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L11[00:20:00] <Arctangent> Is
onBlockActivated supposed to have the @Nullable ItemStack heldItem
argument?
L12[00:20:54] <mezz> you can activate with
an empty hand, right?
L13[00:21:11] <kashike> I think they mean
the @Nullable part, rather than EMPTY
L14[00:21:52] <Arctangent> Well.
L15[00:21:54] <Arctangent> public boolean
onBlockActivated(World worldIn, BlockPos pos, IBlockState state,
EntityPlayer playerIn, EnumHand hand, EnumFacing heldItem, float
side, float hitX, float hitY)
L16[00:21:55] <mezz> in 1.11,
onBlockActivated has no itemstack argument
L17[00:22:12] <Arctangent> So it was
removed?
L18[00:22:23] <mezz> yes, based on the way
mojang is doing interactions
L19[00:22:29] <Arctangent> Ah.
L20[00:22:37] <mezz> you can get the item
from the player and hand, same with setting it
L21[00:23:01] <Arctangent> I think it's
pretty easy to tell why I was confused, tbh.
L22[00:23:23] <mezz> the param names are
all messed up, please make a bug for MCP if it's not there.
L23[00:23:25] <mezz> !!issues
L25[00:23:40] <kashike> it's been fixed
already, he's on old mappings
L27[00:24:54] <Arctangent> Well,
"old" as in not taken directly from the repo.
L28[00:25:05] <Arctangent> Good to know
that it's already fixed, though.
L29[00:25:16] <kashike> old as in old
L30[00:25:22] <kashike> snapshot_20161206
is newest
L31[00:27:33] <Arctangent> ... I think
that's what I'm using
L32[00:27:50] <kashike> I can assure you it
isn't if those are the parameter names you have.
L33[00:28:16] <Arctangent> I mean I'm using
a build from 5 this morning
L34[00:28:27] <Arctangent> or last morning,
depending on your perspective on the matter
L35[00:28:42] <kashike> The forge MDK comes
with old mappings.
L36[00:29:07] <Arctangent> That'd do
it
L37[00:29:58] <Arctangent> Out of
curiousity, is ItemStack.isEmpty() not named in the old mappings,
either?
L38[00:30:08] <kashike> correct.
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L40[00:32:26] <mezz> you really don't want
to use the old mappings, it's a hindrance
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L42[00:33:26] <Arctangent> probably not but
it's midnight and I'm just trying to figure this stuf fout
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L66[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161207 mappings to Forge Maven.
L67[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161207-1.11.zip
(mappings = "snapshot_20161207" in build.gradle).
L68[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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L80[02:39:17] <Necro> Do I understand it
right?: When using @Optional.Method referencing the optional method
in the code will not cause a problem as long as you prevent the
code from running by checking if the required mod is loaded,
right?
L81[02:43:34] <tterrag> as long as you
never invoke the method when it's been removed
L82[02:44:32] <Necro> ok, great!
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L84[02:50:51] <Ordinastie> I'd say it may
not be as straightforward as that
L85[02:51:32] <Ordinastie> (assuming it
works kinda like the side transformer)
L86[02:52:20] <tterrag> for methods, it
is
L87[02:53:18] <Ordinastie> I had that issue
where a class returned by a SideOnly method was still loaded
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L92[03:13:44] <Ordinastie> hum, youtube is
very slow for me today :x
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L96[03:24:09] <Ordinastie> thats annoying,
I can't watch videos :x
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L99[03:25:18] <Ordinastie> maybe it's not
youtube, maybe it's me :'(
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L159[06:53:49] <Katrix> IS there any event
I can listen to when a player leaves a world?
L160[06:54:53] <Katrix> I don't care if
the player is just changing dimensions or actual leaving to the
start menu, (dying might have to be handles separately)
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L163[06:59:36] <Katrix> I'm a bit unsure
if I can use LivingDeathEvent as I know it's at least fired when
going from one dimension to another, but I don't know if the player
just leaves the game
L164[07:00:12] <tterrag> dimension change
and leave server are two different events
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L166[07:01:11] <Katrix> Yes, which is why
I'm asking if there is anything that fires both of them. Basically
I just want some sort of PlayerFlush event, as I feel it would be
cleaner than listening to 3-4 different ones
L167[07:02:29] <tterrag> why would you
need to flush a player if they change dimensions?
L168[07:03:25] <TechnicianLP> if its about
discarding the instance use weakreference
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L170[07:04:49] <Katrix> I'm using the
EntityTracker, however it doesn't always call removeTrackingPlayer
when I consider the player "gone", so I need to make sure
that everything truly is gone when the player is gone.
L171[07:05:01] <Katrix> I don't know,
maybe it's some bug somewhere else in my code
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L179[07:35:05] <Subaraki> adding to
stacksize goes trough func_190917_f ?
L180[07:35:11] <Subaraki> !gm
func_190917_f
L181[07:35:26] <Subaraki> oh nice, its
called grow
L182[07:36:08] <Ordinastie> why can't I
copy PS layers from one file to another? :x
L183[07:36:47] <Ordinastie> nvm, I
can
L184[07:36:55] <Ordinastie> it's just not
intuitive at all
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L186[07:40:50] *
Subaraki doesnt neet to change anything apart from one line in his
mod for stacksize
L187[07:40:56] *
Subaraki gets real suspicious
L188[07:41:06] <Ordinastie> you need to
change the null checks
L189[07:45:21] <Subaraki> need to ? or
must ?
L190[07:45:34] <kashike> must
L191[07:45:38] <Ordinastie> both ?
L192[07:46:00] <Subaraki> hmkay
L193[07:46:01] <Ordinastie> more like
"have to"
L194[07:46:12] <AshIndigo> Its essential
that you change the null hecks
L195[07:46:14] <Subaraki> crashes when
checking for null now ?
L196[07:46:31] <Ordinastie> how could that
even crash?
L197[07:47:05] <kashike> "must"
as in "your code won't work if you're checking for, or
passing, null"
L198[07:47:06] <Subaraki> i dont know
xD
L199[07:47:15] <Subaraki> ^ thanks
L200[07:47:31] <kashike> pass null ->
ItemStack.EMPTY
L201[07:47:36] <kashike> check null ->
isEmpty()
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L204[07:51:22] <Subaraki> !gm
isEmpty
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L206[07:51:31] <Ordinastie> just update
your mappings -_-
L207[07:52:20] <Ordinastie> gotta love
when something you thought to be pain to implement is quite easy
because you did gud previously :D
http://puu.sh/sHee7.jpg
L208[07:54:20] <Subaraki> lol ncie
Ordinastie
L209[07:54:34] <Subaraki> stack.isEmpty
isn't a thing ?
L210[07:54:39] <Ordinastie> well, the
second painful part is comming up, let's see how that goes
L211[07:54:40] <Subaraki> can't find it
:s
L212[07:55:04] <kashike> update your
mappings.
L213[07:55:16] *
AshIndigo gives ordi pain killers
L214[07:55:30] <kashike>
snapshot_20161207
L215[07:55:32] <Subaraki> how so ? my 1.11
is a new environement
L216[07:55:49] <kashike> changing the
mappings = '...' in your build.gradle to
L217[07:55:52] <kashike>
snapshot_20161207
L218[07:55:56] <kashike> and re-run
setupDecompWorkspace
L219[07:56:03] <Ordinastie> (and change
the forge version too probably)
L220[07:56:19] <Subaraki> i got recomended
from the site
L221[07:56:22] <kashike> I'm assuming
"new environment" means a new MDK download
L222[07:56:27] <Subaraki> yeah
L223[07:56:30] <kashike> which should have
a new forge version
L224[08:21:50]
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L225[08:25:09] <Ordinastie> rah, can't
seem to find the proper center for my shapes :'(
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L227[08:33:45] <Subaraki> kashike, after
waiting for 28 minutes for my workspace to re - decompile
L228[08:33:51] <Subaraki> the names havent
updated x)
L229[08:34:05] <Ordinastie> gradlew
eclipse
L230[08:34:35] <Ordinastie> obviously, you
need to have the new jars in your referenced libraries of your
project
L232[08:35:56] <Ordinastie> to have the
highlighted triangle rotate on itself, I need to have the rotation
offset to the center right ?
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L234[08:38:26] <Koward> Is
World.notifyBlockUpdate the proper replacement for
World.notifyBlockOfStateChange ?
L235[08:40:16] <Ordinastie> ah, fuck, I
forgot to shift to the center of the block :x
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L246[09:22:59] <AshIndigo> Is anyone thing
a list with the size of 36 in vanilla Minecraft?
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L248[09:23:29] <kashike> what?
L249[09:23:31] <Subaraki> ??
L250[09:24:17] <killjoy> English
please
L251[09:24:35] <AshIndigo> I'm getting an
index out bounds with the index 36 and size 36
L252[09:24:55] <AshIndigo> No arraylists I
use can be 36
L253[09:25:02] <Quetzi> thats because an
index runs 0 - 35
L254[09:25:09] <AshIndigo> I know
L255[09:25:16] <killjoy> got a
stacktrace/code?
L256[09:25:21] <Quetzi> so 36 would be out
of bounds
L257[09:25:53] <AshIndigo> Give me a sec
killjoy
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L260[09:30:06] <AshIndigo> Well I would if
I could connect to my hotspot
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L263[09:38:23] <AshIndigo> I'll wait until
I get actual WiFi...
L264[09:38:26] <ghz|afk> AshIndigo: player
inventory is 36
L265[09:38:32] <ghz|afk> 27 + hotbar
L267[09:38:50] <ghz|afk> you may have a
bugged container
L268[09:41:19] <AshIndigo> Ohh
L269[09:41:40] <AshIndigo> Thanks
giga
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L286[10:21:46] <Koward> How to disable
mods grabbed with maven when testing client ?
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L291[10:28:33] <ghz|afk> hmm wtf
L292[10:28:41] <ghz|afk> Caused by:
java.lang.IllegalStateException: @Nonnull method
net/minecraft/util/registry/RegistryNamespacedDefaultedByKey.getObject
must not return null
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L294[10:29:56] <kashike> might be another
method which needs hacking around ghz|afk
L295[10:30:10] <ghz|afk> this is forge dev
env
L296[10:30:13] <ghz|afk> (not mdk)
L297[10:30:19] <ghz|afk> happens whenever
I hit debug
L299[10:31:12] <ghz|afk> nah this must be
an issue with th e way I have forge set up in IDEA
L300[10:31:26] <ghz|afk> it happens right
at startup
L301[10:32:45] <ghz|afk> the sounds
registry doesn't appear to have a defaultValue set
L302[10:32:50] <ghz|afk> and is returning
null
L303[10:33:10] <ghz|afk> I'll have to try
again with eclipse as much as it pains me
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L309[10:51:44] <kashike> ghz|afk:
SoundEvent registry isn't a RegistryNamespacedDefaultedByKey, just
RegistryNamespaced
L310[10:52:39] <ghz|afk> kashike:
/shrug
L311[10:52:42] <ghz|afk> works in
eclipse
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L313[10:55:00] <kashike> ghz|afk: Forge is
to blame, actually - they change the field
L315[10:55:18] <kashike> null passed as
defaultObjectKey
L316[10:55:19] <Keridos> having a weird
issue here in single player my sounds are fine
L317[10:55:41] <Keridos> but when I try
them on multiplayer it doesnt play the correct sound but the
vanilla minecraft cave sounds or something like that
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L322[11:10:06] <Arctangent> Fully
functional, aside from lacking any working particles and it doesn't
show whatever you put in it.
L323[11:10:13] <Arctangent> Speaking of,
how would I go about that?
L324[11:10:26] <Arctangent> ( the latter
part, think I can figure out paticles on my own )
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L330[11:33:54] <Subaraki> looks nice
Arctangent
L331[11:34:14] <Subaraki> how about
drawing different textures depending on what you put in it ?
L332[11:34:20] <Subaraki> or render the
items out of the stacks
L333[11:34:44] <Arctangent> I figured I'd
do that, just not sure how
L334[11:35:33] <ghz|afk> nice but harder:
use a custom model and composite the item models into the block
model based on the contents that you pass through extended
blockstates
L335[11:35:46] <ghz|afk> easier but less
efficient: use a TESR to draw the item models
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L337[11:36:43] <Arctangent> TESR?
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L339[11:37:08] <ghz|afk>
TileEntitySpecialRenderer
L340[11:37:13] <ghz|afk> the thing mc uses
to draw chests and banners
L341[11:37:17] <Arctangent> Ah.
L342[11:37:20] <ghz|afk> and beacons
L343[11:38:00] <ghz|afk> the TESR is the
only real option if you want to have some kind of visual animation
where the "thing" changes progressively
L344[11:38:32] <ghz|afk> anyhow, bb in a
bit
L345[11:38:36] <ghz|afk> gotta do some
shopping
L346[11:38:37] <Arctangent> Later.
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L360[12:00:27] <Subaraki> why does entity
registry now also take a resourcelocation ?
L361[12:00:40] <Subaraki> if anyone knows
before i jump into the code myself to figure it out P:
L362[12:01:20] <Subaraki> just another
registry check thing ?
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L373[12:29:01] <ghz|afk> Subaraki: mc 1.11
now has an entity registry
L374[12:29:07] <ghz|afk> well, an entity
CLASS registry
L375[12:29:19] <ghz|afk> the
resourcelocation is the "id" for that registry
L376[12:29:28] <ghz|afk> while the rest of
the values are the same old forge entity registration info
L377[12:29:34] <ghz|afk> so in a way, we
now have some redundant data
L378[12:29:44] <ghz|afk> probably needed
for upgrading or something
L379[12:30:32] <McJty> ghz|afk, caused me
some trouble making my mob spawner code compatible with 1.10 and
1.11 at the same time :-)
L380[12:30:53] <ghz|afk> heh
L381[12:31:06] <ghz|afk> your fault for
trying to hard to have one mod do both versions XD
L382[12:31:37] <McJty> Well it
worked!
L383[12:31:42] <McJty> And flawlessly at
that
L384[12:31:44] <McJty> So I'm pretty
happy
L385[12:31:44] <ghz|afk> (and yes I know,
you dont' want to maintain two mods at once)
L386[12:31:47] <ghz|afk> heh
L387[12:32:00] <McJty> Actually: 5 times
two
L388[12:32:00] ⇦
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L389[12:32:06] <McJty> Because I ported 5
mods using that technique already
L390[12:32:08] <McJty> Still have to do
the rest
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L392[12:32:31] <ghz|afk> I jsut did the
port to 1.11
L393[12:32:35] <ghz|afk> and whenever I
need to do some change
L394[12:32:40] <ghz|afk> I do it on 1.10,
and merge forward
L395[12:32:51] <ghz|afk> there aren't that
many conflicts since it's mostly just maintenance on the 1.10
version
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L397[12:35:18] <McJty> Well RFTools and
RFTools Control really do a lot of item handling
L398[12:35:22] <McJty> So a lot of code
was affected
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L401[12:45:17] <Zidane> Did the vertex
format change in mc or am I forgetting something when it comes to
this model using a custom format:
http://imgur.com/a/deJZr
L402[12:45:23] <Zidane> I feel like I've
missed something
L403[12:45:28] <Zidane> Used to work on
1.8.9
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L406[12:55:05] <ghz|afk> Zidane: check
DefaultVertexFormats.ITEM
L407[12:55:09] <ghz|afk> but no I don't
think it has really changed
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L409[12:56:10] <ghz|afk> the format is:
position:3F,color:4UB,texcoord:2F,normal:3B,padding:1B
L410[12:56:26] <ghz|afk> so,
L411[12:56:30] <ghz|afk> !!calc 3*4 + 4 +
2*4 + 3 + 1
L412[12:56:30] <ghz|afk> ghz|afk:
Result(s): 28
L413[12:56:36] <ghz|afk> 28 bytes, same as
1.8
L414[12:57:19] <ghz|afk> actually that's a
block
L415[12:57:27] <ghz|afk> in which case
it's still the same number of bytes
L416[12:57:27] <ghz|afk> just
L417[12:58:00] <Zidane> This is seriously
weird
L418[12:58:04] <ghz|afk>
position:3F,color:4UB,texcoord:2F,texcoord(lightmap):2F
L419[12:58:12] <Zidane> It has the right
sprite and my UVs look okay
L420[12:59:04] <ghz|afk> eh sorry
L421[12:59:06] <ghz|afk>
position:3F,color:4UB,texcoord:2F,texcoord(lightmap):2S
L422[12:59:37] <ghz|afk> Zidane: consider
using the unpacked quads stuff
L423[12:59:40] <ghz|afk> that forge
loaders use?
L424[12:59:51] <Zidane> That is what I
use
L425[12:59:52] ⇦
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L426[12:59:55] <ghz|afk> you can pass int
he values as doubles, along with the vertex format given to you in
bake
L427[13:00:01] <ghz|afk> and it will pack
them on first use
L428[13:00:39]
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L429[13:00:45] <ghz|afk> the screenshot
doesn't look like invalid vertices though
L430[13:00:48] <ghz|afk> now that I think
about it
L431[13:00:50] <ghz|afk> it's a texturing
error
L432[13:01:28] <ghz|afk> that
pattern
L433[13:01:38]
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L434[13:01:39] <ghz|afk> looks like you
are using massive texture atlas wrapping
L435[13:01:39]
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L437[13:01:51] <ghz|afk> as if your
texcoords have values like 0..255
L438[13:01:53] <ghz|afk> instead of
0..1
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L440[13:02:13] <ghz|afk> you COULD have
the color and texcoord swapped around?
L441[13:02:54]
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L444[13:05:02] <Keridos> still having a
weird issue here, single player sound events in world work fine, on
the server they make the clients play random cave sound
although
L445[13:05:16] <Keridos> what the heck
causes that?
L446[13:05:26] <Zidane> My sprites can be
sheets so I multiply by 16
L447[13:07:03] <ghz|afk> divide by 16
instead?
L448[13:07:19] <ghz|afk> the uv coords you
store in the vertex data
L449[13:07:32] <ghz|afk> well
L450[13:07:38] <ghz|afk> whatever you pass
into sprite.getInterpolatedU/V
L451[13:07:41] <ghz|afk> has to be
0..16
L452[13:07:47] <ghz|afk> which gets turned
into a value valid for the atlas
L453[13:07:52] <ghz|afk> so whatever data
you have in the model
L454[13:07:56] <ghz|afk> make sure it's
scaled to 0..16
L455[13:08:03] <ghz|afk> gotta go
L456[13:08:08] <Zidane> cya thanks
L457[13:12:05]
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L464[13:28:13] <Keridos> is there anything
I need to remember when trying to make the server play
sounds?
L465[13:28:35] <Keridos> currently I use
the methods described in the forge wiki and it plays the wrong
sounds in multiplayer
L466[13:34:04] <Arctangent> Oh, yeah, is
there anything special I need to do to destroy ItemStacks?
L467[13:34:28] <AshIndigo_> Set them to
empty?
L468[13:34:46] <Arctangent> That
definitely sounds like a good method.
L469[13:34:50] <Arctangent> A good,
obvious method.
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L476[13:44:29] <Semx11> what is the
channel for the MCPBot again
L477[13:44:47] <Semx11> for multiple
requests
L478[13:44:52] <bspkrs> #mcpbot
L479[13:45:56] ⇦
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L480[13:46:39] <Semx11> I swear I searched
for that
L481[13:46:42] <Semx11> whatever
L482[13:46:44] <Semx11> thanks
L483[13:47:08] ⇦
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L484[13:47:29] <Semx11> oh
L485[13:47:32] <Semx11> it is your
bot
L486[13:47:33] <Semx11> nice
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L493[14:08:17] <Arctangent> ... Man.
L494[14:08:46] <Arctangent> I really have
no idea what I'm looking at with the renderer.
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L496[14:13:41] <Semx11> you're looking at
lwgl4j
L497[14:13:46] <Semx11> but that's all I
know as well
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L504[14:40:45] <Keridos> hm registering
init stuff via reflection is kinda useless
L505[14:42:20] <Semx11> what kind of init
stuff has to be registered using reflection?
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L508[14:47:00] <LexDesktop> ?
L509[14:48:10] <ghz|afk> Keridos: wtf are
you doing? XD
L510[14:48:40] <LexDesktop> Shush people
arnt suposed to know that's what ? means.
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L512[14:53:49] <ghz|afk> Hmm the answer to
this is probably obvious, but my brain's refusing to work
right
L513[14:54:08] <ghz|afk> the
ItemStackHandler class has a protected getStackLimit method
L514[14:54:11] <Semx11> my life became
approximately 203% easier after I discovered that FML's
ReflectionHelper is a thing
L515[14:54:14] <ghz|afk> making it public
would be a breaking change?
L516[14:54:24] <ghz|afk> I mean, would it
prevent the subclasses from working?
L517[14:54:51] <Semx11> only one way to
find out? trial and error, lol
L518[14:56:19] <ghz|afk> what's the key in
clipse to generate an override?
L519[14:56:32] <ghz|afk> nevermind found a
menu item
L520[14:56:59] <ghz|afk> okay yes
L521[14:57:10] <Semx11> honest question:
why do you use eclipse instead of intellij? is there something I'm
missing?
L522[14:57:10] <ghz|afk> the subclasses
that still have "protected" in the override fail to
work
L523[14:57:16] <ghz|afk> thisi s a forge
PR
L524[14:57:20] <ghz|afk> I tried to get it
working on eclipse
L525[14:57:27] <ghz|afk> but the run
targets don't quite work
L526[14:57:32] <Semx11> you mean on
intellij?
L527[14:57:39] <ghz|afk> eh in idea*
L528[14:57:45] <ghz|afk> so I'm
temporarily using eclipse to test the changes
L530[14:58:06] <Semx11> did you have a
project with multiple modules in idea?
L531[14:58:10] <ghz|afk> I did this
earlier, but it's bothering me
L532[14:58:23] <ghz|afk> yes setting up
the forge development environment in IDEA requires multiple
modules
L533[14:58:35] <ghz|afk> there's something
wrong with the resource paths
L534[14:58:38] <ghz|afk> it's something I
can fix
L535[14:58:41] <ghz|afk> just not right
now
L536[14:58:45]
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L537[14:58:58] <Semx11> well you don't
need multiple modules if you only make it for one MC version
L538[14:59:00] <Semx11> or am I dumb
L539[14:59:20] <ghz|afk> no the forge (not
MDK) enviornment has multiple subprojects
L540[14:59:27] <Semx11> ah
L541[14:59:39] <ghz|afk> the root forge +
projects/clean + projects/forge
L542[14:59:52] <LexDesktop> it SHOULD just
be two projects
L543[14:59:57] <LexDesktop> clean and
forge
L544[15:00:02] <Semx11> would you need
multiple modules if you use a github project with one branch per MC
version
L545[15:00:04] <LexDesktop> no idea what
the fuck you guys do with idea
L546[15:00:17] <ghz|afk> then I must have
it wrong
L547[15:00:22] <Semx11> because I've been
trying to set that up but no clue how to get it properly
L548[15:00:41] <ghz|afk> oh
nevermind
L549[15:00:50] <ghz|afk> there are two
subprojects, Clean, and Forge
L550[15:01:16] <ghz|afk> it's jsut that
the gradle panel doesn't quite match up with the modules list
L551[15:01:24] <ghz|afk> and as I said, my
brain's not working right now
L552[15:01:29] <ghz|afk> so I shoudl just
shut up
L553[15:01:32] <Semx11> what's the
difference between the forge environment and the mdk
L554[15:01:35] <ghz|afk> I'll look at it
again later/tomorrow
L555[15:01:44] <ghz|afk> the MDK is
designed for writing mods
L556[15:01:54] <ghz|afk> the forge
development enviornment is for developing forge
L557[15:01:59] <ghz|afk> and making PRs to
the forge project
L558[15:02:04] <Semx11> ah
L559[15:02:15] <Semx11> or write your own
custom version of forge perhaps
L560[15:02:18] <Semx11> not sure why
anyone would do that
L561[15:02:32] <ghz|afk> yeah, let's keep
it at making PRs to forge
L562[15:02:32] <ghz|afk> ;p
L563[15:03:43] <Semx11> can you still make
PRs to old forge versions, such as 1.8?
L564[15:04:01] <ghz|afk> not unless it's a
serious crash/dupe bug
L565[15:04:12] <ghz|afk> 1.11 only for new
stuff
L566[15:04:28] <Semx11> well there is this
issue with 1.8 forge where if you type a chat message that starts
with a command name, it will execute that command
L567[15:04:43] <ghz|afk> even without the
/ ?
L568[15:04:45] <Semx11> yeah
L569[15:04:51] <LexDesktop> only client
side commands
L570[15:04:53] <Semx11> yes
L571[15:04:55] <LexDesktop> and thats not
a issue thats a feature
L572[15:05:06] <LexDesktop> literally
requested by a bunch of people
L573[15:05:06] <ghz|afk> XD
L574[15:05:11] <Semx11> what
L575[15:05:16] <Semx11> why would people
like that
L576[15:05:33] <Semx11> are they too lazy
to type a '/'
L577[15:05:36] <Semx11> :/
L578[15:05:39] <ghz|afk> must be weird to
type like
L579[15:05:45] <ghz|afk> "jei is the
mod you are talking about
L580[15:05:45] <LexDesktop> or they want
their own triggers
L581[15:05:56] <ghz|afk> and getting
"unknown command 'is'"
L582[15:06:01] <LexDesktop> or they have a
chat mod where depending on what you send it sends to different
channels
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L584[15:06:23] <LexDesktop> jei needs to
handle that client side then
L585[15:06:40] <Semx11> depending on what
you send? or do you mean a prefix when they type
L586[15:07:05] <Semx11> ok but even if
people requested that, why is that a thing in 1.8 forge and not in
1.8.9
L587[15:07:55] <LexDesktop> its is, its
even in 1.11
L588[15:08:28] <Semx11> well tbh it would
be better if there was a "on client chat" event or
something (not receiving, but sending)
L589[15:08:44] <LexDesktop> there is
IIRC
L590[15:08:47] <LexDesktop> several
L591[15:08:58] <LexDesktop> not going to
get into this because you havent done your reserch into it
L592[15:09:08] <Semx11> oh boy I have
searched for it everywhere
L593[15:09:29] <Semx11> but everybody
points me toward C01PacketChatMessage and creating a netty outbound
listener
L594[15:09:47] <Semx11> so right now I'm
just writing my class which extends GuiChat
L595[15:09:57] <Semx11> because that seems
to be the only way
L596[15:10:01] <LexDesktop> thats fucking
retarded
L597[15:10:08] <LexDesktop> also, WHY do
you want it
L598[15:10:13] <LexDesktop> what are you
trying to acomplish?
L599[15:10:26] <Semx11> I'm writing a
gui/chat mod that uses that
L600[15:10:43] <LexDesktop> thats not an
explination I KNOW you're writing a mod
L601[15:11:02] <Semx11> Well, I have
certain chat channels going through my netty server on a VPS
L602[15:11:10] <Semx11> and I want people
to be able to do /chat channel
L603[15:11:15] <Semx11>
<channel>*
L604[15:11:19] <Semx11> so they can select
the channel
L605[15:11:22] <LexDesktop> So you want a
command
L606[15:11:33] <Semx11> it also has a
command
L607[15:11:36] ***
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L608[15:11:45] <Semx11> but also a chat
channel
L609[15:12:00] <LexDesktop> also better
user experiance for that is tabs
L610[15:12:07] <LexDesktop> not putting
all chat in one window
L611[15:12:14] <Semx11> the mod is mainly
to use on hypixel, and they also have a /chat command, and I can't
completely disable that
L612[15:12:19] <Semx11> yeah that's
true
L613[15:12:35] <LexDesktop> ya fuck
hypixel, have fun with that.
L614[15:12:51] <Semx11> well maybe you
could at least point me into the right direction with those chat
listeners
L615[15:12:56] <Semx11> because I've
searched everywhere
L616[15:13:48] <LexDesktop> no, i dont
rememebr where they are off the top of my head
L617[15:13:54] <LexDesktop> and i dont
wanna go searching either
L618[15:14:00] <Semx11> I understand
L619[15:14:14] <Semx11> also it's for MC
1.8.9, maybe they've been added in later versions
L620[15:14:30] <Semx11> so I guess I'll
just keep writing my ? extends GuiChat :p
L621[15:14:36] ***
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L622[15:15:46] <Ordinastie> although if he
were to go with tabs, maybe subclass of GuiChat is the way to go
:p
L623[15:18:04] <LexDesktop> it is
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L625[15:18:21] <LexDesktop> but its my
suggestion to go with tabs he didnt want to do that
L626[15:18:35] <Ordinastie> I don't think
he knows what he wants to do
L627[15:19:09] <ghz|afk> he didn't
actually explain what he's doing, did he?
L628[15:19:25] <ghz|afk> oh wait he
did
L629[15:19:34] <Ordinastie> I stopped
caring when he started to ask how to make an auto-updater
L630[15:20:33] <LexDesktop> he did, oh for
fucks sake
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L645[15:37:16] <AshIndigo> How old?
L646[15:38:05] <ghz|afk> 1.8.9
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L648[15:39:04] <AshIndigo> Ok
L650[15:39:38] <ghz|afk> meh.
L651[15:40:02] <ghz|afk> I prefer to just
call them client thread / server thread / client jar / server
jar
L652[15:40:23] <ghz|afk> your proposed
words don't have meaning for most people
L653[15:41:30] <unascribed> thread/jar
seems even more confusing honestly
L654[15:41:45] <Ordinastie> not
really
L655[15:41:57] *** MineBot sets mode: -b
*!*@2001:1c04:1a00:7200:e8f4:4864:7662:3f19
L656[15:42:10] <Ordinastie> tbh,
logical/physical is already enough
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L659[15:42:35] <ghz|afk> meh. worst
persimmon I have eaten in a while
L660[15:42:45] <ghz|afk> I very much
prefer proper mature kakis
L661[15:45:31] <ghz|afk> unascribed:
"The physical server holds multiple logical servers"
wat?
L662[15:45:50] <unascribed> well, in the
general case a "logical server" refers to a world
L663[15:45:53] <unascribed> and there
/are/ multiple worlds
L664[15:45:56] <ghz|afk> so far as I know,
there's only one instance of the MinecraftServer class & its
respective thread
L665[15:46:16] <unascribed> and it seems
like Mojang is on a path to have multiple MinecraftServers and to
thread Worlds
L666[15:46:49] <ghz|afk> and replica is
just... misleading
L667[15:47:08] <ghz|afk> the purpose of
the client thread is to manage rendering
L668[15:47:15] <Ordinastie> unascribed,
when someone who actually knows how it works internally asks you
what you meant, it's not a good sign :p
L669[15:47:19] <ghz|afk> yes it does have
a partial cache
L670[15:47:32] <ghz|afk> but it's like, an
implementation detail ;P
L671[15:48:21] <ghz|afk> dunno, it doesn't
seem like an improvement
L672[15:48:24] <unascribed> hm, yeah
L673[15:48:39] <ghz|afk> if anything
L674[15:48:41] <unascribed> I'll leave the
issue open in case someone else has ideas
L675[15:48:47] <unascribed> this is
ultimately why I asked for feedback though :P
L676[15:48:50] <ghz|afk> I'd change
references to the physical server with .DEDICATED
L677[15:49:23] <ghz|afk> but the client is
still the client, either way
L678[15:50:33] <ghz|afk> so I'd do
Side.{CLIENT,DEDICATED}, but I have no idea if I'd rename isRemote,
and if so, to waht
L679[15:50:40] ⇦
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L682[15:52:40] <ghz|afk> the problem with
isRemote is that people often think client-centric, so there's one
remote, with many locals
L683[15:52:53] <ghz|afk> but the field is
named opposite, where the local isthe server -- the one running
thel ogic
L684[15:53:02] <ghz|afk> but isClient
would just add to the confusion
L685[15:54:19] <ghz|afk> i nthe end, I
think anyone able ot understand the concepts of primary/replica, is
also able to understand the difference between jars and
threads
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L690[15:56:42] <Ordinastie> I'm almost
tempted to say yes to those terms just to confuse even more the 10y
old wannabe modders
L691[15:56:48] <Shambling> well I was
going to set up my dedicated server I brought home from work, but I
had to dig out our leach field so I'm exhausted :|
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L693[15:57:24] <Shambling> dual core with
4 gigs ddr2 and windows 10 should be enough to host a minecraft
test compile server I'd imagine
L694[15:58:20] <barteks2x> so in my
library I have some logging, any way to have logging compatible
with forge without forcing specific log4j version?
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L699[16:04:06] <barteks2x> I guess slf4j
would be the right thing here?
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L715[16:53:48] <illy> LexDesktop: Can't
remember did you want me to add support for custom launcher.json
URLs to the launcher?
L716[16:54:18] <illy> err
javawrappr*
L717[16:58:41] <LexDesktop> yes
L718[16:58:59] <LexDesktop> config json or
ini
L719[16:59:16] <LexDesktop> should have
any urls, what jar to run, what command line etc...
L720[17:02:37] <barteks2x> I'm not
actually sure if it's allowed to reuse name of old mod, CubicChunks
mod already existed up to mc 1.0.0. Is reusing that name ok or
not?
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L723[17:03:43] <unascribed> is using it
technically allowed? probably
L724[17:03:46] <unascribed> is doing so a
good idea? no
L725[17:03:59] <unascribed> you could take
the usual route and put a word like "Reborn" after it
:P
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L727[17:04:25] <unascribed> or use a
synonym for cubic
L728[17:05:34] <barteks2x> I would use 3d
chunks name... but the first character of a name being digits can
cause a lot of issues
L729[17:05:45] <unascribed> yeah, it's not
a valid identifier
L730[17:06:38] <barteks2x> I remember that
way back in 2013 I asked author about reusing some of his original
mod code in my unofficial update and I got permission, but I don't
think it also applies to name
L731[17:08:02] <barteks2x> I will probably
consider using CubicChunksReborn
L733[17:10:21] <unascribed>
CubularChunks
L734[17:11:00] <Darkevilmac> Vertical
Chunks
L735[17:11:08] <Darkevilmac> Chunky
Chunks
L736[17:11:19] <unascribed> Smooth
Chunks
L737[17:11:37] <Darkevilmac> Peanut Butter
Chunks
L738[17:11:45] <unascribed> don't explain
the joke
L739[17:12:15] <ghz|afk> barteks2x:
Vertical Expansion ;P
L740[17:12:18] <Darkevilmac> sorry
L741[17:12:45] <unascribed> Theoretically
Infinitely Tall Worlds
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L744[17:13:57] <barteks2x> Vertical
Expansion.... that would be awesome name :D
L745[17:14:27] <barteks2x> but still,
cubic chunks is what is in the suggestions thread
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L747[17:20:42] <unascribed>
Verticality
L748[17:21:12] <kenzierocks> cubic chunks
are fun because mojang
L749[17:21:38] <ghz|afk> Vertically
Unlimited
L750[17:22:25] <barteks2x> for now I made
github issue "Find better name" because in 2 days I will
probably forget about it, and can't really change it right now
until a few PRs are submitted and merged
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L757[17:58:49] <Everseeking>
http://pastebin.com/bbn1WTge not looking for help,
not my crash, just want to know if my thinking is correct. Is some
mod incorrectly using the Formatter class, which then fails to
write to the FML log?
L758[18:00:21] <diesieben07> nope not some
mod
L759[18:00:32] <diesieben07> the FMLLog
stuff is fundamentally broken
L760[18:00:43] <diesieben07> it's been
patched in some places but the core problem is not been fixed
L761[18:00:46] <diesieben07> so... not
your fault.
L762[18:00:51] ⇦
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L763[18:01:43] <ghz|afk> the line that
crashes seems to be the crash report handler
L764[18:02:02]
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L765[18:02:05] <ghz|afk> somehow the crash
report system... crashed
L766[18:02:13] <diesieben07> the problem
is that FMLLog passes EVERYTHING EVER through String.format
L767[18:02:14] <Keridos> lol
L768[18:02:21] <Everseeking> is there a
more detailed bug tracker for forge other than the github issues
page, or not public/doesn't exist?
L769[18:02:25] <diesieben07> and sometimes
that "everything" has % signs in it
L770[18:02:31] <ghz|afk> the issue tracker
IS the bug tracker
L771[18:02:31] <diesieben07> which then
crashes because it's no longer a valid format
L772[18:02:34] <Everseeking> k
L773[18:02:41] <ghz|afk> waht kind of
"detail" is missing from it?
L774[18:03:11] <Keridos> diesieben07:
shouldnt it be able to just escape the %'s?
L775[18:03:29] <ghz|afk> Keridos: he's
saying it can't distinguish proper format specifiers
L776[18:03:30] <diesieben07> well
L777[18:03:34] <diesieben07> exactly
L778[18:03:38] <ghz|afk> from random
strings that just happen to contain a % for whatever reason
L779[18:03:45] <diesieben07> FMLLog cannot
know if you meant %s or the ACTUAL %s
L780[18:03:58] <diesieben07> so it doesn't
know what to escape and what not to
L781[18:04:34] ⇦
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L782[18:04:47] <Keridos> then why not map
the format string to be something like /%#
L783[18:04:50] <Everseeking> not related
to this, just in the changelog, i swear i tried to look up the
issue #s in the commit details and couldn't find some in the github
issues. Could have been an oversight of mine though
L784[18:05:02] <Keridos> that should
pretty much never be used at all
L785[18:05:09] <Keridos> and then remap
from there
L786[18:05:11] <diesieben07> that is the
wrong way to fix the problem...
L787[18:05:11] <Eragonn1490> ghz
L788[18:05:18] <diesieben07> FMLLog should
not exist at all
L789[18:05:30] <Keridos> FMLLog is the
crash report thing?
L790[18:05:34] <diesieben07> No.
L791[18:05:41] <diesieben07> its just some
ancient FML logger stuff
L792[18:05:46] <diesieben07> that has been
patched and updated over the years.
L793[18:05:54] <diesieben07> really
everything shoudl just call the Logger methods from Log4j
L794[18:06:00] <diesieben07> and not those
... weird things in FMLLog
L795[18:06:03] <Keridos> so more of a
frankenstein part of forge?
L796[18:06:06] <diesieben07> but nobody
has fixed it yet.
L797[18:06:07] <diesieben07> imho
yes.
L798[18:06:33] <Keridos> ah. maybe just
remove it and let people update their mods
L799[18:06:43] <diesieben07> nobody should
EVER be using that in a mod
L800[18:06:46] <diesieben07> it's an
internal part of FML
L801[18:06:52] <diesieben07> but yeah,
mods are stupid
L802[18:07:15] <Keridos> I usually just
end up using Logger.getGlobal or something like that
L803[18:07:18] <Keridos> works just
fine
L804[18:07:29] <diesieben07> ehh don't use
global...
L805[18:07:34] <diesieben07>
Logger.getLogger("MyMod")
L806[18:07:43] <Keridos> ah that
works?
L807[18:07:52] <diesieben07> of
course.
L808[18:08:11] <Keridos> I usually just
use it for debugging, if breakpoints are not optimal for
debugging
L809[18:08:16] <Keridos> f.ex. in big
loops
L810[18:08:41] <diesieben07> eh
L811[18:08:48] <diesieben07> might as well
use sysout for that
L812[18:09:10] <Keridos> tbh it doesnt
really matter, I remove the debug logging in releases
L813[18:09:20] <Keridos> normally at
least, sometimes I do forget that but eh
L814[18:09:45] <diesieben07> that's why we
have different logging levels :P
L815[18:09:52] <Keridos> :P
L816[18:09:52] ⇦
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L817[18:10:09] <Keridos> question: how
weird is it to use reflection to init my mods items blocks and
sounds?
L818[18:10:22] <diesieben07> very
weird
L819[18:10:39] <diesieben07> why do you do
that?
L820[18:10:40] <Keridos> it works fairly
good, did not expect that
L821[18:10:56] <Keridos> It automatically
registers all the values of the class
L822[18:11:15] <diesieben07> eww :D
L823[18:11:17] <Keridos> so it eliminates
one possible reason for bugs
L824[18:11:23] <diesieben07> not a
fan
L825[18:11:53] <Keridos> well it registers
them if they are not null and a proper instance of block or
whatever
L826[18:12:01] <diesieben07> still
L827[18:12:12] <diesieben07> you could
just do it in a constructor...
L828[18:12:12] <Keridos> it is a bit
hacky
L829[18:12:27] <diesieben07> although...
yeah thats not much better
L830[18:13:08] <Keridos> Thinking atm of
how I want to do it, the reflection stuff is actually quite neat
since you can save a few lines that way
L831[18:13:27] <Keridos> and you have an
automatic registration of everything you put into one of the init
classes
L832[18:13:42] ⇦
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L833[18:13:53] <Keridos> and If you do not
want to init it, just set it to null or in another class
L834[18:13:55] ***
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L836[18:14:18] <Keridos> It uses one of
the not so hacky parts of reflection though
L837[18:14:23] <Keridos> I saw you can
setField, too
L838[18:14:36] <diesieben07> oh you can do
a lot :D
L839[18:14:38] <Keridos> that is what they
use for patching closed source mods sometimes, isn't it?
L840[18:14:51] <diesieben07> uhhh
what?
L841[18:15:02] <Keridos> there are patch
mods, f.ex. for binnies mods
L842[18:15:18] <diesieben07> they might
use reflection, yes
L843[18:15:26] <Keridos> I think they use
a combination of reflection and ASM for that
L844[18:15:34] <Keridos> I have no idea
how ASM works though
L845[18:15:53] <diesieben07> ASM is a dark
dark technique
L846[18:15:57] <diesieben07> don't go
there :
L847[18:15:59] <diesieben07> :P
L848[18:16:03] <Keridos> hehe
L849[18:16:38] <Keridos> too bad binnie
seems to be gone
L850[18:17:04] <Keridos> If he just gave
the permission to clone binnies mods and publish it, I am sure it
would be taken care of
L851[18:18:44] <Keridos> but apart from
hacky init stuff I kind of like the new registries and stuff
L852[18:18:50] <Keridos> its more
centralised
L853[18:19:06] <Keridos> and I will love
the day when all manual IDs are gone for good
L854[18:19:18] <diesieben07> are they
not?
L855[18:19:38] <Keridos> in 1.11 maybe, I
think 1.10 still had biome ids?
L856[18:19:47] <Keridos> not sure
though
L857[18:20:14] <diesieben07> even 1.9.4
has biomes in the new registries
L858[18:20:25] <ghz|afk> there's still 256
internal IDs available, though
L859[18:20:40] <ghz|afk> but since 1.9 or
maybe 1.9.4, biomes have registries
L860[18:20:41] <Keridos> that is not much
o.O
L861[18:20:55] <ghz|afk> mc only allocates
so much for them
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L864[18:21:40] <Keridos> well then yay at
no more manual IDs
L865[18:22:00] <Keridos> I kind of go
crazy when I see people manually assigning block ids in post
1.7.x
L866[18:22:18] <ghz|afk> I think the only
place where "ids" are still used, is in entities, but
those are mod-local, rather than global
L867[18:22:20] <Keridos> there is pretty
much NO reason why you should ever do that
L868[18:22:38] <ghz|afk> if anyone does
manual IDs in 1.9+
L869[18:22:41] <ghz|afk> their mod is
broken.
L870[18:23:06] <Keridos> ghz|afk: that
reminds me of the nice bug where we had server crashes, because
phaser beams from matter overdrive were entities and somehow IDs
were the same for something that spawns
L871[18:23:48] <Keridos> but since the
phaser has some values that need to be properly set in its
constructor, the server would just randomly crash with an NPE when
that specific mob spawned
L872[18:24:03] <diesieben07> that is when
people use global entity ids...
L873[18:24:06] <diesieben07> which are
finally gone
L876[18:26:27] <Keridos> Btw, huge
shoutout to all the awesome people here, helping/fixing/writing
forge
L877[18:26:37] <Keridos> modding is so
much more convenient in 1.10.2
L878[18:30:42] <Keridos> gonna go off for
now though, see you guys, good night
L879[18:31:32] ⇦
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L880[18:39:42] <LexDesktop> illy, dont
want this as command line...
L881[18:41:10] <illy> so a config file hmm
that's do able I can just them drop a launcher.json in the
.minecraft dir
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L886[19:01:51] <LexDesktop> no god
dammet
L887[19:01:55] <LexDesktop> ive told you
this a few times
L888[19:02:05] <LexDesktop> the config
json is IN THE EXE
L889[19:02:08] <LexDesktop> as a zip
file
L890[19:03:46] <LexDesktop> the final
'Forge Installer' would be the exe with a zip file appended to the
end, the zip contains a json/ini with : required java version, url
to the JRE json, the name of the jar file, args to pass to the
jar
L891[19:04:49] <illy> I can't do that all
of that info would have to be done at compile time
L892[19:05:48] <illy> err I cant add a zip
file into the exe
L893[19:08:57] <LexDesktop> why not
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L895[19:09:58] <LexDesktop> cat
wrapper.exe installer.zip >installer.exe
L896[19:11:05] <ghz|afk> you do it like
how zip self-extractors do
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L898[19:14:05] <illy> would that also work
under other OS?
L899[19:14:25] <ghz|afk> if you do it
right, other OSes should be ableto detect the SFX-exe and find the
contents
L900[19:14:26] *
unascribed ignites
L901[19:14:43] <ghz|afk> I have no idea
how "doing it right" works
L902[19:14:56] <LexDesktop> can you unzip
files in go?
L903[19:14:56]
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L907[19:17:28] <illy> though I have a hack
for mac right now because it's not extracting correctly once I get
my hands on a mac again ill be able to sit down and fix it
L909[19:17:41] <ghz|afk> i'm looking at
it, and so far I don't see anything special about them
L910[19:17:48] <LexDesktop> read your
current exe as a input stream
L911[19:17:52] <ghz|afk> it's just the exe
with appended settings and appended zip data
L912[19:18:00] <LexDesktop> find the zip
header {if the read function doesnt do that for you}
L913[19:18:07] <LexDesktop> and then call
that new reader function
L914[19:18:28] <LexDesktop> SFX?
L915[19:18:35] <ghz|afk> SelF
eXtract
L916[19:18:56] <ghz|afk> those winzip exes
that unpack the contents when you run them
L917[19:19:09] <LexDesktop> ya those are
pretty much what we're talking about
L918[19:19:16] <LexDesktop> a exe with a
zip payload on the end
L919[19:19:26] <LexDesktop> exes will be
read into memory and any extra data at the end ignored
L920[19:19:31] <ghz|afk> yeah I gathered,
that's why I pasted this link
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L922[19:19:51] <LexDesktop> once its
running in memory you can treat the exe like any other file on
disc
L923[19:19:52] <ghz|afk> so far as I can
tell, the data is just there at the end, and the exe knows ho to
get to it
L924[19:20:19] <ghz|afk> the link I
pasted
L925[19:20:26] <ghz|afk> the
"header" program (the actual extractor)
L926[19:20:44] <ghz|afk> has a "rough
estimate" for where to find the metadata, and then just
searches for the ini start
L927[19:20:58] <ghz|afk> which is ascii
"[FE]" for them
L928[19:21:33] <ghz|afk> they use
GetModuleFileName
L929[19:21:39] <ghz|afk> for getting the
full path of the exe
L930[19:21:42] <ghz|afk> although go may
have something else
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L933[19:27:39] <LexDesktop> wtf is
that?
L934[19:32:01] <illy> really annoying hack
that I use to unzip on a mac because of
https://git.io/v1gTv now that I have acquired(stole)
a mac from my brother im fixing it now
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L938[19:47:17] <LexDesktop> ya, its a
matter of you manually setting the permisisons when extracting the
file
L939[19:47:34] <LexDesktop> thats what
ditto does, and you should be able to get that information when
manually extracting
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L942[19:52:43] <tterrag> hipsterpig: no
:(
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L955[20:17:37] <illy> dear lord didn't
realize how small the font was on macs -_-'
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L970[21:04:12] <baegmon> is there a way to
transition from one gui screen to another? (ie. pressing one button
inside guiscreen A -> guiscreen B)
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L982[21:14:04] <TehNut> baegmon:
Minecraft.getMinecraft().displayGuiScreen()
L983[21:15:02] <baegmon> @TehNut yea I'm
using that to open up my main gui but I was wondering if there was
an easier way to transition into a "sub" gui but I guess
I'll just open a new one
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L989[21:21:20] <killjoy> baegmon,
implement it in the GuiScreen
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L994[21:50:15] <Me4502> What mod in most
modpacks is it that adds /tpworld ? trying to debug some
stuff
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L1012[23:20:27] <Artillect> So I
submitted a PR to forge
L1013[23:20:38] <Artillect> let's see
what Lex says about it
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