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L1[00:32:29] <McJty> ok, second case was
same problem
L2[00:32:34] <McJty> So all resolved
L3[00:34:26] <kashike> McJty: what was the
issue?
L4[00:34:55] <McJty> Only removing rftools
dimensions on the server and not on the clients
L5[00:35:04] <kashike> ah
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L15[01:25:38] <Jiraiyah> hi. have a
question, if i want to collect some of the most used methods and
interfaces i have in different mods into a lib mod, do i need a mod
class or should i take different approach?
L16[01:28:20] <gigimoi> You don't need a
mod class
L17[01:28:44] <gigimoi> It can just be a
class with a bunch of static methods if you want.
L18[01:28:58] <gigimoi> Actually that might
not be true the last time I did something like that was over a year
ago
L19[01:30:43] <Jiraiyah> that is why i am
asking, last time i done something like that was 1.7 not sure if
any jar file with static classes is being accepted in mods folder
yet or not
L20[01:31:20] <gigimoi> Welp, only one way
to find out then
L21[01:31:25] <Jiraiyah> yup
L22[01:32:09] <Jiraiyah> actually there is
more than one way, asking here was the short cut lol, the other one
is to try, and the last one it to look for any other mod with
similar thing being used
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170326 mappings to Forge Maven.
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L81[07:11:24] <A1b3> Hi, I have a question.
How to send modded world data with other world-loading
packets?
L82[07:11:44] <diesieben07> are you talking
about WorldSavedData?
L83[07:12:28] <A1b3> Whatever, I just need
the data before the world shows up.
L84[07:12:38] <diesieben07> no, not
whatever.
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L86[07:13:06] <A1b3> i.e. before the
loading screen disappears
L87[07:13:21] <A1b3> Is it relevant?
L88[07:13:40] <diesieben07> eh... yes? What
kind of data is it?
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L91[07:14:27] <diesieben07> is
PlayerLoggedInEvent not enough?
L92[07:14:39] <A1b3> It could be stored as
WorldSavedData. It's just bunch of values which is serializable as
NBT.
L93[07:15:03] <diesieben07> what do you
mean "could"... if you need data associated to the world,
use WorldSavedData.
L94[07:16:17] <A1b3> AFAIK there is an
alternative. Besides, I need it on client before loading screen
ends up, does PlayerLoggedInEvent let you do that?
L95[07:16:47] <diesieben07> well ok there
is world capabilities which you could use.
L96[07:16:54] <A1b3> If I recall correctly,
it didn't.
L97[07:17:01] <diesieben07> why do you need
it that early? PlayerLoggedInEvent is the earliest you can
get.
L98[07:18:21] <A1b3> Since it's a global
data for rendering, the world would look horrible before the packet
is sent.
L99[07:18:56] <A1b3> Also handling the
extra exception is painful.
L100[07:19:04] <diesieben07>
exception?!
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L102[07:19:32] <A1b3> The world before the
arrival of packet.
L103[07:19:46] <diesieben07> what does
that have to do with exceptions?!
L104[07:19:51] <A1b3> It does not have
enough information, so it should handle it.
L105[07:20:18] <TechnicianLP> can you
please explain in detail what you want to do? youre staying to
vague to really be able to help you
L106[07:20:19] <diesieben07> if you could
just, idk, stop being so f***ing vague that would maybe help.
L107[07:22:38] <A1b3> Okay, I'm trying to
send information about sky through the packet.
L108[07:23:17] <A1b3> I need to sync the
data from the server, to render the sky correctly.
L109[07:23:33] <diesieben07> well,
PlayerLoggedInEvent is the way to do that.
L110[07:25:20] <A1b3> That's what I did.
And I got NPE, since I don't have default and the packet didn't
arrive before the first render tick starts.
L111[07:25:36] <diesieben07> yes you have
to handle "no data there yet".
L112[07:25:39] <diesieben07> there is no
way around that.
L113[07:25:56] <A1b3> Hm...
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L115[07:26:09] <A1b3> Can I delay the
world loading?
L116[07:26:21] <diesieben07> No. And you
shouldnt.
L117[07:26:26] <diesieben07> Just do a
null check...
L118[07:26:45] <TechnicianLP> you could
look at how rft-dimensions does it
L119[07:26:57] <TechnicianLP> but probably
the same way ...
L120[07:29:16] <A1b3> Yeah, I can just do
some null check, but the change could be big. Where should I take a
look in RFTools?
L121[07:29:45] <diesieben07> how is a null
check a "big change"?
L122[07:30:00] <diesieben07> just do: if
(data == null) return; at the begin of your render method.
L123[07:30:03] <diesieben07> one line
change.
L124[07:30:14] <A1b3> Ah I was vague here
again, sorry.
L125[07:30:39] <A1b3> I mean the
sky.
L126[07:30:46] <diesieben07> same
answer.
L127[07:31:08] <A1b3> It could change from
bright day to dark night
L128[07:31:17] <diesieben07> that's too
bad.
L129[07:31:35] <diesieben07> the world is
still loading, things will look werid for a few frames
L130[07:32:21] <A1b3> Okay.
L131[07:33:44] <A1b3> TechnicianLP, what
part of RFTools dimensions is relevant with this?
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L134[07:41:31] <TechnicianLP> the part
where the sky is drawn .... i only know you can change sky-color in
there ...
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L137[07:43:41] <TechnicianLP> dou you guys
know the feeling when you find the cause of a stupid bug after 6
hours of debugging?
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L144[07:53:48] <A1b3> (Then I'd rather
live with current trick I'm using)
L145[07:56:26] <diesieben07> which
is?
L146[07:57:12] <gigaherz> TechnicianLP:
yup
L147[08:15:14] <Shambling> holy shit, when
did forestry add worldgen for its sapling types...
L148[08:15:18] <Shambling> does ATG do
that?
L149[08:15:39] <Shambling> I don't think
I've ever actually seen a forestry tree in game without it growing
in a village, lol
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L153[08:22:26] <mezz> Shambling, it's a
recent addition
L154[08:24:18] <A1b3> I may make a PR to
send additional world data to client.
L155[08:24:45] <mezz> what for?
L156[08:25:24] <Ashindigo_> cant you just
send a packet from the PlayerLoggedInEvent?
L157[08:25:38] <Ashindigo_> like what
diesie said?
L159[08:29:07] <A1b3> That's for
client-only. In the case I'd rather perform those tasks on the
first render tick.
L160[08:29:26] <mezz> you can follow my
advice there then
L161[08:29:50] <mezz> right?
L162[08:30:22] <A1b3> There were
(actually) several problems.
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L164[08:32:53] <A1b3> First, the rendered
scene get messed up due to the absence of data from server. Not
trivial on my end, since this can cause nights look like day at the
moment.
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L167[08:35:46] <Shambling> thanks mezz, I
love the change. How long has that been brewing in the works?
L168[08:36:13] <mezz> it has been a while,
part of a larger trend of making the trees more accessible in
general
L169[08:36:25] <mezz> first was villager
houses and more villager trades
L170[08:36:58] <A1b3> Second, the server
data could be used for world gens. (Now I think this one could be
done with LoggedInEvent. Sorry)
L171[08:37:28] <diesieben07> world gen is
completely server side...
L172[08:37:48] <A1b3> Well I think I
forgot what to say
L173[08:38:36] <A1b3> Just found out it
amends into the first one.
L174[08:38:45] <A1b3> As it can be fixed
later.
L175[08:39:30] <A1b3> My concern is that
it could be used for some cheating.
L176[08:41:16] <mezz> I don't really
understand what you are talking about sorry
L177[08:42:50] <A1b3> I mean, the
inconsistency between the client and server is the problem.
L178[08:43:10] <A1b3> At the moment before
data packet arrives.
L179[08:43:11] <mezz> what exactly do you
need on the client?
L180[08:43:56] <A1b3> I need to render the
sky.
L181[08:44:15] <mezz> what information do
you need from the server in order to render the sky
correctly?
L182[08:45:34] <A1b3> Arrangements of the
sky.
L183[08:45:55] <A1b3> In detail, celestial
objects including the sun and the moon.
L184[08:46:28] <A1b3> Their properties,
and position.
L185[08:47:00] <mezz> why does the server
dictate the arrangement of the sky? it's it deterministic based on
the time?
L186[08:48:44] <A1b3> That was what I
wanted to change, actually.
L187[08:49:15] <A1b3> Just changing length
of day causes it as well.
L188[08:51:01] <mezz> I feel like you
didn't answer the question, I don't know what you mean
L189[08:52:05] <A1b3> Okay, got it
now.
L190[08:52:53] <mezz> I have no knowledge
of your mod or how it works or what you want to do or why, until I
do I can't really help out. If I have to ask you everything to get
small pieces of information it's just going to wear me out
L191[08:53:01] <A1b3> I had the server
determine the properties like day length, to give off
L192[08:53:48] <A1b3> So that players
don't have to change config files manually.
L194[08:54:33] <mezz> generally speaking,
server syncing configs to client is not well supported, for the
reasons you've encountered
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L196[08:54:51] <mezz> it's best to ship
the configs to the client along with the mods in a pack
L197[08:55:39] <mezz> for full support of
that, I think we will need another preinit/init/postinit loading
phase when you join a server
L198[08:55:46] <A1b3> Okay. Why is it not
well-supported?
L199[08:56:00] <A1b3> I see.
L200[08:56:16] <mezz> it requires some
relatively big changes, where the current setup works well
enough
L201[08:56:21] <gigaherz> it's something
that we should strive to improve, though
L202[08:56:53] <gigaherz> ideally the
client config folder wouldn't contain anything that could cause the
server and client configs to mismatch
L203[08:57:06] <gigaherz> as in -- the
server configs would take precedence
L204[08:57:09] <mezz> I am not against
improving it, but I caution that it's most likely a lot of work and
potential issues for a small gain
L205[08:57:46] <mezz> mod configs would
need to be redone to support it explicitly
L206[08:57:51] <gigaherz> yup
L207[08:58:15] <TechnicianLP> or something
like the config-guifactory could be addod for that
L208[08:58:23] <gigaherz> thing is
L209[08:58:28] <gigaherz> the mod would
have to be aware of the difference
L210[08:58:34] <gigaherz> between
client-only configs
L211[08:58:40] <gigaherz> integrated
server configs
L212[08:58:48] <gigaherz> and
"current connected server" configs
L213[08:58:50] ⇦
Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Ping timeout:
204 seconds)
L214[08:58:53] <gigaherz> which may or may
not be the integrated config
L215[08:59:00] <A1b3> So it's about config
syncing.
L216[08:59:14] <gigaherz> so the mod would
have to keep separate config sets for the client, and the current
connected server
L217[08:59:27] <gigaherz> separate from
the configs meant for the integrated
L218[08:59:30] <mezz> yes
L219[08:59:33] <A1b3> That seems like I've
already done.
L220[08:59:46] <gigaherz> and for that to
not be a major PITA
L221[08:59:53] <gigaherz> it should be
some forge-provided system
L222[09:00:03] <A1b3> It'll be painful to
implement in forge, I agree.
L223[09:00:14] <TechnicianLP> couldnt it
just load the client-config again after disconnecting?
L224[09:00:31] <gigaherz> TechnicianLP:
that is one possible approach,yes
L225[09:00:39] <gigaherz> or you can have
like
L226[09:01:04] <A1b3> The code was not so
clean that way, I've tried.
L227[09:01:20] <gigaherz> ConfigManager {
clientConfig, integratedServerConfig, currentConfig } and assign
currentConfig when you receive the server config packet
L228[09:01:22] <gigaherz> and then have
like
L229[09:01:41] <gigaherz> ConfigManager {
getConfigValue(key) { if currentConfig has key, return
currentconfig value, else return clientconfig value } }
L230[09:02:06] <gigaherz> I'd picture this
in the @Mod class
L231[09:02:16] <gigaherz> alongside the
proxy and such
L232[09:02:50] <gigaherz>
@ModConfigManager public static MyConfigManager config;
L233[09:02:57] <gigaherz> where
MyconfigManager extends ConfigManager or similar
L234[09:03:01] <mezz> I think it would be
an event to respond to, server config received
L235[09:03:17] <gigaherz> yeah
L236[09:03:34] <mezz> a big issue is
hacking Minecraft to pause there before you actually start playing,
it's just not meant to be loading things at that point
L237[09:04:00] ***
PaleoCrafter is now known as PaleOff
L238[09:04:01] <gigaherz> doesn't forge
already send configs in there? id maps and such?
L239[09:04:01] <mezz> for example a long
pause there causes a disconnect from the server unless you send
pings
L240[09:04:10] <gigaherz> right
L241[09:04:12] <TechnicianLP> without
breaking vanilla compat
L242[09:04:14] <gigaherz> you wouldn't
pause in the network
L243[09:04:19] <gigaherz> you'd SAVE the
config bundle
L244[09:04:35] <gigaherz> and then post
the event to the client thread
L245[09:04:38] <gigaherz> while still
connecting
L246[09:04:44] <A1b3> I had a workaround
there; Display a loading screen before the packet arrives.
L247[09:04:46] <gigaherz> but that
couldcause its own load of issues
L248[09:05:05] <gigaherz> A1b3: it's an
issue of threading, not just of UI
L249[09:05:18]
⇨ Joins: Jiraiyah (~Alireza@151.235.159.211)
L250[09:05:48] <mezz> a loading screen
would be pretty much requried
L251[09:05:58] <gigaherz> it already
exists
L252[09:06:18] <mezz> sort of
L253[09:06:19] <gigaherz> mc keeps the
loading screen visible until the initial bulk chunk transfer is
ready
L254[09:06:46] <gigaherz> mod configs
should be small in comparison, I hope ;P
L255[09:06:48] <A1b3> I see, I thought the
rendering is everything.
L256[09:06:48] <TechnicianLP> could it be
added to the forge handshake?
L257[09:07:06] <gigaherz> A1b3: rendering
options is just your use case ;P
L258[09:07:11] <A1b3> Yeah.
L260[09:07:23] <gigaherz> if
server-provided configuration bundles are implemented
L261[09:07:28] <gigaherz> it would have to
be generic
L262[09:07:54] <gigaherz> TechnicianLP:
that's my thinking, just like how forge syncs registry id
maps
L263[09:07:55] <mezz> the next question is
what sort of configs can be synced there? not recipes or
block-disabling configs
L264[09:08:05] <mezz> can they?
L265[09:08:08] <gigaherz> have some
appendix in there for mod configs
L266[09:08:17] <gigaherz> mezz: probably
not in the current state
L267[09:08:28] <gigaherz> because the
entries in the registry are actual instanced objects
L268[09:08:44] <mezz> I don't want to push
slow stuff into world-load instead of the one-time game-load
L269[09:09:11] <gigaherz> forge already
strongly discourages config-based blocks/items/etc
L270[09:09:25] <TechnicianLP> it could be
handled similiarly to the config-gui
L271[09:09:29] <gigaherz> it's part of the
reason why the registry events happen before preinit -- when config
is still not loaded
L272[09:09:41] <TechnicianLP> so basically
let the mod define the synced things
L273[09:09:53] <gigaherz> recipes is a
different matter, but also has the same issue -- you register
actual recipe instances
L274[09:10:04] <gigaherz> in 1.12
however
L275[09:10:14] <gigaherz> if ALL recipes
are done using the json files dinnerbone showed
L276[09:10:31] <mezz> there is a 0% chance
that all recipes are done in json
L277[09:10:36]
⇨ Joins: Abastro (~Abastro@110.70.59.137)
L278[09:10:38] <gigaherz> i'm not so
sure
L279[09:10:46] <gigaherz> dinnerbone spoke
about generating more than 500 json files
L280[09:10:49] <gigaherz> while talking
about the system
L281[09:10:51] <mezz> dye recipes?
L282[09:10:56] <mezz> potions?
L283[09:11:02] <mezz> fireworks?
L284[09:11:15] <gigaherz> well I guess
there may be exceptions
L285[09:11:17] <gigaherz> ;P
L286[09:11:26] <gigaherz> but it's not
just flat recipes in there
L287[09:11:29] <gigaherz> there's
conditions and stuff
L288[09:11:32] <mezz> yeah
L289[09:11:33] <gigaherz> so it wouldn't
surprise me either
L290[09:11:44] <gigaherz> if he came up
with special cases for the fireworks and banners
L291[09:11:48] <mezz> we'll have to
see
L292[09:11:57] <gigaherz> like some
"add_nbt_tag" entry or whatever
L293[09:12:04] <gigaherz> yeah next
snapshot ;P
L294[09:12:17] <mezz> fireworks are pretty
complex
L295[09:12:22] <gigaherz> (he said he
hopes to show it in the next snapshot)
L296[09:12:40] <mezz> yeah, should be this
week some time right?
L297[09:13:12] <gigaherz> yup
L298[09:13:45] <Abastro> Can I hack into
packets and add some data there? I know it's a hack, but...
L299[09:14:01] ⇦
Quits: A1b3 (~Abastro@143.248.192.19) (Ping timeout: 384
seconds)
L300[09:14:50] <diesieben07> Abastro, what
packets?
L301[09:18:04] <Abastro> The one which
sets client time when a player joins.
L302[09:18:15] <diesieben07> why tho
lol
L303[09:20:41] <Abastro> To be consistent
with vanilla. Minimize bugs, maybe?
L304[09:20:56] <diesieben07> well, what
are you trying to do?
L305[09:21:18] <mezz> diesieben07, they
explained above with the name A1b3
L306[09:21:26] <diesieben07> oh its the
same guy
L307[09:21:31] <diesieben07> how would one
know......
L308[09:22:02] <mezz> luck, context, I
dunno heh
L309[09:22:32] ⇦
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(Read error: Connection reset by peer)
L310[09:22:49]
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L311[09:23:04] <diesieben07> more
importantly, why would one use two nick names...
L312[09:24:51] ⇦
Quits: Jiraiyah (~Alireza@151.235.159.211) (Quit:
Leaving)
L313[09:26:38] <Abastro> Wow
L314[09:26:48] <Abastro> I didn't noticed
it.
L315[09:28:52]
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L316[09:28:54]
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(~moonythed@tx-71-51-61-80.dhcp.embarqhsd.net)
L317[09:29:23] <A1b3> Hi, can I hack into
packets and add some data there?
L318[09:29:43] <moony> Hey, I've never
modded for minecraft, but i have basic Java experience, could
someone pointer me to a good Forge tutorial for 1.11.2?
L319[09:30:58] *
diesieben07 slaps Abastro and A1b3
L320[09:31:07]
⇨ Joins: abab9579 (~Abastro@143.248.181.22)
L321[09:31:14] <diesieben07>
staaaahp
L322[09:32:36] ***
abab9579 is now known as A1b4
L323[09:32:48] ***
A1b4 is now known as A1b5
L324[09:33:17] ⇦
Quits: Abastro (~Abastro@110.70.59.137) (Ping timeout: 384
seconds)
L325[09:33:42] <A1b5> Sorry about
this;
L326[09:34:08]
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(~Noppes@ip56530f2e.direct-adsl.nl)
L327[09:36:07] ⇦
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seconds)
L329[09:38:17] <moony> Thanks :)
L330[09:39:28] <A1b5> I can play with
netty pipeline, to hijack packets right?
L331[09:39:43] <diesieben07> yes but
don't.
L332[09:40:56] <heldplayer> Load a DLL to
modify network traffic
L333[09:41:04] <heldplayer> (don't)
L334[09:41:19] <A1b5> So is it better to
display loading screen before packet arrives?
L335[09:41:30] <heldplayer> Probably
L336[09:41:30] <diesieben07>
neither.
L337[09:43:11] <A1b5> Then, should I just
accept the glitch?
L338[09:43:11] ⇦
Quits: Chais (~Chais@62.178.210.212) (Read error: Connection reset
by peer)
L339[09:43:47] <diesieben07> yes, the
world always looks a bitch glitchy for a few frames at the
beginning
L340[09:45:00] <mezz> a loading screen is
not a great solution because multiple mods doing it would be a
problem
L341[09:45:25] <moony> Unfinished... and
uninstructive to me as a new person to this. No offense, but
ehh...
L342[09:45:32] <moony> Now im just
lost.
L343[09:45:43] <mezz> moony, what do you
want to do?
L344[09:46:22] <moony> Trying to figure
out how to set up a basic recipe, in this case, as i now noticed
that the book i had on the subject hasent been updated for this,
with the imports and everything being diffrent.
L345[09:46:44]
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L346[09:47:03] ***
A1b5 is now known as A1b3
L347[09:47:29] <mezz> moony, look at the
code in net.minecraft.item.crafting.CraftingManager.java
L348[09:47:44] <moony> mmk
L349[09:47:53] <mezz> all the vanilla
recipes are added there, and mods can use it to add their own
recipes
L350[09:47:59] <moony> Ah
L351[09:48:10] <diesieben07> although you
should really be using the methods in GameRegistry.
L352[09:48:40] <mezz> I don't see why
tbh
L353[09:49:04] <diesieben07> the ones in
CraftingManager can change
L354[09:49:12] <diesieben07> FML tries to
stay backwards compatible
L355[09:49:14] <diesieben07> at least in
theory
L356[09:49:23] <mezz> I'm skeptical
heh
L357[09:49:36] <TechnicianLP> refacoring
everything is very compatible ... xD
L358[09:50:25] <A1b3> So it's really, for
now.
L359[09:50:41] <A1b3> (^mistake)
L360[09:50:49]
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L361[09:51:32] <A1b3> For now, better to
wait till every bits get loaded.
L362[09:52:18] <A1b3> (=perform the setup
after receiving the data)
L363[09:53:58] <A1b3> Btw, how does the
server resource pack work?
L364[09:54:42] ⇦
Quits: Cooler (~coolerext@42.109.140.2) (Read error: Connection
reset by peer)
L365[09:54:56] <diesieben07> the server
says "hey downlaod this resource pack before you
join"
L366[09:54:59] <diesieben07> and the
cleint does that.
L367[09:56:06] <A1b3> When does the server
say that?
L368[09:56:08]
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L369[09:56:30] <A1b3> I mean, when do they
send the packets
L370[09:56:35]
⇨ Joins: Cooler (~coolerext@59.98.39.215)
L371[09:57:36] <diesieben07> in
initializeConnectionToPlayer
L372[09:57:47] <diesieben07> and
PlayerLoggedInEvent is the last thing in that method.
L373[09:58:39] <A1b3> So there's no way
for me to make something work like that. Okay.
L374[09:58:55] <diesieben07> yes there
is.
L375[09:59:01] <diesieben07> send your
packet in PlayerLoggedInEvent
L376[09:59:55] <A1b3> I meant the
screen.
L377[10:00:05] ⇦
Quits: Cooler (~coolerext@59.98.39.215) (Ping timeout: 190
seconds)
L378[10:00:08] <diesieben07> you could in
theory make a screen
L379[10:00:16] <A1b3> Checking for answer
(yes/no)
L380[10:00:18] ⇦
Quits: Kuraron
(~DUX@HSI-KBW-46-223-0-70.hsi.kabel-badenwuerttemberg.de) (Remote
host closed the connection)
L381[10:02:31] <A1b3> I see, thanks.
Lastly, how some servers face their resourcepack to the client? Not
what I'm wanting to do, but just curious.
L382[10:02:45] <diesieben07> they just
point them at a http url
L383[10:03:31] <A1b3> Oh spelling
errors.
L384[10:03:49] <A1b3> I mean how they
force it
L385[10:03:59]
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L386[10:04:04] <diesieben07> there is
nothing forced about it
L387[10:04:09] <diesieben07> it's opt-in
by the client.
L388[10:05:22] <A1b3> But some servers are
doing that, adapting resource packs without notice.
L389[10:05:35] <diesieben07> What do you
mean?
L390[10:05:51] <A1b3> One of the most
famous ones.
L391[10:07:41] <diesieben07> what are you
talking about?
L392[10:08:08] <A1b3> Entered the server,
and noticed significant texture changes.
L393[10:08:12] <A1b3> Without
notice.
L394[10:08:22] <mezz> mysterious secret
knowledge unknowable to others
L395[10:08:28] <A1b3> Like, changing the
minecart into
L396[10:08:40] <A1b3> Actual car
L397[10:08:50] <Corosus> good ol hypixel
voodoo
L398[10:08:53] ⇦
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client closed)
L399[10:09:03]
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(webchat@ip4da5c51f.direct-adsl.nl)
L400[10:09:25] <A1b3> How does that even
work
L402[10:10:12] <A1b3> I don't think so, I
usually get the notify on other servers.
L403[10:10:22] <A1b3> I didn't mess up
with the settings on my own.
L404[10:10:24] <TechnicianLP> its a enable
once thingy
L405[10:10:30]
⇨ Joins: Jiraiyah (~Alireza@5.115.68.146)
L407[10:12:02] <Jiraiyah> I got the forge
version and the mapping from the mdk package itself !
L408[10:12:15] <TechnicianLP> !!latest
1.11
L409[10:12:17] <MCPBot_Reborn> === Latest
Mappings ===
L410[10:12:18] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L411[10:12:18] <MCPBot_Reborn> 1.11
snapshot_20170326
L412[10:12:20] <diesieben07> what is
producing that error?
L413[10:12:55] <Jiraiyah> the line for the
snapshot in build.gradle
L414[10:13:09] <diesieben07> no i mean, is
that really the gradle plugin?
L415[10:13:15] <diesieben07> because i've
not seen that before.
L416[10:13:17] <Jiraiyah> mappings =
project.mappings
L417[10:13:39]
⇨ Joins: Cooler (~coolerext@59.98.39.215)
L418[10:13:39] <Jiraiyah> that line is
producing the error
L419[10:13:59] <Ordinastie> it shouldn't
error
L420[10:14:01] <Jiraiyah> and the gradle
file is the one i used before so i don't see why it would produce
that error
L421[10:14:23] <Ordinastie> wait I think I
know
L422[10:14:30] <Ordinastie> what version
of FG ?
L423[10:14:39] ⇦
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Leaving)
L424[10:14:56]
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L425[10:14:56]
MineBot sets mode: +v on mezz_
L426[10:15:13] <Jiraiyah>
13.20.0.2260
L427[10:15:30] <Ordinastie> not Forge,
ForgeGradle
L428[10:15:41] <Jiraiyah> oh i didn't
change that one oopse
L429[10:16:35] <A1b3> Sorry, I think I (or
someone else noticed that) had a wrong memory. The server needs the
settings.
L430[10:16:48] <Jiraiyah> it was 2.1
changed to 2.2 what is the reason?
L431[10:17:27] ⇦
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seconds)
L432[10:17:33] ***
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L433[10:17:55] <Ordinastie> the reason of
what ?
L434[10:18:29] ⇦
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180 seconds)
L435[10:18:35] <Jiraiyah> that error on
the mcp version
L436[10:19:08] <Ordinastie> it was changes
so that older snapshot can be used
L437[10:19:10] <Ordinastie> that's
all
L438[10:21:39]
⇨ Joins: HQBanana
(~HQBanana@ip4da5c51f.direct-adsl.nl)
L439[10:21:54] <HQBanana> Hello, am i
right in the thought that I can get help here?
L440[10:22:14] <TechnicianLP> depending on
what you want the help for, yes
L441[10:22:51] <HQBanana> I am new to
modding, and i have a storage jar working, the only problem i'm
having is that when i close the client and start it again it
doesn't drop the item when it's supposed to
L442[10:22:54] <HQBanana> let me get the
error it gives
L443[10:24:04] <HQBanana> Attempted to add
a EntityItem to the world with a invalid item at (199,50, 70,00,
212,50), this is most likely a config issue between you and the
server. Please double check your configs
L444[10:24:05] <HQBanana> that
L445[10:24:16] <diesieben07> show your
code please.
L446[10:24:20] <HQBanana> what does it
mean with "please double check your configs""
L447[10:24:27] <HQBanana> the part where i
drop the item?
L448[10:24:30] <diesieben07> yes
L449[10:24:39] <diesieben07> that's an old
message its not really relevant
L450[10:24:47] <HQBanana> remember this is
my first attempt at modding and java (i know c# and c++)
L451[10:24:51] <HQBanana> so the code
isn't going to be clean
L452[10:25:06] <HQBanana> ehm do i just
paste it in here because that looks quite chaotic?
L453[10:25:14] <diesieben07> god no
L454[10:25:18] <diesieben07> please use
pastebin or something
L455[10:25:20] <HQBanana> okie
L456[10:25:40]
⇨ Joins: tzh
(~tzh@c-24-118-228-184.hsd1.mn.comcast.net)
L457[10:26:02] <Jiraiyah> u can use gist
too
L459[10:26:10] <A1b3> Can I add/remove
capability after AttachEvent?
L460[10:26:24] <diesieben07> A1b3, that
event does not attach a capability
L461[10:26:30] <diesieben07> it attaches a
capability *provider*
L462[10:26:32] <A1b3> I know.
L463[10:26:37] <HQBanana> i'm going to
think it has something to do with NBTTags but I don't fully
understand those yet
L464[10:26:39] <diesieben07> which can
expose capabilities dynamically.
L465[10:26:53] <diesieben07> code of a c#
person haha
L466[10:26:56] <A1b3> I ask if it is not
intended or not.
L467[10:26:59] <HQBanana> :P
L468[10:27:04] <A1b3> So it's dynamic?
Thanks!
L469[10:27:04] <HQBanana> i got most of
this from a tutorial
L470[10:27:08] <diesieben07> yes it is
dynamic
L471[10:27:13] <HQBanana> mrcrayfish
^^
L472[10:27:39] <diesieben07> not a fan.
but ok.
L473[10:27:48] <diesieben07> please post
the full class just for reference
L474[10:27:56] <HQBanana> I have some
ideas for mods but I need to understand the basics first :) things
like tile entities. I'm going to look iinto gui's next but I wanted
to get this problem out of the way
L476[10:28:31] <HQBanana> entire class of
the jar tile entity
L477[10:28:54] <mezz> HQBanana, if you
create an itemstack with a null _storedItem then it will be
invalid
L478[10:28:56] <HQBanana> do you want the
method where I call the remove function as well?
L480[10:29:10] <diesieben07> yes, it's
most likely what mezz said
L481[10:29:30] <HQBanana> that's what i
was thinking but how do i store the information of the contained
item externally
L482[10:29:40] <HQBanana> because I don't
want the data to be lost upon closing the client
L483[10:29:42] <HQBanana> or even
exiting
L484[10:29:43] <diesieben07> i would
suggest you don't even store just the item
L485[10:29:47] <diesieben07> store the
ItemStack
L486[10:29:55] <diesieben07> ItemStack has
methods to serialize from/to NBT
L487[10:29:58] <HQBanana> wouldn't that
still be null though
L489[10:30:05] <gigaherz> store the item's
registryname, the itemstack's count, the metadata value, and any
NBT information
L490[10:30:12] <gigaherz> the itemstack
has methods to convert to NBT
L491[10:30:12] <HQBanana> and when i
write/read to/from nbt will that keep the data upon closing?
L492[10:30:24] <diesieben07> yes, thats
what the nbt methods are for
L493[10:30:32] <gigaherz> assuming you
store the NBT in a persistent location, yes
L494[10:30:36] <diesieben07> what you
store in the nbt there will be persistet to disk
L495[10:30:37] <HQBanana> also "the
metadata value"
L496[10:30:49] <gigaherz> nevermind that,
if you store as NBT, it's implicit
L497[10:30:53] <HQBanana> i tried that
(Because when i store acacia planks it ddrops oak wood back) but I
couldnt'get that to work either
L498[10:31:22] <HQBanana> welp, let me
change it to store the itemstack and then serialize it with the nbt
data
L499[10:31:42] <diesieben07> yeah if you
store the ItemStack it will persist all that
L500[10:31:47] <diesieben07> metadata,
name, enchantments, etc.
L501[10:32:16] <HQBanana> and when i store
the item itself the metadata gets lost?
L502[10:32:20] <diesieben07> yes
L503[10:32:24] <HQBanana> because i did
itemstack.getitem()
L504[10:32:27] <diesieben07> Item is more
of like an item type
L505[10:32:40] <diesieben07> there is one
singleton-like Item instance for all sticks for example
L506[10:32:54] <HQBanana> ah okay, yeh I
was under the assumption that Item was the actual item and stack
was sort of a container for the item and it's amount
L507[10:33:10] <diesieben07> and then an
ItemStack is Item+metadata ("damage
value")+count+NBT
L508[10:33:17] <HQBanana> ah so theres
basically 1 Item for the 16 Itemstacks of, say, wool?
L509[10:33:20] <diesieben07> where NBT is
"misc storage" for things like enchantments
L510[10:33:24] <mezz> the division between
item/itemstack is dirty, you need the whole stack to represent a
unique thing most of the time though
L511[10:33:34] <diesieben07> well, yes
there is one item for all of wool
L512[10:33:43] <diesieben07> but wool is a
special thing because wool is a block
L513[10:33:43] <HQBanana> I started making
a test mod 2 days ago so i'm still wrapping my head around it
:P
L514[10:33:51] <HQBanana> my jar is a
block as well
L515[10:33:51] <diesieben07> so there are
blcoks (things in the world) and items
L516[10:34:02] <diesieben07> a block can
not exist in an inventory, only items can
L517[10:34:11] <HQBanana> yeh
L518[10:34:18] <diesieben07> so thats why
wool exists both as a block and an ItemBlock, where as the
itemblock is the thing you get when wool drops
L519[10:34:22] <HQBanana> and in hand, or
world, one of the two it's an itemBlock right?
L520[10:34:32] <diesieben07> and the
itemblock also handles the right-click to place action
L521[10:34:52] <HQBanana> it's quite
interesting haha, coming from knowing basically no java
L522[10:35:04] <HQBanana> although forge
probably has it's complete own syntax
L523[10:35:15] <diesieben07> not syntax,
forge is not a programming language :P
L524[10:35:27] <diesieben07> but yes, it
will take some time to get to know the "API"
L525[10:35:37] <HQBanana> sorry :P I meant
the conventions
L526[10:35:48] <diesieben07> quotes
because minecraft is not really meant to be modded so things are in
flux a lot of the time
L527[10:36:01] <HQBanana> things i want to
look into next are gui's and RF generation
L528[10:36:11] <HQBanana> althought i dont
know how advanced rf generation is
L529[10:36:16] <HQBanana> so i might put
stuff inbetween that
L530[10:36:35] <HQBanana> yeah
microsoft/mojang never released an official modding api
right?
L531[10:36:39] <diesieben07> for power
generation you have to look into capabilities and other things, you
might want to start with other stuff
L532[10:36:48] <diesieben07> yup. so forge
is basically a giant pile of hacks :D
L533[10:36:57] <diesieben07> well, not
completely, but a lot of it.
L534[10:37:30] <HQBanana> hmm
L535[10:37:37] <HQBanana> so how would i
go about dropping all the items when the jar is broken
L536[10:37:44] <HQBanana> because i have
the itemstack
L537[10:37:56] <HQBanana> now i would need
to put in a value to that itemstack somehow to make it drop the
count the jar is holding
L538[10:38:00] <diesieben07> now you
already found one of the things that are tricky to do :D
L539[10:38:08] <HQBanana> lol
L540[10:38:23] <diesieben07> because when
a block is aksed "what do you drop?" it is already
removed from the world, so your TileEntity would be gone
L541[10:38:28] <diesieben07> but there is
a way to change that.
L542[10:38:41] <HQBanana> well i can call
jar.GetStoredItem() to get the itemstack
L543[10:38:43] <HQBanana> that part
work
L544[10:38:50] <diesieben07> not in
Block::getDrops
L545[10:38:52] <HQBanana> but how would i
insert an amount then
L546[10:39:03] <HQBanana> nono but im not
using block::GetDrops
L547[10:39:03] <diesieben07> because at
that point your jar TileEntity is already gone by default.
L548[10:39:07] <diesieben07> well you
should be.
L549[10:39:19] <diesieben07> if you want
your block to drop something when broken, use getDrops
L550[10:39:21] <HQBanana> because by
default it doesnt drop anything except the jar
L551[10:39:29] <diesieben07> also, get
used to lowercase field/method names :P
L552[10:39:32] <HQBanana> i use breakBlock
and then wold.spawnentityinworld
L553[10:39:39] <diesieben07> (C# naming
sucks)
L554[10:39:40] <HQBanana> rip.. i always
use caps for my methods
L555[10:39:52] <HQBanana> and _pParameter
for parameters
L556[10:39:54] <diesieben07> yeah don't do
that
L557[10:39:59] <diesieben07> ewww why
would you do that
L558[10:40:04] <HQBanana> well ive done c#
for a year and 3 months and then we moved over to c++
L559[10:40:06] <HQBanana> im still in
college :)
L560[10:40:30] <HQBanana> but is there a
way to inject an amount into my itemstack right before dropping
it?
L561[10:40:37] <HQBanana> just keeping
this method
L562[10:40:48] ⇦
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L563[10:40:48] <diesieben07> yes, look at
the ItemStack constructors
L564[10:40:52] <diesieben07> there are
some that take a count
L565[10:41:23] <diesieben07> you do know
how you can look at classes in Forge/Minecraft, right?
L566[10:41:30] <HQBanana> yeah
L567[10:41:32] <HQBanana> the thing
is
L568[10:41:46] <HQBanana> i do ItemStack
stack = jar.GetStoredItem() but i can't use that in a new itemstack
to add a count
L569[10:41:50] <HQBanana> and there is no
itemstack.setcount
L570[10:42:13] <diesieben07> yes there
is.
L571[10:42:42] <HQBanana> lol i didn't
expect a variable
L572[10:42:44] <HQBanana> i expected a
method
L573[10:42:51] <diesieben07> what version
are you on?!
L574[10:42:55] <HQBanana> forge?
L575[10:42:55] <diesieben07> it is a
method in 1.11.x
L576[10:43:01] <HQBanana>
1.10.something
L577[10:43:05] <HQBanana> 1.10.2
L578[10:43:06] <diesieben07> oh
L579[10:43:19] <diesieben07> any reason
you are not on latest?
L580[10:43:31] <HQBanana> because i
couldn't find a tutorial for 1.11
L581[10:43:40] <diesieben07> yeah stay
away from most tutorials
L582[10:43:45] <HQBanana> coming from no
java and no modding experience I didn't wanna start on my own
L583[10:43:45] <diesieben07> especially
youtube ones.
L584[10:43:56] <HQBanana> i followed
mrcrayfish 1.9.4 / 1.10.2 ones
L585[10:44:03] <diesieben07> they are
nothing but cargo culting and people who have no idea wtf they are
doing
L587[10:44:28] <diesieben07> if you know
programming you don't need muhc of a tutorial, you can just ask
here.
L588[10:44:32] <HQBanana> yeah mrcrayfish
made the jar only drop his specific crackers, i made it to take any
item
L589[10:44:56] <HQBanana> well i don't
want to constantly bother people with questions :P
L590[10:45:05] <diesieben07> but that's
what this channel is for.
L591[10:45:19] <HQBanana> specifically for
that? thought it was a general forge channel
L592[10:45:26]
⇨ Joins: BerciTheBeast
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L593[10:45:43] <diesieben07> it's mostly
for mod development
L594[10:45:52] <HQBanana> how would i go
about writing an itemstack to an NBT compound
L595[10:46:03] <HQBanana> because
compound.setItemStack doesn't exist :P
L596[10:46:17] <mezz>
net.minecraft.item.ItemStack#serializeNBT
L597[10:46:20] <HQBanana> thought that was
the way to go since that's the way it was done for primitives
L598[10:46:40] <HQBanana> mezz what does
the # do? and im assuming thats an import?
L599[10:46:51] <gigaherz> it means it's an
instance member
L600[10:46:51] <diesieben07> the # means
its an instance mehtod
L601[10:46:56] <diesieben07> i.e. you need
an isntance of ItemStack to call it
L602[10:46:56] <gigaherz> rather than
static
L603[10:47:02] <gigaherz> so you don't
call it directly, but use a variable
L604[10:47:16] <mezz> I'm pointing you to
a piece of code to look at, not to use with that syntax
L605[10:47:20] <gigaherz> if he said
L606[10:47:20] <gigaherz>
ItemStack.serializeNBT
L607[10:47:22] <gigaherz> you may think
it's like
L608[10:47:25] <gigaherz>
ItemStack.serializeNBT(stack)
L609[10:47:27] <HQBanana>
_storedItem.writeToNBT(_pCompound);
L610[10:47:28] <gigaherz> if he says
L611[10:47:30] <HQBanana> thats what i
have now
L612[10:47:33] <gigaherz>
ItemStack#serializeNBT
L613[10:47:37] <gigaherz> you know
it's
L614[10:47:39] <gigaherz>
stack.serializeNBT
L615[10:47:46] <HQBanana> _storedItem is
an itemstack
L616[10:47:51] <HQBanana> i havent renamed
the variable
L617[10:47:53] <diesieben07> writeToNbt
will write directly to that compound
L618[10:48:02] <diesieben07> if you do
that, ensure it's an empty compound so you dont have
collisions
L619[10:48:18] <diesieben07> serializeNBT
will always give you a fresh compound with only the itemstack's
data in it
L620[10:48:41] <HQBanana> its not an empty
compound, it stores the amount of things stored in the jar
already
L621[10:48:50] <diesieben07> yes don't
give it to the itemstack then
L622[10:48:53] <diesieben07> give the
itemstack an empty one
L623[10:49:00] <HQBanana>
_storedItemStack.serializeNBT();
L624[10:49:02] <diesieben07> then store
that one in yours, after the stack has written its data
L625[10:49:13] <HQBanana> so thats what im
doing in my overridden writeToNBT method in the tile entity
class
L626[10:49:22] <HQBanana> in the read im
assuming i call .deserialize?
L627[10:49:25] <diesieben07> yes
L628[10:49:32] <diesieben07> acutally
no
L629[10:49:36] <gigaherz> HQBanana:
wait
L630[10:49:39] <HQBanana> oh that requires
a compound
L631[10:49:39] <diesieben07> there is a
constructor that takes an nBTTagCompound
L632[10:49:41] <gigaherz> what is the
"jar"
L633[10:49:49] <gigaherz> I'm thinking
this may be sortof XY'd
L634[10:49:50] <HQBanana> the
"jar" is a block
L635[10:49:54] <gigaherz> so you have a
TileEntity
L636[10:50:01] ⇦
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L637[10:50:07] <gigaherz> and in it, you
should have a thing to store the item(s)
L638[10:50:12] <gigaherz> probably an
ItemStackHandler
L639[10:50:15] <HQBanana> yes the jar is a
block that implement ITileEntityProvider
L640[10:50:26] <gigaherz> don't implement
ITileEntityProvider
L641[10:50:28] <HQBanana> then i have a
TileEntityJar class
L642[10:50:31] <gigaherz> it's deprecated
since 1.6 or 1.7
L643[10:50:39] <HQBanana> :| that's what
crayfish did
L644[10:50:41] <gigaherz> override
hasTileEntity + getTileEntity instead
L645[10:50:46] <gigaherz> yes he's wrong,
so are many modders
L646[10:50:47] <gigaherz> ;P
L647[10:50:49] <HQBanana> :P
L648[10:50:57] <HQBanana> so then what do
i implement/extend
L649[10:51:01] <gigaherz> nothing
L650[10:51:04] <gigaherz> Block comeswith
the methods
L651[10:51:07] <gigaherz> override the
existing ones
L652[10:51:08] <HQBanana> well i extend
Block i assume
L653[10:51:34] <gigaherz> class Jar
extends Block { ... @Override hasTileentity .. @Override
getTileEntity
L654[10:51:43] <HQBanana> and what do i do
in hasTileENTITY and getTileEntity
L655[10:51:56] <gigaherz> it should be
obvious?
L656[10:51:59] <gigaherz> return true, and
return the TE
L657[10:52:02] <HQBanana> assuming i can
get rid of createNewTileEntity?
L658[10:52:04] <gigaherz> same as you used
to do in getNewTileEntity
L659[10:52:07] <gigaherz> yes
L660[10:52:12] <diesieben07> not "the
TE" a new TE
L661[10:52:19] <gigaherz> wel lyes
;p
L662[10:52:25] <diesieben07> just to
clarify ;)
L663[10:53:07] <HQBanana> there is no
getTileEntity
L664[10:53:12] <HQBanana> you sure that's
not something for 1.11?
L665[10:53:16] <gigaherz> actually
sorry
L666[10:53:19] <gigaherz> it's
createTileEntity
L667[10:53:22] <gigaherz> brainfart
L669[10:53:58] <gigaherz> I got confuzzled
with hasCapability + getCapability
L670[10:54:17] <HQBanana> :P
L671[10:54:40] <HQBanana> okay no errors
so far
L672[10:54:44] ⇦
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L673[10:54:44] <gigaherz> this is an
example of a TE with items
L675[10:54:46] <gigaherz> done right
L676[10:54:49] <HQBanana> back to
serializing the nbt
L677[10:55:18] <gigaherz> the proper 1.9+
way ;P
L679[10:56:10] <gigaherz> this should
serve as a nice example of how to get things done
L680[10:56:27]
⇨ Joins: Cooler (~coolerext@117.207.166.28)
L681[10:56:33] <HQBanana> okay i
implemented the first one you sent (the tilerack)
L682[10:56:37] <HQBanana> oh you sent a
new one lol
L683[10:56:51] <gigaherz> the whole
package (folder)
L684[10:57:00] <gigaherz> is all the stuff
involved in implementing the rack
L685[10:57:02] <HQBanana> welp lets start
it and hope it didn't completely go poof
L686[10:57:34] <HQBanana> the binding of
the tile entity to the jar block didn't change with removing
implements ITileEntityProvider?
L687[10:57:50] <HQBanana> as in the
GameRegistry.registerTileEntity
L688[10:57:55] <gigaherz> yeah that
doesn't change
L689[10:57:59] <HQBanana> okay
L690[10:58:06] <gigaherz> if you look at
the implementation of hasTileEntity in Block
L691[10:58:14] <gigaherz> it does
"this instanceof ITileEntityProvider"
L692[10:58:21] <gigaherz> and if you look
at the implementation of createTileEntity
L693[10:58:23] <HQBanana> rendering my
objects inside still works so thats nice
L694[10:58:33] <HQBanana> uh
L695[10:58:33] <gigaherz> it does
"((ITileEntityProvider)this).createNewTileEntity"
L696[10:58:40] <gigaherz> so in
effect
L697[10:58:43] <HQBanana> okay something
went terribly wrong
L698[10:58:44] <gigaherz> it was doing the
same
L699[10:58:56] <HQBanana> wait so tahts
casts "this" to a tileentityprovider?
L700[10:59:06] <gigaherz> in the default
implementation, yes
L701[10:59:18] <gigaherz> but since you
overrided the methods
L702[10:59:20] <gigaherz> it won't do that
anymore
L703[10:59:22] <HQBanana> welp when i
removed item it dropped a lot of them and now i have a stack with
value 0 in my inventory
L704[10:59:24] <gigaherz> and it will run
your code instead
L705[10:59:31] <gigaherz> well that's a
whole other matter
L706[10:59:51] <HQBanana> i think i know
why
L707[10:59:58] <HQBanana> because i just
pass the itemstack of my helditem to the jar
L708[11:00:01] <HQBanana> which is like 50
items
L709[11:00:04] <HQBanana> so it tries to
drop that
L710[11:00:14] <HQBanana> i pick it up and
somehow it goes over 64 items and creates an issue
L711[11:00:21] <gigaherz> what exactly are
you trying to do?
L712[11:00:23] <HQBanana> need to set the
amount i put into the jar to 0
L713[11:00:29] <gigaherz> no
L714[11:00:31]
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L715[11:00:32] <tzh> hey is there any
reasonable way to... spoof block lighting, but only for a texture
or two? like having something 'glowing' on a block that's still
visible even when the block isn't lit?
L716[11:00:33] <gigaherz> you need to make
a copy of the stack
L717[11:00:34] <HQBanana> i mean 1
L718[11:00:42] <gigaherz> itemstacks are
reference types -- everything in java are reference types
L719[11:01:16] <gigaherz> tzh: I have seen
others ask/do that
L720[11:01:21] <gigaherz> but I have no
idea how they did it
L721[11:01:26] <tzh> haha welp
L722[11:01:35]
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L723[11:01:36] <tzh> at least it's good
knowing it's possible, i guess
L724[11:01:40] <HQBanana> giga i think i
fixed it, starting up now
L725[11:01:45] <gigaherz> HQBanana what
exactly are you trying to do?
L726[11:01:53] <HQBanana> a simple jar
that i can store any item in
L727[11:02:02] <HQBanana> when its full
and i right click, it drops 1 item out
L728[11:02:07] <HQBanana> when it's
destroyed it drops all held items
L729[11:02:10] <gigaherz> okay
L730[11:02:14] <gigaherz> dropping all the
items should be easy
L731[11:02:27] <HQBanana> yeh im testing
the removal first then seeing if the dropping all items still
works
L732[11:02:36] ***
Darkhax_AFK is now known as Darkhax
L733[11:03:11] <HQBanana> wups made a
minor mistake.. i really need to run in debug mode instead of
normal mode -,-
L735[11:03:24] <gigaherz> this is how I
drop the contents of a block
L736[11:03:25] <gigaherz> when it
breaks
L737[11:03:28] <HQBanana> accidently
decreased 1 from the stack copy instead of the actual stack im
holding
L738[11:03:37] <gigaherz> I call it a bit
up from the linked line
L739[11:04:16] <HQBanana> hmm this might
be something im not familiar with
L740[11:04:30] <HQBanana> i do ItemSTack
helditem = _pHeldItem(which is passed in through
onBlockActivated)
L741[11:04:37] <HQBanana> then set
heldItem.stacksize to 1
L742[11:04:45] <HQBanana> does that set
the _pHeldItem stacksize to 1 as well?
L743[11:04:56] <diesieben07> yes
L744[11:05:00] <HQBanana> rip
L745[11:05:07] <diesieben07> because
variables are just pointers to objects
L746[11:05:13] <diesieben07> you should be
familiar with that from C#
L747[11:05:20] <mezz> just fyi, java
convention would name the field as "heldItem" and
reference it as "this.heldItem" instead of
_pHeldItem
L748[11:05:20] <HQBanana> i havent done c#
in a long time
L749[11:05:30] <HQBanana> tbh i always
preferred c++ over c#
L750[11:05:40] <diesieben07> you can copy
and ItemStack though, it has a copy method
L751[11:05:44] <diesieben07> *an
L752[11:05:45] <HQBanana> oh good
L753[11:05:47] ⇦
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L754[11:06:02] <HQBanana> added .copy(),
lets see if it works now :D
L755[11:06:15] <HQBanana> should tho
L756[11:06:28] <tzh> basically everything
in java has what i like to call "spooky action at a
distance"; changing a value in an object changes it everywhere
that object is stored, since it's all just pointers
internally
L757[11:06:40] <HQBanana> oh and also is
there a way to change what particles are spawned upon
breaking
L758[11:06:49] <HQBanana> because right
now when i break the jar it spawns the missing texture
particles
L759[11:07:09] <diesieben07> tzh, that's
not really java specific... OOP without pointers is somewhat
pointless.
L760[11:07:22] <diesieben07> HQBanana, you
need a model for your block
L761[11:07:30] <HQBanana> i have a model
for my block
L762[11:07:42] <diesieben07> then it would
not spawn the missing particles.
L763[11:08:17] <tzh> diesieben07: sure.
but i guess i mentally have a distinction between languages that
explicitly have value/reference distinctions (c pointers, etc) and
languages that have it going on constantly under the surface.
L764[11:08:17] <HQBanana> welp i broke the
jar even more than it was :(
L765[11:08:35] <diesieben07> i guess
so...
L766[11:08:40] <HQBanana> think i nkow why
i broke it this time as well
L767[11:08:58] <HQBanana> also getting a
nullreference on my "writing to a state"
L768[11:09:07] <HQBanana> oh
L769[11:09:11] <HQBanana> i had 2 mc's
open...
L770[11:09:30] <gigaherz> HQBanana: Java
is like if you always used Type& in C++ -- "hidden
pointers"
L771[11:09:40] <HQBanana> ah
L772[11:09:42] <HQBanana> that explains a
lot
L773[11:10:02] <gigaherz> in C#, you have
classes, which also work like that
L774[11:10:11] <HQBanana> yeah i followed
a java tutorial for particles (which i wanted to implement in c++)
couldn't find a c++ tutorial so i had a lot of issues passing stuff
through methods.
L775[11:10:13] <gigaherz> and structs,
which behave as inline types
L776[11:10:22]
⇨ Joins: Jiraiyah (~Alireza@5.115.68.146)
L777[11:10:26] <gigaherz> Java and C++
don't mix together
L778[11:10:50] <gigaherz> the only way to
talk between Java and C++ is JNI
L779[11:10:55] <gigaherz> which is quite
crappy as an API
L780[11:11:04] <HQBanana> nono thats not
what i meant
L781[11:11:15] <HQBanana> i wanted
particles in my c++ project, but i couldnt find a tutorial how to
do it in c++
L782[11:11:23] <gigaherz> oh
L783[11:11:23] <HQBanana> so i followed
one for java and converted the code to c++
L784[11:11:30] <HQBanana> but i had quite
some issues with referencing
L785[11:11:57] <gigaherz> yeah you'd have
had to turn all the class variables into pointers or
references
L786[11:12:07] <gigaherz> and then change
a whole bunch of . into ->
L787[11:12:36] <gigaherz> you need to know
the two languages well, in order to convert code properly
L788[11:12:38] <HQBanana> yeh
L789[11:12:45] <HQBanana> i didnt know
java at all
L790[11:12:50] <HQBanana> so i went by my
knowledge of c#
L791[11:12:55] <HQBanana> and eventually i
got it working
L792[11:13:28] <gigaherz> C#<->Java
is a lot simpler
L793[11:13:32] <HQBanana> yeah
L794[11:13:32] <gigaherz> but there's
still subtleties
L795[11:13:43] <HQBanana> all sorts of
weird stuff is happening now lol
L796[11:13:59] <HQBanana> insert item
-> appears in jar -> inserts anothing item -> pops
out
L797[11:14:15] <HQBanana> insert item
again -> appears in jar -> inserts another item -> pops
into world for 1 tick and disappears
L798[11:14:19] <HQBanana> and then the
second row repeats
L799[11:14:25] <HQBanana> while itemcount
is 1
L800[11:14:33] <gigaherz> can you
pastebin/gist the code again?
L801[11:14:37] <gigaherz> I
recommendgist
L802[11:14:44] <gigaherz> so you can paste
both the block and the te code at once
L803[11:14:45] <gigaherz> ;P
L804[11:14:47] <HQBanana> yeah i think
it's something with my copying of the itemstack
L805[11:14:48] <gigaherz>
gist.github.com
L806[11:14:51] <HQBanana> ah good i'll
look at gist
L807[11:14:58] <HQBanana> ehm.. ignore the
crapton of if statements
L808[11:15:08] <HQBanana> this is my first
mod test thingie so i didnt really make it nice or anything
:P
L809[11:15:26] ⇦
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L810[11:15:28] <gigaherz> it's ok
L811[11:15:42] <gigaherz> worst that can
happen is that I leave screaming
L812[11:15:54] <HQBanana> you probably
will
L813[11:15:55] <gigaherz> but changes are
I'll just point out some things that could be better
L815[11:15:58] <HQBanana> i hope you can
see that
L816[11:16:00] <HQBanana> yeah
L817[11:16:05] ⇦
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L818[11:16:06] <HQBanana> i'll happily
change it if it's for the better
L819[11:16:06] <gigaherz> yes I can
;p
L820[11:16:28] <gigaherz> ewh so many
underscore prefixes in parameters
L821[11:16:29] <gigaherz> XD
L822[11:16:33] <gigaherz> your naming
convention is weird
L823[11:16:36] <HQBanana> yeah i do that
for privates
L824[11:16:46] <gigaherz> yeah I do that
in private fields in C#
L825[11:16:50] <HQBanana> thats how it got
taught in school (the privates)
L826[11:16:50] <gigaherz> but not on
parameters or locals ;P
L827[11:16:58] <HQBanana> parameters is
something i do myself
L828[11:17:01] <HQBanana> wait.. i have it
on a local?
L829[11:17:07] <gigaherz> no
L830[11:17:12] <HQBanana> oh good
L831[11:17:17] <HQBanana> because i dont
use _ on a local
L832[11:17:18] <gigaherz> I was grouping
them together
L833[11:17:21] <HQBanana> ah okay
L834[11:17:25] <gigaherz> they are the
same to me
L835[11:17:28] <gigaherz> same naming
standards
L836[11:17:37] <HQBanana> ooh
L837[11:17:44] <gigaherz> to me, a
parameter is just a local that gets assigned by the caller instead
of myself
L838[11:17:54] <HQBanana> i dont know why
i started adding _ to a parameter
L839[11:18:00] <HQBanana> but the
pParameter was taught in school
L840[11:18:35] <gigaherz> you may have
noticed at this point
L841[11:18:38] <diesieben07> they teach a
lot of terrible things at school, especially in programming
L842[11:18:43] <gigaherz> that the java
convention is to have methods camelCase instead of TitleCase
L843[11:18:44] <gigaherz> ;P
L844[11:18:59] <HQBanana> thing is i am in
college specifically for programming, the educatino is called
"game engineering"
L845[11:19:00] <HQBanana> lol
L846[11:19:11] <HQBanana> yeah im trying
to move away from what im used to
L847[11:19:12] <HQBanana> but thats
hard
L848[11:19:13] <diesieben07> that doesn't
change anything :D
L849[11:19:17] <gigaherz> nice, we didn't
touch anything related to games
L850[11:19:23] <HQBanana> lol
L851[11:19:28] <HQBanana> all our projects
are making games
L852[11:19:33] <HQBanana> albeit terrible
ones because we get like 3 weeks
L853[11:19:56] <HQBanana> in the projects
i work mostly on the openGL side of things
L854[11:20:07] <gigaherz> it teaches
deadlines, though
L855[11:20:10] <HQBanana> yeah
L856[11:20:10] <gigaherz> in the world
ofgames
L857[11:20:11] <HQBanana> it does
L858[11:20:19] <gigaherz> specially
mobile/facebook games
L859[11:20:26] <gigaherz> creating games
quickly is more important than making them good
L860[11:20:30] <gigaherz> yo urelease a
dozen games
L861[11:20:37] <gigaherz> if ONE of them
gets viral, you won
L862[11:20:42] <HQBanana> yeah i wanna
start making mobile games in the summer vacation
L863[11:20:49] <gigaherz> I hate the
industry
L864[11:20:49] <HQBanana> or at least make
1
L865[11:20:50] <gigaherz> a lot
L866[11:20:55] <gigaherz> but that's how
it works
L867[11:20:55] <gigaherz> XD
L868[11:21:03] <HQBanana> yeah because
people have to go through 10000 games that are crap
L869[11:21:09] <gigaherz> spam people with
games, until one of them hits them in the face
L870[11:21:11] <HQBanana> and your decent
game will probably not even appear in the top 1000
L871[11:21:17] <gigaherz> yup
L872[11:21:17] <HQBanana> flappy bird
cough
L873[11:21:27] <gigaherz> I released a
game on phones
L874[11:21:35] <gigaherz> after a yaer, I
have like 150 downloads
L875[11:21:39] <HQBanana> in a project we
made a mobile android game it turned out pretty well
L876[11:21:39] <gigaherz> year*
L877[11:21:40] <HQBanana> lol rip
L878[11:21:46] <gigaherz> I made $3 in
ads
L879[11:21:51] <gigaherz> supposedly
L880[11:21:52] <HQBanana> 3$ is 3$
L881[11:21:59] <gigaherz> no it isn't 3 is
0
L882[11:22:02] <HQBanana> so any issues
you could find in my sloppy code?
L883[11:22:03] <gigaherz> because if you
don't make > 100
L884[11:22:03] <HQBanana> lolwat
L885[11:22:05] <gigaherz> you can't ask
for the money
L886[11:22:09] <HQBanana> gg
L887[11:22:17] <gigaherz> they only pay
out if you earned over 100
L888[11:22:19] <HQBanana> is that how the
playstore works?
L889[11:22:28] <gigaherz> that's how
advertisement providers work
L890[11:22:31] <HQBanana> oh boi
L891[11:22:43] <HQBanana> welp good thing
i have an ice idea for a mobile game :P
L892[11:22:54] <gigaherz> oh and
L893[11:22:59] <gigaherz> be prepared to
look for advertisers
L894[11:23:07] <gigaherz> because you have
to manually look for them
L895[11:23:10] <HQBanana> yeah that's the
main income
L896[11:23:15] <gigaherz> no I mean
L897[11:23:27] <gigaherz> if you get like,
unity ads, implemented
L898[11:23:34] <gigaherz> you only get the
"library"
L899[11:23:38] <HQBanana> lol
L900[11:23:46] <gigaherz> you have to talk
with advertisers and then get a contract with them
L901[11:23:49] <gigaherz> to put ads on
your app
L902[11:23:54] <HQBanana> :|
L903[11:24:07] <gigaherz> yeah I was like
that when I realized it
L904[11:24:08] ⇦
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L905[11:24:16] <HQBanana> but eh did you
run away crying yet?
L906[11:24:20] <HQBanana> or at least
cry
L907[11:24:23] <gigaherz> they do serve
some ads through unity ads or admob
L908[11:24:25] <gigaherz> but few
L909[11:24:32] <gigaherz> most ads are
served through a 3rdparty provider
L910[11:24:44] <HQBanana> yeah it's
probably because they're legally bound to have 1 or 2 at
least
L911[11:25:04] <gigaherz> so you have to
find some ad providers that want to advertise in your game
L912[11:25:07] <gigaherz> and then you get
a special link
L913[11:25:16] <gigaherz> that you add to
the ads "broker" site
L914[11:25:34] <HQBanana> that sounds...
interesting
L915[11:25:36]
⇨ Joins: psxlover
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L916[11:25:36] <gigaherz> and then when
your app wants to show an ad
L917[11:25:41] <gigaherz> you ask the
broker
L918[11:25:46] <gigaherz> and the broker
"auctions" the space
L919[11:25:54] <gigaherz> and the best
offer gets shown in your space
L920[11:26:10] <gigaherz> of course if you
have no providers in the list of the broker, you get only their
"example ads" sortof
L921[11:26:22] <gigaherz> since there
isn't anyone else to win the auction
L922[11:26:40] <HQBanana> lol
L923[11:26:44] <gigaherz> I'm saying
because that's something they MAY teach you
L924[11:26:46] ⇦
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L925[11:26:52] <gigaherz> but no one had
told me before I released my game ;p
L926[11:27:04] <HQBanana> the only
business practice we're looking into right now is
pre-acquisition
L927[11:27:19] <gigaherz> if you sell the
game, that's a whole other matter
L928[11:27:28] <gigaherz> because the
money goes into your game's "account"
L929[11:27:40] <gigaherz> and then you can
request to get paid like once a month or whenever
L930[11:28:01] <gigaherz> it's more
direct
L931[11:28:03] <HQBanana> welp need to
make money somehow
L932[11:28:06]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3E80700506B2F2DE2255EBB.dip0.t-ipconnect.de)
L933[11:28:06] <gigaherz> less
hassle
L934[11:28:16] <gigaherz> but also harder
to earn ;P
L935[11:28:19] <HQBanana> once i release a
mod i'll also make a youtube video for documentation purpose
:P
L936[11:28:28] <HQBanana> as in, an
official spotlight
L937[11:28:34] <gigaherz> yeah
L938[11:28:35] <gigaherz> that's
nice
L939[11:28:37] <HQBanana> going to hear my
lovely accent lol
L940[11:28:39] <gigaherz> people like
youtube tutorials for mods
L941[11:28:47] <HQBanana> yeh i always
look up spotlights for a mod i dont know
L942[11:29:11] <HQBanana> for some reason
whenever i speak through a microphone mya ccent shows up big time
tho
L943[11:29:18] <HQBanana> but eh.. did you
cry from my jar code?
L944[11:29:19] <gigaherz> mods with a
youtube video in the description get more downloads also
L945[11:29:23] <gigaherz> I didn't look
yet XD
L946[11:29:24] <HQBanana> oh kewl
L947[11:29:25] <HQBanana> lol
L948[11:29:35] <HQBanana> im trying all
sorts of things now
L949[11:29:51] <gigaherz> is your jar
transparent?
L950[11:30:03] <HQBanana> yes
L951[11:30:21] <HQBanana> you can see the
item in there
L952[11:30:30] <gigaherz>
setUnlocalizedName(Reference.TutorialBlocks.JAR.getUnlocalizedName());
L953[11:30:30] <gigaherz>
setRegistryName(Reference.TutorialBlocks.JAR.getRegistryName());
L954[11:30:31] <gigaherz> EWH
L955[11:30:31] <gigaherz> don't
L956[11:30:33] <HQBanana> well... you see
a cracker because i havent figured out how to get the instance of
the jar in the special renderer class yet
L957[11:30:38] <gigaherz> wait
L958[11:30:40] <gigaherz> ewh
L959[11:30:46] <gigaherz> nevermind but
ewh regardless
L960[11:30:50] <HQBanana> XD
L961[11:31:06] <gigaherz> wtf is
Reference.TutorialBlocks.JAR
L962[11:31:13] <gigaherz> and why do you
have to copy the values from elsewhere?
L963[11:31:30] <HQBanana> Reference is a
class that holds stuff like item enums and block enums
L964[11:31:39] <HQBanana> as i said i
followed a tutorial
L965[11:31:42] <gigaherz> you don't need
to override addCollisionBoxToList
L966[11:31:52] <HQBanana> once i actually
make a mod myself i change that sort of stuff
L967[11:31:58] <gigaherz> it defaults
tocalling getBoundingBox already
L968[11:32:05] <TechnicianLP> is it a real
enum?
L969[11:32:23] <gigaherz> HQBanana: a
recommendation
L970[11:32:31] <gigaherz> instead of
"if (_pWorldIn.isRemote == false){"
L971[11:32:33] <gigaherz> you can do
L972[11:32:46] <gigaherz> "if
(_pWorldIn.isRemote) return;"
L973[11:32:50] <gigaherz> and you avoid
one nesting depth
L974[11:32:55] <gigaherz> also
L975[11:32:58] <gigaherz> use the !
operator kthx
L976[11:33:10] <gigaherz> "if
(!_pWorldIn.isRemote){"
L977[11:33:11] <HQBanana> i never liked
using !
L978[11:33:16] <gigaherz> it simply means
"not"
L979[11:33:20] <gigaherz> "if (not
_pWorldIn.isRemote){"
L980[11:33:21] <HQBanana> i always prefer
seeing what i do
L981[11:33:25] <HQBanana> i know what it
does
L982[11:33:31] <HQBanana> i just prefer ==
true and == false
L983[11:33:34] <gigaherz> my teacher would
have failed you
L984[11:33:38] <mezz> learn to love it
because you'll never see == true or == false
L985[11:33:40] <gigaherz> that was a
direct fail
L986[11:33:43] <HQBanana> lol
L987[11:33:47] <gigaherz> if you had a
boolean == true or == false
L988[11:33:51] <gigaherz> exercise score =
0
L989[11:33:54] <HQBanana> :#
L990[11:34:10] <gigaherz> no matter how
good the rest was
L991[11:34:16] <gigaherz> direct and
absolute fail
L992[11:34:18] <HQBanana> 0,o
L993[11:34:47] ⇦
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L994[11:34:48] <gigaherz> okay I want you
to look at this:
L995[11:34:49] <gigaherz> ItemStack
heldItem = _pHeldItem.copy();
L996[11:34:49] <gigaherz>
heldItem.stackSize = 1;
L997[11:34:49] <gigaherz> if (heldItem !=
null) {
L998[11:34:52] <gigaherz> and see the
problem
L999[11:35:09] <HQBanana> it's never been
null in my testing but i see what you mean
L1000[11:35:24] <gigaherz> yeah -- you
check for null long after it would nullpointerexception
L1001[11:35:25] <gigaherz> ;P
L1002[11:35:27] <HQBanana> i got adding
to work again
L1003[11:35:29] <HQBanana> :P
L1004[11:35:38] <HQBanana> so now it
doesnt pop out after more than 1
L1005[11:35:41] <gigaherz> if ((heldItem
== jar.GetStoredItem()) || jar.GetItemCount() == 0) {
L1006[11:35:44] <gigaherz> don't use
==
L1007[11:35:49] <gigaherz> in java, ==
means ReferenceEquals
L1008[11:35:55] <HQBanana> then what am i
supposed to use 0,o
L1009[11:36:00] <gigaherz> if you want to
compare for equality use .equals
L1010[11:36:03] <gigaherz> or in case of
itemstacks
L1011[11:36:08] <HQBanana> whats the
difference?
L1012[11:36:11] <gigaherz>
ItemStack.areItemsEqual
L1013[11:36:12] <HQBanana> to .equals an
d==
L1014[11:36:17] <tterrag> copy() is
nonnull anyways
L1015[11:36:22] <gigaherz> you know how
in C# and C++
L1016[11:36:27] <HQBanana> im not using
the .copy anymore
L1017[11:36:28] <gigaherz> you can
overload the operator==?
L1018[11:36:31] <HQBanana> yeh
L1019[11:36:34] <gigaherz> java
can't
L1020[11:36:36] <HQBanana> never did that
tho :P
L1021[11:36:38] <Necro> also, shouldn't
all ItemStack null checks be replaced by ItemStack.isEmpty() by
now?
L1022[11:36:44] <gigaherz> java ALWAYS
compares pointers with ==
L1023[11:36:48] <gigaherz> so
L1024[11:36:49] <HQBanana> oh
L1025[11:36:53] <HQBanana> okie ill
change that up
L1026[11:36:53] <mezz>
itemstack.copy().equals(itemstack) is true, but itemstack.copy() !=
itemstack
L1027[11:36:54] <gigaherz> a = new
Blah(1);
L1028[11:36:59] <gigaherz> b = new
Blah(1);
L1029[11:37:01] <gigaherz> a==b is
false
L1030[11:37:05] <gigaherz> a.equals(b)
can be true
L1031[11:37:10] <HQBanana> ah
L1032[11:37:14] <TechnicianLP> btw does
one have to care about TileENtity.hasWorld() in an ITickable?
L1033[11:37:19] <HQBanana> yeha because a
is obviously a different pointer than b
L1034[11:37:24] <gigaherz> exactly
L1035[11:37:41] <gigaherz> however
L1036[11:37:44] <gigaherz> if you use
equals
L1037[11:37:46] <tterrag> mezz: actually
no
L1038[11:37:48] <gigaherz> it will
compare the stack size too
L1039[11:37:49] <tterrag> itemstack does
not impl equals()
L1040[11:37:51] <tterrag> so...both
false
L1041[11:38:04] <gigaherz> so you can't
use ItemStack.areItemStacksEqual
L1042[11:38:24] <tterrag> or....was it
added in 1.11?
L1043[11:38:30] <mezz> lol no you're
right
L1044[11:38:33] <mezz> itemstack is
awful
L1045[11:38:57] <HQBanana> i dont want it
to compare stacksize
L1046[11:39:00] <HQBanana> i only want to
compare the items
L1047[11:39:00] <gigaherz>
ItemHandlerHelper.canItemStacksStack
L1048[11:39:06] <gigaherz> that is what
you want
L1049[11:39:18] <gigaherz> it returns
true if the two stacks can be "put together"
L1050[11:39:18] <tterrag> probably
^^
L1051[11:39:20] <HQBanana> eh instead of
_pHeldItem.isItemEqual?
L1052[11:39:23] <gigaherz> yes
L1053[11:39:26] <HQBanana> so basically
if they're the same item?
L1054[11:39:29] <HQBanana> and same meta
data i hope
L1055[11:39:29] <tterrag> because
isItemEqual does not check NBT
L1056[11:39:30] <gigaherz> because you
want to compare the metadata
L1057[11:39:31] <gigaherz> and NBT
L1058[11:39:32] <tterrag> which could be
very bad
L1059[11:39:34] <gigaherz> which
isItemEqual does not
L1060[11:39:37] <HQBanana> ahh
L1061[11:39:46] <gigaherz> suppose you
have some renamed items
L1062[11:39:48] <gigaherz> and some
un-renamed
L1063[11:39:54] <gigaherz> (in an
anvil)
L1064[11:39:56] <gigaherz> if you don't
check NBT
L1065[11:40:00] <gigaherz> you could
stack them together
L1066[11:40:04] <gigaherz>
incorrectly
L1067[11:40:04] <HQBanana> so waht's
canItemStackStackRelaxed for?
L1068[11:40:13] <gigaherz> read the
javadoc comment
L1069[11:40:35] <tterrag> is there a way
to have gradle add vm args to run configs?
L1070[11:40:39] <HQBanana> oh thats
mainly for picking up items
L1071[11:40:43] <gigaherz> yup
L1072[11:40:47] <gigaherz> so don't worry
about it
L1073[11:40:49] <gigaherz> use the normal
one
L1074[11:40:53] <HQBanana> yup i have
that now
L1075[11:40:56] <gigaherz> tterrag: no
idea
L1076[11:40:57] <HQBanana> only 1 issue
persists
L1077[11:41:00]
⇨ Joins: jamierocks
(~jamierock@mana.bot.jamiemansfield.me)
L1078[11:41:13] <gigaherz> tterrag: I
thought it was forgegradle that does the run configs?
L1079[11:41:14] <HQBanana> the fact that
when i break the jar i get a stack of 0 items i my inventory
L1080[11:41:32] <tterrag> gigaherz: sure,
however it works, I just want my script to add a vm arg
L1081[11:41:40] <tterrag> tired of
redoing it every time I set up
L1082[11:41:42] <HQBanana> oh wups
L1083[11:42:03] <HQBanana> i made a stack
with the size of the amount of items in the jar but i never used
it....
L1084[11:43:34] <HQBanana> at this point
i dont really care too much about performance because this is about
learning how stuff works with the forge api
L1085[11:43:58] <HQBanana> hmm
L1086[11:44:23] <HQBanana> still when i
pick up the dropped items it sets the stack in my inventory to
0
L1087[11:44:39] <HQBanana>
_storedItemStack = _pItem; would this need to be _storedItemStack =
_pItem.copy();
L1088[11:45:01] <HQBanana> because what
i'd be doing now (if i understand the java stuf correctly
L1089[11:45:19] <HQBanana> is making a
pointer to the passed itemstack instead of creating a new one of
the jar
L1090[11:45:24] <tterrag> could you post
your whole code? instead of random snippets
L1091[11:45:32] <HQBanana> i posted the
jar classes
L1092[11:45:38] <tterrag> I missed
it
L1093[11:45:42] <HQBanana> oh
L1094[11:45:44] <tterrag> also, I'm sure
it's changed
L1096[11:45:48] <tterrag> no?
L1097[11:45:50] <HQBanana> yeh a
bit
L1098[11:45:52] <HQBanana> i could update
the gist
L1099[11:45:53] <HQBanana> sec
L1100[11:45:57] <gigaherz> tterrag: I see
a setServerJvmArgs in the forgegradle code
L1101[11:46:13] <gigaherz> but I don't
know if it can be used from anywhere
L1102[11:46:16] <gigaherz> or it's just
"there"
L1103[11:46:17] <gigaherz> unused
L1105[11:46:33] <HQBanana> this
L1106[11:46:55] <HQBanana> is what i have
right now and on both the breakBlock and removeitem when the item
drops it sets my inventory's stack of that item to 0
L1107[11:47:35] <gigaherz> I'm going to
assume it's just not implemented
L1108[11:47:36] <tterrag> well first off
use Block.spawnAsEntity
L1109[11:48:02] <Necro> "
L1110[11:48:02] <Necro> import
scala.Console;" wat? why not System.out.println()?
L1111[11:48:05] <HQBanana> tterrag just
know that i started modding 2 days ago :) any tips are welcome
tho
L1112[11:48:09] <tterrag> second, why do
you store item count separately instead of just using the stack's
stack size?
L1113[11:48:36] <HQBanana> because i had
an Item instead of ItemSTack before
L1114[11:49:01] <tterrag> well, change
it
L1115[11:49:58] <tterrag> and yeah, don't
use any scala stuff
L1116[11:50:03] <tterrag> that's asking
for mysterious crashes
L1117[11:50:08] <HQBanana> scala
stuff?
L1118[11:50:13] <HQBanana> probably
imported a wrong thingie then
L1120[11:50:55] <HQBanana> oh im not even
suing that, lemme remove it
L1121[11:51:31] <tterrag> you are in the
second class
L1122[11:51:45] <HQBanana> already
removed that
L1123[11:52:41]
⇦ Quits: A1b3 (~Abastro@143.248.181.22) (Ping timeout: 384
seconds)
L1124[11:53:29] <HQBanana> got rid of the
_itemCount
L1125[11:53:37] <HQBanana> running now to
see if it broke anything
L1126[11:54:11] <HQBanana> full on
crash
L1127[11:54:50] <HQBanana>
java.lang.NullPointerException: Rendering Block Entity
L1128[11:55:20] <HQBanana> oh
L1129[11:55:26] <HQBanana> think i know
why
L1130[11:58:48] <Drakmyth> I just tried
to update my forge version and bumped the MCP mappings while I was
at it, but when I try to run setupDecompWorkspace I just get an
error saying "Error:(25, 0) The specified mapping
'snapshot_20170326' does not exist!"
L1132[11:58:56] <Drakmyth> Anyone know
what's going on?
L1133[11:59:11] <mezz> try yesterday's
mappings
L1134[11:59:19] <Drakmyth> I did, same
thing
L1135[11:59:36] <mezz> !!latest
1.11
L1136[11:59:36] <MCPBot_Reborn> ===
Latest Mappings ===
L1137[11:59:37] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1138[11:59:38] <MCPBot_Reborn> 1.11
snapshot_20170326
L1139[11:59:52] <mezz> hm
L1140[11:59:58]
⇦ Quits: Cooler (~coolerext@117.207.166.28) (Ping timeout:
204 seconds)
L1141[12:00:04] <mezz> are you on 1.10 or
something?
L1142[12:00:04] <Drakmyth> 1.11 vs 1.11.2
perhaps?
L1143[12:00:17] <mezz> 1.11.2 has no
mappings, we're just using the 1.11 ones
L1144[12:00:47] <HQBanana> lol i jsut
keep breaking different things
L1145[12:01:41] <Drakmyth> I assume it's
using the minecraft {version} string to determine which mappings to
use?
L1146[12:02:30]
⇨ Joins: Meronat
(uid190493@2604:8300:100:200b:6667:2:2:e81d)
L1147[12:02:46] <Drakmyth> If I change
the version string to '1.11-13.20.0.2228' I get 'Error:(22, 0)
1.11-13.20.0.2228 is an invalid version! did you mean
'1.11.2-13.20.0.2228' ?'
L1148[12:03:11] <mezz> that's the forge
version, we do have forge versions for 1.11.2
L1149[12:03:32] <Drakmyth> How do I
change the version that the mapping looks for without changing the
forge version?
L1150[12:03:49] <Drakmyth> Assuming
that's what's going wrong?
L1151[12:04:27] <mezz> that's not what's
going wrong, I don't know what is wrong
L1152[12:04:59] <Drakmyth> Hmm...
L1153[12:05:03] <HQBanana> you cant make
an empty ItemStack?
L1154[12:05:20] <HQBanana> as in ad
efault one
L1155[12:05:44] <mezz> ItemStack.EMPTY on
1.11
L1156[12:05:54] <HQBanana> ty
L1157[12:06:30] <tterrag> it would sure
be helpful if the forge maven was browsable
L1158[12:06:35] <tterrag> or at LEAST let
me look at the metadata xml
L1159[12:10:49] <tterrag> finally
L1161[12:10:54] <tterrag> that is the
link for that mappings version
L1162[12:10:55] <tterrag> and it
works
L1163[12:10:56] <tterrag> so
L1164[12:12:46]
⇨ Joins: McJty
(~jorrit@94-224-152-129.access.telenet.be)
L1165[12:12:53] <HQBanana> im kinda
mindblown right now lol
L1166[12:13:56] <Drakmyth> Since I've
updated the mod across multiple version on and off since 1.8, I
downloaded the 13.20.0.2228 mdk and copied the gradle folder,
build.grade, gradle.properties, gradlew, and gradlew.bat files
overwriting the ones I had previously in case there were any
structural changes to the gradle configuration.
L1167[12:14:31] <tterrag> (there
wasn't)
L1168[12:14:41] <tterrag> I haven't
downloaded an mdk since 1.7 :P
L1169[12:14:41] <Drakmyth> The only
customizations I've made are the mappings version, the version,
group, and archivesBaseName, and the sourceCompatibility
lines
L1170[12:15:02] <tterrag> Drakmyth: run
the 'clean' task, then sDecW again with
--refresh-dependencies
L1171[12:15:28] <Drakmyth> There were
some differences, wrapping a second copy of the sourceCompatibility
line in a compileJava block, and some changes to the buildscript
block.
L1172[12:15:31] <Drakmyth> Will do, just
a sec
L1173[12:15:58] <tterrag> wut?
compileJava?
L1174[12:16:02] <tterrag> you don't have
to do that
L1175[12:16:44] <Drakmyth> In the gist on
line 17. In the mdk download there's a comment there saying eclipse
needs that or something.
L1176[12:16:55] <Drakmyth> / Need this
here so eclipse task generates correctly.
L1177[12:18:00] <Drakmyth> Running the
clean task causes the same mapping does not exist error
L1178[12:18:42] <Drakmyth> should I try
sDecW --refresh-dependencies anyway?
L1179[12:21:24] <Drakmyth> I could also
try changing the mappings back to the last one that worked, run
clean, then update the string and run sDecW
L1180[12:21:48] <HQBanana> btw what
program are you guys using for the IRC? because the only i have now
is a 30 day trial
L1181[12:23:11] <gigaherz> mIRC
L1182[12:23:22] <gigaherz> but I heard
good things of hexchat
L1183[12:23:28] <HQBanana> yeah i have
mIRC
L1184[12:23:32] <HQBanana> but it says 30
day trial
L1185[12:23:35] <gigaherz> yeah
L1186[12:23:38] <HQBanana> or does
registering just get rid of that?
L1187[12:23:38] <gigaherz> and it will
say that in 10 years
L1188[12:23:44] <HQBanana> LOL winrar
2.0
L1189[12:23:45] <gigaherz> it doesn't
prevent use
L1190[12:23:49] <gigaherz> actually
L1191[12:23:55] <gigaherz> I think mirc
came first
L1192[12:23:57] <HQBanana> btw giga i
think i got it working :D
L1193[12:23:58] <gigaherz> in endless
trials
L1194[12:24:04] <Drakmyth> I used to use
mIRC way back in the day and I liked that, but these days I'm using
Quassel. Load the core on a tiny AWS instance and install the
client locally, full history across sessions
L1195[12:24:07] <gigaherz> at least I
used mirc long before winrar
L1196[12:24:17] <gigaherz> I did buy
mirc, and winrar
L1197[12:24:18] <gigaherz>
eventually
L1198[12:24:23] <HQBanana> kewl
L1199[12:24:26] <HQBanana> i got my jar
to work
L1200[12:24:27] <gigaherz> when I got a
job ;P
L1201[12:24:30] <HQBanana> haha
L1202[12:24:42] <HQBanana> now lets
hope
L1203[12:24:52] <HQBanana> my jar outputs
acacia when i input acacia.. instead of oak
L1204[12:25:03] <HQBanana> yesssss
L1205[12:25:15] <HQBanana> now i do have
1 question giga
L1206[12:25:25]
⇦ Quits: psxlover (psxlover@ppp-94-65-32-181.home.otenet.gr)
(Ping timeout: 190 seconds)
L1207[12:25:27] <HQBanana> actually
L1208[12:26:31]
⇨ Joins: psxlover
(psxlover@ppp-94-65-32-181.home.otenet.gr)
L1209[12:26:35] <HQBanana> if this works
im going to be soooooo happy
L1210[12:27:16] <HQBanana> lol something
went terribly wrong
L1211[12:27:32] <Drakmyth> tterrag: So
the last mappings I used were 20161211 and those work fine. I
switched back to those and ran clean, but when I came back up to
20170326 I got the same missing mappings error
L1212[12:28:08] <Drakmyth> It's failing
in the 'Configure build' step. It doesn't even get to 'Calculate
task graph' so no task will even run.
L1213[12:28:50] <tterrag> HQBanana: if
you want freeware, go with hexchat or quassel imo
L1214[12:29:07] <tterrag> Drakmyth: I
really don't know
L1215[12:29:09] <tterrag> I could try it
mysefl
L1216[12:29:11] <tterrag> in a few
minutes
L1217[12:29:27] <HQBanana> well if mIRC
is like winrar i'll use that
L1218[12:29:37] <tterrag> it is, but I
also think mIRC is generally crappy :P
L1219[12:29:41] <gigaherz> mirc requires
a lot more configuration to make decent
L1220[12:29:43] <HQBanana> meh i like
it
L1221[12:29:46] <tterrag> people like it
for things like scripting support
L1222[12:29:49] <gigaherz> I have quite a
few custom scripts
L1223[12:29:51] <tterrag> if you aren't
going to use that, it's a pretty bad UI
L1224[12:30:19] <gigaherz> i'm writing my
own irc client as we speak
L1225[12:30:25] <gigaherz> ;P
L1226[12:30:35] <Drakmyth> Thanks. If I
had any clue about the inner workings of ForgeGradle, I might be
more helpful at debuggint this, but my stock Gradle knowledge is
only passable and I know nothing about FG.
L1227[12:30:44] <gigaherz> (I started it
a long time ago, and I was bored this weekend so I decided to work
a bit on it)
L1228[12:30:50] <HQBanana> giga how do i
find the function that im overriding
L1229[12:31:00] <HQBanana> because i try
to get the item from my jar in my custom renderer
L1230[12:31:05] <gigaherz> what?
L1231[12:31:07] <HQBanana> but for some
reason it stays with the initial item
L1232[12:31:14] <HQBanana> so i wanna see
how often the function is called
L1233[12:31:26] <HQBanana> like in visual
studio, there's "find refferences"
L1234[12:31:31] <gigaherz> but if you are
overriding it
L1235[12:31:35] <gigaherz> you have it
right there in the code
L1236[12:31:36] <gigaherz> XD
L1237[12:31:45] <HQBanana> but...
L1238[12:32:01] <HQBanana> so overriding
in java works differently from c++ then i guess
L1239[12:32:13] <HQBanana> because
shouldnt there still be a call to the overriden fucntion from
somewhere
L1240[12:33:07] <Akkarin> Java does not
call the super method implicitly. No.
L1241[12:33:21] <HQBanana> o
L1242[12:33:34] <gigaherz> yo uahve to
call super.xx yourself if you want to
L1243[12:33:41] <HQBanana> oh nono thats
not what i meant
L1244[12:33:56] <gigaherz> if you want to
see who CALLS your method
L1245[12:34:02] <gigaherz> are you in
eclipse or itellij?
L1246[12:34:26] <gigaherz> either way,
when you rightclick the method you should see
L1247[12:34:27] <HQBanana> eclipse
L1248[12:34:27] <Akkarin> C++ doesn't
call the super automatically either btw.
L1249[12:34:30] <gigaherz> "find
references" or "find usages"
L1250[12:34:33] <Akkarin> It just lacks a
keyword for its super type
L1251[12:34:38] <HQBanana> nono i meant
the function call
L1252[12:34:44] <HQBanana> public void
renderTileEntityAt(TileEntityJar _pTe, double _pX, double _pY,
double _pZ, float _pPartialTicks, int _pDestroyStage) {
L1253[12:34:45] <HQBanana> that
thing
L1254[12:34:48]
⇦ Quits: Naiten (Naiten@77.35.61.252) (Read error: Connection
reset by peer)
L1255[12:34:53] <Akkarin> that's the
definition
L1256[12:34:55] <Akkarin> not the
call
L1257[12:34:56] <HQBanana> i call
GetItemSTack on the _pTe
L1258[12:35:06] <HQBanana> but it's the
initial itemstack item
L1259[12:35:09] <HQBanana> not the one
that's currently in it
L1260[12:35:18] <gigaherz> that's
probably because you are setting it on the server
L1261[12:35:20] <HQBanana> so is this
tile entity a singleton or something?
L1262[12:35:23] <gigaherz> but rendering
it on the client
L1263[12:35:28] <gigaherz> no
L1264[12:35:32] <gigaherz> completely the
other way around
L1265[12:35:37] <HQBanana> do you have a
tutorial to understand server/client side stuffs
L1266[12:35:37] <gigaherz> not only it
isn't a singleton
L1267[12:35:50] <gigaherz> but there's
two separate things running in parallel
L1268[12:35:52] <HQBanana> because i cant
currently really wrap my head around the server / client
proxies
L1269[12:35:53] <Akkarin> Blocks and
Items are technically singletons. Entities and Block Entities
aren't
L1270[12:35:58] <gigaherz> okay
L1271[12:36:01] <gigaherz> first of
all
L1272[12:36:04] <tterrag> !latest
1.11
L1273[12:36:05] <gigaherz> there's two
spearate ideas of client/server
L1274[12:36:16] <gigaherz> there's the
normal game jar, that you run from the launcher
L1275[12:36:20] <gigaherz> that's the
physical client
L1276[12:36:27] <gigaherz> which has
inside the client code, for rendering and such
L1277[12:36:28] <HQBanana> yh
L1278[12:36:33] <gigaherz> alongside with
an integrated server
L1279[12:36:38] <gigaherz> and then
there's the dedicated server jars
L1280[12:36:44] <gigaherz> that you run
for multiplayer servers
L1281[12:36:50] <gigaherz> which only
contain server code
L1282[12:36:57] <gigaherz> (and have the
server gui as a bonus)
L1283[12:37:05] <gigaherz> so on the
physical side
L1284[12:37:08] <gigaherz> there's Client
Jar
L1285[12:37:10] <gigaherz> and Server
Jar
L1286[12:37:12] <LexManos> There is the
environment which defines what classes and resources are avalible,
and there is logical which defines what runs where.
L1287[12:37:17] <gigaherz> or
"physical client" vs "physical server"
L1288[12:37:19] <LexManos> You are spammy
giga
L1289[12:37:20] <gigaherz> now
L1290[12:37:36] <gigaherz> if you have
the client running in singleplayer,
L1291[12:37:51] <gigaherz> there's still
client and server inside it -- the client thread, doing the client
logic and rendering
L1292[12:38:06] <gigaherz> and the server
thread, performing the usual server tasks, just inside the
singleplayer game
L1293[12:38:06] <tterrag> Drakmyth:
latest snapshot works fine for me
L1294[12:38:20] <Drakmyth> Hmm...
L1295[12:38:29] <gigaherz> the proxies
work at physical level
L1296[12:38:41] <HQBanana> my proxies
dont do much atm tho
L1298[12:38:43] <gigaherz> client proxy
loads if you run the mod in a client game
L1299[12:38:48] <tterrag> except
obviously changed the snapshto version
L1300[12:38:54] <gigaherz> while the
server proxy loads if you run the mod in a dedicated server
L1301[12:39:06] <HQBanana> clientproxy
registers the renderers for items/blocks and binds the
tileentityspecialrenderer
L1302[12:39:20] <HQBanana> ah okay
L1303[12:39:30] <HQBanana> yeh my
serverproxy is empty atm
L1304[12:39:38] <gigaherz> yes, because
there are very few things that are server-only
L1305[12:39:44] <LexManos> Most peoples
are
L1306[12:39:58] <gigaherz> basically the
most notable one is the server gui
L1307[12:40:02] <gigaherz> and almost no
one messes with the servergui
L1308[12:40:06] <HQBanana> what do you
mean by "server gui"
L1309[12:40:17] <gigaherz> have you never
run a dedicated server for mc?
L1310[12:40:19] <HQBanana> no
L1312[12:40:41] <gigaherz> looks like
this
L1313[12:40:50] <HQBanana> oooh
L1314[12:40:57] <HQBanana> yeh ive seen
that
L1315[12:40:57] <gigaherz> that code is
only present on the dedicated server jars
L1316[12:41:01] <Drakmyth> Your
buildscript section is quite a bit different. Using mavenCentral
instead of jCenter, but nothing stands out that should affect
things
L1317[12:41:06] <Drakmyth> What does
'useDepAts = true' do?
L1318[12:41:24] <HQBanana> hmm okay i
think i understand what client/server proxy do now
L1319[12:41:29] <gigaherz> it allows mods
with access transformers to work in mdk environment, Drakmyth
L1320[12:41:36] <gigaherz> HQBanana: okay
then
L1321[12:41:42] <Drakmyth> Ah, okay.
Thanks.
L1322[12:41:43] <HQBanana> but that still
confuses me about the renderTileEntityAt
L1323[12:41:44] <gigaherz> what I said,
is the other kind of client/server
L1324[12:41:46] <gigaherz> ;P
L1325[12:41:52] <gigaherz> even if you
are in singleplayer
L1326[12:41:59] <gigaherz> there's still
two copies of each tileentity
L1327[12:42:17] <HQBanana> oh
L1328[12:42:21] <gigaherz> there's one
copy on the server thread
L1329[12:42:24] <gigaherz> doing the
server things
L1330[12:42:31] <gigaherz> and one copy
on the client cache of the visible world
L1331[12:42:37] <gigaherz> doing the
client things
L1332[12:42:40] <gigaherz> they do NOT
share data
L1333[12:42:45] <gigaherz> you have to
synchronize it yourself
L1334[12:42:45] <HQBanana> well
L1335[12:43:02] <HQBanana> when i call
_pTe.GetStoredItem().stackSize it returns the correct value
L1336[12:43:09] <HQBanana> so what's
going on there
L1337[12:43:13] <LexManos> jesus he is
boucning between questions..
L1338[12:43:26] <HQBanana> lex this is
all related
L1339[12:44:02] <HQBanana> so why would
it return the correct value on getstoreditem.stacksize but not on
getstoreditem.getunlocalizedname
L1340[12:44:15] <gigaherz> because it's
not synchronized correctly
L1341[12:44:26] <gigaherz> somehow
L1342[12:44:27] <HQBanana> so you're
saying i sync the values but not the names?
L1343[12:44:27] <gigaherz> ;P
L1344[12:44:33] <gigaherz> I don't
know
L1345[12:44:36] <Drakmyth> Wait a
second... your ForgeGradle is coming from a different package than
mine. Could that be doing it? 'com.matthewprenger.gradle' vs
'net.minecraftforge.gradle'?
L1346[12:44:39] <HQBanana> oh god..
wait
L1347[12:44:42] <HQBanana> this might be
it
L1348[12:44:49] <LexManos> Unlocalized
names are defined by the item, the question is what exactly are you
doing in full?
L1349[12:44:51] <gigaherz> you shouldn't
be synchronizing the names either way
L1350[12:44:58] <gigaherz> can you update
your gist
L1351[12:45:01] <gigaherz> with the
latest code?
L1352[12:45:04] <gigaherz> including the
TESR?
L1353[12:45:12] <tterrag> Drakmyth:
that's cursegradle
L1354[12:45:15] <tterrag> not FG
L1355[12:45:45] <Drakmyth> ' classpath
'com.matthewprenger.gradle:ForgeGradle:2.2-SNAPSHOT''
L1356[12:46:01] <Drakmyth> vs 'classpath
'net.minecraftforge.gradle:ForgeGradle:2.2-SNAPSHOT''
L1357[12:46:26] <Drakmyth> line 7 on
mine, line 14 on yours
L1358[12:46:27] <HQBanana> i may have
solved it giga
L1359[12:46:32] <gigaherz> something got
messed up in there, Drakmyth XD
L1360[12:47:13] <LexManos> ... why would
he be publishing FG?
L1361[12:47:46] <HQBanana> lwell giga at
least i got it to render the correct item now
L1363[12:49:33] <HQBanana> giga
L1365[12:49:38] <HQBanana> that was the
issue
L1366[12:50:43] <gigaherz> HQBanana: I'm
confused
L1367[12:50:49] <LexManos> i see -.- its
because the fucker wants //SRG: comments on all methods and
fields... eww
L1368[12:50:52] <gigaherz> are you
calling those from the real methods or something?
L1369[12:51:01] <HQBanana> from
onDataPacket
L1370[12:51:03] <LexManos> also not only
is that ugly, it also causes recursion issues
L1371[12:51:14] <HQBanana>
getUpdatePacket
L1372[12:51:17] <HQBanana> and
getUpdateTag
L1373[12:51:24] <gigaherz> yeah why not
put the code directly in those methods
L1374[12:51:25] <gigaherz> XD
L1375[12:51:36] <HQBanana> in case i want
to sync more
L1376[12:51:39] <HQBanana> i dont want
giant methods
L1377[12:51:49] *
gigaherz shrugs
L1378[12:51:54] <HQBanana> :P
L1379[12:52:01] <gigaherz> premature
overengineering
L1380[12:52:03] <gigaherz> ;P
L1381[12:52:08] <HQBanana> now i need to
figure out why everything is rendered twice and in different
positions lol
L1382[12:52:25] <Drakmyth> Okay, so the
FG classpath is not what's causing my issue then XD
L1383[12:52:34] <gigaherz> Drakmyth: what
was your issue=?
L1384[12:52:37] <gigaherz> I missed
it
L1385[12:52:55] <LexManos> Drak: Legit
question where did you get that classpath?
L1386[12:53:09] <Drakmyth> That was in
tterrag's build.gradle, not mine
L1387[12:53:57] <Drakmyth> gigaherz: I'm
trying to update my mappings version, but no matter what I change
it to, I get 'Error:(25, 0) The specified mapping
'snapshot_20170326' does not exist!'
L1388[12:54:00] <tterrag> lex: no, it's
because my regex fix has been sitting unpulled for about a
year
L1390[12:54:44] <Drakmyth> The only ones
I've gotten to work is the one I'm updating from,
snapshot_20161211
L1391[12:55:16] <LexManos> ugh fucking
regex
L1392[12:55:16] <Drakmyth> It fails in
the 'Configure build' step, so I can't run any gradle tasks because
it doesn't get that far
L1393[12:55:18] <gigaherz> Drakmyth: hmm,
do you ahve a link to your build.gradle?
L1394[12:55:22] <LexManos> what exactly
does it fix in the real env?
L1396[12:55:47] <LexManos> "You need
test cases and examples of when the current system is wrong.
L1397[12:55:48] <LexManos> And why yours
is better."
L1398[12:55:53] <LexManos> Ah seems I
already asked that question
L1399[12:56:15] <tterrag> old regex does
not capture generic methods, and also false positives on some
return statements
L1400[12:56:21] <gigaherz> Drakmyth: hmm
looks right to me hmm
L1401[12:56:22] <tterrag> I replied to
you, I have test cases saved at that regex101 page
L1402[12:56:38] <gigaherz> comparing it
to mine at
L1404[12:56:41] <LexManos> show me actual
in-minecraft example of what it is capturing and what it is doing
wrong
L1405[12:56:54] <LexManos> i see your
list of signatures and return statements
L1406[12:57:01] <LexManos> i dont see
what it actually means to the mc code base
L1407[12:57:57] <Drakmyth> I get the
feeling it's a gradle configuration problem, a stuck cache or
something, but I don't know enough about debugging gradle or how FG
works to track it down, because yeah it looks like my build.gradle
is fine
L1408[12:58:57] <gigaherz> Drakmyth:
hmm
L1409[12:59:01] <gigaherz> canyou run
"gradlew cleanCache"?
L1410[12:59:06] <gigaherz> we don't
normally suggest that
L1411[12:59:09] <gigaherz> because it's
too drastic
L1412[12:59:16] <gigaherz> but your file
looks correct so far as I can tell
L1413[12:59:29] <gigaherz> so it's either
an internet issue (someone is messing up the html requests)
L1414[12:59:33] <Drakmyth> It gets the
same "mappings do not exist" error
L1415[12:59:35] <gigaherz> or a corrupted
gradle
L1416[12:59:45] <gigaherz> okay can you
go to your user folder
L1417[12:59:52] <gigaherz> (~ in unixes,
or %userprofile% in windows)
L1418[12:59:58] <gigaherz> and delete the
.gradle folder from there completely?
L1419[13:00:03]
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L1420[13:00:47] <Drakmyth> I tried
deleting the one in the project previously, and that didn't help.
Deleting the one in userprofile now
L1421[13:00:59] <gigaherz> also make sure
you use an updated gradle wrapper
L1422[13:01:04] <gigaherz> such as the
one that comes with the MDK zip
L1423[13:01:12] <Drakmyth> That's the one
I'm using :)
L1424[13:01:16] <gigaherz> if you use an
ancient one from an old minecraft version
L1425[13:01:19] <gigaherz> that could be
too old
L1426[13:01:35] <gigaherz> oaky if oyu
use one from 1.11/1.11.2, it should be fine
L1427[13:01:38] <tterrag> lex: I just
said, the regex matching failed on all generic methods, and false
positived on some return statements
L1428[13:01:46] <Drakmyth> Yeah, that's
why I pulled down the mdk and copied all the gradle files from it,
in case the ones I was using were out of date
L1429[13:01:50] <tterrag> some of the
signatures in the test cases ARE real examples
L1430[13:01:51] <LexManos> show me an
example.
L1431[13:01:53] <tterrag> that's why they
are there
L1432[13:01:59] <gigaherz> after you
delete the gradle folder, try running "gradlew clean
setupDecompWorkspace build"
L1433[13:02:02] <gigaherz> see if that
succeeds
L1434[13:02:03] <LexManos> i see what the
regex does
L1435[13:02:11] <LexManos> i also see
that your regex doesnt properly detect invalid
L1436[13:02:33] <tterrag> public abstract
IProperty<? extends Foo> func_176551_l();
L1437[13:02:38] <tterrag> that one was
failing before
L1438[13:02:41] <LexManos> what i want to
see and what i wanted to see last YEAR was an example from
minecraft code of what the fuck this actually does when applied to
FG in its entirety
L1439[13:02:43] <tterrag> what do you
mean invalid?
L1440[13:03:07] <LexManos> the 7th
example you have you have marked as invalid but its still
matched
L1441[13:03:40] <LexManos> What I am
asking you
L1442[13:03:47] <LexManos> is for the end
user what does this actually acomplish
L1443[13:03:52] <tterrag> what?
L1444[13:03:55] <tterrag> it's not
matched
L1445[13:03:57] <LexManos> beyond making
the regex prettier theoretically asx it works
L1446[13:03:57] <tterrag> that's why it's
green
L1447[13:04:20] <Drakmyth> Okay, it
downloaded everything, and then as soon as it finished downloading
it throws the same "specified mappings does not exist"
error
L1448[13:04:36] <LexManos> it is matched,
thats why it's blue...
L1449[13:04:55] <tterrag> blue??
L1451[13:05:12] <tterrag> those...
L1453[13:05:55] <tterrag> I think you're
at the wrong link
L1454[13:06:12] <gigaherz> tterrag: you
should put that link in the original posting
L1455[13:06:13] <LexManos> its the link
in your main post
L1456[13:06:14] <gigaherz> ;P
L1457[13:06:19] <LexManos> and its the
link that seems to match your PR
L1458[13:06:48]
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L1459[13:07:21] <tterrag> there's no
point updating the PR it's targeted wrong. I'll update it once this
actually gets any traction
L1460[13:07:38] <gigaherz> Drakmyth: I'm
tryingto update to today's mappings to see if something has
changed
L1461[13:07:48] <tterrag> gigaherz: I
just did that
L1462[13:07:49] <LexManos> it only gets
traction if you do what i ask
L1463[13:08:00] <gigaherz> and you are
right
L1464[13:08:01] <gigaherz> * What went
wrong:
L1465[13:08:01] <gigaherz> A problem
occurred evaluating root project 'toolbelt-1.11.2'.
L1466[13:08:01] <gigaherz> > The
specified mapping 'snapshot_20170326' does not exist!
L1467[13:08:03] <gigaherz> I do get that
error too
L1468[13:08:08] <LexManos> instead of
passivagressivly sitting in the wings and passing out a 'use this
because its better!' to modders
L1469[13:08:09] <Drakmyth> !!
L1470[13:08:25] <LexManos> You STILL
havent shown what it actualyl fucking does to the codebase
L1472[13:09:02] <gigaherz> !latest
L1473[13:09:22] <Drakmyth> All I see is
that it fails after task registration
L1474[13:09:36] <Drakmyth> Nothing
obvious beyond that, but then I'm not sure what I'm looking
for
L1475[13:09:37] <gigaherz> try an older
version
L1476[13:09:40] <gigaherz> from a few
days ago?
L1477[13:09:46] <HQBanana> does anybody
know how to make an empty itemstack in 1.10?
L1478[13:09:47] <gigaherz> 20170211
worked for me
L1479[13:09:50] <gigaherz> can you try
with that one too?
L1480[13:09:55] <HQBanana> because there
is no ItemStack.empty or anything like it
L1481[13:10:00] <Drakmyth> I tried
yesterday's and it didn't work either, but I'll try that one
now
L1482[13:10:05] <gigaherz> HQBanana:
null
L1483[13:10:05] <diesieben07> HQBanana,
before 1.11.x you use null
L1484[13:10:12] <LexManos> btw that
regex101 site is dumb...
L1485[13:10:14] <HQBanana> just set it to
null? lol okay
L1486[13:11:04] <Drakmyth> Looks like
0211 works!
L1487[13:11:23] <gigaherz> 0311 works
too
L1488[13:11:58] <gigaherz> so does
0320
L1489[13:12:09] <tterrag> I just set up
using today's mappings
L1490[13:12:10] <tterrag> no
problems
L1491[13:12:26] <LexManos> the other
problem with the regex101 version of the code is that it makes it
exponetially more complex for the parser to run and we already have
people having issues with speed of the old one.
L1492[13:12:29] <gigaherz> I'm trying to
bisect which day the issue starts
L1493[13:12:38] <LexManos> On top of that
it STILL doesnt give an example fo what the fuck is actually
wrong
L1494[13:12:50] <tterrag> lex: the regex
problem was collectively solved by abrar, matthew, and I, ages ago.
I don't remember (nor did I ever know) ALL the cases where it
fails, and I certainly can't recall any of them now, a year
later.
L1495[13:13:07] <tterrag> the person to
ask for examples would be matthew
L1496[13:13:19] <LexManos> if it was
solved by Abrar|gone then he should of pulled it
L1497[13:13:27] <tterrag> maybe so
L1498[13:13:28] <tterrag> but it
wasn't
L1499[13:13:29] <LexManos> but as it sits
its not and its not explained at all
L1500[13:13:30] <tterrag> and here we
are
L1501[13:14:24] <LexManos> here is a
simple solution to get your examples.
L1502[13:14:53] <LexManos>
setupDecompWorkspace -> copy sources.jar -> clean -> use
official FG -> setupDecompWorkspace -> diff jars
L1503[13:15:52] <gigaherz> welp
L1504[13:15:55] <gigaherz> I can install
up to 0324
L1505[13:16:04] <Drakmyth> Same here.
0324 works, 0325 doesn't
L1506[13:16:07] <gigaherz> 0325 and 0326
fail for some unexplained reason
L1507[13:16:16] <tterrag> (and yet work
just fine for me)
L1508[13:16:20] <tterrag> so I'm gonna
say there's a bug in FG
L1510[13:16:25] <tterrag> that I'm not
experiencing because of my fork version
L1511[13:16:27] <gigaherz> it works in
the browser
L1512[13:16:58] ***
tterrag was kicked by MineBot (Banned: (2h) Okay im tired of
this))
L1513[13:17:27] <HQBanana> lol
L1514[13:18:19] <LexManos> When it says
the mapping doesnt exist its because the json file you have and are
getting fromt he mcp server does not have the mapping in it
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L1516[13:18:37] <LexManos> You can fix
this by either 1) deleting your local copy of the json and hoping
that it grabs the right one from the server
L1517[13:18:58] <LexManos> however this
should automatically be done for you as it should query the server
for update checks for that json.
L1518[13:19:14] <LexManos> In which case
the server is sending back wrong data which would lead me to think
its a regional based caching issue
L1519[13:19:44] <LexManos> however this
SHOULD be coming from bspkrs server not our so i have no idea how
he or his server provider has their caching setup.
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L1521[13:21:01] <Drakmyth> Makes sense.
Is there anything you'd like me to do to debug further?
L1522[13:21:35] <Drakmyth> Any other
information I can lookup and provide?
L1523[13:21:47] <LexManos>
%user%/.gradle/caches/minecraft
L1524[13:22:05] <LexManos> delete
mcpmappings.json and etag
L1525[13:22:36] <Drakmyth> okay,
done
L1526[13:22:40] <LexManos> try
again
L1527[13:23:18] <gigaherz> hmm
L1529[13:23:25] <gigaherz> that shows
0324 in the list for me
L1530[13:23:29] <Drakmyth> Okay, ran it
using "snapshot_20170325" and the files were
regenerated
L1531[13:23:39] <Drakmyth> send a gist
with them in it?
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L1533[13:24:07] <HQBanana> giga
L1534[13:24:17] <gigaherz> the newest,
that is
L1535[13:24:29] <LexManos> whelp that
would be an issue where the bot didnt upload to our maven
then
L1536[13:24:50] <HQBanana>
http://pastebin.com/3MUsCRDq could you take a quick
look at this and possibly find out why it doesnt save the nbt data
when i save and quit to menu and then reload the world
L1537[13:25:06] <HQBanana> because, as
far as i know, this should now save the nbt data of the stored item
to the jar
L1538[13:26:59] <Drakmyth> Sounds like we
found the problem then?
L1539[13:27:09] <TechnicianLP> mcpbot
only had 1 message about the snapshot (instead of the usual 3)
today ...
L1540[13:28:05] <Drakmyth> Thanks for
helping me figure this out, and I'm glad I could help bring this to
attention. If there's anything else I can do let me know!
L1541[13:28:22] <HQBanana> could you take
a peek at the pastebin i sent :P
L1542[13:31:53] <HQBanana> okay that's
figured out
L1543[13:34:10] <HQBanana> is there any
way to make my jar render the object inside after restarting the
game without calling worldObj.notifyBlockUpdate?
L1544[13:34:36] <HQBanana> it retains the
datain the jar, just not in the client side of things
L1545[13:35:33] *
TechnicianLP always thinks of jar-files first ...
L1546[13:35:49] <HQBanana> XD
L1547[13:35:56] <HQBanana> talking about
a block here haha
L1548[13:36:07] <TechnicianLP> but its
probably some syncing error ...
L1549[13:36:11] <HQBanana> but for some
reason, it renders everything fine, i close the game, start it back
up, the item is still in there, but it just doesnt render
L1550[13:36:28] <HQBanana> then when i
right click (a.k.a. block update) it renders again
L1551[13:36:36] <TechnicianLP>
tesr?
L1552[13:36:40] <HQBanana> tesr?
L1553[13:36:53] <HQBanana> what's
tesr
L1554[13:37:02] <TechnicianLP>
TileEntitySpecialRenderer?
L1555[13:37:05] <HQBanana> oh
L1556[13:37:07] <HQBanana> yeh
L1557[13:37:17] <HQBanana> its a
"tesr" indeed
L1558[13:37:40] <HQBanana> the fact that
you guessed that lets me think i'm not the first to encounter
this
L1559[13:38:18] <TechnicianLP> theres a
more complicated way that needs chunkupdates to rerender ... so i
wanted to rule that one out
L1560[13:38:27] <HQBanana> ooh
L1561[13:38:32] <HQBanana> nope its a
tesr
L1562[13:38:38] <HQBanana> a very simple
one
L1563[13:38:53] <TechnicianLP> but i
looks like the data is not on the client until you call that update
function
L1564[13:38:58] <HQBanana> if
(tilenetity.getitemstack.size > 0) render stuff
L1565[13:39:09] <HQBanana> the problem is
that it's 0 till it gets a block update
L1566[13:44:09] <HQBanana> hmm i think i
solved it
L1567[13:44:15] <TechnicianLP> in
getUpdateTag() change the ReadUpdateTag() to a
WriteUpdateTag()
L1568[13:44:35] <HQBanana> in
WriteUpdateTag and ReadUpdateTag i was using a different name to
store the same thing as in writeToNBT and readFromNBT
L1569[13:44:46] <HQBanana> i changed it
to be the same name and now it renders when i restart
L1570[13:45:08] <HQBanana> amazing
L1571[13:45:20] <HQBanana> now i can
finally continue, time to learn gui's :D
L1572[13:45:35] <HQBanana> you guys have
helped a lot :D thanks <3
L1573[13:50:36]
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L1579[14:24:14] <gigaherz> LOL
L1580[14:24:18] <gigaherz> this is going
to be interesting
L1581[14:24:19] <gigaherz> XD
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L1584[14:47:44] <Corosus> so weird, doing
class reloading in idea causes crashes like
'java.lang.NoSuchFieldError: field_190014_F' when the class
reloads, works fine otherwise, might just be this specific
scenario, or some quirk with runtime deobf
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L1586[14:48:19] <Corosus> annoying either
way, since latest forge on my setup takes literal minutes to load
the game
L1587[14:48:43] <gigaherz> i have never
experienced that
L1588[14:49:06] <gigaherz> are you using
some kind of coremod, that may be trying to modify the
bytecode
L1589[14:49:12] <gigaherz> but causes the
reloading to mess up?
L1590[14:49:14] <Corosus> im not sure
what is to blame, since im on a new OS, new forge, and new IDEA all
at the same time heh
L1591[14:49:36] <Corosus> no coremods
nope, also this field isnt even mcp named, its a srg name in my
code too
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L1593[14:50:13] <Corosus> im curious what
the reloaded code looks like to make it crash like that
L1594[15:03:57] ***
diesieben|away is now known as diesieben07
L1595[15:07:11] <HQBanana> guys quick
question
L1596[15:07:22] <HQBanana> with an
ItemStackHandler, is slot 0 the first slot or slot 1
L1597[15:08:30] <diesieben07> 0 of
course, only crazy people that use Lua would use 1-indexing
:D
L1598[15:08:41] <gigaherz> 0, as any
proper code uses
L1599[15:08:41] <gigaherz> ;P
L1600[15:08:50] <HQBanana> good
L1601[15:08:52] <Lord_Ralex> phf, i want
the -5 indexing
L1602[15:09:19] <HQBanana> also any way
to set the first slot of my inventory to be empty?
L1603[15:09:29] <HQBanana> but not
null
L1604[15:09:31] <gigaherz> no
L1605[15:09:34] <HQBanana> awh
L1606[15:09:35] <gigaherz> pre-1.11
L1607[15:09:38] <gigaherz>
null==empty
L1608[15:09:49] <gigaherz> in 1.11+,
ItemStack.EMPTY==empty
L1609[15:09:57] <HQBanana> seems like im
going to have to find a workaround
L1610[15:10:03] <diesieben07> why? just
use null.
L1611[15:10:05] <gigaherz> (or anything
else with count=0)
L1612[15:10:06] <diesieben07> or use
1.11.x
L1613[15:14:28] ***
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*!*@tterrag.com
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L1623[15:43:44] *
Ashindigo_ claps
L1624[15:43:54] <HQBanana> + the cheese
ore actually generates in the world
L1625[15:44:13] <HQBanana> hey... its my
first mod thingie and is tarted 2 days ago.. i think i ahve the
right to be proud :P
L1626[15:44:34] <HQBanana> now on to
dinner and then gui's
L1627[15:44:50] <gigaherz> not bad
L1628[15:45:02] <gigaherz> after 2
days... I had like, an item with broken texture?
L1629[15:45:06] <HQBanana> lul
L1630[15:45:27] <HQBanana> welp the jars
have an inventory now
L1631[15:45:30] <HQBanana> all they need
it a gui
L1632[15:45:36] <gigaherz> heh
L1633[15:45:41] <HQBanana> is*
L1634[15:45:51] <Ashindigo_> I have
broken item blocks that I havent fixed yet
L1635[15:45:51] <HQBanana> but its
omg
L1636[15:45:54] <HQBanana> its almost
11am
L1637[15:45:56] <HQBanana> pm*
L1638[15:45:58] <HQBanana> and i havent
had dinner yet
L1639[15:46:01] <HQBanana> cuz i wanted
this to wrok
L1640[15:46:02] <gigaherz> me
neither
L1641[15:46:06] <gigaherz> I should
probably cook something XD
L1642[15:46:13] <HQBanana> xD yeh i have
stuff to microwave from grandma
L1643[15:46:15] <HQBanana> so im
gud
L1644[15:46:21] <gigaherz> lucky you
;P
L1645[15:46:23] <HQBanana> welp brb :D
cant wait to have a gui on dis
L1646[15:47:09] <diesieben07> 11pm,
amateurs. real programmers eat dinner at 2am.
L1647[15:48:50] <TechnicianLP> pizza +
coffeine is all a programmer needs
L1648[15:49:08] <Lord_Ralex> who
eats?
L1649[15:51:20] <Ashindigo_> Who
sleeps?
L1650[15:51:38] <diesieben07> Like LTT
says: Sleep is for pussies.
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L1652[15:53:44] <HQBanana> well ya
see
L1653[15:53:48] <HQBanana> i have a
lecture tomorrow xD
L1654[15:53:52] <HQBanana> so i cant
really 2am my dinner
L1655[15:54:25] <diesieben07> excuses,
excuses!
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L1669[17:19:46] <kashike> what did you do
Creysys
L1670[17:21:55] <Creysys> stained glass
now filters light color
L1671[17:22:03]
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L1673[17:22:38] <gigaherz> Creysys: wel
lthat's cheating, it's not in mc ;P
L1674[17:22:58] <Creysys> I expect all of
you to switch to my minecraft when its ready :P
L1675[17:23:20] <fry> in what ways is it
better than 100000 other MC clones? :P
L1676[17:23:40] <Creysys> Its the same as
mc but more performance and built in api
L1677[17:23:42] <gigaherz> apparently so
far, the only thing it has is fancy lighting?
L1678[17:23:54] <gigaherz> at least I
haven't seen anything other than lighting ;P
L1679[17:24:11] <Creysys> No terrain gen
yet cause im a noob
L1680[17:24:11] <gigaherz>
Lightcraft
L1681[17:24:12] <gigaherz> ;P
L1682[17:24:15] <Creysys> :D
L1684[17:25:36] <Creysys> last 30 sec or
so
L1685[17:25:50] <Creysys> You can see my
wonderful nether like generator ^^
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L1709[18:32:01] <tterrag> why would
returning SUCCESS from onItemUse prevent the serverside version
getting called?
L1710[18:32:23] ***
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L1711[18:35:02] <gigaherz> wat
L1712[18:35:09] <gigaherz> it's meant to
be the other way around
L1713[18:35:16] <gigaherz> if you fail
there, then it doesn't bother telling the server?
L1714[18:36:44] <tterrag> well that's not
what's happening
L1716[18:37:38] <tterrag> it returns
early if the result is SUCCESS
L1717[18:37:41] <tterrag> skipping the
server update
L1718[18:37:53] <tterrag> that's in
Minecraft#rightClickMouse
L1719[18:38:46] <gigaherz> uhm
L1720[18:38:57] <gigaherz> I have always
returned success from onItemUse and I have never seen that
behaviour
L1721[18:40:00] <Ordinastie>
<tterrag> it returns early if the result is SUCCESS
L1722[18:40:08] <Ordinastie> that's not
what I see in that code
L1723[18:40:27] <tterrag> then you didn't
look it up yourself. slightly below that (outside of the switch
statement) is the code that updates the server
L1724[18:40:56] <Ordinastie> I havent
eclipse opened, but doesn't the playerController sync too ?
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L1726[18:41:46] <gigaherz> oh wait, it
does only run on the client
L1727[18:41:50] <gigaherz> but since I
call openGui
L1728[18:41:56] <gigaherz> it "just
works" ;P
L1729[18:42:06] <tterrag> uhm....that's
really bad
L1730[18:42:07] <tterrag> but ok
L1731[18:42:35] <gigaherz> wait wtf
no
L1732[18:42:40] <gigaherz> I'm confused
now
L1733[18:42:52] <Shambling> so if my FPS
is like... 200 and everything is smooth, but the single player
server kidn of lags... are there major causes to that? bad tick
rate?
L1734[18:42:54] <gigaherz> nevermind,
works now
L1735[18:42:58] <gigaherz> I do get it on
the server
L1736[18:43:15] <Shambling> I thought bad
tps also caused graphical lag, but I guess it makes sense that
client and server could desync in single player
L1737[18:44:18] <Shambling> well
something I removed seems to have fixe dit, oh well
L1738[18:44:23] <gigaherz> tterrag: the
packet is sent FIRST
L1739[18:44:31] <Ordinastie> it's sent in
processRightClickBlock()
L1740[18:44:34] <gigaherz> then onItemUse
runs
L1741[18:44:59] <gigaherz>
PlayerControllerMP#processRightClickblock, around line 457
L1742[18:45:27] <gigaherz> while
onItemUse is called from around line 486
L1743[18:46:32] <gigaherz> oh crap
1:45
L1744[18:46:35] <gigaherz> I should be
sleeping ;P
L1745[18:47:22] <gigaherz> (doesn't help
that I woke up at 12 which was really 13 because DST)
L1746[18:48:10] <tterrag> I'm telling
you, I traced it out. returning SUCCESS = no server call. change it
to PASS = server call
L1747[18:48:25] <tterrag> this is 1.10
btw, are you guys looking at 1.11? I doubt it's different
though
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L1750[18:50:40] <gigaherz> yes I was
looking at 1.10
L1751[18:50:42] <gigaherz> eh
L1752[18:50:43] <gigaherz> 1.11
L1753[18:50:46] <gigaherz> but I can
check
L1754[18:50:47] <LexMobile> You wernt
banned 'for no reason' nobody is ever banned for 'no' reason. You
made me repeat myself ~5 times asking for actual details even after
I explicitly told you how to get those details.
L1755[18:50:51] <gigaherz> but the same
code works just fine
L1756[18:52:14] <gigaherz> yep the code
is pretty much the same -- same line numbers
L1757[18:52:20] <gigaherz>
this.connection.sendPacket(new CPacketPlayerTryUseItemOnBlock(pos,
facing, hand, f, f1, f2));
L1758[18:52:29] <gigaherz> happens long
before onItemUse
L1759[18:53:31] <Shambling> I think
Imight have broken a thing with nabb
L1760[18:53:50] <Shambling> my inventory
was full, and my game crashed when I tried to smoosh a meadows
princess with a drone
L1761[18:54:20] <Shambling> !gm
func_184606_a
L1762[18:54:25] <Shambling> !gf
func_184606_a
L1763[18:54:30] <Shambling> !help
L1764[18:54:41] <Shambling> !gc
func_184606_a
L1765[18:55:00] <Shambling> weird
L1766[18:55:07] <Shambling> I've never
seen it not return at least something
L1767[18:55:26] <Shambling> !gm
func_184606_a_
L1768[18:55:30] <Shambling> missed an
underscore
L1769[18:56:37] <Shambling> well I'll be
a good little drone and try reproducing the bug
L1770[18:56:37] <tterrag> lex: yeah and I
was working on giving you what you asked for, when you banned me
for responding to an unrelated problem
L1771[18:58:28] <tterrag> gigaherz: hold
on, I'm working on another problem atm, I'll get back around to
this one
L1772[18:59:08] <LexManos> It wasnt
unrelated, it was a 'my fork is better because im super special and
everyone should use it yay!' which is just stupid.
L1773[19:01:13] <tterrag> I mean, if
that's what you read into it
L1774[19:01:26] <tterrag> but really I
was just saying "the problem must be in FG because my old
codebase doesn't have the issue"
L1775[19:01:30] <tterrag> I was narrowing
it down
L1776[19:01:43] <LexManos> The problem
doesnt have anything to do with FG
L1777[19:01:49] <LexManos> its what weas
uploaded by the bot
L1778[19:01:50] <tterrag> gigaherz:
now...that I fixed issue #2...it is getting to the serverside
L1779[19:01:57] <tterrag> I'm not really
sure how the two things were related
L1780[19:01:58] <tterrag> but meh
L1781[19:02:00] <tterrag> fixed is
fixed
L1782[19:02:11] <gigaherz> ah
L1783[19:02:18] <gigaherz> okay going to
sleep now ;P
L1784[19:02:22] ***
gigaherz is now known as ghz|afk
L1785[19:02:24] <tterrag> lex: how does
that explain my version being able to use the mappings then?
L1786[19:02:51] <ghz|afk> maybe that
modified version doesn'tcheck the versions.json?
L1787[19:03:08] <ghz|afk> no idea
though
L1788[19:03:10] <ghz|afk> night ppl
L1789[19:03:28] <tterrag> versions.json
did include the newer snapshots though. at least, the one on
bspk.rs did
L1790[19:04:26] <ghz|afk> I looked
at
L1792[19:04:55] *
ghz|afk poofs
L1793[19:05:41] <tterrag> oh, that's a
thing
L1794[19:05:53] <tterrag> then yeah,
guess older FG versions used bspk.rs instead of forge maven?
L1795[19:14:48] <Akkarin> Yup
L1796[19:15:59] <Akkarin> that wasn't
changed so long ago either if I recall correctly. At least I recall
the URL having to be changed in our maven implementation
L1797[19:24:03] <kashike> tterrag: it
used to always use bspk.rs, now it uses files and then fallbacks to
bspk.rs
L1798[19:24:09] <kashike> except files
falls behind
L1799[19:24:31] <tterrag> so maybe it
should check bspk.rs if the forge check returns a "mapping
does not exist" result?
L1800[19:25:02] <kashike> files has been
having issues, which are known and in-progress of being fixed
L1801[19:25:04] <Ordinastie> makes sense,
it's not like forge maven ever has problems being reachable by
gradle...
L1802[19:25:07] <kashike> I assume that's
why it falls behind
L1803[19:26:02] <Akkarin> lol
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L1808[20:03:07] <Corosus> yay!
L1809[20:03:13] <Corosus> take that
crappy quebec route!
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L1812[20:10:03] <MCPBot_Reborn> [TEST
CSV] Pushing snapshot_20170326 mappings to Forge Maven.
L1813[20:10:07] <MCPBot_Reborn> [TEST
CSV] Maven upload successful for mcp_snapshot-20170326-1.11.zip
(mappings = "snapshot_20170326" in build.gradle).
L1814[20:10:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~21:10 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L1842[21:18:56] <Drullkus> Is
speedupPlayer() an event?
L1843[21:19:08] <Drullkus> It was in
1.7.10 I think
L1844[21:19:14] <Drullkus> Is it still an
event in 1.10?
L1845[21:28:02] <Drullkus> Nvm
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L1848[21:43:54] <killjoy> I think it's a
PlayerCapability now.
L1849[21:44:02] <killjoy> or
attribute
L1850[21:44:04] <RlonRyan> Excuse me, but
would it be possible as to have a Minecraft Forge patch made
implementing the getHashCode() function on blockstate
implementations? Currently, all blockstate implementations appear
to default to the implementation in the Object class which returns
different hashcodes for functionally equivalent objects.
L1851[21:44:28] <killjoy> Why are you
putting blockstates in a hashmap?
L1852[21:45:23] <tterrag> RlonRyan:
blockstates are instance comparable
L1853[21:45:28] <tterrag> the default
impl of hashCode is fine
L1854[21:46:23] <RlonRyan> Instance
comparable?
L1855[21:46:47] <killjoy> there should be
only 1 instance of a blockstate
L1856[21:46:50] <killjoy> they're just
like blocks or items
L1857[21:48:01] <killjoy> Now what WOULD
be useful is for itemstack to implement equals/hashcode, but a
wrapper is good enough.
L1858[21:51:30] <RlonRyan> Ideally, the
blockstates would be singular, however, such depends on the
implementation of the getBlockState function, which can be variable
and return different instances of blockstates. That's why there is
a need for hashcode.
L1859[21:54:13] <Deamon> if something is
implementing getBlockState and returning NEW instances of block
states then its just wrong
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L1861[21:55:29] <A1b3> Does server
resourcepack allow mod-specific resources? Also does one need a URL
for that?
L1862[21:56:58] <RlonRyan> Very well,
thank you for hearing me out.
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L1866[22:05:05] <quadraxis>
BlockStateContainer.StateImplementation#hashCode() {return
this.properties.hashCode();}
L1867[22:05:58] <Drullkus> killjoy: I
only needed Block.onEntityWalk for what I was trying to do :D
L1868[22:07:28] <killjoy> A1b3, resource
packs are just an arbitrary zip with resources.
L1869[22:07:42] <killjoy> They can
include anything you want.
L1870[22:07:54] <killjoy> sounds,
textures, models, langauges
L1871[22:07:57] <killjoy> anything's
possible
L1872[22:11:19] <A1b3> So there is a
security problem. Btw, how can server provide it?
L1873[22:13:14] <kashike>
server.properties has fields for it
L1874[22:13:19] <kashike> if you mean
code, send the packet
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L1876[22:13:35] <kashike> there is no
security problem
L1877[22:13:40] <A1b3> Just send packet
to send the fiels?
L1878[22:13:44] <A1b3> *Files
L1879[22:13:54] <kashike> no, a url and
hash of the file located at the url
L1880[22:14:06] <A1b3> So it needs
url.
L1881[22:14:31] <A1b3> It can't be
generated by mod, right?
L1882[22:14:50] <kashike> what?
L1883[22:14:56] <A1b3> Wait- no, there is
a way.
L1884[22:14:58] <A1b3> Nvm.
L1885[22:15:52] <A1b3> Can I send files
through packet?
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L1887[22:16:37] <kashike> through the
resource pack packet? no.
L1888[22:16:58] <kashike> what are you
trying to do?
L1889[22:17:43] <A1b3> No, just
files.
L1890[22:17:54] <kashike> <kashike>
what are you trying to do?
L1891[22:18:28] <A1b3> Just syncing
resource files which is combination of configs and images
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L1899[22:29:32] <A1b3> Wonky connection;
is it easy for a mod to link files on url?
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L1901[22:31:27] <A1b3> Or can I send
image files through packet?
L1902[22:32:20] <killjoy> I wouldn't
recommend either.
L1903[22:32:40] <killjoy> I mean.. you
could send a packet to the client with a url it should connect
to.
L1904[22:32:49] <killjoy> it's what
vanilla does
L1905[22:33:11] <A1b3> So the server
should have its own url for the resource packs.
L1906[22:33:15] <A1b3> Right?
L1907[22:33:33] <A1b3> I wanted to create
the url automatically.
L1908[22:34:13] <A1b3> So that the server
won't have to set it up.
L1909[22:35:17] <tterrag> A1b3: a mod
could send something malicious through a server resource pack yes.
but (1) users can opt out of those and (2) the mod would have no
way of executing said malicious code on the client
L1910[22:35:18] <killjoy> Well, you could
host a basic http file server.
L1911[22:35:34] <tterrag> I wouldn't
consider it a security issue so much as "don't install sketchy
mods"
L1912[22:35:42] <tterrag> considering
clientside mods could nuke your PC if they wanted to
L1913[22:35:51] <A1b3> Oh ;P
L1914[22:35:52] <killjoy> It's one of the
reason we don't support auto-updating mods
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L1916[22:36:41] <tterrag> ^
L1917[22:36:45] <tterrag> that *would* be
remote execution
L1918[22:37:11] <killjoy> Now of course,
someone could make a mod which classloads something over the
network and runs it.
L1919[22:37:44] <A1b3> Is it easy to
setup basic http server for a mod? This was what I wanted to
ask.
L1920[22:37:44] <Akkarin> inb4 hidden
binary blob in regular mod executable that installs a rootkit
L1921[22:37:56] <tterrag> A1b3: if you
can afford a basic VPS, sure
L1922[22:39:00] <A1b3> What I mean, was
about individual servers.
L1923[22:39:25] <A1b3> To provide
resource pack through url
L1924[22:39:33] <tterrag> uhm
L1925[22:39:45] <tterrag> ok now I'm not
sure what you're asking
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L1927[22:40:27] <A1b3> I want to create
url for individual server with my mod.
L1928[22:40:39] <tterrag> wouldn't that
be better as a config option of some sort?
L1929[22:40:43] <A1b3> Which is to
provide clients resource packs.
L1930[22:40:52] <tterrag> also,
why?
L1931[22:41:28] <A1b3> Because it could
be hassle to set it up for small servers?
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L1933[22:42:06] <A1b3> And what kind of
config option?
L1934[22:42:24] <killjoy> what kind of
resources?
L1935[22:42:35] <killjoy> are they ones
that should be included with the mod itself?
L1936[22:42:49] <tterrag> I'm confused
why you want this feature at all? why is it easier than the server
just hosting the resourcepack locally?
L1937[22:43:08] <killjoy> I'm confused
why he wants that specifically
L1938[22:43:18] <A1b3> IDK much about
sharing through net..
L1939[22:43:46] <tterrag> this is
beginning to sound like xy problem
L1940[22:43:51] <killjoy> A while ago, I
made a basic http server using apache httpcomponents
L1941[22:43:52] <A1b3> Is it easy for
servers to set up an URL for resourcepack?
L1942[22:43:54] <tterrag> what exactly is
the real problem you are trying to solve?
L1943[22:45:36] <A1b3> To send
server-specific resources specified by mod,
L1944[22:46:30] <A1b3> I want to know
that how easy it is to create the url (for resources)
L1945[22:47:06] <tterrag> again that
sounds like your attempted solution, not a problem
L1946[22:47:12] <tterrag> *why* do you
want to send server specific resources ?
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L1948[22:47:26] <A1b3> Okay, got
it.
L1949[22:48:14] <A1b3> Because I don't
want clients to restart before entering other server with other
resourcepack.
L1950[22:49:55] <tterrag> ok but that's
already how server resourcepacks work
L1951[22:50:01] <A1b3> Yeah.
L1952[22:50:03] <tterrag> you join a
server, it downloads the resources
L1953[22:50:08] <tterrag> so what problem
are you solving?
L1954[22:52:18] <A1b3> To lessen the
difficulties of server side.
L1955[22:52:26] <kashike> what
L1956[22:52:42] <A1b3> I heard that it
was hard for server, but I may be wrong.
L1957[22:52:45] <tterrag> what
difficulties? uploading a zip to the server?
L1958[22:53:16] <A1b3> Creating the URL,
probably?
L1959[22:53:34]
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L1960[22:53:39] <Akkarin> you mean the
URL that things toss at you even?
L1961[22:53:48] <tterrag> you just put
the filepath of the RP in server.properties
L1962[22:53:51] <Akkarin> pretty sure
there's even dedicated services for MC resource packs by now that
make it easy as hell
L1963[22:53:51] <tterrag> it's not
hard
L1964[22:54:40] <A1b3> Oh so there are
dedicated services for that.
L1965[22:54:57] <A1b3> So file path is
enough?
L1966[22:55:01] <tterrag> yes
L1967[22:55:11] <kashike> URL*
L1968[22:55:15] <tterrag> you can
probably even put a remote URL in the server.properties
L1969[22:55:18] <tterrag> kashike:
technically it's a URI
L1970[22:55:27] <A1b3> Duh
L1971[22:55:41] <A1b3> (Maybe derp)
L1972[22:56:03] <A1b3> So it's URI.
Thanks..
L1973[22:56:05] <kashike> tterrag:
server.properties accepts a url to a resource pack
L1974[22:56:19] <tterrag> URI not URL
:P
L1975[22:56:31] <tterrag> URL implies
remote. it can be a local file
L1976[22:56:34] <Akkarin> url implies
uri. afaik the client expects it to be an HTTP resource
though
L1977[22:56:38] <Akkarin> oh can it
now?
L1978[22:56:45] <tterrag> I'm reading the
wiki
L1979[22:56:46] <tterrag> it says
URI
L1980[22:56:52] <Akkarin> does it just
toss it to you as a binary in some packet body then?
L1981[22:57:00] <A1b3> So there is no
difficulty there now.
L1982[22:57:22] <kashike> it accepts
http, http, or level://
L1983[22:57:40] <Akkarin> the hell is
level
L1984[22:58:36] <kashike> if level://,
it's within new File(new File(this.client.dataDir,
"saves"),
packet.getUrl().substring("level://".length()))
L1985[23:00:14] <Akkarin> huh ... so
there is some form of packet to toss it over then
L1986[23:00:19] <Akkarin> otherwise that
doesn't make any sense
L1987[23:00:34] <kashike> 0x32
L1988[23:00:39] <Akkarin> ah :)
L1990[23:01:23] <Akkarin> that packet
assumes a URL though
L1991[23:01:39] <kashike> the wiki just
says URL
L1992[23:01:54] <Akkarin> so the level
scheme would be useless on a dedicated server
L1993[23:02:30] <A1b3> So it's not that
easy.
L1994[23:02:31] <kashike> yes, really,
unless you know for sure that the client has a resource pack at the
file specified
L1995[23:02:37] <kashike> A1b3: it's
easy
L1996[23:02:40] <Akkarin> It's still
easy
L1997[23:02:44] <A1b3> Why?
L1998[23:02:49] <kashike> step 1: upload
resource pack to a web server location which is public
L1999[23:02:50] <Akkarin> you just need
some method of providing it on an HTTP server
L2000[23:02:57] <kashike> step 2: put url
in server.properties
L2001[23:03:02] <tterrag> couldn't you
just use file:// ?
L2002[23:03:03] <Akkarin> even dropbox
used to work (if you didn't have a lot of players that is)
L2003[23:03:14] <Akkarin> tterrag: If
there's no packet to transmit the zip file, then no
L2004[23:03:22] <Akkarin> except for the
embedded server logically
L2005[23:03:34] <tterrag> what? it's a
zip file either way
L2006[23:03:44] <Akkarin> But you need to
transmit it to the client
L2007[23:03:44] <tterrag> whether it
comes from a remote location or a local file is an implementation
detail
L2008[23:03:59] <Akkarin> assume that you
have a file uri in your dedicated server configuration, the uri is
not going to be valid for the client
L2009[23:04:03] <Akkarin> it's specific
to the server
L2010[23:04:15] <Akkarin> unless those
two machines share the same file systems it won't work
L2011[23:04:22] <tterrag> oh, the
download isn't through the MC server?
L2012[23:04:26] <tterrag> the client
downloads it directly?
L2013[23:04:28] <Akkarin> That's what I'm
saying
L2014[23:04:33] <tterrag> that I did not
know
L2015[23:04:36] <kashike> it only accepts
http, https, and level
L2016[23:04:43] <kashike> http://,
https://, level://
L2017[23:04:51] <Akkarin> If there was a
packet that allowed you to transmit a raw zip file on the protocol
level, that would of course work. But that doesn't seem to be the
case
L2018[23:05:06] <tterrag> still, it is
rather trivial to set up apache or some such on the same server
that hosts the MC server
L2019[23:05:24] <Akkarin> also if there
was your resource pack would be limited to the protocol max packet
size and by the respective bandwidth you get out of it (given that
no other packets can be processed until the resource pack has been
downloaded completely)
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L2021[23:16:42] <A1b3> Just to say, there
are people who don't know how to get the raw file url, but I don't
mind them anyway
L2022[23:17:35] <A1b3> Is it fine to
share the url like that?
L2023[23:18:07] <Akkarin> ?
L2024[23:19:06] <A1b3> Nvm
L2025[23:19:36]
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L2026[23:20:42] <A1b3> So there are handy
file hosting services.
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L2028[23:21:19] <A1b3> I see, it's just a
bit more instructions on server side.
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L2030[23:22:25] <A1b3> Then my problem
falls into LAN servers, since I want resources per world
instance.
L2031[23:23:34] <Akkarin> Uhhh resource
packs in vanilla only account for one resource pack per server
that's sent upon connect and needs to be accessible via HTTP
somewhere
L2032[23:24:02] <A1b3> I know. This is
another problem as a whole.
L2033[23:24:04] <Akkarin> it also works
with LAN servers (given that you have a remote or local HTTP server
that's accessible to you)
L2034[23:24:21] <Akkarin> it'd really be
easier if you'd just be more specific about what the hell you're
trying to do
L2035[23:24:48] <A1b3> I didn't explain
this one yet.
L2036[23:25:16] <A1b3> I have
config-resource combination for each save.
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L2038[23:25:53] <A1b3> I want to make LAN
servers to share the information.
L2039[23:27:17] <A1b3> Or,
L2040[23:27:28] <Akkarin> that's still
pretty unspecific. Configuration values are usually simple and
small enough to just be passed through the regular packet system
upon connect so you can interpret them in your mod
L2041[23:27:48] <Akkarin> in fact there's
some infrastructure in place for that kind of thing already
(gamerules that is)
L2042[23:27:52] <A1b3> I want to find
nice way to share the combination.
L2043[23:27:57] <Drakmyth> So basically,
you want all players joining a server to be forced to use a
specific resource pack, regardless of whether it's a dedicated or
LAN server?
L2044[23:28:26] <A1b3> No
L2045[23:28:34] <Drakmyth> Without
requiring the players to switch to that pack manually
L2046[23:28:36] <A1b3> Wait, yes.
L2047[23:28:44] <Akkarin> that sounds
like a bad idea
L2048[23:29:05] <A1b3> Or make the
combination easy to share.
L2049[23:29:16] <A1b3> I want to share
images as well.
L2050[23:29:38] <A1b3> Also some config
files can be big, depend on the contents
L2051[23:29:43] <Akkarin> generally the
reason why resource packs do not download automatically is because
it's just a dick move to make somebody's computer grab stuff the
user didn't tell it to grab
L2052[23:29:57] <Akkarin> on top of it
being a serious security issue when combined with bigger dedicated
servers
L2053[23:30:00] ***
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L2054[23:31:34] <A1b3> I know.
L2055[23:32:19] <Akkarin> so why go
through the trouble then?
L2056[23:32:33] <A1b3> If sharing
resources on LAN server is bad idea, I will find out how to make
the config+resources easy to share.
L2057[23:32:40] <Akkarin> instead of
using existing things like resource loader and just share the files
beforehand like everybody else
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L2059[23:33:58] <A1b3> On dedicated
servers? Just like server resourcepacks.
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L2064[23:38:53] <A1b3> I'm planning to
reject clients which doesn't accept the resource packs. This may be
configurable on server-side.
L2065[23:39:44] <Drullkus> Minecraft
Realms can force a resourcepack or else you may not connect
L2066[23:39:47] <Drullkus> Just my two
cents
L2067[23:40:29] <Akkarin> You can
actually do that rather easily
L2068[23:40:39] <Akkarin> the client
sends a packet when it accepts or rejects a resource pack
L2069[23:41:40] <A1b3> Yes.
L2070[23:42:20]
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L2071[23:42:38] <A1b3> Exactly, that's
what I'm going to do.
L2072[23:43:45]
⇨ Joins: immibis
(~chatzilla@122-61-225-102.jetstream.xtra.co.nz)
L2073[23:44:08] <A1b3> My problem was all
about the server side providing the resources.
L2074[23:47:19] <A1b3> So is it bad for a
mod to automatically create the URL for the server in this
case?
L2075[23:49:58] <Akkarin> alright. let's
re-iterate: it's bad to download things without asking the user,
it's alright to help administrators transfer the data to the client
somehow
L2076[23:50:16] <Akkarin> however: it's
already easy as hell to set it up
L2077[23:52:11] <A1b3> So it is fine to
have it on somewhere like Dropbox?
L2078[23:52:35] <A1b3> I'd not if I'm
making a server, but there could be dozen doing that.
L2079[23:53:46] <Akkarin> as I said
before: Dropbox used to work like any other provider that lets you
directly download uploaded files as long as there's a sane amount
of players
L2080[23:55:09] <A1b3> So now it
doesn't?
L2081[23:55:42] <Akkarin> I never said it
didn't anymore. I only implied that I haven't tested it ;-)
L2082[23:57:54] <A1b3> Oh :P
thanks!
L2083[23:58:18] <Akkarin> Point is:
There's tons of services that allow you to quickly set it up. It
really won't get easier than it already is.