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L1[00:00:01] <tterrag> so then it's not your
problem
L2[00:00:26] <tterrag> go tell your artist
that pngs are lossless and they should stop exporting at highest
quality :X
L3[00:00:44] <ayyliens> gotem
L5[00:00:56] <Zidane> It is because I see no
reason at all to roll out even a 7MB jar for every code change when
once assets are removed...the jar is what...300K lol?
L6[00:01:21] <Zidane> I see killjoy
L7[00:01:22] <Zidane> Thanks :p
L8[00:01:46] <tterrag> not sure what the
solution is then. have 2 jars maybe?
L9[00:02:06] <killjoy> I needed that because
forge didn't add the folder as a resource pack because it didn't
have a mod
L10[00:02:12] <killjoy> (common source
set)
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L21[00:48:49] <RebelKeithy> I compiled a
mod in forge for 1.11 and tried running it in Minecraft 1.10.2 but
ForgeVersion.mcVersion is 1.11
L22[00:49:17] <McJty> RebelKeithy,
acceptedMinecraftVersions = "[1.10,1.12)")
L23[00:49:22] <McJty> Add that to your
@Mod
L24[00:50:12] <killjoy> RebelKeithy, are
you optimizing with proguard?
L25[00:50:37] <RebelKeithy> not unless it's
something enabled be default
L26[00:50:50] <killjoy> it's either it or
the compiler that likes to inline static final fields
L27[00:51:10] <McJty> Without
acceptedMinecraftVersions a mod compiled on 1.11 will not be
accepted by 1.10
L28[00:52:16] <RebelKeithy> hmm, I don't
think it's getting that far. It's a coremod and crashing because
it's substituting the wrong notch names for the version
L29[00:52:37] <killjoy> didn't think you'd
get notch names
L30[00:52:52] <tterrag> if your coremod is
getting notch names you've done it wrong
L31[00:53:21] <RebelKeithy> really? When I
split them up into two seperate versions notch names works
L32[00:53:35] <tterrag> mods shouldn't have
to interact with notch names at all
L33[00:53:36] <tterrag> period
L34[00:55:55] <tterrag> what is your
sorting index?
L35[00:56:49] <RebelKeithy> how do I find
that?
L36[00:57:07] <tterrag> it's an annotation
on your plugin
L37[00:58:14] <RebelKeithy> I don't have
one defined
L38[00:58:44] <RebelKeithy> I suppose
that's why I'm getting notch names
L39[00:58:51] <tterrag> yes
L40[00:58:55] <tterrag> set it to something
over 1000
L41[00:59:55] <RebelKeithy> I don't think
that would fix my problem though. It looks like java really want's
to inline static final fields
L42[01:00:23] <McJty> yes, it does
that
L43[01:00:33] <tterrag> of course
L44[01:00:38] <tterrag> why are you
screwing with final fields
L45[01:01:39] <RebelKeithy> wait, if srg
names don't change then that should
L46[01:01:43] <RebelKeithy> work
L47[01:03:29] ⇨
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L48[01:04:09] <tterrag> I'm still not clear
on what you're trying to do, or even what your problem is
L49[01:04:13] <SatanicSanta> So, I'm trying
to figure out why the #readNBT method of my IStorage never gets
called. After some brief examination, it looks like
Capability#readNBT, which is the only method that calls
IStorage#readNBT, doesnt actually get called anywhere. wat.
L50[01:04:15] <tterrag> it feels like
you're being intentionally vague
L51[01:04:23] <tterrag> SatanicSanta:
correct.
L52[01:04:49] <tterrag> "NBT
read/write methods: Does not happen automatically. Attach an
ICapabilitySerializable in the event, and run the read/write
methods from the serializeNBT/deserializeNBT."
L53[01:04:59] <SatanicSanta> oh right
L54[01:05:06] <SatanicSanta> well i have
that and it still isnt getting called so
L55[01:05:34] <RebelKeithy> I'm trying to
make a coremod that works in both 1.11 and 1.10.2 with only 1 jar.
Using notch names I would need to use different names depending on
which version of minecraft it was being run on.
L57[01:06:29] <SatanicSanta> tterrag: any
clue why readNBT would not be getting called despite having a
ISerializable? writeNBT gets called.
L58[01:06:53] <tterrag> RebelKeithy:
coremods are intentionally version specific *for this reason*
L59[01:07:40] <RebelKeithy> yeah... but the
two version are so close, I feel like I should be able to do
it
L60[01:07:57] <tterrag> if the places you
are patching are literally identical between versions, maybe
L61[01:07:59] <tterrag> otherwise, no
L62[01:08:08] <McJty> tterrag, asie managed
to make a coremod for 1.10.2, 1.11, and 1.11.2: foamfix
L63[01:08:14] <tterrag> also, you have the
added issue of srg names being potentially different
L64[01:08:31] <tterrag> McJty: foamfix's
coremod patches exactly one place. and it's not even required
L65[01:08:46] <RebelKeithy> Right now I can
load the exact same code into the two different workspaces for 1.10
and 1.11 and it works
L66[01:08:48] <tterrag> RebelKeithy: why is
your coremod needed
L67[01:09:05] <RebelKeithy> I need to
change the size of the hotbar from 9 to 18
L68[01:09:09] <tterrag> and?>
L69[01:09:15] <tterrag> why *specifically*
do you need it
L70[01:09:43] ⇦
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L71[01:10:05] <SatanicSanta> inb4
kicked
L72[01:10:15] <RebelKeithy> getHotbarSize()
is hardcoded to return 9. That is checked before allowing the
player to use an item. So if I want the player to have item #10
selected getHotbarSize need to return something else
L73[01:10:37] <killjoy> Why do you need it
to be more?
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L75[01:10:56] <tterrag> it's hardcoded
insofar that InventoryPlayer uses 9
L76[01:10:58] <RebelKeithy> That's the
point of the mod. Look at the curse link I made.
L77[01:11:04] <tterrag> but that's not
really hardcoded is it?
L78[01:11:08] <tterrag> couldn't you just
extend?
L79[01:11:27] <killjoy> It's only hardcoded
if it's static
L80[01:11:28] <tterrag> why would you go
the route of patching InventoryPlayer rather than just making your
own?
L81[01:11:31] <killjoy> or final
L82[01:11:45] <McJty> It is static
L83[01:11:48] <McJty> public static int
getHotbarSize()
L85[01:11:48] <McJty> return 9;
L87[01:12:06] <RebelKeithy> yeah...
L88[01:12:13] <tterrag> that method is only
called by a single packet
L89[01:12:16] <tterrag> easilly
sidestepped
L90[01:12:31] <McJty> tterrag, and possibly
mods
L91[01:12:40] <tterrag> that method should
be patched out by forge
L92[01:12:41] <tterrag> it's inane
L93[01:12:45] <tterrag> I doubt any mods
use it, really
L94[01:12:47] <tterrag> there's no use for
it
L95[01:13:15] <killjoy> really should've
been a constant field
L96[01:13:29] <SatanicSanta> I use it
because I don't like hardcoded values in the middle of my
code
L97[01:13:49] <killjoy> If you change it,
the few mods that do use it will break.
L98[01:14:02] <SatanicSanta> for (int i =
0; i < inv.getHotbarSize(); i++) is much more clear than for
(int i = 0; i < 9; i++)
L99[01:14:13] <McJty> yes, I also don't see
why mods wouldn't use that
L100[01:14:13] <RebelKeithy> yeah, there's
a few placing in InventoryPlayer that just use the constant 9 I
have to change
L101[01:14:16] <tterrag> but
inv.getHotbarSize() is semantically incorrect
L102[01:14:17] <killjoy> because magic
numbers
L103[01:14:20] <tterrag> as it's a static
method
L104[01:14:21] <McJty> If you need
something that processes the hotbar then it makes sense to use
it
L106[01:14:51] <tterrag> it should just be
non-static
L107[01:14:53] <SatanicSanta> tterrag: 1.
you *can* call static methods on instances, 2. I did not copy that
code directly and "inv" takes less time for me to type
than "InventoryPlayer".
L108[01:15:06] <tterrag> SatanicSanta: you
can yes. but it's vague and generates a warning
L109[01:15:19] <tterrag> classes can
"override" static methods
L110[01:15:22] <SatanicSanta> tterrag: Yes
and in my code I use
"InventoryPlayer.getHotbarSize()"
L111[01:15:22] <tterrag> and fields
L112[01:15:43] <killjoy> Make your own
class visitor. It will make things simpler
L113[01:15:46] <tterrag> RebelKeithy: your
course of action is a forge PR
L114[01:15:55] <tterrag> this is a vanilla
bug, and an easy one to fix
L115[01:16:00] <tterrag> those methods
have no need to be static
L116[01:16:15] <RebelKeithy> true, I
should probably do that
L117[01:16:35] <killjoy> Just don't delete
the method, remove the static modifier, or add a parameter
L118[01:16:56] <tterrag> in vanilla it's
only used clientside. so just replace with
Minecraft.thePlayer.inventory
L119[01:17:14] <tterrag> killjoy: what I'd
do is add a nonstatic version, and deprecate the static one
L120[01:17:18] <McJty> tterrag, not likely
to get fixed though as it *can* break mods that depend on it being
static
L121[01:17:20] <killjoy> yup
L122[01:17:28] <McJty> And certainly not
likely to get fixed in 1.10
L123[01:17:29] <tterrag> McJty: I never
suggested removing the static method. that wouldn't work
L124[01:17:39] <tterrag> that's no reason
to not PR it
L125[01:19:01] <SatanicSanta> RebelKeithy:
pls dont just add a parameter that takes InventoryPlayer, just make
it an instance method
L126[01:20:18] <SatanicSanta> On having 2
methods: That is honestly worse because then the surface difference
between "InventoryPlayer.getHotbarSize()" and
"InventoryPlayer#getHotbarSize()" is unclear and people
*will* use the wrong ones and get confused.
L127[01:21:13] <gigaherz> btw speaking
about versions, are 1.11 and 1.11.2 compatibleish?
L128[01:21:18] <gigaherz>
binary-wise
L129[01:21:40] <killjoy> as long as you
don't compile to notch names
L130[01:21:51] <killjoy> (default setups
don't)
L131[01:22:12] <McJty> gigaherz,
almost
L132[01:22:19] <McJty> gigaherz, there is
*one* difference that I found
L133[01:22:30] <gigaherz> okay so given
that I compile my mods [1.11.0,1.12.0), chances are they just
work
L134[01:22:34] <gigaherz> I'll verify
later after work
L135[01:22:35] <McJty>
addCollisionBoxToList() has an extra parameter
L136[01:22:45] <McJty> So if you use that
you're screwed
L137[01:22:47] <gigaherz> ah, that may
affect me
L138[01:22:56] *
SatanicSanta would be screwed if he 1.10'd
L139[01:22:59] <SatanicSanta>
1.11'd*
L140[01:23:11] <McJty> I solved it in
compatlayer of course
L141[01:23:18] <McJty> But still annoying
that I had to do that
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L143[01:23:54] <tterrag> SatanicSanta: I
doubt that. the instance method will hide the static method in most
cases. the static one can be marked deprecated
L144[01:23:57] <gigaherz> that's why
cross-compatible mods will never really be a thing
L145[01:24:18] <SatanicSanta> tterrag: I
guess. It'd still be confusing especially since there are never
fuckin docs.
L146[01:24:21] <McJty> gigaherz, well all
my mods are compatible with 1.10.2, 1.11, and 1.11.2. Same jar
even
L147[01:24:31] <killjoy> tell that to
atomicstryker
L148[01:24:36] <killjoy> I think it was
him
L149[01:24:37] <tterrag> SatanicSanta:
complaining about lack of docs is pointless
L150[01:24:42] ***
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L151[01:24:42] <SatanicSanta> why
L152[01:24:47] <tterrag> because docs are
a community effort
L153[01:24:50] <tterrag> improve them
yourself
L154[01:24:59] <gigaherz> yeah but you
have a specific subset of the use cases, and you managed to work
around the issues
L155[01:25:01] <SatanicSanta> i have this
feeling that lex will just reject them because they dont fix
anything
L156[01:25:09] <tterrag> lex doesn't
accept docs PRs
L157[01:25:11] <tterrag> I do
L158[01:25:17] <tterrag> mezz does
too
L159[01:25:26] <McJty> Well I do use a lot
of ItemStacks. I solved the issue with an extra library
L160[01:25:30] <SatanicSanta> well maybe
that changed at some point because ive seen several doc prs in the
past that were rejected for that exact reason.
L161[01:25:33] <McJty> So abstracting away
all the differences
L162[01:25:40] <tterrag> rejected for what
reason?
L163[01:25:49] <SatanicSanta> [23:25:00]
<SatanicSanta> i have this feeling that lex will just reject
them because they dont fix anything
L164[01:25:56] <tterrag> I don't know what
that means
L165[01:26:02] <tterrag> "they don't
fix anything"
L166[01:26:13] <SatanicSanta> they dont
effect the code, they dont fix bugs or anything
L167[01:26:33] <gigaherz> then what does
the change... change
L168[01:26:36] <tterrag> docs....aren't
code?
L169[01:26:44] <SatanicSanta> like when
people submit PRs to fix typos and stuff and they get rejected
because "commits are expensive"
L170[01:26:54] <tterrag> you are confusing
two entirely different projects
L171[01:27:01] <tterrag> forge patches are
a far throw from docs pages
L172[01:27:04] <gigaherz> docs !=
forge
L173[01:27:13] <SatanicSanta> im not
talking about rtfd docs
L174[01:27:17] <SatanicSanta> im talking
about actual javadocs
L175[01:27:25] <tterrag> javadocs aren't
even added with forge PRs...so
L176[01:27:31] <tterrag> unless it's forge
code
L177[01:27:32] <gigaherz> javadocs are in
the mappings
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L179[01:28:02] <SatanicSanta> well thats
just dumb.
L180[01:28:13] <tterrag> no it's not
L181[01:28:13] <SatanicSanta> that its in
the mappings specifically
L182[01:28:18]
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L183[01:28:18] <tterrag> you expect
comments to be added via what else
L184[01:28:19] <tterrag> patches?
L185[01:28:23] <tterrag> because comments
exist in bytecode...
L186[01:28:47] <tterrag> what exactly is
your complaint now? you got what you wanted, you can add docs to
things
L187[01:29:04] <SatanicSanta> Mappings are
added/changed via IRC which is shit for formatting.
L188[01:29:42] <killjoy> I've always
wanted a wiki-based docs
L189[01:30:02] <tterrag> I believe a web
based interface was being worked on
L190[01:30:03] <tterrag> ask bspkrs
L191[01:30:05] *
gigaherz goes to work
L192[01:30:15] <tterrag> unless you're
writing a novel, IRC is fine
L193[01:30:29] <tterrag> you can use HTML
tags for whatever
L194[01:31:02] <copygirl> Quick question:
How do I log an error without a logger instance? I'm asking because
this particular logged error is in my API portion so I want to
avoid a dependency on the rest of my code.
L195[01:31:23] <tterrag> copygirl: you can
just query for another logger instance
L196[01:31:34] <tterrag>
LogManager.getLogger() is essentially a map lookup with lazy
loading
L197[01:31:44] <SatanicSanta> IRC messages
are limited to only 512 characters, can't have newlines (unless
MCPBot_Reborn handles newline indicators, idk), and are restricted
even more because of the command syntax.
L198[01:31:50] <tterrag> <br>
L199[01:31:51] <SatanicSanta> so no, IRC
is not fine.
L200[01:31:59] <SatanicSanta> k, wasnt
sure
L201[01:32:02] <copygirl> tterrag:
Thanks!
L202[01:32:13] <tterrag> just do !sm [srg
name] [same name] Comment goes here...
L203[01:32:30] <tterrag> <br> is
nothing to do with mcpbot, just that javadocs are inline html
L204[01:32:58] <SatanicSanta> oh well then
thats not what im talking about
L205[01:33:15] <SatanicSanta> anyway thats
limited to like 480-500 characters for documentation
L206[01:33:20] <SatanicSanta> that
sucks.
L207[01:33:25] <ayyliens> can someone pass
the popcorn Kappa
L208[01:33:42]
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L209[01:33:45] <tterrag> it's fine for
most things. there may be less limits on DCC
L210[01:34:02] <SatanicSanta> it's fine
for simple things where docs are not a necessity
L211[01:34:05] <tterrag> stop complaining
unless you've actually run into an issue
L212[01:35:18] <tterrag> SatanicSanta:
honestly, if you find that the javadoc you're writing won't fit
into an IRC message, it should probably be on rtd
L213[01:35:30] <tterrag> javadoc isn't the
place for novels
L214[01:35:43] <SatanicSanta> Oh?
L216[01:36:15] <copygirl> Forge does use
well-formatted, larger javadocs for stuff it adds, though.
L218[01:36:50] <SatanicSanta> i beg to
differ. javadocs are way more accessible than rtd
L219[01:37:58] <tterrag> whatever. you
have your options. you can either complain or improve. up to
you
L220[01:39:16] ***
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L221[01:41:21] <SatanicSanta> I contribute
to PR discussion on the rtd project. I will improve the javadocs
when it is more accessible than an IRC message.
L222[01:42:50] <tterrag> like I said, up
to you
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L225[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161228 mappings to Forge Maven.
L226[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161228-1.11.zip
(mappings = "snapshot_20161228" in build.gradle).
L227[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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L238[03:06:08] ***
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L239[03:06:32] <Ordinastie> copygirl, was
it you that copied some code from me not so long ago ?
L240[03:07:49] <copygirl> Ordinastie:
Possibly, yeah.
L241[03:07:59] <Ordinastie> do you
remember what it was ?
L243[03:08:14] <gigaherz|work> that's
being true to the name ;P
L244[03:08:16] <copygirl> Networking
related?
L245[03:08:24] <copygirl> I /did/ adapt
it.
L246[03:08:57] <copygirl> Definitely stole
the idea of doing the scheduling in the message class.
L247[03:09:09] <copygirl> Or well, the
handler.
L248[03:09:23] <Ordinastie> there was an
issue in my code, but it looks like you fixed it
L249[03:09:36] <Ordinastie>
ClientUtils.getPlayer returns what for you ?
L250[03:09:41] <Ordinastie> EntityPlayer ?
or SP ?
L251[03:09:50] <copygirl>
EntityPlayer.
L252[03:09:56] <Ordinastie> yeah, so it's
fine
L253[03:10:49] <Ordinastie> I was
returning SP I think, and even though it wasn't called, it still
triggered the loading of the class
L254[03:11:07] *
copygirl nods.
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L265[05:04:02] <copygirl> Mhh.. any idea
why my custom armor (it's a backpack, extends Item & implements
ISpecialArmor, not ItemArmor) doesn't make a sound or particles
when it breaks? stack.damageItem calls entity.renderBrokenItemStack
but.. nothing.
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L267[05:14:39] <Tencao> Check if the code
is being executed, and also make sure you're calling it on the
right side
L268[05:19:04] <copygirl> Well, I call it
from ISpecialArmor.damageArmor and can safely assume it's being
called, since the damage does decrease. It's likely server-side
only however.
L269[05:19:31] <copygirl> Though, that
shouldn't matter. Other players should be able to hear the sound of
items breaking, too.
L270[05:22:12] <copygirl> Okay, maybe it's
a 1.10 thing because I can't see/hear anything even for Vanilla
armor.
L271[05:23:02] <Tencao> I'm unfamiliar
with armor so sadly I cant offer too much help
L272[05:24:29] <copygirl> Well, I'll just
ignore this for now and see if it works in 1.11.
L273[05:24:43] <copygirl> Thanks for
pushing me the right direction.
L274[05:24:48] <copygirl> I actually have
another question.
L275[05:25:16] <copygirl> I don't suppose
there's now a "proper" way to allow for certain
enchantments to go on items?
L276[05:25:36] <copygirl> Other than to
hook into the new enchantment events.
L277[05:25:51] <Tencao> In 1.10, no.
Outside of making your own enchants or extending things like
ItemTool or ItemSword
L278[05:25:53] <copygirl> (Heh,
"new". More like I'm old.)
L279[05:25:57] <Tencao> 1.11, I have no
clue
L280[05:26:11] <copygirl> Those don't
exist in 1.10 ? I thought they did.
L281[05:26:18] <copygirl> That makes
things way more complicated.
L282[05:26:24] <Tencao> If it does, I
haven't found it
L283[05:27:50] <copygirl> Well,
fudge.
L284[05:31:21] <Tencao> There does need to
be a better way to add enchants to custom tools that don't exactly
match the traditional ItemSword etc
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L303[07:14:37] <HassanS6000> How to get
the dimID from a WorldServer?
L304[07:14:59] <HassanS6000> nvm
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L307[07:21:37] <Lumien> Does anyone know
whether the BlockStateIDMap stays the same or whether it can change
when for example another mod is added?
L308[07:22:34] <gigaherz|work> it can
change even across saves
L309[07:22:54] <gigaherz|work> or maybe
that's just bs
L310[07:22:55] <gigaherz|work> dunno
;P
L311[07:23:04] <Ordinastie> no it
shouldn't change across saves
L312[07:23:09] <Lumien> That's fine, i
just want to know whether i can use it to identify 1 Block State
through its id for 1 save
L313[07:23:20] <Ordinastie> wait, what do
you mean across saves ?
L314[07:23:28] <Ordinastie> you mean
different save files ?
L315[07:23:39] <gigaherz|work> yeah I mean
loading a forge-enhanced save file may change the internal
ids
L316[07:23:46] <Ordinastie> ah no
L317[07:23:49] <gigaherz|work> but that's
not really true
L318[07:23:51] <Ordinastie> it
shouldn't
L319[07:23:55] <gigaherz|work> forge just
remaps the ids from the save numbers
L320[07:23:59] <gigaherz|work> into the
internal ids
L321[07:24:13] <gigaherz|work> the save
just has a "palette"
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L332[08:46:30] <barteks2x> That's strange,
someone reported me an issue wit a crash when running client using
gradle, and the crash makes no sense
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L335[08:51:28] <barteks2x> how do I delete
a file with invalid name on windows?
L336[08:51:33] <barteks2x> (name contains
:)
L337[08:51:54] <fry> fsck
L338[08:52:02] <barteks2x> on
windows
L339[08:52:06] ***
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L340[08:52:08] <fry> chkdsk :D
L341[08:53:20] <barteks2x> the file ended
up being there from linux...
L342[08:53:32] <barteks2x> AND IT STOPS
GRADLE FROM WORKING
L343[08:53:36] <barteks2x> oops
L344[08:53:39] <barteks2x> caps
l;ock
L345[08:53:57] <barteks2x> because it
tried to calculate md5 of that file and fails
L346[08:55:01]
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L347[08:56:52] <barteks2x> what is
fsnotifier64.exe O.o
L348[08:57:30] <Lord_Ralex> part of
intellij iirc
L349[08:57:36] <Lord_Ralex> but no idea
what it is doing myself
L350[08:57:41] <barteks2x> well,. it
"stopped working"
L351[08:58:03] <barteks2x> probably
because I unmounted partition with currently open idea
project
L352[08:58:23] <barteks2x> well, chkdsk
unmounted it
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L360[09:13:09] <howtonotwin> barteks2x,
FYI use the `windows_names` option to ntfs-3g to disallow Windows's
forbidden chars
L361[09:28:20] <barteks2x> well, I have no
idea how it worked on flash drive in the first place
L362[09:28:28] <barteks2x> I thought it
was fast32
L363[09:28:31] <barteks2x> *fat32
L364[09:28:59] <barteks2x> but I could be
wrong there
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L368[09:45:21] <howtonotwin> the name
thing isn't really a problem on the fs at all, afaik
L369[09:45:28] <howtonotwin> it's actually
a limitation of windows itself
L370[09:45:47] <howtonotwin> so really it
could happen on any fs
L371[09:46:37] <barteks2x> fat32 probably
really don't support that
L372[09:46:39] <barteks2x> ntfs does
L373[09:47:25] <howtonotwin> If WSL
supports loop devices and mounts I might be able to test
that...
L374[09:47:44] <barteks2x> and windows not
supporting all filenames ntfs supports is a bit annoying
L375[09:48:01] <masa> hmmh, a hashMap
lookup is not super expensive right? I'm always sort of worried if
I need to use a map for things that might get called often
L376[09:48:34] <barteks2x> hashMap lookup
is fast if you have good and fast hash function
L377[09:49:07] <masa> in this case I'm
thinking whether I want to add individual boolean options to my
Config class for disabling chunk decoration and populations things
by type, or if I can just use a map with the enum values as keys
and thus automate the config generation/reading
L378[09:49:22] <howtonotwin> why not
EnumMap?
L379[09:49:35] <masa> oh that's a thing
too?
L380[09:49:38] <howtonotwin> iirc that's
basically just an array with enum ordinals as indexes
L381[09:49:45] <masa> okay
L382[09:49:49] <barteks2x> wqouldn't
enummap be simply an array with oridinal as key?
L383[09:50:14] <howtonotwin> It is, but it
has a nice Map interface :P
L384[09:52:34] <howtonotwin> Hmm,
according to wikipedia not even 8-bit FAT forbid the characters
Windows disallows
L385[09:52:43] <howtonotwin> it just
required ASCII everything
L386[09:53:48] <howtonotwin> and WSL
doesn't support loop mounts :(
L387[10:00:38] <barteks2x> why
fml-latest-log doesn't contain full list of commandline
options...
L388[10:00:49] <barteks2x> ideally each in
separate line
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L415[11:29:57] <barteks2x> It took 3
minutes for MC window to appear, I really need to get back on my
laptop instead of working on this...
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L418[11:46:02] <williewillus> what's this?
:P
L419[11:48:18] <barteks2x> my old
PC...
L420[12:06:57]
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L421[12:20:53] <Baughn> I'm getting a lot
of crackling when playing sounds with varying pitch, and it stops
pitch-shifting very well below 0.2 or so.
L422[12:20:56] <Baughn> Is that
expected?
L423[12:21:05] <Baughn> (This is on
1.7)
L424[12:21:47] ***
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L427[12:28:29] <shadekiller666> one of my
ItemBlocks has 3 different "sub items", similar to how
wool is one item but has 16 different colors
L428[12:29:11] <shadekiller666> for some
reason, the last one (the one with meta of 2) won't update it's
display name for some reason
L429[12:29:32] <shadekiller666> i'm
wondering if it has to do with the method not being called when the
"durability" is 0
L430[12:29:56] <shadekiller666> also, is
there a way to get it to not display "Durability # / 2"
in the tool tip?
L431[12:35:01] <williewillus> turn off
f3+h :P
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L433[12:49:28] <shadekiller666> hmm, i
updated my 1.10.2 forge version to the latest one listed on the
forge site and its still having an issue with reading the forge
blockstate json for this particular block
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L438[12:56:57] <shadekiller666> the game
is able to read it fine if "inventory" is empty, and
"transform" is set to "forge:default-block" in
"defaults"
L439[12:57:30] <PaleoCrafter> not sure,
but maybe it's order dependent?
L440[12:57:41] <PaleoCrafter> try putting
the inventory definition below the facing one
L441[13:00:06] <shadekiller666> nope,
still doesn't read the file properly
L442[13:00:37] <shadekiller666> no idea
why its sending it to VariantLoader.INSTANCE to begin with
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L445[13:06:42] <howtonotwin> VariantLoader
is the forge one...
L446[13:06:46] <howtonotwin> it SHOULD go
there
L447[13:06:54] <howtonotwin> VanillaLoader
is the other one
L448[13:07:42] <howtonotwin> y'know what,
maybe you should just stick the debugger on it and see what goes
wrong
L449[13:08:02] <howtonotwin>
shadekiller666: ^
L450[13:08:22] <shadekiller666> ok
L451[13:13:31] <howtonotwin> If you don't
want to go digging around I believe the specific method is
BlockStateLoader.load
L452[13:14:49] ***
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L453[13:14:56] <howtonotwin> anyways, GL;
I have to go.
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L457[13:30:14] <shadekiller666> wow, all
of the json deserializers for the forge blockstate loader throw a
lot of exceptions for various things, but from what i can tell,
none of them actually get printed to the console...
L458[13:30:44] <barteks2x> are these
moselt NumberFormatExceptions?
L459[13:30:51] <barteks2x> *mostly
L460[13:31:06] <shadekiller666> most of
them are JsonParseExceptions
L461[13:31:21] <barteks2x> Last time I
added exception breakpoints I found a lof of
NumberFormatExceptions
L462[13:32:11] <williewillus> they get
suppressed
L463[13:32:20] <williewillus> becaues
modders don't fix their darn models and people complain about the
spam
L464[13:32:37] <shadekiller666> the point
is that there are all of these JsonParseExceptions being thrown if
the blockstate json isn't properly formatted, and their error
messages are quite useful, except they're never actually
printed...
L465[13:33:57] <fry> they should be
L466[13:34:01] <shadekiller666> how hard
would it be to add a check in whatever catch block they're
suppressed in that checks if the game is running in a dev env, and
use that check to disable the printing when not in a dev env, and
show it otherwise
L467[13:34:34] <fry> you assume people
don't complain about errors in the dev env :D
L468[13:34:52] <shadekiller666> people
will complain about anything...
L469[13:35:22] <shadekiller666> if mod
makers are complaining about the errors, that likely means that
they are too lazy to fix them
L470[13:35:43] <shadekiller666> unless the
errors get generated for situations where it isn't actually a
problem
L471[13:36:22] <shadekiller666> maybe an
alternative to straight-up suppressing them would be to write them
to a log file or something
L472[13:36:50] <shadekiller666> if they're
going to get suppressed then whats the point of them existing in
the first place
L473[13:37:00] <fry> post your log
:P
L475[13:38:16] <shadekiller666> i don't
see any of the JsonParseExceptions for transitmod:gear
anywhere
L476[13:39:31] <fry> [11:04:56] [Client
thread/ERROR] [FML]: Suppressed additional 2 model loading errors
for domain transitmod
L477[13:39:52] <fry> [11:04:56] [Client
thread/ERROR] [FML]: Suppressed additional 2 model loading errors
for domain transitmod
L478[13:40:06] <fry> *[11:05:14] [Client
thread/ERROR] [FML]: Suppressed additional 7 model loading errors
for domain cm
L479[13:40:16] <shadekiller666> those are
ModelBlockDefinition errors
L480[13:40:25] <shadekiller666> cm ones i
don't care about atm
L481[13:41:22] <fry> add
-Dforge.verboseMissingModelLoggingCount=999 to the jvm args
L482[13:43:37] <shadekiller666> funny
thing is, after copy/pasting into the bitbucket snippet, the JPEs
are actually showing up now...
L483[13:45:21] <fry> not funny at all
actually :D
L484[13:46:01] <shadekiller666> not sure
why they weren't showing up before...
L485[13:48:03] <fry> figure out exactly
how resource reloading works in your IDE
L486[13:48:21] <fry> meaning - try
breaking and fising the model, and make the changes actuialyl
appear in the game
L487[13:48:42] <shadekiller666>
intellij
L488[13:52:02] <shadekiller666> the
"fixed" transform is for item frames right?
L490[13:59:08] ⇦
Quits: glasspelican (~quassel@stanley.glasspelican.ca) (Ping
timeout: 198 seconds)
L491[14:00:06]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L492[14:00:32] <howtonotwin> I live
again!
L493[14:02:17]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L494[14:03:06] <PaleoCrafter> IT'S
ALIVE
L495[14:04:38] ***
howtonotwin is now known as Frankenstein
L496[14:04:44] <Frankenstein> Grawr!
L497[14:05:48] <PaleoCrafter> the monster
ain't named Frankenstein though >.>
L498[14:06:46] ***
Frankenstein is now known as Frankensteins_Monster
L499[14:07:02] <PaleoCrafter> better
L500[14:07:27] ⇦
Quits: Frankensteins_Monster
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
(Quit: Leaving)
L501[14:07:40]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L502[14:07:52] <howtonotwin> tfw you get
banned for being a monster
L503[14:07:57] <PaleoCrafter> heh
L504[14:11:37] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L505[14:13:30]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L506[14:14:38]
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(~loser@im.from.the.gigamatrix.xyz)
L507[14:23:14]
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(webchat@p5483E47E.dip0.t-ipconnect.de)
L508[14:23:56] ***
Wuppy is now known as factorio
L509[14:24:26] ***
factorio is now known as freenode
L510[14:24:38] <Ashindigo> How?
L511[14:24:45] <Ashindigo> Oh
L512[14:25:00] <freenode> sup
PaleoCrafter, how're you doing :)
L513[14:25:06] ***
freenode is now known as nick
L514[14:25:10] ***
nick is now known as Wuppy
L515[14:25:18] <PaleoCrafter> huh, pretty
good xD
L516[14:25:25] <PaleoCrafter> and you?
:D
L517[14:25:52] <Wuppy> great, lots of
programming, drinking and partying as always
L518[14:26:05] ***
Wuppy is now known as dickbutt
L519[14:26:29] ***
dickbutt is now known as Wuppy
L520[14:26:30] ***
tterrag|ZZZzzz is now known as tterrag|laptop
L521[14:26:49] <PaleoCrafter> always funny
to see people refresh old nicks :P
L522[14:26:50] <Ashindigo> Wuppy the
person who got me started with modding
L523[14:26:56] <shadekiller666> so has
everyone basically converted to using JEI instead of NEI?
L524[14:27:02] <gigaherz> yep
L525[14:27:10] <Ashindigo> Shade: nei is
an add-on to jei now
L526[14:27:11] <Wuppy> PaleoCrafter, in
another channel we're looking into which names you can and cant
use
L527[14:27:12] <shadekiller666> what is
the reason for that?
L528[14:27:12] <gigaherz> NEI doens't
exist anymore, in 1.9+ modding ;P
L529[14:27:17] <shadekiller666> oh
L530[14:27:19] <Wuppy> Ashindigo, nice
:)
L531[14:27:19] <gigaherz> it wasn't
updated
L532[14:27:19] <shadekiller666> i
see
L533[14:27:24] <gigaherz> so we switched
to the new one
L534[14:27:24] <gigaherz> ;P
L535[14:27:26] <Wuppy> did you watch my
tutorials or read my stuff?
L536[14:27:29] <PaleoCrafter> ah, okay
:D
L537[14:27:32] <shadekiller666> is jei
actually written in java?
L538[14:27:34] <Ashindigo> Read the text
tutorials
L539[14:27:44] <shadekiller666> (nei was
written in scala iirc)
L540[14:27:51] <PaleoCrafter> JEI is Java,
yes
L541[14:28:00] <gigaherz> yes
shadekiller666
L542[14:28:07] <Wuppy> cool, modding got
me into the work I'm doing now :D
L544[14:28:24] <PaleoCrafter> have you
been working on any games we could try out, Wuppy? :P
L545[14:28:31] <Ashindigo> Nice
L546[14:28:43]
⇨ Joins: Vazkii
(~Vazkii@144.134.37.188.rev.vodafone.pt)
L547[14:29:05] <Wuppy> PaleoCrafter, I
wish.... I was working on a glorious game a while back but it was
cancelled for no good reason
L548[14:29:59] <Wuppy> I could send you
the pre production prototype, but that's all there is and is going
to be :(
L549[14:30:25] <gigaherz> that sounds like
copyright violation + probably also NDA violation
L550[14:30:25] <gigaherz> ;P
L551[14:30:37] <Wuppy> nope, there is no
NDA on that
L552[14:30:40] <gigaherz> weird
L553[14:30:51] <Wuppy> the game I'm
working on now, that has NDA on it
L554[14:30:57] <gigaherz> heh
L556[14:32:24] <gigaherz> the name of the
company sounds like they make bad games ;P
L557[14:32:26] <Wuppy> PaleoCrafter, do
you have an oculus?
L558[14:32:40] <Wuppy> heheh fair enough
giga
L559[14:33:04] <PaleoCrafter> nah, ain't
got that much spare money :P
L560[14:33:09] <Wuppy> it's a 2 person
company and we're currently working on that game with 26 people
:P
L561[14:33:56]
⇨ Joins: tim4242
(~tim4242@p5483E47E.dip0.t-ipconnect.de)
L562[14:34:24] ⇦
Quits: tim4242_ (webchat@p5483E47E.dip0.t-ipconnect.de) (Quit: Web
client closed)
L563[14:34:27] <tim4242> Does the
"disable" button in the modlist actually do
anything?
L564[14:34:40] <PaleoCrafter> nope
L566[14:34:46] <gigaherz> not
particularly
L567[14:36:10] <gigaherz> okay nope not at
all
L568[14:36:19] <gigaherz> id 21 (disable)
is not handled in actionPerformed
L569[14:36:20] <gigaherz> XD
L570[14:36:29] <tim4242> just as I
thought
L571[14:36:41] <tim4242> Well now I need
to make my own, what a shame
L572[14:38:16] <Wuppy> oh and I've been
learning WPF but that stuff isn't very exciting
L573[14:38:20] <Wuppy> what about you
paleo?
L574[14:38:50] <PaleoCrafter> I've
actually released 1 or 2 mods \o/
L575[14:38:57] <Wuppy> cool :)
L576[14:39:12] <Wuppy> did they become
popular?
L577[14:39:16] <PaleoCrafter> not really
xD
L578[14:39:24] <Wuppy> do the users enjoy
it?
L579[14:39:35] <PaleoCrafter> I only
released one two days ago and only because I needed it for my own
private pack, so :D
L580[14:40:03] <PaleoCrafter> the other
one actually got a few thousand downloads, I didn't bother updating
it to 1.11 yet, though
L581[14:40:13] <PaleoCrafter> people did
enjoy that one, though
L582[14:40:24] <Wuppy> 1.11 is already
out?
L583[14:40:55] <tim4242> Yes, currently
upgrading
L584[14:41:13] <Wuppy> damn... last
version I updated to completely is 1.7
L585[14:41:17] <Wuppy> and partially
1.8
L586[14:41:27] <PaleoCrafter> 1.11.2 in
fact, Forge will receive the update the soon
L587[14:42:14] <gigaherz> first 1.11.2
build is already out
L588[14:42:28] <tim4242> I hope there will
be some kind of stable version soon so I actually get done updating
for once
L589[14:42:42] <gigaherz> not a
recommended build yet, though
L591[14:42:43] <gr8pefish> [1.10] How
would I negate fall damage with my item? I tried setting
player.fallDistance to 0, but that doesn't seem to work.
L592[14:43:34] <gigaherz> it should?
L593[14:45:22] <PaleoCrafter> oh, didn't
even notice
L594[14:45:28] <PaleoCrafter> was too busy
reinstalling Windows q.q
L598[14:50:43] <gigaherz> feels like
it
L599[14:50:44] <copygirl> gr8pefish: Gonna
see if I can help.
L600[14:50:45] <shadekiller666> the model
is rendered from the block at the center of the model
L601[14:51:00] <gigaherz> yep since the
block below is covered
L602[14:51:06] <shadekiller666> is there a
way to disable that from a TESR?
L603[14:51:13] <gigaherz> the AO code
thinks it should be darkened
L604[14:51:26] <gigaherz> make the block
lighting-transparent
L606[14:51:41] <shadekiller666> which of
the 8 methods does that?
L607[14:51:45] <gigaherz> can't
remember.
L608[14:51:51] <shadekiller666>
isVisuallyOpaque is set to false
L609[14:52:05] <gigaherz> no it's like,
isFullCube or isOpaqueCube
L610[14:52:09] <gigaherz> one of
those
L611[14:52:31] <shadekiller666> both of
those are returning false as well
L612[14:52:34] <tterrag|laptop> ayyliens,
where is this code called from?
L613[14:52:43] <ayyliens>
RenderWorldLast
L614[14:53:12] <ayyliens> it renders im
just my maths is trash and I really dont know what Im doing in that
respect
L615[14:53:25] <tterrag|laptop>
shadekiller666, I had to mess with getLightOpacity for mine
L616[14:53:40] <tterrag|laptop> ayyliens,
where is it supposed to render?
L617[14:53:58] <shadekiller666> ok
L618[14:54:05] <tterrag|laptop> it looks
like the problem is that you don't "un transform" the
player's view perspective
L619[14:54:10] <shadekiller666> i'm
guessing 0 would be that of glass?
L620[14:54:18] <ayyliens> over an entities
pos
L622[14:55:01] <tterrag|laptop> something
like that should get you into world space
L623[14:55:04] <tterrag|laptop>
shadekiller666, yes
L624[14:55:05] <copygirl> gr8pefish: From
what I can see, it should be sufficient to prevent fall damage. Did
you verify that the code runs on the server side? Does
getIsGliderDeployed get set to true on the server?
L625[14:55:38] <gr8pefish> Debugging right
now, I'll let you know.
L626[14:56:02] <ayyliens> @tterrag|laptop,
the worldspace is not the issue im having. It's that my outline
method is not working properly if you look at the ss it's a
deformed outline :P
L627[14:56:35] <gigaherz> in my WIP magic
mod, I adjust the "fallDistance" based on speed, so that
the spell to slow down your falling will actually slow you
down
L628[14:56:40] <tterrag|laptop> oh
L629[14:56:44] <gigaherz> it won't cancel
100% of the falling speed, though
L630[14:56:56] <gigaherz> if it slows you
down by 50%, it will also cancel 50% of the fall distance
L631[14:57:00] <gigaherz> and so on
L632[14:57:37] <tterrag|laptop> ayyliens,
your math seems odd
L633[14:57:50] <ayyliens> ikr
L634[14:57:52] <tterrag|laptop> why
`-width - 1 + x`
L635[14:58:00] <tterrag|laptop> shouldn't
you just draw from "x" to "x + width" ?
L636[14:58:39] <ayyliens> i never claimed
to be Einstein :P
L637[14:59:03] <gigaherz> this is
elementary maths, not theoretical physics
L638[14:59:05] <gigaherz> ;P
L639[14:59:13] <ayyliens> hey now
L640[14:59:17]
⇨ Joins: Koward
(~Koward@2a02:2788:344:2d0:cdb6:7fd4:fecd:5b28)
L641[14:59:26] <fry> you're an all
star
L642[14:59:34] <gigaherz> lol
L643[14:59:36] <shadekiller666> get your
game on
L644[14:59:46] <ayyliens> all that gliters
is gold
L645[14:59:53] <tterrag|laptop> you ruined
it
L646[14:59:54] <gigaherz> ...
L647[14:59:57] <ayyliens> WOW
L648[14:59:58] *
gigaherz retires to a corner
L649[14:59:59] <ayyliens> bully me
L650[15:00:01] <ayyliens> moar
L651[15:00:39] <shadekiller666> xD
L652[15:01:30] <tterrag|laptop> ayyliens,
anyways I'd suggest rethinking your math
L653[15:01:48] <tterrag|laptop> rendering
a rectangle isn't anything complicated. assuming your x/y values
are top left corner, just render from x->x+width and
y->y+width
L654[15:01:56] <tterrag|laptop> err
y+height
L655[15:03:09] <copygirl> Couple of
questions.. of increasing insanity. (*hopes she won't get banned
for them*)
L656[15:03:17] <shadekiller666> returning
0 from getLightOpacity doesn't seem to have done anything
L657[15:03:27] <shadekiller666> i am
disabling lighting in my TESR
L658[15:03:32] <copygirl> Using ./gradlew
runClient, how would I pass the username I wanted to use?
L659[15:03:47] <SkySom> --username ?
IIRC
L660[15:03:48] <PaleoCrafter> why would
you use that task in the first place :P
L661[15:03:50] <howtonotwin> --username X
--password Y
L662[15:04:04] <howtonotwin> you can also
do a thing with tokens instead of just passwords
L663[15:04:09] <howtonotwin> but not sure
on the details
L664[15:04:25] <copygirl> PaleoCrafter:
Followup question: I don't suppose anyone's been successful at
settuing up debugging with vscode..? ^^"
L665[15:04:34] <copygirl> Oh,
dash-dash.
L666[15:04:40] <PaleoCrafter> lol
L667[15:05:00] <tterrag|laptop> !gm
func_73863_a
L668[15:05:14] <copygirl> "Unknown
command-line option '--username'"
L669[15:05:33] <tterrag|laptop> you put it
in program args?
L670[15:05:34] <PaleoCrafter> I think you
have to specify it in the buildscript somewhere
L671[15:05:36] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the
connection)
L672[15:06:16] <fry> should work, be sure
to pass them as program args and not as jvm args
L673[15:06:27] <copygirl> ./gradlew
runClient --username copygirl ?
L674[15:06:28] <shadekiller666> does the
BlockRenderLayer affect AO?
L675[15:07:04] <howtonotwin> iirc no
L676[15:07:09] <copygirl> Not quite sure
how to pass arguments to the runClient task, if it's even
possible.
L677[15:07:35] <shadekiller666> pass them
before runClient?
L678[15:07:54] <shadekiller666> gradlew
--username X runClient?
L679[15:08:11] <shadekiller666> you'll
also need to pass the password as well, or it won't be able to log
in
L680[15:08:39] <tterrag|laptop> not sure
gradle args work that wa
L681[15:08:42] <howtonotwin> why are you
even using the gradle task?
L682[15:08:45] <tterrag|laptop> ^
L683[15:08:46] <copygirl> Do I, isn't it
running in offline mode anyway?
L684[15:09:11] <howtonotwin> you do
L685[15:09:16] <shadekiller666> afaik it
always tries to contact the auth server
L686[15:09:25] <copygirl> *whispers* I
might be using vscode and have not been able to figure out (aka
find) a way to set up debugging with it.
L687[15:09:25] <howtonotwin> (At least, if
I get my password wrong it kicks me out)
L688[15:09:46] <howtonotwin> y u no proper
ide?
L689[15:09:47] <howtonotwin> :P
L690[15:10:21] <copygirl> I just ...
really really like vsocde.
L691[15:10:24] <copygirl> vscode*
L692[15:10:41] <copygirl> And .. it's slim
and pretty and no bullshit.
L694[15:11:44] <copygirl> Odd.
L695[15:12:27] <copygirl> Gonna browse
through some of your code.
L696[15:12:42] <gr8pefish> Very. I
immediately looked for SideOnly annotations, but I don't have any
in the relevant code. I'll just play around with it.
L697[15:12:49] <gr8pefish> Okay, let me
push what I have real quick
L698[15:13:00] <copygirl> Did you check
what the function returns?
L699[15:13:18] <gr8pefish> which
function?
L700[15:13:49] <copygirl> Something that
prints both the side the code is running on and whether it returns
true or false might be useful.. though I can already guess what it
does..?
L701[15:13:55] <copygirl> Talking about
getIsGliderDeployed.
L702[15:14:02] ***
Keridos|away is now known as Keridos
L703[15:14:17] <howtonotwin> AHA!
L705[15:14:28] <howtonotwin>
runClient/Server are normal JavaExec tasks for Gradle
L706[15:14:32] <gr8pefish> And it printed
on both sides
L707[15:14:44] <howtonotwin> so you can
just runClient { args ... } in the build.gradle
L708[15:14:47] <PaleoCrafter> ^
L709[15:14:57] <PaleoCrafter> just looked
it up myself :P
L710[15:15:04] <copygirl> Ah, thanks
<3
L711[15:15:07] <PaleoCrafter>
runClient.args if you prefer that notation :P
L712[15:15:25] <copygirl> Is that..
literally what it is? "..." ? Never know with
gradle.
L713[15:15:29] <howtonotwin> no
L714[15:15:31] <howtonotwin> :P
L715[15:15:51] <copygirl> Or groovy.
L716[15:15:55] <howtonotwin> groovy does
have some interesting syntax :P
L717[15:15:56] <copygirl> It's just..
ugh.
L718[15:16:17] <copygirl> args
"--username foo" then?
L719[15:16:28] <howtonotwin> yes
L720[15:16:29] <gr8pefish> yup, just
stopped my local client and server, and retried it (since sometimes
the reload classes deosn't work perfectly). Can confirm that the
current code on github leads to a ssp world getting fall damage and
a dedicated server not.
L721[15:18:18] <copygirl> Try setting a
breakpoint.
L723[15:18:29] <copygirl> And inspecting
some values.
L724[15:19:22] <gr8pefish> That;'s what
I'm trying to do, but it's hard to do, as every tick this code
runs, so it's hard to get to that moment right before damage is
taken.
L725[15:19:30] <howtonotwin> if that's a
JSON model I think there's a thing you can set to turn it off
L726[15:19:45] <gr8pefish> RUnning the
breakpoint I can see that the fall damage is being set to 0, but
the player still takes damage
L727[15:19:52] <shadekiller666> its an
obj
L728[15:20:14] <shadekiller666> let me
update it with the blockstate json
L729[15:20:22] <howtonotwin> might be
something in the blockstate too
L731[15:21:05] <shadekiller666> refresh
the link
L732[15:21:18] <shadekiller666> oh
L733[15:21:20] <howtonotwin> set
smooth_lighting to false
L734[15:21:25] <shadekiller666> its
"smooth_lighting" now
L735[15:21:28] <copygirl> gr8pefish:
Question is whether that's on the server or the client.
L736[15:21:32] ***
PaleoCrafter is now known as PaleOff
L737[15:21:35] <shadekiller666> iirc it
used to be "ambient"
L739[15:24:00] <howtonotwin> I mean that
isn't really ambient occlusion anymore, is it? :P
L740[15:24:11] <howtonotwin> that's
ordinary lighting
L741[15:24:29] <shadekiller666> my TESR is
disabling lighting
L742[15:24:54] <shadekiller666> thats not
related to block face culling is it?
L743[15:24:55] <howtonotwin> TESR doesn't
have anything to do with the model
L744[15:25:02] <howtonotwin> and face
culling is controllable
L746[15:25:07] <howtonotwin> (and this
isn't culling)
L747[15:25:28] <copygirl> gr8pefish:
Singleplayer still uses an integrated server instance so that like
of code should be run twice every actual game tick.
L748[15:25:33] <copygirl> line*
L749[15:26:39] <gr8pefish> Yeah, true. One
for the server and one for the client. Currently verifying that the
cap is set on both sides (it should be, but I want to make
sure).
L750[15:27:25] ***
PaleOff is now known as PaleoCrafter
L751[15:30:48] <shadekiller666> fry that
doesn't seem to have worked
L752[15:34:58] <howtonotwin> I think he
said that because they were unnecessary, not because they were the
problem ;P
L753[15:40:02] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 189
seconds)
L754[15:41:44] ⇦
Quits: LiftLeft (~loser@im.from.the.gigamatrix.xyz) (Ping timeout:
198 seconds)
L755[15:41:47] <Disconsented> Wasnt potion
id's removed like block id's where at some point?
L756[15:42:08]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L757[15:42:17] <howtonotwin> yep
L758[15:42:33] <howtonotwin> (well really
ids aren't removed, they're just hidden beneath the
registries)
L759[15:42:38] <Disconsented> Oh good I am
not crazy
L760[15:43:03] <Disconsented> Someone was
asking me for potion ID configs on 1.10.2 ..
L761[15:44:13] <gigaherz> yeah you just
use string names now
L762[15:44:33] <williewillus> nothing
should need number configuration anymore
L763[15:44:35] <williewillus> i
think
L764[15:44:48] <gigaherz> not global IDs
at least
L765[15:45:09] <gigaherz> stuff like mod
entities and messages do still have internal mod-specific IDs
L766[15:45:13] <howtonotwin> did we get
entities?
L767[15:45:15] <quadraxis> dimensions are
still pretty tied to numbers
L768[15:45:22] <gigaherz> howtonotwin: yes
but sortof
L769[15:45:34] <gigaherz> 1.11 has an
entity class registry
L770[15:45:41] <gigaherz> so like
L771[15:45:52] <gigaherz>
minecraft:skeleton <-> EntitySkeleton.class
L772[15:46:10] <gigaherz> but forge still
has its own registry for managing mod entities
L773[15:49:38] <gr8pefish> gah really? I
think it wasn't a code error, but just a relic of lots of
testing/codebase changes on the same world, leading to a desync of
the capabilities on the sides (which should be impossible now).
That's super annoying. copygirl thanks for trying to help :P
L774[15:50:47] <copygirl> Oh.
L775[15:51:13] <gr8pefish> starting a new
ssp world "fixed" it
L776[15:51:14] <copygirl> Like gliding
state being swapped around on server/client?
L777[15:51:38] ⇦
Quits: TechnicianLP (~Technicia@p4FE57FD5.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds)
L778[15:51:44] <gr8pefish> gliding state
was somehow "on" on client and "off" on server,
and the two should always be the same
L779[15:51:46] <copygirl> Is the
capability saved?
L780[15:52:24] <gr8pefish> what do you
mean by that exactly?
L781[15:52:44] <copygirl> Like, to disk,
when you exit?
L782[15:53:41] <gr8pefish> I don't
explicitly call anything to save the cap, I thought that was done
automatically per world via savign the player data.
L783[15:53:59] <gr8pefish> I do copy it
over when the player dies and it is instantiated for new
players.
L784[15:55:00] <copygirl> Do you sync the
glider state on joining?
L785[15:55:13] <gr8pefish> Ah, I need to
do that, yeah
L786[15:55:18]
⇨ Joins: LiftLeft
(~loser@im.from.the.gigamatrix.xyz)
L787[15:55:56] <gr8pefish> I replicated
the error. SSP, equip the glider then exit. log back in and the
glider isn't equipped, and the fall damage bug occurs,
L788[15:56:08] <gr8pefish> I bet it is the
sync on join (or lack thereof) causing that
L789[15:56:39] ⇦
Quits: chip (chip@thor.starbs.net) (Quit: <G80R> Wiring is
probably dildos. Hello Chip.)
L790[15:57:02]
⇨ Joins: c^ (chip@thor.starbs.net)
L791[15:59:45] ⇦
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timeout: 189 seconds)
L792[16:00:08] <shadekiller666> i hate it
when the game behaves differently for things that should apparently
be treated the same
L793[16:00:28] <barteks2x> what is the
name of the thing when if you do something once, you then have to
wait X time before doing it again, like with placing blocks by
holding LMB?
L794[16:00:51] <gigaherz> cooldown?
L795[16:00:58] <barteks2x> that was
it
L796[16:01:40] <barteks2x> I was trying to
find that name for last 5 minutes and just couldn\t remeber what it
was
L797[16:01:42] <copygirl> gr8pefish: Yeah,
do you simply swap the state of the glider being equipped when the
item is being used?
L798[16:01:54] <gr8pefish> ^ Yup,
exactly
L799[16:02:06] <gr8pefish> I think that
login sync code may have fixed it
L800[16:02:16] <copygirl> Maybe the client
should be authoritative over it, sending a custom message to the
server, changing that state when the item is used?
L801[16:02:42] <copygirl> Or.. does it
automatically unequip when you deselect the item?
L802[16:03:16] <tterrag|laptop> client
should almost never tell the server what to do
L803[16:03:19] <tterrag|laptop> that leads
to security issues
L804[16:03:35] <tterrag|laptop> if at all
possible it's best for actions to originate on the server
L805[16:03:50] <copygirl> But that might
not be best with lag.
L806[16:04:02] <copygirl> You don't want
to start gliding 1 second after using the glider.
L807[16:04:06] ***
Keridos is now known as Keridos|away
L808[16:04:13] <gigaherz> the client is
like a player in a role-playing session -- the client tells the
server what it wants to do, and the server (game master) decides
what the outcome of that action should be
L809[16:04:23]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L810[16:04:29] <gigaherz> you can
preemtively "guess" the server answer
L811[16:04:33] <tterrag|laptop> correct.
and motion is controlled clientside. the way vanilla usually
handles this is that it lets the client do what it thinks should
happen, then the server corrects it later if necessary
L812[16:04:36] <gigaherz> but then you
have to account for the possibility of making a mistake
L813[16:04:48] <tterrag|laptop> look at
block placement
L814[16:04:53] <tterrag|laptop> what
happens on a laggy server?
L815[16:04:58] <gr8pefish> AH okay
L816[16:05:01] <copygirl> I was going to
say throw in a check to make sure the glider is held when that
message is sent. But I'm not sure of how the glider is supposed to
function so I wanted to ask other questions first.
L817[16:05:02] <shadekiller666> i have
other blocks that are rendering in the same way as the block that
i'm having the lighting issue with, and none of them have lighting
issues
L818[16:05:20] <copygirl> (Or rather, when
it's received*.)
L819[16:05:39]
⇨ Joins: kinggoesgaming
(uid23106@id-23106.tooting.irccloud.com)
L820[16:05:40] <gr8pefish> Currently, yes,
you do have to be holding the glider
L821[16:05:40] <tterrag|laptop>
shadekiller666, do you change the result of isOpaqueCube after
calling super() ?
L822[16:05:55] <shadekiller666> no
L824[16:06:27] <copygirl> All the places
you need to sync the capability afaik.
L825[16:06:42] <shadekiller666> the block
in question extends a block class that overrides isOpaqueCube,
isVisuallyOpaque, and isFullCube, and returns false from all of
them
L826[16:07:48] <shadekiller666> that
parent class requires its children to override getBlockLayer, and
all of them return CUTOUT
L828[16:09:46] <copygirl> Heh.
L829[16:09:58] *
copygirl gets into a fighting stance.
L830[16:10:04] <copygirl> Sooo.. you're
doing backpacks as well, eh?
L831[16:10:13] *
copygirl throws some air punches.
L832[16:10:38] *
copygirl scrolls up and slips from surprise.
L833[16:10:43] <copygirl> i-iron
backpacks???!
L834[16:10:49] <tterrag|laptop>
shadekiller666, does it emit light?
L835[16:10:52] <gr8pefish> indeed
L836[16:10:57] <shadekiller666> no
L837[16:10:58] <gr8pefish> why is that so
surprising?
L838[16:11:07] <tterrag|laptop>
shadekiller666, screenshot?
L839[16:11:07] <shadekiller666> its
supposed to be a solid metal gear
L840[16:11:35] <tterrag|laptop>
metal.......gear?
L841[16:12:18] <copygirl> gr8pefish: My
rant would not fit in this channel. Looking at DW20's spotlight to
get an idea.
L843[16:12:34] <shadekiller666> yes, a
gear
L844[16:12:44] <gr8pefish> feel free to
join #gr8pefish to rant at me, I'd love to hear your
thoughts!
L845[16:12:52] <tterrag|laptop> wat
L846[16:13:00] <tterrag|laptop> I don't
even understand that lighting
L847[16:13:03] <tterrag|laptop> it looks
like more than AO
L848[16:13:09] <tterrag|laptop> does your
model extend past block bounds?
L849[16:13:27] <shadekiller666> ya
L850[16:13:35] <tterrag|laptop>
well...that's probably the issue
L851[16:13:35] ***
PaleoCrafter is now known as PaleOff
L852[16:13:41] <shadekiller666> that one
is 5x1x5
L853[16:13:53] <shadekiller666> and is
rendered from the center block
L854[16:13:58] <tterrag|laptop> pretty
sure even with forge improvements models only work up to
3x3x3
L855[16:14:01] <tterrag|laptop> and that's
still iffy
L856[16:14:01] <fry> ah, yes, that would
do it
L857[16:14:18] <tterrag|laptop> your
solutions: use a TESR (bleh) or split up the model
L858[16:14:22] <fry> interpolation doesn't
extrapolate correctly when you are that far from the main
block
L859[16:14:34] <shadekiller666> if the
block adjacent to the center isn't solid (ie. is glass), it renders
fine
L860[16:14:39] <tterrag|laptop> if it's a
gear, is it animated?
L861[16:14:45] <shadekiller666> i am using
a TESR
L862[16:14:49] <tterrag|laptop>
shadekiller666, yes because it's applying the lighting of the
center block to the whole model
L863[16:14:50] <shadekiller666> it will be
animated
L864[16:14:51] <tterrag|laptop> and
interpolating incorrectly
L865[16:15:08] <tterrag|laptop> you'll
have to ask fry for a proper solution
L866[16:15:11] <tterrag|laptop> I have to
go and also have no clue :P
L867[16:15:14] ***
tterrag|laptop is now known as tterrag|away
L868[16:15:43] <shadekiller666> fry, i am
calling GlStateManager.disableLighting() in my TESR before any
rendering happens
L869[16:16:18] <gigaherz> lightmap isn't
opengl lighting
L870[16:16:27] <gigaherz> it's controlled
separately
L872[16:27:40]
⇨ Joins: Everseeking
(~Everseeki@pool-100-6-95-214.pitbpa.fios.verizon.net)
L873[16:31:18] <barteks2x> what does the
"Schema change not implemented" mean when trying to use
hot swapping when debugging?
L874[16:31:44] <barteks2x> it happens
after some randome changes without adding/removing methods or
fields and I can't see any pattern
L875[16:34:16] <shadekiller666> so is
there anything that i can do to get this to render properly, or is
it pretty much stuck this way?
L876[16:35:35] <gigaherz> barteks2x: are
there lambdas involved?
L877[16:35:39] <gigaherz> or new
imports?
L878[16:35:45] <gigaherz> or some field
access changes?
L879[16:36:08] <barteks2x> lambdas -
probably not, new imports - maybe, not sure, field access changes -
no
L880[16:36:20] <gigaherz> new constants
that would need to be added to the constant pool?
L881[16:36:35] <gigaherz> not sure exactly
what is hotswappable
L882[16:36:37] ⇦
Quits: Koward (~Koward@2a02:2788:344:2d0:cdb6:7fd4:fecd:5b28)
(Quit: Leaving)
L884[16:37:17] <barteks2x> so far the
"schema change not implemented" is basically "That
change wasn't significant but the JVM didn't like it
anyway"
L885[16:37:33] <fry> nothing except method
bodies should be hotswappable as of now
L886[16:38:28] <barteks2x> and I guess
java method body != bytecode method body?
L887[16:39:06] <shadekiller666> fry,
anything i can do to get this model to render properly?
L888[16:39:06] <barteks2x> if they would
be exactly equal I wouldn't get this message when only changing
stuff inside methods
L889[16:39:19] <gigaherz> barteks2x:
yeah
L890[16:39:26] <gigaherz> for example:
lambdas create private methods
L891[16:39:30]
⇨ Joins: Chervilpaw
(Elite18507@exposed.to.gamma.radiation.elitebnc.org)
L892[16:39:31] <Chervilpaw> Uhhh
L893[16:39:37] <Chervilpaw> how to I port
my 1.8.9 mod
L894[16:39:39] <Chervilpaw> to
1.11/1.0
L895[16:39:42] <Chervilpaw> 1.10*
L896[16:39:46] <gigaherz> so changing a
lambda so that it accesses a new field/variable
L897[16:39:51] <gigaherz> will cause this
private method to change
L898[16:40:04] <gigaherz> preventing
hotswap
L899[16:40:21] <gigaherz> Chervilpaw:
well
L900[16:40:25] <gigaherz> start by editing
your build.gradle
L901[16:40:31] <barteks2x> I really hate
how long MC takes to load
L902[16:40:36] <gigaherz> so that it uses
the right forgegradle, and a newer version of forge+mappings
L903[16:40:40] <gigaherz> then
L904[16:40:41] <gigaherz> look at
L908[16:41:08] <gigaherz> for name
changes
L910[16:41:44] <gigaherz> that helps with
porting
L911[16:41:49] <gigaherz> afterward
L912[16:41:52] <gigaherz> it's a matter of
asking
L913[16:41:53] <gigaherz> ;P
L914[16:42:25] <Chervilpaw> How to change
the gradle
L915[16:42:34] <gigaherz> uhh
L916[16:42:36] <gigaherz> it's a text
file
L917[16:42:41] <gigaherz> you open it,
edit it, and save
L918[16:42:42] <Chervilpaw> I mean
L919[16:42:48] <Chervilpaw> WHAT do I edit
what to
L920[16:42:51] <gigaherz> get a new
MDK
L921[16:42:57] <gigaherz> and compare it
with the old one
L922[16:42:59] <gigaherz> see what has
changed
L923[16:43:06] <gigaherz> and apply
similar changes to your own
L924[16:44:04] <gigaherz> if you choose
1.11, keep in mind that the gradle wrapper has changed, so you may
want to copy over the gradlew scripts and the gradle folder, from
the newer MDK
L925[16:44:34] <Chervilpaw> Which is more
stable
L926[16:44:41] <Chervilpaw> Forge for
1.11, or Forge for 1.11.1
L927[16:44:44] <Chervilpaw> .2*
L928[16:44:46] <Chervilpaw> I mean,
well
L929[16:44:47] <Chervilpaw> oops
L930[16:44:52] <Chervilpaw> is forge for
1.11.2 stable
L931[16:45:26] <gigaherz> the changes were
small enough that there isn't much that could break
L932[16:45:31] <gigaherz> so it's quite
stable
L933[16:45:35] <gigaherz> but it's early
builds
L934[16:45:49] <gigaherz> so there could
be bugs people haven't found yet
L935[16:45:55] <gigaherz> so if you want
to release something "now"
L936[16:45:57] <gigaherz> for playing
"now"
L937[16:45:59] <gigaherz> do 1.11
L938[16:46:06] <gigaherz> updating to
1.11.2 willt ake you only a few minutes
L939[16:46:41] <gigaherz> if you plan on
taking your time and releasing in 2-3 weeks, you may as well just
go straight for 1.11.2
L940[16:46:48] <shadekiller666> if the
gradle wrapper has changed, how exactly does updating from 1.10 to
1.11 work?
L941[16:47:03] <gigaherz> shadekiller666:
the wrapper has only changed in the sense
L942[16:47:13] <gigaherz> that it now
downloads&installs gradle .14 instead of .7
L943[16:47:19] <shadekiller666> ok
L944[16:47:20] <gigaherz> otherwise, the
langauge and use is the same
L945[16:47:47] ***
MrKickkiller is now known as MrKick|Away
L946[16:48:26] ***
fry is now known as fry|sleep
L948[16:53:21] <Chervilpaw> I'm using
CompatLayer, so while 1.11.2 will be the main target, 1.10 will be
a side-target
L949[16:55:27] <Chervilpaw> One
question
L950[16:56:01] <Chervilpaw> How to get a
"line" between 2 XYZ coords (aka an Array containing the
xyz coords that the line would be on)
L951[16:56:25] <gigaherz> in block
coords?
L952[16:56:36] <Chervilpaw> yes
L953[16:56:38] <shadekiller666>
chervilpaw, look up linear interpolation
L954[16:56:49] <gigaherz> because if you
mean in space coords, there would be infinite of them
L955[16:56:50] <gigaherz> XD
L956[16:56:51] <gigaherz> well
L957[16:56:54] <gigaherz> check the
raytrace code
L958[16:57:07] <gigaherz> it pretty much
does just that (compute which blocks a line crosses)
L959[16:57:17] <gigaherz> but for the sake
of completeness:
L960[16:57:19] <barteks2x> well,
technically with floating point values if would be still finite
amount
L961[16:57:23] <gigaherz> you have a
starting point, and a direction
L962[16:57:28] <Chervilpaw> No, doesn't
raytracing see where a ray would hit
L963[16:57:37] <gigaherz> yes
L964[16:57:37] <shadekiller666> what do
you think a ray is
L965[16:57:38] <Chervilpaw> I want to
create a LINE between 2 coords (blocks)
L966[16:57:39] <gigaherz> but in order to
do that
L967[16:57:47] <gigaherz> it has to walk
through each block to see if it's empty
L968[16:57:57] <gigaherz> and that
means
L969[16:58:00] <gigaherz> taking the
starting point
L970[16:58:06] <gigaherz> and the
direction vector
L971[16:58:14] <gigaherz> and testing
which intersection plane will hit first
L972[16:58:22] <Chervilpaw> Huh
L973[16:58:28] <gigaherz> then you move to
the block in the direction of that intersection plane
L974[16:58:35] <gigaherz> and take as your
new starting position the intersection hit
L975[16:58:47] <gigaherz> and repeat the
process to see what new block will be hit next
L976[16:58:59] <gigaherz> and you do this
over and over until you reach the end position
L977[16:59:09] <Chervilpaw> Wut
L978[16:59:25] <gigaherz> that's how a
raytrace in a regular grid works
L979[16:59:28] <Chervilpaw> Is there a mod
that makes lines that I can look at the source of?
L980[16:59:33] <gigaherz> however
L981[16:59:39] <shadekiller666> linear
interpolation
L982[16:59:39] <gigaherz> if you just want
to DRAW A LINE
L983[16:59:42] <gigaherz> that's a whole
other thing
L984[17:00:01] <Chervilpaw> (well, I kinda
would be drawing a line, lol.... a line of particles)
L985[17:00:08] <gigaherz> yeah so
L986[17:00:11] <gigaherz> see
L987[17:00:13] <gigaherz> if you explain
it right
L988[17:00:15] <gigaherz> it makes more
sense
L989[17:00:26] <gigaherz> so you want to
take 2 points
L990[17:00:28]
⇨ Joins: Umbraco
(~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp)
L991[17:00:34] <gigaherz> and draw some
particles along the line connecting them
L992[17:00:44] <gigaherz> that means
you'll want to find a certain number of intermediate points
L993[17:00:54] <gigaherz> and as
shadekiller666 said, that's what linear interpolation is
L994[17:00:58] <Chervilpaw> Yeah, that's
what my inital question was
L995[17:01:10] <gigaherz> yes but you
didn't explain that
L996[17:01:20] <gigaherz> you said you
wanted an array with the coords the line would be on
L997[17:01:28] <gigaherz> which is
extremely vague and can be understood in many different ways
L998[17:01:35] <Chervilpaw> anyways, how
would I do Linear Interpol-whatever
L999[17:01:44] <gigaherz> the formula
is:
L1000[17:01:53] <gigaherz> A + (B-A) *
p
L1001[17:02:03] <gigaherz> where A and B
are the start and end values
L1002[17:02:09] <gigaherz> and p is the
progress along those values
L1003[17:02:24] <gigaherz> 0 is "all
the way in A", and 1 is "all the way in B"
L1004[17:02:36] <gigaherz> you can apply
this formula to X, Y and Z separately
L1005[17:02:50] <shadekiller666> and yes,
A and B are vectors (BlockPos)
L1006[17:02:56] <gigaherz> xout =
lerp(x1,x2,t);
L1007[17:03:02] <gigaherz> yout =
lerp(y1,y2,t);
L1008[17:03:06] <shadekiller666> you can
apply them to vectors as a whole
L1009[17:03:12] <gigaherz> in a
loop
L1010[17:03:17] <gigaherz> for values
between 0 and 1
L1011[17:03:22] <shadekiller666> assuming
your vector class supports said math
L1012[17:04:10] <gigaherz> taking the
intermediate values can be done in different ways, but the simplest
is like, for(i=0; i<=25; i++) { t = i/25; work with t; }
L1013[17:04:32] <gigaherz> if you choose
25, there will be 25 "spaces" along the line
L1014[17:04:38] <gigaherz> and 26 points
where things are added
L1015[17:04:48] <Chervilpaw> I kinda lost
ya
L1016[17:04:49] <Chervilpaw> Sorry
L1017[17:04:53] <gigaherz> welp
L1018[17:04:55] <Chervilpaw> I'm horrid
horrid HORRID with math
L1019[17:05:17] <shadekiller666>
Chervilpaw, your equation: A + (B - A) * t
L1020[17:05:26] <shadekiller666> lets say
A = (0, 0, 0)
L1021[17:05:30] <shadekiller666> B = (1,
1, 1)
L1022[17:05:44] <shadekiller666> t ranges
from 0 to 1 inclusive
L1023[17:06:24] <shadekiller666> at t==0,
the equation is evaluated as: (0, 0, 0) + [(1, 1, 1) - (0, 0, 0)] *
0
L1024[17:06:38] <shadekiller666> which is
(0, 0, 0)
L1025[17:07:08] <shadekiller666> at t ==
0.5: (0, 0, 0) + [(1, 1, 1) - (0, 0, 0)] * 0.5
L1026[17:07:21] <shadekiller666> (0, 0,
0) + [(1, 1, 1)] * 0.5
L1027[17:07:36] <shadekiller666> (0, 0,
0) + (0.5, 0.5, 0.5)
L1028[17:08:18] <shadekiller666> so when
t == 0.5, the point on the line between (0, 0, 0) and (1, 1, 1)
would be at (0.5, 0.5, 0.5)
L1029[17:08:55] <gigaherz> I find it
greatly disappointing that NONE of the
"Vec3d"/"Vec3f" classes in minecraft have
"vec3 = vec1.lerp(vec2, f);" or "vec3 =
Vec3f.lerp(vec1, vec2, f);"
L1030[17:09:18] <shadekiller666> vector
addition and subtraction work on each axis independantly, so (A.x +
B.x, A.y + B.y, A.z + B.z)
L1031[17:09:34] <shadekiller666> and
multiplying a vector by a constant works on each axis
independantly
L1032[17:10:07] <shadekiller666> (A.x *
0.5, A.y * 0.5, A.z * 0.5)
L1033[17:10:46] <Chervilpaw> Errr
L1034[17:10:53] <Chervilpaw> How to
import this .xml
L1035[17:10:56] <Chervilpaw> to migrate
it
L1036[17:11:04] <shadekiller666>
what?
L1037[17:11:21] <gigaherz> Chervilpaw:
refactor -> migrate
L1038[17:11:23] <gigaherz> in
intellij
L1039[17:11:24] <Chervilpaw> use this xml
to migrate classes and stuff in Intellj IDEA
L1040[17:11:30] <Chervilpaw> I was
talking
L1041[17:11:35] <Chervilpaw> about how to
import it into that menu
L1042[17:11:36] <gigaherz> wait you have
the xml
L1043[17:11:40] <gigaherz> right
L1044[17:11:41] <gigaherz> sec
L1045[17:12:45] <gigaherz>
%userprofile%\.IdeaIC2016.3\config\migration
L1046[17:12:51]
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L1047[17:13:09] <gigaherz> or in
linux,
L1048[17:13:17] <gigaherz>
~/.IdeaIC2016.3/config/migration
L1049[17:13:20] <gigaherz> I guess
;P
L1050[17:13:20] <Chervilpaw> thanks
L1051[17:13:55] <shadekiller666>
gigaherz, one of the things i like about c# is that it has vector
math built into the default math library
L1052[17:14:09] <gigaherz> does it?
L1053[17:14:11] <shadekiller666> and if
it doesn't, c# also allows you to define extension methods
L1054[17:14:24] <shadekiller666> i
believe so
L1055[17:14:27] <gigaherz> I know of
vector maths in xna/monogame
L1056[17:14:37] <gigaherz> and XAML/WPF
has some Point/Vector stuff
L1057[17:14:42] <gigaherz> but neither
are the core libraries
L1058[17:14:51] <gigaherz> maybe it's
newer and I never noticed it
L1059[17:15:01] <gigaherz> either
way
L1060[17:15:14] <gigaherz> the advantage
for C# is valuetypes (structs)
L1061[17:15:30] <gigaherz> which lets
people make vectors without causing them to be object
references
L1062[17:15:34] <shadekiller666> i might
be thinking of the unity libs, but you can still make an extension
method for such a thing
L1063[17:15:39] <shadekiller666>
yep
L1064[17:15:47] <Chervilpaw> alsooo IDEA
can't update the maven repos
L1065[17:15:48] <gigaherz> on top of
that, extension methods do help a lot
L1066[17:15:50] <Chervilpaw>
\/clear
L1067[17:15:58] <gigaherz> wat?
L1068[17:16:02] <shadekiller666> and you
can also define what the basic operators do with special method
syntax
L1069[17:16:12] <gigaherz> yep
L1070[17:16:21] <Chervilpaw> alsooo IDEA
can't update the maven repos.... and when I try to do it manually,
ERROR.
L1071[17:16:33] <gigaherz> what do you
mean by "update the maven repos" ?!
L1072[17:16:37] <gigaherz> which maven
repos?
L1073[17:16:41] <shadekiller666> one
thing i don't like about c# is the fact that enums are basically
just glorified arrays
L1074[17:16:43] <gigaherz> and update
how?
L1075[17:16:48] <shadekiller666>
glorified integer arrays
L1076[17:16:50] <gigaherz>
shadekiller666: no they are not
L1077[17:16:56] <gigaherz> they are
glorified constants
L1078[17:17:09] <gigaherz> with strict
typing as a bonus
L1079[17:17:14] <shadekiller666> enum
entries aren't considered objects is my point
L1080[17:17:18] <gigaherz> yes
L1081[17:17:19] <gigaherz> and I love
that
L1082[17:17:23] <gigaherz> I see the
point in java-style "enums"
L1083[17:17:25] <Chervilpaw> by
"maven repos", I mean CompatLayer and the forge
maven
L1084[17:17:29] <gigaherz> but I don't
agree with those being enum
L1085[17:17:36] <gigaherz> Chervilpaw:
rerun setupDEcompWorkspace
L1086[17:17:39] ***
amadornes is now known as amadornes[OFF]
L1087[17:17:41] <gigaherz> and then
refresh the idea project
L1088[17:17:48] <gigaherz> using the blue
refresh icon in the gradle panel in idea
L1090[17:18:48] <shadekiller666> whats
weird about intellij for me, is that sDecW always fails if i run it
in the intellij gradle panel, but running from command line works
fine
L1091[17:19:02] <shadekiller666> probably
something to do with java permissions or something
L1092[17:19:05] <gigaherz> that's because
the default jvm settings are different than the defaults used by
intellij
L1093[17:19:19] <gigaherz> but setting
the gradle.properties to use -Xmx3G usually fixes it
L1094[17:19:27] <gigaherz> unless you
mean it won't work at all
L1095[17:19:31] <gigaherz> in which
caseyour intellij is broken
L1096[17:19:46] <gigaherz> either the jdk
isn't configured correctly, or something else isn't quite working
right
L1097[17:20:01] <gigaherz> so another day
over
L1098[17:20:11] <gigaherz> and I just
can't bring myself to do any actual modding
L1099[17:20:12] <shadekiller666> it runs
up to the point of recompiling minecraft
L1100[17:20:19] <gigaherz> and then fails
out of memory?
L1101[17:20:30] <Chervilpaw> forgot to do
that
L1102[17:20:31] <Chervilpaw> oops
L1103[17:20:31] <shadekiller666> fails
for whatever reason
L1104[17:20:40] <gigaherz> yeah
L1105[17:20:46] <shadekiller666> i think
it is a memory thing
L1106[17:20:57] <gigaherz> edit or create
%userprofile%\.gradle\gradle.properties
L1107[17:21:08] <gigaherz> add
L1108[17:21:09] <gigaherz>
org.gradle.jvmargs=-Xmx3G
L1109[17:21:13] <gigaherz> and save
L1110[17:21:15] <gigaherz> then try
again
L1111[17:21:19] <gigaherz> chances are it
will work
L1112[17:21:33] <Chervilpaw> my mod,
Kitten magic
L1113[17:21:42] <Chervilpaw> is a mod
that uses Mana from Cats for magic crap
L1114[17:24:49] <shadekiller666>
Chervilpaw, do you understand the linear interpolation thing?
L1115[17:25:06] <Chervilpaw> I got bored
and started eating pizza
L1116[17:25:15] <Chervilpaw> So no
L1117[17:25:23] <Chervilpaw> I'll dump
the fancy particle lines for now
L1118[17:25:34] <shadekiller666> its
honestly really easy
L1119[17:27:13] <shadekiller666> grab a
piece of paper and a pencil, plug numbers into the equation x = a +
t(b - a), where a is a starting value, b is your ending value, and
t is the distance between a and b where 0<=t<=1
L1120[17:27:29] <shadekiller666> once
you've figured that out, plug in vectors for a and b
L1121[17:27:36] <shadekiller666> it works
exactly the same
L1122[17:28:58] <Chervilpaw> Still can't
update maven repos
L1123[17:29:27] <shadekiller666> once
you've got it down, put that equation into a for loop from 0 to i
< 20, then set t = i/20 and the output of the equation is your
point
L1124[17:30:05] <Chervilpaw> Exception in
thread "main" java.lang.ClassNotFoundException:
GradleStart
L1125[17:30:23] <shadekiller666> reimport
the build.gradle
L1126[17:30:51] <Chervilpaw> how in
intellj idea?
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L1128[17:31:35] <shadekiller666> you can
"open" build.gradle files as projects
L1129[17:31:59] <shadekiller666> may or
may not have to clear the gradle cache, but i would try reimporting
first
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L1132[17:36:09] <Chervilpaw> I fixed the
GradleStart prob
L1133[17:36:14] <Chervilpaw> maven still
a prob
L1134[17:37:15] <gigaherz> I'm still
confused about the whole maven thing
L1135[17:37:21] <gigaherz> what exactly
are you expecting to be able to "update"?
L1136[17:37:47] <gigaherz> you don't
"update maven", maven is just a server that can provide
dependencies
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L1138[17:37:57] <gigaherz> if you have
like
L1139[17:38:13] <gigaherz> deobfCompile
"blah:blah:blah"
L1140[17:38:25] <gigaherz> it will query
the maven repositories to see if any of them has a maching
package
L1141[17:38:33] <gigaherz> when you run
setupDecompworkspace
L1142[17:38:46] <gigaherz> and similary
for the configured forge and mappings
L1143[17:39:05] <gigaherz> you just type
in the right values into your build.gradle file
L1144[17:39:11] <gigaherz> then rerun
setupDecompWorkspace
L1145[17:39:17] <gigaherz> and then click
the blue refresh icon in the gradle panel
L1146[17:39:17]
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L1147[17:39:24] <gigaherz> to
resynchronize the idea project with the gradle project
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L1163[18:09:17] <gigaherz> I think I
realized why io'm getting bored of modding
L1164[18:09:20] <gigaherz> I'm*
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L1166[18:09:23] <gigaherz> it has become
a chore
L1167[18:09:33] <gigaherz> I'm not
actually having much fun with the modding itself
L1168[18:09:35] <gigaherz> just
maintenance
L1169[18:09:48] <gigaherz> respond to
comments/issues, fix a few bugs, release, repeat
L1170[18:10:25] <gigaherz> problem is, I
don't have time for implementing new stuff
L1171[18:10:30] <gigaherz> or more
accurately
L1172[18:10:38] <gigaherz> I don't have
the energy for it
L1173[18:11:23] <immibis> deal with forge
and minecraft updates
L1174[18:11:29] <immibis> that
overcomplicate your perfectly working code
L1175[18:12:11] <gigaherz> yeah but
everything I have already works on 1.11, and 1.11.2 isn't really
much of an update
L1176[18:12:12] <gigaherz> ;p
L1177[18:12:23] <Chervilpaw> ugh
L1178[18:12:25] <Chervilpaw> Still not
working
L1179[18:12:29] <Chervilpaw> removed the
new repo
L1181[18:14:38] <gigaherz> ignore
that
L1182[18:14:43] <gigaherz> don't index
repositories
L1183[18:14:44] <gigaherz> it's
useless
L1184[18:14:49] <gigaherz> for modding
purposes
L1185[18:15:02] <gigaherz> the only
reason to do it is to be able to see what packages are available
from within IDEA
L1186[18:15:13] <gigaherz> and the forge
maven doesn't support that
L1187[18:15:15] <mistamadd001> hey
guys
L1188[18:15:33] <gigaherz> so if IDEA
suggestings indexing maven
L1189[18:15:38] <gigaherz> just dismiss
it
L1190[18:15:42] <mistamadd001> @chevil
are you on pc or mac?
L1191[18:16:00] <Chervilpaw> pc
L1192[18:16:08] <gigaherz> it doesn't
matter
L1194[18:16:14] <gigaherz> so it won't
work for maven indexing
L1195[18:16:34] <mistamadd001> i was
asking for my own resons :P
L1196[18:16:34] <gigaherz> there's
nothing wrong with that
L1197[18:16:39] <gigaherz> just don't try
to index.
L1198[18:18:03] <Chervilpaw>
anyways
L1199[18:18:05] <Chervilpaw> CompatLayer
crap time
L1200[18:19:26] <Chervilpaw> Ughh
L1201[18:19:32] <Chervilpaw> when did
.setBlockBounds go away
L1202[18:19:46]
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L1203[18:21:33] <mistamadd001> soooo IDEA
wont grab my Java EV and i cant manually add add it to the load
screen so I cant run IDEA... WOOT
L1204[18:22:19] <gigaherz> hm?
L1205[18:23:22] <Chervilpaw> When did
onBlockActivated go away
L1206[18:23:31] <gigaherz> it was
renamed
L1207[18:23:40] <Chervilpaw> To?
L1208[18:23:41] <gigaherz> wait
L1209[18:23:45] <gigaherz>
onBlockActivated
L1210[18:23:48] <gigaherz> that still
exists
L1211[18:23:51] <gigaherz> it just has an
extra param
L1212[18:24:00] <Chervilpaw> Or is it
different for CompatLayer
L1213[18:24:09] <gigaherz> I wouldn't
know what compatlayer does
L1214[18:24:18] <gigaherz> you'd have to
talk to MCjty about those things
L1215[18:24:44] <Chervilpaw> and
L1216[18:24:47] <Chervilpaw>
setBlockBounds
L1217[18:25:35] <gigaherz> no such thing
anymore
L1218[18:25:42] <gigaherz> you just
override getBoundingBox
L1219[18:25:48] <gigaherz> and return an
AxisAlignedBB
L1220[18:28:06] <Chervilpaw> and
isOpaqueCube?
L1221[18:28:59] <gigaherz> same but with
more args
L1222[18:29:07] <gigaherz> always check
if it exists but with different args
L1223[18:29:09] <gigaherz> it will save
on asking
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L1225[18:31:56] <Chervilpaw> And
L1226[18:32:08] <Chervilpaw> Where did
AxisAlignedBB.fromBounds go
L1227[18:32:18] <gigaherz> no idea
L1228[18:32:47] <gigaherz> I just do like
"new AxisAlignedBB(x1,y1,z1,x2,y2,z2)"
L1229[18:33:01] <gigaherz> usually keep
it in a field if I'm not computing it based on IBlockState
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L1231[18:33:37] <kashike>
s/usually//
L1232[18:33:57] <Chervilpaw> and
minecraftserver.getserver?
L1233[18:34:10] <kashike> removed, why do
you need it?
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L1236[18:37:53] <gigaherz> kashike: I
meant *I* usually
L1237[18:38:00] <gigaherz> sometimes I'm
lazy and just return new blah
L1238[18:38:28] <gigaherz> Chervilpaw:
depends on context and purpose
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L1240[18:38:39] <Chervilpaw>
EntityPlayerMP player =
MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(
playerIn.getName() );
L1241[18:38:48] <Chervilpaw> that is
something in my code
L1242[18:38:50] <Chervilpaw> dunno
why
L1243[18:38:51] <kashike> you already
have a player..
L1244[18:38:53] <gigaherz> well first,
you shouldn't use usernames
L1245[18:39:04] <gigaherz> second, you
already have playerIn
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L1247[18:39:13] <Chervilpaw> k
L1248[18:39:14] <gigaherz> unless this is
the client side
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L1250[18:39:19] <gigaherz> in which case
this is completely broken
L1251[18:39:20] <Chervilpaw> changed it
to playerIn
L1252[18:39:57] <Chervilpaw> also
L1253[18:40:03] <Chervilpaw>
getBoundingBox is deprecated?
L1254[18:40:13] <gigaherz>
sortof-no
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L1256[18:40:24] <gigaherz> all those
Block and Item methods with @Deprecated
L1257[18:40:30] <gigaherz> unless the
methods are added by forge
L1258[18:40:42] <gigaherz> they mean
"don't call this directly, use the one from IBlockState if
calling from outside"
L1259[18:40:44] <mistamadd001> *2 cents*
when MC changed to using UUID's they suggested people use those to
get playerData instead of playerName
L1260[18:40:45] <gigaherz> for your
overrides
L1261[18:40:50] <gigaherz> just slap
@Deprecated to your override
L1262[18:40:53] <gigaherz> to shut up the
compiler
L1263[18:41:10] <Chervilpaw> anddd
L1264[18:41:11] <kashike> or ItemStack,
in the case of Item
L1265[18:41:12] <gigaherz> mistamadd001:
yeah, that's what I meant with "don't use
usernames"
L1266[18:41:25] <Chervilpaw>
isBlockPowered?
L1267[18:41:39] <gigaherz> that one I
don't know from memory
L1268[18:41:40] <mistamadd001> gigaherz:
yea I realised that, just thought a bit more info would be
helpful
L1269[18:41:52] <mistamadd001> :)
L1270[18:43:18] <Chervilpaw> Ugh
L1271[18:43:23] <Chervilpaw> How to see
if a block is powered
L1272[18:44:32] <gigaherz>
worldIn.isBlockPowered(pos) ?
L1273[18:45:41] <Chervilpaw> ok
L1274[18:45:45] <Chervilpaw> I was using
an IBlockAccess
L1275[18:46:05] <gravityfox> hmm
L1276[18:46:19] <gravityfox> is it
possible to deobfuscate a mod using forgegradle?
L1277[18:46:29] <gigaherz> if maven,
yes
L1278[18:46:33] <gigaherz> if not,
no
L1279[18:46:38] <gigaherz> just use BON2
beforehand
L1280[18:46:50] <gravityfox> pixelmon is
closed source, but i need it in my IDE cause dependency
L1281[18:46:57] <gigaherz> use BON2
L1282[18:47:01] <gigaherz> to remap
it
L1283[18:47:02] <gravityfox> which
is...
L1284[18:47:06] <gigaherz> BON2
L1285[18:47:09] <gigaherz> it's literally
called that
L1286[18:47:22] <diesieben07>
BeardedOctoNemesis, if you really care
L1288[18:47:28] <diesieben07> but ...
that's just a silly name
L1289[18:47:58] <gravityfox> so how do i
use it?
L1290[18:48:04] <diesieben07> you run
it
L1291[18:48:13] <diesieben07> it has a
gui... should be obvious
L1292[18:48:20] <diesieben07> you just
give it a jar and it deobfuscates
L1293[18:48:22] <gravityfox> oh
alright
L1294[18:51:06] <Chervilpaw> YES
L1295[18:51:07] <Chervilpaw> IT
COMPILES
L1296[18:56:44]
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L1297[18:57:52] ***
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L1298[18:58:05] <ghz|afk> night ;P
L1299[19:00:15]
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L1300[19:00:56] <Chervilpaw> ugh
L1301[19:00:59] <Chervilpaw> keeps
crashing on this line'
L1302[19:01:04] <Chervilpaw>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation("kittenmagic" + ":" +
itemName, "inventory"));
L1303[19:01:10] <Chervilpaw> Just a plain
NullPointerException
L1304[19:01:12] <Chervilpaw> That's
all
L1305[19:01:23] <Chervilpaw> no other
details
L1306[19:02:59] <Chervilpaw> fixed
it
L1307[19:08:14]
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L1313[19:15:42] <Chervilpaw> Errr
L1314[19:15:54] <Chervilpaw> Why aren't
mai blocks registering
L1315[19:18:18]
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L1316[19:18:25] <howtonotwin> code?
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L1318[19:19:32] <Chervilpaw> Lemme upload
it to github
L1319[19:20:08] <Zaggy1024> hmm, I assume
test mods should also have the license at the top of the
file...
L1320[19:20:22] <Zaggy1024> forgot to put
it in there for the fast clouds test if so
L1323[19:22:57] <Chervilpaw> blocks are
being registered
L1324[19:22:59] <Chervilpaw> But not as
items
L1325[19:23:01] <Chervilpaw> too
L1327[19:23:31] <howtonotwin> you need to
manually register ItemBlocks
L1328[19:23:42] <howtonotwin> you no
longer get one free for every Block
L1329[19:23:56] <howtonotwin> just make a
new ItemBlock and give it a reg name
L1330[19:24:07] <howtonotwin> defaults
are actually perfectly fine in this case
L1332[19:24:50]
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L1333[19:27:09] <howtonotwin> the new way
is then @Mod.EventBusSubscriber class XXX { @SubscribeEvent public
static void registerBlocks(RegistryEvent.Register<Block> e) {
e.registerAll(...); } @SubscribeEvent public static void
registerItems(RegistryEvent.Register<Item> e) {
e.registerAll(new
ItemBlock(block).setRegistryName(block.getRegistryName()), ...); }
}
L1334[19:27:55] <howtonotwin> (though the
way I do it is that in RegistryEvent<Item> I actually iterate
the block registry and make itemblocks for each of my
BlockItems)
L1335[19:28:38] <howtonotwin> I prefer to
put this in my Mod class, since having a "Common" proxy
doesn't make much sense
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L1346[20:05:01] <mistamadd001> anyone got
an idea why IDEA wont load the examplemod?
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L1349[20:06:31] <diesieben07>
mistamadd001, please elaborate
L1350[20:07:23] <mistamadd001> i've
finally got IDEA working and running a client, but when I look at
the mod list it doesn't list the examplemod that comes packaged
with forge
L1351[20:07:35] <diesieben07> how did you
set up the workspaec?
L1352[20:08:43] <mistamadd001> using
cpw's youtube tut
L1353[20:09:58] <diesieben07> well it
shuld work then
L1354[20:10:02] <diesieben07> is
src/main/java a source folder?
L1355[20:10:04] <mistamadd001> yea i
know
L1356[20:11:04] <mistamadd001> i've
literally followed him to the letter, using idea to
setupDecompWorkspace and all, I had to setup the jdk for a few
things as it was throwing errors but thats all
L1357[20:11:33] <diesieben07> you did not
answer my questino.
L1358[20:13:00] <mistamadd001> yes, as I
said I was able to run a client instance, and it has all the forge
mods running, just not the examplemod
L1359[20:13:27] <diesieben07>
<diesieben07> is src/main/java a source folder?
L1360[20:13:31] <diesieben07> yes or
no.
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L1362[20:13:58] <mistamadd001> i believe
so
L1363[20:14:06] <diesieben07> -_-
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L1365[20:15:31] <mistamadd001> I've not
used IDEA before, I dont like eclipse and have been told that this
is a nice alternative, still getting used to it
L1366[20:15:58] <diesieben07> right click
> mark as > source folder
L1367[20:16:52] <mistamadd001> it is, and
was already
L1368[20:17:23] <diesieben07> show a
screenshot of the run config you're using
L1370[20:20:59] <diesieben07> hrm,
yeah... strange
L1371[20:21:45] <mistamadd001> ikr
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L1373[20:27:56] <mistamadd001> im looking
through the logs and theres no errors, its like the damned thing
doesn't exist
L1374[20:29:04] <diesieben07> does it
build the things to the build folder?
L1375[20:29:53] <mistamadd001> yep
L1376[20:31:58] <diesieben07> then forge
should definitely load them...
L1377[20:34:14] <mistamadd001> thats why
im confused
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L1384[20:55:28] <mistamadd001> ok i cant
figure this out
L1385[20:55:42] <mistamadd001> is there a
TS3 server I could jump on and ask
L1386[20:58:18] <TehNut> people still use
Teamspeak?
L1387[20:58:34] <mistamadd001> what are
the cool kids using these days?
L1388[20:58:41] <TehNut> Discord
L1389[20:59:08] <mistamadd001> ah, never
used it, ive heard of it though so thats something lol
L1390[21:00:20] <mistamadd001> would
anyone have any outside the box ideas about getting my damned IDE
to behave?
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L1401[21:26:12] <AFlyingGrayson>
L1402[21:26:13] <AFlyingGrayson> C
L1403[21:26:24] <mistamadd001> >
L1404[21:28:25] <mistamadd001>
diesieben07: should I be concerned that I get a warning saying the
mod class is never used?
L1405[21:28:52] <diesieben07> no, FML
should load it based on the annotatoin
L1406[21:28:57] <diesieben07> but
intellij does not know that
L1407[21:29:35] <mistamadd001> ok, I just
cant figure it out, I've created a new mod that JUST has a loading
debug log and that doesnt work either
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L1411[21:51:30] <RebelKeithy> I there a
way to get eclipse to stop giving "Variable references empty
selection: ${project_loc}" ?
L1412[21:51:56] <RebelKeithy> I thought I
used to set eclipse to always run last good configuration, but that
doesn't seem to work.
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L1418[22:22:13] <AFlyingGrayson>
L1419[22:22:15] <AFlyingGrayson>
L1420[22:22:17] <AFlyingGrayson>
L1421[22:22:19] <AFlyingGrayson>
L1422[22:22:21] <AFlyingGrayson>
L1423[22:22:23] <AFlyingGrayson>
L1424[22:22:25] <AFlyingGrayson>
L1425[22:22:27] <AFlyingGrayson>
L1426[22:22:29] <AFlyingGrayson>
L1427[22:22:31] <AFlyingGrayson>
L1428[22:22:33] <AFlyingGrayson>
L1429[22:22:35] <AFlyingGrayson>
L1430[22:22:37] <AFlyingGrayson>
L1431[22:22:39] <AFlyingGrayson>
L1432[22:22:41] <AFlyingGrayson>
L1433[22:22:43] <AFlyingGrayson>
L1434[22:22:45] <AFlyingGrayson>
L1435[22:22:45] <FusionLord> wth?
L1436[22:22:47] <AFlyingGrayson>
L1437[22:22:49] <AFlyingGrayson>
L1438[22:22:51] <AFlyingGrayson>
L1439[22:22:53] <AFlyingGrayson>
L1440[22:22:55] <AFlyingGrayson>
L1441[22:22:57] <AFlyingGrayson>
L1442[22:22:59] <AFlyingGrayson>
L1443[22:23:01] <AFlyingGrayson>
L1444[22:23:03] <AFlyingGrayson>
L1445[22:23:03]
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L1446[22:23:05] <AFlyingGrayson>
L1447[22:23:07] <AFlyingGrayson>
L1448[22:23:09] <AFlyingGrayson>
L1449[22:23:11] <AFlyingGrayson>
L1450[22:23:13] <AFlyingGrayson>
L1451[22:23:15] <AFlyingGrayson>
L1452[22:23:17] <AFlyingGrayson>
L1453[22:23:19] <AFlyingGrayson>
L1454[22:23:21] <AFlyingGrayson>
L1455[22:23:23] <AFlyingGrayson>
L1456[22:23:25] <AFlyingGrayson>
L1457[22:23:27] <AFlyingGrayson>
L1458[22:23:29] <AFlyingGrayson>
L1459[22:23:31] <AFlyingGrayson>
L1460[22:23:33] <AFlyingGrayson>
L1461[22:23:35] <AFlyingGrayson>
L1462[22:23:37] <AFlyingGrayson>
L1463[22:23:39] <AFlyingGrayson>
L1464[22:23:41] <AFlyingGrayson>
L1465[22:23:43] <AFlyingGrayson>
L1466[22:23:45] <AFlyingGrayson>
L1467[22:23:47] <AFlyingGrayson>
L1468[22:23:49] <AFlyingGrayson>
L1469[22:23:51] <AFlyingGrayson>
L1470[22:23:53] <AFlyingGrayson>
L1471[22:23:55] <AFlyingGrayson>
L1472[22:23:57] <AFlyingGrayson>
L1473[22:23:59] <AFlyingGrayson>
L1474[22:24:01] <AFlyingGrayson>
L1475[22:24:03] <AFlyingGrayson>
L1476[22:24:05] <AFlyingGrayson>
L1477[22:24:05] <RebelKeithy> anyone
around who can stop him?
L1478[22:24:07] <AFlyingGrayson>
L1479[22:24:09] <AFlyingGrayson>
L1480[22:24:11] <AFlyingGrayson>
L1481[22:24:13] <AFlyingGrayson>
L1482[22:24:15] <AFlyingGrayson>
L1483[22:24:17] <AFlyingGrayson>
L1484[22:24:19] <AFlyingGrayson>
L1485[22:24:21] <AFlyingGrayson>
L1486[22:24:23] <AFlyingGrayson>
L1487[22:24:25] <AFlyingGrayson>
L1488[22:24:27] <AFlyingGrayson>
L1489[22:24:29] <AFlyingGrayson>
L1490[22:24:31] <AFlyingGrayson>
L1491[22:24:33] <AFlyingGrayson>
L1492[22:24:35] <AFlyingGrayson>
L1493[22:24:37] <AFlyingGrayson>
L1494[22:24:39] <AFlyingGrayson>
L1495[22:24:41] <AFlyingGrayson>
L1496[22:24:43] <AFlyingGrayson>
L1497[22:24:45] <AFlyingGrayson>
L1498[22:24:47] <AFlyingGrayson>
L1499[22:24:49] <AFlyingGrayson>
L1500[22:24:51] <AFlyingGrayson>
L1501[22:24:53] <AFlyingGrayson>
L1502[22:24:55] <AFlyingGrayson>
L1503[22:24:57] <AFlyingGrayson>
L1504[22:24:59] <AFlyingGrayson>
L1505[22:25:01] <AFlyingGrayson>
L1506[22:25:03] <AFlyingGrayson>
L1507[22:25:05] <AFlyingGrayson>
L1508[22:25:07] <AFlyingGrayson>
L1509[22:25:09] <AFlyingGrayson>
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L1511[22:25:11] <AFlyingGrayson>
L1512[22:25:13] <AFlyingGrayson>
L1513[22:25:15] <AFlyingGrayson>
L1514[22:25:16] <kenzierocks> *twiddles
thumbs*
L1515[22:25:17] <AFlyingGrayson>
L1516[22:25:18] <FusionLord> sorry for
the ping no one else seems to be around LexMobile
L1517[22:25:19] <AFlyingGrayson>
L1518[22:25:21] <AFlyingGrayson>
L1519[22:25:23] <AFlyingGrayson>
L1520[22:25:25] <AFlyingGrayson>
L1521[22:25:27] <AFlyingGrayson>
L1522[22:25:29] <AFlyingGrayson>
L1523[22:25:31] <AFlyingGrayson>
L1524[22:25:33] <AFlyingGrayson>
L1525[22:25:35] <AFlyingGrayson>
L1526[22:25:37] <AFlyingGrayson>
L1527[22:25:39] <AFlyingGrayson>
L1528[22:25:41] <AFlyingGrayson>
L1529[22:25:43] <AFlyingGrayson>
L1530[22:25:45] <AFlyingGrayson>
L1531[22:25:47] <AFlyingGrayson>
L1532[22:25:49] <AFlyingGrayson>
L1533[22:25:51] <AFlyingGrayson>
L1534[22:25:53] <AFlyingGrayson>
L1535[22:25:55] <AFlyingGrayson>
L1536[22:25:57] <AFlyingGrayson>
L1537[22:25:59] <AFlyingGrayson>
L1538[22:26:00] <Disconsented> I poked
the esper staff
L1539[22:26:01] <AFlyingGrayson>
L1540[22:26:02]
⇦ Quits: AFlyingGrayson
(~AFlyingGr@66-87-94-222.pools.spcsdns.net) (Killed (mr_flea
(<No reason given>)))
L1541[22:26:05] <Disconsented> should see
a jline soon
L1542[22:26:08] <Disconsented> there we
go
L1543[22:26:16] <kenzierocks> lol, i did
too
L1544[22:26:19] <FusionLord> thanks
Disconsented
L1545[22:26:20]
⇨ Joins: AFlyingGrayson
(~AFlyingGr@66-87-94-222.pools.spcsdns.net)
L1546[22:26:28] <RebelKeithy>
>_>
L1547[22:26:31] <FusionLord> ...
L1548[22:26:35] <raoulvdberge> 3
L1549[22:26:36] <raoulvdberge> 2
L1550[22:26:37] <raoulvdberge> 1
L1551[22:26:40] <raoulvdberge> ...
L1553[22:26:43]
⇨ Joins: Lathanael|Away
(~Lathanael@p54960DB9.dip0.t-ipconnect.de)
L1554[22:26:47] <raoulvdberge>
nothing
L1555[22:27:02] <RebelKeithy> thanks
goodness
L1556[22:27:12]
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(~Everseeki@pool-100-6-95-214.pitbpa.fios.verizon.net)
L1557[22:28:07]
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L1558[22:31:24]
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L1559[22:35:32]
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L1560[22:35:53] <mistamadd001> anyone
here modding on 1.11.2 yet?
L1561[22:36:25]
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(~karjah@h23.6.18.98.dynamic.ip.windstream.net)
L1562[22:37:57]
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(~jorrit@94-224-154-146.access.telenet.be)
L1563[22:38:19] <mistamadd001>
diesieben07: maybe i should try a different forge version, maybe
right back to 1.7.10 and see if the issue is my system
L1564[22:43:32]
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(~karjah@h23.6.18.98.dynamic.ip.windstream.net) (Ping timeout: 198
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L1565[22:43:54]
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L1566[22:44:47]
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(~sinkiller@nc-67-232-15-221.dhcp.embarqhsd.net) (Quit:
またね)
L1567[22:46:27] <killjoy> I already
updated a few of my mods
L1568[22:46:40] <TehNut> my 1.11 mods
worked flawlessly on 1.11.2
L1569[22:46:42] <TehNut> does that
count?
L1570[22:46:42] <killjoy> Nothing big
changed
L1571[22:47:11] <TehNut> My update was
just checking a box on Curse :p
L1572[22:47:14] <McJty> Just one
thing
L1573[22:47:26] <McJty> Which meant that
I had to update a few of my mods
L1574[22:48:02]
⇦ Quits: iso2013
(~iso2013@c-67-176-10-45.hsd1.co.comcast.net) (Read error:
Connection reset by peer)
L1575[22:48:59] <killjoy> Bad news. My
hearing is going bad and now the highest volume on my headphones
isn't high enough.
L1576[22:49:06] <killjoy> or maybe this
video's really quiet
L1577[22:49:15] <killjoy> (I'm 23)
L1578[22:49:18] <mistamadd001> i am
trying to get an IDEA project setup using the recommended forge MDK
for 1.11.2 but the build isn't loading the examplemod
L1579[22:49:55] <killjoy> Nope, it was
just that video
L1580[22:49:59] ***
TTFTCUTS is now known as TTFT|Away
L1581[22:50:51] <mistamadd001> its really
funny watching old direwolf videos and then seeing all the guys on
that server loggin in and out of IRC here
L1582[22:51:34] <killjoy> mistamadd001,
are you running the main module?
L1583[22:52:29] <mistamadd001> ive used
the gradle.build to set everything up, I can load an instance of
the client but it only has forge installed as a mod
L1584[22:53:46] <killjoy> so you ran
genIntellijRuns?
L1585[22:54:06] <mistamadd001> ummm, yes,
i think so, cant remember not
L1586[22:54:09] <mistamadd001> now
L1587[22:55:37] ***
diesieben07 is now known as diesieben|away
L1588[22:57:40] <mistamadd001> killjoy:
running it now to make sure
L1589[22:57:53]
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L1590[22:58:04] <FusionLord> where is the
gradle cache folder on mac?
L1591[22:59:05] <killjoy> Probably
~/.gradle
L1592[23:00:24] <mistamadd001> oh fyi
killjoy, i dont think i had run gen... DERP
L1593[23:00:56]
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L1599[23:06:24] <mistamadd001> killjoy,
still no luck...
L1600[23:06:27]
⇨ Joins: cpup (~cpup@32.218.117.140)
L1601[23:06:30] <killjoy> huh
L1602[23:06:36] <killjoy> did you build
the workspace?\
L1603[23:07:11] <mistamadd001> i built
the workspace when i first opened idea, ran
setupDecompWorkspace
L1604[23:07:53] <mistamadd001> and I've
just finished running genIntellijRuns
L1605[23:08:49] <mistamadd001> I'm about
ready to throw this computer out the window
L1606[23:09:06] <killjoy> might be the
best option
L1607[23:09:12] <mistamadd001>
hahaha
L1608[23:09:57]
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(~williewil@cpe-24-28-24-13.austin.res.rr.com) (Quit:
Leaving)
L1609[23:10:55] <mistamadd001> I just
don't get what I'm doing wrong, I've done all different kinds of
google searches to figure a fix to no avail, and i was following
CPW's tut when I set it all up in the first place
L1610[23:11:28] <AFlyingGrayson> well you
weren't following it very closely if you didn't run
genIntellijRuns, so maybe you should try reading that again
L1611[23:14:06] <mistamadd001> I'm almost
100% sure that I did, I do remember it doing what it did earlier, I
just dont really want to delete everything and start again, though
I could do it with my eyes closed by now
L1612[23:21:04]
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(~AFlyingGr@66-87-94-222.pools.spcsdns.net) (Remote host closed the
connection)
L1613[23:21:51]
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connection)
L1615[23:32:22] <mistamadd001> started
again, fingers crossed
L1616[23:35:03] <mistamadd001> nope still
no dice
L1617[23:35:16] <mistamadd001> FML
FML
L1618[23:35:51] <mezz> nuke it and follow
cp.w's tutorial
L1619[23:36:13] <mezz> you'll have to do
it about 30 times before you really get what you're doing, and
throw at least 2 computers out the window
L1620[23:36:30] <Corosus> i agree
L1621[23:36:48] <Corosus> i had to try it
about 4-5 times starting from scratch each time and heavy drinking
before i nailed it
L1622[23:36:56] <mistamadd001> haha, yea,
i thought I was following CPW's tut doing what I'd done
L1623[23:37:05] <mistamadd001> heavy
drinking sounds good
L1624[23:37:27] <mistamadd001> I have
only just finished a nuke and restart FML
L1625[23:39:35] <TehNut> Put a . or
something in his name
L1626[23:39:38] <TehNut> You keep pinging
him
L1627[23:40:09] <mistamadd001> oh,
gotcha
L1628[23:50:21]
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(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L1629[23:50:46] <williewillus> !gm
createStackedBlock 1.10.2
L1630[23:52:51]
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(~williewil@cpe-24-28-24-13.austin.res.rr.com) (Client
Quit)
L1631[23:55:54] <mistamadd001> ok been
following the tut from our man, but I've hit a point where my
computer doesn't auto populate the run profiles until I go into the
profile editor...
L1632[23:57:25] ***
cpw is now known as cpw|out
L1633[23:59:51] <mistamadd001> well
bugger me sideways and call me grandma, its working