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L9[00:45:09] ***
PaleOff is now known as PaleoCrafter
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L26[01:23:53] <LexMobile> Oh god, what this
crap about itterators on enums...
L27[01:26:56] <PaleoCrafter> it looked
quite horrible indeed
L28[01:27:43] <mezz> I'm committed some
terrible sins with enums but haven't made an iterator yet,
hmm
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L30[01:32:22] <LexMobile> oh hes trying to
optimize everything to do with enums... why, god why...
L31[01:34:06] <PaleoCrafter> funnily
enough, it would result in (slightly) worse code, considering a
foreach over arrays would turn into an indexed one xD
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L33[01:37:50] <LexMobile> yup yup. People
are just concerned over the perfomance of values()
L34[01:37:55] <LexMobile> It's not THAT
bad...
L35[01:38:09] <mezz> I just always do
public static final VALUES = values()
L36[01:38:35] <LexMobile> problem with that
is that its modifiable.
L37[01:38:40] <mezz> only ever saw it as a
real performance problem maybe once
L38[01:38:44] <LexMobile> Sadly there isnt
any concept of readonly arrays
L39[01:38:50] <mezz> yeah
L40[01:39:19] <mezz> I wish there was more
immutable stuff to use
L41[01:39:47] <mezz> seems like something
they should hack on as an annotation at least
L42[01:40:18] <mezz> @dontEditThis int[]
array = ...
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L44[01:40:59] <PaleoCrafter> Lex, the ad
hiding the first reply should be fixed now, btw. Forgot adjusting
that ad spot to be properly responsive
L45[01:41:38] <LexMobile> good good, is
that live?
L46[01:41:53] <PaleoCrafter> yep
L47[01:42:29] <LexMobile> also can you take
a look at the files
L48[01:42:43] <LexMobile> and make the
"Advertisements:" header not look like crap for the
center ad?
L49[01:42:49] <LexMobile> the size is all
weird
L50[01:42:53] <PaleoCrafter> will do when
I'm at home ^^
L51[01:43:27] <LexMobile> cool.
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L53[01:46:09] <PaleoCrafter> really need to
get Flamegoat on that cache reset thing and some automatic
deployment :/
L54[01:46:16] <LexMobile> ya...
L55[01:47:14] <fry> I did get a
single-percent cpu boost by switching from .values() to a static
array once, but it was a really hot piece of code
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L57[01:47:49] <PaleoCrafter> uh, that code
is so hot, look at all those curvy braces ( ͡° ͜ʖ ͡°)
L58[01:48:46] <LexMobile> yes values() is
laggy BECAUSE it protects itself by creating new copies
L59[01:49:06] <LexMobile> IF you can trust
the consumer using a static copy of the aray is definitly
faster.
L60[01:49:26] <LexMobile> But by default
you have to code defensively :/
L61[01:56:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170914 mappings to Forge Maven.
L62[01:56:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170914-1.12.zip
(mappings = "snapshot_20170914" in build.gradle).
L63[01:57:09] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L85[03:19:26] <ghz|afk> wtf
L87[03:19:36] <ghz|afk> Minecraft: New
Nintendo 3DS Edition
L88[03:20:12] <ghz|afk> well I guess it has
a market
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L92[03:41:52] <TechnicianLP> at least the
cdn-decryption keys for it didnt get dumped yet ...
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L98[04:05:23] <LexMobile> It will within 24
hours. 3ds DRM is a joke these days.
L99[04:05:39] <LexMobile> Also, Same
codebase is designed to work on all console based systems. Yaya
'Bedrock'!
L100[04:15:12] <PaleoCrafter> Why do they
have to prepend that "New", though? is the original 3DS
simply not powerful enougH?
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L112[04:41:39] <gigaherz|work>
PaleoCrafter: chances are it has more RAM or something
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L114[04:41:49] <gigaherz|work> Minecraft
isn't really a lightweight game ;P
L115[04:42:56] <gigaherz|work> Although
Nintendo isn’t offering specific processor specs, the company
claims the New 3DS’ processor is a considerable leap over the old
iteration."
L116[04:43:49] <gigaherz|work> ewh, 256
mb, with 64mb dedicated to the OS
L117[04:43:57] <gigaherz|work> how the F
do they run MC in there?!
L118[04:44:12] <PaleoCrafter> I guess the
"New" one has to have some benefit to even be calld that,
yeah
L119[04:44:23] <PaleoCrafter> and you
never know, it might be an extremely limited version of the game?
:P
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L121[04:44:37] <gigaherz|work> and yeah ..
the original has 128mb of ram
L122[04:44:57] <gigaherz|work> original:
128mb with 32mb reserved for the firmware
L123[04:45:01] <gigaherz|work> new: 256mb
with 64mb reserved
L124[04:45:29] <gigaherz|work> I can
hardly believe they can manage mc with 192mb, most definitely not
with 96mb
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L127[04:46:07] <PaleoCrafter> also, the
Sony Ericsson Xperia Play (which PE was initially exclusively
developed for) had 512mb of RAM and I'd wager that Android is a
little heavier with the memory required by the system :P
L128[04:46:17] <PaleoCrafter> + it's
shared with other apps
L130[04:46:48] <gigaherz|work> HAH! they
did this edition right
L131[04:46:53] <gigaherz|work> the
inventory shows on the bottom screen
L132[04:47:41] <gigaherz|work> from that
video, looks like a VERY trimmed down pocket edition
L133[04:48:09] <gigaherz|work> view
distance seems like 3-4 chunks XD
L134[04:48:10] <PaleoCrafter> >third
party game making better use of the bottom screen than Nintendo's
own shit
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L137[04:50:09] <gigaherz|work> Well, on
the WiiU edition, the wiiu controller screen only shows a clone of
the main screen
L138[04:50:19] <gigaherz|work> they missed
that chance completely
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L140[04:50:35] <PaleoCrafter> didn't say
it universally holds true :P
L141[04:50:41] <gigaherz|work> it was
perfect for showing inventory and such down there
L142[04:50:48] <gigaherz|work> I guess
they learned and did it right on the 3ds one
L143[04:51:05] <gigaherz|work> or maybe,
the 3ds' limitations make it easier to show the GUIs on one screen
and 3d on the other
L144[04:51:15] <gigaherz|work> and they
were "forced" by the hardware to do it?
L145[04:51:26] <PaleoCrafter> my point is
that with all the innovations from Nintendo, they never really get
used properly by third parties. At least they did it right with the
3DS edition, though
L146[04:52:16] <gigaherz|work> yeah
L147[04:52:29] <gigaherz|work> a game has
to be more than a dumb port
L148[04:52:39] <gigaherz|work> and
3rdparties don't want to spend money designing for it
L149[04:52:40] <PaleoCrafter> also, I
imagine that the WiiU port was a more straightforward one from the
Playstation/Xbox editions than this one was, so they didn't feel
like properly adapting the platform
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L151[04:53:10] <gigaherz|work> like, the
bottom screen is the perfect place to put the secondary ui
elements: minimap, held items, etc
L152[04:53:31] <gigaherz|work> this is
specially interesting for split-screen games, where it may be an
advantage if the other players don't see your inventory on
screen
L153[04:54:01] <gigaherz|work> (thinking
WiiU)
L154[04:54:24] <gigaherz|work> but at the
sa me time, it would be rare for someone to have more than one wiiu
controller, and if the wiiu can handle more than one, I don't think
it can do more than 2
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L156[04:55:50] <PaleoCrafter> tbf, with
the WiiU it is a bit of a different scenario since you don't have
the two screens right next to each other. Constantly having to look
elsewhere could feel a bit cumbersome for crucial information such
as inventory etc
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L187[08:06:48] ***
Mimiru is now known as Katie
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Katie is now known as Caitlyn
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L192[08:27:14] <halvors> Particles spawned
client side with World.spawnParticle() have a ySpeed argument to
set y velocity.
L193[08:27:26] <halvors> When do the same
on the server there is no velocity argument.
L194[08:27:50] <halvors> ((WorldServer)
world).spawnParticle() doesn't have a ySpeed argument, any idea how
to set the particle to only have positive Y velocity?
L195[08:36:34] <halvors> Nevermind,
figured it out.
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L200[08:40:55] <ghz|afk> lol
L201[08:40:56] <ghz|afk> [12:41]
(Sepultura): gigaherz we should change If!(condition) to
unless(condition) in programming languages. since unless is if ...
don't ...
L202[08:40:59] <ghz|afk> oops wrong
paste
L204[08:41:11] <ghz|afk> eh remove the
"index" part
L206[08:41:34] <ghz|afk> the dude in the
video is wearing a "Periodic table of Minecraft"
shirt
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L215[09:06:10] <blood|wrk> mezz around
=)
L217[09:06:48] <blood|wrk> it's really bad
practice and violates the event contract entirely
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L220[09:12:15] <PaleoCrafter> uhm... how
does it break the contract, blood|wrk?
L221[09:13:11] <blood|wrk> any other mod
that LISTENS to that event and sees it cancelled expects the logic
to have never run
L222[09:13:28] <blood|wrk> its just
terrible
L223[09:13:43] <blood|wrk> if a mod needs
to run its own logic then the event should be updated to support
it
L224[09:13:55] <blood|wrk> cancelling an
event = do not run
L225[09:14:24] <blood|wrk> and doesnt mean
you can run it yourself and ignore any other listener for that
event
L226[09:15:40] <PaleoCrafter> ah, I didn't
look at the context much, only what event it was
L227[09:16:04] <blood|wrk> as you can see
in his source, he literally copied transferPlayerToDimension and
dumped it into his mod
L228[09:16:08] <PaleoCrafter> yeah, they
shouldn't be doing that or at least fire the event again with their
updated logic
L229[09:16:12] <blood|wrk> its just so
bad
L230[09:16:26] <blood|wrk> if you cancel
an event, never run the logic
L231[09:16:26] <PaleoCrafter> oh, wait, it
does xD
L232[09:16:55] <PaleoCrafter> I wouldn't
agree to that in general :P
L233[09:17:21] <blood|wrk> there should be
another flag to indicate the mod wants to run its own logic
L234[09:17:35] <blood|wrk> how can you
expect another listener to know you ran it anyway?
L235[09:17:55] <PaleoCrafter> another
listener wouldn't receive the cancelled event unless it
specifically requests it? :P
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L237[09:18:48] <blood|wrk> Sponge grabs
the result so it knows when to revert its end
L238[09:19:14] <blood|wrk> requesting
result of an event is perfectly valid
L239[09:20:02] <PaleoCrafter> of course,
but IMO cancellation doesn't imply "the state is the same as
if the event wasn't cancelled"
L240[09:20:27] <blood|wrk> its always been
that case until mods started to abuse it
L241[09:20:48] <blood|wrk> there really
needs to be a distinction if you want to run custom logic and avoid
forge running its event logic
L242[09:20:53] <PaleoCrafter> it entirely
depends on the event
L243[09:21:59] <blood|wrk> even if the mod
runs its own and it fires events, the event that was cancelled will
return last
L244[09:22:29] <blood|wrk> so any revert
logic will always run
L245[09:22:40] <PaleoCrafter> I wouldn't
expect a player to be transported when that dimension change event
there was cancelled (and none was fired for the custom logic), but
for some (maybe most) events running your own logic and cancelling
is the very reason they exist
L246[09:23:03] <blood|wrk> its bad
design
L247[09:24:10] <PaleoCrafter> that mod
should probably schedule its transportation for the next tick/the
end of the current one.
L249[09:24:39] <ghz|afk> (didn't really
want to put that in a tweet ;P)
L250[09:24:57] <blood|wrk> or forge adds a
flag to allow other mods to know when a mod wants to essentially
ignore vanilla logic for its own
L251[09:25:29] <blood|wrk> but yes
delaying a tick would be better
L252[09:25:33] <PaleoCrafter> but again,
in general I'd personally only interpret the cancellation contract
as "the code the event *directly* guards won't run" and
nothing more, everything else would indeed require an additional
state
L253[09:25:57] <blood|wrk> that still
doesnt respect other listeners that NEED to know the end
result
L254[09:26:09] <blood|wrk> that is
literally only caring about your own mod
L255[09:26:54] <blood|wrk> what happens if
i want to give a player some special item during transport?
L256[09:27:00] <PaleoCrafter> the problem
is what you define as "end result" (in general). It's
reasonably clear for the dimension change event, but not so much
for others
L257[09:27:12] <blood|wrk> the end result
for that event is it didnt happen
L258[09:27:16] <blood|wrk> so the player
would never get the item
L259[09:27:50] <PaleoCrafter> I guess more
events should really be making use of the actual result rather than
simple cancellation
L260[09:28:02] <blood|wrk> the interact
result handles this properly
L261[09:28:22] <blood|wrk> with
setItemResult, setBlockResult
L262[09:28:38] <blood|wrk> but it would be
better if there was a general way to handle this for all
events
L263[09:28:55] <PaleoCrafter> then you can
actually map what you want: {DENY,DEFAULT} + cancellation would run
nothing at all, ALLOW + cancellation would be custom logic and
{ALLOW,DEFAULT} + no cancellation would be Vanilla behaviour
L264[09:29:03] <PaleoCrafter> there
is
L265[09:29:04] <blood|wrk> right that
would be better
L266[09:29:11] <blood|wrk> oh yea result
is there for all right?
L267[09:29:24] <PaleoCrafter> yep, as long
as the event is annotated with @HasResult
L268[09:29:25] <blood|wrk> its just not
used by mods
L269[09:29:45] <PaleoCrafter> mods can't
use it if the event doesn't request it
L270[09:30:05] <blood|wrk> ok so any event
where a mod may want to replace vanilla should have it then
L271[09:30:09] <PaleoCrafter> might be
worth writing this case up as an issue in order to refine the event
processing process
L272[09:32:16] <blood|wrk> yea wouldnt be
a bad idea
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L275[09:40:44] <blood|wrk> PaleoCrafter: I
see another issue, how would another listener for this event cancel
the "custom" logic. I suppose the mod would have to fire
an event before running it but in this case he just runs it
anyway
L276[09:41:45] <blood|wrk> or it would
have to listen with high priority i guess
L277[09:41:55] <blood|wrk> and hope the
other listener doesnt have the same
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L295[10:48:26] <busti> Is there some
method I can call that renders IBakedModel's to a BufferBuilder
with floatingpoint translation and rotation? I tried RenderItem and
BlockModelRenderer but both are optimized for their specific
purpose.
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L304[11:09:58] <millerti> On curseforge,
is it useful to keep my userid the same as with any other
particular minecraft-related site?
L305[11:11:15] <ghz|afk> useful,
sure
L306[11:11:22] <ghz|afk> but not strictly
related
L307[11:11:40] <ghz|afk> if it's millerti
in one, and miller in another, who cares
L308[11:12:36] <millerti> Well, for some
reason, curseforge wanted to use "theosib2" as my userid,
and I couldn't change it, although I could set "theosib"
as my nickname.
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L313[11:15:07] <ghz|afk> java8
L314[11:15:12] <ghz|afk> your vps doens't
have java8 in it
L315[11:15:25] <ghz|afk> Java is OpenJDK
64-Bit Server VM, version 1.7.0_151,
L316[11:15:29] <ghz|afk> but a mod
requires j8 to load
L317[11:15:39] <ghz|afk>
appeng/coremod/AppEngCore : Unsupported major.minor version
52.0
L318[11:15:49] <ghz|afk> ^ whatever mod
that is from
L319[11:16:13] <ghz|afk> either removethat
mod, or ask your vps to use java8 ;p
L320[11:16:41] <AnarchySage> Ah derp
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L322[11:18:50] <ben_mkiv> haven't many
mods moved to java8? :>
L323[11:19:16] <ghz|afk> yes
L324[11:19:32] <ghz|afk> many mods used
java8 even before mc1.12 became java8 itself
L325[11:19:46] <ghz|afk> now there's no
excuse ;p
L326[11:19:48] <ben_mkiv> even tho i had
to change it for a simple mod, but can't recall actually
reason
L327[11:20:06] <AnarchySage> that fixed
it, thanks
L328[11:21:14] <ben_mkiv> ah, baubles
integration needed java8
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L341[12:37:09] <PaleoCrafter> ghz|afk,
seeing your sublogo there makes me fear intrusive mods adding onto
it xD
L342[12:37:37] <PaleoCrafter> "like
XYZCraft" in addition to "with mods" xD
L343[12:37:57] <ghz|afk> XD
L344[12:38:03] <ghz|afk> not like they
could have done it before ;P
L345[12:38:06] <ghz|afk> couldn't
L346[12:38:08] <ghz|afk> *
L347[12:39:56] <ghz|afk> I'd be more
concerned about mods providing their own "edition.png" in
the jar
L348[12:40:11] <ghz|afk> so that it shows
"Optifine Edition" or "Draconic Edition" or
whatever ;p
L349[12:40:22] <PaleoCrafter> Oh
dear
L350[12:40:26] <quadraxis> Balanced
Edition
L351[12:40:29] <PaleoCrafter> Eh
L352[12:40:38] <PaleoCrafter> I was about
to propose that :P
L353[12:40:54] <PaleoCrafter> "Broken
Edition" for Optifine xD
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L359[13:04:31] <malte0811> Is
dependency/coremod extraction meant to work with gradle
dependencies (deobfCompile)? It doesn't for me
L360[13:08:49] <Ivorius> PaleoCrafter:
What sublogo
L362[13:14:47] <McJty> Oh glClear doesn't
respect glScissor
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L364[13:22:33] <tterrag> huh?
L365[13:22:37] <tterrag> why are you using
glClear
L366[13:22:43] <tterrag> that's just gonna
corrupt the state
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L368[13:24:07] <Ivorius> Aha
L369[13:24:57] <Ivorius> That would be the
shittiest contest ever
L370[13:25:10] <Ivorius> Kinda want a
sublogo API to add your shit to it
L371[13:27:04] <PaleoCrafter> PR it
;)
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L374[13:33:32] <McJty> tterrag, was trying
to clear the frame buffer in my GUI. But it is ok. Going to do it
different anyway
L375[13:35:26] <PaleoCrafter> Could use
the stencil buffer ¯\_(ツ)_/¯
L376[13:35:45] <tterrag> clear the
framebuffer?
L377[13:35:50] <tterrag> that's not what
glClear does
L378[13:36:27] <McJty> yes realize that
now
L379[13:36:36] <McJty> Not that good with
OpenGL
L380[13:36:50] <McJty> But it was a bit
stupid anyway as I can just as well make that part of my gui PNG
black :-)
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L414[16:10:04] <ghz|afk> (probably would
get more if I backport to 1.10.2, but can't be bothered ;P)
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L417[16:10:55] <Necro> the mod doesn't
even sound half bad tbh. the only thing I would probably do is
having a distinguishable texture
L418[16:11:06] <ghz|afk> heh
L419[16:11:14] <ghz|afk> sortof the point
of it is that it hides the fact it's a button
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L421[16:11:25] <ghz|afk> which is nice for
like, hidden doors
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L423[16:12:06] <Necro> maybe have it like
redstone chests where you don't really notice the difference if you
aren't looking for it.
L424[16:12:17] <ghz|afk> true
L425[16:13:50] <ghz|afk> my pc is going
stupid again
L426[16:13:57] <ghz|afk> I'll have to
reboot >_<
L427[16:14:19] <ghz|afk> it's due getting
a refresh also
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L430[16:27:24] <Ordinastie> yes we
can
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L434[16:33:22] <Necro> ghz: I can tell
they are different at the edges but I couldn't tell which one is
which. (If one is more redish or smth I can't tell because of
red-green deficiency)
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L436[16:34:01] <ghz|afk> Necro: ah, sucks,
yeah, right one is redder
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L438[16:34:32] <ghz|afk> I suppose it's
very hard for you to tell normal chests apart from trapped ones
also
L439[16:35:16] <halvors> How to make an
exposion that spawns client sided particles from server side.
L440[16:35:44] <halvors> Extending
Explosion class in Minecraft and calling doExplosionA() and
doExplosionB() doesn't spawn particles.
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L442[16:35:55] <halvors> Is it even synced
to the client
L443[16:35:58] <halvors> ?
L444[16:36:16] <Necro> halvors: send your
own Packets for syncing
L445[16:36:28] <halvors> Or is blocks only
removed server side, and thereby causes the client to be informed
of the block change?
L446[16:36:49] <Ordinastie> that's
something you should be able to figure out yourself
L447[16:36:52] <halvors> Necro: Why do
that if the mincraft already have explosion classes built in i can
use.
L448[16:36:58] <Ordinastie> it's not like
you don't have access to the code
L449[16:37:08] <ghz|afk> the vanilla
explosion already spawns particles ...
L450[16:37:25] <ghz|afk> or wait is that
the projectile and not the explosion?
L451[16:37:33] *
ghz|afk can't remember
L452[16:38:37] <Necro> ghz: exactly can't
tell redstone chests from regular ones. but if I know about it I
can memorize them.
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L454[16:39:11] <ghz|afk> Necro: hmm
shouldn't you have a resourcepack for that?
L455[16:39:19] <halvors> Ordinastie: Yeah,
and as far as i can see the Explosion class calls the client side
only World.spawnParticle() function.
L456[16:39:33] <ghz|afk> wouldn't be too
hard to make a resourcepack that changes redstone to blue
L457[16:39:49] <halvors> And TNT for some
reason us lazy and just does World.createExplosion.
L458[16:40:12] <halvors> Anyone know of a
Minecraft explosive other than TNT that actually uses Explosion
class?
L459[16:40:26] <Necro> because I usually
don't come across redstone chest it's not that bad. in the worst
case I can just press f3 and look at the block id.
L460[16:40:32] <Ordinastie> halvors, your
IDE know
L461[16:40:34] <Ordinastie> s
L462[16:40:52] <ghz|afk> lol that's not
what I was expecting
L464[16:41:06] <ghz|afk> someone made a
pack that simulates color blindness, rather than correctingfor
it
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L466[16:44:14] <quadraxis> ghz, there
needs to be a small chance that "with mods!" is replaced
with "& Knuckles" for that to be perfect
L467[16:44:30] <quadraxis> like the
Minceraft thing
L468[16:44:59] <ghz|afk> quadraxis: lex
already turned the idea down on tweeter ;P
L469[16:45:18] <ghz|afk> twitter*^
L470[16:45:27] <Lord_Ralex> tweeter
L471[16:45:28] <halvors> Is it right that
ItemExpireEvent only is called on the server?
L472[16:45:53] <quadraxis> ah, darn
L473[16:45:54] <Necro> yeah I don't really
need color blind options in games because my deficiency is just a
medium one. so the only thing that really causes problems are very
subtle differences.
L474[16:46:27] <Necro> *mediumly
strong
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L476[16:49:57] <Necro> there is just one
thing that actually sucks: seeing browns as greens. Imagine working
on a wooden texture and often having to check wether you are
actually using brown and not green.
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L478[16:50:49] <Necro> I once had a nice
dark green shirt then I found out it was brown.
L479[16:51:25] <ghz|afk> heh, yeah I can't
imagine that
L480[16:51:31] <ghz|afk> I mean I can
imagine it would suck
L481[16:51:35] <ghz|afk> but I can't
imagine the world like that
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L485[16:56:06] <halvors> How is
World.createExplosion() called client side when only calling it on
the server? I cannot find any packets being sent.
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L488[16:58:46] <quadraxis>
WorldServer.newExplosion
L489[17:00:05] <Necro> ^ ln 1257
((EntityPlayerMP)entityplayer).connection.sendPacket(new
SPacketExplosion(x, y, z, ...
L490[17:00:29] <quadraxis> can just search
for SPacketExplosion to find that
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L493[17:08:13] <busti> Hey, I lost a
backlog today at lunch, so I'll ask again. I want to render an
ItemStack in 3d in the world using a FastTESR with a specific
rotation and translation. Probably the same way other mods render
items in tubes and such. Is there a handy method I could use?
L494[17:08:17] <halvors> Thanks, was
searching for createExplosion :O
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L498[17:14:23] <ghz|afk> busti: you can
passt he TRSRTransformation to the bake method, to rotate it in
advance, then just add thequads to the vertex buffer
L499[17:15:00] <ghz|afk> it's not exactly
what you ask
L500[17:15:07] <ghz|afk> but this is how I
build a TRSRTransformation:
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L503[17:15:35] <ghz|afk> and the
getConnector function below shows how to combine
TRSRTransformations into one
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L506[17:18:14] <ghz|afk> I have to go to
sleep, so night
L507[17:18:16] *
ghz|afk poofs
L508[17:18:32] <busti> gn8
L509[17:18:36] <busti> and thanks
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L511[17:21:42] <halvors> ItemExpireEvent
is only called server side right?
L512[17:22:20] <halvors> Since the client
only renders the itemstack that expires.
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L526[18:00:45] <halvors> Is it possible to
send vanilla packets as IMessage's thru SimpleNetworkWrapper
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L541[18:52:33] <tterrag> halvors:
yes
L542[18:52:59] ***
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L543[18:54:05] <tterrag> wait I might have
been thinking the other way
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L548[19:58:59] <halvors> tterrag: Yeah,
know other way works. So i should just use the vanilla packet
handler for that? When sending vanilla packets?
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L550[20:29:12] ***
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L558[21:33:42] <tterrag> probably
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