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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
L4[00:00:53] <killjoy> Zidane, https://github.com/killjoy1221/TabbyChat-2/blob/42beab4cfbe9eb7e979da72203dd1420b76b3e3f/TabbyChat-Forge/src/main/java/mnm/mods/tabbychat/forge/FMLTabbyChat.java#L32-L44
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] ⇨ Joins: SatanicSanta (~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net)
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.
L56[01:05:58] <RebelKeithy> Updating this mod: https://mods.curse.com/mc-mods/minecraft/223272-dual-hotbar
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
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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()
L84[01:11:48] <McJty> {
L85[01:11:48] <McJty> return 9;
L86[01:11:48] <McJty> }
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
L105[01:14:25] <RebelKeithy> this is my asm: http://pastebin.com/XJ9mcPPS
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] *** Keridos is now known as Keridos|away
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
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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
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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?
L215[01:36:14] <SatanicSanta> https://puu.sh/t3m4P/6d930cd21a.png
L216[01:36:15] <copygirl> Forge does use well-formatted, larger javadocs for stuff it adds, though.
L217[01:36:31] <SatanicSanta> https://puu.sh/t3m5E/9e97cd42f7.png
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
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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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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 ?
L242[03:08:12] <copygirl> https://github.com/copygirl/WearableBackpacks/tree/master/src/main/java/net/mcft/copy/backpacks/network
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
L333[08:47:17] <barteks2x> it doesn't even reference any of my code: http://pastebin.com/xiHw0Y0K
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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
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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
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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...
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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)
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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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L436[12:56:21] <shadekiller666> anyone have any ideas why that error would be generated for that blockstate json? https://bitbucket.org/snippets/shadekiller666/M7dxx
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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
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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
L474[13:37:54] <shadekiller666> https://bitbucket.org/snippets/shadekiller666/4xKME
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?
L489[13:53:06] <fry> yes
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
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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
L543[14:28:08] <gigaherz> https://github.com/mezz/JustEnoughItems/tree/1.9/src/main/java/mezz/jei
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
L555[14:31:55] <Wuppy> I'm now AI programmer on this project: https://www.facebook.com/KualityGames/videos/1830513653900825/
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
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L563[14:34:27] <tim4242> Does the "disable" button in the modlist actually do anything?
L564[14:34:40] <PaleoCrafter> nope
L565[14:34:41] <Wuppy> too bad PaleoCrafter, because I've worked on a pretty awesome oculus game about Vincent van Gogh: http://www.jimmykoene.me/wp-content/uploads/2016/08/VG-Screen1-768x441.png
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
L590[14:42:42] <gigaherz> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.11.2.html
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
L595[14:45:42] <gr8pefish> that's what I thought, but I'm obviously doing something wrong. Code: https://github.com/gr8pefish/OpenGlider/blob/15dc4e5bb125375479a71c9874037ff9e30fd9dd/src/main/java/gr8pefish/openglider/common/helper/OpenGliderPlayerHelper.java#L33-L33
L596[14:45:54] <gr8pefish> Called from here: https://github.com/gr8pefish/OpenGlider/blob/15dc4e5bb125375479a71c9874037ff9e30fd9dd/src/main/java/gr8pefish/openglider/common/event/ServerEventHandler.java#L44-L44
L597[14:50:24] <shadekiller666> is the darkening of this model due to ambient occlusion? http://imgur.com/AT9jItY
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
L605[14:51:34] <ayyliens> hey guys, im trying to render an outlined rect in 3d worldspace.I'm a noob with opengl and minecraft rendering could anyone tell me what im doing wrong https://hastebin.com/tacozukopa.cpp & http://i.imgur.com/SgslmL7.png
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
L621[14:54:56] <tterrag|laptop> https://github.com/Chisel-Team/Chisel/blob/1.10/dev/src/main/java/team/chisel/common/item/ItemOffsetTool.java#L156-L165
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.
L693[15:10:47] <gr8pefish> copygirl, I messed something up. Works on dedicated server but not on singleplayer: https://streamable.com/rdnz2
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!
L704[15:14:27] <gr8pefish> Yeah, I tried that here: https://github.com/gr8pefish/OpenGlider/blob/b32c2fd0d8abacf4a944dcd4f36385c90ef9de73/src/main/java/gr8pefish/openglider/common/helper/OpenGliderPlayerHelper.java#L14-L14
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.
L722[15:18:27] <shadekiller666> any ideas on how i could disable the AO on this http://imgur.com/AT9jItY code: https://bitbucket.org/snippets/shadekiller666/Lq8bo
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
L730[15:21:04] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/advanced/imodel.md#imodelsimpleproperties
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"
L738[15:23:30] <shadekiller666> that kinda worked... http://imgur.com/kGpdBz9
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
L745[15:25:07] <fry> shadekiller666: https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L94-L98 and remove all the other lighting-related methods you override
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)
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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
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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
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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
L823[16:06:09] <copygirl> gr8pefish: Btw this might be useful: https://github.com/copygirl/WearableBackpacks/blob/master/src/main/java/net/mcft/copy/backpacks/ProxyCommon.java#L61-L81
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
L827[16:08:56] <gr8pefish> copygirl, hehe I've got almost the same thing (a lot more messy atm, but same idea). That being said, I like yours more. https://github.com/gr8pefish/IronBackpacks/blob/ef0af5d88a426ade51d263a038e61c7e13631ec5/src/main/java/gr8pefish/ironbackpacks/events/ForgeEventHandler.java#L142-L142
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.
L842[16:12:28] <shadekiller666> tterrag: http://imgur.com/a/LNmF2
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
L871[16:17:05] <shadekiller666> the TESR in question: https://bitbucket.org/snippets/shadekiller666/Lq8bo#RenderGear.java-1
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
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L883[16:37:13] <fry> Ooo http://openjdk.java.net/jeps/159
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
L905[16:40:41] <gigaherz> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L906[16:40:52] <gigaherz> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L907[16:40:56] <gigaherz> https://github.com/kashike/migration/wiki/1.10.2-to-1.11
L908[16:41:08] <gigaherz> for name changes
L909[16:41:41] <gigaherz> then you have some documentation like https://gist.github.com/williewillus/e37edde85dc78d2e138c
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
L947[16:50:28] <barteks2x> my new slider for ore height range config :D http://i.imgur.com/mFVlwZW.gifv
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
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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
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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
L1089[17:17:59] <gigaherz> https://gist.github.com/gigaherz/efa0f296275c42388b574c579b4fc420#configuring-forge-with-intellij-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
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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
L1180[18:13:46] <Chervilpaw> IDEA is complaining about "http://files.minecraftforge.net/maven&quot; being unindexed
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
L1193[18:16:11] <gigaherz> http://files.minecraftforge.net/maven isn't browsable
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
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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
L1287[18:47:26] <gigaherz> https://github.com/tterrag1098/BON2/releases
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
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L1297[18:57:52] *** gigaherz is now known as ghz|afk
L1298[18:58:05] <ghz|afk> night ;P
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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
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L1313[19:15:42] <Chervilpaw> Errr
L1314[19:15:54] <Chervilpaw> Why aren't mai blocks registering
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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
L1321[19:21:24] <Chervilpaw> code: https://github.com/Darkbitt/KittenMagic
L1322[19:22:52] <Chervilpaw> https://github.com/Darkbitt/KittenMagic/blob/master/src/main/java/xyz/kittennet/kittenmagic/common/ModBlocks.java
L1323[19:22:57] <Chervilpaw> blocks are being registered
L1324[19:22:59] <Chervilpaw> But not as items
L1325[19:23:01] <Chervilpaw> too
L1326[19:23:20] <howtonotwin> fyi, you should move to https://github.com/howtonotwin/MCForgeDocumentation/blob/registration/docs/concepts/registries.md#registering-things
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
L1331[19:24:47] <howtonotwin> and for the above events, we also have this neat thing: https://mcforge.readthedocs.io/en/latest/events/intro/#automatically-registering-static-event-handlers
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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
L1369[20:19:45] <mistamadd001> http://imgur.com/nDukeBP
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>
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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>
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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>
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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
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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> ...
L1552[22:26:42] <mezz>
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L1554[22:26:47] <raoulvdberge> nothing
L1555[22:27:02] <RebelKeithy> thanks goodness
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L1560[22:35:53] <mistamadd001> anyone here modding on 1.11.2 yet?
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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
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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
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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
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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
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L1599[23:06:24] <mistamadd001> killjoy, still no luck...
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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
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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
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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
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L1629[23:50:46] <williewillus> !gm createStackedBlock 1.10.2
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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
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