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L15[01:41:36] <PitchBright> Is there a way for me to make it so that a client won't timeout and lose connection to server, if I'm debugging the server in eclipse?
L16[01:43:34] <McJty> Debug faster? :-)
L17[01:43:37] <McJty> Seriously though, no idea
L18[01:45:07] <PitchBright> haha... so hard when i'm stepping through
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L23[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161105 mappings to Forge Maven.
L24[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161105-1.10.2.zip (mappings = "snapshot_20161105" in build.gradle).
L25[02:00:17] <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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L35[02:49:48] <Ordinastie> PitchBright, there an option in the property file for the server
L36[02:51:35] <PitchBright> I've got it set to 0
L37[02:52:00] <PitchBright> I think clients disconnect because they're not getting a response from the server, while I'm stepping through debugging
L38[02:52:45] <Ordinastie> and vice versa
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L40[02:54:50] <PitchBright> would setting it to 0 not mean "no timeout"?
L41[02:55:07] <Ordinastie> no idea
L42[02:55:15] <Ordinastie> I think I set mine to 10mins
L43[02:55:20] <Ordinastie> that should be enough
L44[02:55:43] <PitchBright> according to the mc wiki, any non-zero value is what activates a timer
L45[02:56:10] <PitchBright> I don't think it's an "idle" thing anyway
L46[02:56:25] <PitchBright> it seems to me to be a "server's not responding" thing
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L55[03:35:48] <Koward> So all imports in a class are loaded when the class is loaded. That pisses me off and force to use @SideOnly annotations.
L56[03:36:01] <Ordinastie> not at all
L57[03:36:23] <Ordinastie> imports are just coding convenience, they don't exist in compiled class
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L60[03:58:16] <Subaraki> Koward, if you're referncing client side stuff in a packet or something like that, you can always put like the player and the world in the clientproxy and get them trough there
L61[04:00:16] <Subaraki> quick question, if I have a folder full of nothing, or only one texture, and someone adds a texture pack, and i check that folder for any files present, will it return one, or the size of the texture pack ?
L62[04:00:20] <Subaraki> 's folder
L63[04:00:59] <Ordinastie> you answered your question
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L65[04:01:20] <Ordinastie> if you check the folder, you get the folder's content
L66[04:01:40] <Koward> I just had a class with static method registerItems and registerItemsRender. A state mapper is used in the registerItemRender. While it is never called in server, it will crash. registerItems will load the class, and it will to load what's called in registerItemRender despite it never being called.
L67[04:02:19] <Ordinastie> classloading it really complex and unintuitive
L68[04:02:33] <Ordinastie> that's why it's advised against using SideOnly
L69[04:02:59] <PitchBright> hey Subs
L70[04:03:02] <PitchBright> how's it goin'?
L71[04:03:08] <Subaraki> hey pitches
L72[04:03:10] <Subaraki> sup
L73[04:03:25] <Subaraki> doin' fine n stuff
L74[04:03:29] <PitchBright> right on
L75[04:03:31] <Subaraki> whabout you ?
L76[04:03:41] <PitchBright> doin' good, still bangin' away
L77[04:03:47] <Koward> I understand but while it bothers me a lot, SideOnly does fix this problem. If the method is scrapped out, what's in it (in my example the state mapper) won't be loaded and therefore no crash.
L78[04:03:53] <Ordinastie> https://www.pasquier.fr/sites/default/files/archive/prod-pitch-choco-lait.jpg
L79[04:04:27] <Koward> Two solutions without any SideOnly : everything directly in client proxy class, or only keeping client methods in the own class (never mixing up).
L80[04:04:40] <PitchBright> ya you'd show me that right now when i'm starving >:(
L81[04:07:21] * Subaraki tries to figure a way out for people to add different textures for customization without having to restrict to what i added
L82[04:07:29] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L83[04:07:57] * Xenose tries of the make sub folders for json files...
L84[04:07:59] <Xenose> =P
L85[04:08:04] <Xenose> hi!
L86[04:08:14] <Subaraki> o/
L87[04:08:19] <Subaraki> sub folders for json files ?
L88[04:08:40] <Xenose> yea new ModelResourceLocation("test/xfc:BlockVirusBlock", "inventory")
L89[04:09:05] <Xenose> tested lots of stuff cant get it to work =/
L90[04:09:06] <Ordinastie> xfc:test/block
L91[04:09:11] <Xenose> tested
L92[04:09:26] <Ordinastie> that works
L93[04:09:35] <Ordinastie> except you have to take in account context
L94[04:09:45] <Ordinastie> where a folder is alread automatically prepended
L95[04:10:02] <Xenose> hmm
L96[04:10:06] <Ordinastie> like textures/ or models/
L97[04:10:34] <Xenose> so i need to add it myself now with a custome loction?
L98[04:11:10] <Ordinastie> "it" ?
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L100[04:11:39] <Xenose> textures/ or models/
L101[04:12:12] <Ordinastie> no, vanilla already adds it
L102[04:12:31] <Xenose> okay
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L106[04:14:41] <Subaraki> what would be the best way to add an indetermined array of resourcelocations ? i though reading the directory would do it
L107[04:14:57] <Ordinastie> what are you trying to do ?
L108[04:16:25] <Subaraki> load x textures, get the texture names to make a resloc out of it
L109[04:16:35] <Ordinastie> no, concretly
L110[04:17:01] <Xenose> have a folder were you take in all the png or files
L111[04:17:20] <Xenose> with java? i think
L112[04:17:37] <Subaraki> ^
L113[04:17:55] <Ordinastie> that's not possible to make it work with resource packs
L114[04:18:01] <Subaraki> :/
L115[04:18:30] <Xenose> well i was thinking the names of the file itself and then add it plus src
L116[04:18:57] <Subaraki> yeah, but that would mean people have to open the mod file
L117[04:19:05] <Ordinastie> now, if you actually tell me what you want to do, maybe there is a way
L118[04:19:08] <Xenose> nope create a folder
L119[04:20:28] <Subaraki> i want to read a directory to get the texture files out. this is needed for an item that can be worn like armor, which is customizable
L120[04:21:10] <Subaraki> depending on the items nbt, it will show a certain texture
L121[04:21:12] <Ordinastie> you're not telling what you want to do, you telling HOW you want to do it
L122[04:21:21] <Subaraki> i want to make a fashion mod ?
L123[04:21:39] <Ordinastie> how's the NBT filled then ?
L124[04:21:44] <Subaraki> gui
L125[04:21:55] <Subaraki> inventory, with buttons, packets
L126[04:22:13] <Subaraki> only one item needed that way. just send the nbt around
L127[04:22:33] <Ordinastie> what is it filled with ?
L128[04:22:36] <Subaraki> player by default has the item, with no nbt, so nothing will be drawn
L129[04:22:42] <Subaraki> i think integers ?
L130[04:23:00] <Subaraki> i was thinking about a list
L131[04:23:21] <Subaraki> so index will be the nbt
L132[04:23:49] <Subaraki> in that case, if some people have different packs or so, it'll just show a missing texture, or not render at all because of an oob
L133[04:23:53] <Ordinastie> you're still talking about detail implementations here...
L134[04:24:11] <Subaraki> i thought you were asking for it
L135[04:24:19] <Subaraki> what is the nbt filled with ? integer
L136[04:26:03] <Ordinastie> well, I have a mod for user provided blocks, and as result too, they can't be customized with RP either
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L138[04:26:56] * Xenose is starving went for food.
L139[04:27:09] <Subaraki> ah, resource packs
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L141[04:27:19] <Ordinastie> Xenose, you really have problems with punctuation :x
L142[04:27:41] <Xenose_AFK> well sry =P
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L144[04:28:42] <Subaraki> so no resource packs ...
L145[04:28:52] * Subaraki thinks
L146[04:29:13] <Subaraki> but if people were to add the textures in the jar, it would work
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L148[04:29:25] <Ordinastie> ew
L149[04:30:09] <Ordinastie> because if the textures are use added, they're not part of the jar, so you need custom resource loading
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L151[04:31:04] <Subaraki> yeah ...
L152[04:31:23] <Subaraki> but if resourcepacks don't work, i need to load up the directory to get custom files, right ?
L153[04:31:34] <Ordinastie> yes
L154[04:31:42] <Subaraki> its not pretty, but that's the only way
L155[04:31:51] <Ordinastie> and it would most likely be a directory outside mods
L156[04:31:59] <Ordinastie> (at least, that what I did)
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L158[04:33:56] <Subaraki> people would just have to like unzip resource packs in that folder right ?
L159[04:34:55] <killjoy1> what's bad with resource packs?
L160[04:35:09] <killjoy1> IResourcePackReloadListener is great
L161[04:35:09] <Subaraki> resource packs substitute already existing textures
L162[04:35:23] <Ordinastie> killjoy1, incompatible with user provided content
L163[04:35:40] *** MrKick|Away is now known as MrKickkiller
L164[04:35:42] <killjoy1> is that supposed to be an excuse?
L165[04:35:56] <Subaraki> explain thine selfs
L166[04:36:01] <Ordinastie> it's not an excuse
L167[04:36:29] <Ordinastie> it's that if you have user provided content, you can't use RP
L168[04:36:53] <Ordinastie> although
L169[04:37:03] <killjoy1> never stopped me
L170[04:37:05] <Subaraki> unless they put it in the jar, and i load it from the jar
L171[04:37:28] <Ordinastie> killjoy1, what did you do ?
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L173[04:38:56] <killjoy1> wait.. I synced a config
L174[04:38:59] <killjoy1> different thing
L175[04:39:13] <killjoy1> doesn't stop mojang
L176[04:39:31] <Ordinastie> hum what ?
L177[04:39:53] <killjoy1> they do loottables via resourcepacks
L178[04:40:08] <Subaraki> because they are looking for them
L179[04:40:10] <Ordinastie> that's not added content
L180[04:40:22] <Subaraki> i cannot look for textures i potentially do not know how much their are
L181[04:40:30] <Subaraki> (that wasnt english...)
L182[04:41:01] <killjoy1> as long as you can unregister items, you *could* make a mod that adds blocks using resourcepacks
L183[04:41:20] <Ordinastie> first, no
L184[04:41:32] <Ordinastie> you can't use RP for that, because they're client side only
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L186[04:41:58] <Subaraki> can i not load resourcepacks ?
L187[04:42:05] <Subaraki> because all i need is the textures
L188[04:42:05] <Ordinastie> and I forgot what I was going to say next :x
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L194[04:43:43] <killjoy1> could've sworn server had resource loading. not packs, but still resources.
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L205[05:09:06] <Subaraki> Ordinastie, if I were to load a text file from my assets, a text file with an array in it (might be even a json file) with all the names of the textures
L206[05:09:37] <Subaraki> load them as resource locations
L207[05:09:44] <Subaraki> would people be able to make resource packs then ?
L208[05:10:19] <Ordinastie> and how to you plan to add to that file ?
L209[05:10:39] <Subaraki> the basic mod would have one as well
L210[05:10:44] <Subaraki> oh wait
L211[05:10:49] <Subaraki> you can't rp that file
L212[05:10:53] <Subaraki> right ?
L213[05:11:05] <Ordinastie> it'll override it
L214[05:11:11] <Subaraki> yeah that's the point
L215[05:11:22] <Subaraki> people add the json with the array of the texture names
L216[05:11:34] <Subaraki> unless there's more then one rp ...
L217[05:11:38] <Subaraki> that would defy the point of it
L218[05:11:44] <Subaraki> fack
L219[05:12:14] <Ordinastie> why are you so adamant on using RP anyway ?
L220[05:12:26] <Subaraki> easier for people to add textures ?
L221[05:12:39] <Ordinastie> aren't they already adding them with the "fashion" packs ?
L222[05:13:04] <Xenose> add a default set of texture set? and copy?
L223[05:13:13] <Xenose> textures*
L224[05:13:26] <Subaraki> if the fashion packs are loaded externally, i'm afraid people will be reluctant of using the mod
L225[05:13:40] <Subaraki> or i'll get spam questions on why the rp's wont work or something
L226[05:14:06] <Subaraki> different mechanic see ?
L227[05:14:18] <Subaraki> but maybe i'll have to resort to loading them externally
L228[05:14:27] <Subaraki> because rp's are indeed impossible
L229[05:14:28] <Subaraki> oh well
L230[05:14:56] <Xenose> write a program that creates the jar files for them?
L231[05:14:56] <Subaraki> where would i put the folder to load ? in documents ?
L232[05:14:59] <Subaraki> or the mod directory ?
L233[05:15:33] <Ordinastie> just do what I did
L234[05:15:46] <Ordinastie> have external packs and forget about RP
L235[05:16:10] <Subaraki> how do people handle your packs ?
L236[05:16:16] <Subaraki> got a git link ?
L237[05:16:31] <Ordinastie> https://github.com/Ordinastie/DIYDecorativeBlocks/
L238[05:16:38] <Ordinastie> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2222071-do-it-yourself-decorative-blocks-1-9-4-5-0-0-05-08
L239[05:18:42] <killjoy1> Ordinastie, you know github has a place to put releases, right?
L240[05:19:20] <Ordinastie> yeah, I started that to have an online backup somewhere
L241[05:19:37] <Ordinastie> not necessary anymore because it's on curseforge anyway but never bothered to change it
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L243[05:21:51] <Subaraki> pfffffff ._.
L244[05:21:57] <Subaraki> all that code !
L245[05:22:05] <Subaraki> so you load jsons from zips ?
L246[05:22:46] <Subaraki> okay
L247[05:22:57] <Subaraki> i'll go ahead and try to read png's from a zip P:
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L250[05:44:32] <Subaraki> ooh, you even put support for just folders =)
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L256[05:58:26] <ScottehBoeh> Good day
L257[05:58:38] <ScottehBoeh> Today I work on counting Player/zombie kills :D
L258[05:58:43] <Xenose> Good after noon ^^
L259[05:58:49] <ScottehBoeh> xD
L260[06:01:13] <ScottehBoeh> Best event to use when checking the death of an entity?
L261[06:01:27] <ScottehBoeh> Wanting to detect if the entity is a Zombie & killer is Player
L262[06:04:10] <Subaraki> livingdeathevent ?
L263[06:06:59] <ScottehBoeh> Ah thanks :D
L264[06:07:08] <ScottehBoeh> I've set up a CommonPlayerData that adds Zombie Kills and pLayer kIlls
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L267[06:15:01] <ScottehBoeh> I have:
L268[06:15:05] <ScottehBoeh> if (source.getDamageType() ==
L269[06:15:15] <ScottehBoeh> what should I put for finding out if the damage source is the Player?
L270[06:16:27] <ScottehBoeh> Oh! got it :D nvm
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L275[06:20:16] <Subaraki> Ordinastie, I just noticed I can't make resourcelocations of the zipped png
L276[06:20:20] <Subaraki> at least, I think I can't
L277[06:20:31] <Subaraki> because you need the resource domain, which is the modid
L278[06:20:31] <Ordinastie> you can't
L279[06:20:36] <Subaraki> and the zips aren't the moddid
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L281[06:20:43] <Subaraki> aargh
L282[06:20:45] <Subaraki> xD
L283[06:20:48] <Subaraki> still nohing
L284[06:21:39] <ghz|afk> Subaraki: what are you trying to do?
L285[06:21:59] <Subaraki> loading textures from zip in a directory, and turn them into resourcelocations
L286[06:22:01] <Subaraki> x)
L287[06:22:09] <Subaraki> the latter is not possible directly from the zip
L288[06:22:26] <ghz|afk> just a random zip?
L289[06:22:26] * Subaraki conciders extracting somewhere i can get them as reslocs
L290[06:22:28] <Subaraki> yeah
L291[06:22:37] <ghz|afk> can't you have them in resourcepack format?
L292[06:22:52] <Subaraki> as far as i know, no
L293[06:22:58] <ghz|afk> why not?
L294[06:23:00] <Subaraki> because i don't have any textures to begin with
L295[06:25:45] <Subaraki> wait
L296[06:25:50] <Subaraki> what's the rp form ghz|afk ?
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L298[06:26:05] <ghz|afk> it's just a zip
L299[06:26:13] <ghz|afk> with a .info file in it
L300[06:26:18] <ghz|afk> and assets/domain/whatever
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L302[06:27:40] <Subaraki> would that work if it had just the domain but there's no texture to replace ?
L303[06:28:16] <ghz|afk> of course
L304[06:28:35] <ghz|afk> the resourcepack "list" is scanned top to bottom
L305[06:28:46] <ghz|afk> the first one to find a resource, returns it
L306[06:30:59] <Subaraki> so
L307[06:31:18] <Subaraki> uhm
L308[06:31:38] <Subaraki> the thing still is, i'd need to scan the zip for the files added
L309[06:31:52] <Subaraki> so i just scan the rp directory as well
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L311[06:32:08] <Subaraki> and check for any zips that may be a rp for fashion packs ?
L312[06:32:32] <ghz|afk> dunno I'd personally have an explicit list of reslocs that people want added
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L314[06:32:40] <ghz|afk> instead of relying on scanning stuff yourself
L315[06:33:26] <ghz|afk> however
L316[06:34:08] <Subaraki> that list could be very long x)
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L319[06:34:21] <ghz|afk> well if it's very long
L320[06:34:33] <ghz|afk> it will take a long time to inject everything into the texture atlas, and may even make the atlas too big ;P
L321[06:34:37] <Subaraki> i could make people add a boolean to the json isFashionPack : true
L322[06:34:46] <Subaraki> ah :s
L323[06:35:11] <Subaraki> maybe i need to throw this idea out
L324[06:35:27] <ghz|afk> it dpeends on how long is very long
L325[06:35:27] <ghz|afk> ;P
L326[06:35:46] <ghz|afk> IResourceManager has a getAllResources
L327[06:36:01] <Subaraki> i dont know
L328[06:36:05] <Subaraki> up to people x)
L329[06:36:08] <ghz|afk> you could have like assets/domain/fashion/
L330[06:36:16] <ghz|afk> and then say getAllResources("domain:fashion")
L331[06:37:06] <ghz|afk> wait
L332[06:37:23] <ghz|afk> I think that's not what you want
L333[06:37:29] <ghz|afk> since it's used for sounds.json
L334[06:37:35] <ghz|afk> itjust returns all the sounds.json
L335[06:37:38] <ghz|afk> instead of just the first one
L336[06:38:07] <Subaraki> i just want to make a mod that ignores armor and renders pretty clothes like in mmorpgs :(
L337[06:38:46] <ghz|afk> wait it's just for armor textures?
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L339[06:39:06] <Subaraki> kinda yeah
L340[06:39:16] <ghz|afk> if so, you don't need to stitch them into the atlas
L341[06:39:28] <Subaraki> really ?
L342[06:39:34] <ghz|afk> armor textures aren't stitched
L343[06:39:39] <Subaraki> (not that i was thinking about that anyway)
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L345[06:39:50] <ghz|afk> only the item/block textures are
L346[06:39:53] <Subaraki> but i'd still need to be able to make it resourcelocations, right ?
L347[06:40:05] <ghz|afk> you don't "make" them resourcelocations
L348[06:40:16] <ghz|afk> resourcelocations are just identifiers
L349[06:40:19] <ghz|afk> when you want to use a texture
L350[06:40:28] <ghz|afk> that resloc is used as a key to lookup the resource manager
L351[06:40:35] <ghz|afk> which will search through the resourcepacks
L352[06:40:40] <Subaraki> so, i read my zip, i get textures
L353[06:40:40] <ghz|afk> so
L354[06:40:50] <ghz|afk> no
L355[06:41:34] <Subaraki> then whut ._.
L356[06:41:38] <ghz|afk> you make a resourcepack loader for "fashion packs" and then tell mc/forge that those zips are fashion packs
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L360[06:42:29] <Subaraki> okay
L361[06:42:31] <Subaraki> now you lost me xD
L362[06:42:45] <ghz|afk> mc by default has FileResourcePack and FolderResourcePack
L363[06:42:55] <ghz|afk> File is for loading resourcepack zips
L364[06:43:04] <ghz|afk> Folder is for loading resourcepacks from a folder, without zip
L365[06:43:11] <Subaraki> hmmm, yes
L366[06:43:23] <ghz|afk> both extend AbstractResourcePack
L367[06:44:01] <ghz|afk> if you look at the type hierarchy for AbstractResourcePack
L368[06:44:21] <ghz|afk> FML has custom classes for loading the mod jars and mdk build folders are resourcepacks
L369[06:45:15] <Subaraki> @.@
L370[06:45:18] <Subaraki> most likely yes
L371[06:45:32] <ghz|afk> yeah so it would be possible for you to have a fashion pack loader
L372[06:45:37] <ghz|afk> extending FileResourcePack
L373[06:45:47] <ghz|afk> that has some rules regarding what/how it loads
L374[06:45:54] <Subaraki> okay, that's sweet
L375[06:46:00] <Subaraki> i hope that works
L376[06:46:08] <Subaraki> got a minute to join me in my channel ?
L377[06:46:11] <ghz|afk> (because if it's just a standard zip, you may as well just ask people to put them as plain old resource packs)
L378[06:46:17] <Subaraki> i'd like to ping you there if i need more info P:
L379[06:47:34] <Subaraki> it's SubHaven
L380[06:48:07] <ghz|afk> if you don't prefix the channel with a #, I can't click on it to join ;P
L381[06:48:32] <ghz|afk> unless it's not on irc ;P
L382[06:48:53] <Subaraki> #SubHaven
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L390[07:44:45] <TangentDelta> I want to strip the CPU core out of the tile entity and implement it as a seperate "CoreSixtyFive" that implements an "ICoreCPU" interface.
L391[07:45:02] <TangentDelta> For what reason? Interchangable CPU cores :D
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L398[08:42:14] <Subaraki> how does one enable alpha on drawing textures ?
L399[08:42:24] <Subaraki> glstatemanageenablealpha doesn't seem to suffice
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L403[08:56:11] <Subaraki> is there a maximum on the gui's zlevel ?
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L412[09:23:28] * Subaraki tries to create mirror image
L413[09:23:36] * Subaraki notices mirror image has like a life of its own
L414[09:23:43] <Subaraki> this is disturbing x)
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L424[09:54:43] <Subaraki> http://i.imgur.com/IPavaWR.gifv
L425[09:56:28] <TangentDelta> Lol, neat.
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L427[09:57:02] <Subaraki> thanks :)
L428[10:06:17] <ScottehBoeh> I have another question
L429[10:06:52] <ScottehBoeh> I've started to learn how to use objectMouseOver etc
L430[10:07:07] <ScottehBoeh> and I was wondering how possible it is to have the right click event check if the player is lookin at an item on the ground, and if so, he picks it up?
L431[10:07:26] <Subaraki> very
L432[10:07:36] <Ordinastie> really not easily
L433[10:07:40] <Ordinastie> and not reliably
L434[10:07:49] <ScottehBoeh> Couldn't you have it delete the item on the floor and put one in your inventory?
L435[10:07:50] <Subaraki> its an entity
L436[10:07:56] <ScottehBoeh> Yeah. Kill the entity
L437[10:08:05] <Subaraki> i don't see why its hard
L438[10:08:18] <Subaraki> you can even mouseOver server side
L439[10:08:35] <Naiten> Is it possible to prevent ISBRH from blurring and whiting textures on big distance? http://i.imgur.com/WK59dKH.jpg
L440[10:08:39] <Ordinastie> except raytrace don't hit items
L441[10:08:42] <Naiten> Pls dont punch me for 1.7
L442[10:08:58] <ScottehBoeh> Naiten! :D
L443[10:09:09] <ScottehBoeh> I've been using RoW more recently, I love the little miners train
L444[10:09:28] <ScottehBoeh> Raytrace doesn't hti items? O.o. darn
L445[10:09:40] <Subaraki> does it not hit items ?
L446[10:09:45] <Subaraki> it hits entities
L447[10:09:49] <Naiten> Which little train? Or you mean one that's indev for narrow gauge?
L448[10:09:49] <Subaraki> that's something
L449[10:10:00] <ScottehBoeh> The one with the 2man lever
L450[10:10:09] <ScottehBoeh> the "Back and fourth, sqweak sqweak"
L451[10:10:26] <ScottehBoeh> the classic comedy one xD
L452[10:10:33] <Naiten> What O_o
L453[10:10:49] <ScottehBoeh> It's just a platform with wheels
L454[10:11:15] <ScottehBoeh> with a two-handled lever that gets pushed up and down to make it accelerate.
L455[10:11:22] <Naiten> Ah
L456[10:11:25] <Naiten> a handcar
L457[10:11:29] <ScottehBoeh> Ah. yeah xD
L458[10:12:08] <Naiten> Welp, I've put tracks from TESR to ISBRH, but not textures are fkd up on big distance
L459[10:12:19] <Naiten> And the frustum can't be affected
L460[10:13:51] <Naiten> I guess I just gotta move to 1.10 already
L461[10:14:13] <ScottehBoeh> Subaraki You can check if its an Entity. How would I cast that entity?
L462[10:14:24] <ScottehBoeh> Entity entity = getTheEntityBeingLookedAt?
L463[10:14:27] <Subaraki> instanceof ?
L464[10:14:34] <ScottehBoeh> ah
L465[10:14:40] <Subaraki> if enity instanceof entityitem
L466[10:14:42] <Subaraki> then cast it
L467[10:15:15] <Subaraki> also, raytraceresult.entityHit is the entity you'd want
L468[10:16:02] <ScottehBoeh> Ah :D Got it
L469[10:16:56] <ScottehBoeh> how about getting that entities name? (as in the actual item name) and casting it as a String?
L470[10:17:03] <ScottehBoeh> (trying to get it to show a string text with the item name)
L471[10:18:28] <ScottehBoeh> nvm got it
L472[10:18:28] <ScottehBoeh> .getEntityName();
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L474[10:19:34] <ScottehBoeh> no. thats wrong :\
L475[10:21:13] <ScottehBoeh> Ended up using this:
L476[10:21:14] <ScottehBoeh> String entityName = ((EntityItem) entity).getEntityItem().getDisplayName();
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L480[10:27:24] <Corosus> anyone have a guide for curse mod dependencies, tinkers has mantle setup as a required library, and when you download tinkers via curse client, it downloads mantle, yet with my weather2 mod, i have coroutil as a required library, yet it is not downloaded when i download weather2, im lost as to what im missing here
L481[10:27:35] <Corosus> everything is 1.10.2, https://minecraft.curseforge.com/projects/tinkers-construct/relations/dependencies?filter-related-dependencies=3
L482[10:27:36] <Corosus> vs https://minecraft.curseforge.com/projects/weather-storms-tornadoes/relations/dependencies?filter-related-dependencies=3
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L486[10:32:47] <ScottehBoeh> Uugh this is paining me
L487[10:32:54] <ScottehBoeh> It doesn't want to detect the Entity
L488[10:33:00] <ScottehBoeh> I think he's right. You can't find em
L489[10:33:08] <ScottehBoeh> (not without a custom entity for items)
L490[10:34:03] <diesieben07> you can find them just fine
L491[10:34:06] <diesieben07> you just have to search manually
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L493[10:35:57] <Ordinastie> he meant with rayTracing
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L496[10:43:46] <PitchBright> how's the sql thing goin' diesieben07 ?
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L498[10:44:01] <diesieben07> which part? :D
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L500[10:44:29] <PitchBright> any part XD
L501[10:44:30] <PitchBright> in general
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L503[10:44:53] <diesieben07> basically i am now using JDBI + hikariCP
L504[10:45:10] <diesieben07> so i can have nice annotation-based DAOs which open/close connectinos on the fly
L505[10:45:17] <PitchBright> oh ya? what are your thoughts on Hikari? You like it?
L506[10:45:22] <diesieben07> but since i have a connection pool that does not actually open/close connetions
L507[10:45:29] <diesieben07> well, it seems reasonable enough and works :D
L508[10:45:38] <PitchBright> cool cool
L509[10:45:43] <PitchBright> what's JDBI do?
L510[10:45:53] <diesieben07> auto-generate DAO
L511[10:46:28] <PitchBright> googled that... interesting
L512[10:46:29] <diesieben07> so have a methd like @SqlQuery("SELECT foo FROM bar WHERE id = :id") String getFoo(@Bind("id") int id)
L513[10:46:40] <diesieben07> and it does bytecode magic to implement that
L514[10:47:36] <diesieben07> and you can choose whether to open one connection per DAO and close it when you close the DAO (for that you impleemnt AutoCloseable on the DAO)
L515[10:47:49] <diesieben07> or whether every method call opens and closes a connection, in which case you do not have to close the DAO ever
L516[10:48:27] <PitchBright> what are the pro's vs con's of doing sql, vs nbt for stuff like you're doing?
L517[10:48:43] <diesieben07> uhhh
L518[10:48:57] <diesieben07> NBT is just not the right tool for the job :P i need a DB
L519[10:49:15] <PitchBright> you're storing a lot of info, about a player, correct?
L520[10:49:41] <diesieben07> players, friend relations, authentication tokens, etc. etc.
L521[10:49:49] <diesieben07> like, i am not implementing something like this by hand: http://i.imgur.com/43Nx9QP.png
L522[10:50:19] <PitchBright> man i wish I could do that stuff
L523[10:50:27] <diesieben07> i had a LOT of help with that query :P
L524[10:50:34] <diesieben07> i am no sql wizard by any means
L525[10:50:48] <diesieben07> but yeah, i am not writing my own DB :D
L526[10:50:52] <Ordinastie> diesieben07, so here, @SqlQuery is like the impl for the method ?
L527[10:51:02] <diesieben07> yes, it tells JDBI how to implement it
L528[10:51:16] <diesieben07> and i have registered mappers for how to convert the SQL data into UUID, etc.
L529[10:51:30] <diesieben07> you can even have say like an Optional<UUID> as the result
L530[10:51:35] <diesieben07> and it will be empty if there was nothing found
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L533[10:52:20] <gr8pefish> that's cool, I never thought about using a DB for MC stuff
L534[10:52:37] <diesieben07> it's not even *really* MC stuff
L535[10:52:42] <diesieben07> well, yeah it is
L536[10:52:48] <diesieben07> but this is not just a mod, it is more like a server network :D
L537[10:53:10] <gr8pefish> I know it wouldn't be a typical mod ;)
L538[10:53:36] <diesieben07> so there is a (non-mc) central server which manages the DB and the other (minecraft) servers
L539[10:54:04] <diesieben07> on startup the game authenticates you with that and then you can join lobbies through a fancy gui and it assigns you to one of the game servers, loads the map onto there, etc. etc.
L540[10:54:28] <PitchBright> crazy
L541[10:54:53] <diesieben07> not my idea :P
L542[10:54:59] <diesieben07> where is scotteh when you need him :D
L543[10:56:35] <gr8pefish> sounds super interesting, gl with that!
L544[10:56:53] <diesieben07> thanks
L545[10:56:57] <ScottehBoeh> :D
L546[10:57:01] <diesieben07> if soeone wants to help ... :D
L547[10:57:08] <diesieben07> i am the only coder at the moment, and this is a lot of work:D
L548[10:57:12] <PitchBright> ya, i'm definitely curious. I'll keep buggin' you for updates. I want to do some stuff that will involve MC>mysql
L549[10:57:46] <PitchBright> i wish i was knowledgeable enough to help out
L550[11:03:56] <alexiy> Am I right that when the block state of server world changes, it sends a packet to client?
L551[11:05:14] <diesieben07> usually yes.
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L554[11:08:47] <Subaraki> how would i mirror a model ?
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L556[11:09:02] <diesieben07> as in IBaked? or what?
L557[11:09:10] <Subaraki> sorry
L558[11:09:23] <Subaraki> drawing the player in an inventory screen
L559[11:09:41] <Subaraki> just noticed that rotating it 180° doesn't mirror it (offcourse)
L560[11:10:06] <Subaraki> is there some fancy gl stuff i can do to draw a model mirrored ?
L561[11:10:11] <diesieben07> mirror left<>right means scale(-1, 1, 1)
L562[11:10:18] <Subaraki> aha, okay, thanks !
L563[11:10:20] <diesieben07> mirror top<>bottom means scale(1, -1, 1)
L564[11:11:58] <alexiy> In my case, I would like to send packets myself. Is it possible to cancel server packet sending?
L565[11:12:34] <diesieben07> why? please describe the effect you want to achieve
L566[11:16:23] <alexiy> I need to remove a block and set it at another position without notifying neighbor blocks.
L567[11:18:41] <diesieben07> world.setBlockState has a flags parameter
L568[11:18:46] <diesieben07> read the documentation on that
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L573[11:43:27] <alexiy> so, 1 is only doing update, 2 is only sending to client, 3 is doing both?
L574[11:44:08] <Subaraki> yes
L575[11:44:17] <Subaraki> best way to stop armor from rendering ?
L576[11:44:25] <diesieben07> any armor?
L577[11:45:27] <Subaraki> yes
L578[11:45:28] <Subaraki> any
L579[11:45:37] <Subaraki> from the armor layer in player renderer
L580[11:45:45] <Subaraki> get the layer and remove it ?
L581[11:45:53] <Subaraki> but that's too much
L582[11:45:56] <alexiy> ok, thanks
L583[11:46:00] <Subaraki> i'm more looking to render parts invisible
L584[11:46:07] <Subaraki> like the head, or the chest
L585[11:48:19] <diesieben07> LayerBipedArmor has a method setModelSlotVisible
L586[11:48:33] <diesieben07> you can do something similar but set it invisible
L587[11:49:58] <Subaraki> yeah... still trying to figure how to reach the layers
L588[11:50:03] <Subaraki> i'm currently in the renderplayerevent
L589[11:50:12] <Subaraki> don't feel like i need to be here
L590[11:50:41] <diesieben07> you have to iterate the layer list
L591[11:52:09] <Subaraki> does it have a getter ?*
L592[11:52:20] <diesieben07> Nope
L593[11:54:04] <Subaraki> that's unfortunate
L594[11:54:09] <Subaraki> lets look into asm ...
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L596[11:54:32] <Subaraki> or reflection
L597[11:54:39] <diesieben07> reflection.
L598[11:54:44] <howtonotwin> reflection
L599[11:54:53] <howtonotwin> asm is completely overkill
L600[11:55:09] <howtonotwin> like destroying the universe to kill a fly
L601[11:56:19] <Subaraki> xD
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L606[12:02:03] <Subaraki> wait, it's in a renderer.
L607[12:02:14] <Subaraki> i don't call reflection every time i render right ?
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L609[12:03:54] <diesieben07> you can use MethodHandles if you have a performance problem
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L611[12:16:16] <ghz|afk> Subaraki: just to clarify something
L612[12:16:24] <Subaraki> yes?
L613[12:16:28] <ghz|afk> in reflection, the slow part is obtaining the Method/Field object
L614[12:16:38] <ghz|afk> once you have it resolved, invoking it is not too slow
L615[12:16:47] <ghz|afk> it IS one or two orders of magnitude slower than a normal call
L616[12:16:59] <Subaraki> ah, okay =)
L617[12:17:02] <ghz|afk> you could still invoke thousands of reflection calls per frame
L618[12:17:04] <ghz|afk> without feeling it
L619[12:17:13] <Subaraki> but i'm having a hard time getting the field
L620[12:17:28] <ghz|afk> that's a whole other story
L621[12:17:28] <diesieben07> ReflectionHelper.findField
L622[12:17:32] <Subaraki> because reflection doesn't look at inheritence
L623[12:17:36] <Subaraki> i used that =)
L624[12:17:40] <ghz|afk> ?
L625[12:17:54] <Subaraki> Field f = ReflectionHelper.findField(event.getRenderer().getClass(), "layerRenderers");
L626[12:18:00] <ghz|afk> not getClass
L627[12:18:03] <ghz|afk> pass in the class explicitly
L628[12:18:10] <ghz|afk> the class that contains the field
L629[12:18:13] <Subaraki> java.lang.NoSuchFieldException: layerRenderers
L630[12:18:17] <Subaraki> aah okay
L631[12:19:02] <heldplayer> When is the correct time to register keybindings in the latest Forge?
L632[12:19:47] <Subaraki> Object o = f.get((RenderLivingBase)event.getRenderer());
L633[12:19:48] <Subaraki> ?
L634[12:20:23] <ghz|afk> heldplayer: same as usual?
L635[12:20:30] <heldplayer> Which is?
L636[12:20:40] <ghz|afk> no idea I haven't done keybindings
L637[12:20:41] <ghz|afk> ;p
L638[12:21:15] <heldplayer> nvm problem found
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L642[12:41:10] <Subaraki> okay
L643[12:41:13] <Subaraki> this wont work
L644[12:41:20] <Subaraki> can't set the model parts to invisible
L645[12:41:32] <Subaraki> not in pre nor post
L646[12:41:57] <Subaraki> i'm gonna have to remove the layer all together, or skip rendering it
L647[12:42:33] <ghz|afk> note it won't skip custom armor stuffs that are implemented by adding new layers
L648[12:42:34] <ghz|afk> ;P
L649[12:47:15] <Subaraki> :/
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L651[12:56:03] <gr8pefish> hmm, so this is more of an IDE question, but how do you get the IDEA resources not working to be fixed? I tried adding the inheritOutputDirs to the gradle file, but that didn't do it. I'm pretty sure it has something to do with the output path, but I can't remember what I did to fix it last time.
L652[12:56:26] <ghz|afk> shouldn't be needed anymore
L653[12:56:27] <williewillus> inheritOutputDirs hasnt been needed for a long time now, how did you set up the environment?
L654[12:56:38] <williewillus> it should just be setupDecompWorkspace + import build.gradle
L655[12:56:39] <ghz|afk> make sure there isn't any typo in the paths
L656[12:56:51] <ghz|afk> i prefer to import first, then setup inside IDEA ;P
L657[12:57:08] <gr8pefish> I did setup then imported the gradle then refreshed gradle in idea
L658[12:57:37] <gr8pefish> here's a hint, every time I refresh gradle and try to run it prompts me that the output dir isn't set and I need to do so.
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L660[12:59:44] <gr8pefish> IF I try to do: "inherit project compile output path," it just spits out the same error; I am forced to do "use module compile output path", and I set both of them to the build dir, but that obviously isn't working as intended
L661[12:59:53] <williewillus> go to project structure and check "Project compiler output"
L662[13:00:26] <williewillus> and set all the modules to inherit
L663[13:00:40] <gr8pefish> Ah I bet that's it, thanks willie :)
L664[13:00:59] <ghz|afk> gr8pefish: I had the output error once
L665[13:01:00] <williewillus> mine is set to <mod directory/build/classes
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L667[13:01:04] <ghz|afk> I dumped that folder and started over
L668[13:01:09] <ghz|afk> ;P
L669[13:02:27] <electrolitic> Do most people work on mods individually or with other people?
L670[13:02:32] <williewillus> either
L671[13:02:46] <gr8pefish> yeah I had that issue before giga, but it keeps popping up, so I want ot figure out the root cause :P
L672[13:02:59] <williewillus> did setting the Project compiler output fix it
L673[13:03:35] <gr8pefish> running right now
L674[13:04:26] <gr8pefish> yes, looks like it! simple, but easy to forget. Thanks again willie :D
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L680[13:24:47] <howtonotwin> http://hastebin.com/irobaporiy.scala
L681[13:24:52] <howtonotwin> Proof that I am a masochist.
L682[13:27:38] * gr8pefish shudders
L683[13:28:48] <williewillus> and also that you want to make it unmaintainable by anyone else :P
L684[13:28:53] <howtonotwin> At least now I can mathematically prove that my itemblocks actually match with the block.
L685[13:28:54] * howtonotwin wins award for most useless everything.
L686[13:45:26] <howtonotwin> Well here's a new section to this: https://github.com/MinecraftForge/Documentation/pull/61
L687[13:45:37] <howtonotwin> Would appreciate reviews :D
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L692[14:17:03] <Subaraki> ghz|afk, what about i disable the renderer altogether and render a new player model and armor layer ?
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L695[14:32:12] <ghz|afk> Subaraki: hmm dunno, maybe you can somehow wrap-replace the player renderer and redirect the drawing to your custom code if your stuff is activated
L696[14:32:26] <williewillus> what are you trying to achieve?
L697[14:32:35] <ghz|afk> "fashion costumes"
L698[14:32:41] <ghz|afk> that disable the normal armor
L699[14:32:43] <williewillus> wholesale replacing of things is always bound to cause compat issues imo
L700[14:33:05] <williewillus> can you just wrap the armor layer instead of the whole player renderer?
L701[14:33:28] <ghz|afk> plenty of mods add custom layers for drawing special stuff, though
L702[14:33:33] <Subaraki> i should look into that
L703[14:33:48] <ghz|afk> although they also do that to draw fancy items
L704[14:33:52] <ghz|afk> so .... :/
L705[14:33:52] <Subaraki> the idea about the fashion is though that it could hide eveything else to be pretty
L706[14:34:00] <Subaraki> like in mmo's
L707[14:34:22] <williewillus> there is no general way to do that, I think the furthest you could go is selective disabling of each layer
L708[14:34:26] <Subaraki> so if any worn, or wanted, substuting the entire render is possible
L709[14:34:33] <Subaraki> yeah
L710[14:34:42] <Subaraki> make a copy of the original list of layers
L711[14:34:43] <ghz|afk> yeah
L712[14:34:44] <williewillus> i would not subsittute entire things
L713[14:34:48] <ghz|afk> maybe add a compatibility list
L714[14:34:50] <Subaraki> and set that back when not wearing fashion
L715[14:34:54] <ghz|afk> that enumerates all known armor-related layers
L716[14:35:11] <ghz|afk> and wrap-replaces them with a disableable version
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L721[14:39:06] <gr8pefish> anyone know of a way to get better/increased hotswapping using intelliJ (some plugin perhaps)?
L722[14:39:27] <ghz|afk> I don't think the JVM itself allows hotswapping more
L723[14:40:27] <williewillus> the only one I know of isn't free but you asked: http://zeroturnaround.com/software/jrebel/features/
L724[14:41:18] <gr8pefish> yeah I looked at that. Not a big deal, just wanted to know if any alternatives existed
L725[14:41:38] <gr8pefish> it would be nice, but is not necessary
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L737[15:03:58] <ScottehBoeh> You should totally add an easy way for Singleplayer inventory tabs
L738[15:04:09] <gr8pefish> howtonotwin, oh rendering master, if I have a model that extends ModelBiped, in the render method, can I translate/move the entire player? I know how to translate the extra model parts easily enough, but the whole player is a bit trickier. Or perhaps that player translation needs to be called elsewhere? (It's just visual)
L739[15:11:35] <howtonotwin> I am not in fact a rendering master
L740[15:11:46] <howtonotwin> I am a model system code-explorer
L741[15:11:48] <howtonotwin> :P
L742[15:12:33] <gr8pefish> *minecraft modeling system domain expert :P
L743[15:16:29] <ScottehBoeh> WHat would be the best way to go around a massive loot system?
L744[15:16:48] <ScottehBoeh> Saving that the player has already checked a place, surely that would consist of lag?
L745[15:21:36] <williewillus> what do you mean massive
L746[15:24:10] <gr8pefish> what's the best way/method call to check what the block is under a player?
L747[15:24:41] <williewillus> world.getBlockState(new BlockPos(player.posX, player.posY-1, player.posZ))? :P
L748[15:25:23] <gr8pefish> yup that might work. but I actually just thought of a better way to do what I need :P thanks though
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L750[15:25:49] <williewillus> i mean what other way is there lol
L751[15:29:44] <gr8pefish> Oh it wasn't specific to the method call, more to the idea. As in I could check the item in the player's main hand (instead of the block beneathe them) to do what I need.
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L765[16:14:08] <TangentDelta> I'm so close to getting my CPU functioning 100% like the real thing.
L766[16:15:04] <barteks2x> and now I found where I found the old way of doing shading with forgegradle (it caused issues for em once): here http://forgegradle.readthedocs.io/en/latest/cookbook/
L767[16:16:29] <barteks2x> someone really should update that
L768[16:16:43] <TangentDelta> Lol.
L769[16:18:23] <barteks2x> oh, and also repeated here http://forgegradle.readthedocs.io/en/latest/user-guide/shading/
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L771[16:19:16] <barteks2x> that one time when I wanted to do something properly in gradle by reading the documentation and ended up doing it wrong becuase it was outdated...
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L773[16:20:02] <TangentDelta> It's hard to RTFM when the manual is wrong :(
L774[16:21:56] <ghz|afk> I use this for shading:
L775[16:21:57] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L16
L776[16:22:04] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L52
L777[16:22:11] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L67
L778[16:22:44] <ghz|afk> those are just 3 random links
L779[16:22:57] <ghz|afk> (I mean there's more lines involved in the process ;P)
L780[16:23:21] <barteks2x> I know, I got corrected here some time ago (a few months ago) about doing it the wrong way
L781[16:23:32] <barteks2x> But I didn't know where I found it
L782[16:23:36] <barteks2x> now I found it again
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L785[16:27:24] <TechnicianLP> TangentDelta: whic cpu?
L786[16:27:31] <TangentDelta> 6502
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L788[16:28:21] <ghz|afk> isn't that the one on the NES? or gameboy?
L789[16:28:51] <TangentDelta> NES used it, gameboy did not.
L790[16:29:19] <ghz|afk> hmm gameboy was a Z80?
L791[16:29:34] <ghz|afk> ah not even close
L792[16:29:34] <TangentDelta> It's a sharp CPU of some sort.
L793[16:29:35] <ghz|afk> Sharp LR35902 core @ 4.19 MHz
L794[16:29:53] <TangentDelta> Probably the best power efficiency at the time :P
L795[16:30:22] <ghz|afk> OOOOH
L796[16:30:24] <ghz|afk> I knew it was familiar
L797[16:30:25] <ghz|afk> Nintendo's Game Boy and Game Boy Color handheld game systems used an 8080-derived processor with some Z80 instructions added (CB prefix) as well as unique auto-increment/decrement addressing modes.
L798[16:30:49] <ghz|afk> so yeah gameboy does have a partial Z80 ;P
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L801[16:31:38] <TangentDelta> I thought about doing a Z80 since I could cheat and used CP/M as an OS, but I looked at the instruction set and said "nope."
L802[16:32:05] <ghz|afk> XD
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L804[16:32:10] <TechnicianLP> what are you doing?
L805[16:32:20] <ghz|afk> that said, I did implement a 6502
L806[16:32:28] <ghz|afk> not 100% accurate to the timings of the nes
L807[16:32:36] <TangentDelta> It's the instruction set that x86 was partially based on. So, lot of multi-byte opcodes.
L808[16:32:36] <ghz|afk> andp robably bugged somewhere
L809[16:32:37] <ghz|afk> but it had most of the opcodes
L810[16:32:41] <ghz|afk> including some uncodumented combinations
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L812[16:33:30] <ghz|afk> weññ not really undocumented
L813[16:33:40] <TangentDelta> The 6502 is a nice,simple, well-documented CPU. It's probably one of the easiest to simulate.
L814[16:33:43] <ghz|afk> the cpus at the time were done to save as much on hardware
L815[16:33:54] <ghz|afk> so the unmapped opcode bytes
L816[16:33:57] <ghz|afk> would simply be "don't care"
L817[16:34:00] <TangentDelta> Yeah.
L818[16:34:03] <ghz|afk> rather than hardwired to an illegal exception
L819[16:34:18] <ghz|afk> and NES games did make use of many of those unexpected instructions
L820[16:34:47] <TechnicianLP> so you are basiclywriting an emulator for a cpu?
L821[16:34:57] <TangentDelta> Yes.
L822[16:35:19] <TechnicianLP> sounds interesting
L823[16:35:42] <TangentDelta> Oh...it passed the test program. It's getting hung up during the BCD mode tests which I haven't implemented.
L824[16:35:45] <TangentDelta> Ehhh....
L825[16:35:52] <TangentDelta> Do I want to implement BCD?
L826[16:36:09] <ghz|afk> probably
L827[16:36:10] <TangentDelta> I'd only need to add onto the addition and subtraction functions...
L828[16:37:10] <TangentDelta> BCD is dumb. It basically goes from 0x00 to 0x99, counting 0x01, 0x02, 0x03...0x08, 0x09, 0x10...
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L830[16:37:57] <TangentDelta> For...calculators?
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L832[16:38:27] <TangentDelta> The 6502 came out towards the end of the calculator wars, so it kind of makes sense.
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L835[16:44:41] <ghz|afk> TangentDelta: no not just calculators
L836[16:44:53] <ghz|afk> BCD is also useful for when you are outputting numbers to 7-segment displays
L837[16:45:08] <ghz|afk> youi can just do maths with the BCD digits directly
L838[16:45:44] <ghz|afk> BCD became obsolete when pixel displays became standard, and computers would use hardware character generators instead of punch cards and 7-segment displays
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L840[16:46:22] <ghz|afk> but even then, consoles like the NES, without real character generators, would use BCD sometimes in order to compute numbers for like, score display
L841[16:46:57] <TangentDelta> The NES SoC does not have BCD.
L842[16:47:10] <ghz|afk> well then not the nes specifically
L843[16:47:12] <ghz|afk> but others in the same era
L844[16:47:13] <ghz|afk> ;P
L845[16:48:03] <ghz|afk> either way, you don't implement BCD because it's useful, but because it's fun
L846[16:48:14] <TangentDelta> Lol. Fun.
L847[16:48:37] <TangentDelta> It looks like it's just some simple bitshifts and ANDs.
L848[16:49:01] <ghz|afk> x86 has a funny instruction
L849[16:49:02] <ghz|afk> AAAA
L850[16:49:08] <ghz|afk> Ascii Adjust After Addition
L851[16:49:21] <TangentDelta> Lol CISC.
L852[16:49:26] <ghz|afk> it's for fixing the output of a BCD sum done using normal ALU
L853[16:49:34] <ghz|afk> so that the output is BCD
L854[16:50:34] <TangentDelta> I tried disassembling the BIOS of an old 286 luggable I have to try and replace the hard-coded boot device. I have to say, x86 is one of the more challenging architectures to disassemble.
L855[16:51:18] <TangentDelta> It's one thing to reverse engineer a piece of software with a known entry point. A BIOS assembled from various ROM dumps is a different story altogether.
L856[16:52:58] <ghz|afk> BLEH
L857[16:53:04] <ghz|afk> I bought a bottle of coke zero earlier
L858[16:53:14] <ghz|afk> the liquid inside tastes like diet coke
L859[16:53:20] <ghz|afk> someone messed up the recipe in the factory
L860[16:53:29] <ghz|afk> or the bottle fell into the wrong line
L861[16:53:30] <ghz|afk> whichever
L862[16:53:47] <ghz|afk> maybe its wrongly labeled
L863[16:53:58] <ghz|afk> either way
L864[16:54:02] <barteks2x> idea did something confusing again. I had it set up to run some script before running the mod, but now I deleted that script and regenerated run configurations. But it still tries to find that script and shows error when it can't. How to remove that completely?
L865[16:54:04] <ghz|afk> I'm fairly sure this isn't coke zero
L866[16:54:33] <ghz|afk> in the run configs dialog
L867[16:54:35] <TangentDelta> ghz|afk: Did it expire?
L868[16:54:39] <ghz|afk> there's a "Before launch"
L869[16:54:46] <ghz|afk> TangentDelta: dunno I bought it today
L870[16:54:49] <barteks2x> ghz|afk, it's not there in run configuration anymore
L871[16:54:56] <ghz|afk> it's illegal to sell expired products so I doubt it
L872[16:55:11] <ghz|afk> no idea then
L873[16:55:16] <howtonotwin> David's theory of relativity: It is impossible to measure whether a can of diet coke fell into a line for coke zero or if the package for coke zero fell into the line for diet coke.
L874[16:55:18] <ghz|afk> wipe the .idea folder and re-import?
L875[16:55:36] <barteks2x> or grep -r nameOfTheScript :D
L876[16:55:43] <ghz|afk> howtonotwin: that'd be David's uncertainty principle
L877[16:55:44] <ghz|afk> ;P
L878[16:56:43] <barteks2x> my mind diesn't work right... I was 100% sure it complains about that cript, but it actually couldn't find java executable
L879[16:56:45] <howtonotwin> I think that's more "it's impossible to know both the taste and health effects of soda (or indeed any unhealthy but tasty food) exactly simultaneously"
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L882[17:02:58] <howtonotwin> has anyone ever made a mod themed around vanilla transport systems?
L883[17:03:06] <howtonotwin> like upgraded water-ice channels
L884[17:03:15] <howtonotwin> and stuff like that?
L885[17:04:26] <barteks2x> that could be interesting...
L886[17:05:43] <howtonotwin> actually, that + shulker boxes
L887[17:05:53] <howtonotwin> ...ok first thing to do: backport those
L888[17:06:00] <howtonotwin> :P
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L890[17:08:50] <ghz|afk> howtonotwin: "slippery ice", "super-slippery ice", "frictionless ice"
L891[17:09:03] <ghz|afk> "accelerating ice"
L892[17:09:19] <howtonotwin> I was just gonna call it "water ice"
L893[17:09:20] <howtonotwin> :P
L894[17:09:22] <barteks2x> you could probably make resourcepack for some mod to get similar effect :D
L895[17:09:23] <ghz|afk> "improved slime block"
L896[17:09:26] <howtonotwin> or "everlasting sleet"
L897[17:09:31] <ghz|afk> "perfect slime block"
L898[17:09:42] <ghz|afk> "magical slime block" (bounces you MORE than you fell)
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L900[17:10:08] <howtonotwin> aka slowest way to overflow your y-level
L901[17:10:17] <howtonotwin> :P
L902[17:10:25] <barteks2x> it wouldn't overflow your Y level because there is max velocity
L903[17:10:33] <barteks2x> (max falling velocity)
L904[17:10:56] <howtonotwin> :(
L905[17:11:19] <ghz|afk> pwoered elytra.
L906[17:11:35] <howtonotwin> thatsape-jetpack.gif
L907[17:11:41] <barteks2x> unless you did some math to figure out the bouncing speed needed to go higher than you fell from, but that would get unstable at some height
L908[17:11:44] <ghz|afk> "Potion of Flapping"
L909[17:11:49] <ghz|afk> if falling, slows you down
L910[17:11:53] <ghz|afk> if elytra, it accelerates you
L911[17:12:07] * howtonotwin takes it
L912[17:12:12] <howtonotwin> :P
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L914[17:13:48] <howtonotwin> wonder if it'll be considered bad taste to resurrect piston-warp
L915[17:13:53] <ghz|afk> or making broken tools be actual broken tools that you can still repair on an anvil
L916[17:13:56] <ghz|afk> like the ticon ones
L917[17:14:03] <howtonotwin> that's not "transport" :P
L918[17:14:04] <ghz|afk> that must have been done at some point?
L919[17:14:13] <ghz|afk> right you said transport
L920[17:14:35] <ghz|afk> howtonotwin: not if you make it a special piston
L921[17:14:37] <ghz|afk> "Ender Piston"
L922[17:14:40] <ghz|afk> instead of sticky
L923[17:14:48] <ghz|afk> teleports you above the piston on contact
L924[17:14:50] <ghz|afk> or behind
L925[17:15:24] <TangentDelta> Oh, that's cute. Minecraft steals my mouse when I try debugging it.
L926[17:15:29] <ghz|afk> OH
L927[17:15:35] <ghz|afk> howtonotwin: this is something I started ages ago
L928[17:15:40] <ghz|afk> but I never got around to fully implement
L929[17:15:43] <ghz|afk> piston extensions
L930[17:15:53] <ghz|afk> so like
L931[17:15:55] <ghz|afk> a normal piston is
L932[17:16:01] <ghz|afk> [P]
L933[17:16:08] <ghz|afk> [P|--]
L934[17:16:17] <ghz|afk> my idea was to add extension blocks, placed behind them
L935[17:16:21] <ghz|afk> [X][P]
L936[17:16:26] <ghz|afk> [X][P|-----]
L937[17:16:34] <ghz|afk> each extension, would let the piston extend 1 more
L938[17:16:43] <ghz|afk> the total length would be based on the signal strength
L939[17:16:48] <Shambling> bottle of coke zero tastes like diet coke... here I am thinking to myself, how can you distinguish the flavor vile versus the flavor bile
L940[17:16:49] <ghz|afk> 0 - 0% extended
L941[17:16:51] <ghz|afk> 15 = 100% extended
L942[17:17:10] <ghz|afk> Shambling: I actually likecoke zero more than sugared coke
L943[17:17:50] <Shambling> I just can't stand the taste of fake sugar, I'd rather drink water
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L945[17:18:18] <ghz|afk> note that, the recipe may not be 100% the same everywhere
L946[17:18:28] <ghz|afk> maybe I just like the spanish "CocaCola Zero"
L947[17:18:45] <AshIndigo__> I like cherry coke the best
L948[17:18:52] * ghz|afk shudders
L949[17:19:02] <AshIndigo__> Normal coke is second
L950[17:19:04] <ghz|afk> it tastes like cough medicine
L951[17:19:08] <ghz|afk> horrible.
L952[17:19:27] <AshIndigo__> Your crazy
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L955[17:32:28] <Koward> Is there any nice way to divide blockstates into separate blocks without breaking a world ?
L956[17:35:10] <Shambling> cough medicine doesn't generally taste delicious :o
L957[17:35:41] <AshIndigo__> :/
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L960[17:44:37] <gr8pefish> does a ModelRenderer's texture sheet size have to be something specific (like a factor of 64) or can it be any size?
L961[17:45:07] <ghz|afk> well given that there's a textureWidth and textureHeight
L962[17:45:12] <ghz|afk> I assume it's whatevere you put there
L963[17:45:12] <ghz|afk> ;p
L964[17:45:18] <ghz|afk> by default 64x32
L965[17:45:51] <gr8pefish> okay yeah I figured as much, must be some error with reloading resources not working. I'll try it with actually restarting MC
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L967[17:46:51] <ghz|afk> gr8pefish: you may want to limit yourself to powers of two
L968[17:46:54] <ghz|afk> for performance
L969[17:47:01] <gr8pefish> ah, good idea, will do
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L971[17:48:14] <TangentDelta> Well...the CPUis just looping over and over towards the end of the test program. It's not getting trapped, so I assume that it passes all the tests :D
L972[17:49:49] <ghz|afk> LOL
L973[17:49:49] <ghz|afk> https://games.slashdot.org/story/16/11/05/1850249/the-nes-classic-is-a-60-single-board-computer-running-linux
L974[17:49:59] <ghz|afk> apoparently the "NES Classic" is basically a limited Retropie
L975[17:50:07] <ghz|afk> runs a linux kernel with a custom emulator
L976[17:51:08] <TangentDelta> That's kind of silly :P
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L978[18:02:28] <Koward> IMO what's more interesting about it is the controller. I would not say no to a NES controller from Nintendo for my emulators, chinese fake ones are just bad.
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L993[18:41:25] <TangentDelta> Time to dust off my limit openGL knowledge and make a scalable GUI element...
L994[18:47:51] <ScottehBoeh> I need ideas
L995[18:47:58] <ScottehBoeh> what would you like to ever see in an Apocalypse mod
L996[18:48:10] <TangentDelta> Cheese!
L997[18:48:50] <ScottehBoeh> ah the notorious cheese wedge
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L999[18:48:52] <ScottehBoeh> Good idea
L1000[18:49:21] <ScottehBoeh> Anyone here good with GUI's want to help me with something quick?
L1001[18:49:44] <ghz|afk> Apocalypse as in
L1002[18:49:49] <ghz|afk> in the middle of
L1003[18:49:50] <ghz|afk> or post-
L1004[18:49:51] <ScottehBoeh> Metro2033
L1005[18:49:54] <ScottehBoeh> Slash/
L1006[18:49:56] <ScottehBoeh> Book of Eli
L1007[18:50:04] <ghz|afk> so post-apocalyptic
L1008[18:50:09] <ScottehBoeh> POst-apocalypse, Nuclear War and crazy infected people. Yea
L1009[18:50:14] <ghz|afk> yeah so
L1010[18:50:17] <ghz|afk> we already have the zombies
L1011[18:50:20] <ghz|afk> we need ruins
L1012[18:50:29] <ghz|afk> "ruined city" biome
L1013[18:50:48] <ghz|afk> "world scar" features with bits of nether-like terrain and deep ravines
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L1015[18:54:36] <ScottehBoeh> I've got a whistle feature, where you press F to whistle
L1016[18:54:39] <ScottehBoeh> (To get attention of other players xD)
L1017[18:54:43] <ScottehBoeh> It's really fun to do
L1018[18:56:42] <ghz|afk> HMMM, road biome, a bit like river biome
L1019[18:56:56] <ghz|afk> but with deteriorated paved roads
L1020[18:56:59] <ScottehBoeh> oh :D thats a good idea
L1021[18:57:03] <Shambling> large cities, blind steve's everywhere that don't react to anything, but eerily turn their heads to face the player at all times. :P
L1022[18:57:35] <ghz|afk> GAH!! WHY?!
L1023[18:57:41] <ghz|afk> why's my handleUpdateTag not called?!
L1024[18:57:50] <Shambling> I do like the paved road biome idea :P
L1025[18:58:02] <Shambling> maybe it couldn't... handle it
L1026[18:58:17] <ghz|afk> yeah but WHY
L1027[18:58:24] <ghz|afk> getUpdateTag does get called
L1028[18:58:33] <ghz|afk> so why does the client not receive it?
L1029[18:58:56] <Fridtjof> hello everyone! i want to use access transformers (on 1.7.10, please dont kill me :| ) and i followed the instructions on https://web.archive.org/web/20160303214634/http://www.minecraftforge.net/wiki/Using_Access_Transformers
L1030[18:58:58] <Fridtjof> but whenever i setupDecompWorkspace, the change does not show up in the file i'm transforming
L1031[18:59:10] <Fridtjof> I also did gradle clean beforehand
L1032[18:59:10] <ghz|afk> Fridtjof: no one is going to kill you
L1033[18:59:23] <Fridtjof> good
L1034[18:59:24] <ghz|afk> just the rules say this channel doens't help 1.7.10
L1035[18:59:24] <Fridtjof> phew
L1036[18:59:41] <ghz|afk> specially not when doing coremodding ;P
L1037[18:59:46] <ghz|afk> use 1.10.2, and use Reflection ;P
L1038[18:59:47] <Fridtjof> theystilldont :(
L1039[19:00:10] <Fridtjof> unfortunately, not an option for me :|
L1040[19:01:02] <ghz|afk> if lex bans people for doing it, it's equivalent to the rules saying so ;P
L1041[19:01:25] <Fridtjof> well okay :/
L1042[19:01:53] <ghz|afk> either way, I have no idea.
L1043[19:02:20] <ghz|afk> so don't feel as if I have the knowledge but I refuse to share it
L1044[19:02:21] <ghz|afk> ;P
L1045[19:02:26] <TangentDelta> Argh. So without jumping through a bunch of silly hoops I can't set the scale per-element.
L1046[19:02:33] <TangentDelta> I'll just downsize the textuer then :P
L1047[19:02:57] <Fridtjof> i'll do some more research then
L1048[19:02:58] <Fridtjof> thanks anyway ^^
L1049[19:04:23] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You think you are above consequences.)
L1050[19:06:19] <howtonotwin> idea or eclipse?
L1051[19:06:33] <TangentDelta> Me? Idea.
L1052[19:06:35] <howtonotwin> Fridtjof, ^
L1053[19:06:41] <TangentDelta> Oh.
L1054[19:06:46] <howtonotwin> xD
L1055[19:06:48] * TangentDelta goes back into hiding
L1056[19:06:56] <ghz|afk> IDEA ftw
L1057[19:06:59] <Fridtjof> howtonotwin idea
L1058[19:07:10] <howtonotwin> try refreshing the project
L1059[19:07:17] <TangentDelta> Idea feels a lot less bloated than Eclipse.
L1060[19:07:30] <TangentDelta> I don't know if that's true...
L1061[19:07:30] <Fridtjof> invalidate and restart? TangentDelta
L1062[19:07:38] <howtonotwin> ATs create a new MC jar and store it in the gradle cache
L1063[19:07:55] <Fridtjof> ...whoops meant to ping howtonotwin
L1064[19:07:58] <howtonotwin> so if you don't refresh the project you still get the old vanilla one
L1065[19:08:04] <Fridtjof> so yeah it kept skipping all the tasks
L1066[19:08:07] <howtonotwin> the refresh button on the gradle panel
L1067[19:08:30] <ghz|afk> NOW IT WORKS=!
L1068[19:08:32] <ghz|afk> WTF?!
L1069[19:08:38] <ghz|afk> all I did was remove other TEs
L1070[19:08:40] <ghz|afk> and now it works
L1071[19:08:42] <howtonotwin> magic
L1072[19:08:57] <Fridtjof> specifically deobfuscateJar
L1073[19:08:58] <Fridtjof> oh
L1074[19:08:59] <Fridtjof> did that already and it didnt change anything
L1075[19:09:12] <ghz|afk> is there a packet limit that would "cut off" some TE tags?
L1076[19:09:14] <ghz|afk> XD
L1077[19:09:17] <Fridtjof> https://www.dropbox.com/s/p4kfcgv8lxwbz2w/Screenshot%202016-11-06%2001.09.08.png?dl=0
L1078[19:09:41] <howtonotwin> where is the at file?
L1079[19:10:07] <Fridtjof> src/main/resources/META-INF/accessTransformer.cfg
L1080[19:10:33] <howtonotwin> ah
L1081[19:10:41] <howtonotwin> ok so this is 1.10 knowledge
L1082[19:10:47] <howtonotwin> may not actually affect 1.7
L1083[19:10:49] <howtonotwin> but...
L1084[19:10:56] <Fridtjof> in build.gradle:
L1085[19:10:57] ⇨ Joins: IceDragon (~ThatGuy@184.170.51.174)
L1086[19:10:57] <howtonotwin> pull that out of META-INF
L1087[19:10:57] <Fridtjof> attributes 'FMLAT': 'accessTransformer.cfg'
L1088[19:11:11] <howtonotwin> name it something related to your mod
L1089[19:11:20] <howtonotwin> and change that line to natch
L1090[19:11:23] <howtonotwin> *match
L1091[19:11:32] <howtonotwin> maybe modid_at.cfg
L1092[19:11:53] <Fridtjof> ooooooh
L1093[19:11:56] <Fridtjof> i found sth
L1094[19:11:58] <Fridtjof> cleanCache
L1095[19:12:02] <howtonotwin> eeh
L1096[19:12:03] <howtonotwin> no
L1097[19:12:05] <howtonotwin> do not not
L1098[19:12:06] <Fridtjof> ran it and now all the libs are gone
L1099[19:12:09] <Fridtjof> well shit
L1100[19:12:10] <howtonotwin> yeah
L1101[19:12:13] <howtonotwin> :P
L1102[19:12:22] <howtonotwin> everywhere
L1103[19:12:36] <howtonotwin> every single thing using the MC/forge libs
L1104[19:12:44] <howtonotwin> is broken now
L1105[19:12:56] <Fridtjof> but hey i can rebuild them now
L1106[19:12:59] <Fridtjof> so just this mod
L1107[19:13:03] <Fridtjof> i'd say
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L1109[19:13:58] <Fridtjof> but yeah the modid_at method was for 1.6 or sth according to the old wiki
L1110[19:14:02] <Fridtjof> https://web.archive.org/web/20160303214634/http://www.minecraftforge.net/wiki/Using_Access_Transformers
L1111[19:14:24] <howtonotwin> it's back that way in 1.9 and up
L1112[19:14:29] <howtonotwin> which makes me think it never changed
L1113[19:14:35] <howtonotwin> but meh
L1114[19:14:44] <howtonotwin> meanwhile I'm trying to figure out where Scala's ::.unapply is defined
L1115[19:14:51] <howtonotwin> OH
L1116[19:14:57] <Fridtjof> oooh okay
L1117[19:14:59] * howtonotwin has an epiphany
L1118[19:15:21] <howtonotwin> durr case classes have that method written automatically
L1119[19:20:00] <Fridtjof> holy shit howtonotwin your method worked
L1120[19:20:31] * howtonotwin scuttles off to doc that on the rtd page
L1121[19:20:52] <howtonotwin> :P
L1122[19:20:57] <Fridtjof> after regenerating everything my at still wasnt applied
L1123[19:20:59] <Fridtjof> iirc rtd doesnt even have anything on ATs rn
L1124[19:21:02] <howtonotwin> yeah
L1125[19:21:10] <ghz|afk> yeah because you shouldn't use them
L1126[19:21:15] <howtonotwin> well they exist
L1127[19:21:17] <howtonotwin> may as well
L1128[19:21:20] <Fridtjof> ^
L1129[19:21:21] <ghz|afk> if there's something you need to do
L1130[19:21:30] <ghz|afk> that has no other way to achieve it but to use an AT
L1131[19:21:35] <ghz|afk> and you are able to make a case out of it
L1132[19:21:39] <ghz|afk> forge would accept a PR for that AT
L1133[19:21:59] <howtonotwin> *cough*Block::setDefaultState*cough*
L1134[19:22:18] <ghz|afk> if Reflection can resolve the issue, then AT isn't needed ;P
L1135[19:22:22] <howtonotwin> and reflection is almost always good enough
L1136[19:22:42] <howtonotwin> the true cost of reflection is in actually creating references to Methods and stuff
L1137[19:22:52] <howtonotwin> actually invoking is fast enough
L1138[19:23:09] <howtonotwin> so as long as you cache those you'll be fine in 90% of cases
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L1140[19:24:57] <Fridtjof> howtonotwin alright... it didnt work
L1141[19:24:58] <Fridtjof> i'll do reflection now
L1142[19:24:59] <Fridtjof> with caching
L1143[19:25:24] <howtonotwin> alright so I'll write something along the lines of "create and cache a MethodHandle in most cases, here's how to work ATs in the off chance you need one; if it's good enough to be in Forge PR it to forge_at."
L1144[19:25:36] <howtonotwin> but where should I put it?
L1145[19:25:50] <ghz|afk> howtonotwin: expect any docs on ATs to be rejected
L1146[19:26:10] <ghz|afk> info on the forge wiki, maybe
L1147[19:26:17] <ghz|afk> since that's specifically info for writing new forge code
L1148[19:26:24] <ghz|afk> but on the modding docs... I doubt it will be accepted
L1149[19:26:36] <howtonotwin> alright then
L1150[19:26:59] <Fridtjof> i want to access a private field on objects?
L1151[19:27:00] <Fridtjof> how do i cache that?
L1152[19:27:17] <ghz|afk> something = ReflectionHelper.findField(blah)
L1153[19:27:21] <ghz|afk> keep that reference
L1154[19:27:27] <Fridtjof> yes
L1155[19:27:27] <ghz|afk> and just call .get(instance)
L1156[19:27:29] <ghz|afk> whenever you need the value
L1157[19:27:33] <Fridtjof> ooooooooh
L1158[19:27:35] <Fridtjof> i see
L1159[19:27:36] <Fridtjof> thank you
L1160[19:27:41] <ghz|afk> the slow part is the lookup
L1161[19:27:44] <howtonotwin> E.g. Botania has a class filled with static fields of those
L1162[19:28:00] <ghz|afk> the getter is one or two orders of magnitude slower than a raw access
L1163[19:28:03] <ghz|afk> but still quick
L1164[19:28:16] <howtonotwin> and it's all MethodHandles.classfoo_bar.invokeExact(obj)
L1165[19:29:29] <electrolitic> Why are fluid textures 512 pixels long?
L1166[19:29:39] <howtonotwin> they're animated
L1167[19:29:55] <ghz|afk> see the meta file that is next to them?
L1168[19:29:58] <howtonotwin> 512/16 = 32
L1169[19:29:59] <ghz|afk> it defines the animation properties
L1170[19:29:59] <electrolitic> Ah. I see.
L1171[19:30:16] <howtonotwin> each 16x16 is one of 32 frames of the animation
L1172[19:30:27] <electrolitic> Oh
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L1176[19:39:50] <electrolitic> I can't believe it's animated. I never noticed.
L1177[19:40:08] <electrolitic> In its still state that is
L1178[19:42:26] <TangentDelta> Baking the models/textures takes a while, even with a fairly powerful computer. Couldn't MC just cache the pre-baked textures and re-bake them if an event is triggered?
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L1181[19:47:04] <howtonotwin> it does
L1182[19:47:15] <howtonotwin> oh
L1183[19:47:47] <howtonotwin> well it could
L1184[19:47:51] <howtonotwin> but it doesn't
L1185[19:47:57] <howtonotwin> that's it
L1186[19:53:29] <ghz|afk> so I'm changing the way my Ender-Rift mod works
L1187[19:53:40] <ghz|afk> it will now have an actual over-time power usage
L1188[19:53:46] <ghz|afk> based on the number of items inside
L1189[19:53:55] <ghz|afk> and the insert/extract cost will be on the interface/browser
L1190[19:53:57] <ghz|afk> either way
L1191[19:54:03] <ghz|afk> I implemented a powered/unpowered state
L1192[19:54:03] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/MC/2016-11-06-0151-55.mp4
L1193[19:54:17] <ghz|afk> and I was toying around with giving it a tiny bit of animation ;P
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L1195[19:54:47] * howtonotwin only sees how pretty it all is
L1196[19:54:54] <Roburrito> Why thank you
L1197[19:54:58] * Roburrito prims hair
L1198[19:54:59] <howtonotwin> xD
L1199[19:55:38] <Shambling> not going to lie, that looks alot better than the icon that you have for the curse page. :P
L1200[19:56:03] <Shambling> I keep thinking its some sort of weird eyeball in a peppermint candycane frame :P
L1201[19:56:25] <ghz|afk> oh that IS an old screenshot
L1202[19:56:32] <ghz|afk> from back when I tried to implement it in 1.7.10
L1203[19:56:36] <ghz|afk> I regret that.
L1204[19:57:22] <Shambling> the screenshot, or 1.7.10? :P
L1205[19:58:43] <howtonotwin> my skin is such a piece of crap
L1206[19:58:53] * howtonotwin can't take it anymore
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L1210[20:13:50] <ghz|afk> do you ppl think this looks good? https://dl.dropboxusercontent.com/u/743491/logo2.png
L1211[20:14:02] <ghz|afk> I'm thinking the text may be too crappy ;p
L1212[20:14:28] <howtonotwin> yeah the text doesn't really work
L1213[20:14:34] <howtonotwin> everything else is great
L1214[20:14:48] <ghz|afk> it's one italics away from a 90s logo ;P
L1215[20:15:24] <howtonotwin> indeed
L1216[20:15:48] <ghz|afk> yep. refresh XD
L1217[20:15:48] * howtonotwin hears "Sliders" intro
L1218[20:15:51] <TangentDelta> Lol. This 7-segment disply widget I made works really well.
L1219[20:16:09] <TangentDelta> I could make a scalable one by manually drawing rectangles...
L1220[20:16:12] <ghz|afk> it's so retro it looks nice ;P
L1221[20:16:22] <howtonotwin> Needs the letters to be connected
L1222[20:16:28] <howtonotwin> :P
L1223[20:16:43] <TangentDelta> Whoah that looks nice ghz|afk
L1224[20:17:34] <TangentDelta> I haven't played around with your mod at all. When I get around to setting up my modded server I'll be sure to add it :D
L1225[20:18:47] <ghz|afk> yeah it's just... better. without the inner glow and gradient
L1226[20:18:47] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/logo3.png
L1227[20:19:27] <TangentDelta> Yeah, way better.
L1228[20:20:47] <TangentDelta> http://i.imgur.com/tKzkRbn.png
L1229[20:20:52] <TangentDelta> :D
L1230[20:20:53] <ghz|afk> any font suggestions? Audiowide is nice, but not sure
L1231[20:21:00] <ghz|afk> heh
L1232[20:27:09] <ghz|afk> meh I'll keep Audiowide, I really like it in smallcaps mode (where the lowercase letters are just the uppercase letters but smaller)
L1233[20:29:34] <ghz|afk> there
L1234[20:29:35] <ghz|afk> https://minecraft.curseforge.com/projects/ender-rift
L1235[20:31:42] <ghz|afk> so
L1236[20:32:00] <ghz|afk> I was thinking about possibly adding "tiers" in the rift
L1237[20:32:06] <ghz|afk> or more accurately
L1238[20:32:12] <ghz|afk> different "cage sizes"
L1239[20:32:30] <ghz|afk> and have the rift capacility be limited by the structure size
L1240[20:32:56] <ghz|afk> and have the orb dimensions grow based on the stored contents
L1241[20:33:55] <ghz|afk> (in the future -- it would be too much work to include in the next release, specially if I want to release tomorrow XD -- which isn't going to happen but I can hope ;P)
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L1244[20:49:09] <Fridtjof> I broke netty
L1245[20:49:32] <Fridtjof> can you give me a quick rundown how it can break?
L1246[20:51:01] <Fridtjof> http://paste.ee/p/BLhtw
L1247[20:51:06] <Fridtjof> or specifically in this case?
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L1264[22:43:23] <electrolitic> It's nice to get an extra hour of sleep.
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L1266[22:49:56] <killjoy1> I'm going to use that extra hour by seeing a movie at 12:30a
L1267[22:50:05] <killjoy1> gotta leave soon
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L1278[23:12:04] <Tarig> hey guys bit of a dumb question but I can't seem to find anything on it, for itemblocks using the forge blackstate json is there a way to actually get the inventory state to bind to the item?
L1279[23:12:51] <Tarig> currently I have a block that renders in world but in hand and inventory missing model and default transforms
L1280[23:13:50] <Tarig> I know I can use setCustomModelResourceLocation but I hardly think this is custom
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L1286[23:53:25] *** AshIndigo__ is now known as AshIndigo-Asleep
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