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L5[00:26:58] <Arcanitor> How do I send a
global server message?
L6[00:27:14] <Arcanitor> (Alternatively, a
list of all players)
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L10[01:05:29] <Abastro> You mean
nethandler's sendToAll?
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L19[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180120 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180120-1.12.zip
(mappings = "snapshot_20180120" in build.gradle).
L21[02:00:18] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L38[05:21:54] <ben_mkiv> so my inventory
works almost... but! when shift clicking something in one the
inventorys to move the stack to the other one it freezes the
client
L39[05:22:24] <ben_mkiv> anyone got this
before?
L40[05:22:55] <ben_mkiv> or knows what
methods are called when the shift click event fires
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L45[05:29:39] <ben_mkiv> and as it doesnt
crash i dont get any stacktrace :/
L46[05:30:33] <ghz|afk> shift-clicking is
in the Container#transferStackInSlot
L47[05:31:18] <ghz|afk> because the vanilla
decompiled code for that method is VERY confusing
L48[05:31:30] <ghz|afk> I think this
example might help you understand how it is supposed to work:
L50[05:31:37] <ben_mkiv> ohh, that explains
why there was inventory code in the container... thank you
L51[05:32:06] <ben_mkiv> i thought my
problem is within the inventory class
L52[05:32:36] <ghz|afk> no all the logic
for gui slots is in the Container and Slot classes
L53[05:32:49] <ghz|afk> nothing else
matters unless you use a very customized inventory class
L54[05:32:56] <ben_mkiv> btw. whats the
better way to go for inventories? extend inventoryBasic or
ForgeItemStackHandler?
L55[05:32:57] <ghz|afk> or a very
non-standard container
L56[05:33:10] <ghz|afk> InventoryBasic is a
reference implementation for IInventory
L57[05:33:24] <ghz|afk> forge considers
IInventory DEPRECATED
L58[05:33:34] <ghz|afk> so InventoryBasic
should not be used unless you have a very good reason to
L59[05:33:42] <ghz|afk> because it DOES NOT
work with capabilities
L60[05:33:51] <ben_mkiv> yea im using
IInventory actually but implented the functions in my class
L61[05:33:54] <ghz|afk> unless you manually
wrap it with an adapter
L62[05:33:56] <ben_mkiv> and extended forge
itemstackhandler
L63[05:34:12] <ghz|afk> also
L64[05:34:25] <ghz|afk> you shouldn't
extend ItemStackHandler in your TileEntity or Entity or such
L65[05:34:32] <ghz|afk> it is best if it is
a separate class
L66[05:34:36] <ghz|afk> and you use
composition
L67[05:34:49] <ben_mkiv> its actually a
capability
L68[05:34:54] <ben_mkiv> to add the custom
inventory to something
L70[05:35:05] <ghz|afk> okay
L71[05:35:12] <ghz|afk> then yes, you can
extend ItemStackHandler
L72[05:35:23] <ben_mkiv> and about
IInventory what is the "new" thing? IItemHandler?
L73[05:35:29] <ghz|afk> IItemHandler is the
capability, yes
L74[05:35:45] <ghz|afk> as you can see
inCapabilityItemHandler.ITEM_HANDLER_CAPABILITY
L75[05:35:57] <ghz|afk> it is declared as a
capability<IItemHandler>
L76[05:36:13] <ben_mkiv> yea i've seen that
on entities
L77[05:36:22] <ben_mkiv> so they all come
with an inventory somehow already?
L78[05:36:46] <ghz|afk> yes vanilla objects
are special
L79[05:37:04] <ghz|afk> because entities
have the equipment slots stuff
L80[05:37:14] <ghz|afk> most of them come
with a predefined IInventory
L81[05:37:22] <ghz|afk> and a wrapper class
that adapts it to IItemHandler
L82[05:37:35] <ben_mkiv> oh, so forge maps
that?
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L84[05:38:50] <ghz|afk> check
EntityLivingBase#getCapability
L85[05:39:04] <ghz|afk> it declares 3
wrappers
L86[05:39:15] <ghz|afk> 1 that is obtained
from the sides, for armor
L87[05:39:24] <ghz|afk> 1 that is obtained
from the top and bottom, for "hands"
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L89[05:39:40] <ghz|afk> and 1 that contains
all the equipment slots, for "no side"
L90[05:40:33] <ghz|afk> so if you are
trying to attach an IItemHandler capability to something that
already does this
L91[05:40:34] <ghz|afk> it won't work
L92[05:40:54] <ghz|afk> because their
if(capability ==
L93[05:40:58] <ghz|afk> will run before
yours
L94[05:41:06] <ben_mkiv> so it cheats it by
different faces
L95[05:41:13] <ben_mkiv> to seperate
between those inventorys
L96[05:41:40] <ghz|afk> depends on your
definition of cheating
L97[05:41:58] <ben_mkiv> well, its making a
list out of something that wasn supposed to be used like that
xD
L98[05:44:08] <ben_mkiv> is that vanilla
code?
L99[05:44:17] <ben_mkiv> or forge/mcp
unmapping result?
L100[05:44:26] <ben_mkiv> about the
capabilites in the entityLivingBase
L101[05:45:14] <ben_mkiv> forge i guess
from the comment/classreferences
L102[05:46:42] <ghz|afk> anything related
to capabilities, is forge.
L103[05:46:47] <ghz|afk> vanilla doesn't
have those
L104[05:46:53] <ghz|afk> the thing
is:
L105[05:46:58] <ghz|afk> IInventory was
designed for GUI use
L106[05:47:05] <ghz|afk> it is NOT a good
interface for automation
L107[05:47:20] <ghz|afk> even the way
hoppers are implemented is inherently "broken"
L108[05:47:26] <ghz|afk> just happens to
work well enough for vanilla purposes
L109[05:47:35] <ghz|afk> meanwhile
L110[05:47:42] <ghz|afk> IItemHandles is
designed 100% for automation use
L111[05:47:48] <ghz|afk> and is a rather
bad match for gui use
L112[05:47:59] <ben_mkiv> xD
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L114[05:48:12] <ghz|afk> due to not having
direct methods for the things a slot needs
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L116[05:48:33] <ben_mkiv> good that no one
came up with the idea to write ONE inventory class which fits both
xD
L117[05:48:37] <ghz|afk> stuff like
"can swap stack" are foreign to IItemHandler
L118[05:48:44] <ghz|afk> oh don't be
mislead
L119[05:48:44] <ben_mkiv> but the shift
clicking works now, thanks again :)
L120[05:48:45] <ghz|afk> we did
L121[05:48:46] <ghz|afk> more than
once
L122[05:48:49] <ghz|afk> it has been
attempted
L123[05:48:59] <ghz|afk> and no good
outcome has reached
L124[05:49:07] <ghz|afk> there's always
more negative opinions than supporters
L125[05:49:38] <ghz|afk> my suggestion was
to actually separate the api into two interfaces
L126[05:49:49] <ghz|afk> or rather,
three:
L127[05:50:02] <ghz|afk> one for
enumerating slots and querying their content explicitly
L128[05:50:18] <ghz|afk> one for managing
slots (set stack, swap stack, take partial stack)
L129[05:50:33] <ghz|afk> and one for
automation use (slotless, take N of this, put N of this)
L130[05:50:58] <ghz|afk> but there are
some VERY corner-case use cases which always break
L131[05:51:03] <ben_mkiv> take N of this
and put N of this are 2 methods
L132[05:51:04] <ghz|afk> regardless of
which solution one proposes
L133[05:51:16] <ghz|afk> no matter how
elegant the solution is
L134[05:51:29] <ghz|afk> someone goes
"but this wouldn't support my use case of doing X with
Y!"
L135[05:51:41] <ghz|afk> I believe the
strongest complain was for a trains mod
L136[05:52:02] <ghz|afk> that wanted to
have a rail that stops "if there is a slot that will be able
to accept the item in the future"
L137[05:52:15] <ghz|afk> but not if there
is no slot at all that will ever be able to accept it
L138[05:52:30] <ghz|afk> that subtle
difference "can accept now" vs "can accept
ever"
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L140[05:52:40] <ben_mkiv> oO
L141[05:52:52] <ghz|afk> and the another
big complaint was with big aggregation mods
L142[05:52:58] <ghz|afk> stuff like
AE2
L143[05:53:08] <ghz|afk> which need to be
as fast as possible querying things
L144[05:53:11] <ghz|afk> so a slot-less
API
L145[05:53:24] <ben_mkiv> no thats
wrong
L146[05:53:29] <ghz|afk> would mean that
trying to extract 1 thing over and over
L147[05:53:39] <ghz|afk> would mean it has
to start over from slot 0
L148[05:53:43] <ghz|afk> every single time
it requests an item
L149[05:53:48] <ghz|afk> making HUGE
inventories slow
L150[05:53:51] <ben_mkiv> yea, that just
needs smart indexing
L151[05:54:27] <ghz|afk> so they asked for
some way to communicate the "querying state" for later
use
L152[05:54:31] <ghz|afk> some kind of
"state object"
L153[05:54:36] <ghz|afk> an api
like...
L154[05:54:45] <ben_mkiv> it probably is
slow when it has to query over a list with 200 nonull
itemstack.empty entries xD
L155[05:54:51] <ghz|afk> StateObject =
beginExtracting(list of possible items)
L156[05:55:10] <ghz|afk> that later can do
... stateObject.extractNext(number of items)
L157[05:55:14] <ghz|afk> in an optimal
way
L158[05:55:33] <ghz|afk> but that makes
the api complicated to implement
L159[05:55:39] <ghz|afk> so yes
L160[05:55:40] <ben_mkiv> yea thats the
point where multithreading could help improve speed
L161[05:55:49] <ghz|afk> so far, no one
has come up with an API
L162[05:55:56] <ben_mkiv> not sure how its
done in java, but if those whole inventories would be async on
another core...
L163[05:56:00] <ghz|afk> that is both
elegant, and fits all the use cases
L164[05:56:18] <ghz|afk> so we are stuck
with IItemHandler which sortof works but fits none of them.
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L168[06:15:13] <Abastro> Hello. Would it
be acceptable to divide sky renderer into several pieces? I have a
reason for that - Currently just 'sky rendering' does two different
things in my opinion.
L169[06:24:31] <ben_mkiv> do capabilitys
get automatic saved to NBT?
L170[06:24:43] <ben_mkiv> or do i have to
call the writeNBT method on my own?
L171[06:27:22] <Raycoms> anyone knows who
is working on techreborn?
L172[06:27:42] <Raycoms>
java.lang.IllegalArgumentException: Cannot set property
PropertyString{name=type, clazz=class java.lang.String,
values=[tin, copper]} to copper on block techreborn:ore2, it is not
an allowed value
L173[06:27:50] <Raycoms> We store its
block to nbt and restore it
L174[06:27:53] <Raycoms> and this
happens
L175[06:28:36] <malte0811> modmuss50 does
TechReborn IIRC
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L177[06:51:54] <modmuss50> All issues need
to go onto the tracker
L178[06:51:57] <modmuss50> Thanks
L180[06:56:27] <Raycoms> okay will post
it
L182[06:57:42] <Raycoms> done
L183[06:58:12] <ghz|afk> heh I just heard
a line that shows something minecraft does not agree with
L184[06:58:19] <ghz|afk> "it's not
how far you fall, but how fast you hit the ground"
L185[06:58:30] <ghz|afk> mc fall damage is
NOT based on speed, but rather distance :D
L186[06:58:39] <ghz|afk> which has always
annoyed me greatly ;P
L187[06:58:42] <Raycoms> Is there
fallspeed in minecraft?
L188[06:58:53] <ghz|afk> ofc
L189[06:59:02] <ghz|afk> you just take the
last known speed before impact
L190[06:59:11] <ghz|afk> multiply by the
bouncyness of the material
L191[06:59:22] <ghz|afk> and there you go:
unspent energy = damage
L192[06:59:27] <ghz|afk> but no
L193[06:59:30] <ghz|afk> minecraft does
NOT do that
L194[06:59:34] <Raycoms> No I mean, I
didn't know that the fallspeed varies in minecraft =D
L195[06:59:37] <ghz|afk> it measures the
number of blocks fallen
L196[06:59:39] <ghz|afk> it does
L197[06:59:44] <ghz|afk> it has a
relatively low terminal velocity
L198[06:59:58] <ghz|afk> but dropping 2
blocks you fall slower than 10
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L200[07:11:13] <ben_mkiv> this game drives
me nuts xD
L201[07:11:34] <ben_mkiv> so i'm sending a
syncrequest to the server when the client adds my capability to a
entity
L202[07:11:52] <ben_mkiv> as this happens
when the client loads a entity, so it can get synced with the
server
L203[07:12:02] <ben_mkiv> but somehow on
gamestart, the server cant resolve the entity ids
L204[07:12:09] <ben_mkiv> "internal
server"^
L205[07:12:54] <ghz|afk> wat
L206[07:13:02] <ghz|afk> the client ASKS
the server to sync? why?
L207[07:13:18] <ghz|afk> that can be done
from the server itself
L208[07:13:23] <ben_mkiv> where?
L209[07:13:25] <ghz|afk> there's a
tracking list
L210[07:13:39] <ghz|afk> you can get the
entity tracker for the entity, and sync to all the entities that
are tracking yours
L211[07:13:41] <ben_mkiv> so it just sends
sync data about entities close to the player?
L212[07:13:48] <ghz|afk> there's also
"start tracking" event
L213[07:13:53] <ghz|afk> so you can send
the initial tracking request
L214[07:14:26] <ghz|afk> the tracking list
contains all the players that are receiving entity syncs
L215[07:14:47] <ghz|afk> so, if the player
is within a close enough distance that they will receive movement
updates and such
L216[07:15:04] <ben_mkiv> wheres that
list? XD
L217[07:15:22] <ben_mkiv> oh wait
L218[07:16:01] <ben_mkiv> no i dont get it
xD
L219[07:16:26] <ben_mkiv> theres a
addTrackingPlayer method on the entity object but its
empty...
L220[07:17:31] <ghz|afk>
PlayerEvent.StartTracking +
WorldServer#getEntityTracker().getTrackingPlayers(entity)
L221[07:17:47] <ben_mkiv> thanks =)
L222[07:17:58] <ghz|afk> you would send to
the player that is received in StartTracking
L223[07:18:01] <ghz|afk> and whenever
something changes
L224[07:18:07] <ghz|afk> to all the
tracking players
L225[07:18:18] <ghz|afk> the combination
of the two, should keep everyone in sync
L226[07:18:40] <ben_mkiv> so instead of
using sendToNearPlayers when im updating stuff i'll use the list
from trackingplayers
L227[07:18:46] <ghz|afk> yes
L228[07:19:03] <ben_mkiv> ok, guess i got
it, thanks :)
L229[07:21:31] <Unh0ly_Tigg> This isn't
directly forge/minecraft related, but I wanted to share it. I'm
working on a lwjgl3 and netty wrapper for lua, and it's in a state
that I can run the getting started code on lwjgl's website:
https://i.imgur.com/BPgSme9.png
L230[07:27:28] <ghz|afk> nice I
guess
L231[07:32:19] <ben_mkiv> ghz, would i use
my modnetwork to send the data or is there also some buildin
network for that?
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L234[07:38:00] <ghz|afk> ben_mkiv: yes
just make an IMessage for it, and send it through your
channel
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L236[07:41:09] <xnrand> Is it possible to
modify a coremod from another coremod?
L237[07:43:12] <xnrand> (In particular, I
have privacy concerns about one coremod that i'm using. I'd like to
make all its calls to URL#openConnection() throw an IOException.
I'd like to achieve that by using a coremod instead of editing its
jar by hand.)
L238[07:43:21] <ben_mkiv> hopefully last
question for the next hours... where would i implement the event
listener for the start tracking stuff?
L239[07:43:30] <barteks2x> Just to make
sure I understand it right: A tile entity rendering code should NOT
crash when world is null, right?
L240[07:43:31] <ben_mkiv> in my capability
class?
L241[07:43:44] <barteks2x> (it's not even
TESR)
L243[07:45:34] <barteks2x> when the world
is null that is
L244[07:46:02] <barteks2x> (this is called
from getExtendedState() which has an IBlockAccess, that is NOT
null)
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L250[08:28:21] <Corosus> lol
L251[08:28:54] <Corosus> do they appear
like that in creative inventory too?
L252[08:29:12] <Arcanitor> Am I supposed
to make my own class that inherits ITextComponent or is there a
forge/vanilla one that I should be using?
L253[08:29:19] <Corosus> or is JEI
cheating and showing things it shouldnt
L254[08:30:19] <Corosus> Arcanitor, new
TextComponentString("blah blah")
L255[08:30:26] <Arcanitor> oh cool
L256[08:30:35] <barteks2x> Corosus, JEI
and crwatrive inventory show items
L257[08:30:37] <barteks2x> I show
blockstates
L258[08:31:52] <Corosus> seems by design
then
L259[08:55:31] <Aroma1997> is there a way
to find out what players have a certain tileentity loaded?
L260[09:03:26] <ben_mkiv> maybe they also
register to WorldServer::getEntityTracker()
L262[09:04:26] <Aroma1997> hmm
L263[09:04:43] <ben_mkiv> the capability
stuff is just foobar
L264[09:04:51] <ben_mkiv> as i just used
it with that
L265[09:05:38] <Aroma1997> it looks like
it's only for entities though
L266[09:06:18] <ben_mkiv> thought thats
what TEs are
L267[09:08:02] <Aroma1997> no, tes are
tileentities, which are not entities
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L269[09:34:42] <barteks2x> so again, is
tile entity rendering actually supposed to work when world is
null?
L270[09:34:51] <barteks2x> or mods are
free to break in that case?
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L280[10:36:50] <ben_mkiv> well, so my
entity receives the syncmessage from the internalserver before its
able to resolve the entity by
Minecraft.getMinecraft().world.getEntityByID(message.enID);
L281[10:36:58] <ben_mkiv> is there another
way or a workaround?
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L283[11:01:08] <ben_mkiv> is there another
place to look at worldload? as it has to know the entity to add it
to its watcher
L284[11:01:53] <ben_mkiv> so im confused
how it cant resolve it when the client gets the sync after the
StartTracking event
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L297[12:53:22] <TechnicianLP> is the
launchwrapper written by mojang?
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L300[12:59:52] <DarkEyeDragon> boi. irc is
a struggle xD
L301[13:06:12] <IoP> irc is the coolest
guy I know
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L303[13:10:05] <DarkEyeDragon> never used
it before, so its quite confusing to me
L304[13:10:13] <illy> IRC the thing that
refuses to die because everything else dies first
L305[13:10:22] <DarkEyeDragon> haha
L306[13:11:12] <illy> I garantee you that
It will be here long after Discord is gone for whatever
reason
L307[13:13:10] <barteks2x> my only
complaint so far is not supporting editing messages
L308[13:13:33] <illy> if we added a bot
with sed that would fix that :P
L309[13:13:35] <IoP> and no proper search
support
L310[13:13:53] <IoP> or there is search if
you client supports it
L311[13:13:54] <barteks2x> well I mean
sometimes I write things in the wrong place. I want to be able to
delete them
L312[13:14:09] <barteks2x> hexchat
supports search
L313[13:14:23] <IoP> also storing logs for
search is pita
L314[13:14:44] <illy> there is a good open
alternitive for irc called matrix but there is no good client for
it IMHO
L315[13:15:22] <IoP> matrix also has cool
irc integration
L316[13:16:35] <illy> yeah but the bridge
is so dodgy that keeping nicks is a PITA it's simpler for me to
setup a bouncer with a 1000 line buffer
L317[13:17:11] <illy> wat use is the
bridge if I keep on getting kicked out of the channel because im
not authed
L318[13:19:39] <DarkEyeDragon> Is version
checking broken in the most recent release?
L319[13:19:49] <DarkEyeDragon> I cant seem
to get it to work
L320[13:21:06] <barteks2x> I honestly
can'
L321[13:21:17] <barteks2x> t figure outy
how it reaslly works actuss minor MC releases
L322[13:21:20] <barteks2x> like 1.12 and
1.12.2
L323[13:22:07] <DarkEyeDragon> dont make
version specific things?
L324[13:22:08] <DarkEyeDragon> xD
L325[13:22:35] <barteks2x> good luck if
you require forge fixes from 1.12.2
L326[13:23:32] <barteks2x> I have
dependencies = "after:forge@[13.20.1.2454,)" and yet it
still attempts to load with forge for 1.12
L327[13:24:00] <barteks2x> which because
of forge/FML just plain ignoring coremods for wrong MC version,
just crashes when creating world
L328[13:25:36] <barteks2x> oh...
13.20...
L329[13:25:44] <DarkEyeDragon> forge works
in mysterious ways
L330[13:26:04] <barteks2x> I had version
check for 1.11 in 1.12
L331[13:26:22] <DarkEyeDragon> So version
checking is broken basicly?
L332[13:26:31] <barteks2x> I don't think
so
L333[13:26:38] <barteks2x> what are you
doing and how it's broken?
L334[13:26:57] <DarkEyeDragon> doing what
the wiki says. but its not detecting the updates
L335[13:26:59] <barteks2x> it seemed to
work for m,e last time I have seen it
L336[13:27:09] <barteks2x> oh... so you
want UPDATE checking?
L337[13:27:13] <barteks2x> not version
checking?
L338[13:27:13] <DarkEyeDragon> yeah
L339[13:27:20] <barteks2x> then I can't
help you
L340[13:27:22] <DarkEyeDragon> oh, sorry
if i said that wrong
L341[13:27:30] <DarkEyeDragon> sigh
xD
L342[13:27:55] <barteks2x> I assumed you
meant :checking that the right version of some dependency
exists"
L343[13:28:03] <DarkEyeDragon> ooh
no.
L344[13:28:13] <DarkEyeDragon> i'm trying
to add update checking before i release
L345[13:28:19] <DarkEyeDragon> but i cant
seem to figure it out
L346[13:33:15] ***
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L358[14:22:18] <TechnicianLP> qustion on
Classloaders: the default structure with only forge is
<jvm-classloaders> > LaunchClassLoader (Tweakers) >
ModClassLoader (mods)? which purpose does the ModCLassloader server
it seems to delegate to LCL ...
L359[14:23:48] <TechnicianLP>
s/server/serve
L360[14:33:39] <TechnicianLP> ok got
ModClassloader figured out (just overlooked a method)
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L392[17:49:18] <ben_mkiv> so i'm using
startTracking to send a sync message, but when the client gets the
message it cant resolve the ID of the Entity because the world is
null
L393[17:49:39] <ben_mkiv> as it seems to
be not loaded when the sync happens
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L396[17:52:09] <Commoble> what happens if
you do something like (if (world == null) load world)
L397[17:53:36] <ben_mkiv> ive my doubts
that this will work
L398[17:53:58] <ben_mkiv> also i dont get
why the client cant resolve the entity... as to start the tracking
it has to know of it once
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L400[17:54:12] <ben_mkiv> or does the
server send the event when the player joins the game?
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L407[19:07:51] <ben_mkiv> sorry, the
entity is just null, not the world
L408[19:08:00] <ben_mkiv> which is still
weird
L409[19:15:55] <Commoble> so I'm reading
this article on IBM's website about implementing A* so I can copy
it and generate some respectable hallways
L410[19:16:06] <Commoble> and holy shit
you'd think IBM would be able to write some legible code
L411[19:22:46] <Commoble> took me like
half an hour to figure out that a variable named "pop"
referred to "previous operation"
L412[19:24:24] ***
SatanicSanta is now known as Santa|afk
L413[19:25:14] <Commoble> or "parent
operation"
L414[19:30:51] <ben_mkiv> finally...
xD
L415[19:31:35] <ben_mkiv> so the fix was
to put the sync receive message handler into a
IThreadListener
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Quits: AforAnonymous (AforAnonymous!bitch2k@212.108.50.100) (Ping
timeout: 182 seconds)
L423[20:03:49]
⇨ Joins: AforAnonymous
(AforAnonymous!bitch2k@212.108.50.189)
L424[20:12:48] ⇦
Quits: AforAnonymous (AforAnonymous!bitch2k@212.108.50.189) (Ping
timeout: 383 seconds)
L425[20:13:23]
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(AforAnonymous!bitch2k@212.108.50.139)
L426[20:19:38] ⇦
Quits: AforAnonymous (AforAnonymous!bitch2k@212.108.50.139) (Ping
timeout: 207 seconds)
L427[20:20:06]
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(Sonicwave!~Sonicwave@nat-x097-150.reshsg.uci.edu)
L428[20:20:29]
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(AforAnonymous!~bitch2k@212.108.50.140)
L429[20:24:16] ⇦
Quits: AforAnonymous (AforAnonymous!~bitch2k@212.108.50.140) (Ping
timeout: 182 seconds)
L430[20:37:38] ⇦
Quits: armed_troop
(armed_troop!~armedtroo@pool-98-111-142-113.phlapa.fios.verizon.net)
(Quit: Bye)
L431[20:42:54]
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(AforAnonymous!bitch2k@212.108.50.187)
L432[20:48:02] ⇦
Quits: AforAnonymous (AforAnonymous!bitch2k@212.108.50.187) (Ping
timeout: 182 seconds)
L433[20:48:28]
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(AforAnonymous!bitch2k@212.108.50.110)
L434[20:51:31]
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(armed_troop!~armedtroo@pool-98-111-142-113.phlapa.fios.verizon.net)
L435[20:52:47] ⇦
Quits: AforAnonymous (AforAnonymous!bitch2k@212.108.50.110) (Ping
timeout: 207 seconds)
L436[21:16:11] ⇦
Quits: Neal (Neal!~Neal@47.146.41.184) (Ping timeout: 207
seconds)
L437[21:45:50] ⇦
Quits: Nedelosk
(Nedelosk!~Nedelosk@ip-37-201-253-118.hsi13.unitymediagroup.de)
(Read error: Connection reset by peer)
L438[22:11:01]
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(McJty!~jorrit@ptr-9197ufnvsfjmuvh92y6.18120a2.ip6.access.telenet.be)
L439[22:58:00] ⇦
Quits: Lathanael|Away
(Lathanael|Away!~Lathanael@p54960850.dip0.t-ipconnect.de) (Ping
timeout: 186 seconds)
L440[23:00:02]
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(Lathanael|Away!~Lathanael@p54960FD4.dip0.t-ipconnect.de)
L441[23:35:56] ⇦
Quits: quadraxis
(quadraxis!~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
(Ping timeout: 207 seconds)
L442[23:38:01] ⇦
Quits: moony (moony!~moony@tx-76-4-59-100.dhcp.embarqhsd.net)
(Remote host closed the connection)
L443[23:38:20]
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(moony!~moony@tx-76-4-59-100.dhcp.embarqhsd.net)
L444[23:41:45] ⇦
Quits: IoP (IoP!jikuja@irc.ioppi.info) (Ping timeout: 186
seconds)