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L7[00:19:58] <SatanicSanta> Well, this is a
strange bug. I added a new packet which passes a single boolean
value. And since adding it, I have been getting
"DecoderException: The received string length is longer than
maximum allowed (25 > 20)" when trying to join a
server
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L12[00:26:27] <killjoy> It's the time of
year to pig out on candy
L14[00:27:56] <killjoy> Something's sending
a bad packet
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L16[00:28:41] <SatanicSanta> killjoy: It
occured when I implement that JumpValueChangePacket stuff
L17[00:29:31] <killjoy> You're just trying
to find out if the player is jumping?
L18[00:29:39] <SatanicSanta> yes
L19[00:29:44] <killjoy>
Player.isJumping
L20[00:29:47] <SatanicSanta> no
L21[00:29:47] <killjoy> it's protected I
think
L22[00:29:50] <SatanicSanta> always false
on the server
L23[00:29:59] <SatanicSanta> unless they
are riding a thing
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L25[00:30:56] <killjoy> I'm sure there's a
better way without adding a packet
L26[00:31:05] <SatanicSanta> its how
vanilla does it
L27[00:31:22] <SatanicSanta> the packet is
only sent when the value is changed
L28[00:31:34] *
killjoy opens eclipse
L29[00:31:58] <killjoy> In other news, hue
laury got old
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L31[00:32:29] <SatanicSanta> killjoy:
EntityPlayerMP#setEntityActionState is the only place it gets set
on the server
L32[00:33:31] <killjoy> Can't find
that
L33[00:33:36] <killjoy> oh, MP
L34[00:34:23] <killjoy> isJumping should be
renamed
L35[00:34:40] <SatanicSanta> truly it is
isJumpKeyDown
L36[00:36:22] <SatanicSanta> but
regardless, even if there is a better way to do this, it is still
important for me to know what the hell I'm doing wrong here
:P
L37[00:36:36] <killjoy> this is your own
packet?
L38[00:36:39] <killjoy> assuming
L39[00:36:42] <SatanicSanta> yes
L40[00:37:37] <killjoy> What's your
modid?
L41[00:37:52] <SatanicSanta>
"esteemedinnovation"
L42[00:38:08] <killjoy> that's 25
characters
L43[00:38:19] <killjoy> maybe the channel
name is limited to 20
L44[00:40:03] <SatanicSanta> that doesnt
explain why it worked before this new packet but i guess ill
try
L45[00:41:27] <killjoy> And you know about
the error with CPacketClientStatus?
L46[00:41:36] <SatanicSanta> ?
L47[00:42:09] <killjoy> it's one of the
stacktraces
L48[00:42:46] <SatanicSanta> Hmmm. Packet
3
L49[00:43:13] <killjoy> still, channel name
is limited to 20 chars
L50[00:43:23] <killjoy> it's the first
thing packetcustompayload reads
L51[00:43:27] <SatanicSanta> mhm
L52[00:43:38] <SatanicSanta> ill see what
happens if i shorten it
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L55[00:47:09] <SatanicSanta> looks like its
working so far
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L92[01:59:38] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161031 mappings to Forge Maven.
L93[01:59:42] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161031-1.10.2.zip
(mappings = "snapshot_20161031" in build.gradle).
L94[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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L100[02:33:20] <JustWhoAmI> How do I do...
uhh not sure how to say this.. but "in block" rendering?
For example the redstone energy cell would fill up its sides
according to the rf, the tanks from openblocks fill up with fluid
as the fill
L101[02:33:22] <JustWhoAmI> they*
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L114[03:18:06] <Subaraki> like animate the
model JustWhoAmI ?
L115[03:18:10] <Subaraki> blockstates,
higly likely
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L120[03:30:24] <JustWhoAmI> Subaraki, no,
like how fluids appear to fill up in tanks when you fill them up..
er its hard to phrase it
L121[03:31:09] <Subaraki> i do understand
what you are saying
L122[03:31:12] <LatvianModder> Either by
custom texture which is just rescalled/remapped
L124[03:31:45] <LatvianModder> that one
just draws the block inside
L125[03:31:46] <JustWhoAmI> the more the
tank fills
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L127[03:31:58] <JustWhoAmI> the more the
fluid rises
L128[03:32:05] <JustWhoAmI> I'm thinking
tesr
L129[03:32:14] <ghz|afk> JustWhoAmI:
that's just drfawing more quads, dynamically
L130[03:32:22] <ghz|afk> you can do it
using a custom IBakedModel
L131[03:32:25] <LatvianModder> Yeah, it
does TESR
L132[03:32:27] <JustWhoAmI> is there a
tutorial on that?
L133[03:32:34] <JustWhoAmI>
IBakedModels
L134[03:32:46] <ghz|afk> there's some docs
around
L135[03:32:47] <JustWhoAmI> wait so should
I do these baked models or tesrs
L136[03:32:55] <ghz|afk> depends
L137[03:32:58] <LatvianModder> ghz|afk:
yeah I wouldnt recommend IBakedModels
L138[03:33:04] <ghz|afk> will you want ot
animate the top level waving?
L139[03:33:16] <LatvianModder> Either way
TESR will be faster
L140[03:33:42] <JustWhoAmI> ghz|afk, I
don't think so
L141[03:33:43] <LatvianModder> every time
it changed, it would force the chunk to update, which would be
slower than rendering tesr. And a lot more complicated to make
too
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L143[03:33:45] <ghz|afk> no TESR will be
only faster IF you have it fully dynamic with smooth fill/drain
transitions and such
L144[03:34:18] <ghz|afk> if you just like,
give it 16 height values
L145[03:34:35] <ghz|afk> and only switch
models when the fill % changes after rounding down to one of those
height values
L146[03:34:44] <ghz|afk> then it can be
done with static models ;P
L147[03:35:16] <ghz|afk> but yeah TESR is
the easy way out here ;P
L148[03:35:42] <JustWhoAmI> okay I'll read
the MBE on TESRs
L149[03:37:31] <JustWhoAmI> ghz|afk, how
the fuck do you know so much
L150[03:38:16] <ghz|afk> I'm smart? or
something ;P
L151[03:38:20] <ghz|afk> I just like to
know things
L152[03:38:29] <ghz|afk> and to understand
how things work, and why things work the way they do
L153[03:38:42] <ghz|afk> and to take
things apart and rebuild them
L154[03:38:53] <ghz|afk> that is, I have
the brain of an engineer...
L155[03:39:46] <JustWhoAmI> what is the
second param in setCustomMRL?
L156[03:39:51] <Subaraki> ghz|afk, was
tinkering on the tab pr, and reaslized that guiscreen should need
to implement the iTabbedGui, so all gui's can inherit it, even
vanilla gui's
L157[03:39:55] <JustWhoAmI> !gm
setCustomModelResourceLocation
L158[03:40:06] <Subaraki> there's probably
a way around it though. just don't know what yet
L159[03:40:08] <ghz|afk> item, meta,
mrl
L160[03:40:14] <LatvianModder> "give
it 16 height values", yeah, thats exactly why I said TESR - I
meant every value, not just 16. if you have 16, then sure, its
faster to draw IBakedModel
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L162[03:41:00] <ghz|afk> Subaraki: IMO,
only GUIs that want to support tabs explicitly should implement the
interface
L163[03:41:15] <Subaraki> how to hook into
the vanilla ones then ?
L164[03:41:16] <ghz|afk> otherwise the
interface is useless
L165[03:41:29] <Subaraki> i do agree on
the uselessness though
L166[03:41:41] <ghz|afk> that's why I said
IMO the interface should be just like
L167[03:41:54] <ghz|afk> ITabbed {
getTabInformation }
L168[03:42:04] <ghz|afk> but then
again
L169[03:42:15] <ghz|afk> if it's just one
method, it could also be right there in guiscreen, returning null
by default...
L170[03:42:43] <Subaraki>
getTabInformation returning a list of tabs .?
L171[03:42:56] <Subaraki> with x y pos
stuff ?
L172[03:44:12] <ghz|afk> yes
L173[03:44:15] <Subaraki> the thing i'm
conflicted most about is the logic i need to add to define the base
page, and mouse clicking the tabs
L174[03:44:22] <Subaraki> wish there was a
way around that
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L176[03:45:35] <Subaraki> as well as a way
to actually put the tabs to a class, so you can add them to any
vanilla class
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L178[03:47:10] <Subaraki> maybe i'd need
both a setter and getter
L179[03:47:20] <Subaraki>
setTabInformation
L180[03:47:36] <Subaraki> so you could add
tabs in the guiEvent
L181[03:47:46] *
AshIndigo reads previous irc discussion to know what's going
on
L182[03:48:05] <Subaraki> AshIndigo, I'm
trying to make a PR to generalize inventory tabs
L183[03:48:19] <Subaraki> having to keep
in mind flexibility
L184[03:49:11] <AshIndigo> The repos
public right?
L185[03:50:07] <Subaraki> yeah
L186[03:50:11] <Subaraki> didn't push any
changes though
L187[03:50:24] <AshIndigo> Oh
L188[03:50:25] <Subaraki> apperantly my
git program only picks up the patches
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L190[03:51:00] <ghz|afk> hmmm I forgot
that this would need logic in the GuiScreen itself
L191[03:51:09] <AshIndigo> It might be the
.gitignore
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L193[03:55:35] <Subaraki> nah
L194[03:55:39] <Subaraki> just cleaned
it
L195[03:55:43] <Subaraki> no modified
classes
L196[03:55:44] <Subaraki> anyway
L197[03:58:53] <Subaraki> we (saying we,
because the community is involved) have been struggling for a while
to find the ideal ways of implementing this
L198[03:59:21] <Subaraki> not always easy,
as some people forget some details, and others fight over what
default icon tabs hsould have
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L200[04:01:05] <ghz|afk> it's not a fight,
it's healthy discussion ;P
L201[04:01:45] <ghz|afk> the point of
discussions is to expose different points, and understand other
people's opinions
L202[04:02:22] <ghz|afk> unless it's
political debates, in whickh case you then discard them and yell
around that the other side is rigging the results
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L204[04:02:49] <Subaraki> xD
L205[04:02:59] <Subaraki> its a healthy
discussion indeed :P
L206[04:04:44] <AshIndigo> About default
icons and forgotten details
L207[04:07:42] <ghz|afk> "So they
told me at 3am I had to set the clock back to 2. I woke myself up
and changed the clocks, but then one hour later it was 3 again, so
I changed all the clocks, and again, and again. I don't know what
time it is anymore. All I know is it'm tired and
hungry..."
L208[04:09:41] <AshIndigo> Then setup a
script to do it for you
L209[04:10:13] <AshIndigo> And smash all
clocks that can't be set automatically
L210[04:10:36] <Subaraki> lol ghz|afk
xD
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L220[04:44:49] <Subaraki> i probably need
to set the guicontainer's xSize, ySize, guiTop and guiLeft to
public, or make a getter for them, so you can get those to more
easely hook into the innventory's rendering
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L222[04:56:02] <ghz|afk> or make some sort
of getContainerDimensions, which returns a lwjgl Rectangle, and
make GuiContainer implement it by returning new
Rectangle(guiLeft,guiTop,xSize,ySize)
L223[04:57:07] <Subaraki> that would imply
being able to modify the class itself
L224[05:00:03] <ghz|afk> ?
L225[05:02:28] ***
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L226[05:04:49] <Subaraki> vanilla
classes
L227[05:05:10] <Subaraki> if you're
injecting in a container, you could just use its sizes
L228[05:05:11]
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L229[05:05:15] <ghz|afk> why can't you
insert a one-line patch to GuiContainer?
L230[05:05:26] <Subaraki> trying to avoind
it P:
L231[05:05:40] <Subaraki> let me do that
anyway
L232[05:05:47] <ghz|afk> so you'll
access-transform 4 fields to public, in order to avoid adding a
one-line method?
L233[05:05:58] <ghz|afk> + whatever extra
code you need to use those fields
L234[05:06:07] <ghz|afk> it seems
counter-productive ;P
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L237[05:14:07] <Subaraki> indeed
L238[05:14:26] <Subaraki> added one method
that returns a new rectangle with the container size
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L248[05:55:22] <Subaraki> there
L249[05:55:29] <Subaraki> looks quite okay
right ? =)
L250[05:55:42] <Subaraki> hooked into the
vanilla gui's
L251[05:58:44] <ghz|afk> hmm it lets you
switch to the personal inventory from a crafting grid?
L252[05:59:00] <ghz|afk> that's actually
an interesting idea ;P
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L254[06:02:35] <Subaraki> well, i had to
quote out the check canUse in the workbench container
L255[06:02:47] <Subaraki> so it can be
opened without the block
L256[06:03:21] <Subaraki> but the idea
would be that you can acces both inventories if registered
correctly and they stay consistent if registered one to
another
L257[06:03:40]
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L259[06:06:21] <Subaraki> this would be
how you'd go about adding a tab
L260[06:08:23] <Subaraki> ghz|afk ^
L261[06:10:08] <ghz|afk> seems
unnecessarily complicated ;P
L262[06:10:44] <ghz|afk> shouldn't
"gui.injectTabInformation(new
TabInformation(TabRegistry.getTabsForGui(gui.getClass()),
gui.getContainerSize()));" be a helper method in
TabRegistry
L263[06:12:49] <Ordinastie> tabinformation
?
L264[06:12:53] <Ordinastie> wth is that
?
L265[06:15:09] <ghz|afk> my suggestion,
although it didn't turn out the way I was picturing it ;P
L266[06:15:17] <Subaraki> substitute to
ITabbedGui
L267[06:15:25] <Subaraki> the interface
was redundant
L268[06:15:36] <Subaraki> we now inject
the tabs into the wanted gui's
L269[06:15:48] <ghz|afk> Subaraki: the way
I was thinking it, TabRegistry.getTabsForGui(gui.getClass()) would
return a TabInformation object directly ;P
L270[06:16:02] <PitchBright> o/ mornin'
guys
L271[06:16:03] <Subaraki> good idea
L272[06:16:20] <Subaraki> it's probably
how it works
L273[06:16:24] <Subaraki> just older code
slopping around
L274[06:16:29] <Subaraki> let me try to
clean it up
L275[06:16:47] <ghz|afk> although
L276[06:16:52] <ghz|afk> I'd make it
TabRegistry.getTabsForGui(gui)
L277[06:17:03] <ghz|afk> let the registry
take care of HOW it identifies the gui
L278[06:17:04] <Ordinastie> well,
whatever, do as you want, but I think I'm out of this one
L279[06:17:57] <ghz|afk> and I'm not
convinced by the fact that it's done on a gui event
L280[06:19:04] <ghz|afk> let's see if this
sounds like a better idea:
L281[06:19:14] <ghz|afk> let TabRegistry
itself handle the gui event
L282[06:19:49] <ghz|afk> and if tabs have
been registered, let it automatically "inject" the tab
information object
L283[06:19:53] <ghz|afk> without user
intervention
L284[06:23:35] <Subaraki> Ordinastie, why
?
L285[06:23:47] <Subaraki> the interface
wouldn't allow for vanilla gui's to be added tabs
L286[06:25:21] <ghz|afk> sure it would
have -- you'd have had to explicitly implement it on the vanilla
guis
L287[06:25:25] <ghz|afk> in your
patch
L288[06:25:39] <ghz|afk> it would be a lot
of patching for no benefit, that's why I suggested against it
L289[06:25:49] <Ordinastie> it would be
implemented by GuiScreen
L290[06:25:54] <Subaraki> indeed
L291[06:25:57] <ghz|afk> yeah, then it
becomes meaningless
L292[06:26:08] <ghz|afk> gui instanceof
ITabbed
L293[06:26:10] <ghz|afk> would just reduce
to
L294[06:26:14] <ghz|afk> gui instanceof
GuiScreen
L295[06:26:51] <ghz|afk> but the active
gui is already a GuiScreen
L296[06:26:56] <Subaraki> i then replaced
it with a getter for a Rectangle to define a space
L297[06:27:00] <ghz|afk> so the check is
unnecessary.
L298[06:27:26] <Subaraki> overriden in
guicontainer to return the container's dimensions
L299[06:27:54] <ghz|afk> Subaraki: does
Tabinformation actually NEED the rectangle?
L300[06:28:02] <ghz|afk> can't the tab
rendering ask it from the gui itself?
L301[06:28:10] <Subaraki> read again
:P
L302[06:28:12] <Subaraki> it already
does
L303[06:28:20] <ghz|afk> no, I mean
L304[06:28:22] <Subaraki> new
TabInformation(TabRegistry.getTabsForGui(gui.getClass()),
gui.getContainerSize())
L305[06:28:26] <ghz|afk> couldn't you
remove it?
L306[06:28:32] <ghz|afk> let
TabInformation be just the list of tabs
L307[06:28:41] <ghz|afk> and then the gui
rendering can just call gui.getcontainerSize when it needs the
size
L308[06:28:42] <ghz|afk> later
L309[06:29:24] <ghz|afk> isntead of asking
it from the tabInformation, as it from the gui directly
L310[06:29:29] <ghz|afk> ask*
L311[06:30:09] ***
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L312[06:30:22] <Subaraki> i put it in tab
information so the size would be defined by the dev
L313[06:30:35] <Subaraki> if i put it in
guiscreen, we rn into the same problem
L314[06:30:48] <Subaraki> i'd need a
setter in guiScreen for the rectangle
L315[06:31:09] <Subaraki> its totally
possible offcourse
L316[06:31:28] <ghz|afk> hmm why the
setter?
L317[06:31:35] <ghz|afk> the owner of the
gui should take care of that
L318[06:31:38] <ghz|afk> not the modders
adding tabs
L319[06:31:42] <ghz|afk> they should
just.. .add tabs
L320[06:31:56] <Subaraki> vanilla
L321[06:32:17] <ghz|afk> aren't vanilla
guis already guiContainer? you get that for "free"
L322[06:32:43] <Subaraki> i was thinking
more about the screens
L323[06:33:15] <ghz|afk> hmm right, if you
want to allow tabs on an arbitrary GuiScreen, you'd need a
setter
L324[06:33:25] <ghz|afk> hmm but what
GuiScreens are there that are tab-worthy?
L325[06:33:32] <Subaraki> none imo
L326[06:33:42] <ghz|afk> then it's
overengineering ;P
L327[06:33:43] <Subaraki> that's why i
started to implement the entire thing in container anyway
L328[06:34:22] <Subaraki> then again, if a
dev would want to add a stat page to the survival inventory, and it
would be a screen, he could define the same sizes as the container
to make it ift in
L329[06:34:48] <Subaraki> this entire
thing is getting mroe frustrating xD
L330[06:34:54] <Subaraki> now i know why
noone else ever tried
L331[06:35:07] <Subaraki> anyway ...
L332[06:35:12] <Ordinastie> because you
don't really know what you're doing
L333[06:35:15] <ghz|afk> I don't think
anyone ever thought that far
L334[06:35:16] <ghz|afk> ;P
L335[06:35:21] <Ordinastie> and you keep
getting dumb idea from ghz|afk
L336[06:35:22] <Subaraki> li knew what i
was doing
L337[06:35:38] <Subaraki> untill some
people started flailing around that it should not only be for the
player inventory
L338[06:35:41] <ghz|afk> Ordinastie:
please explain why my ideas are dumb.
L339[06:36:04] <Ordinastie> the base
concept was really simple and easy to implement
L340[06:36:06] <AshIndigo> Why do we need
tabs in other invs
L341[06:36:14] <ghz|afk> which base
concept?
L342[06:36:21] <Ordinastie> yet here we
are, several days later, still same questions asked
L343[06:36:41] <ghz|afk> because the
essential questions have still never been answered properly
L344[06:36:41] <Subaraki> the base concept
was
L345[06:36:46] <Subaraki> add tabs to the
player inventory
L346[06:36:48] <Subaraki> .
L347[06:37:06] <ghz|afk> yes, and that's
achieved
L348[06:37:17] <Subaraki> (so everyone can
hook into those, instead of everyone making their own and having to
add omplementations for other people's tabs)
L349[06:37:20] <Subaraki> yes, it is
L350[06:37:54] <Subaraki> how its done
currently however
L351[06:38:04]
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L352[06:38:07] <Subaraki> is with a mind
set to a more accesible way, so all gui's could do that
L353[06:38:38] <Subaraki> which creates
complications
L354[06:39:12] <JustWhoAmI> ghz|afk,
youhere?
L355[06:39:21] <ghz|afk> no I'm at
work
L356[06:39:30] <ghz|afk> it just happens
that today "work" is at home
L357[06:39:34] <JustWhoAmI> lol
L358[06:39:35] <ghz|afk> and the two
keyboards are next to eachother
L359[06:39:35] <Subaraki> so, people,
please decide. a general tab implementation , or only for the
player inventory ?
L360[06:39:50] <Unh0ly_Tigg> So, I'm
working on a java based lua wrapper for the libraries/apis in lwjgl
3. I've just gotten enough of it done that I was able to (for the
most part) replicate the code of the lwjgl 3 guide:
http://i.imgur.com/fwGvMyf.png (
http://www.lwjgl.org/guide has the original java
code)
L361[06:39:51] <JustWhoAmI> You know you
told me yesterday
L362[06:40:11] <JustWhoAmI> that if I
wanted to make the item model for a non 16x16x16 block
L363[06:40:15] <AshIndigo> What's the goal
of the PR?
L364[06:40:21] <JustWhoAmI> basically one
that is not a cube
L365[06:40:46] <ghz|afk> AshIndigo: to
provide a way for mods to add tabs to inventories
L366[06:40:49] <AshIndigo> Is it to ad
tabs to the player inv?
L367[06:40:51] <ghz|afk> specifically the
player inventory
L368[06:40:52] <JustWhoAmI> then in my
block model: "parent": "block/block",
L369[06:40:55] <ghz|afk> but other
inventories are a bonus
L370[06:41:04] <Subaraki> AshIndigo, my
original intend was indeed, to add tabs to the player
inventory
L371[06:41:14] <JustWhoAmI> I'd do that,
and in my item model i'd do "parent":
"modid/blockmodel"?
L372[06:41:19] <JustWhoAmI> you remember
you told me that?
L373[06:41:41] <JustWhoAmI> or was it
block/blockmodel
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L375[06:42:07] <Subaraki>
modid:model/block ?
L376[06:42:21] <AshIndigo> I personally
would let modders implemente there own tabs in there own guis
L377[06:42:34] <AshIndigo> So I would
stick with player inv tabs
L378[06:42:42] <ghz|afk> JustWhoAmI:
resource locations are "domain:path"
L379[06:42:47] <ghz|afk> domain is your
modid in lowercase
L380[06:42:54] <ghz|afk> path is a
relative location depending on the context
L381[06:42:55] <ghz|afk> so
L382[06:42:58] <Subaraki> i would as
well
L383[06:43:01] <ghz|afk>
"modid:block/yourblockname"
L384[06:43:08] <ghz|afk> or in the
blockstates file
L385[06:43:09] *
Subaraki overthrows code again
L386[06:43:11] <ghz|afk>
"modid:yourblockname"
L387[06:43:51] <ghz|afk> Subaraki:
hmmm
L388[06:43:59] <Subaraki> dont worry,
didnt start yet
L389[06:44:08] <ghz|afk> would you be able
to turn the tab rendering system into a control akin to a
button?
L390[06:44:27] <Subaraki> let them be
buttons ?
L391[06:44:44] <ghz|afk> or abuse the
button system in some way
L392[06:44:56] <Subaraki> they take
id's
L393[06:45:02] <ghz|afk> would that make
sense? "class TabList extends Button"
L394[06:45:07] <ghz|afk> or is that too
ugly? XD
L395[06:45:12] <Subaraki> if 120 mods
happen to add 250 buttons
L396[06:45:18] <ghz|afk> nono
L397[06:45:24] <ghz|afk> all the tabs
would be one single object
L398[06:45:36] <ghz|afk> just as a way to
abuse mouse events
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L400[06:46:13] <Subaraki> they need to be
in the button list to be detected by mouse iirc
L401[06:46:30] <ghz|afk> yes hence the
crazy idea of "class TabList extends Button"
L402[06:46:55] <Subaraki> GuiTab would
extend button
L403[06:46:59] <ghz|afk> no
L404[06:47:02] <ghz|afk> the entire
tablist
L405[06:47:04] <Subaraki> why the list
?
L406[06:47:11] <ghz|afk> becuase the n it
would only need one ID
L407[06:47:17] <ghz|afk> and it would
manage all the tabs at once
L408[06:47:18] <Subaraki> the tablist is
but a java.util.List
L409[06:47:20] <ghz|afk> this is a crazy
idea
L411[06:47:33] <JustWhoAmI> that's a good
gfy name
L412[06:47:43] <Subaraki> one id ? that
means a switch in onclick ?
L413[06:47:44] <ghz|afk> Subaraki: not
THAT list
L414[06:47:50] <ghz|afk> okay
nevermind
L415[06:47:53] <ghz|afk> you are not
understanding me
L416[06:47:57] <ghz|afk> ignore I said
anything
L417[06:47:59] ⇦
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L418[06:48:04] <Subaraki> then use proper
reference wording xD
L419[06:48:17] <Subaraki> yo'ure getting
me confused
L420[06:48:25] <ghz|afk> ...
L421[06:48:28] <ghz|afk> let me start
over
L422[06:48:34] <Subaraki> yes plox
L423[06:48:38] <ghz|afk> you have code
that draws the tabs
L424[06:48:43] <ghz|afk> this code you
added into GuiScreen
L425[06:48:59] <ghz|afk> right?
L426[06:49:23] <Subaraki> yes
L427[06:49:29] <ghz|afk> so, this
code
L428[06:49:38] <ghz|afk> needs to receive
mouse events
L429[06:49:39] <Subaraki> for(visibletabs)
tab.draw();
L430[06:49:42] <ghz|afk> and has a
draw
L431[06:50:00] <ghz|afk> so
presumably
L432[06:50:03] <ghz|afk> you could extract
it
L433[06:50:09] <ghz|afk> create a new
class called GuiTabList
L434[06:50:10] <Subaraki> yes. the mouse
event deterening wether it has a mouseover or has been
clicked
L435[06:50:24] <Subaraki> yes ?
L436[06:50:27] <ghz|afk> and just forward
the mouse events
L437[06:50:30] <ghz|afk> and the draw
method
L438[06:50:54] <Subaraki> so
guitablist.draw and guitablist.mouserelease and
guitablist.mouseover ?
L439[06:51:01] <ghz|afk> this classwould
know everything neededto draw the tab list (x/y coords, and the
list of tabs)
L440[06:51:03] <Subaraki> those three
lines in guiscreen
L441[06:51:06] <ghz|afk> yeah
L442[06:51:19] <ghz|afk> then if you did
that (theoretically)
L443[06:51:23] <ghz|afk> you could use
this class on any gui
L444[06:51:35] <ghz|afk> the modder woudl
just need to override a couple methods
L445[06:51:40] <ghz|afk> and add
tablist.mouseWhatever
L446[06:51:45] <ghz|afk> and
tablist.draw
L447[06:51:59] <ghz|afk> so
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L449[06:52:12] <Subaraki> tablist draw
would be redundant to override, as the real drawing happens in the
tab itself
L450[06:52:14] <Subaraki> the GuiTab
L451[06:52:22] <ghz|afk> well but the
tablist knows the List<Tab>
L452[06:52:32] <Subaraki> yeah
L453[06:52:33] <ghz|afk> while the
GuiScreen does not
L454[06:52:37] <Subaraki>
(currentlyTabInformation does)
L455[06:52:45] <ghz|afk> so I'm saying to
encapsulate ALL of that
L456[06:52:48] <ghz|afk> into a separate
class
L457[06:52:52] <ghz|afk> and let the
screen just call
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L459[06:53:01] <ghz|afk> mouseDown/Move/up
and draw
L460[06:53:22] <ghz|afk> and the
guitablist would be able to handle everything else without the
screen knowing what it means
L461[06:53:27] <Subaraki> and the
guitablist class would also keep track of the pages
L462[06:53:29]
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L463[06:53:32] <ghz|afk> that's called
encapsulation
L464[06:53:34] <ghz|afk> yes
L465[06:53:35]
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L466[06:53:45] <ghz|afk> everything
related to tabs, would be in the guitablist.draw
L467[06:53:59] <Subaraki> as well as
maxPages, and the TabInformation
L468[06:54:01] <Subaraki> okay, i'll try
that
L469[06:54:15] <ghz|afk> that's the
non-crazy part
L470[06:54:20] <ghz|afk> which I think
should be done
L471[06:54:24] <ghz|afk> the crazy part
was
L472[06:54:35] <ghz|afk> since this is so
close to what the GuiButton already does
L473[06:54:47] <ghz|afk> would it be worth
it to make GuiTabList override GuiButton?
L474[06:54:58] <ghz|afk> so that it can be
added to the button list on any arbitrary GUI?
L475[06:55:06] <ghz|afk> the answer is
probably "fuck no, too ugly, go away"
L476[06:55:10] <ghz|afk> but I wanted to
leave it there
L477[06:55:10] <ghz|afk> ;p
L478[06:59:46] <Subaraki> fuck,
drawHoveringText is protected by guiscreen :/
L479[07:00:14] <Subaraki> and i need it to
draw the tab names
L480[07:00:34] <ghz|afk> you need tooltips
on the tab?
L481[07:01:09] <Subaraki> to show the
names ?
L482[07:01:14] <ghz|afk> "GuiTabList
extends guiScreen" is an option
L483[07:01:16] <ghz|afk> an ugly one
L484[07:01:18] <ghz|afk> but an option
XD
L485[07:01:22] <Subaraki> very ugly one
._.
L486[07:01:35] <Subaraki> i might keep
that part of the drawcode in the guiscreen
L487[07:01:48] <ghz|afk> or
L488[07:01:54] <ghz|afk> hmm
L489[07:02:11] <Subaraki> or i make a
public reference to it
L490[07:02:17] <ghz|afk> meh
L491[07:02:20] <ghz|afk> it's ugly either
way
L492[07:03:16] <Subaraki> and button list
is protected as well
L493[07:04:10] <ghz|afk> you don't need
the button list, though?
L494[07:04:17] <ghz|afk> what do you use
it for?
L495[07:04:21] <Subaraki> pages
L496[07:05:24] <ghz|afk> hmf
L497[07:06:05]
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L498[07:06:30] <Subaraki> haha
L499[07:06:31] <Subaraki> ikr
L500[07:06:43] <Subaraki> easier to talk
about tabs then actually achieve it x)
L501[07:06:56] <Subaraki> achieve making
them *
L502[07:07:15] <Ordinastie> you don't need
the tabs on the list, why would you need the pages button?
L503[07:07:35] <ghz|afk> I'm almost
tempted to ask you for the code to see what i can do with it
;P
L504[07:07:53] <Subaraki> Ordinastie,
currently, it adds 12 tabs / page
L505[07:08:00] <Subaraki> kinda like the
creative inventory
L506[07:08:09] <Subaraki> next page is
next set of tabs
L507[07:08:11] <Ordinastie> that doesn't
answer the question
L508[07:08:30] <Ordinastie> and there is
no answer either, it was rethoretical
L509[07:08:53] <Subaraki> the class is
made to encapsulate
L510[07:09:04] <Subaraki> so all of the
nasty code goes elsewhere
L511[07:09:12] <Subaraki> and not in
guiscreen itself
L512[07:09:33] <Ordinastie> and the sky is
blue
L513[07:09:39] <Subaraki> but as seen, two
things cannot be achieved (immediatly) accesing buttonlist and
drawing tooltips
L514[07:10:02] <Subaraki> tell me
something new right ? :P
L515[07:10:17] <Ordinastie>
<Ordinastie> you don't need the tabs on the list, why would
you need the pages button?
L516[07:10:45] <ghz|afk> I have no idea
what you meant by that
L517[07:11:11] <ghz|afk> Subaraki: you
don't actually need the buttonlist -- your buttons can just be
inside your class, and you can forward the mouse messages to
them
L518[07:11:42] <Ordinastie> yeah, bonus
point for you \o/
L519[07:13:33] <Subaraki> and for the
hovering text ?
L520[07:13:36] <Subaraki> tooltip *
L521[07:13:55] <ghz|afk> none of the ideas
I have regarding that are good
L522[07:14:09] <Ordinastie> you draw it
yourself
L523[07:15:03] <ghz|afk> actually
Subaraki
L524[07:15:06] <Ordinastie> GuiScreens are
an abomination of a code, the less you use it, the better you are
anyway
L525[07:15:08] <ghz|afk> look at the
drawHoveringTExt method
L526[07:15:18] <ghz|afk>
net.minecraftforge.fml.client.config.GuiUtils.drawHoveringText(textLines,
x, y, width, height, -1, font);
L527[07:15:24] <ghz|afk> the rest is
disabled
L528[07:15:26] <ghz|afk> forge has its own
;P
L529[07:15:35] <ghz|afk> so there goes the
other issue
L530[07:15:44] <Subaraki> oh
L531[07:15:45] <Subaraki> sweet
L532[07:17:08]
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L534[07:22:20] <JustWhoAmI> ghz|afk, were
you able to see the image?
L535[07:23:14] <ghz|afk> yes I remember
the conversation
L536[07:23:21] <ghz|afk> what's the
problem?
L537[07:23:36] <ghz|afk> oh I see
L538[07:23:38] *
Subaraki has reduced code in guiscreen to 4 lines
L539[07:23:50] <ghz|afk> I forgot to say
"modid:block/theblockname"
L540[07:24:10] <JustWhoAmI> alright
L541[07:24:18] <ghz|afk> but I already
said that today
L542[07:24:18] <JustWhoAmI> so you gave me
the example of fence gate closed
L543[07:24:27] <JustWhoAmI> no that's not
what i'm talking about
L544[07:24:37] <JustWhoAmI> you gave me
the example of fence_gate_closed.json
L545[07:24:45] <JustWhoAmI> about how it
has "parent": "block/block",
L546[07:24:48] <ghz|afk> yes as a way to
see how vanilla does it
L547[07:24:54] <JustWhoAmI> so I wanted to
see how the item model was
L548[07:24:59] <JustWhoAmI> why is thereno
item model
L549[07:25:04] <JustWhoAmI> for
fence_gate_closed
L550[07:25:25] <ghz|afk>
models/item/XX_fence_gate
L551[07:25:32] <ghz|afk> each wood variant
has its own item model
L552[07:25:42] <ghz|afk> so if you look at
acacia_fence_gate
L553[07:25:46] <JustWhoAmI> oh kk
L554[07:25:50] <ghz|afk> it has
"parent":
"block/acacia_fence_gate_closed"
L555[07:26:02] <JustWhoAmI> yeah
L556[07:26:07] <JustWhoAmI> and it renders
properly
L557[07:26:10] <ghz|afk> yes
L558[07:26:12] <JustWhoAmI> imo that's
magic
L559[07:26:19] <ghz|afk> look at
acacia_fence_gate_closed
L560[07:26:25] <ghz|afk> it has the
parent, and the texture
L561[07:26:28] <JustWhoAmI> i did
L562[07:26:31] <ghz|afk> which in turn has
another parent
L563[07:26:34] <ghz|afk> which in turn has
another parent
L564[07:26:44] <ghz|afk> it's all just
overriding values from the parent in the child
L565[07:27:07] <JustWhoAmI> alright
L566[07:27:08] <JustWhoAmI> i got it
L567[07:27:10] <JustWhoAmI> ty
L568[07:27:26] <JustWhoAmI> i made my
first pr today
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L571[07:33:38] <Subaraki> Ordinastie, more
info on the buttons please ?
L572[07:33:49] <Subaraki> i can forward
the mouseclick to my buttons indeed
L573[07:34:02] <Subaraki> but the
actionPerformed from a button is in the gui itself
L574[07:34:09] <Subaraki> unless i need to
hook into that too
L575[07:34:43] <ghz|afk> check how
actionPerformed gets called normally
L576[07:35:22] <ghz|afk> it calls
actionPerformed when mousePressed in the button returns true
L577[07:35:28] <ghz|afk> so you don't need
actionPerformed AT ALL
L578[07:35:38] <ghz|afk> jsut check the
result of the button call to mousePressed
L579[07:36:56] <Subaraki> how about the
sounds and event ?
L580[07:37:09] <ghz|afk> well you don't
need the event
L581[07:37:19] <ghz|afk> and the sound,
you can replicate that in your own code
L582[07:37:47] ***
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L583[07:38:01] <ghz|afk> if
(pageLeft.mousePressed) { playSound; change to previous page;
}
L584[07:38:10] <Ordinastie> all that is
really bascic, you really shouldn't need to ask :/
L585[07:38:40] <Ordinastie> but that's why
I said you were out of your depth before
L586[07:38:58] <Subaraki> i have exactly
what ghz said
L587[07:39:01] <Subaraki> but it felt
wrong
L588[07:39:04] <Subaraki> so i came here
and asked
L589[07:40:29] <Subaraki> and it also
feels wrong to add lines to the classes. ive been thought a long
time not to. so trying to keep stuff tidy and not wanting to fail
is part of it
L590[07:41:01] <Ordinastie> you can't
avoid hooking in the class
L591[07:41:17] <Ordinastie> if you still
think you can, that means you still have no idea what you're
doing
L592[07:41:25] <Subaraki> no, i know i
cannot avoid
L593[07:41:49] <Subaraki> just trying to
not fuck up the forge code while i'm at it
L594[07:44:09] <Subaraki> i'd prefer not
to get yelled at by l ex
L595[07:45:14] <ghz|afk> that's why you
will push the code to your branch and show us first ;P
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L597[07:47:28] <Subaraki> yes indeed
x)
L598[07:47:40] <Subaraki> just noticed we
havent figured the size problem
L599[07:47:42] <Subaraki> or i
forgot
L600[07:48:01] <ghz|afk> step by
step
L601[07:48:23] <Subaraki> well, the
encapsulating is done
L602[07:48:30] <JustWhoAmI> What's the
diff. b/w World#schdeuleUpdate and World#scheduleBlockUpdate?
L603[07:48:32] <Subaraki> reduced code in
gui screen to a couple of lines
L604[07:49:00] <Subaraki> now i need to
get the tab list and size so there is simething to display
L605[07:49:29] <ghz|afk> JustWhoAmI: they
run different code XD
L606[07:49:41] <JustWhoAmI> lol
L607[07:49:46] <JustWhoAmI> say i wanted
something to happen
L608[07:49:51] <JustWhoAmI> 5 seconds
after my block was broken
L609[07:49:53] <JustWhoAmI> or
placed
L610[07:49:57] <JustWhoAmI> which one
would i use?
L611[07:50:11] <ghz|afk> neither
L612[07:50:19] <JustWhoAmI> then
what?
L613[07:50:30] <ghz|afk> since those
updates are only designed for doingthings while your block still
exists
L614[07:50:46] <ghz|afk> at best, they'd
send the update call to the block that takes its place
afterward
L615[07:50:58] <JustWhoAmI> oh
L616[07:51:10] <JustWhoAmI> so it would
work after placing?
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L618[07:52:56] <JustWhoAmI> ghz|afk, then
what should i use to schedule something for a few seconds after
block place/break?
L619[07:53:46] <ghz|afk> hmm not sure what
the best option is
L620[07:54:02] <ghz|afk> you could write
your own "delay tracker"
L621[07:54:08] <ghz|afk> using a tick
handler to count down the delays
L622[07:54:12] <ghz|afk> and when things
reach 0, run them
L623[07:54:21] <ghz|afk> dunno if anything
like that exists in mc
L624[07:54:46] <ghz|afk> the alternative
is to spawn an entity that lives for N ticks and then runs the code
on death -- but it's ugly
L625[07:54:54] <JustWhoAmI> yeah
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L627[07:55:25] <JustWhoAmI> im trying to
think of mods that schedule things for later
L628[08:03:10] <Subaraki> ghz|afk, got
time to brainstorm the gui size ?
L629[08:03:23] <Subaraki> or is a
rectangle getter more then enough ?
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L634[08:14:03] <ghz|afk> Subaraki: I feel
like the Rectangle is all you need for now?
L635[08:14:20] <Subaraki> yeah
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L639[08:40:56] <Subaraki> the more i'm
going into the tabs, the more i know it feels only correct if it
where for containers o.O
L640[08:41:16] *
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L643[08:49:17] <Subaraki> okay
L644[08:49:21] <Subaraki> so a list of
things are wrong here
L645[08:49:56] <Subaraki> you know
what
L646[08:49:58] <Subaraki> fuck these
tabs
L647[08:50:09] <Subaraki> i should have
done just like i intended to do in the begining
L648[08:57:59] <AshIndigo> ?
L649[08:59:00] <Subaraki> i'm etting sick
of this
L650[08:59:10] <Subaraki> trying to listen
to to many people at once
L651[09:00:07] <AshIndigo> Then don't ,do
what you want
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L653[09:09:54] <Subaraki> and hwy is my
repo not showing the chnages i made ?
L654[09:11:31] <AshIndigo> Did you push
commits?
L655[09:13:24] <Subaraki> no
L656[09:13:26] <Subaraki> i did once
L657[09:13:30] <Subaraki> for my previous
pr
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L659[09:16:54] <Subaraki> can't discard
changes
L660[09:16:59] <Subaraki> f*
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L685[11:50:06] <TangentDelta> So, if I
want to look for some blocks near my TE when its block gets placed
down where should I put that?
L686[11:50:51] <TangentDelta> At the
moment, I have a "BlocksChecked" boolean that is not
persistant, so it gets reset to false whenever the TE is
unloaded/reloaded.
L687[11:51:27] <TangentDelta> In my
update(), if "BlocksChecked" is false, it checks for
blocks then sets "BlocksChecked" to true.
L688[11:51:59] <ghz|afk> onBlockPlacedBy
gets called AFTER the block has been placed
L689[11:52:01] <Ordinastie> do you only
need to check for blocks adjacent to yours ?
L690[11:52:02] <ghz|afk> so after the TE
has been created
L691[11:52:12] <ghz|afk> you can just give
your TE the info that way
L692[11:52:28] <TangentDelta>
Alright.
L693[11:53:39] <TangentDelta> Now, since
the blocks I'm checking for also have tile entities I could have
then scan in an 8x8 area aroundd them for the main block when the
get broken/placed and tell the main TE to check again.
L694[11:54:39] <TangentDelta> Ordinastie:
Blocks placed in lines north/south/east/west of the main
block.
L695[11:55:27] <Ordinastie> if it's your
TEs then just notify you main one when they're removed
L696[11:55:53] <TangentDelta> Right.
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L702[12:04:55] <TangentDelta> Testing
now...
L703[12:05:21] <TangentDelta> Worked first
try :D
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L705[12:06:31] <TangentDelta> Since all of
the blocks I care about are placed in a line 8 blocks long behind
the main TE I just have them search 8 blocks out on each side for
the TE, and if found, set the boolean to false.
L706[12:06:53] <TangentDelta> Since it
checks every tick if the boolean is false, it sees it the next tick
and rebuilds its database.
L707[12:07:22] <Ordinastie> you don't
really need a tickable TE though
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L709[12:09:20] <TangentDelta> The main
block TE needs to be tickable. The other TEs do not need to be. The
main block does other things every tick based on what
"slave" blocks are attached.
L710[12:10:11] <Ordinastie> you can do
your check from block.onBlockPlacedBy
L711[12:11:18] <TangentDelta> Yep. I just
implemented it.
L712[12:11:33] <TangentDelta> Testing it
now to make sure I didn't foget anything stupid like I always
do.
L713[12:13:12] <TangentDelta> And it
works!
L714[12:16:24] <JustWhoAmI> How much
OpenGL do you I need to know in order to make TESRs?
L715[12:16:57] <Ordinastie> why do you
think you need to use a TESR ?
L716[12:17:41] <JustWhoAmI> I want to
render fluids inside a tank
L717[12:17:45] <JustWhoAmI> kinda like
openblocks would do
L718[12:17:53] <Ordinastie> no need for a
TESR
L719[12:18:02] <JustWhoAmI> Then?
L720[12:18:13] <Ordinastie> models
L721[12:18:19] <Ordinastie> for
blocks
L722[12:18:38] <JustWhoAmI> can you guide
me through the process
L723[12:18:39] <JustWhoAmI> ?
L724[12:18:45] <Ordinastie> nope
L725[12:19:02] <Ordinastie> I can't, I
don't use models
L726[12:19:28] <JustWhoAmI> oh
L727[12:19:36] <JustWhoAmI> then how do
you render yiur blocks?
L728[12:19:42] <JustWhoAmI>
s/yiur/your
L729[12:19:47] <Ordinastie> I have my
system
L730[12:20:53] <JustWhoAmI> anybody else
who could?
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L732[12:26:21] <TangentDelta>
Ummm...
L733[12:26:57] <TangentDelta> I've never
done it, but I'd imagine you'd use getActualState to get extra
data, probably from a TE.
L734[12:27:56] <TangentDelta> You'd then
have your renderer set up using a json file to modify the model
based on the state.
L735[12:32:48] <TangentDelta> I have no
idea how it's actually implemented, or if it even has this, but I
think you can get the color of a fluid registered to the fluid
dictionary.
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L737[12:44:57] <ghz|afk>
TangentDelta:
L738[12:45:10] <ghz|afk> you'd need a
custom IBakedModel
L739[12:45:16] <ghz|afk> which would be
generated by a custom IModel
L740[12:45:25] <ghz|afk> which would be
instantiated by a custom ICustomModelLoader
L741[12:45:48] <ghz|afk> the IBakedModel
ultimately has the .getQuads method, which takes an
IBlockState
L742[12:45:51] <ghz|afk> more on that
later.
L743[12:46:01] <ghz|afk> on the block+te
side
L744[12:46:09] <ghz|afk> you'd need to
implement getExtendedState
L745[12:46:22] <ghz|afk> which can be used
to return data through Extended BlockStates
L746[12:46:26] <ghz|afk> in order to
assign this data
L747[12:46:36] <ghz|afk> you'd need an
IUnlistedProperty for your data type
L748[12:47:01] <ghz|afk> big note:
unlisted properties can only be assigned in the getExtendedState
method, they MUST NOT be used anywhere else
L749[12:47:18] <ghz|afk> in order to get
that unlisted property in the state representation
L750[12:47:25] <ghz|afk> you'd need to
return a new ExtendedBlockState
L751[12:47:30] <ghz|afk> rather than a
standard BlockStateContainer
L752[12:47:36] <ghz|afk> from the
createBlockState method
L753[12:47:49] <ghz|afk> once you have
that going
L754[12:47:57] <ghz|afk> the IBlockState
instance received by the IBakedModel
L755[12:48:02] <ghz|afk> will be an
IExtendedBlockState
L756[12:48:13] <ghz|afk> which will let
you access the unlisted property
L757[12:48:20] <ghz|afk> and retrieve your
custom data container
L758[12:48:33] <ghz|afk> this custom data
container should be an immutable representation of your runtime
state
L759[12:48:42] <ghz|afk> to avoid race
conditions
L760[12:49:11] <ghz|afk> then in order to
kickstart the model system
L761[12:49:21] <ghz|afk> you'll first
haveto register your custom model loader
L762[12:49:30] <ghz|afk>
ModelLoaderRegistry. whatever the method name is ;P
L763[12:49:36] <ghz|afk> and in your
blockstates json
L764[12:49:43] <ghz|afk> you'll have a
special resourcelocation
L765[12:50:08] <ghz|afk> something like
"yourmodid:custom/machine_with_fluid"
L766[12:50:23] <ghz|afk> this will reach
your ICustomModelLoader's accepts method
L767[12:50:35] <ghz|afk> as
"yourmodid:models/block/custom_machine_with_fluid"
L768[12:50:42] <ghz|afk> note the
difference in the path strings
L769[12:51:01] <ghz|afk> accept only the
models you recognize
L770[12:51:11] <ghz|afk> this will cause
forge to call loadModel with the same resloc
L771[12:51:21] <ghz|afk> where you'll want
to return a new instance of the correponding IModel
L772[12:51:55] <ghz|afk> the IModel gives
you a chance to provide dependencies for models and textures
(getDependencies and getTextures respectively)
L773[12:52:01] <ghz|afk> to request*
L774[12:52:26] <ghz|afk> later, the bake
method will be called on the IModel
L775[12:52:48] <ghz|afk> which is where
you'll finally be able to instantiate your custom IBakedModel
L776[12:53:29] <ghz|afk> ...
L777[12:53:45] <ghz|afk> this is the
basics of it
L778[12:53:55] <ghz|afk> there's more
advanced stuff that can be done, if you want to know ;P
L779[12:54:30] <ghz|afk> END OF
MONOLOGUE
L780[12:54:53]
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L781[12:55:58] *
AshIndigo claps
L782[12:56:00] <howtovanish> If you go to
"howtonotwin"'s Github and go to my fork of the forge
docs, go to branch advanced models, and go to
docs/models/advanced
L783[12:56:11] <howtovanish> you'all get
docs on this :D
L784[12:56:21] <howtovanish> *you'll
L785[12:56:36] <howtovanish> anyway this
time for me to vanish again
L786[12:56:39] ⇦
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L787[12:56:58] <AshIndigo> He doesn't have
a good quit message
L788[12:57:02] <AshIndigo> I'm sad
L789[12:57:38]
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L790[12:57:38]
MineBot sets mode: +o on LexLap3
L791[12:59:02] <ghz|afk> I don't have a
quit message, either
L792[12:59:23] <ghz|afk> I dont' generally
shut down the machine ;P
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L794[13:00:31] <TangentDelta> I just run
irssi 24x7 on my pi and just remote into it from anywhere.
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L806[13:47:28] <TangentDelta>
Oh...lol.
L807[13:48:13] <TangentDelta> I meant to
use shorts for my CPU's address but tired me decided to use
doubles. Why...
L808[13:48:30] <TangentDelta> Floaty CPU
addresses, lol.
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L810[13:52:41] <jordibenck> getting
invalid session, also after restarting, when i try to connect to
localhost
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L815[14:01:38] <heldplayer> TangentDelta:
I want the 51462.67499999th address please
L816[14:03:29] <ghz|afk> TangentDelta:
talk about unaligned access
L817[14:03:30] <ghz|afk> ;P
L818[14:03:44] <TangentDelta> Lol.
L819[14:03:53] <TangentDelta> Analog
computing!
L820[14:07:43] ⇦
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L821[14:09:09] <TangentDelta> It seems
like most redstone expansions deal with digital logic. I guess the
vanilla comparator can do a lot on its own though.
L822[14:09:45] <TangentDelta> The problem
is, there isn't much of a range on the redstone dust :(
L823[14:10:02] <ghz|afk> well yeah
L824[14:10:17] <ghz|afk> unlessyou add
repeaters
L825[14:10:35] <TangentDelta> Well, range
as in dynamic signal range. 0-15?
L826[14:10:42] <heldplayer> That solves
the "range" problem, but it doesn't solve the
"range" problem
L827[14:11:18] <ghz|afk> if you want
"infinite" signaling
L828[14:11:22] <ghz|afk> you'll want a
graph network
L829[14:11:27] <ghz|afk> that knows all
the active nodes
L830[14:11:39] <ghz|afk> so it doesn't
have to use recurseive lookups when switching
L831[14:11:43] <ghz|afk> recursive*
L833[14:12:06] <ghz|afk> ;P
L834[14:12:44] <ghz|afk> small lib, only
handles connecting and disconnecting nodes
L835[14:12:50] <ghz|afk> and tracking when
networks split and join
L836[14:13:53] <ghz|afk> funnily, I was
thinking earlier about logic circuits and minecraft
L837[14:14:02] <ghz|afk> I was picturing a
mod that would actually let you draw actual circuits
L838[14:14:11] <ghz|afk> and place
electronic components on the ground
L839[14:14:42] <ghz|afk> not redstone
logic, but actual electronic simulations
L840[14:14:52] <ghz|afk> with like,
opamps, resistors, diodes
L841[14:14:58] <ghz|afk> just... drawn
using mc blocks
L842[14:14:59] <ghz|afk> ;p
L843[14:15:14] <ghz|afk> you'd be able to
cross wires
L844[14:15:34] <ghz|afk> and then use a
tool to switch between "connect" or "bridge
over" for the crossing points
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L846[14:16:04] <ghz|afk> and then you'd
have ICs, with like DIP packaging
L847[14:16:14] <ghz|afk> where each leg
would be an output to one block
L848[14:16:52] <ghz|afk> so like an IC
with 8 legs would be 4 blocks long, and they'd all be 3 blocks
wide
L849[14:17:05] <ghz|afk> in a multiblock
structure
L850[14:17:14] <ghz|afk> which you'd
assemble by clicking with an "ic code"
L851[14:17:29] <ghz|afk> but... too much
effort
L852[14:17:37] <ghz|afk> if anyone wants
to create such a mod, and itdoesn't exist, feel free ;P
L853[14:21:34] <TangentDelta> Lol.
L854[14:21:59] <TangentDelta> I want an
electricity mod with realistic electronics physics!
L855[14:22:31] <TangentDelta> I want to
build an FM radio in minecraft and have it actually work!
L856[14:23:41] <ghz|afk> I think
simulating RF would be a bit overkill
L857[14:23:51] <ghz|afk> I mean radio not
redstonflux ;p
L858[14:27:45] <TangentDelta> Oh hey, now
I don't get decimal points on the end of my address offsets
:P
L859[14:29:03] <TangentDelta> I kept
trying to figure out where the stupid decimal points were coming
from. Tired me must have thought "What is the 16 bit datatype?
Double? That must be it..."
L860[14:29:57] <ghz|afk> double-byte, OF
COURSE!
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L863[14:58:32] <TangentDelta> Lol.
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L865[15:02:24] <PitchBright> is it
possible to make the gui area start further to the left, or is that
hard-coded? The topLeft doesn't seem to start in a spot that
maximizes the useable area there.
L867[15:02:44] <Subaraki> xSize,
ySize
L868[15:02:49] <Subaraki> if you're using
a container
L869[15:02:53] <PitchBright> not
size
L870[15:02:54] <PitchBright>
position
L871[15:04:59] <PitchBright> know what i
mean?
L872[15:05:53] <diesieben07> position is
calculated based on size
L873[15:05:55] <diesieben07> it centers
it
L874[15:06:00] <diesieben07> afaik
L875[15:06:14] <PitchBright> i thought so
to, but then I wonder if there's a hard lmiit on the size
L876[15:06:25] <PitchBright> if so, then
that makes sense why i'm not getting centered
L877[15:06:32] <PitchBright> i've got
this.guiLeft = (this.width - this.xSize) / 2; in my init
L878[15:06:45] <PitchBright> and I've
defined int xSize = 197;
L879[15:06:46] <diesieben07> it should do
that automatically.
L880[15:07:08] <diesieben07> and yeah
there is a limit, depends on the gui scale
L881[15:07:22] <diesieben07> and the limit
is obviously the width/height of the window
L882[15:07:25] <diesieben07> after the
scale
L883[15:07:46] <PitchBright> ah okay...
that makes sense then. The limit must around 176x166
L885[15:09:51] <PitchBright> I guess it's
centered, but... helluva lot of unused space there
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L889[15:17:42] <alexiy> You can set the
left and top position of GUI directly , e.g. 'guiLeft=10,
guiTop=10', without that extra code, and then width and height by
'xSize=width-10', 'ySize=height-10'.
L890[15:18:04] <alexiy> it'll center
automatically
L891[15:18:06] <PitchBright> oh awesome,
thanks
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L893[15:20:39] <alexiy> then for seeing
the actual boundaries of gui you can draw lines
L894[15:21:05] <PitchBright> oh ya? that'd
be wicked
L895[15:21:28] <PitchBright> would really
help in lining things up, while getting the gui and slots just
right
L896[15:24:23] ***
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L898[15:25:17] <PitchBright> sweet! thanks
man!
L899[15:26:28] <alexiy> you're
welcome
L900[15:27:32] <PitchBright> oh that is
soooo handy
L901[15:28:23] <PitchBright> now i don't
feel like Helen Keller, tryin' to place slots on a texture for a
gui I can't see
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L904[15:32:23] <Shambling> cheers Bonii,
I'll try out the changes tonight and let you know how things are
going. Are you open to logging blocks that have no harvest level,
and simply spitting them out in a seperate log file so the end user
can add them manually if they want to add a harvest level/tool
manually to them?
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L906[15:40:40] <Shambling> gotta love mod
item naming.... huge chest block - medium
L907[15:40:55] <Shambling> or rather
actuallyadditions:blockGiantChestMedium
L908[15:41:05] <heldplayer> I'll take my
huge chest block medium please
L909[15:41:17] <heldplayer> If it's rare I
want my money back
L910[15:41:47] <Shambling> =D
L911[15:42:07] <Shambling> something I'm
noticing... not a single block that uses shovel as a tool actually
requires different levels of shovel
L912[15:42:13] <Shambling> we need diamond
difficulty dirt!
L913[15:42:46] <Shambling> hmmm you know,
now that I think about it, no one has really added ores to
gravel/sand/dirt in 1.10.2
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L916[15:44:58] <bartman> natura use to do
that but it wasn't ever updated was it?
L917[15:45:27] <bartman> don't think
anything was harder than gold though?
L918[15:45:35] <Shambling> natura has been
updated, but I don't think I've seen gravel ores
L919[15:45:49] <Shambling> maybe it'll be
in an update, as I think its in early beta for 1.10.2
L920[15:46:09] <Shambling> oh tinkers did
it too if natura did
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L922[15:57:23] <Shambling> changes work
great on my end, will see how I can go about implementing them.
Thanks again Bonii
L923[15:57:50] <Shambling> err that should
read "I will see how I will go about implementing the mod
now" not implementing the fixes you made to the mod
itself
L924[15:58:03] <TangentDelta> There are
warhammers and waraxes. I want a warshovel!
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L931[16:09:33] <PitchBright> alexiy: I've
got the gui all set up nicely, slots are in perfect position over
the texture... but the mouse-click handle a little different, once
I click on those slots at the periphery of the gui area.
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L934[16:10:09] <PitchBright> for example,
when I click on an item, instead of it picking it up and letting me
move it to another slot... it just ejects it from the
inventory
L935[16:11:01] <PitchBright> the
mouse-click handling must still be observing the default gui area,
despite my changes to guiLeft and guiTop
L936[16:11:02] <ghz|afk> PitchBright: I
thought that would fix itself when you fixed the ySize?
L937[16:11:17] <ghz|afk> you shouldn't
touch guiLeft and guiTop
L938[16:11:35] <ghz|afk> just make sure
the xSize and ySize match the area of texture you are drawing
L940[16:12:50] <PitchBright> I thought
it'd be nice to slide the gui over to the left a bit
L941[16:13:39] <ghz|afk> seems like your
slots are wrong
L942[16:13:42] <ghz|afk> not the gui
texture
L943[16:13:46] <ghz|afk> ;P
L944[16:13:54] <PitchBright> disregard the
slots in that pic
L945[16:13:57] <PitchBright> here's what
it looks like
L946[16:14:11] <ghz|afk> if you want to
cooperate with JEI
L947[16:14:26] <ghz|afk> I think the API
is able to "make room" for your gui stuffs
L949[16:14:44] <ghz|afk> wait that's NEI,
areyou still on 1.7.10?
L950[16:15:05] <ghz|afk> if so
L951[16:15:09] <ghz|afk> you can't trust
anything I have ever told you
L952[16:15:13] <ghz|afk> because my
assumptions may be wrong ;P
L953[16:15:25] <PitchBright> this gui
experiment is in 1.7.10 ya for a little thing i'm doing
L954[16:15:40] <PitchBright> i didn't
realize things had change in GUI since then :(
L955[16:15:45] <ghz|afk> they may not
have
L956[16:15:47] <ghz|afk> but I can't
know
L957[16:16:09] <ghz|afk> before 1.8
L958[16:16:16] <ghz|afk> my only modding
experience was back in 1.4.7
L959[16:16:32] <ghz|afk> so I pretty much
rewrote the mods rather than try to figure out what changed
L960[16:16:41] <ghz|afk> mod*
L961[16:16:44] <ghz|afk> (I only had
one)
L962[16:16:57] <PitchBright> ya, that
makes sense
L963[16:17:05] <PitchBright> so much has
changed between 1.4.7 and now
L964[16:17:21] <PitchBright> not in the
actual gameplay, mind you
L965[16:18:34] <ghz|afk> well, even the
way weapons work has changed so... ;P
L966[16:19:18] <alexiy> which slots eject
the items?
L967[16:19:41] <PitchBright> the ones at
the far right, and the very bottom row too
L968[16:19:51] <PitchBright> they're the
ones that exceed the default gui size
L969[16:20:17] <Ordinastie> did you
remember to change the slot positions too?
L970[16:20:36] <PitchBright> yeah, all the
slots line up perfectly over the texture
L971[16:21:26] <PitchBright> in fact, if I
click on an item in the far right column of slots.... if I click on
the left side of the item, it grabs it, but if I click on the right
side of the item, it ejects it
L972[16:21:45] <Ordinastie> then they
don't line up
L973[16:22:05] <PitchBright> what doesn't
line up with what?
L974[16:22:35] <Ordinastie> wait nvm
L975[16:22:51] <Ordinastie> well, you know
what's left to do
L976[16:23:10] <PitchBright> trash it all
and start over? :(
L977[16:23:24] <Ordinastie> use the
fucking debugger -_-
L978[16:25:47] <PitchBright> here's a
perfect image to show the seemingly-actual boundary of the gui...
when I remove int xSize = 198; int ySize = 182; from the
constructor
L980[16:26:32] <boni> Shambling: what
you're looking for is f3+h
L981[16:27:36] <Ordinastie> PitchBright,
stop trying to guess
L982[16:27:43] <PitchBright> aight
L983[16:27:44] <heldplayer> PitchBright:
Could you provide code?
L984[16:28:17] <heldplayer> Also, what are
you trying to do exactly?
L985[16:28:41] <Shambling> boni, I can't
for the life of me what I asked before I came inside. But thanks!
:)
L986[16:28:47] <heldplayer> I'm too lazy
to figure it out based on a backlog from an hour ago
L987[16:28:49] <Shambling> *remember what
I asked
L988[16:29:04] <PitchBright> just making a
slightly oversized inventory gui
L990[16:29:27] <heldplayer> Ok
firstly
L991[16:29:35] <heldplayer> Why are you
declaring a new xSize and ySize?
L992[16:29:47] <heldplayer> !gf
xSize
L993[16:30:04] <heldplayer> Yeah those are
still fields
L994[16:30:08] <boni> Shambling: you
wanted blocks without harvest level. so.. go and activate advanced
tooltips
L995[16:30:19] <Ordinastie> lol, see,
that's what you learn java before modding... :s
L996[16:30:23] <Shambling> ah ok. Yeah now
I remember
L997[16:30:39] <Shambling> now I'm messing
around with a mod called dig. Going to see if I can make it drop
village eggs when I right click blocks of emerald
L998[16:30:43] <heldplayer> Remove your
own declarations of xSize and ySize in the class body and change
the values of the parent class in your constructor
L999[16:30:58] <heldplayer> !gf
inventoryRows
L1000[16:31:15] <heldplayer> Same with
inventoryRows
L1001[16:31:20] <Shambling> problem is,
spawn eggs are kind of an enigma as far as how I'm supposed to use
them in the declaration in the config
L1002[16:31:29] <alexiy> PitchBright: you
must set xSize and ySize in the initGui(), not the
constructor
L1003[16:31:36] <Shambling> I have
minecraft:spawn_egg:{EntityTag:{id:Wolf}}
L1004[16:31:51] <heldplayer> alexiy: is
it in initGui? I thought constructor
L1005[16:33:28] <alexiy> no, xSize and
ySize values in initGui() differ from those in constructor
L1006[16:33:48] <diesieben07> setting
them in the constructor is fine
L1008[16:34:01] <diesieben07> you just
cannot use guileft/guitop before initGui
L1009[16:34:41] <PitchBright> Ordinastie:
I asked you earlier, if you had a good java book I should
read
L1010[16:34:50] <PitchBright> before
messing with Minecraft
L1011[16:34:59] <Ordinastie> I don't know
books
L1012[16:35:05] <PitchBright> how did you
learn?
L1014[16:35:10] <Subaraki> last thing to
solve fot the tabs is a lighting issue
L1015[16:35:54] <heldplayer> I'd wager
you wouldn't even need to override drawGuiContainerBackgroundLayer
OR drawGuiContainerForegroundLayer
L1016[16:36:12] <Ordinastie> in a
school
L1017[16:36:29] <Subaraki> i learned for
the interwebs PitchBright
L1018[16:36:33] <Ordinastie> but you
should be able to find resources on the net
L1019[16:36:34] <Subaraki> and trough
trial and error
L1020[16:36:55] <Subaraki> hence why i
still get yelled at here, but know my way around in java
L1021[16:37:06] <Subaraki> learning
everyday =)
L1022[16:37:20] <Ordinastie> problem is,
many consider they know programming because they know if and
while
L1023[16:37:24] <alexiy> heldplayer: what
if the player resizes the screen?
L1024[16:37:32] <heldplayer> Nothing
happens
L1025[16:37:38] <PitchBright> so I should
go drop several grand to take a course at an institution, to be
qualified to muck around with Minecraft?
L1026[16:37:55] <Subaraki> i know i can't
code.
L1027[16:38:00] <Subaraki> i'm missing a
lot of stuff
L1028[16:38:29] <Subaraki> performance
stuff has only started to get into my perspective 2 years ago
L1029[16:38:33] <Subaraki> and i'm still
learning on threading
L1030[16:38:37] <heldplayer> alexiy:
xSize and ySize are regarding the GUI drawn inside the window, not
the size of the window itself
L1031[16:38:43] <IoP> threading is a
sin!
L1032[16:38:52] <IoP> it breaks
everything!
L1033[16:39:09] <Ordinastie> PitchBright,
not necessarily, but at least spend way more time learning the
basics with resources from the net
L1034[16:39:11] <heldplayer> Which is why
it's declared in GuiContainer
L1035[16:39:27] <Subaraki> in a
gui(container), width and height are the screen sizes, guiTop and
guiLeft where the texture starts drawing
L1036[16:39:33] <PitchBright> dude, I'm
sitting here 14hrs a day... trying to get good at this stuff
L1037[16:39:35] <TangentDelta> I just
learned C. A lot of things from C are easily transferred to Java,
along with a bunch of other languages.
L1038[16:39:52] <Subaraki> and xSize and
ySize the size of the gui starting from guiTop and guiLeft
L1039[16:39:58] <Subaraki> and most
likely the size of the texture
L1040[16:40:11] <heldplayer> Yes ^
L1041[16:40:12] <PitchBright> and you act
like I'm supposed to go read a book, and fkn absorb everything...
THEN open an IDE
L1042[16:40:24] <Ordinastie> yet 100% of
your questions here can be answered by yourself by debugging
L1043[16:40:31] <TangentDelta> Java has a
lot of things built into it that make OO stuff possible.
L1044[16:40:31] <Subaraki> you don't need
shoes to run, but it fucking helps
L1045[16:40:33] <Subaraki> :D
L1046[16:40:52] <heldplayer> I learned
programming on my own by experimenting and believe me the first few
years were slow
L1047[16:40:52] <PitchBright> nobody...
and I mean nobody... learns this stuff, without having some kind of
active project, to mess around on and see the actual effects of
their changes
L1048[16:40:55] <Subaraki> if that was
rune sorry ._.
L1049[16:41:10] <PitchBright> so
Minecraft... is my chosen project
L1050[16:41:17] <Subaraki> i at one point
started making a game in java swing
L1051[16:41:21] <Ordinastie> PitchBright,
and my point is MC is the absolute worst to learn
L1052[16:41:23] <Subaraki> a 2 year
project i messed around in a lot
L1053[16:41:25] <Subaraki> i loved
it
L1054[16:41:27] <Subaraki> learned a lot
from that
L1055[16:41:31] <heldplayer> But then I
had programming classes (in VB.net ewww) and I already know how to
program so ¯\_(ツ)_/¯
L1056[16:41:43] <Subaraki> minecraft is
nice to pick up basiss if yo'ure making an item and making it
interact etc
L1057[16:41:59] <Ordinastie> Subaraki, no
it's not
L1058[16:42:03] <PitchBright> no.. that's
not your point... your point is to sit there and sling shit at
anybody who comes along and you think knows less about this stuff
than you
L1059[16:42:21] <Subaraki> well, that's
how i picked up the basics
L1060[16:42:29] <Subaraki> trough
tutorials and tinkering about
L1061[16:42:30] <heldplayer> Well
technically speaking you do know less about it than he does
L1062[16:42:59] <PitchBright> ya for
sure, and I'd never debate it.... and I've also never claimed to
have a clue as to what i'm doing...
L1063[16:43:04] <PitchBright> but that
doesn't make me a shit-eater
L1064[16:43:25] <Subaraki> no indeed, but
ordi has a cache personality
L1065[16:43:32] <Subaraki> doesn't bother
to tell what he really thinks :P
L1066[16:43:41] <heldplayer> Wait did he
say shit-eater?
L1067[16:43:55] <PitchBright> I don't
care what his eccentricities are... I'm not a punching bag.
L1068[16:44:17] <heldplayer> Calm down,
as far as I've seen nobody called you any names
L1069[16:44:26] <PitchBright> Sick of
watching him do that to other people all day long.
L1070[16:44:49] <PitchBright> Naw man,
it's garbage. It's childish.
L1071[16:44:51] <Ordinastie> lol
L1072[16:45:03] <PitchBright> It reeks of
insecurity
L1073[16:45:14] <heldplayer>
Uhhhhhhhh
L1074[16:45:27] <alexiy> I'd advise
anyone who starts modding without knowledge of Java make a fully
working application first.
L1075[16:45:46] <Ordinastie> who have
time to learn java when they want to make cool mods
L1076[16:46:17] ***
Darkhax is now known as Darkhax_AFK
L1077[16:46:33] <Ordinastie> and if you
ask here long enough, you're bound to have someone give you the
required piece of code you need
L1078[16:46:39] <heldplayer> I'm just
gonna say learn to program with something simpler (it's always fun
to tinker around with something basic like for example making a
calculator or something). Minecraft is pretty hard to learn to
program if you're wanting to mod, making plugins using Bukkit or
Sponge is a lot less hard and even that's not as easy as you'd
hope
L1079[16:46:45] *
Ordinastie stares at ghz|afk
L1080[16:46:45] <infinitefoxes_> if you
want to get anywhere without pasting code from forums for every
line of code you need, learning Java first might be an idea
L1081[16:46:55] <IoP> What was the
discussion yesterday about implementing methods for
interface/abstract class?
L1082[16:46:57] <PitchBright> I don't
want code handed to me. I'm looking for understanding. Re-read all
of my questions I've ever asked in here.
L1083[16:47:54] <PitchBright> And for
what it's worth, I sit here and read what you guys say all day
long, even if I'm not involved in the conversation or it doesn't
apply to what I'm doing....
L1084[16:48:18] <PitchBright> I check out
your pastebins and your gists, and your gifs... with the intent of
learning and understanding what you're talking about.
L1085[16:48:27] <heldplayer> That's
good
L1086[16:48:41] <Subaraki> it is
indeed
L1087[16:49:09] <Subaraki> PitchBright,
ask me a question about java, the first thing that pops in your
head
L1088[16:49:35] <IoP> it should be more
effective to learn basics of object oriented programming before you
try to extend or implement anything. Or are you checking every
keyword when you see them in the examples?
L1089[16:49:45] <PitchBright> I thought
that's the sorta thing thta should go without saying... but often
mine and other questions are greeted with LOL, Learn coding by this
guy.
L1090[16:49:51] <heldplayer> I just want
to repeat that learning to code can be a slow process, took me long
enough before my code was decent and even longer before it had any
sort of quality. So don't fret if it doesn't come fast
L1091[16:49:53] <PitchBright> And i'm
sayin' that's not right.
L1092[16:50:16] <IoP> it's simple: LOL
learn the basics
L1093[16:50:35] <Ordinastie> thing is,
learning to code requires reading code
L1094[16:50:43] <Ordinastie> and LOTS of
it
L1095[16:50:49] <Ordinastie> and MC code
is bad
L1096[16:50:51] <Ordinastie> like really
bad
L1097[16:50:52] <Subaraki> next time
we'll reply with something more direct if you want, like 'that has
to do with [...], you should read up on that"
L1098[16:50:53] <alexiy> anyway, you
should show your Gui code, because currently we don't know how are
you actually coding
L1099[16:50:54] <heldplayer> A good idea
might be to avoid chats with people like that tbh, this channel
isn't friendly for people who don't know how to code (tbh there's
places dedicated to helping people to learn to code)
L1100[16:51:06] <Subaraki> Ordinastie has
a point there
L1101[16:51:21] <IoP> If you don't know
hwat method implementation does you should not write a class which
implements or extends other classes.
L1102[16:51:33] <Subaraki> eventhough
it's a game and you can ess around with it, minecraft is coded with
two left hands
L1103[16:51:36] <Ordinastie> that's why
you can't really come into modding with nearly no programming
knowledge, hoping to learn on the fly
L1104[16:51:37] <heldplayer> This channel
has never been and never will be for help with learning to code
unfortunately
L1105[16:51:38] <Ordinastie> that doesn't
work
L1106[16:51:40] <PitchBright> Fair
enough. And when you guys say implement or abstract. I google the
hell out of it.
L1107[16:51:58] <Subaraki> Ordinastie, I
wish to differ, that's how I learned it
L1108[16:52:01] <Subaraki> the hard way
yes
L1109[16:52:10] <Subaraki> and i did read
upon java and watched many videos
L1110[16:52:17] <Subaraki> to know the
how and what
L1111[16:52:33] <Subaraki> but the java
tutorials on the web for minecraft (basicly copying, ik,
sorry)
L1112[16:52:54] <Subaraki> gave me a
first impression and troughout messing about with that i slowly
came to realize how it worked
L1113[16:53:03] <Subaraki> then again, we
don't all work the same way
L1114[16:53:08] <Ordinastie> and I'll
sound like a dick (again), but I would argue about what you
consider "learned"
L1115[16:53:19] <Subaraki> yes i know
...
L1116[16:53:36] <PitchBright> I try not
to ask Java questions, I try to keep it MC related stuff... so you
guys don't get bothered by my newbness anymore than it is painfull
obvious I am newb. So I save the Java questions for google as much
as possible, and just try to understand how one thing connects to
another in MC, and if, after several hours of trying like hell to
see the dots connect... I can't... then I'll float a question
L1117[16:53:36] <PitchBright> about it in
here.
L1118[16:53:36] <Subaraki> i blame my
language barrier to me explaining stuff like shit
L1119[16:53:39] <Subaraki>
sometimes
L1120[16:53:43] <IoP> Ordinastie: well
d'oh. implements mean is implementing something!
L1121[16:53:45] <Subaraki> and people
getting wrong impressions
L1122[16:53:53] <Subaraki> but yes, my
coding is like minecraft level
L1123[16:54:02] <Subaraki> it works, but
you don't wanna know why and how
L1124[16:54:14] <PitchBright> Learning is
Understanding... not "memorizing" what somebody else told
you. That's how I define "learned".
L1125[16:54:39]
⇦ Quits: TechnicianLP
(~Technicia@p4FE57A4E.dip0.t-ipconnect.de) (Ping timeout: 183
seconds)
L1126[16:55:02] <IoP> So learning does
not include getting things in your long term memory?
L1127[16:55:06] ***
fry is now known as fry|sleep
L1129[16:55:19] ***
V is now known as Vigaro
L1130[16:55:31]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Remote host
closed the connection)
L1131[16:55:46] *
Subaraki dies inside a bit
L1132[16:55:48] <ghz|afk> Ordinastie:
AAAH, I klnow it's halloween but linking that is evil!
L1133[16:55:55] <ghz|afk> -l
L1134[16:56:13]
⇨ Joins: AshIndigo
(~AshIndigo@188.29.165.146.threembb.co.uk)
L1135[16:56:22] <Subaraki> well, i
remember i once added a shit ton of recipes for all variants of 3
different gems + on tool, from 1 up to 8 gems
L1136[16:56:24] <Subaraki> ....
L1137[16:56:30] <Subaraki> untill i found
out loops are a thing
L1138[16:56:57] <Subaraki> why the fuck
does he check for the same thing over and over again ???
L1139[16:57:00] <Subaraki> like wth
?
L1140[16:57:26] <Subaraki> make a list
with providers and itterate over them ?!
L1141[16:57:29] <Subaraki> who coded this
??
L1142[16:57:42] <Subaraki> that code just
gave me cancer ._.
L1143[16:57:46] <Subaraki> i'm pretty
sure of it
L1144[16:58:08] <Subaraki> also,
PitchBright , seen the link ?
L1145[16:58:17] <Subaraki> what would you
to make it better ? =)
L1146[16:58:22]
⇨ Joins: Necro
(~Necro@p200300700D04F41B1DE3F2E167B47615.dip0.t-ipconnect.de)
L1147[16:58:22] <Subaraki> tell us what
you learned so far
L1148[16:59:33] <IoP> wtf I'm
reading?
L1149[16:59:34] <PitchBright> man i don't
wanna sit here and take a pop quiz... not after the last couple of
days of having you and someone take a shit all over my code
L1150[17:00:12] <infinitefoxes_>
Ordinastie: what on earth is that...
L1151[17:00:19] *
AshIndigo is mildly interested in whatever is
happening
L1152[17:00:23] <Subaraki> did i shit on
your code ?
L1153[17:00:23] <infinitefoxes_> not to
be an elitist but good grief
L1154[17:00:31] <infinitefoxes_> looks
like someone doesn't understand what's going on at all
L1155[17:00:32] <Subaraki> you said
yourself it was a rat's nest
L1156[17:01:02] <TangentDelta> 404
:(
L1157[17:01:05] <Subaraki> i said you'd
be better of rewriting it, as for what you described could be, imo,
solved with a couple of methods in the entity
L1158[17:01:30] <Subaraki> lol AshIndigo,
late comer as always x)
L1159[17:01:40] <PitchBright> re-read
that convo Subs... and see if you can't see my POV
L1160[17:01:45] <Subaraki> or however one
would say that in english ...
L1161[17:01:56] <Subaraki> i defintly can
imagine your pov
L1162[17:02:04] <heldplayer> Ordinastie:
I think I just puked a little inside because of that link
L1163[17:02:10] <AshIndigo> That's what I
get for not making sure my irc app is working
L1164[17:02:12] <TangentDelta> Oh my
word...
L1165[17:02:13] <Subaraki> been there,
done that. i try to be as helpfull and gentle as i can be
L1166[17:03:20] <Subaraki> on the other
hand, we dont have your code in front of us
L1167[17:03:41] <Subaraki> and the few
people that answered you all have a different approach in solving
it
L1168[17:03:42] <Subaraki> so yeah
L1169[17:03:48] <Subaraki> you get more
then one solution on hands
L1170[17:04:14] <PitchBright> I got told
what to do...
L1171[17:04:15] <Subaraki> trust me,
Ordinastie, me and ghz|afk have been argueing the past days over a
pr i'm making
L1172[17:04:20] <PitchBright> but look
back on my original question
L1173[17:04:31] *
Subaraki doesn't have lgos, sorry
L1175[17:04:37] <Subaraki> what was the
original question ?
L1176[17:04:45]
⇦ Quits: alexiy (~alexiy@ip-118-203.zb.lv) (Quit:
Leaving)
L1177[17:04:49] <infinitefoxes_> that
file makes me sad
L1178[17:05:04] <infinitefoxes_> and I'm
sure whatever IDE they're using is equally sad
L1179[17:05:20] <AshIndigo> Wtf happened
to that
L1180[17:05:20] <PitchBright> actually it
wasn't even a question, it was just an observation, maybe he could
confirm or deny
L1181[17:06:12] <Subaraki> really can't
remember :s i code about 10 hours myself everyday, if not
more
L1182[17:06:13] <PitchBright> What i was
saying was that the mouse-clicking handles a little differently
once it gets to the boundaries of the default gui size, despite my
having changed the gui size
L1183[17:07:00] <Subaraki> does it
?
L1184[17:07:08] <heldplayer> PitchBright:
Unfortunately I don't think you're actually changing the GUI size,
but rather you're changing the values of xSize and ySize declared
in your class
L1185[17:07:16] <Subaraki> been working
with gui's for the past week, didn't see anything like it
L1186[17:07:25] <PitchBright> yeah...
that's what I was thinking too heldplayer
L1187[17:07:26] <heldplayer> You don't
need to declare those in your class as they're already declared in
the parent class
L1188[17:07:37] <Subaraki> ^
L1189[17:07:47] <Subaraki> modify them in
the constructor
L1190[17:07:51] <infinitefoxes_> iirc,
re-declaring them hides the parent class' variables, right?
L1191[17:07:55] <heldplayer> And I think
the JVM won't look at whether a field got overridden or not
L1192[17:08:13] <Subaraki> both are right
^
L1193[17:08:23] <IoP> basics of
OOP?
L1194[17:08:27] <heldplayer>
infinitefoxes_: it does hide them, but that also comes with the
fact that the parent class doesn't know of the ones hiding
them
L1195[17:08:28] <Subaraki>
mygui()this.xSize = 100; this.ySize = 100;
L1196[17:08:39] <PitchBright> I believe
they're protected in the parent (if I"m saying that
correctly)
L1197[17:08:50] <Subaraki> protected
means you can use them withing children
L1198[17:08:55] <Subaraki> private is
'unreachable'
L1199[17:09:01] <Ordinastie> IoP, hey
there, don't be a dick!
L1200[17:09:02] <PitchBright> oh
okay
L1201[17:09:06] <Subaraki> public can be
used by all if an instance is available
L1202[17:09:17] <Subaraki> lol
Ordinastie
L1203[17:09:21] <AshIndigo> That's #ftb
rules
L1204[17:09:52] <TangentDelta> Mmm...what
can I screw up horribly today!
L1205[17:09:57] <IoP> but I was making
question. ;)
L1207[17:10:00] <AshIndigo> Even though I
still have no idea how he's a dick
L1208[17:10:18] <heldplayer> With an
added bonus of package private
L1209[17:10:31] <PitchBright> I keep
googling the differences, I haven't learned them yet.
L1210[17:10:38] <IoP> AshIndigo: Honestly
I was. If you see my previous comments.
L1211[17:10:53] <TangentDelta> What the
heck is the deal with espernet? I think it's trying to use unicode
characters that my client does not support.
L1212[17:10:58] <Subaraki> PitchBright,
the naming should aid a lot
L1213[17:11:07] <Subaraki> private : only
mine (in refered class)
L1214[17:11:11] <AshIndigo> I just got
back on irc so I see 3 comments from you
L1215[17:11:18] <Subaraki> protected :
mine, but also my relatives
L1216[17:11:22] <PitchBright> I spent 3
days trying to figure out why all my entities were changing
simultaneously... and I got into reading up on singetons and
instances... static fields, etc
L1217[17:11:23] <Subaraki> public : share
w/ everyone
L1218[17:11:36] <Subaraki> ah yeah static
fields
L1219[17:11:46] <Subaraki> took me a
while to grasp that concept
L1220[17:12:23] <PitchBright> thans for
link heldplayer
L1221[17:12:36] ***
AshIndigo is now known as AshIndigo-Asleep
L1222[17:12:38] <PitchBright> handy
little chart at the top :)
L1223[17:12:54] <heldplayer> The term for
them is "Access modifiers" because they change the way
access happens to members
L1224[17:12:56] <PitchBright>
thanks*
L1225[17:13:01] <heldplayer> np :)
L1226[17:13:15] <IoP> I thought you did
not want to read tutorials. I could have linked some page.
L1227[17:13:34] <PitchBright> wtf are you
talking about?
L1228[17:13:35] <heldplayer> Members is
the collection of fields and methods of a class btw
L1229[17:13:47] <Subaraki> does anyone
know what the zlevel in gui's do ?
L1230[17:14:03] <Subaraki> something with
layer rendering i supposed
L1231[17:14:05] <heldplayer> Subaraki:
Changes the z argument used when drawing pieces of the GUI
L1232[17:14:13] <TangentDelta> I'm
guessing that's the layer the element is rendered at?
L1233[17:14:16] <heldplayer> So yeah,
layered rendering
L1234[17:14:18] <Subaraki> how important
is it ?
L1235[17:14:31] <heldplayer> Depends on
how complex your GUI is
L1236[17:14:43] <TangentDelta> If you
have a button at a higher Z level than a background element I'm
assuming it would be rendered over it.
L1237[17:14:45] <Subaraki> the RenderItem
one is publicly available, the gui's not
L1238[17:14:55] <TangentDelta> I've never
messed with GUIs before.
L1239[17:15:03] <Subaraki> nah, that's
the drawing order
L1240[17:15:10] <heldplayer> It's mostly
important when you start rendering 3D stuff in your GUI
L1241[17:15:14] <Subaraki> i think it has
more something to do with zplane concurency ?
L1242[17:15:18] <heldplayer> For example
the player GUI
L1243[17:15:21] <Subaraki> aaah
L1244[17:15:24] <Subaraki> or an item or
block
L1245[17:15:27] <Subaraki> which i'm
doing
L1246[17:15:27] <TangentDelta> Oky.
L1247[17:15:29] <heldplayer> Don't want
your background to clip the entity
L1248[17:15:35] <Subaraki> indeed
L1249[17:15:40] <heldplayer> Or items on
your cursor moving through it
L1250[17:15:42] <TangentDelta> Or...maybe
you want it to.
L1251[17:15:46] <Subaraki> my blocks
renderer lack lighting
L1252[17:15:48] <heldplayer>
TangentDelta: Maybe
L1253[17:15:58] <Subaraki> was wondering
if that is because the zlevel hasn't been changed
L1254[17:16:06] <Subaraki> (because i
can't reach it outside of the gui)
L1255[17:16:08] <TangentDelta> Lol,
screamer jumpscare that pops out from behind your UI.
L1256[17:16:32] <PitchBright> lop when
have I ever said I didn't want to read a tutorial?
L1257[17:16:34] <TangentDelta> Just going
through your chest...suddenly creeper walks out from behind the UI
and blows up.
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L1263[17:35:00] <PaleoCrafter> hm, is
there any current skyblock mod pack? (current = 1.10.2 :P)
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L1266[17:44:34] <TangentDelta> Not yet
:(
L1267[17:44:43] <TangentDelta> Well, none
that I'm aware of at least.
L1268[17:45:32] <shartte> Most of the
necessary mods seem to be coming into existance though...
L1269[17:45:35] <shartte> So maybe
soon
L1270[17:58:30] <TangentDelta> Gosh
dangit, I can't find any information about the 65EL02 other than
what instructions it has...
L1271[17:58:34] <TangentDelta>
Argh.
L1272[17:59:08] <TangentDelta> Of course
I can't disassmelbed Eloraam's original OS she wrote for it to
determine the architecture since there isn't a 65EL02
disassembler.
L1273[17:59:50] <TangentDelta> From what
I disassemled by hand, it looks like it has some sort of MMU, and a
lot of "make-things-easier" instructions.
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L1275[18:00:19] <TangentDelta> I have no
idea what a lot of these registers do that I pulled from the NBT
data.
L1276[18:01:07] <TangentDelta> I might be
better off just writing my own 6502 emulator rather than basing it
on Eloraam's design...
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L1286[18:25:16] <Shambling> sky exchange
is really good
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L1290[18:30:08] <Shambling> lol sorry
PaleoCrafter, you asked that over an hour ago
L1291[18:30:55] <Shambling> so question
TangentDelta, are you trying to recreate computercraft, or make a
similar mod?
L1292[18:33:08] <Shambling> I'm very
confused, harvest tweaks was working earlier to where if I wasn't
holding a tool, I couldn't harves tanything with my fists.
L1293[18:33:24] <Shambling> now I'm back
to punching logs, and I had it rebuild the configs where I
shouldn't be able to :|
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L1295[18:43:07] <TangentDelta> Shambling:
No. Not really. I just love the 6502 processor and want a mod that
adds it to MC.
L1296[18:43:46] <TangentDelta> Something
like CC or OC is far easier to write programs on. I guess I just
hate myself a little?
L1297[18:44:38] <Shambling> if I remember
my computer science classes and programming OS'es and programming
languages... yes, yes you do
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L1299[18:47:21] <TangentDelta> Well...I'm
not saying I'd like to run a Commodore 64 in Minecraft but it'd be
nice.
L1300[18:47:41] <TangentDelta> I don't
think it could happen. Too many quirks of the hardware.
L1301[18:48:04] <TangentDelta> Now, a
simple 6502 trainer system like the AIM-65 or KIM-1 are more in my
grasp.
L1302[18:48:18] <TangentDelta> Or...I
could go for a Z80 and have CP/M in minecraft...
L1303[18:48:37] <TangentDelta> Mmm...CP/M
would mean minimal work on my end to get a functioning OS.
L1304[18:49:07] <TangentDelta> Just write
my own BIOS and run it as-is on my simulated hardware.
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L1307[18:51:32] <TangentDelta> Again, I
hate myself.
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L1314[19:31:18] <diesieben07> anyone
somewhat good with SQL join painfulness? :D
L1315[19:32:07] <tterrag|ZZZzzz> I've
been using SQL for 2 months now
L1316[19:32:11] <tterrag|ZZZzzz> so I'm
pretty much an expert
L1317[19:32:14] <Ordinastie> lol
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L1320[19:33:06] <diesieben07> friends is
a table with player1 and player2 being IDs from the players
table
L1321[19:33:27] <diesieben07> and i am
basically trying to get the mojangIds for all friends of a
player
L1322[19:33:37] <tterrag> what's the
significance of `WHERE friends.player2 = 3` ?
L1323[19:33:39] <diesieben07> question
now is... could i optimize that thing so i dont have to join
twice?
L1324[19:33:46] <diesieben07> 3 is the ID
of the player who's friends i want
L1325[19:33:49] <tterrag> ah
L1326[19:33:54] <Ordinastie> you can OR
inside the JOIN clause
L1327[19:34:03] <tterrag> mhm
L1328[19:34:05] <diesieben07> yes, i
can
L1329[19:34:07] <Ordinastie> INNER JOIN
friends ON players.id = friends.player1 OR players.id =
friends.player2
L1330[19:34:34] <diesieben07> but then i
need a separate WHERE clause for both
L1331[19:34:58] <diesieben07> because if
the searched ID (3 in this case) is found in player1 then i want
player2's ID
L1332[19:35:02] <Ordinastie> ah right,
you need to join twice
L1333[19:35:06] <diesieben07> and if the
searched id is found in player2 then i want player1
L1334[19:35:16] <Ordinastie> I assure id
!= mojangId
L1335[19:35:21] <diesieben07> yes
yes
L1336[19:35:22] <Ordinastie>
*assume
L1337[19:35:28] <diesieben07> mojangId is
just the thing i want in the end, from the players table
L1338[19:35:35] <diesieben07> could as
well be name or whatever
L1339[19:35:53] <Ordinastie> lemme
think
L1340[19:35:56] <Ordinastie> (been a long
time)
L1342[19:36:29] <TangentDelta> So...the
stupid bytes in Java are signed.
L1343[19:37:18] <TangentDelta> This is
potentially problematic...
L1344[19:37:27] <diesieben07>
TangentDelta, UnsignedBytes class from guava
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L1349[19:43:19] <TangentDelta> I needed
256 "case:"es to decode the instruction, so I wrote a
quick Lua script to generate it for me.
L1350[19:43:31] <diesieben07> o.O wtf are
you doing
L1351[19:43:38] <TangentDelta> CPU.
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L1353[19:44:32] <diesieben07> please
don't use a case: for that... use some kind of array with an
"Instruction" object in there
L1354[19:44:35] <diesieben07> OOP pls
:P
L1355[19:45:55] <TangentDelta> So...an
object for each instruction?
L1356[19:46:08] <TangentDelta> Hmm.
L1357[19:46:41] <TangentDelta> That's a
lot of classes...
L1358[19:47:20] <diesieben07>
lambdas?
L1359[19:48:48] <TangentDelta> Those are
neat. Never knew they existed.
L1360[19:50:35] <diesieben07> lol
L1361[19:50:53] <TangentDelta> A big
switch statement is how this kind of thing is classically
implemented. I can't think of any way to do this in an OOP way.
Maybe there's something I'm missing?
L1362[19:51:27] <diesieben07> OOP way
would be lots of classes :P
L1363[19:51:52] <TangentDelta> At the
bare minimum I'd have to pass my CPU TE instance to the instruction
decode object so that it can read/write the registers, memory,
etc.
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L1365[19:52:55] <TangentDelta> I tried
implementing it with a huge conditional matrix using some
psuedo-OOP in Lua a long time ago. Due to the nature of the CPU the
code ended up very spaghettified.
L1366[19:54:13] <TangentDelta> With
lambdas, I'd need just one class with one
"CPUInstruction" interface. Can you build a matrix of
lambdas and call them blindly?
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L1368[19:54:55] <TangentDelta>
Like...InstructionMatrix[MyCurrentInstruction](this)?
L1369[19:55:02] <diesieben07> you can
think of lambdas as syntax sugar for anonymous classes
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L1371[19:55:13] <diesieben07> they work
differently udner the hood, but that does not matter
L1372[19:55:39] <TangentDelta> But then,
lots and lots of lambdas. Is it more efficient than just the huge
switch statement?
L1373[19:56:13] <diesieben07> Not
really
L1374[19:56:22] <diesieben07> performance
wise... probably the same or slightly worse
L1375[19:56:28] <diesieben07> but a
switch statement is super ugly
L1376[19:56:47] <TangentDelta> I'm
planning on just having each instruction exist on one line.
L1377[19:57:01] <diesieben07> i
guess
L1378[19:57:38] <TangentDelta> So...case
0x69: adc(readMem()); break;
L1379[19:58:02] <diesieben07> i guess
that's alright :D
L1380[19:58:32] <TangentDelta> If I
structure it correctly, I'll just end up with lots of round
brackets.
L1381[20:01:39] <TangentDelta> The
annoying part will be, multiple read()s for each type of addressing
method. Indirect, x, y, absolute...
L1382[20:01:49] <TangentDelta> I'll cross
that bridge when I come to it :P
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L1394[20:26:42] <TangentDelta> Yay just
documented all 256 possible instructions...
L1395[20:26:57] <TangentDelta> I'll start
sorting them tomorrow I guess.
L1396[20:27:14] <TangentDelta> I want all
addition, subtraction, etc. grouped together.
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L1424[21:42:58] <PitchBright> That's my
next little project... doin' mysql and minecraft... sorta like what
diesieben's doin'... with player's knowing each other and
whatnot
L1425[21:43:57] <PitchBright> That'll be
my introduction to sql.
L1426[21:45:51] <PitchBright> I hope to
have it figured out by oh... 2021.
L1427[21:46:38] <Lord_Ralex> sql is not
too bad
L1428[21:47:14] <PitchBright> I hope it's
easier than java XD
L1430[21:49:38] <PitchBright> aight
cool... I'll check it out for sure
L1431[21:49:42] <PitchBright> thanks
mang
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