L1452[15:57:08] <ghz|afk> williewillus:
win10 edition does it right ;P
L1453[15:57:09] <Raqbit> I just found out
that the rom is an asset
L1454[15:57:15] <williewillus> it lifts
you smoothly?
L1455[15:57:19] <Raqbit> so maybe it
isn't loading the assets of that library correctly
L1456[15:57:20] <ghz|afk> yup
L1457[15:58:16] <williewillus> why did
1.5 break so many things lol
L1458[15:58:28] <Shambling> were those
version changes important in some aspect?
L1459[15:58:31] <Shambling> networking
changes?
L1460[15:58:41] <Raqbit> there are
textures though
L1461[15:58:43] <williewillus> there's
that + the splash potion particles, and in that version they broke
xp orbs visually for like 3 more major versions
L1462[15:58:45] <Raqbit> so that's not
the problem
L1463[15:59:10] <Shambling> you talking
about 1.5 the redstone update?
L1464[15:59:16] <williewillus> yes
L1465[15:59:42]
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L1466[15:59:52] <Fridtjof> ghz|afk how
would i go about doing that? i cant figure it out
L1467[16:00:04] <Shambling> ah thats when
they added those extra redstone thingies
L1468[16:00:22] <ghz|afk> Fridtjof: well
you know how the config classes have .get methods?
L1469[16:00:25] <williewillus> you mean 3
extra redstone thingies :P
L1470[16:00:38] <Fridtjof> yes
L1471[16:00:42] <ghz|afk> they also have
set methods
L1472[16:00:47] <ghz|afk> and the
Configuration class has .save
L1473[16:00:49] <ghz|afk> so....
L1474[16:00:50] <Fridtjof> on
1.7.10?
L1475[16:00:50] <ghz|afk> ;P
L1476[16:00:58] <ghz|afk> oh wtf is up
with everyone here using 1.7.10?
L1477[16:01:00] <Fridtjof> i think that
may be my problem
L1478[16:01:04] <ghz|afk> this channel
helps NEWER VERSIONS ;P
L1479[16:01:09] <Fridtjof> lol shit
L1480[16:01:09] <Shambling> were there
major networking changes required for the redstone to work? maybe
hats part of it
L1481[16:01:11] <ghz|afk> no idea if
1.7.10 did save
L1482[16:01:15] <ghz|afk> maybe it
did
L1483[16:01:17] <Fridtjof> it does
save
L1484[16:01:18] <ghz|afk> maybe it
didn't
L1485[16:01:19] <ghz|afk> ;P
L1486[16:01:20] <Fridtjof> doesnt have
set* tho
L1487[16:01:26] <ghz|afk> on the
properties?
L1488[16:01:42] <Shambling> go get both
versions you want to modify and see if you can find the offending
code difference ;D
L1489[16:01:42] <ghz|afk> property =
config.get("category", "propertyKey");
L1490[16:01:46] <ghz|afk>
property.setWhatever
L1491[16:01:49] <Fridtjof> oh shit
L1492[16:01:50] <Fridtjof> they do
L1493[16:02:14]
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L1495[16:02:38] <Fridtjof> do i have to
somehow put them back into the configuration object or do they
point
L1496[16:02:51] <ghz|afk> no they refer
to the config itself
L1497[16:02:53] <ghz|afk> just .set
whatever
L1498[16:02:57] <ghz|afk> and then .save
on the config
L1499[16:03:03] <ghz|afk> IIRC
L1500[16:03:09] <williewillus> does w10
version actually perform better for you?
L1501[16:03:15] <ghz|afk> extremely
L1502[16:03:20] <williewillus> java ver
on linux runs better for me
L1503[16:03:22] <ghz|afk> it's silky
smooth
L1504[16:03:31] <ghz|afk> worldgen is
almost immediate
L1505[16:03:48] <williewillus> for me
input seems really sluggish
L1506[16:04:34] <ghz|afk> the only reason
I haven't just dumped the java version and switched to win10
L1507[16:04:36] <ghz|afk> is mods.
XD
L1508[16:05:09] <williewillus> if they
release it on linux i'll consider it :P
L1509[16:05:16] <ghz|afk> lol doubt
it
L1510[16:05:33] <ghz|afk> this is like
gollum and the ring
L1511[16:05:41] <ghz|afk> Microsoft is
like "MY TREASURE..."
L1512[16:06:09] <ghz|afk> I see more
changes of someone creating a UWP host for linux
L1513[16:06:20] <ghz|afk> than them
releasing the mcwin10 edition anywhere else
L1514[16:06:22] <ghz|afk> chances*
L1515[16:06:36] <williewillus> they
already said it's coming to mac though
L1516[16:06:46] <williewillus> that's
already a big step
L1517[16:06:56] <ghz|afk> did they?
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L1521[16:15:29] <Subaraki> so
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L1524[16:18:29] <Subaraki> a method in
class A, that is overriden by class B, called in class a by
this.getMethod()
L1525[16:18:41] <Subaraki> returns the
values from A and not B
L1526[16:18:55] <Subaraki> if I read
stuff up correctly, the values should be the ones from B
L1527[16:19:01] <williewillus> then it's
not an instance of B or wasn't overridden properly
L1528[16:20:07] <Subaraki> my debugger is
saying it is an isntance of B though
L1529[16:20:16] <Subaraki> what would
'not properly overriden' imply ?
L1530[16:20:32] <williewillus> improper
signature so it's not being overridden when you think it is
L1531[16:20:51] <williewillus> and if you
use your debugger just step into the function
L1532[16:20:55] <williewillus> and see
what's happening
L1533[16:21:01] <LexLap3> This is what
@Override is for
L1534[16:21:13] <ghz|afk> if it would
compile-time error with @Override in place
L1535[16:21:17] <ghz|afk> it's an invalid
override
L1536[16:21:19] <ghz|afk> ;P
L1537[16:21:23] <Subaraki> nah found
it
L1538[16:21:31] <Subaraki> the values are
being set after initGui
L1539[16:21:34] <ghz|afk> which is why
you should always have @Override in the overrides
L1540[16:21:47] <Subaraki> so they are
not correct in the time of getting them
L1541[16:22:36] <Shambling> huh, I
decompiled a sample jar, moved the files around to duplicate the
layout of a proper git repo, and recompiled, and now I'm getting
very weird compile errors. :O
L1542[16:22:54] <williewillus> because
decompilers aren't perfect :P
L1543[16:22:55] <Shambling> you would
think that decompiled code would recompile if decompiled properly
in the first place
L1544[16:23:00] <Shambling> yeah I
know
L1545[16:23:05] <ghz|afk> no that's not a
requirement of a decompiler
L1546[16:23:14] <ghz|afk> decompilers are
designed so that you can analyze the sources
L1547[16:23:17] <Shambling> I guess a
decompiler just gives you code to read through
L1548[16:23:25] <ghz|afk> being able to
compile back into the original is a bonus feature
L1549[16:23:27] <ghz|afk> not a
requirement
L1550[16:23:39] <ghz|afk> (sometimes
impossible to achieve, too)
L1551[16:23:43] <Shambling> honestly its
just an achievement class, so I'm thinking of nuking and
recompiling :P
L1552[16:23:57] <williewillus> i mean by
"moving things around" what did you do?
L1553[16:24:21] <Shambling> followed the
general layout of another mod to make sure java files and resources
were inthe proper locations to recompile
L1554[16:24:33] <Shambling> no idea if
it'll work, I should start with a hello world mod with like 1 line
of code
L1555[16:24:45] <Shambling> :P
L1556[16:25:26] <Shambling> oh you know
what, I bet its referencing an outside library
L1557[16:25:44] <williewillus> did you
not use gradle to compile it?
L1558[16:26:09] <Shambling> tried
intellij
L1559[16:26:17] <Shambling> I did use
gradle setupdecompworkspace
L1560[16:26:31] <Shambling> but I suppose
that probably doesn't grab required workspace fully
L1561[16:26:34] <Shambling> one
moment
L1562[16:26:45] <williewillus> it
does
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L1564[16:27:20] <Shambling> its the
default build file though
L1565[16:27:32] <Shambling> I'll need to
put the required libraries in the build file to link to the
repos
L1566[16:28:49] <Baughn> ghz|afk: Figured
it out. Apparently we were setting project.version at the wrong
time.
L1567[16:29:17] <howtonotwin> the number
of times I have written the words "register" and
"registry" in this one file...
L1568[16:29:26] <howtonotwin> "one
can look up `Block.class` in the registry registry with
`GameRegistry.findRegistry` to get the registry that registers
blocks"
L1569[16:31:11] <PitchBright> when you
look into another entity's container, you've actually got two
containers open at the same time? One for your inventory, and one
for the entity's?
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L1571[16:32:32] <LexLap3> no you have
one, for both sets of slots
L1572[16:32:45] <PitchBright> hey Lex
o/
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L1575[16:34:13] <ghz|afk> PitchBright:
the Container class is responsible for mapping the player inventory
slots
L1576[16:34:29] <ghz|afk> so there's two
copies of the one Container -- one on the server, and one on the
client
L1577[16:34:46] <PitchBright> ah i see,
okay, cool.
L1578[16:36:12] <PitchBright> is it safe
to say that if my hotbar is acting funny, when i'm looking into my
entity's inventory... i'm missing a method or something in my
inventory class?
L1579[16:36:55] <PitchBright> when i
click on a stack in my hotbar, it auto-tosses it out onto the
ground. Everywhere else is fine, it's just my hotbar.
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L1581[16:41:37] <Shambling> sometimes I
get that as a random bug from vanilla minecraft
L1582[16:41:43] <Shambling> make sure you
don't have a stuck key on your keyboard
L1583[16:42:22] <PitchBright> naw, i'm
def doin' something wrong, or overlooking something. It's
consistenly doing it on my entity, but not on any other inventories
(ie. Chests)
L1584[16:42:35] <PitchBright> rookie
mistake for sure
L1585[16:42:49] <ghz|afk> define
"funny"
L1586[16:43:10] <ghz|afk> wait you said
it right after
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L1588[16:43:19] <ghz|afk> I have never
heard of that specific issue
L1589[16:43:27] <ghz|afk> can you show
you Container implementation?
L1590[16:43:34] <PitchBright> ya
sure
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L1594[16:45:55] <Raqbit> ghz|afk, I can't
check my theory, but I think I know why the lus doesn't load. Could
it be that BON2 tried to deobfuscate the lua code?
L1595[16:47:33] <ghz|afk> hmm I doubt
it
L1596[16:47:52] <ghz|afk> it doesn't know
how to process lua code
L1597[16:47:57] <ghz|afk> only java
bytecode metadata
L1598[16:48:34] <Raqbit> Hmm, now that I
think of it its probably not the case
L1599[16:48:53] <Raqbit> If only I could
see which ressources were loaded at runtime
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L1615[17:43:51] <Subaraki> so far so
good
L1616[17:44:44] <ghz|afk> oooh nice
L1617[17:45:17] <howtonotwin> is the main
inventory tab automatically in place as soon as you install forge
or does it only show when another tab is added?
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L1619[17:45:28] <ghz|afk> hopefully only
when tabcount > 1
L1620[17:45:28] <ghz|afk> ;p
L1621[17:46:01] <howtonotwin> forge has
the policy of "vanilla+forge with no mods should look exactly
like vanilla"
L1622[17:46:26] <howtonotwin> (unless
it's bugfixes/performance improvement)
L1623[17:46:40] <TechnicianLP> is this
going to be a pull request?
L1624[17:46:41] <howtonotwin> so keep
that in mind
L1625[17:46:44] <howtonotwin> yes
L1626[17:46:44] <RoboSky> so look the
same if not act the same
L1627[17:46:55] <TechnicianLP> very
nice
L1628[17:47:30] *
TechnicianLP puts tabs everywhere
L1629[17:47:31] <ghz|afk> TechnicianLP:
the idea is to have forge include an API for adding tabs to
existing GUIs (player inventory), or custom ones (for mods that
want to support them)
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L1631[17:47:51] <RoboSky> makes
sense
L1632[17:47:54] <RoboSky> and sounds
cool
L1633[17:48:22] <TechnicianLP> better
than the old manual (and sometimes overlapping with other mods)
way
L1634[17:48:48] <RoboSky> will there be a
tabs on the sides option and if so will gui creators specify that
for their guis?
L1635[17:49:01] <Subaraki> ghz|afk, i'm
still conflicted about adding the vanilla tab by default
L1636[17:49:17] <ghz|afk> Subaraki:
don't.
L1637[17:49:23] <ghz|afk> default should
look like vanilla
L1638[17:49:35] <ghz|afk> if no one adds
a second tab, it shouldn't draw at all
L1639[17:49:35] <Subaraki> but wouldn't
that create compatibilty trouble ?
L1640[17:49:40] <ghz|afk> how so?
L1641[17:49:44] <Subaraki> if everyone
adds one to return to the base inventory ?
L1642[17:49:48] <ghz|afk> oh wait
L1643[17:49:56] <ghz|afk> you mean to
have the tab included or not
L1644[17:50:03] <Subaraki> yeah
L1645[17:50:06] <ghz|afk> well
L1646[17:50:08] <ghz|afk> hmm
L1647[17:50:14] <ghz|afk> how do you
"attach" the tabs to an inventory
L1648[17:50:14] <Subaraki> i won't draw
it if nothing else is registered
L1649[17:50:16] <ghz|afk> are they
hardcoded?
L1650[17:50:22] <ghz|afk> I mean
L1651[17:50:28] <Subaraki> halfly
L1652[17:50:31] <ghz|afk> is the support
for tabs on GuiInventoryPlayer included in the patch?
L1653[17:50:43] <Subaraki> no, but it is
in container
L1654[17:50:51] <ghz|afk> or is it
enabled externally
L1655[17:51:02] <Subaraki> autmaticly
takes the xSize etc as ITabbedGui positions and sizes
L1656[17:51:07] <ghz|afk> here is what
I'm thinking:
L1657[17:51:25] <ghz|afk>
TabbedGui.enableFor(GuiInventoryPlayer.class,
DEFAULT_TAB_HERE)
L1658[17:51:30] <ghz|afk> if it's already
enabled, then it would do nothing
L1659[17:51:43] <Subaraki> aaaah
L1660[17:51:44] <RoboSky> or have the
provided gui be the default tab's content and just provide the name
and icon
L1661[17:51:46] <Subaraki> yes, nice
!
L1662[17:52:09] <Subaraki> i'll go for
the boolean
L1663[17:52:24] <Subaraki>
TabRegistry.enableDefaultPlayerTab();
L1664[17:52:29] <Subaraki> or something
like that
L1665[17:52:35] <ghz|afk> but
L1666[17:52:45] <ghz|afk> the point was
that you don't have to program the tab icon
L1667[17:52:46] <ghz|afk> ;P
L1668[17:52:49] <RoboSky> true
L1669[17:52:54] <ghz|afk> it's provided
by any mod that wants to enable it
L1670[17:52:55] <Subaraki> ?
L1671[17:53:03] <RoboSky> but have the
gui be the default tab
L1672[17:53:13] <Subaraki> ^ mostly that
yes
L1673[17:53:15] <Subaraki> first
tab
L1674[17:53:16] <ghz|afk> RoboSky: the
gui texture doesn't have the tab, though
L1675[17:53:21] <RoboSky> yeah
L1676[17:53:27] <ghz|afk> and someone has
to say which icon is used in the gui
L1677[17:53:33] <RoboSky> for modded
gui's they'd provide it when enabling
L1678[17:53:38] <Subaraki> i think a
default one is needed
L1679[17:53:47] <ghz|afk> either
way
L1680[17:53:50] <RoboSky> I think
vanillia guis need a built in icon
L1681[17:53:53] <ghz|afk> I think the
default tab should NOT show
L1682[17:53:53] <Subaraki> thinking about
a chest, just like the vanilla creative
L1683[17:53:56] <ghz|afk> unless tabs
have been added
L1684[17:54:10] <Subaraki> it shouldn't
show indeed
L1685[17:54:15] <ghz|afk> my proposal was
to provide a way to enable tabbing on certain guis
L1686[17:54:16] <Subaraki> but we do need
to be able to enable it
L1687[17:54:17] <RoboSky> otherwise you
get multiple mods trying to set the icon for vanilla inv
L1688[17:54:33] <Subaraki> robo isn't
wrong either
L1689[17:54:37] <ghz|afk> but I'm
doubting the purpose of that, now
L1690[17:54:43] <Subaraki> I'd go for the
icon that is used in creative invnetory
L1691[17:54:44] <ghz|afk> wouldn't enable
be implicit in addTab?
L1692[17:54:44] <Subaraki> a chest
L1693[17:55:09] <Ordinastie> every
vanilla gui should have a default tab to display the current gui,
only shown when other tabs are added to it
L1694[17:55:18] <ghz|afk> Ordinastie:
yeah
L1695[17:55:19] <Subaraki> the idea would
be that the mod(s) adding tabs all call
enableDefaultPlayerTab
L1696[17:55:24] <ghz|afk> my proposal was
that this default tab icon
L1697[17:55:26] <ghz|afk> is provided by
mods
L1698[17:55:33] <Ordinastie> and no, no
enable shit
L1699[17:55:42] <Subaraki> then how
Ordinastie ?
L1700[17:55:45] <Ordinastie> mods add
tabs that's all that's needed
L1701[17:56:03] <RoboSky> ghz|afk: then
how do vanilla invs get handled
L1702[17:56:13] <Ordinastie> ghz|afk, and
you get conflicts if multiple want THEIR icon displayed and then
you get shit like the oredict
L1703[17:56:24] <RoboSky> and Ordinastie
how does the default tab icon get set for modded guis?
L1704[17:56:40] <Subaraki> the inventory
tab is a default addition, then will be drawn when the list is >
1
L1705[17:56:45] <TechnicianLP> Subaraki:
could you add it so one can specify were those tabs are?
(up+down/up/left/...)
L1706[17:56:45] <ghz|afk> hmmm
L1707[17:56:51]
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L1708[17:56:52] <Subaraki> or the list ==
1 && get(0).isVanilla()
L1709[17:56:53] <Ordinastie> guis owner
sets their own default icon
L1710[17:56:53] <ghz|afk> Subaraki: how
do you activate tabbing on guis currently?
L1711[17:57:06] <ghz|afk> is it always
present on any GuiContainer?
L1712[17:57:13] <Subaraki> TechnicianLP,
no. its a lsitedmap
L1713[17:57:25] <Subaraki> it'll be
just/mostly like creative tabs
L1714[17:57:25] <Ordinastie> ghz|afk,
should activated it tab counts != 0
L1715[17:57:26] <ghz|afk> or do they
require "enabling" from the actual Gui class overriding
it?
L1716[17:57:29] <Subaraki> ghz|afk, its
general now
L1717[17:57:31] <Subaraki> for gui
screen
L1718[17:57:32] <ghz|afk> so
L1719[17:57:39] <ghz|afk> you can add
tabs to any class extending GuiContainer?
L1720[17:57:49] <RoboSky> GuiScreen
even?
L1721[17:57:51] <RoboSky> hmm
L1722[17:57:52] <ghz|afk> no
L1723[17:57:53] <Subaraki> any class
extending guiscreen *
L1724[17:57:55] <ghz|afk> guiScreen has
no bounds
L1725[17:57:59] <Subaraki> they do
now
L1726[17:58:03] <ghz|afk> GuiContainer
has xSize ySize guiLeft guiTop
L1727[17:58:05] <Subaraki>
ITabbedInventory asks for them
L1728[17:58:05] *
TechnicianLP wants his tabs on the left :(
L1729[17:58:06] <ghz|afk> oh?
L1730[17:58:23] <ghz|afk> uhm
L1731[17:58:25] <Subaraki> it's 0 by
default
L1732[17:58:29] <ghz|afk> so who
implements ITabbedInventory?
L1733[17:58:39] <RoboSky> I agree with
TechnicianLP, except let the gui creator set it
L1734[17:58:40] <Subaraki> so if you want
tabs, or enable tabs, you implements itabbedinventory
L1735[17:58:50] <ghz|afk> so what I asked
before
L1736[17:58:53] <Subaraki> RoboSky, ,
TechnicianLP that would be impossible
L1737[17:58:55] <ghz|afk> [23:57]
(ghz|afk): Subaraki: how do you activate tabbing on guis
currently?
L1738[17:58:56] <ghz|afk> the answer
is
L1739[17:58:59] <Subaraki> if everyone
wants their tabs on the left
L1740[17:59:02] <ghz|afk> "by
implementing ITabbedInventory"
L1741[17:59:03] <Subaraki> noone has tabs
on the left
L1742[17:59:24] <RoboSky> well my thought
was sides vs top/bot
L1743[17:59:24] <ghz|afk> not "it's
general"
L1744[17:59:27] <ghz|afk> in which
case
L1745[17:59:29] <ghz|afk>
ITabbedInventory
L1746[17:59:34] <RoboSky> and let the
ITabbedInventory pick
L1747[17:59:35] <ghz|afk> needs a
.getDefaultTab()
L1748[17:59:39] <ghz|afk> ;P
L1749[18:00:24] <TechnicianLP> Subaraki:
ill take a look to implement sides when it got merged
L1750[18:00:57] <Subaraki>
.getDefaultTab(Class<? extends GuiScreen> screen) you mean
?
L1751[18:01:10] <Subaraki> no ?
L1752[18:01:12] <ghz|afk> Subaraki: no I
mean
L1753[18:01:26] <ghz|afk> you said
GuiScreens implement ITabbedInventory, right?
L1754[18:01:32] <Subaraki> yes
L1755[18:01:40] <ghz|afk> but you have to
implement it yourself?
L1756[18:01:49] <ghz|afk> or does
GuiScreen itself implement it by default?
L1757[18:01:55] <Subaraki> i mean,
override the methods
L1758[18:02:00] <ghz|afk> my question
is
L1759[18:02:04] <Subaraki> guiscreen
implements it by default
L1760[18:02:08] <ghz|afk> aha
L1761[18:02:09] <Subaraki> couldn't do it
without
L1762[18:02:11] <Subaraki> tried
L1763[18:02:16] <ghz|afk> so ALL
GuiScreens are tabbed
L1764[18:02:18] <ghz|afk> like it or
not
L1765[18:02:20] <ghz|afk> (sorta)
L1766[18:02:22] <Subaraki> basicly
yes
L1767[18:02:33] <Subaraki> their relative
tab positions are all 0 though
L1768[18:02:53] <ghz|afk> yeah not the
question ;p
L1769[18:03:02] <Ordinastie>
ITabbedInventory ??
L1770[18:03:13] <ghz|afk> if
ITabbedInventory (bad name, really)
L1771[18:03:15] <ghz|afk> was
opt-in
L1772[18:03:16] <Subaraki> that's what
you said Ordinastie
L1773[18:03:22] <ghz|afk> that is, it
wasn't implemented automatically
L1774[18:03:29] <Ordinastie>
"Inventory" ?
L1775[18:03:29] <ghz|afk> but you had to
implement it on your GUIs for it to work
L1776[18:03:34] <Subaraki> uhm
L1777[18:03:35] <Subaraki> gui
L1778[18:03:35] <Ordinastie> pretty sure
I never said inventory
L1779[18:03:51] <Subaraki>
ITabbedGui
L1780[18:03:57] <Subaraki> public
interface ITabbedGui {
L1781[18:04:00] <Subaraki> mixed up
words
L1782[18:04:01] <Subaraki> sorry
L1783[18:04:06] <ghz|afk> then I'd
suggest adding a getDefaultTabIcon or whatever to that
interface
L1784[18:04:15] <Subaraki> already
in
L1785[18:04:18] <ghz|afk> so that users
of the interface are "forced" to provide a icon
L1786[18:04:22] <Subaraki> you can choose
between itemstack or resloc
L1787[18:04:25] <ghz|afk> but if it's
implemented on guiScreen always
L1788[18:04:33] <ghz|afk> then that
doesn't make sense ;P
L1789[18:04:36] <Subaraki> the icon is
given to the tab itself though
L1790[18:05:05] <Subaraki> the only thing
the guiscreen does is check the tab locations to click them, and
draw them. well actually, call the tab's draw method
L1791[18:05:32] <Subaraki> i'm trying to
move out as much sstuff that i can from out of the gui screen
though
L1792[18:05:37] <Subaraki> step by
step
L1793[18:06:31] <ghz|afk> I'd probably
reduce it to
L1794[18:06:36] <Subaraki> the things i'm
sad about most is the lack of drawbackground in guiscreen. now i
cannot draw the tabs behind the gui texture if any, and they need
to be cropped. which gives an ugly tint on the outer tabs
L1795[18:06:47] <PitchBright> ghz|afk:
that weird hotbar problem... seems to be because i have those slots
positioned too low. So bizarre.
L1796[18:06:58] <PitchBright> I moved the
slots up 4px... they work fine.
L1797[18:07:05] <ghz|afk> PitchBright:
uhm
L1798[18:07:08] <ghz|afk> check your
ySize
L1799[18:07:13] <ghz|afk> it may be
smaller than the texture
L1800[18:07:14] <Subaraki> anyway
L1801[18:07:16] <Subaraki> i'm off to
bed
L1802[18:07:22] <Subaraki> more on the
tab progress tomorow
L1803[18:07:29] <ghz|afk> Subaraki: I'd
probably reduce what the screen has to just a simple
"getTablistInformation()"
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L1805[18:07:33] <ghz|afk> no interfaces
or anything ;p
L1806[18:07:48] <ghz|afk> if != null,
then query it for drawing
L1807[18:07:52] <SubSleep> ghz|afk, would
that even be possible ?
L1808[18:07:54] <ghz|afk> otherwise,
don't draw anything
L1809[18:07:58] <SubSleep> i'll look into
it
L1810[18:08:13] <ghz|afk> default it to
return null; and it shouldn't cause any issue ;P
L1811[18:08:16] <SubSleep> the interface
is for position's sake currently
L1812[18:08:19] <ghz|afk> and night
;p
L1813[18:08:23] <SubSleep> night o/
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L1815[18:08:53] <PitchBright> The gui
texture drew fine, the slots were positioned perfectly over it too.
The items as well.
L1816[18:09:40] <ghz|afk> I mean the
ySize value
L1817[18:09:44] <ghz|afk> defined in the
class
L1818[18:09:52] <ghz|afk> it's what mc
uses to decide what is "inside" the gui and what is
outside
L1819[18:10:08] <ghz|afk> guiLeft,
guiTop, xSize and ySize
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L1823[18:13:53] <PitchBright> yep... you
called it. ySize is 166. My lots were at 161. Add 9 for the height
of the slot = 170... and that's 4 over the limit.
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L1826[18:29:00] <ghz|afk> PitchBright:
fix xSize and ySize in your constructor, to be what your gui
texture sizes really are
L1827[18:29:40] <PitchBright> roger that.
done. thanks mang :)
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L1829[18:34:45] <ScottehBoeh> To render
player hands whilst holding an item :(
L1830[18:35:38] <RoboSky> does anyone
have a good way to keep a map of item to count for an adjacent
inv?
L1831[18:35:58] <RoboSky> trying to do
regulation stuff
L1832[18:38:22] <RoboSky> hmm
L1833[18:38:29] <RoboSky> guess I'll have
to be inefficient then
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L1837[18:47:08] <infinitefoxes_> I'm a
little bit confused with my custom entities
L1838[18:47:19] <infinitefoxes_> they all
work just fine, but for some reason their collision detection seems
bugged
L1839[18:47:46] <infinitefoxes_> I'm not
doing anything special, but I'm able to push my entities (which are
just basic animals) into other blocks and suffocate them just by
bumping into them
L1840[18:50:26] <infinitefoxes_> it's not
even consistent, sometimes I'm able to and other times not
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L1842[18:59:09] *
ghz|afk jumps into bed
L1843[19:00:56] <RoboSky> is there a good
way to make a single entity with pluggable variants?
L1844[19:01:13] <RoboSky> sorta like
having diff. species of a single mob?
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L1847[19:08:23] <PitchBright> I think
MoCreatues uses NBT to store species as Ints, and then loads
different models and textures based on the nbt value, RoboSky
L1848[19:08:56] <RoboSky> but how would I
make it possible to have those species added by plugins?
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L1850[19:09:09] <RoboSky> I guess store a
resource loc as string
L1851[19:09:37] <PitchBright> you mean,
let other mods create species for your animals?
L1852[19:09:45] <RoboSky> yeah
L1853[19:09:46] <RoboSky> well
L1854[19:09:48] <RoboSky> demons
L1855[19:09:50] <RoboSky> but still
L1856[19:10:03] <RoboSky> the point
stands
L1857[19:10:04] <RoboSky> and yes
L1858[19:10:41] <RoboSky> I guess have a
speciesinfo class and make a namespacedregistry of it
L1859[19:11:04] <PitchBright> sounds like
a cool idea
L1860[19:12:25] <RoboSky> the idea is
summonable demons
L1861[19:12:37] <RoboSky> and have other
mods be able to add species thereof
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L1875[20:06:25] <howtonotwin> :D
L1876[20:06:51] <howtonotwin> Would
appreciate comments on it.
L1877[20:07:40] <howtonotwin> I'm going
to be gone for the few days so sorry if I don't fix anything for a
while.
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L1879[20:10:05] <tterrag> oh god now I
have to read all that
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L1882[20:12:00] *
howtonotwin is actually a demon here to torture Garret for eternity
by making him read docs constantly.
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reason.
L1887[20:12:47] <howtonotwin>
*Garrett
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L1901[20:57:54] <blood_> anyone know if
you can send worldborder visuals to client from server?
L1902[20:58:06] <blood_> trying to look
into the code but could save time if someone knew =)
L1903[20:58:31] <blood_> basically i want
to send temporary visuals that would expire after X time
L1904[20:59:06] <Ordinastie> I assume you
want server side only mod ?
L1905[20:59:11] <blood_> yes
L1906[20:59:14] <blood_> no client
changes
L1907[20:59:35] <blood_> i need better
visuals for large protected areas
L1908[20:59:44] <blood_> worldborder
seems like it would work nicely
L1909[20:59:48] <blood_> i see
SPacketWorldBorder
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L1911[21:00:32] <Ordinastie> probably the
best bet
L1912[21:01:02] <blood_> need to find
where the client renders the border now
L1913[21:01:29] <blood_> public void
renderWorldBorder(Entity entityIn, float partialTicks)
L1914[21:01:35] <blood_>
RenderGlobal
L1915[21:01:57] <Ordinastie> glad I could
help :p
L1916[21:03:36] <blood_> hrmm
L1917[21:03:56] <blood_> the client will
only grab the current world border of world its in
L1918[21:04:05] <blood_> oh
L1919[21:04:36] <blood_> i guess this
could work because i would send a border packet to change the
location of it
L1920[21:04:41] <blood_> then change it
back when done
L1921[21:04:55] <blood_> however what
happens when the worldborder is within view =)
L1922[21:05:19] <Ordinastie> seems a bit
hacky though
L1923[21:05:47] <blood_> hrmm it may
break the client too
L1924[21:05:54] <blood_> because the
client may not move passed it
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L1946[22:52:01] <illy> Boop o/
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(~Cojo@cpe-2606-A000-4C46-8D00-1C3D-1B9E-CB7E-ACF7.dyn6.twc.com)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1960[23:42:15]
⇨ Joins: Lathanael|Away
(~Lathanael@p5496095B.dip0.t-ipconnect.de)
L1961[23:43:19] <minecreatr> how do I add
custom nbt to any entity, and make sure the nbt is saved?
L1962[23:43:57] <TehNut> Capability
L1963[23:45:13]
⇨ Joins: PrinceCat
(~PrinceCat@106-69-91-139.dyn.iinet.net.au)
L1964[23:48:11]
⇨ Joins: mumfrey (~Mumfrey@dedi5.eq2.co.uk)