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L1[00:00:04] <mistamadd001> aaahhh
L2[00:00:08] <McJty> yes, pack format
2
L3[00:00:10] <McJty> Then it will work with
en_US.lang
L4[00:00:38] <killjoy> or you could just
change the name.
L5[00:00:52] <McJty> Well my mods need to
work on 1.10 and 1.11 at the same time
L6[00:00:54] <killjoy> pack_format requires
you have a pack.mcmeta
L7[00:01:01] <McJty> So I can't change the
name as 1.10 doesn't support that
L8[00:01:07] <McJty> Well but that's not
really hard :-)
L9[00:01:29] <killjoy> windows makes you
jump though hoops if you're trying to commit to git
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L14[00:12:59] <RebelKeithy> wait, you have
to do something special to get lang files to work in both
versions...
L15[00:13:18] <killjoy> add a pack.mcmeta
to resources
L16[00:13:31] <killjoy>
{"pack":{"pack_format": 2}}
L17[00:14:15] <RebelKeithy> hmm, I didn't
do that, but I'm still getting localized names in 1.10
L18[00:14:41] <killjoy> huh
L19[00:14:50] <RebelKeithy> oh, I'm using
en_US.lang
L20[00:15:08] <RebelKeithy> but I'm getting
localized names in 1.11 too
L21[00:16:56] <McJty> hmm that's
strange
L22[00:17:01] <McJty> Unless something has
changed there
L23[00:17:53] <mistamadd001> im still
having issues with my tab not renaming...
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L27[00:22:46] <mistamadd001> the only thing
i have in my .lang file is itemGroup.ag_tab=Ancient Genetics
L28[00:26:31] ⇦
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L29[00:35:32] <killjoy> Would it be
possible to display chunks without actually "loading"
them?
L30[00:35:57] <killjoy> right now, any
render distance above 10 is useless on a server.
L31[00:37:05] <mistamadd001> perhaps if you
saved a topographical image of the terrain you could render that as
an image, but it would be a shitload of work
L32[00:37:59] <McJty> killjoy, if it
doesn't load them then what can it display?
L33[00:38:15] <killjoy> I mean tick
L34[00:40:24] ⇦
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L35[00:50:06] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L36[01:11:15] <killjoy> Why haven't I been
playing on 32 chunks all this time?
L37[01:11:18] <killjoy> It looks
amazing!
L38[01:12:21] <mezz> crippling lag?
L39[01:12:39] <mistamadd001> hahaha
L40[01:12:41] <killjoy> It's not that
bad
L41[01:12:51] <mistamadd001> i can barely
run on default settigns
L42[01:13:04] <killjoy> It's just the
worldgen that bites you in the ass
L43[01:13:18] <mistamadd001> i never run on
fancy, no clouds and limited particles
L44[01:13:24] <killjoy> on the server,
300mb used, 22% free
L45[01:13:29] <killjoy> That's default
ram
L46[01:13:54] <killjoy> I should get some
shaders
L48[01:14:47] <killjoy> This gives me
gloating rights, yes?
L49[01:15:20] <mistamadd001> i like that
mountain of in the distance, looks like a cool place for a
base
L50[01:16:57] <mistamadd001> whats the
seed?
L51[01:18:20] <killjoy>
7897492294497831182
L52[01:20:06] ***
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L53[01:20:53] <killjoy> shaders mod looks
shady now
L54[01:21:01] <killjoy> I feel more
comfterable using optifine
L55[01:21:49] <killjoy> Instead of just
putting the jar behind adfly, it puts an installer behind adfly,
which prompts you to install spyware
L56[01:22:15] <killjoy> no checkmark, just
"accept" or "decline"
L57[01:22:20] <killjoy> as if it's a
EULA
L58[01:24:55] ⇦
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L60[01:28:02] <TehNut> If you have OF
installed, use it's screenshot upscaling
L61[01:28:18] <killjoy> I got a whopping 30
fps on that scene
L62[01:28:30] <killjoy> I have a 4k
monitor
L63[01:28:45] <TehNut> upscale from 4k
:D
L64[01:29:12] <killjoy> to IMAX?
L65[01:29:19] <killjoy> I like the way you
think
L66[01:29:41] <TehNut> 32k or bust
L67[01:30:04] <killjoy> who needs
antialiasing at that resolution?
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L69[01:31:17] <killjoy> Is now a bad time
to say I'm not using Optifine?
L70[01:31:18] <mistamadd001> just loading
that image is slow for me :P
L71[01:32:09] <mistamadd001> reminds me of
the blue mountains in sydney
L72[01:32:34] <killjoy> The shader pack I'm
using is Sildurs Vibrant Shaders v1.141 Extreme
L74[01:33:06] <killjoy> I like it because
during sunset, you get a rainbow
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L78[01:34:13] <mistamadd001> thats
cool
L79[01:34:23] *
mistamadd001 gives a thumbs up
L81[01:35:22] <killjoy> I don't know what's
up with that white line on the horizon
L82[01:35:50] <killjoy> it's very
misty
L83[01:35:56] <mistamadd001> skybox edges
from the looks
L84[01:36:15] <killjoy> I don't see them at
sea level
L85[01:36:21] <killjoy> so yeah,
probably
L86[01:36:22] <mistamadd001> strange
L87[01:36:59] <mistamadd001> probably
because the skybox finishes below sealevel but as you get higher
the horizon rises above the terrain
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L89[01:42:16] <mistamadd001> other than
that its a freaking cool shaders pack
L90[01:46:32] ⇦
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L92[01:47:23] <mistamadd001> how do we put
edges on item textures, my item has a front and back but invisible
edges
L93[01:48:39] <McJty> 'invisible edges'?
What do you mean by that?
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L95[01:49:09] <killjoy> like with the
builtin texture?
L96[01:49:29] <killjoy> do the edges of the
texture have any transparency?
L97[01:49:34] <killjoy> the brush will add
that
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L101[01:52:41] <killjoy> looks like
transparent edges on the item
L102[01:52:52] <mistamadd001> yea how do i
change that
L103[01:53:22] <killjoy> photoshop or
gimp?
L104[01:53:38] <killjoy> find the
semi-flatten feature
L105[01:56:19] <mistamadd001> hmm, gunna
have a look now
L106[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161230 mappings to Forge Maven.
L107[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161230-1.11.zip
(mappings = "snapshot_20161230" in build.gradle).
L108[02:00:18] <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/
L109[02:05:28] <mistamadd001> I cant
figure it out, im just gunna deal with it for now
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L127[03:55:07] <mistamadd001> is anyone
here looking to start a new project and willing to take on an
apprentice (me) to help them learn MCforge coding?? (I have the
idea)
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L484[04:12:07] <mistamadd001> o7
L485[04:12:14] <mistamadd001> is anyone
here looking to start a new project and willing to take on an
apprentice (me) to help them learn MCforge coding?? (I have the
idea)
L486[04:21:01] ⇦
Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Quit:
Leaving)
L487[04:21:26] ***
covers1624_ is now known as covers1624
L488[04:45:27] <mistamadd001> do you need
to create a tileentity AFTER creating a block for a machine or just
a tileentity
L489[04:46:56] <ghz|afk> a tileentity is
an object that lets you have extra data & logic on a
block
L490[04:47:06] <ghz|afk> the Block is just
something that tells the game what is in a tile
L491[04:47:54] <ghz|afk> there's only one
instance of it, that manages all grid cells (tiles) containing that
block
L492[04:48:26] <ghz|afk> meanwhile, each
tile can optionally contain a TileEntity, which can be used by the
block to keep extra data that wouldn't fit in the 4bit metadata
value
L493[04:48:42] <ghz|afk> it is technically
possible that the TileEntity and Block don't match up
L494[04:48:48] <ghz|afk> but usually only
due to bugs
L495[04:48:53] <mistamadd001> lol
right
L496[04:48:56] <ghz|afk> and it's highly
discouraged to use that as a feature
L497[04:52:59] <mistamadd001> ok so im
currently trying to create my first block, in your opinion is it
necessary/preferable to extend block and create your own method
that includes your creative tab as a default
L498[04:54:14] ***
amadornes[OFF] is now known as amadornes
L499[04:54:44] <ghz|afk> if you have a
simple block like end stone
L500[04:54:47] <ghz|afk> which only has
one state
L501[04:55:03] <ghz|afk> and doesn't have
any special logic at all
L502[04:55:05] <ghz|afk> you could just
use
L503[04:55:18] <ghz|afk> new
Block(...).setRegistryName.etc
L504[04:55:23] <ghz|afk> but that's the
exception
L505[04:55:28] <ghz|afk> in most cases,
you'll need your own override
L506[04:55:43] <ghz|afk> so you'll want to
extend Block
L507[04:55:46] <ghz|afk> and at that
point
L508[04:56:06] <ghz|afk> it's just nicer
to put the creative tab, registry name, unlocalized name
(translation key), etc inside the constructor
L509[04:56:42] <ghz|afk> but I have to go,
be back in an hour or so
L510[04:56:47] *
ghz|afk poofs
L511[05:05:37] ***
PaleOff is now known as PaleoCrafter
L512[05:07:07] <PaleoCrafter> gah, why
does *Adobe* have to do weird "install this additional shit
you don't want automatically unless you uncheck the hard-to-find
box" things? q.q
L513[05:07:36] <Ordinastie> dey got
moneyz
L514[05:07:37] <fry> because profit?
L515[05:07:50] <mistamadd001>
legit!!
L517[05:08:54] <mistamadd001> sorry that
comment just reminded me of this song and thought I'd share it with
you all
L518[05:09:00] <Ordinastie> eww
L520[05:09:59] <mistamadd001> if you dont
create an itemBlock will you not get an item in creative
mode?
L521[05:10:18] <Ordinastie> you won't get
an item period
L522[05:11:09] <mistamadd001> ok, well in
that case, i must be doing something wrong, coz i've created a
block and a corresponding itemBlock but it wont load
L523[05:11:57]
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L525[05:13:26] <mistamadd001> what have i
dont wrong here?
L526[05:14:42] ⇦
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L527[05:15:30] <Ordinastie> well, there is
no much point in having the registerBlock static
L528[05:16:11] <Ordinastie> and the fact
that you should have check that the method is called
L529[05:16:18] <Ordinastie> with
breakpoint and stuff
L530[05:17:16]
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L531[05:21:54] <mistamadd001> ?
L532[05:22:31] <mistamadd001>
registerBlock only works if its static, dont as me why, IDEA keeps
throwing an error if its nor
L533[05:22:32] <mistamadd001> not
L534[05:23:55] <Ordinastie> then you
should learn about java and understand why it errors
L535[05:24:20] <mistamadd001> ok, just
realised my rookie mistake
L536[05:24:51] <mistamadd001> what
knowledge did you have when you first started modding?
L537[05:25:00] <Ordinastie> I knew how to
code
L538[05:25:25] <mistamadd001> wow, ok
fine
L539[05:41:17]
⇨ Joins: Glennox (~Glennox@185.87.107.90)
L540[05:42:14] <Glennox> Could someone
help me to solve this problem: Description Build path specifies
execution environment JavaSE-1.6. There are no JREs installed in
the workspace that are strictly compatible with this
environment.
L541[05:44:36] <Glennox> What i did was
run gradlew setupDecompWorkspace && gradlew eclipse so its
all setup for eclipse than i opened the eclipse folder with eclipse
ofcourse
L542[05:57:02] <airbreather> OK so
AttachCapabilitiesEvent.Entity is deprecated now... so am I
supposed to use AttachCapabilitiesEvent<Entity> and then
change my invoke(AttachCapabilitiesEvent.Entity) method to do type
equality checks? seems like the opposite of what Lex said in the
notes for
https://goo.gl/thSpdH
L543[05:58:02] <ghz|afk> it works the
same
L544[05:58:05] <airbreather> I know
L545[05:58:13] <ghz|afk>
AttachCapabilitiesEvent<Entity> ===
AttachCapabilitiesEvent.Entity
L546[05:58:17] <ghz|afk> you don't have to
change the body of it
L547[05:58:36] <ghz|afk> the event system
uses custom metadata loading by the ASM library
L548[05:58:51] <ghz|afk> so it knows the
actual generic type
L549[05:58:53] <airbreather> except the
<Entity> gets erased at compile time, so this event will fire
for every AttachCapabilitiesEvent<T> right?
L550[05:58:54] <airbreather> oh
L551[05:58:55] <airbreather> OK
L552[05:58:59] <ghz|afk> which would
normally be dropped
L553[05:59:09] <airbreather> so it's dirty
black magic
L554[05:59:15] <ghz|afk> yup
L555[05:59:17] <airbreather> thanks
L556[05:59:34] <ghz|afk>
RegistryEvent.Register<Block> works under the same
principle
L557[05:59:49] <ghz|afk> note that it only
works for <Entity>, not <EntityPlayer>
L558[06:00:22] <ghz|afk> so you still have
to test for subclass
L559[06:00:30] <airbreather> yep, I see
why in ForgeEventFactory
L560[06:00:35] <mistamadd001> does Block
have an itemstack drop property?
L561[06:00:43] <ghz|afk> getDrops
L562[06:00:59] <ghz|afk> fills a given
list with the drops of the block
L563[06:01:12] <ghz|afk> or for
middle-clicking, getPickBlock
L564[06:01:13] <mistamadd001> how would i
setDrops...
L565[06:01:16] <ghz|afk> you do not
L566[06:01:29] <ghz|afk> if you need to
customize the drops of an external block
L567[06:01:38] <mistamadd001> yes
L568[06:01:50] <ghz|afk> you can use
BlockEvent.HarvestDropsEvent
L569[06:01:56] <ghz|afk> (I was looking up
the exact name)
L570[06:02:20] <mistamadd001> ok so
how(where) would that be implemented?
L571[06:02:31] <ghz|afk> it's an
event
L572[06:02:39] <ghz|afk> you declare a
method in a handler class
L573[06:02:42] <ghz|afk> with
@SubscribeEvent
L574[06:02:51] <ghz|afk> and a single
parameter of the event type (BlockEvent.HarvestDropsEvent)
L575[06:02:54] <ghz|afk> and then
L576[06:02:56] <ghz|afk> during
initialization
L577[06:02:57] <ghz|afk> you call
L578[06:03:08] <ghz|afk>
MinecraftForge.EVENT_BUS.register(the handler)
L579[06:03:20] <ghz|afk> in my survivalist
mod, I have this
L581[06:03:53] <ghz|afk> I have the static
register method, that I call from my main mod class
L582[06:03:58] <ghz|afk> and this method
registers the event handling
L583[06:04:14] <ghz|afk> alternatively, I
could have made the method static
L584[06:04:31] <ghz|afk> in which case it
would work by adding @Mod.EventBusSubscriber to the class
itself
L585[06:04:32] ***
PaleoCrafter is now known as PaleOff
L586[06:04:40] <ghz|afk> note that only
static methods get registered that way
L587[06:04:52] <ghz|afk> while only
instance methods get registered by using an instance
reference
L588[06:05:21] <mistamadd001> ok gimme a
minute and ill try to create what i want and ill get you to check
it if possible
L589[06:11:32] <mistamadd001> ok im
stuck...
L590[06:12:14] <mistamadd001>
@SubscribeEvent
L591[06:12:15] <mistamadd001> public void
onBlockBreak(BlockEvent.HarvestDropsEvent event){
L592[06:12:15] <mistamadd001>
if(event.isSilkTouching())
L593[06:12:16] <mistamadd001>
return;
L594[06:12:18] <mistamadd001>
List<ItemStack> drops = event.getDrops();
L595[06:12:20] <mistamadd001>
drop.getItem()
L596[06:12:22] <mistamadd001> }
L597[06:12:26] <Ordinastie> -_-
L598[06:12:32] <Ordinastie> don't paste
code here :x
L599[06:12:32] <mistamadd001> sorry for
the spam,
L600[06:12:46] <ghz|afk> stuck how?
L601[06:12:50] <ghz|afk> what are you
intending to do?
L602[06:13:06] <ghz|afk> explain your
goal, not what you are trying to program specifically
L603[06:13:10] <mistamadd001> when i mine
my ore it drops an item instead of the ore
L604[06:13:30] <ghz|afk> that's exactly
what the link I gave you does
L605[06:13:30] <ghz|afk> ;P
L606[06:13:48] <ghz|afk> (my code)
L607[06:13:53] <ghz|afk> did you read
through it?
L608[06:14:21] <airbreather> so wait,
Forge finally enforces lowercase modids, but without adding
built-in support for upgrading items in worlds saved with the
not-lowercase modids, even when the only difference is in case?
that's annoying
L609[06:14:40] <ghz|afk> what?
L610[06:14:46] <ghz|afk> it does
upgrade
L611[06:14:52] <ghz|afk> any item saved
gets its modid lowercased
L612[06:15:00] <mistamadd001> yea, i did,
i guess my problem is I find it hard to understand what each part
does
L613[06:15:02] <ghz|afk> IIRC
L614[06:15:18] <airbreather> I'll do a
full end-to-end double-check, but I see in the log: This world was
saved with mod YALSM which appears to be missing, things may not
work well
L615[06:15:27] <ghz|afk> MAY
L616[06:15:45] <airbreather> and I don't
see the items from my previous test run, but I'm not 100%
completely sure I had them in that specific run
L617[06:15:47] <ghz|afk> but I think it
will see it saved an item "MYMOD:itemname"
L618[06:15:49] <ghz|afk> will convert
to
L619[06:15:52] <ghz|afk>
"mymod:itemname"
L620[06:15:54] <ghz|afk> and see that it
exists
L621[06:16:01] <ghz|afk> in case I'm
wrong
L622[06:16:15] <ghz|afk> you can use
FMLMissingMappingsEvent
L623[06:16:16] <airbreather> I know I can
fix it, I've seen it done, it's just annoying if I have to
L624[06:16:48] <ghz|afk> but I believe the
intention is that it SHOULD load uppercase modid items/blocks as
their lowercase equivalents
L625[06:16:55] <ghz|afk> if it does not,
it may be a bug
L626[06:20:03] <airbreather> OK false
alarm, sorry. I must have done my last test run off-script, because
part of every update is starting from the previous test world to
make sure upgrades work
L627[06:20:17] <mistamadd001> whats the
boolean for in the code you linked ghz?
L628[06:20:20] <airbreather> well, it's
supposed to be
L629[06:20:45] <ghz|afk> mistamadd001:
"any changed" literally
L630[06:20:47] <ghz|afk> if nothing
changed
L631[06:20:54] <ghz|afk> I don't bother
clearing the list and overwriting it
L632[06:20:54] <mistamadd001> but why is
it there?
L633[06:21:04] <mistamadd001> where does
the boolean get checked?
L634[06:21:05] <ghz|afk> because I don't
want to modify the source list if I don't need to
L635[06:21:09] <ghz|afk> at the
bottom?
L636[06:21:15] <ghz|afk> line 117?
L637[06:21:26] <mistamadd001> ahh, derp
literlly looking right at it
L638[06:22:27] <mistamadd001> when you
call a for statement is the : == in?
L639[06:22:56]
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L640[06:23:06] <ghz|afk> what?
L641[06:23:09] <ghz|afk> oh
L642[06:23:11] <ghz|afk> yes
L643[06:23:17] <ghz|afk> for( type a :
b)
L644[06:23:19] <ghz|afk> is the same as
C#'s
L645[06:23:24] <ghz|afk> foreach(t a in
b)
L646[06:24:02] <mistamadd001> nvm, you
create the newDrops as a buffer and then everything that gets
placed in newDrops gets dropped?
L647[06:24:13] <ghz|afk> yes
L648[06:24:23] <airbreather> ghz|afk:
speaking of that boolean, if it's for performance reasons, I'm
guessing you're not getting nearly as much of an improvement from
that as you would from using Lists.newArrayListWithCapacity, since
the new list is always going to have the same size...
L649[06:24:35] <ghz|afk> airbreather:
possibly
L650[06:24:39] <mistamadd001> ok, i think
ive got my head around this
L651[06:24:45] <ghz|afk> but the lists are
like, 5-10 items tops
L652[06:25:00] <ghz|afk> the cost of
reallocating the internal storage is going to be negligible
L653[06:25:08] <mistamadd001> if i just
want to drop one item from one ore(at this stage) a lot of this is
not necessary
L654[06:25:35] <ghz|afk> yeh
L655[06:25:41] <airbreather> so is an
array copy of 5-10 elements ;-)
L656[06:25:51] <ghz|afk> really
L657[06:25:52] <ghz|afk> I could just
do
L658[06:26:00] <ghz|afk> new
List(existing);
L659[06:26:05] <ghz|afk> and then just
set/add as needed
L660[06:26:18] <ghz|afk> but meh
L661[06:26:24] <ghz|afk> I don't see the
need to change that code
L662[06:26:25] <airbreather> it's totally
irrelevant, it was just a point of discussion
L663[06:26:29] <airbreather> earlier
L664[06:26:31] <ghz|afk> yeah
L665[06:28:19] <Ordinastie> or you could
simply replace the element in the list directly
L666[06:28:29] <Ordinastie> and save it
all
L667[06:28:34]
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L668[06:30:21] *
airbreather suppresses the urge to go into pedantry. His eye
twitches a little. You know he's holding back something, but you
can't quite tell what
L669[06:30:53] <ghz|afk> Ordinastie: I
could
L670[06:30:58] <ghz|afk> but then if I
have to add 2 in place of 1
L671[06:31:04] ⇦
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L672[06:31:15] <ghz|afk> the OCD-like part
of my brain wouldn't let me just "add at the end"
L673[06:31:20] <ghz|afk> because I'd be
splitting up the drops
L674[06:31:21] <ghz|afk> ;P
L675[06:31:38] <Ordinastie> -_-
L676[06:31:58] <Ordinastie> and you never
need to add 2 anyway
L677[06:33:41] <ghz|afk> yes, but I
realized that after I wrote the code, and then I couldn't
bebothered to change it
L678[06:33:42] <ghz|afk> ;P
L679[06:34:59]
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L680[06:35:46] <Ordinastie> ghz|afk, you
look bored
L681[06:36:19] <ghz|afk> I am, but not for
lack of things to do
L682[06:36:19] <ghz|afk> XD
L683[06:36:22] ***
ghz|afk is now known as gigaherz
L684[06:36:31] <Ordinastie> wanna try the
shader thing ? ><
L685[06:39:09]
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L687[06:53:40] <mistamadd001> how do i
reference another item ive created in an itemstack?
L688[06:54:02] <gigaherz> well, your item
should probably be stored somewhere
L689[06:54:05] <mistamadd001> iow
syntax
L690[06:54:07] <gigaherz> usually a field
in your mod class
L691[06:54:11] <gigaherz> or your
"moditems" class
L692[06:54:16] <mistamadd001> yes
L693[06:54:17] <gigaherz> if you choose to
go that way
L694[06:54:18] <gigaherz> so
L695[06:54:25] <gigaherz> new
ItemStack(YourMod.youritem);
L696[06:55:00] <mistamadd001> it is in
AncientGenetics.item.ItemAmber.class
L697[06:56:41] <mistamadd001> nvm,
sometimes working in an IDE is awesome, i'm so used to working in
terminal lol
L698[06:59:45] <gigaherz>
"sometimes" only?
L699[06:59:45] <gigaherz> ;p
L700[06:59:49] <gigaherz> for me, any time
I open a terminal
L701[06:59:56] <gigaherz> is a
failure
L702[07:00:02] <gigaherz> as in, someone
failed to do things right
L703[07:00:06] <gigaherz> or I failed to
find the right way to do it
L704[07:00:08] <gigaherz> ;P
L705[07:00:20] <mistamadd001> haha, i
usually do webdev, so an IDE isnt really necessary
L706[07:00:49] <mistamadd001> a terminal
and a mono instance is usually all i need
L707[07:01:07]
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L708[07:01:07] <mistamadd001> where do you
get OreDictionaryHelper from?
L709[07:01:18] <gigaherz> my commons
lib
L711[07:02:07] <gigaherz> I should make a
forge PR with that someday
L712[07:02:07] <gigaherz> XD
L713[07:03:43] <mistamadd001> im trying to
use the oredict and cant seem to get it working as i want it to, i
want to look for "gemAmber" from Thaumcraft5 and if its
found, use that as the drop, or if not, use my drop
L714[07:04:15] <gigaherz>
OreDictionary.getOres("gemAmber")
L715[07:04:17] <gigaherz> returns a
list
L716[07:04:20] <gigaherz> see if the list
isn't empty
L717[07:04:27] <mistamadd001> ah,
thank
L719[07:06:56] <mistamadd001> sorry the
check part is done, its getting the item if its found
L720[07:07:38] <gigaherz> uhh that's not
what you should be doing
L721[07:07:51] <mistamadd001> clearly
:P
L722[07:08:02] <gigaherz> you really need
to get used to the IDE more
L723[07:08:03] <gigaherz> ;P
L724[07:08:04] <gigaherz> getOres returns
a list of ItemStacks
L725[07:08:10] <gigaherz> so you'd want to
do something like
L726[07:08:34] <gigaherz>
OreDictionary.getOres("gemAmber").get(0).clone()
L727[07:08:41] <gigaherz> copy*
L728[07:08:50] <gigaherz> always clone the
itemstacks since they are mutable
L729[07:08:50] <mistamadd001> ok, ill give
that a try
L730[07:08:51] <gigaherz> ;P
L731[07:10:08] ⇦
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L732[07:10:31] <mistamadd001> im getting
an error saying .clone has protected
L733[07:10:37] <gigaherz> copy, not
clone
L734[07:10:38] <gigaherz> ;P
L735[07:10:43] <gigaherz> I corrected
myself
L736[07:11:15] <mistamadd001> cannot
resolve constructor :P
L737[07:11:19]
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L738[07:11:28] <gigaherz> what
constructor?
L739[07:11:34] <mistamadd001> no
idea
L740[07:11:40] *
gigaherz facepalms
L741[07:11:57] <gigaherz> are you still
trying to pass the return of that into a "new
ItemStack"
L742[07:12:06] <mistamadd001> nooooo....
(fixed now)
L743[07:12:19] <mistamadd001> lmao fml im
such a derp, not enough alcohol
L744[07:12:38] <gigaherz> so yo ucan only
program when you are in your ballmer point?
L745[07:12:41] *
mistamadd001 gets a stiff drink
L746[07:12:53] <gigaherz> peak*
L747[07:13:07]
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L748[07:13:07] <mistamadd001> i think less
and read more... that is my biggest issue
L750[07:16:20] ⇦
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L753[07:19:49] <mistamadd001> LMAO love
that
L754[07:22:13] *
Glennox wipes sweat of his face!
L756[07:23:07] <gigaherz> you got sweaty
just by editing your mcmod.info? ;P
L757[07:23:30] <Glennox> Took me 4 hours
to get this far >.>
L758[07:23:48] <mistamadd001> ok um how
and where do i register the event?
L759[07:24:04] <gigaherz> mistamadd001:
doesn't matter much, preinit or init or something
L760[07:24:14] <mistamadd001> how?
L761[07:24:29] <gigaherz> I do it by
calling RocksEventHandling.register() from my preinit
L762[07:24:38] <Glennox>
@EventHandler
L763[07:24:38] <Glennox> public void
init(FMLInitializationEvent event){
L764[07:24:38] <Glennox>
System.out.println("init");
L765[07:24:38] <Glennox> }
L767[07:24:40] <gigaherz> but it's up to
you how you do it
L768[07:24:46] <gigaherz> Glennox:
pastebin
L769[07:24:54] <gigaherz> or gist
L770[07:24:58] <Glennox> sorry
L771[07:24:59] <gigaherz> or whatever your
preferred paste-site is
L772[07:25:45] <mistamadd001> ill link you
the whole file and you can give me a hint...
L773[07:26:03]
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L777[07:35:09] <mistamadd001>
gigaherz
L778[07:37:14] <gigaherz> it feels like
you took a bunch of code pieces from random places and stuck them
together ;p
L779[07:37:25] <mistamadd001> hahah,
probably
L780[07:37:38] <gigaherz> wtf is
"@EventHandler" doing there?
L781[07:37:43] <gigaherz> that belongs on
the class that has @Mod
L782[07:37:49] <gigaherz> its full name is
@Mod.EventHandler
L783[07:37:58] <gigaherz> and it only
works for handling mod lifecycle events
L784[07:38:04] <gigaherz> it's useless
anywhere else
L785[07:38:10] <mistamadd001> yea ive
imported it, ok well ill delete that then
L786[07:38:31] <gigaherz> then, you have
the class called BlockAmberOre
L787[07:38:36] <gigaherz> but it's not
actually extending Block
L788[07:38:56] <gigaherz> is this actually
going to be a block you make
L789[07:39:08] <gigaherz> or you just want
to capture drops from other mod's amber blocks?
L790[07:39:14] <mistamadd001> yea, AGBlock
extends Block
L791[07:39:37] <gigaherz> yes but
"BlockAmberOre" does not, so the whole clas is kindof
useless
L792[07:39:39] <gigaherz> but
whatever
L793[07:39:46] <mistamadd001> well it
works
L794[07:40:03] <gigaherz> so? that doesn't
mean it's done right ;P
L795[07:40:26] <mistamadd001> so should i
extend Block or AGBlock?
L796[07:40:52] <gigaherz> that's not waht
I'm saying
L797[07:41:05] <gigaherz> I'm saying you
have a class called BlockAmberOre, which isn't actually a block at
all
L798[07:41:09] <gigaherz> it just does
things related to amber
L799[07:41:10] <gigaherz> ;P
L800[07:41:32] <mistamadd001> well it is
though, i have a block in game
L801[07:42:20] <gigaherz> well you
see
L802[07:42:38] <gigaherz> take a look at
the vanilla class for the iron ore block
L803[07:42:45] <gigaherz> or rather
L804[07:42:49] <gigaherz> diamond or
emerald or redstone
L805[07:42:55] <gigaherz> which drop
"stuff" rather t han themselves
L806[07:44:08] <gigaherz> you can't just
do the same
L807[07:44:14] <gigaherz> because mojang
does a lot of things quite ugly
L808[07:44:26] <gigaherz> but you'll see
how it uses getItemDropped and quantityDropped
L809[07:44:30] <gigaherz> todecide how to
drop things
L810[07:44:33] <gigaherz>
alternatively
L811[07:44:39] <gigaherz> you could
override getDrops, on the block itself
L812[07:44:50] <gigaherz> using the
harvest event on YOUR OWN ORE, is not really the right way to
go
L813[07:45:52] <gigaherz> you should be
extending Block (or AGBlock)
L814[07:46:01] <gigaherz> and then
overriding either getDrops
L815[07:46:09] <gigaherz> or
getItemDropped+quantityDropped
L816[07:46:57] <mistamadd001> ah ok hmm,
lets have a look and see if i understand what you mean, give me
10
L817[07:47:44] <gigaherz> (if you don't,
you may want to read up on java to get a better understanding of
the langauge and the basic object-oriented programming concepts
:P)
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L820[07:54:02] <Shambling> does chisel do
something weird that would keep blocks from being added to
oredict?
L821[07:54:13] <mistamadd001> I understand
the concepts, its actually understanding minecraft/forge methods
and finding them
L822[07:54:16] <Shambling> item name is
chisel:limestoneextra, I add that to the oredict, and nadda
L823[07:55:20] <Shambling> ah its the
meta
L824[07:55:22] <Shambling> nm I'm
dumb
L825[07:56:31] <luacs1998> fry, mezz sorry
to disturb
L826[07:56:32] <Shambling> it was being
added, but the meta 0 is limestone bricks, rather than plain. threw
in meta 7 and it worked
L827[07:56:45] <luacs1998> but do you guys
remember puulling any PRs on patches for permissions API?
L828[07:56:45] *
fry jumps
L829[07:57:55] <luacs1998> sorry for the
sudden question
L831[07:58:14] ⇦
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L833[07:59:07] <luacs1998> hmm that's my
comment
L834[07:59:13] <luacs1998> so apparently
not
L835[07:59:28] <luacs1998> i completely
forgot about them, my apologies
L836[07:59:41] <luacs1998> so if i made a
PR for both 1.10 and 1.11 could you pull it?
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L842[08:07:07] <Koward> When I extends
EntityFallingBlock, it seems its fallTile (the falling blockstate)
is null. I think it's because it's out of sync client/serv, and
when I use a new DataParameter I don't have the problem anymore,
but I don't know why it happens. Shouldn'it work right away as it
extends a vanilla entity ?
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L844[08:08:51] <mistamadd001> gigaherz
sorry for the poke
L845[08:17:38] <mistamadd001> ok can
anyone tell me why this isnt working
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L848[08:18:36] <mistamadd001> probably
better to look at this one
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L854[08:30:31] ***
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L863[09:00:37] <masa> hm, just noticed two
bugs with he world border... 1) endermen don't give a fuck, they
will just teleport outside he border, 2) spiders don't give a fuck,
they will just _climb up theworld border_
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L871[09:17:31] <Koward> Why are they
entities created with the (World) constructor ?
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L894[09:37:52] <Glennox> Hmm did there
change anything with the textures between 1.9 and 1.11?
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L897[09:47:27] <Necro> Glennox: Resource
locations have to be all lowercase.
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L899[09:49:43] <Glennox> Can't get my
texture to load on my item but i got no clue what i am doing
wrong
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L903[09:51:43] <diesieben07> well, does
this file exist: htm:models/item/itemcheese.json ?
L904[09:51:54] <Necro> Glennox: file
tree?
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L907[09:52:46] <diesieben07> itemcheese !=
ItemCheese
L908[09:52:51] <Necro> the json filename
has to be all lowercase
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L910[09:53:12] <Glennox> ah..
L911[09:55:00] <Glennox> can't believe it
was something simple like that *facepalms*
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L913[09:55:25] <parzivail> was it forge or
internal mc that opted for that change?
L914[09:55:50] <diesieben07> mojang did
that.
L915[09:55:58] <parzivail> any idea
why?
L916[09:56:06] <parzivail> seems
arbitrary
L917[09:56:17] <parzivail> like the json
model system rotation constraints
L918[09:56:18] <diesieben07> i don't know
why, no.
L919[09:56:22] <TechnicianLP> you ask for
a why on mojang?
L920[09:56:57] <parzivail> TechnicianLP,
shouldda learned by now haha
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L922[10:01:14] ***
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L923[10:01:23] <parzivail> o/ TTFT
L924[10:01:40] <TTFTCUTS> now that's
unusual, getting a hello here
L925[10:01:42] <TTFTCUTS> o/
L926[10:02:31] <heldplayer> *dramatic
entry*
L927[10:02:37] <heldplayer> *puts hand on
window dramatically*
L928[10:02:42] <heldplayer> "Oh,
hello"
L929[10:02:48] <parzivail> still have no
idea how to pronounce your name, TTFT
L930[10:02:59] <parzivail> i say it in my
head "testificates"
L931[10:04:17] <TTFTCUTS> it was never
really meant to be... it was from a time before internet voice chat
was really a thing
L932[10:04:50] <parzivail> that makes
sense
L933[10:05:32] <RANKSHANK> Does anyone
know why mojang runs a map lookup for Item/Block colors per quad
instead of caching the reference for the quad set?
L934[10:06:32] <parzivail> *mumble mumble*
laughable code quality *mumble mumble*
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L936[10:07:09] <Ordinastie> well,
Mojang™
L937[10:07:54] <parzivail> Microsoft®
Mojang™, FTFY
L938[10:08:32] <RANKSHANK> Microsoft at
least has the excuse of staff not knowing how to navigate the
noodle code :P
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L940[10:08:59] <parzivail> i don't think
Mojang knows how to navigate it either
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L950[11:09:22] <Tazz> whattup my
people
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L961[11:38:18] <ghz|afk> so, watched
assasin's creed
L962[11:38:20] <ghz|afk> not bad
L963[11:38:23] <ghz|afk> 7.5ish
L964[11:39:13] <gr8pefish> good to know.
Was it the same storyline as the game(s)?
L965[11:40:16] <ghz|afk> no
L966[11:40:23] <ghz|afk> it's its own
story
L967[11:40:30] <ghz|afk> but it's
game-like
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L973[11:54:36] ***
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L974[11:54:51] <parzivail> anyone have
experience in working with OBJs as models in forge?
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L976[11:55:14] <parzivail> trynna think of
the best way to go about texturing them
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L980[12:05:23] <ghz|afk> parzivail: use a
3d program
L981[12:05:26] <ghz|afk> then export with
.mtl
L982[12:05:39] <ghz|afk> and then edit the
mtl file
L983[12:05:48] <ghz|afk> so that the
"map_Kd" lines point to minecraft-style texture
locations
L984[12:05:53] <shadekiller666> whats the
problem?
L985[12:06:20] <parzivail> well, yeah, I
have 3ds max and whatnot and can get textures to show up ingame no
problem, im just asking if there's a better way of texturing than
exporting uvmaps and tracing over them
L986[12:06:42] <shadekiller666> uhh
L987[12:06:48] <ghz|afk> well
L988[12:06:52] <ghz|afk> you can texture
in like, z-brush
L989[12:06:55] <ghz|afk> by painting over
the models
L990[12:06:59] <ghz|afk> but that's not
mc-related
L991[12:07:06] <shadekiller666> and its a
pain in the ass too
L992[12:07:23] <parzivail> see I still
want to retain that pixel-art feel
L993[12:07:29] <parzivail> GOD i hate the
new model system
L994[12:07:53] <fry> that came out of
nowhere :P
L995[12:07:58] <shadekiller666> if you
want the pixel art feel, then make your textures as such
L996[12:08:03] <ghz|afk> parzivail: that's
unrelated
L997[12:08:07] <ghz|afk> just use low-res
textures
L998[12:08:15] <ghz|afk> and make the UV
map fit on pixel boundaries
L999[12:08:21] <shadekiller666> and you
can have multiple "materials" applied to a model
L1000[12:08:25] <ghz|afk> just tell 3d
studio that the material should not have texture filtering
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L1002[12:08:28] <parzivail> that's what
Ive been doing
L1003[12:08:30] <ghz|afk> so that youcan
see the result
L1004[12:08:48] <parzivail> it's jyat a
pain in the ass to clock back and forth to see where the UVs line
up
L1005[12:08:51] <parzivail> click*
L1007[12:08:58] <ghz|afk> those are .obj
models
L1008[12:09:06] <ghz|afk> for the
structure, and the pipes and "interfaces"
L1009[12:09:12] <ghz|afk> including the
generator
L1010[12:09:35] <Zidane> So speaking of
objs
L1011[12:09:39] <shadekiller666>
parzivail, this is something that model makers have to deal with
tbh
L1012[12:09:40] <Zidane> Got a general
question for the channel
L1013[12:09:43] <ghz|afk> I used
rhinoceros to manually create the mesh faces
L1014[12:09:49] <parzivail> and so what'd
you use to make and texture them, blender? 3dsmax?
L1015[12:09:52]
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L1016[12:09:55] <ghz|afk> so it's not
quite the same as using 3d studio*
L1017[12:09:56] <parzivail> got it
L1018[12:10:04] <shadekiller666> blender
can go die in a hole
L1019[12:10:13] <Ordinastie> blender is
quite nice
L1020[12:10:23] <ghz|afk> Zidane: we are
waiting for the question
L1021[12:10:24] <ghz|afk> ;P
L1022[12:10:25] <Ordinastie> steep
learning curve with a bit of subpar UI
L1023[12:10:27] <Zidane> If I have an obj
whose model is used for multiple blocks...is there a way to set
this up so that I have the one obj + many mtls that point to the
textures?
L1024[12:10:33] <Zidane> ghz|afk, had to
think how to ask it
L1025[12:10:34] <Zidane> lol
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L1027[12:10:47] <ghz|afk> no you can't
have replacement mtls
L1028[12:10:47] <ghz|afk> but
L1029[12:10:50] <ghz|afk> you can replace
textures
L1030[12:10:54] <ghz|afk> in forge
blockstates
L1031[12:10:59] <ghz|afk>
"textures": {
L1032[12:11:01] <shadekiller666> not when
you're used to maya
L1033[12:11:03] <Zidane> Good point
L1034[12:11:05] <ghz|afk>
"#materialname": "new texture"
L1035[12:11:05] <ghz|afk> }
L1036[12:11:09] <ghz|afk> note the
#
L1037[12:11:12] <ghz|afk> it's not used
in vanilla models
L1038[12:11:15] <ghz|afk> but it's needed
in obj
L1039[12:11:16] <shadekiller666> zidane,
you only need one mtl
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L1042[12:11:40] <parzivail> oooh i fotgot
about that show
L1043[12:11:43] <parzivail> such a good
show
L1044[12:11:59]
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())
L1045[12:11:59] <fry> inb4 the ending
sucks
L1046[12:12:06] <parzivail> geez i need
to learn to type better
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L1048[12:12:16] <Ordinastie> they kinda
cornered themselve with
L1049[12:12:20]
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L1050[12:12:30] <Ordinastie> like writing
the ending at the start ><
L1051[12:12:49] <Yuri60371> Hey
L1052[12:13:47] <Yuri60371> Ok if I use
the kiwiirc web client I can connect and apparently I can
send...
L1053[12:14:09] <Zidane> ghz|afk, so with
that said, is this information available for when its being
rendered as a model? I see that buildQuads has that as
Nullable
L1054[12:14:46] <ghz|afk> whatdo you
mean?
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L1056[12:15:14] <Zidane> Might be best
for me to read how OBJModel does the replacement textures
L1057[12:15:22] <ghz|afk> oh replacement
textures
L1058[12:15:23] <Zidane> So I can
understand how its doing it
L1059[12:15:31] <ghz|afk> theres the
whole model pipeline
L1060[12:15:37] <ghz|afk> it starts with
the ICustomModelLoader
L1061[12:15:42] <ghz|afk> which can
accept reslocs
L1062[12:15:45] <Zidane> Right
L1063[12:15:47] <ghz|afk> and load models
from them
L1064[12:15:49] <parzivail> Yuri60371,
it's because the mask for muting web clients is
"*!*webchat*@*", which only quiets stuff with
"webchat" in the domain
L1065[12:15:52] <ghz|afk> this returns
IModel instances
L1066[12:15:54] <ghz|afk> which on top of
IModel
L1067[12:16:00] <ghz|afk> can be
IRetexturableModel
L1068[12:16:02] <ghz|afk>
IModelCustomData
L1069[12:16:09] <ghz|afk> and a few
others
L1070[12:16:17] <ghz|afk> each of those
interfaces enables a feature in the model loader
L1071[12:16:26] <ghz|afk> for your
question, it's IRetexturableModel
L1072[12:16:30] <ghz|afk> which gets the
retexture method
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L1074[12:16:37] <ghz|afk> this method is
passed a map string->string
L1075[12:16:45] <Zidane> Ohhh I see whats
going on lol. IRexturableModel comes in and says "We've got
this model already, do you need to change the textures/'
L1076[12:16:49] <ghz|afk> which is used
to reassign the texture channels/materials
L1077[12:16:53] <shadekiller666> zidane,
there is a method in OBJModel called retexture(), that model is
called by the model system when the json defines a retexture
L1078[12:17:00] <ghz|afk> when
called
L1079[12:17:04] <ghz|afk> you should
return a whole new instance
L1080[12:17:09] <ghz|afk> with the
textures applied
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L1082[12:17:12] <Zidane> Understood
L1083[12:17:15] <shadekiller666> the
model then looks through its "database" of materials, and
changes the texture
L1084[12:17:15] <Zidane> Thanks for the
info
L1085[12:17:20] <ghz|afk> so that you can
reuse the same original IModel in multiple retexturings
L1086[12:17:24] <Yuri60371> I have a
question, I'm planing on updating my mod from 1.7.10 to 1.11
L1087[12:17:24] <ghz|afk> then
afterward
L1088[12:17:29] <ghz|afk> IModel.bake
gets called
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L1090[12:17:34] <ghz|afk> which generates
the final IBakedModel
L1091[12:17:44] <ghz|afk> with all the
selected options
L1092[12:17:59] <Yuri60371> My mod
requires animated item model (custom futuristic weapons)
L1093[12:18:06] <shadekiller666> there is
only ever 1 IModel per model file, and then new IBakedModels are
generated from it
L1094[12:18:27] <ghz|afk> Yuri60371:
would the model have to be animated always
L1095[12:18:30] <ghz|afk> or only while
in the hand?
L1096[12:18:50] <Yuri60371> Yes it's
animated depending on NBT tag "IsRecharging"
L1097[12:19:03] <ghz|afk> I mean
L1098[12:19:09] <ghz|afk> does the
animation also play on an inventory slot
L1099[12:19:19] <ghz|afk> or only on the
"held" item on screen
L1100[12:19:35] <Yuri60371> If the nbt
tag is set to 1 then it must rotate in hand and in 3D other person
view Inventory slot only needs green bar
L1101[12:19:51] <ghz|afk> okay so
L1102[12:19:58] <ghz|afk> it's
perspective-dependant
L1103[12:20:11] <ghz|afk> firstperson and
thirdperson need animations
L1104[12:20:11]
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L1105[12:20:19] <Yuri60371> but in
inventory it must render the model even if not animated
L1106[12:20:21] <ghz|afk> while gui and
ground do not
L1107[12:20:32] <ghz|afk> you have two
options
L1108[12:20:34] <Yuri60371> same for
world
L1109[12:20:59] <ghz|afk> the preferred
one is to use the animated model feature that fry created
L1110[12:21:10] <Ordinastie> but good
luck with that ><
L1111[12:21:14] <ghz|afk> in this, you
can define a model based on certain parts, and then have those
parts animate
L1112[12:21:16] <ghz|afk> such as rotate
or move
L1113[12:21:20]
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L1114[12:21:45] <ghz|afk> the other
option, since you only need the animation for first and third
person
L1115[12:21:56]
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L1116[12:21:58] <ghz|afk> is to use an
overlay renderer for firstperson
L1117[12:22:07] <ghz|afk> and entity
layers for third person
L1118[12:22:14] ***
Abrar|gone is now known as AbrarSyed
L1119[12:22:45] <ghz|afk> (you'd need a
dummy "invisible" model to show in place of the normal
model, so that you don't have two of them on screen)
L1120[12:23:24] <ghz|afk> this is
uglier
L1121[12:23:35] <ghz|afk> since you are
adding more rendering layers to the game
L1122[12:23:53] <Yuri60371> Yes that is
exactly what I want to avoid
L1123[12:23:53] <ghz|afk> which will be
present even if the player isn't holding one of your items
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L1125[12:24:24] <Yuri60371> As the model
is not small it's actlualy pretty big (many parts)
L1126[12:24:28] <ghz|afk> so regarding
the animation api
L1127[12:24:48]
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L1128[12:25:07] <ghz|afk> is your model
some actual 3d model that you could animate in blender and export
as b3d?
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L1130[12:25:22] <Yuri60371> the model is
for the moment made as a set of ModelBuilder if I remember it had
been exported directly from Techne
L1131[12:25:27] <ghz|afk> ah I see
L1132[12:25:29]
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L1133[12:25:31] <ghz|afk> worst-case
scenario, then
L1134[12:25:36] <ghz|afk> because that
won't work
L1135[12:25:55] <ghz|afk> you need to
either somehow convert it back into a format you can use in a
standard modelling program
L1136[12:25:59] <Yuri60371> Yes but there
must be a tool to parse java code an generate a json no ?
L1137[12:25:59] <ghz|afk> or recreate it
from scratch
L1138[12:26:01]
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L1142[12:26:08] <ghz|afk> no because
everyone's java code is different
L1143[12:26:16] <ghz|afk> there's like,
.tcn to .obj converters
L1144[12:26:20] <ghz|afk> but even those
are sortof weak
L1145[12:26:23]
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L1146[12:26:31] <ghz|afk> I'm not aware
of any general-purpose tool to convert the actual java code
L1147[12:26:31]
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L1148[12:26:55] <Yuri60371> but there's
not the json structure from mojang that can work for that ?
L1149[12:27:12] <Yuri60371> because I can
make myself a transcription system
L1150[12:27:16] <ghz|afk> yes
L1151[12:27:26] <ghz|afk> the json kinda
matches what you'd have done in techne
L1152[12:27:28] <ghz|afk> but not
fully
L1153[12:27:33] <Yuri60371> The model is
just only blocks
L1154[12:27:35] <ghz|afk> not all
rotations are supported
L1155[12:27:38]
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L1158[12:29:43] <ghz|afk> are your
rotations all 0?
L1159[12:29:48] <ghz|afk> if so, that'd
make your life easier ;P
L1160[12:31:13] <Yuri60371> What kind of
rotations are not supported by json ?
L1161[12:31:24]
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L1162[12:31:25] <ghz|afk> json supports
22.5 degree increments
L1163[12:31:38]
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L1164[12:31:40] <ghz|afk> 16 rotations
around a circle
L1165[12:31:47] <ghz|afk> the needed for
signs ;P
L1166[12:32:10] <Yuri60371> WOW Mojang I
love you your model format is realy bad...
L1167[12:32:39] <ghz|afk> everything
mojang does is the bare minimum they needed to implement the
features they wanted
L1168[12:33:06] <Yuri60371> It will
probably never do the trick as animation is an infinite rotation
arround a certain axis with increment of 1 (not 22.5)
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L1170[12:33:26] <ghz|afk> like how they
only have 4 bits meta -- because in the original code, it was just
the spare 4 bits that the light values weren't using
L1171[12:33:35] <ghz|afk> Yuri60371:
nono
L1172[12:33:41] <ghz|afk> you don't need
to do the animation in json models
L1173[12:33:43] <ghz|afk> by
themselves
L1174[12:33:48] <ghz|afk> the animation
api can do its own rotations AFTERWARD
L1175[12:33:56] <ghz|afk> you can take
the model and say
L1176[12:33:58] <ghz|afk> this part
here
L1177[12:34:02] <ghz|afk> rotate it
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L1179[12:34:18] <Yuri60371> Can json
parent polygons ?
L1181[12:34:24] <ghz|afk> no
L1182[12:34:43] <ghz|afk> each box is a
box
L1183[12:35:23] <Yuri60371> yeah so when
you will rotate one box the other boxes won't rotate accordingly to
the main box ?
L1184[12:35:37] <ghz|afk> nope
L1185[12:35:43] <ghz|afk> you'd have to
apply the same rotation to all the boxes
L1186[12:35:46] <ghz|afk> I think
L1187[12:35:49] <ghz|afk> fry may correct
me
L1188[12:35:52] <ghz|afk> since he did
the system
L1189[12:35:54] <ghz|afk> and i never
used it
L1190[12:36:04] <ghz|afk> I'm speaking
purely from the few bits and pieces I have seen others talk
about
L1191[12:36:18] <fry> it's
complicated
L1192[12:36:41] <williewillus> that's
reassuring
L1193[12:37:21] <Yuri60371> Or there is
another way : render evrything manually
L1194[12:37:47] <williewillus> aka kill
performance
L1195[12:37:50] <ghz|afk> yes but that's
the "giver uppers'" way
L1196[12:38:01] <fry> you mean by using
magnets and setting the pixels on the screen by rubbing them
together?
L1197[12:38:13] <fry> can't get more
manula than that
L1198[12:38:16] <fry> *manual :D
L1199[12:38:22] <ghz|afk> of course you
can
L1200[12:38:33] <Yuri60371> Yeah actualy
I done that in C pixel rendering
L1201[12:38:45] <Yuri60371> but it's
realy REALY bad for my CPU !!
L1202[12:39:05] <ghz|afk> you can release
a butterfly at the right moment so that the flaping of its wings
creates small lensing in the atmosphere, focusing cosmic rays and
creating the right patterns
L1203[12:39:44] <Yuri60371> And if I
could avoid this kind of low level then I'd do it
L1204[12:40:04] <LatvianModder> ghz|afk:
Of course, there is an emacs command to do that
L1205[12:40:29] <Yuri60371> I keep low
level for C an my programming school....
L1206[12:41:04] <Yuri60371> Anyways so my
best way is to export the models to .obj right ?
L1209[12:41:40] <ghz|afk> LatvianModder:
ahh yes, the old C-m M-c M-butterfly
L1210[12:42:05] <parzivail> ghz|afk, i
didn't know you liked macros for manually flipping bits
L1211[12:42:22]
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L1213[12:42:41] <parzivail>
LatvianModder, ooooh yes, im aware
L1214[12:42:45] <ghz|afk> parzivail: your
UVs are wrong somehow? ;P
L1215[12:43:02] <parzivail> both 3ds max
and blender say they're right
L1216[12:43:18] <shadekiller666> what is
the best way to check if two IBlockStates are the same?
IBlockState.equals(IBlockState)?
L1217[12:43:20] <parzivail> could the
loader be broken?
L1218[12:43:30] <ghz|afk> you may need to
enable v-flip
L1219[12:43:35] <williewillus>
shadekiller666: in normal usage, ==
L1220[12:43:47] <parzivail> in the loader
or in the editor, ghz|afk
L1221[12:43:48] <ghz|afk> minecraft's
texture coords are flipped vertically from most 3d apps
L1222[12:43:49] <williewillus> all
non-IExtendedBlockStates can be identity compared
L1223[12:43:56] <ghz|afk> in the
blockstates json
L1224[12:43:56] <williewillus> since it's
a fixed set
L1225[12:43:58] <ghz|afk> wait
L1226[12:44:06] <shadekiller666>
parzivail, you may have to tell the obj loader to flip the uvs on
one axis
L1227[12:44:21] <shadekiller666> can i
see your blockstate json?
L1228[12:44:25] <ghz|afk>
"custom": { "v-flip": true }
L1229[12:44:30] <ghz|afk> can't remember
the exact name
L1230[12:44:31] <Yuri60371> Oh and
another question how can I render addition HUD elements ?
L1231[12:44:32] <ghz|afk> but something
like that
L1232[12:44:35] <ghz|afk> next to the
"model"
L1234[12:44:45] <ghz|afk> Yuri60371:
GuiOverlayEvent
L1235[12:44:46] <parzivail> 6
@shadekiller666
L1236[12:44:52] <parzivail> i meant
^
L1238[12:45:06] <shadekiller666> ok, in
your "defaults" block, underneath the "model"
line
L1239[12:45:17] <parzivail> uh huh
L1240[12:45:48] <shadekiller666> add
"custom": { "flipUVs": "v" }
L1241[12:45:50] <ghz|afk> [19:44]
(ghz|afk): "custom": { "flip-v": true }
L1242[12:46:00] <ghz|afk> shadekiller666:
hm?
L1243[12:46:14] <ghz|afk> ah
L1244[12:46:16] <ghz|afk> that was
changed
L1245[12:46:19] <ghz|afk> . /*else if
(e.getKey().equals("modifyUVs"))
L1246[12:46:19] <ghz|afk> this.modifyUVs
= Boolean.valueOf(e.getValue());*/
L1247[12:46:19] <ghz|afk> else if
(e.getKey().equals("flip-v"))
L1248[12:46:19] <ghz|afk> this.flipV =
Boolean.valueOf(e.getValue());
L1249[12:46:31] <ghz|afk> it now supports
the "standard" flip-v ;P
L1250[12:46:36] <Yuri60371> Thanks
ghz|afk
L1251[12:46:43] <shadekiller666> ghz|afk,
the newer version of the obj loader has a newer way of defining it
in the json, though flip-v is still supported for compat
L1252[12:46:50] <parzivail> booyah,
thanks
L1253[12:47:04]
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L1254[12:47:05] <parzivail> geez this new
model system is rippin me a new one
L1255[12:47:05] <Yuri60371> I have some
cool helmet HUD effects
L1256[12:47:10] <shadekiller666> but i'd
prefer that the newer way be used because it fits syntactically
with the rest of the custom data
L1257[12:47:21] <shadekiller666>
parzivail, you'll get used to it
L1258[12:47:42] <parzivail>
shadekiller666, yeah i'm gonna have to. like i said, im moving
straight from 1.7 to 1.11
L1259[12:47:47] <Yuri60371> About the
animation system of fry is there any doc on it ?
L1260[12:48:02] <shadekiller666> the uvs
thing has to do with 3ds Max having its uv coordinate space setup
for DirectX rather than OpenGL
L1261[12:48:16] <ghz|afk> Yuri60371: only
the test mods in the forge repository
L1262[12:48:18] <parzivail> ah, that
makes sense
L1263[12:49:08] <shadekiller666> so when
you import a DirectX-oriented obj into OpenGL, the cooridantes are
in different places
L1264[12:49:33] <shadekiller666> another
solution would have been to flip the texture itself
vertically
L1265[12:49:41] <shadekiller666> i
think
L1266[12:50:42] <Yuri60371> what's the
github link for those test mods ?
L1269[12:52:20] <ghz|afk> the resources
used in there
L1270[12:56:41] <Yuri60371> The
L1271[12:56:56] <Yuri60371> They use a
separate JSOn for the anims right ?
L1272[13:03:35] <Yuri60371> Ok... I see
this system seam realy complicated...
L1273[13:06:01] <Yuri60371> And this does
not seam to allow toggle when nbt tag requires it
L1274[13:09:51] <Yuri60371> I'll see if I
can instead proceduraly generate the model it might work
better
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L1276[13:14:43] <Yuri60371> But it works
by transitions what if a transition never stops (or actlualy stops
when code decides it stops) ?
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L1278[13:22:38] <shadekiller666> ghz|afk,
i'm having an issue with WorldSavedData.readFromNBT only being
called on the server
L1279[13:25:07] <diesieben07> thats not
an issue.
L1280[13:25:09] <diesieben07> that is
intended behavior.
L1281[13:25:22] <diesieben07> how could
the client access the save file?
L1282[13:25:48] <shadekiller666> ok
L1283[13:26:05] <diesieben07> if you want
the data to be available on the client, you need to send
packets.
L1284[13:26:11] <shadekiller666> ok
L1285[13:26:20] <Yuri60371> What are you
trying to do with save files ?
L1286[13:26:38] <shadekiller666> loading
data related to multiblock structures
L1287[13:27:12] <shadekiller666> and
because readFromNBT only gets called server side, the client can't
find the required data
L1288[13:27:40] <shadekiller666> i
suppose i could send a packet with the NBT data
L1289[13:28:27] <diesieben07> why
nbt?
L1290[13:29:04] <shadekiller666> not sure
how else to share the data with the client
L1291[13:29:25] <shadekiller666> the data
in question is a HashMap of things
L1292[13:29:45] <Yuri60371> Ok the
animated part of the model is a second model
L1293[13:30:38] <diesieben07> just any
binary data format...
L1294[13:30:41] <diesieben07> i mean, yes
nbt would owkr
L1295[13:31:21] <ghz|afk> if it's a
"map", it's really just key-value pairs
L1296[13:31:23] <ghz|afk> so you could
send like
L1297[13:31:30] <ghz|afk> an int for the
entry count
L1298[13:31:37] <ghz|afk> then for each
entry
L1299[13:31:44] <ghz|afk> the entry key
(value or size+value)
L1300[13:31:54] <ghz|afk> and the entry
value (direct or length+data)
L1301[13:32:16] <ghz|afk> using the
message's own ByteBuf
L1302[13:34:20] <shadekiller666> the map
is BlockPos->Triple<StructureTemplate, EnumFacing.Axis,
Rotation>, the StructureTemplate is stored in NBT as a
ResourceLocation, and the Axis and Rotation are just values
L1303[13:34:56] <shadekiller666> would
sending a BlockPos, String, and two ints be faster than sending the
entire NBTTagCompound?
L1304[13:35:03] <shadekiller666> i would
imagine it would be...
L1305[13:35:08] <ghz|afk> yes
L1306[13:35:26] <ghz|afk> you'd send
like
L1307[13:35:59] <ghz|afk> N,
{x,y,z,axis,rotation,template data...}*N
L1308[13:36:14] <ghz|afk> (I like to
leave the variable-length info in the end ;P)
L1309[13:36:42] <shadekiller666> where N
is the index?
L1310[13:36:49] <ghz|afk> N is the total
number
L1311[13:36:52] <ghz|afk> the index isn't
needed
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L1313[13:37:19] <shadekiller666> so if
the map is 10 entries, N == 10?
L1314[13:37:26] <ghz|afk> yeah
L1315[13:37:48] <ghz|afk> you'd
conceptually flatten the map
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L1317[13:37:53] <ghz|afk> into an array
of quadruples
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L1322[13:43:54] <shadekiller666> so if
i'm writing the data to the ByteBuffer, can i just iterate over the
map entries and shove the data into the buffer?
L1323[13:44:09] <ghz|afk> yes
L1324[13:44:35] <shadekiller666> and is
it better to write the blockpos as 3 ints rather than 1 long?
L1325[13:45:14] <ghz|afk> no
L1326[13:45:23] <ghz|afk> not
specifically better
L1327[13:45:29] <ghz|afk> barteks2x will
hate you less, though
L1328[13:45:29] <ghz|afk> ;P
L1329[13:45:54] <ghz|afk> 3 ints works
well with mods like "cubic chunks" that expand the
vertical space beyond 256 blocks
L1330[13:46:07] <ghz|afk> while long is
very much limited to the 256 blocks vertical
L1331[13:46:14] <ghz|afk> but it saves 4
bytes
L1332[13:46:16] <ghz|afk> up to
you.
L1333[13:46:58] <shadekiller666> ok
L1334[13:47:18] <shadekiller666> how does
one write a ResourceLocation to a ByteBuf
L1335[13:47:57] <diesieben07>
toString
L1336[13:48:16] <shadekiller666> ByteBuf
doesn't have a writeString() method
L1337[13:48:43] <diesieben07>
ByteBufUtil
L1338[13:49:44] <shadekiller666> ahh
ByteBufUtils.writeUTF8String
L1339[13:52:36] <shadekiller666> ghz|afk,
do i need to know the total size of one of the
{x,y,z,axis,rotation,template data...} entries?
L1340[13:53:38] <ghz|afk> no
L1341[13:53:40] <diesieben07> no you can
just read the stuff in order
L1342[13:53:44] <ghz|afk> you can just
read up in order
L1343[13:53:48] <diesieben07> :D
L1344[13:53:53] <diesieben07> readInt()
readInt() readInt() for xyz for example
L1345[13:53:55] <ghz|afk> you only need
the size for the variable-length entries
L1346[13:54:13] <shadekiller666> and to
know how many times to iterate
L1347[13:55:17] <ghz|afk> that's what the
initial "N" (.size) is for
L1348[13:55:23] <shadekiller666>
mhmm
L1349[13:55:57] <ghz|afk>
writeInt(map.size()); for(entry : map) { writeMapEntry(entry);
}
L1350[13:56:36] <ghz|afk> count =
readInt(); for(int i=0;i<count;i++) { map.put(readMapKey(),
readMapValue()); }
L1351[13:56:55] <shadekiller666>
yep
L1352[13:56:58] <shadekiller666>
thanks
L1353[13:57:56] <shadekiller666> i'm
never sure when/if its better to do Collection.forEach((key, value)
-> {...}); vs for(entry : map) {...}
L1354[13:59:02] <ghz|afk> IMO
L1355[13:59:08] <ghz|afk>
Collection.forEach is pointless
L1356[13:59:25] <ghz|afk> it's only there
for people who really really want to "lambda all the
things"
L1357[13:59:59] <ghz|afk> well I
guess
L1358[14:00:14] <ghz|afk>
something.forEach(consumer); is a valid option
L1359[14:00:20] *
heldplayer looks straight at amadornes
L1360[14:00:36] <ghz|afk> as in, method
ref, not lambda
L1361[14:00:44] ***
ghz|afk is now known as gigaherz
L1362[14:00:48] <gigaherz> but that's
really just my opinion
L1363[14:00:49] <gigaherz> ;P
L1364[14:01:14] <gigaherz> actually
no
L1365[14:01:16] <gigaherz> there IS one
use
L1366[14:01:33] <gigaherz> because java
doesn't yet have local variable type inference ("var" or
"auto" or "let")
L1367[14:01:35] <gigaherz> you can't
do
L1368[14:01:46] <gigaherz> for(auto entry
: map)
L1369[14:01:49] <gigaherz> you have to
do
L1370[14:02:06] <gigaherz>
for(Map.Entry<KeyType, Triple<Type1, Type2, Type3>>
entry : map)
L1371[14:02:09] <gigaherz> in that
situation
L1372[14:02:19] <gigaherz>
map.forEach((key, value) => { ... });
L1373[14:02:23] <gigaherz> is much more
readable
L1374[14:03:01] <shadekiller666>
true
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L1378[14:12:02] <Tatskaari> My block
event isn’t being picked up by my block. I’m trying to remove the
current block and entity and create a new one in the BlockPos
above. Just after destroying the old block I want to send some
information to the new block but it’s not being received.
L1379[14:12:24] <barteks2x> no idea how
but dcevm allows me to add/remove methods with hotswap in debug
mode :D
L1381[14:15:05] <shadekiller666>
gigaherz, passing Minecraft.getMinecraft().theWorld to
WorldSavedData.get() in a client-side IMessageHandler won't hurt
anything right?
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L1384[14:15:58] <Tatskaari> Rubber Duck
Debugging strikes again
L1385[14:16:05] <Tazz> lol
L1386[14:16:07] <Tatskaari> getBlockType
was returning ait
L1387[14:16:12] <Tatskaari> air because I
just set the block to air
L1388[14:16:30] <Tazz> wtf is rubber duck
debugging? XD
L1390[14:17:00] <Tatskaari> It has a
wikipedia article so it must be real
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L1392[14:18:03] <williewillus>
shadekiller666: touching WSD on clientside doesn't make sense
L1393[14:18:07] <shadekiller666> do
IMessages need to be registered before they're sent?
L1394[14:18:26] <williewillus> of
course
L1395[14:18:39] <shadekiller666> where
does one do that?
L1397[14:19:28] <shadekiller666>
preInit()
L1398[14:19:29] <shadekiller666> ?
L1399[14:19:31] <Tatskaari> barteks2x: Do
you have a link to that? I would love to have a VM that supports
that sort of hotswapping!
L1400[14:19:35] <williewillus> yes
L1401[14:20:12]
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L1404[14:20:32] <barteks2x> THERE IS A
SIMPLE WINDOWS INSTALLE RTO DOWNLOAD
L1405[14:20:41] <barteks2x> oops
L1406[14:20:44] <barteks2x> caps
lock
L1407[14:20:54] <barteks2x> but you need
to run the installer as administrator
L1408[14:21:13] <Tatskaari> I’m on mac
>:)
L1409[14:21:15] <barteks2x> and it's a
jar file so may not be as easy as doubleclick
L1410[14:21:23] <barteks2x> no idea if
that works on mac
L1411[14:22:44] <Tatskaari> I mean if
somebody was masocistic enough you may be able to write a
classloader to hotswap mods on the fly.
L1412[14:23:13] <barteks2x> isn't that
basically what bukkit did with /reload?
L1413[14:23:53] <Tatskaari> I’m not
familiar with that but at work we can load in Jars into our
webengine on the fly
L1414[14:24:29] <barteks2x> for mods
wouldn't be really possible because I don't think pre/post init can
happen more than once ever
L1415[14:24:34] <Tatskaari> you probably
couldn’t hot swap in a running tile entity or anything but you
could have a button to do it on the main menu or something
L1416[14:25:23] <Tatskaari> It would
require a ground up rethink of how FML works I imagine. I don’t
know what it would entail, I’ve only been modding for 2 days
XD
L1417[14:25:29] <barteks2x> but woith
dcevm you can remove/add methods, possibly fields (dfidn't rry
that) and with the "full" version(only for java 7 for
now) even change class chierarchy
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L1419[14:25:45] <barteks2x> dcevm is only
for debug mode
L1420[14:25:54] <Tatskaari> Are you using
intllij?
L1421[14:25:57] <barteks2x> yes
L1422[14:26:06] <Tatskaari> Was the setup
easy?
L1423[14:26:20] <Tatskaari> I might give
it a whirl
L1424[14:26:27] <barteks2x> I just
selected the JDK from list, clicked "Replace by DCEVM"
and it all just worked
L1425[14:27:01] <Tatskaari> :D
L1426[14:27:17] <Tatskaari> I hope they
have an elf bin!
L1427[14:27:27] <barteks2x> no need for
any IDEA plugin, because IDEA will try to hotswap no matter the
changes, it's the JVM that really rejects them
L1428[14:28:01] <barteks2x> and the
installer is a jar file
L1429[14:28:16] <Tatskaari> If this works
it’s going to be sweet
L1430[14:28:23] <Tatskaari> I might use
it at work
L1431[14:28:27] <Necro> @barteks2x: how
stable is it? did you run into any issues? what about the
performance?
L1432[14:29:01] <Tatskaari> I imagine
performance is shit
L1433[14:29:10] <barteks2x> didn't gi
ingame yet., because workin on GUI (worldgen customization),
loading now
L1434[14:29:37] <barteks2x> if it's
usable on this computer it's definitely good enough
L1435[14:30:24] <Tatskaari> I don’t think
the GL calls will be any slowers as thats just JNI stuff
L1436[14:32:08] <barteks2x> actually, I
haven't reied to run my mod with normal VM on this computer yet,
but it's almost 10 years old PC and I'm getting close to
30FPS
L1437[14:32:20] <barteks2x> *60fps
now
L1438[14:34:44] <barteks2x> this thing
just removes the normal limitations of hot swap
L1439[14:34:50] <barteks2x> so it
shouldn't be much slower
L1440[14:36:04]
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L1441[14:36:10] <Tatskaari> It’s being a
pain to install but I think it will work
L1442[14:39:23] <Shambling> oh wow, now
that is something I could have used with my old c++ classes.
Swapping in a different version of a functions code to test
differences on the fly...
L1443[14:39:44] <Shambling> I'd imagine
there are limitations to what can be hotswapped with that
though.
L1444[14:40:13] <gigaherz> msvc can
"edit&continue" quite nicely
L1445[14:40:18] <Tatskaari> Shambling:
the hotswapping on the vannilla OpenJDK and Oracle’s own JDK both
support swapping variables out
L1446[14:40:21] <Tatskaari> and
fucntions
L1447[14:40:31] <Shambling> well when I
programmed that wasn't a thing :P
L1448[14:40:31] <Tatskaari> you just
can’t change the signatures or fields of a class
L1449[14:40:46] <gigaherz> maybe so
L1450[14:40:48] <gigaherz> but it can now
;P
L1451[14:41:00] <Shambling> just now
hearing about it too, so its exciting :P
L1452[14:41:04] <Tatskaari> Yeah I think
it’s Java 7?
L1453[14:41:17] <gigaherz> no idea
L1454[14:41:19] <Shambling> its like that
whole 90's commercial, "if you haven't seen the episodes
before, they're new to you!"
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L1461[14:46:18] <Tatskaari> Haha just
tried changed a method name and got a class not found
exception
L1462[14:47:38] <Glennox> Does anyone has
a tutorial on user interfaces?
L1463[14:48:37] <tterrag|away> in general
or for MC?
L1464[14:48:55] <Glennox> MC
L1465[14:49:05] <tterrag|away> vanilla
has a few...
L1466[14:49:19] <Glennox> been looking
for them but only i could find was dated 2011
L1467[14:49:41] <gigaherz> no need for
tutorials, really
L1468[14:49:50] <gigaherz> just look at
the existing Gui* classes from vanilla
L1469[14:50:14] <gigaherz> and the
corresponding Container* classes for container guis
L1470[14:50:27] <Glennox> oh
L1471[14:50:31] <Glennox> thanks
L1472[14:50:47] <gigaherz> the only
special thing about mod guis
L1473[14:50:54] <gigaherz> is that you'll
need your own GuiHandler
L1474[14:51:08] <gigaherz> and you'll use
the forge-provided openGui method which takes the mod
L1475[14:51:12] <gigaherz> instead of the
vanilla call
L1476[14:51:21] <Tatskaari> Oh, looks
like the class not foudn was because I had my language level set to
8 so it failed to compile but minecraft still started.
L1477[14:51:24] <Tatskaari> Weird
L1478[14:53:19] <Glennox> Where can i
find the vanilla classes?
L1479[14:53:43] <gigaherz> use your
IDE
L1480[14:53:47] <gigaherz> no matter if
it's IDEA or Eclipse
L1481[14:53:56] <gigaherz> both have a
"find symbol" or "go to class" menu
option
L1482[14:54:01] <gigaherz> and its
corresponding keypress
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L1484[14:58:39] <barteks2x> well, with
dcevm I renamed my generate() method and recompiled everything and
the hotswap worked
L1485[14:58:55] <gigaherz> nice
L1486[14:58:57] <barteks2x> the client
was just running a bit slower for a while after hotswap
L1487[14:59:07] <barteks2x> probably
because of deoptimizations
L1488[15:00:52] <barteks2x> I guess abit
of that performance decrease is also caused by paging/swapping
because I really don't have enough ram here
L1489[15:05:55] <Tatskaari> barteks2x:
YEah I’ve had a fiddle and it seems to be working now. I hate
changing language level in inellij
L1490[15:06:45] <Tatskaari> You change
the JRE, the module language level, the project language level, the
compiler lanauge level and then finally gradels language
level...
L1491[15:07:03] <barteks2x> wait, did you
have to change it to java 7?
L1492[15:07:17] <barteks2x> I use the
"lite" java 8 version
L1493[15:08:12] <diesieben07> Tatskaari,
if you have the gradle project important changing it in the
build.gradle and refreshing is enough
L1494[15:08:44] <barteks2x> gradle really
doesn't need hotswap :D
L1495[15:08:45] <Tatskaari> diesieben07:
Is it? I didn’t think to refresh it. I’ll try that next time.
Thanks for the hint!
L1496[15:09:13] <barteks2x> oh, i
misunderstood what you said
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L1498[15:10:02] <Tatskaari> What does
hotswapping gradel even meen?!?
L1499[15:10:18] <barteks2x> technically
you could hotswap gradle buildscript
L1500[15:10:29] <barteks2x> but I can't
think of any case where you would need it
L1501[15:11:08]
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L1502[15:11:35] <Tatskaari> You just set
off a build and halfway through you realise you dun goofed so you
quickly hotswap the build script?
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L1504[15:12:21] <barteks2x> as I said,
technically that exact thing is possible but IDE support for it
would be nonexistent and you probably wouldn't ever need it
L1505[15:12:25] <Tatskaari> this JVM is
so cool! The performance hit after hotswapping is pretty huge
though
L1506[15:12:44] <barteks2x> buit the
performance goes back up after a bit of time
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L1508[15:13:13] <barteks2x> and it's
definitely still faster than full restart
L1509[15:13:49] <Tatskaari> Oh yeah it’s
really useful
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L1511[15:14:02] <Tatskaari> Thanks
:D
L1512[15:15:02] ***
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L1517[15:39:35] <Tatskaari> Man, I just
create a whole new block with tile entity, renamed a bunch of old
ones and that all got hot swapped in
L1518[15:39:46] <Tatskaari> too bad forge
can’t register new blocks
L1519[15:39:49] <Tatskaari> on the
fly
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L1523[15:53:35] <shadekiller666> its not
forge that can't register new blocks, its vanilla
L1524[15:54:09]
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L1525[15:55:35] <Tatskaari> Either way
it’s funny the reason I had to restart my client was because I
needed to register new blocks not because I couldn’t hotswap.
L1526[15:55:54] <killjoy1> it can
register achievements on the fly
L1527[15:56:02] <killjoy1> no problem
with that
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L1531[16:05:47] <killjoy1> I just
realized I have a week until school starts back up
L1532[16:05:53] <killjoy1> time
flies
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L1534[16:07:13] <phoenix616> hello
o/
L1535[16:07:42] <mezz> o/
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L1537[16:17:13] <masa> does anyone know
what WorldProvider#calculateCelestialAngle() is actualy trying to
do with the calculations?
L1538[16:17:20] <masa> it just seems to
be slightly modifying the linear day cycle by the cosine
output
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L1544[16:20:53] <mezz> masa it's the
angle of the sun in the sky
L1545[16:22:37] <masa> right, but what is
the point of the cosine calculations etc? it seems to only sligtly
modify the linear 0..1 interval it gets from the world time
modulus
L1546[16:23:07] <masa> it still returns
only 0..1
L1547[16:25:46] <masa> and I don't really
notice any difference if I just comment out the stuff after the
if-else clamping
L1548[16:28:43] <mezz> cosine is how you
create an angle
L1549[16:29:15] <fry> eeeh
L1550[16:29:20] <mezz> I'm not sure I
understand
L1551[16:30:01] <shadekiller666> for
entities that can be ridden by right clicking on them (ie.
minecarts) where is the code that makes the player start riding on
the right click
L1552[16:30:19] <parzivail> is there a
special thing you have to to to get a biome to register in 1.11
that you didn't have to do in 1.7?
L1553[16:30:29] <mezz> shadekiller666,
see EntityMinecartEmpty.processInitialInteract
L1554[16:31:24] <diesieben07> mezz is
there a point in me still rebasing the smelting recipe PR?
L1555[16:32:08] <williewillus> parzivail:
did you do GameRegistry.register(<biome obejct>)?
L1556[16:32:14] <mezz> diesieben07, talk
to lex about it I think
L1557[16:32:21] <diesieben07> hrm
ok
L1558[16:32:47] <parzivail> williewillus,
that would be it! having generics for the parameters really throws
me off. thanks
L1559[16:33:09] <williewillus> everything
that has a string name with auto assign ids goes through that
method now
L1560[16:33:20] <parzivail> gotcha
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L1563[16:35:57] <masa> mezz: well cosine
returns -1..1 and the return value in this case is then ultimately
modified to be 0..1, and then the original linear day cycle is just
modified by 1/3 of the difference to this modified cosine output.
So I think it just basically slightly modifies how the day cycle
advances at certain times..?
L1564[16:36:02] <masa> I should really
plot these out...
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L1566[16:36:39] <masa> but ultimately it
doesn't really seem to make any visible difference
L1567[16:36:40] <mezz> masa, it advances
at a different rate
L1568[16:36:58] <masa> it just makes it
more complicated for me to do what I want if I want to keep this
calculation intact :p
L1569[16:37:10] <masa> yeah exactly
L1571[16:39:12] <masa> oh right night is
actually shorter too, hmm...
L1572[16:39:21] <masa> hurrdurr
L1573[16:39:32] <mezz> is it?
L1574[16:39:46] <masa> well since I'm
adding options to set the day and night lengths individually I
guess I can throw that out
L1575[16:40:00] <williewillus> day is 10
min, night is 7
L1576[16:40:05] <williewillus>
sunrise/sunset are both 1.5
L1577[16:40:11] <williewillus> => 20
total
L1578[16:40:52] <mezz> oh, but the
sun/moon are still advancing at a constant rate, it's just
classified as day/night unevenly
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L1583[16:55:19] <barteks2x> is it
possible to reload .lang files without restart?
L1584[16:55:38] <mezz> F3+T
L1585[16:56:01] <barteks2x> does it work
when not ingame?
L1586[16:56:25] <mezz> that's a really
weird question... I don't think so
L1587[16:56:33] <williewillus> you can
use the language switcher to force a reload :P
L1588[16:56:38] <williewillus> switch to
another, switch back
L1589[16:56:45] <williewillus> or toggle
a resource pack, same thing
L1590[16:56:45] ***
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L1591[16:57:22] <barteks2x> is it just me
or switching languages is very slow?
L1592[16:57:41] <mezz> it reloads all
resources, it's extremely slow
L1593[16:57:51] <barteks2x> also, I need
it when not ingame because I'm editing world customization
GUI
L1594[17:00:38] <barteks2x> and
unlocalized strings look very bad and usually don't fit into
things
L1595[17:02:53] <williewillus> you have
to do a full resource reload
L1596[17:04:32] <mezz> you can add a
hotkey in your mod that does what F3+T does
L1597[17:04:36] <mezz> for
debugging
L1598[17:05:01] <barteks2x> is it
possible to tell it to reload only my lang file?
L1599[17:05:06] <barteks2x> from the
code
L1600[17:05:58] <mezz> dunno
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L1606[17:21:48] <barteks2x> good job
whoever made that program, it threw an exception, showed exception
viewer which crashed byt itself, showing next exception viewer
window, which crashed again, which showed next exception viewer
window, etc until the whole thing froze...
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L1612[18:02:12] <gigaherz> hmmm
L1613[18:02:17] <gigaherz> my dragon's
now turning into a klingon
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L1625[18:42:53] <barteks2x> argh, a few
days of working on windows and CI server already breaks
L1626[18:43:06] <barteks2x> any way to
re-add executable permission on ./gradlew from windows?
L1627[18:43:35] <barteks2x> *CI
build
L1628[18:46:17] <barteks2x> I can run
chmod +x from git bash, but that doesn't really change
anything
L1629[18:46:27] <Ordinastie> it
should
L1630[18:46:33] <barteks2x> well, it's
windows
L1631[18:46:35] <howtonotwin>
rightclick->properties->security
L1632[18:46:39] <barteks2x> with windows
filesystem
L1633[18:47:23] <barteks2x> All
permissions are already allowed
L1634[18:47:31] <barteks2x> I mean
setting the *nix executable flag
L1635[18:47:35] <barteks2x> in git
repository
L1636[18:47:50] <barteks2x> because it
somehow got changed and CI build broke
L1637[18:49:21] <gigaherz> wow
L1639[18:49:29] <gigaherz> they reached
$2.5 million
L1640[18:49:42] <howtonotwin> in windows
deny permissions take precedence over allows
L1641[18:49:58] <howtonotwin> make sure
the file doesn't have a permission setting that denies you
access
L1642[18:50:40] <barteks2x> It's git
repository permission, not local on-sidk permission
L1643[18:50:45] <barteks2x> *disk
L1644[18:51:06] <barteks2x> my CI build
fails with /home/travis/build.sh: line 218: ./gradlew: Permission
denied
L1645[18:51:10] <Ordinastie> hence why
chmod in git should work
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L1647[18:51:43] <howtonotwin> then my
best guess would be a git plumbing cmd to change the object blob in
.git
L1648[18:51:55] <barteks2x> git
update-index --chmod=+x gradlew
L1649[18:51:59] <barteks2x> that was the
command...
L1651[18:55:39] <barteks2x> windows still
insists that this file doesn't have executable permission and when
I do git add -A, it will try to change it back to
non-executable...
L1652[18:59:57] <barteks2x> I also had to
do this: git config core.filemode false
L1653[19:00:04] <barteks2x> why it's not
default on windows?
L1654[19:01:30] <gigaherz> becasue it's
not common to have git repositories that change file modes
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L1656[19:02:59] <barteks2x> but not
setting this option is guaranteed to break things when someone
clones it on windows
L1657[19:03:26] <gigaherz> it has never
happened to me so far
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L1659[19:04:02] <barteks2x> maybe because
usually repositories just ignore the executable flag for gradlew
file
L1660[19:04:32] <barteks2x> well, almost
everyong ignores them
L1661[19:08:03] <gigaherz> no generally
bercause in windows, everything has the executable flag by
default
L1662[19:08:10] <gigaherz> but not
everything IS an executable
L1663[19:08:41] <gigaherz> so windows
won't try to launch blah.txt as an executable, it just does that
for certain specific extensions
L1664[19:08:49] <barteks2x> that's the
windows way, but git interprets it as if nothing had executable
flag on windows
L1665[19:08:50] <gigaherz> if you use
bash in windows or similar, though
L1666[19:09:00] <gigaherz> why would
it?
L1667[19:09:10] <gigaherz> if you go to
properties -> security
L1668[19:09:20] <gigaherz> it will
clearly show the file as having "Read & Execute"
allowed
L1669[19:09:33] <barteks2x> git doesn't
know that. Git thinks there is never any executable file on
windows
L1670[19:09:44] <gigaherz> that sounds
like git is broken, then
L1671[19:09:50] <gigaherz> what version
of git are you using?
L1672[19:10:04] <barteks2x> this is
normal git behavior on windows
L1673[19:10:19] <barteks2x> but my git
version is git version 2.8.1.windows.1
L1674[19:10:44] <gigaherz> not that it
matters, though
L1675[19:10:45] <gigaherz> but
L1676[19:10:46] <gigaherz> git version
2.9.2.windows.1
L1677[19:10:46] <gigaherz> ;P
L1678[19:10:52] <gigaherz> there's
updates ;P
L1679[19:11:13] <gigaherz> so, git for
windows ignores the executable permissions
L1680[19:11:22] <gigaherz> and pretends
as if there was never a +x flag
L1681[19:11:28] <gigaherz> which makes
sense
L1682[19:11:32]
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L1683[19:11:34] <gigaherz> since
otherwise that would flag all files as executable
L1684[19:11:37] <gigaherz> when they
really aren't
L1685[19:11:48] <barteks2x> yes, but this
way it also un-flags executable files
L1686[19:11:51] <gigaherz> but you say
fileMode isn't false by default
L1687[19:12:10] <barteks2x> it ignores
the difference completely if you set fileMode to false
L1688[19:13:29] <barteks2x> and removing
the +x flag was what broke my CI build, because it obviously runs
on linux
L1689[19:14:12] <gigaherz> can't you
like, have your CI do chmod +x gradlew during the pre-build
stuff?
L1690[19:14:47] <barteks2x> probably
could, but that would be a workaround for an issue that shouldn't
exist in the first place
L1691[19:15:26] <gigaherz> duno I blame
the mode flags
L1692[19:15:27] <gigaherz> ;P
L1693[19:15:35] <barteks2x> what is the
point of such git feature if you can't use it in any reasonable
way?
L1694[19:15:36] <gigaherz> if linux used
ACLs this wouldn't happen
L1695[19:15:36] <gigaherz> XD
L1696[19:15:46] <gigaherz> that too
L1697[19:15:51] <gigaherz> what'¡s the
point of git storing file modes ;P
L1698[19:15:53] <gigaherz> at all
L1699[19:16:04] <barteks2x> because git
was created for linux
L1700[19:16:33] <gigaherz> right
L1701[19:16:45] <gigaherz> but not just
the linux environment, it was created specifically for the linux
kernel
L1702[19:17:04] <barteks2x> which makes
it even more "for linux"
L1703[19:18:08] <barteks2x> so now we
have line ending issues and executable flag issues and I still
haven't found a definitive set-and-forget way to fix them
L1704[19:18:30] <gigaherz> line ending
issues should be ok with autocrlf?
L1705[19:18:50] <gigaherz> everything
ends up as lf in the repo, and crlf in windows pcs
L1706[19:18:54] <barteks2x> git likes to
remind me of that with "File will be converted to
<whatever>" messages in git diff
L1707[19:19:08] <gigaherz> that means the
checkout was done in the wrong kind of ending
L1708[19:19:15] <barteks2x> which
horribly breaks viewing diffs
L1709[19:19:17] <gigaherz> which could
mean your editor is set to lf-only
L1710[19:19:22] <barteks2x> because it
ends up badly interleaved
L1711[19:19:30] <gigaherz> if you convert
the local files to crlf, the message doesn't show up ;P
L1712[19:19:53] <barteks2x> not saure if
it's idea doing it wrong or git
L1713[19:20:02] <barteks2x> but something
is doing something wrong with line endings
L1714[19:20:05] <barteks2x> and it never
works right
L1715[19:21:14] <barteks2x> do I remember
it right that mac has yet anothe ridfferent line endings?
L1717[19:22:00] <gigaherz> not
anymore
L1718[19:22:07] <gigaherz> old macs were
\r only
L1719[19:22:25] <gigaherz> anything from
the last 10+ years is lf-only
L1720[19:22:47] <barteks2x> so now
windows is the exception?
L1721[19:22:56] <gigaherz> yes
L1722[19:23:07] <gigaherz> too much
traction
L1723[19:23:09] <gigaherz> they can't
just change it
L1724[19:23:24] <barteks2x> even
notepad.exe breaks when you give it lf-only file
L1725[19:23:59] <howtonotwin> not
really
L1726[19:24:06] <howtonotwin> it just
doesn't show them properly
L1727[19:24:09] <barteks2x> it shows it
all as one line
L1728[19:24:09] <howtonotwin> but it
edits just fine
L1729[19:24:10] <gigaherz> it's just not
designed for loading linux text files
L1730[19:24:28] <gigaherz> not meant for
programmers ;P
L1731[19:24:29] <howtonotwin> you can
even put your cursor over the \n and see the invisible char
there
L1732[19:24:33] <gigaherz> yeah
L1733[19:24:42] <howtonotwin> also git
bash definitely handles the exec bit
L1734[19:24:46] <howtonotwin> I just
tested it
L1735[19:24:54] <howtonotwin> if in
windows I have the read/execute permission
L1736[19:25:02] <howtonotwin> then git
bash will adjust the bit accordingly
L1737[19:25:13] <gigaherz> that¡s just
bash, though
L1738[19:25:15] <barteks2x> then
something in my git configuration is wrong
L1739[19:25:20] <gigaherz> mingw compiled
bash
L1740[19:25:29] <gigaherz> git.exe itself
is another separate matter
L1741[19:25:41] <howtonotwin> I used
ls
L1742[19:25:56] <howtonotwin> you can't
tell me every executable except git is compiled for that
L1743[19:26:05] <howtonotwin> it's a
common trick most programs use to coerce windows perms into unix
perms too
L1744[19:26:07] <barteks2x> if you run
"git update-index --chmod=+x gradlew"
L1745[19:26:25] <barteks2x> and then do
git status, does it still show unataged gradlew file?
L1746[19:27:22] <howtonotwin> no
L1747[19:27:33] <howtonotwin> (I used -x
because my repo isn't broken :P
L1748[19:27:35] <howtonotwin> )
L1749[19:27:56] <barteks2x> well, then
you somehow have the right configuration
L1750[19:28:55] <howtonotwin>
odd...
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L1752[19:29:02] <howtonotwin> If I change
the perms of gradlew from windows
L1753[19:29:06] <barteks2x> but it was
probably a few years ago when I installed git there, so things
might have changed
L1754[19:29:06] <howtonotwin> THEN it
doesn't notice
L1755[19:31:06] <barteks2x> I should
probably get linux working again here, but I found that windows
deals much better with low ram situations
L1756[19:31:17] <howtonotwin> so you're
SURE you have the windows read+exec perimission too then?
L1757[19:31:22] <howtonotwin> also use
WSL
L1758[19:31:29] <howtonotwin> it's
wonderful :P
L1759[19:31:30] <barteks2x> WSL?
L1760[19:31:33] <barteks2x> what is
that?
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L1762[19:31:39] <howtonotwin> Windows
Subsystem for Linux
L1763[19:31:50] <barteks2x> is that
available on windows 7?
L1764[19:31:53] <howtonotwin> oh
L1765[19:31:54] <howtonotwin> nope
L1766[19:32:06] <howtonotwin> windows 10
au
L1767[19:32:32] <howtonotwin> I believe
the Windows Subsystem for Unix still exists somewhere on the MS
website :P
L1768[19:32:37] <barteks2x> This windows
installation wouldn't survive the update
L1769[19:32:45]
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L1770[19:32:56] <howtonotwin> Windows was
always built to handle different OS standards, actually
L1771[19:33:06] <howtonotwin> it used to
have three(?) subsystems
L1772[19:33:19] <howtonotwin> one for
Os/2, one for NT, and one for POSIX
L1773[19:33:32] <howtonotwin> Eventually
the other two got phased out
L1774[19:33:38] <howtonotwin> but all the
infrastructure is there
L1775[19:33:59] <barteks2x> anyway, I
probably need to go to bed now, it's already way too late
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L1785[20:38:13] <SatanicSanta> What
should I be using instead of getBiomeGenForCoords in 1.10? Is it
getBiome or getBiomeForCoordsBody?
L1786[20:40:42] <quadraxis> !mh
getBiomeGenForCoords
L1787[20:41:01] <quadraxis> ask
mcpbot
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L1792[21:02:01] <SatanicSanta> !help
mh
L1793[21:02:18] <SatanicSanta> !mh
World.getBiomeGenForCoords
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L1795[21:02:42] <SatanicSanta> !mh
World.func_180494_b
L1796[21:03:30] <Kodos> Was there a
recent breaking update to Forge that could have broken mods? I'm
trying to use 2185 with the Curse Launcher, but I keep getting
ClassNotFound Exceptions
L1797[21:03:44] <killjoy1> Which
class?
L1798[21:03:57] <Kodos> Let me run it
again, I'll grab the bit
L1799[21:04:16] <Kodos> I don't usually
like to bother you guys, but I just wanted to check ;3
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L1802[21:05:27] <Kodos> Mind you, I've
been pulling mod files one by one and relaunching each time
L1803[21:05:31] <Kodos> But the same
general error comes up for each mod
L1804[21:05:37] <Kodos> Which is why I
was removing them
L1805[21:05:57] <Kodos> But 4 mods in a
row with the same general error makes me wonder if something broke
in a recent Forge update. I say that because I just made this pack
a moment ago, so it would've used the latest update
L1806[21:06:44] <Kodos> I did have an
alternative theory but it seemed unlikely; I made a 1.4.7 pack
earlier today and am wondering if that didn't mess with
something
L1807[21:06:46] <killjoy1>
C:\Users\Joshua\Documents\Curse\Minecraft\Instances\RPG
Adventure
L1808[21:06:50] <killjoy1> does that
folder exist?
L1809[21:07:07] <Kodos> OH!
L1810[21:07:13] <Kodos> I bet it's
because I was stupid and put a !
L1811[21:07:22] <killjoy1> if it does, it
doesn't seem like a zip file
L1812[21:07:27] <killjoy1> looks more
like a folder
L1813[21:07:36] <Kodos> The instance is
called RPG Adventure!
L1814[21:07:42] <Kodos> So I'm wondering
if the ! screwed it up
L1815[21:07:49] <killjoy1> yes, it
did
L1816[21:07:54] <killjoy1> ! implies
jar
L1817[21:07:54] <Kodos> Aye, thanks. I'm
just a moron
L1818[21:07:56] <Kodos> Good to
know
L1819[21:08:01] <Kodos> :3
L1820[21:08:44] <killjoy1> I thought
forge would spit out a warning if your path had a ! in it
L1821[21:11:06]
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L1822[21:11:47] <Kodos> I didn't see
one
L1823[21:12:55] <killjoy1> well curse
should
L1824[21:17:44]
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L1826[21:29:16] <mistamadd001> boo
L1827[21:30:01] *
howtonotwin screams
L1828[21:30:09] <howtonotwin> kill -9
mistamadd001
L1829[21:38:57] <mistamadd001>
hahaha
L1830[21:39:44] <mistamadd001> hey can i
ask you to look at something and see why my block isn't dropping my
item on break?
L1832[21:42:34] <mistamadd001> does forge
have a method list like the old bukkit docs?
L1833[21:44:45] ***
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L1840[21:53:46] <howtonotwin> woops,
sorry for not being here...
L1842[21:54:20] <howtonotwin> you're
instantiating an AGBlock, which is not BlockAmberOre
L1843[21:54:53] <howtonotwin> so you just
end up with the default behaviors and the entire rest of the class
is basically a no-op
L1844[21:55:03] <mistamadd001> how
so?
L1845[21:55:22] <howtonotwin> you never
create a BlockAmberBlock
L1846[21:55:55] <howtonotwin> so it does
nothing
L1847[21:56:13] <mistamadd001> ok so what
would be the fix
L1849[21:56:42] <howtonotwin> AGBlock
=> BlockAmberOre
L1850[21:57:17] <howtonotwin> Also I
don't know any mod that uses this pattern for registering
blocks...
L1851[21:57:57] <howtonotwin> The way
most do it is they just have a giant block of
GameRegistry.register(new BlockXXX(yyy)); in commonproxy or
something
L1852[21:58:42] <howtonotwin> (I can't
approve of actually having code inside CommonProxy though, because
that sorta defeats the point)
L1853[22:00:19] <mistamadd001> well the
reason i have a registerBlocks() method, is because i actually call
2 registers (one for the block and one for the ItemBlock)
L1854[22:00:39] <howtonotwin> Most mods
just do that manually :P
L1855[22:00:50] <howtonotwin> just one
more giant block of registers
L1856[22:00:58] <howtonotwin> The way I
do it is a bit different:
L1857[22:01:16] <howtonotwin> I register
all the blocks with a giant block of GameRegistry.register
too
L1858[22:01:37] <howtonotwin> and every
block that has an item implements interface BlockItem
L1859[22:01:55] <howtonotwin> and then I
just get the block registry, filter out all my own blocks
L1860[22:02:10] <howtonotwin> then for
each BlockItem I make an ItemBlock and register it
L1861[22:02:19] <howtonotwin> so I don't
have to register the same block "twice"
L1862[22:02:23] <howtonotwin>
(manually)
L1863[22:02:48] <howtonotwin> *filter out
-> strain out
L1864[22:03:43] <mistamadd001> yea, I
have been taught the convention that if you call the same method
more than once with different parameters you write a method for
it
L1865[22:04:25] <howtonotwin> well all
your pattern really accomplishes is it turns this:
L1866[22:04:39] <howtonotwin>
GameRegistry.register(new BlockXXX(yyy).zzz())
L1867[22:04:46] <howtonotwin>
GameRegistry.register(new BlockAAA(bbb).ccc())
L1868[22:04:47] <howtonotwin> ...
L1869[22:04:57] <mistamadd001> yea
L1870[22:05:05] <howtonotwin> into
L1871[22:05:08] <mistamadd001> at this
stage
L1872[22:05:09] <howtonotwin>
BlockAAA.registerBlocks()a
L1873[22:05:15] <howtonotwin>
BlockBBB.registerBlocks();
L1874[22:05:17] <howtonotwin> *a ->
;
L1875[22:05:25] <howtonotwin> and you
really don't gain anything from that
L1877[22:09:06] *
howtonotwin just noticed a typo in that page
L1878[22:09:08] *
howtonotwin groans
L1879[22:09:26] <mistamadd001> haha
L1880[22:10:26]
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L1881[22:10:36] <mistamadd001> you
talking about the code block
L1882[22:11:36] <howtonotwin> no, it's
that right after I wrote IForgeRregistryEntry
L1883[22:11:48] <howtonotwin>
"Rregistry"
L1884[22:12:11] <howtonotwin> (And it
isn't formatted as code)
L1885[22:12:38] <howtonotwin> So for
those 3 characters I wrote a 3 line commit message
L1886[22:12:41] <howtonotwin> bc y
not
L1887[22:13:44] <mistamadd001>
hahaha
L1888[22:14:03] <howtonotwin> oh god the
code block has a typo too D:
L1889[22:14:14] <howtonotwin> y i do
dis
L1890[22:14:18] <mistamadd001>
ahahaha
L1891[22:14:25] <mistamadd001> event !=
e
L1892[22:15:15] <howtonotwin> hey, just a
tip
L1893[22:15:21] <howtonotwin> don't fork
my repo ;P
L1894[22:15:27] <howtonotwin> Imma force
push
L1895[22:15:33] <howtonotwin> NO ONE SAW
ANYTHING!
L1896[22:15:47] <mistamadd001>
hahaha
L1897[22:17:47] <howtonotwin> oh
c'mon
L1898[22:17:51] <mistamadd001>
more?
L1899[22:17:56] <howtonotwin> I don't
actually know my GH password...
L1900[22:18:06] <howtonotwin> It's a
garbled thing that I keep encrypted
L1901[22:18:16] <howtonotwin> basically
password manager but manual
L1902[22:18:23] <howtonotwin> AND NOW GIT
NEEDS IT
L1903[22:18:27] <howtonotwin> GAH!
L1904[22:18:42] <howtonotwin> It's on a
super slow external HDD too
L1905[22:18:58] <howtonotwin> Half the
time it takes to retrieve it is just waiting for it to spin
up
L1906[22:20:26] <mistamadd001>
hahaha
L1907[22:20:34] <howtonotwin> if you find
a typo on that branch please feel free to open an issue
L1908[22:21:01] <howtonotwin> anyway I'm
too drowsy for this
L1909[22:21:06] <howtonotwin> seeya and
gl!
L1910[22:21:09]
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L1915[22:29:41] <killjoy1> goddamn
hyper-v having secureboot enabled by default
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L1921[22:55:35] <blood_> McJty
around?
L1922[22:56:01] <McJty> yes
L1923[23:00:40] <blood_> McJty: it seems
rftools is cancelling PlayerInteractEvent's when we fire the event
to you
L1924[23:00:56] <blood_> did you change
handling after 62 builds?
L1925[23:01:13] <blood_> if i right click
a screen with hand only, rftools cancels
L1926[23:01:57] <McJty> That might be
yes?
L1927[23:02:15] <blood_> why would it
cancel?
L1928[23:02:44] <blood_> heldItem = null,
pos = BlockPos{x=-659, y=95, z=161}, face = north, hitVec = (0.5,
0.625, 0.875)
L1929[23:02:53] <blood_> i send this data
in event
L1930[23:02:58] <blood_> pos matches
where screen is
L1931[23:03:01] <blood_> rftools cancels
it
L1932[23:03:37] <McJty> It cancels when
you are sneaking
L1933[23:03:49] <blood_> but i have to
sneak in order to open the gui
L1934[23:03:53] <McJty> yes
L1935[23:04:04] <McJty> That's why I
cancel it. So that I can open the gui
L1936[23:04:15] <McJty> Because otherwise
my block wouldn't receive it
L1937[23:04:31] <McJty> As sneak-right
click is usually for being able to place other blocks against
something without opening the gui
L1938[23:05:01] <blood_> well in order
for sponge to protect GUI's properly, we have to closeScreen if
interact is cancelled and block activation didnt succeed
L1939[23:05:23] <blood_> you cant send a
custom packet to handle it on your side?
L1940[23:06:07] <blood_> there were no
issues in builds 62
L1941[23:06:19] <McJty> No this has
changed
L1942[23:07:06] <blood_> ah k, well
anything you can do to avoid cancelling?
L1943[23:07:17] <McJty> hmm
L1944[23:07:26] <McJty> Shouldn't sponge
try to be compatible with how mods work?
L1945[23:07:33] <McJty> I mean this is
not that abnormal I think
L1946[23:07:46] <blood_> it definitely
isnt normal
L1947[23:07:55] <blood_> sponge is a mod
just like any other
L1948[23:08:09] <blood_> so the
compatibility is mutual
L1949[23:08:13] <blood_> it isnt one
sided
L1950[23:08:20] <McJty> yes but I don't
understand why you are interfering with closing screens of other
mods
L1951[23:08:27] <blood_> i told you,
protection
L1952[23:08:35] <blood_> mods do stupid
things like open GUI regardless of interact event
L1953[23:08:45] <McJty> Well to be
honest. I'm not sure what sponge does. Not really familiar with the
server side of MC
L1954[23:08:48] <blood_> so interact is
cancelled, GUI still opens
L1955[23:08:57] <blood_> that breaks the
contract of the event entirely
L1956[23:09:03] <blood_> which is pretty
much what rftools is doing
L1957[23:09:10] <blood_> player
right-clicks on a block, event is cancelled
L1958[23:09:14] <blood_> yet GUI
opens
L1959[23:10:08] <blood_> Sponge has to
close the screen to avoid mods violating the interact event
L1960[23:10:22] <blood_> as many dont
care about protection, just as long as their mod
"works"
L1961[23:10:33] <McJty> Well I could use
a packet but I do have to cancel the event though
L1962[23:10:35] <McJty> I cannot avoid
that
L1963[23:11:07] <blood_> you cancel to
prevent block from activating correct?
L1964[23:11:25] <McJty> No I cancel the
event to prevent another block in the players hand being placed in
the world
L1965[23:11:36] <McJty> Because that's
what sneak-right click usually does
L1966[23:11:57] <blood_> uh so listen to
the place event
L1967[23:12:00] <blood_> why would you
cancel the interact?
L1968[23:12:03] <blood_> cancel the
place
L1969[23:12:15] <McJty> Well it can be a
placement
L1970[23:12:22] <McJty> But it could also
be another item and another type of activation
L1971[23:12:33] <blood_> the event should
support this, let me look
L1972[23:13:11] <LexMobile> evenin
guys
L1974[23:13:15] <blood_> did you read the
event?
L1975[23:13:16] <LexMobile> anything
stupid i should know about?
L1976[23:13:24] <blood_> set that to
false and test again
L1977[23:13:37] <LexMobile> Oh PIE....
bah... OH WAIT that reminds me I have pie!
L1978[23:14:08] <McJty> blood_, I can
try. But not right now though
L1979[23:14:17] <blood_> well that is the
"proper" way of doing it
L1980[23:14:24] <blood_> the current
handling is a hack and breaks the event entirely
L1981[23:14:33] <McJty> ok
L1982[23:14:39] <blood_> shall i make a
ticket?
L1983[23:15:38] <McJty> That would be
great yes. So I don't forget. Thanks
L1984[23:15:43] <blood_> no problem,
thanks again
L1985[23:16:20]
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L1987[23:18:24] <blood_> yet i wasnt
holding a wrench
L1988[23:18:29] <blood_> where are you
doing the cancel?
L1990[23:18:57] <McJty> You were using
the wrong branch
L1991[23:19:02] <blood_> ah thanks
L1992[23:23:45]
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L1993[23:25:32] <blood_> McJty: one other
question, what was the reason for requring sneaking?
L1994[23:25:37] <blood_> in order to open
GUI
L1995[23:26:20] <McJty> Well my screens
are interactive. They can contain buttons to press on. In the past
it was right click to open the gui to configure the screen (as
usual) and left click to activate buttons
L1996[23:26:26] <McJty> But people found
left click for buttons confusing
L1997[23:26:30] <McJty> Since vanilla
buttons are right click
L1998[23:26:45] <McJty> So I changed it
so that right click also activates buttons and sneak-right click is
now the GUI
L1999[23:26:47] <blood_> would make more
sense to have a config option
L2000[23:26:56] <blood_> for me sneak
right-click is annoying
L2001[23:27:08] <blood_> so config would
be perfect here
L2002[23:27:12] <McJty> Well configuring
the gui is less often done then using a button in most cases
L2003[23:27:16] <McJty> but yes, a config
might be good
L2004[23:27:46] <blood_> yea i liked
build 62, simple right-click to open
L2005[23:28:19] <blood_> btw you only
want the item in hand not to be used right?
L2006[23:28:24] <McJty> yes
L2007[23:28:33] <blood_> ok then have to
use setItemResult to DENY
L2008[23:28:51] <blood_> ill add that to
ticket
L2009[23:28:58] <McJty> yes I will try
these out
L2011[23:32:30] <blood_> there you
go
L2012[23:32:48] <McJty> Thanks. Not sure
when I'll have time to look but most likely not this year anymore
:-)
L2013[23:32:55] <blood_> haha no
worries
L2014[23:33:04] <blood_> at least the
ticket is out there if people complain
L2015[23:40:07]
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L2016[23:43:50] ***
Keridos is now known as Keridos|away
L2018[23:45:28] <McJty> But that isn't
working apparently
L2019[23:48:41] <tterrag>
Keyboard.isKeyDown ?
L2020[23:48:52] <tterrag> or do you want
a single event keypress?
L2021[23:49:20] <tterrag> ah, MC
keybinds. keybinds aren't fired inside GUIs
L2022[23:49:48] <McJty> No but I want to
detect if the key that the keybind is assigned too is pressed
L2023[23:49:55] <McJty> So I can handle
it myself in the gui
L2024[23:50:17] <McJty> Ah I can get the
keycode and use Keyboard.isKeyDown I guess
L2025[23:50:27] <tterrag> isPressed is
only updated by ontick which only is called when no GUIs are
open
L2026[23:50:32] <tterrag> so yes, use the
keycode manually
L2027[23:50:51] <tterrag> however, that
could be bad as isKeyDown is state processing, not events
L2028[23:54:09] <McJty> Well it works
fine
L2029[23:57:20]
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L2030[23:57:41] <illy> boop o/