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L1[00:11:16] ⇨
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L6[00:46:58] <ntzrmtthihu777> hey folks. So,
what's the modding scene like now? I'm considering picking up
modding again, at the very least for one mod I like.
L7[00:52:10] <killjoy> ntzrmtthihu777, where
did you leave off?
L8[00:52:14] ⇨
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L9[00:52:44] <ntzrmtthihu777> somewhere in
1.7 land
L10[00:52:54] <killjoy> so you missed the
hell that was block models
L11[00:53:00] <killjoy> Good thing hell
froze over
L12[00:53:03] <ntzrmtthihu777> jsons are
gone?
L13[00:53:08] <killjoy> they're still
there
L14[00:53:13] <killjoy> but they're
better
L15[00:53:20] <ntzrmtthihu777> sane
defaults?
L16[00:53:31] <killjoy> dunno. I don't
really do blocks
L17[00:54:00] <ntzrmtthihu777> how are
mobs?
L18[00:54:08] <killjoy> not much
changed
L19[00:54:18] <killjoy> though they use
ILayerRenderer
L20[00:54:22] ⇨
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L21[00:54:40] <killjoy> There's no longer a
entity render event.
L22[00:54:49] <ntzrmtthihu777> huh.
L23[00:54:52] <killjoy> You're supposed to
use a ILayerRenderer instead
L24[00:55:00] <ntzrmtthihu777> 'supposed
to' :P
L25[00:55:11] <killjoy> armors use it
L26[00:55:19] <killjoy> as do held
items
L27[00:55:28] <killjoy> capes, elytras,
etc
L28[00:56:02] <ntzrmtthihu777> I'm really
not sure if I wanna bother though. I've got a lot more 'serious'
programming stuff going on. embedded linux stuffs.
L29[00:56:11] <killjoy> that's nice
L30[00:56:49] <ntzrmtthihu777> its fun, but
I kinda do miss the days of working on something that really
doesn't matter at all in the grand scheme of computing
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L36[01:23:34] <ayyliens> Trying to set a
block in the world to my custom block with
mc.theWorld.setBlockState(bPos,
myBlock.getBlockState().getBaseState(), 1);
L37[01:23:42] <ayyliens> am I doing
something wrong?
L38[01:24:00] <Ordinastie> yes
L39[01:24:05] <ayyliens> thought so
:P
L40[01:24:11] <Ordinastie> the minecraft
class doesn't exist on the server
L41[01:24:27] <ayyliens> no I was trying to
set it client side
L42[01:24:30] <Ordinastie> use the world
you're given
L43[01:24:38] <Ordinastie> you don't set
blocks client side
L44[01:24:56] <ayyliens> but in this case I
do want to
L45[01:25:04] <Ordinastie> you can't
L46[01:25:06] <ayyliens> ah
L47[01:25:10] <ayyliens> makes sense
then
L48[01:25:29] <Ordinastie> and wanting to
doesn't make sense anyway
L49[01:25:37] <ayyliens> its a client
mod
L50[01:25:48] <Ordinastie> then you can't
have blocks
L51[01:25:52] <killjoy> don't mess with the
world client-side
L52[01:26:00] <ayyliens> :(
L53[01:26:05] <ayyliens> but my hopes and
dreams
L54[01:26:11] <killjoy> crushed
L55[01:26:21] <Ordinastie> dream
better
L56[01:26:26] <killjoy> unless you want to
make it a client/server mod?
L57[01:26:45] <ayyliens> nah
L58[01:26:56] <Ordinastie> what were you
trying to do anyway ?
L59[01:27:27] <ayyliens> have a way to
replace blocks on the fly
L60[01:27:36] <killjoy> like
replacements?
L61[01:27:37] <Ordinastie> whut ?
L62[01:27:53] <ayyliens> is that a
mod?
L63[01:28:05] <killjoy> replacements is a
forge feature
L64[01:28:12] <Ordinastie> (that doesn't
work)
L65[01:28:23] <ayyliens> go on :P
L66[01:28:25] *
killjoy doesn't know how to use it
L67[01:28:39] <killjoy> But supposedly you
give it a id and it replaces it
L68[01:28:55] <Ordinastie> explain
concretely what your mod was supposed to do
L69[01:29:05] <ayyliens> say I have this
house
L70[01:29:37] <ayyliens> and it was made of
idk birch planks, I would like to replace stone with my block
L71[01:29:54] <killjoy> just use a resource
pack
L72[01:30:03] <ayyliens> yeah
L73[01:30:12] <ayyliens> i mean I could do
that
L74[01:33:43] <Ordinastie> localized
resource packs, that's an idea
L75[01:33:49] <killjoy> huh?
L76[01:33:54] ***
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L77[01:34:07] <killjoy> providing
localizations in a resource pack?
L78[01:34:20] <Ordinastie> not that kind of
localized
L79[01:34:22] <Ordinastie> a resource pack
that would be used only within user defined bounds
L80[01:34:39] <Ordinastie> probably a bit
tricky to implement though
L81[01:36:51] <ntzrmtthihu777> man... I
can't wait til I get my two new monitors. May or may not sell my
current one after recieving them.
L82[01:37:31] <ntzrmtthihu777> widescreen
acension get
L83[01:37:41] <Ordinastie> lol, so there is
prison architect at -75% for 6.99€
L84[01:38:11] <Ordinastie> below, bundle
with 5 games including PA, -91% for 6.45€
L85[01:39:12] <ntzrmtthihu777> heh. funny
how that works.
L86[01:39:37] <Ordinastie> well, actually,
seeing the other games, I can understand how it would cost less
overall ><
L87[01:40:21] ⇨
Joins: Hunterz (~hunterz@62.182.234.189)
L88[01:42:13] <ntzrmtthihu777> heh.
L89[01:42:27] <ntzrmtthihu777> well still,
may as well get more for less :)
L90[01:46:48] ⇦
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L91[01:48:31] <ntzrmtthihu777> man, I never
realized how much I came to depend on a lot of screen real
estate... while this new monitor may be objectively better than my
previous one (a tv, in actuality), the difference between 27"
and 50" is staggering.
L92[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161224 mappings to Forge Maven.
L93[02:00:12] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161224-1.11.zip
(mappings = "snapshot_20161224" in build.gradle).
L94[02:00:23] <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/
L95[02:01:47] ⇨
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L96[02:05:09] ⇨
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L104[03:16:27] <Ordinastie> I guess it's
not possible to AT fields added by forge...
L105[03:16:40] <ayyliens> lol
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L109[03:34:51] <killjoy> need something
added to forge? Make a PR.
L110[03:35:00] <killjoy> That's our
philosophy, right?
L111[03:35:03] <ntzrmtthihu777> the joy of
open source :)
L112[03:35:37] <killjoy> though licenses
suck
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L116[03:48:03] <LexMobile> evening
anything i should know about before bed?
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L118[03:49:45] <ntzrmtthihu777> sup
lex
L119[03:50:07] <LexMobile> not much just
checking in before bed
L120[03:50:19] <LexMobile> hopefully net
gets installed tomarrow so i can do some work.
L121[03:50:32] <ntzrmtthihu777> I should
probably do the same. glad to see forge is still alive and well
:)
L122[03:50:32] <LexMobile> still need to
get a chair/monitors.. but ya
L123[03:51:01] <ntzrmtthihu777> nice. I
have 2x 21:9 monitors on the way :)
L124[03:51:11] <ntzrmtthihu777> still have
a shit chair and desk, though
L126[03:53:43] <LexMobile> thats
interesting..
L127[03:53:54] <LexMobile> my plan is to
do a 3 lower, 1 upper setup
L128[03:54:05] <LexMobile> and find
whatever the strongest desk chair i can find is.
L129[03:54:11] <LexMobile> cuz im fat, i
need something strong
L130[03:55:22] <ntzrmtthihu777> heh. I'm
scrawney, so I can do with flimsy stuff for the moment.
L131[03:56:01] <ntzrmtthihu777> want a
nice setup eventually, but currently worried about little other
than the main hardwares.
L132[03:57:28] <ntzrmtthihu777> hrm.
L134[04:03:56] <LexMobile> tempted to get
one as it *should* work as im not putting m FULL weight on
it.
L135[04:07:13] <ntzrmtthihu777> huh. I
never thought of you as being fat o.0 gotta love that internet
anonymity at times.
L136[04:07:28] <ntzrmtthihu777> personally
I weigh like 120 or so
L137[04:08:29] <PaleoCrafter> you're aware
that there are videos and pictures of Lex, ntzrmtthihu777? :P
L138[04:09:32] <ntzrmtthihu777> probably,
I just don't care much about meatsuits when it comes to programming
stuffs.
L139[04:10:31] <ntzrmtthihu777> as far as
I was concerned lex was a old-style black mage with a bad attitude
:P
L140[04:11:51] <LexMobile> meh, im fat cuz
my brain is messed up. I HAVE to have something to occupy my brain
or else I go into depressing areas.. And when excersising.. there
is nothing to distract/occupy me so... its not fun.
L141[04:12:18] *
LexMobile should probably be taking pills for depression but doesnt
cuz i dont go to the doctor
L142[04:12:24] ***
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L143[04:12:38] <ntzrmtthihu777> heh. I
know that feels. apparently I'm just wired to not gain weight
L144[04:13:12] <ntzrmtthihu777> so, why
even worry about excercise outside of my normal walking. pretty
happy to sit at a keyboard and hack away at shitty
hardware/firmware to improve it.
L145[04:13:52] <LexMobile> to people like
you, i say fuck you!
L146[04:14:33] <Ordinastie> to be fair,
you say that to everybody
L147[04:15:03] <LexMobile> Im not one of
those who blaims me being fat purely on my genetics, but there IS
something at play in there. I have an entire family of fatasses on
both sides. So it doesn't help
L148[04:15:25] <LexMobile> This is true,
everyone can fuck off, they can fuck on to, as long as everyone
says yes.
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L150[04:15:59] <ntzrmtthihu777> LexMobile:
sorry man, if its any consolation I can't put on much muscle mass
even when I tried at it really, really hard for a long time.
L151[04:16:09] <ntzrmtthihu777> so, I'm
not even that buff sorta skinny.
L152[04:16:55] <Ordinastie> coming back to
the ItemStack.item->getItem() transformer, was there any reason
to not simply redirect to a forge added getDelegate() method
?
L153[04:17:03] <LexMobile> ah so you're
like white boy tweaker skinny?
L154[04:17:20] <ntzrmtthihu777> more or
less, yeah.
L155[04:17:24] <LexMobile> because its not
just get delegate
L156[04:17:38] <ntzrmtthihu777> at one
point I weighed like 140, didn't look much different.
L157[04:17:39] *
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L159[04:17:42] <LexMobile> its more, and
we patch in getItem so why not just use that one?
L160[04:18:34] <ntzrmtthihu777> and pretty
much I'm constantly tweaked out on legal stimulants in the form of
caffine and nicotine, so yeah :P
L161[04:18:35] <Ordinastie> because every
where vanilla uses the field, it's not supposed to get air if size
is 0
L162[04:20:41] <LexMobile> why not?
L163[04:21:03] <LexMobile> the only place
that matters is its isEmpty check
L164[04:21:16] <Ordinastie> and copy at
least
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L167[04:21:47] <LexMobile> not really
copy, but maybe an exception can be made for that
L168[04:22:16] <LexMobile> from the
outside point of view anything thats 0 should be air, so copy
returning air is fine
L169[04:24:17] <Ordinastie> in my case it
wasn't
L170[04:24:29] <Ordinastie> I need a copy
that preserves the actual item
L171[04:24:39] <LexMobile> why?
L172[04:25:14] <LexMobile> btw someone
confirm for me s i dont have the code in front of me
L173[04:25:31] <LexMobile> is(STONE,
1).getItem() == STONE
L174[04:25:46] <LexMobile>
is.setSize(0).get() == AIR
L175[04:25:52] <Ordinastie> yes
L176[04:25:59] <LexMobile>
is.setSize(1).get() == STONE?
L177[04:26:07] <Ordinastie> yes
L178[04:26:28] <LexMobile> ok so it can be
resusitated, so ya we may need to filter copy as well
L179[04:26:34] <LexMobile> should be a
small patch
L180[04:27:36] <Ordinastie> I still feel a
getDelegateItem method would be safer
L181[04:28:20] <Ordinastie> feels like a
possibly dangerous side effect
L182[04:29:02] <LexMobile> ?
L183[04:29:05] <LexMobile> the point
L184[04:29:20] <LexMobile> is we dont want
the 50 other parts where it NEEDS to go through the delegate
L185[04:29:23] <LexMobile> to be manually
patched
L186[04:29:33] <Ordinastie> I get
that
L187[04:29:38] <LexMobile> and the return
of getItem aSHOULD be delegated
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L189[04:29:52] <LexMobile> so
functionally, if the name of the function is getItem or
getDelegatedItem
L190[04:29:55] <LexMobile> its all the
same
L191[04:29:59] <Ordinastie> I just say,
don't change this.item to this.getItem, change this.item to
this.getDelegateItem
L192[04:30:03] <Ordinastie> and getItem
should call it too
L193[04:30:14] <LexMobile> functionally
the same
L194[04:30:17] <LexMobile> doesnt
matter
L195[04:30:20] <Ordinastie> except
getDelegate shouldn't check for empty
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L197[04:33:47] <LexMobile> humm get item
doesnt even use the item it uses the delegate directly
L198[04:34:37] <LexMobile> tho the point
is if its ull to return air to...
L199[04:35:05] <Ordinastie> that's
ok
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L201[04:35:34] <LexMobile> meh its
something to think about but i dont really care
L202[04:35:40] <LexMobile> as its all
internal shit
L203[04:35:48] <LexMobile> tho
L204[04:36:03] <LexMobile> 90% of the code
SHOULD use air for 0 size stacks
L205[04:36:17] <LexMobile> its only copy
as you said the should care to preserve the data
L206[04:37:16] <Ordinastie> delegates are
only for aliases and substitution right ?
L207[04:37:40] <LexMobile> its for delayed
resolution of anything in the registry
L208[04:37:55] <LexMobile> mainly for subs
and aliases yes
L209[04:39:15] <LexMobile> oh well its
240am i ned sleep
L210[04:39:19] <LexMobile> need to be in
scappoose at 11
L211[04:40:18] <ntzrmtthihu777> heh. 0400
here
L212[04:42:20] <Ordinastie> little design
question, I have some CachedData with update() and
hasChanged()
L213[04:42:49]
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L214[04:42:51] <Ordinastie> should
hasChanged() return whether it has changed sinced the last update,
of if it has changed since last time hasChanged was called
L215[04:49:46] <Ordinastie> I feel the
latter is more flexible
L216[04:57:12] <gigaherz> hmm I don't see
how the latter is useful
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L219[05:08:13] <Ordinastie> in case update
is called multiple times before checking for changes
L220[05:11:18] <gigaherz> hmmm
L221[05:11:33] <gigaherz> update() would
be the one that causes hasChanged to become false after it has been
true?
L222[05:11:37] <gigaherz> or the one that
causes it to become true?
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L225[05:15:38] <Ordinastie> meh, I'll keep
it that way
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L236[05:40:03] <gigaherz> !latest
1.10.2
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L248[07:00:54] <Xalcon> hey guys, someone
around with some more advanced knowledge about EnumFacing? I'm
trying to get the clicked faced of a rotated block. Currently I'm
using "EnumFacing relativeFace = new
TRSRTransformation(clickedFace).rotate(blockFacing);" which
returns wrong results if the block is facing west/east but its
working properly when the block is facing south/north - all sides
(besides up/down) are flipped if the block is facing
L249[07:00:54] <Xalcon> east or west
L250[07:01:26] <gigaherz> wat
L251[07:01:41] <Xalcon> if I have an east
facing block and click on the east side, I'd effectivly clicked on
the "front" (north side)
L252[07:01:47] <Xalcon> but the transforms
says south
L253[07:01:56] <gigaherz> oh I see
L254[07:03:05] <Xalcon> i could create my
own transform code, but i would like to know if there is a bug in
forge or if I'm doing something wrong
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L257[07:08:42] <Xalcon> yeah, i had
something similar too but then I found TRSRTransform which can do
that
L259[07:17:02] ***
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L261[07:17:19] <diesieben07> what nice
sight to wake up to.
L262[07:17:29] <Xalcon> <3
L263[07:17:46] <Xalcon> swing the ban
hammer
L264[07:19:12] <PaleoCrafter> "
L265[07:19:13] <PaleoCrafter> Buy Lexapro
Next Day" - Does that have to do anything with Lex? :D
L266[07:19:38] <PaleoCrafter> diesieben07,
that's gonna be easier to clean up with the new forums, btw
:P
L267[07:20:24] <diesieben07> <3
<3
L268[07:20:52] <PaleoCrafter> huh, the
Installer doesn't seem to use the proper new logo Oo
L270[07:21:24] <PaleoCrafter> now the
anvil is white and you can't see it xD
L271[07:21:52] <gigaherz> welp so far as
spam attacks go, it's quite mild
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L274[07:22:18] <gigaherz> or maybe half of
it was already deleted hmm
L275[07:22:24] <gigaherz> the rest are
gone now ;P
L276[07:22:27] <diesieben07> yeah
L277[07:22:33] <diesieben07> i just went
through and deleted them
L278[07:22:59] <diesieben07> 35
posts
L279[07:23:17] <gigaherz> we had a login
flaw in the reactos site some months ago
L280[07:23:42] <gigaherz> there were like
5000 wiki entries added or something crazy like that
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L325[10:53:07] <ayyliens> there is still
coremod support in the new versions of forge right?
L326[10:55:15] <gigaherz> yes
L327[10:55:21] <gigaherz> we highly
discourage it, though
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L336[11:44:40] <Ordinastie> for some
reason, it doesn't take the translation of one mod in 1.11 (in
dev)
L337[11:46:22] <Ordinastie> all other
assets load fine though
L338[11:50:22] ***
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L339[12:00:26] <Ordinastie> ahhhh
L340[12:00:39] <Ordinastie> forge
automatically uppercase lang files
L341[12:02:45] <Ordinastie> what's the
pack_format number supposed to be ?
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L344[12:05:18] <Shambling> is there a
super simple way to convert something from using item damage to
something more accepted like... I think most mods use nbt or meta
instead?
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L346[12:05:39] <Ordinastie> meta IS item
damage
L347[12:06:14] <Shambling> hrmmm... ok so
it is, wonder why this is so incompatible with something then
L348[12:06:38] <Ordinastie> what is
incompatible with what ?
L349[12:06:49] <Shambling> dense ores
references meta, and osmium ore uses a itemstack.itemdamage to
track if its osmium, tin, or copper
L350[12:07:19] <Shambling> I'm trying to
get a good dense ores config setup for 1.10.2, and every mod works
except mekanism, and that doesn't seem like an old issue
L351[12:07:27] <Ordinastie> like I said,
itemstack metadata or itemstack damage is the same thing
L352[12:08:48] <Shambling> alright so no
great reason for it to not work then
L353[12:08:58] <Shambling> was thinking of
dropping it anyways, meh
L354[12:10:55] <Shambling> I'll move onto
the next mod and generate dense ores for that instead, cheers
ordinastie
L355[12:11:01] <Shambling> have a good
weekend
L356[12:11:20] <Ordinastie> if there is an
incompability between 2 mods, asks those mods' uthors
L357[12:11:23] <Ordinastie> *authors
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L363[12:27:06] <Xtcent_> Hey, whats the
best way to initialize my Rendermobs class, where i set textures
for the mobs i am adding? Do i just try to load the whole class in
preinit?
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L399[14:53:41] <parzivail> for anyone
having the my-dimension-is-always-dark issue, make sure
[field_191067_f = true] in your <? extends
WorldProvider>#createBiomeProvider
L400[14:55:20] <Ordinastie> !gf
field_191067_f
L401[14:55:40] <Ordinastie> well, makes
sense
L402[14:55:52] <parzivail> !gf
field_191067_f
L403[14:56:12] <Ordinastie> you should
update your mappings
L404[14:56:21] <parzivail> shucks, too bad
it only prints privately. then everyone had to do it
L405[14:56:58] <parzivail> yeah, I know. I
usually run it through my convertor thing but didn't think too this
time for some reason
L406[14:58:11] <parzivail> when you say I
can update my mappings, you mean there's a way to convert the rest
of those pesky unknowns to actual names in-editor? if so, this is
news to me
L407[14:59:01] <howtonotwin> in
build.gradlew there's a mapping line
L408[14:59:03] <howtonotwin>
!!latest
L409[14:59:04] <MCPBot_Reborn> === Latest
Mappings ===
L410[14:59:05] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L411[14:59:05] <MCPBot_Reborn> 1.11
snapshot_20161224
L412[14:59:06] <MCPBot_Reborn> 1.10.2
snapshot_20161117
L413[14:59:07] <MCPBot_Reborn> 1.10.2
stable_29
L414[14:59:07] <MCPBot_Reborn> 1.9.4
snapshot_20160627
L415[14:59:08] <MCPBot_Reborn> 1.9.4
stable_26
L416[14:59:09] <MCPBot_Reborn> 1.9
snapshot_20160516
L417[14:59:10] <MCPBot_Reborn> 1.9
stable_24
L418[14:59:10] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L419[14:59:11] <MCPBot_Reborn> 1.8.9
stable_22
L420[14:59:12] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L421[14:59:12] <MCPBot_Reborn> + 5 more.
Please use !more to see 5 queued entries.
L422[14:59:13] <howtonotwin> change it to
use the latest version ^
L423[14:59:27] <howtonotwin> then rerun
setupDecompWorkspace
L424[15:00:06] <howtonotwin>
*build.gradle
L425[15:00:25] <parzivail> that won't
break anything if I re-run it?
L426[15:00:38] <howtonotwin> It'll break
code that you wrote that uses the srg names
L427[15:00:41] <howtonotwin> but nothing
else
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L429[15:00:47] <parzivail> got it
L430[15:00:50] <parzivail> thanks
L431[15:01:05] <howtonotwin> np
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L433[15:06:35] <parzivail> great, now I
gotta re-add all my libraries in IntelliJ
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L435[15:09:12] <howtonotwin> really? sDW
shouldn't touch anything IDE related...
L436[15:10:01] <parzivail> yeah well
L437[15:10:48] <howtonotwin> if you want
you can pop over to #forgegradle and iron that out
L438[15:11:00] <howtonotwin> because
that's not supposed to happen
L439[15:11:42] <parzivail> don't mind if I
do
L440[15:12:26] ***
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L442[15:14:14] <howtonotwin> Thinking
about it, these channels are probably gonna be deader than usual
due to Christmas
L443[15:14:26] <parzivail> ...yeah
L444[15:14:27] <howtonotwin> may take a
while to get a response
L445[15:14:40] <parzivail> oh well, I'll
figure something out
L446[15:18:34] <diesieben07> parzivail,
why are you adding libraries manually? use gradle...
L447[15:18:46] <parzivail> that's just
it
L448[15:18:56] <parzivail> it *should* be
adding them automatically, but it's not
L450[15:19:19] <diesieben07> did you
refresh gradle in intellij?
L451[15:20:02] <parzivail> I swear today
I'm possessed. thanks.
L452[15:21:02]
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L453[15:22:04] <parzivail> !gf
func_190916_E
L454[15:22:13] <parzivail> !gm
func_190916_E
L455[15:23:21] <diesieben07> My god why
does bluetooth suck SO MUCH?
L456[15:23:47] <howtonotwin> fyi if you're
going to be using the bot a lot go to #mcpbot, pm it, or open a dcc
(with !dcc) to it
L457[15:23:56] <parzivail> because it just
turned 18. it's rebelling
L458[15:24:27] <diesieben07> got a new
mouse (mx master)... using the unifying receiver, works amazing as
it's predecessor
L459[15:24:31] <diesieben07> bluetooth?
fuck me wtf is this
L460[15:24:46] <parzivail> ah, thanks
hownottowin
L461[15:24:56] <parzivail>
howtonotwin*
L462[15:25:03] <howtonotwin> yes?
L463[15:25:18] <parzivail> thanks, about
#mcpbot
L464[15:25:27] <howtonotwin> np
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L467[16:17:29] <parzivail> is there a good
way to convert 1.7.10 item/block JAVAs to the new JSONs? if you
couldn't tell I'm finally porting my mod :D
L468[16:18:09] <williewillus> what is a
"item/block JAVA"
L469[16:18:16] <williewillus> jsons's are
only for rendering
L470[16:18:22] <williewillus> any game
logic you have stays in your class
L471[16:18:25] <parzivail> the
ModelRenderer for the old blocks
L472[16:18:35] <williewillus> oh, yeah not
really. those are finicky
L473[16:18:38] <parzivail> sorry, never
said model
L474[16:18:46] <williewillus> there's a
script out there that kinda tries to do it but it's not
perfect
L475[16:19:01] <parzivail> so... time to
remake all the models?
L476[16:19:10] <howtonotwin> there are
tools out there to help that
L477[16:19:17] <parzivail> oh?
L478[16:19:19] <howtonotwin> MrCrayfish's
modeler comes to mind
L479[16:19:22] <williewillus> i mean did
you need them to be ModelBase's in the first place?
L480[16:19:40] <williewillus> in the past
you should've only used .java models for tile entities
L481[16:19:44] <williewillus> that were
animated
L482[16:19:57] <parzivail> and... what for
blocks and items with custom models?
L483[16:20:39] <howtonotwin> I wasn't here
in those dark days but I'm pretty sure most models that weren't the
default were all code...
L484[16:20:40] <williewillus> ever heard
of an isbrh? :P
L485[16:21:00] <howtonotwin> I think they
count as code :P
L486[16:21:11] <williewillus> howtonotwin:
ModelREnderer/ModelBase was specifically mentioned above
L487[16:21:24] *
howtonotwin can't rea
L488[16:21:26] <howtonotwin> *read
L489[16:21:29] *
howtonotwin can't write either
L490[16:21:39] <williewillus> either way
if they don't need to be animated or dynamic remake them
L491[16:21:52] <williewillus> otherwise if
it does need animation/dynamism leave it as is in a tesr
L492[16:22:07] <howtonotwin> You may want
to look into FastTESR
L493[16:22:36] <williewillus> don't worry
about that
L494[16:22:43] <williewillus> the use case
for that is narrow
L495[16:23:00] <williewillus> usually
everything can either be a static model or a tesr, fasttesr is for
a really niche in between
L496[16:23:39] <parzivail> well all I'm
looking for is to convert 100+ already-made ModelRenderers to 1.11,
can they stay ModelRenderers or must they be JSONs?
L497[16:24:00] <williewillus> my point is
they shouldn't have ever been ModelRenderer's, if they weren't
animated/dynamic
L498[16:24:09] <williewillus> so now is as
good a time as any to fix that
L499[16:24:15] <parzivail> my point
L500[16:24:28] <howtonotwin> JSON is
desired
L501[16:24:39] <howtonotwin> whatever you
can make JSON
L502[16:24:40] <howtonotwin> make
JSON
L504[16:27:09] <parzivail> this is going
to be a long, long weekend
L505[16:27:21] <williewillus> it's going
to take more than a weekend :D
L506[16:27:30] <howtonotwin> :P
L507[16:27:53] <parzivail> well, we have a
few people who can work on it but it's still going to take a
while
L508[16:28:50] <williewillus> port your
Blocks to block states first before doing rendering
L509[16:28:53] <williewillus> as a word of
advice
L510[16:29:01] <parzivail> already
done
L511[16:29:06] <williewillus> cool
L512[16:32:34] <howtonotwin> If I
deprecate something in a PR to Forge, would that count as a
breaking change?
L513[16:32:55] <williewillus> no
L514[16:33:05] <williewillus>
"breaking" => existing code will crash
L515[16:33:11] <howtonotwin> ok
L516[16:33:13] <williewillus> aka you
change a method signature
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L530[18:09:15] <Zaggy1024> mezz, there's a
few other classes in CloudRenderer that will cause errors on the
server, so I think the solution is to put the reference to
CloudRenderer in a @SideOnly(Side.CLIENT) function...unless I'm not
thinking of some other solution
L531[18:09:35] <Zaggy1024> not sure
whether such a function should go in ForgeModContainer though
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L534[18:18:34] <mezz> Zaggy1024, the usual
solution is to create a render proxy
L535[18:19:59] <Zaggy1024> does Forge have
a proxy itself?
L536[18:20:04] <mezz> I don't know if
forge uses one, I'm looking now
L537[18:20:17] <mezz> it doesn't look like
it
L538[18:23:09] <Zaggy1024> should I add
one? seems like that's a bit unnecessary for something so small
though
L539[18:23:15] <mezz> I think the only
server-side place you reference CloudRenderer is
ForgeModContainer
L540[18:23:40] <Zaggy1024> yeah
L541[18:23:46] <Zaggy1024> it is
L542[18:24:20] <mezz> yeah just make a
sideOnly function for registering it with the event bus, and
another for registering the reload handler for it
L543[18:24:53] <Zaggy1024> it'll probably
crash trying to load VertexBuffer as well
L544[18:24:59] <Zaggy1024> the whole class
would have to be SideOnly
L545[18:25:02] <mezz> yes
L546[18:25:21] <mezz> CloudRenderer has to
be sideOnly client
L547[18:25:54] <mezz> even
Minecraft.getMinecraft is only available on the client iirc
L548[18:27:11] <Zaggy1024> Testing it
now
L549[18:27:49] <mezz> the best place for
registerReloadListener is probably ForgeModContainer.onAvailable.
that gets called at the same time the other reload listeners are
registered
L550[18:28:41] <Zaggy1024> hm, but is
there a reason it can't just be in postInit?
L551[18:28:59] <Zaggy1024> it doesn't get
used until a world is loaded so it won't cause errors
L552[18:29:49] <mezz> I think it gets
called earlier
L553[18:31:03] <mezz> also since mojang is
creating like 5 reload handlers at that time, it's the right place
and more likely to survive updates
L554[18:31:23] <Zaggy1024> hm, okay
den
L555[18:31:35] <Zaggy1024> this is odd
though, SideOnly on CloudRenderer doesn't seem to solve the
crash
L556[18:31:47] <Zaggy1024> seems to still
be trying to load TextureAtlasSprite, not sure why
L557[18:32:10] <mezz> you need SideOnly on
any method in ForgeModContainer that calls CloudRenderer
L558[18:32:42] <Zaggy1024> heh
L559[18:32:53] <Zaggy1024> okay
L560[18:34:29] <mezz> it may end up ugly
enough that you're better off making a small proxy
L561[18:34:37] <mezz> we'll see heh
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L564[18:41:40] <Zaggy1024> eugh
L565[18:42:01] <Zaggy1024> made
preInitClient and onAvailableClient in ForgeModContainer, both
SideOnly, still getting an error
L566[18:42:08] <Zaggy1024> doesn't make
sense to me..
L567[18:42:56] <mezz> the subscribed event
methods can't be sideonly
L568[18:43:43] <mezz> I think you should
make a rendering proxy
L569[18:43:44] <Zaggy1024> nah they're
called from the handlers behind a side check
L570[18:43:49] <mezz> hm ok
L571[18:44:01] <Zaggy1024> but it's weird,
I just realized that TextureAtlasSprite isn't referenced in
CloudRenderer...
L572[18:44:14] <Zaggy1024> this isn't
happening on Forge master is it?
L573[18:44:34] <mezz> unlikely
L574[18:44:58] <Zaggy1024> oh
L575[18:45:08] <Zaggy1024> missed this
"Caught exception from Custom sprite test
(custom_sprite_test)"
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L578[19:05:09] <Zaggy1024> all right, it
starts up now.. just had to add ", clientSideOnly = true"
to CustomSpriteTest :P
L579[19:05:22] <mezz> cool
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L581[19:15:51] <Zaggy1024> should work
fine :)
L582[19:16:08] <Zaggy1024> just pushed,
although I think it was already working on my previous push
L583[19:16:28] <Zaggy1024> I didn't commit
the fix for CustomSpriteTest though, that should be separate
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L589[19:23:14] <Zaggy1024> not sure why
you want an anonymous class.. how would that be cleaner?
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L591[19:28:43] <Unh0ly_Tigg> Can someone
remind me what I call to register a ModelResourceLocation for a
block?
L592[19:34:14] <howtonotwin>
nothing...
L593[19:34:32] <howtonotwin> the default
statemapper works out of the box
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L595[19:34:59] <howtonotwin> if you want
to override the statemapper there's a setCustomStateMapper in
ModelLoader
L596[19:34:59] <Unh0ly_Tigg> yeah, I kind
of need to change the domain that the system is looking at for the
resources.
L597[19:35:27] <howtonotwin> yeah you need
a statemapper
L598[19:35:59] <howtonotwin> grok around a
bit to find where the default one is and then wrap it in your
own
L599[19:38:45] <Unh0ly_Tigg> does the
model resource location for the state mapper need to be fully
qualified?
L600[19:40:05] <howtonotwin> yes
L601[19:40:28] <howtonotwin> the
statemapper is the link between blockstate -> MRL
L602[19:40:34] <howtonotwin> you need to
fill in all the data
L603[19:41:21] <howtonotwin> FFR: In code
there's no such thing as an RL or MRL without a domain
L604[19:41:54] <howtonotwin> it's only
when parsing them from strings that you can omit the domain
L605[19:42:22] <howtonotwin> and that just
defaults it to some other value (normally
"minecraft")
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L622[21:22:08] <ntzrmtthihu777> Heyo lex.
get your internet running?
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L625[21:27:53] <sargunster> Hi, is this
the right place to ask mod dev questions?
L626[21:28:01] <williewillus> yes
L627[21:29:17] <Genuine> Would anyone know
the first method that's called after construction for an
IConfigEntry?
L628[21:29:46] <sargunster> Okay. I'd like
to attach some custom data to a player, and capabilities seem to be
the correct way to do that. On the docs, it says to use the event
AttachCapabilityEvent.Entity to add the capability, but that event
seems to be deprecated. Am I supposed to use something else to do
it now?
L629[21:30:01] <williewillus> generic
event filtering was added
L630[21:30:01] <howtonotwin>
AttachCapEvent<Entity>
L631[21:30:04] <williewillus> so the new
way is ^
L632[21:30:11] <howtonotwin> NOT
EntityPlayer
L633[21:30:12] <howtonotwin> Entity
L634[21:30:19] <sargunster> I see
L635[21:30:21] <howtonotwin> the filtering
isn't covariant
L636[21:30:42] <sargunster> Thanks
L637[21:30:48] <howtonotwin> np
L638[21:31:12] <sargunster> So, use
AttachCapabilityEvent<Entity> and check if it's a player
inside the event?
L639[21:31:17] <howtonotwin> yep
L640[21:31:21] <sargunster> got it
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L647[22:20:45] <sargunster> Should I call
CapabilityManager.INSTANCE.register in preInit or init? Or doesn't
matter?
L648[22:21:42] <williewillus> doesn't
matter, just before anyone wants to use it
L649[22:22:45] <sargunster> alright,
thanks
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L653[22:45:25] <Genuine>
www.youtube.com/watch?v=iVTJVydvhrI
L654[22:45:28] <Genuine> So dope.
L655[22:45:42] <Genuine> The color picker
ui I've been working on turned out well.
L656[22:50:18] <howtonotwin> neat
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L658[22:52:16] <killjoy> Genuine, you need
a cursor/crosshair
L659[22:56:33] <Genuine> Word.
L660[22:56:54] <Genuine> That can be
arranged.
L661[23:00:42] <Genuine> I'm just happy I
finally got it to work in the standard config screen instead of
just a custom gui.
L662[23:01:02] <Genuine> Something I wish
TheOneProbe took the time to do.
L663[23:01:36] <Genuine> I should add a
tooltip renderer in that screen as well so at least you can see the
changes while you are changing it.
L664[23:02:54] <Genuine> And now I need to
add sliders for the opacity and draw distance, that's fairly
trivial though.
L665[23:09:22] <sargunster> That looks
great!
L666[23:09:24] <sargunster> Great mod
too
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L670[23:13:13] <Genuine> sargunster,
Thanks bud.
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L673[23:21:00] <tterrag> it's actually
rather tricky to mess with OS cursors from java
L674[23:22:28] <Unh0ly_Tigg> it's actually
pretty straightforward if you're using swing, because components
can have custom cursors set for when the mouse is over them, but
minecraft isn't using swing (thank goodness)
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(~eragonn14@c-24-99-28-119.hsd1.ga.comcast.net)
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Quits: Eragonn1490 (~eragonn14@c-24-99-28-119.hsd1.ga.comcast.net)
(Client Quit)
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Quits: mallrat208 (~mallrat20@107-145-175-135.res.bhn.net) (Ping
timeout: 206 seconds)