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L2[00:12:23] <LexMobile> wat?
L3[00:13:10] ***
barteks2x was kicked by LexMobile (No. Just fucking
no.))
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L5[00:18:37] <kashike> o.o
L6[01:10:53] <Akkarin> huh?
L7[01:12:17] <kashike> apparently he did..
something
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L11[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180409 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180409-1.12.zip
(mappings = "snapshot_20180409" in build.gradle).
L13[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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L34[07:30:26] <PaleoCrafter> regarding that
tweet that giga loled at: transferStackInSlot doesn't have sane
defaults and is meh to implement, hence you hate it, resulting in
your pupils contracting rather than expanding as they would do in
reaction to something you love
L35[07:30:46] <PaleoCrafter> it's funny,
cha cha cha
L36[07:31:07] <PaleoCrafter> and I just
realized that way of laughing only works in German xD
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L38[07:33:10] <gigaherz> in spanish we use
"jajaja"
L39[07:33:23] <gigaherz> (the spanish j
doesn't sound like english j)
L40[07:36:10] <gigaherz> thing is that the
function is NOT hard to implement
L41[07:36:15] <gigaherz> once you know how
to use it.
L42[07:37:48] <gigaherz> in essence, you
just decide a start/end for a slot range that shift-click can
target
L43[07:38:28] <gigaherz> so one could
easily extract this part into a separate function
L45[07:38:34] <gigaherz> and just make the
rest generic.
L46[07:38:50] <gigaherz> well, almost,
since I have L92,95 which is a quick-exit
L47[07:39:14] <gigaherz> and actually that
shouldn't be there anymore....
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L50[08:09:22] <PaleoCrafter> hence
"meh" rather than "hard" :P
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L58[08:49:18] <Muse> hello, is this still
where people communicate about minecraft modding or is there a
discord or something now?
L59[08:51:42] <ScottehBoeh> I think most
people use the IRC
L60[08:52:15] <gigaherz> this channel is
for mod development
L61[08:52:22] <gigaherz> not everyone is
here, obviously
L62[08:52:28] <gigaherz> there's discord
groups and other places
L63[08:53:16] <gigaherz> but we like to
think this is the best place, so long as your modding is in the
latest version of mc, and you aren't coremodding unnecessarily
:P
L64[08:54:15] <ScottehBoeh> :(
L65[08:54:29] <ScottehBoeh> Oh. I FINALLY
got my head around Capabilities
L66[08:54:35] <gigaherz> lol
L67[08:54:38] <gigaherz> took you a
while
L68[08:54:42] <ScottehBoeh> I was confused
with the use of Interfaces around it, but it finally got to
me
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L70[08:55:45] <gigaherz> well you need
*something* to identify what type to expect when calling
GetCapability :P
L71[08:56:04] <ScottehBoeh> True
L72[08:56:15] <ScottehBoeh> Can I store
multiple values in the same capability?
L73[08:56:23] <gigaherz> ... of
course?
L74[08:56:28] <ScottehBoeh> Ok decent
L75[08:56:31] <gigaherz> unless you
mean
L76[08:56:40] <gigaherz> store two of the
same capability in one parent
L77[08:56:40] <gigaherz> then no
L78[08:57:02] <ScottehBoeh> if I have
"bloodAmount" and "staminaAmount" values, for
example
L79[08:57:17] <gigaherz> if you have a
class/interface that contains those two values as fields
L80[08:57:20] <gigaherz> why would it not
work?
L81[08:57:23] <ScottehBoeh> Ok good
L82[08:57:27] <ScottehBoeh> I just didn't
know if it was good practice or not
L83[08:57:33] <gigaherz> of course it
is
L84[08:57:59] <ScottehBoeh> There's so much
similarity to IExtendedEntityProperties, I feel blind for not
seeing it in the first place
L85[08:58:09] <gigaherz> ideally, there
should be the least number of capability instances attached to an
object, to minimize the time needed to execute calls to
getCapability
L86[08:58:37] <gigaherz> but also ideally,
you have as many capabilities as needed for external users to know
what they need
L87[08:59:20] <gigaherz> and yes,
capabilities serve all the uses that IEEP had, and more.
L88[08:59:33] <gigaherz> since caps are not
only for entities
L89[08:59:44] <ScottehBoeh> Ah. Good
good
L90[08:59:46] <gigaherz> really there is
one simple way to see it
L91[09:00:03] <gigaherz> if you know the
idea of "composition over inheritance"
L92[09:00:45] <gigaherz> capabilities are
an implementation for a composition-based method to achieve
"attachable traits"
L93[09:01:01] <Muse> are people playing the
latest version? if i get back into modding i want to reach a wide
audience ^^'
L94[09:01:06] <gigaherz> yes
L95[09:01:08] <Muse> also, is the scala lib
still supported
L96[09:01:10] <gigaherz> plenty of 1.12.2
modpacks now
L97[09:01:19] <gigaherz> of course 1.10.2
and 1.7.10 are still huge
L98[09:01:24] <Muse> fair
L99[09:01:37] <Muse> is it hard to maintain
something cross-versions?
L100[09:01:51] <gigaherz> with a single
shared codebase? yes.
L101[09:02:08] <gigaherz> pick your top
2-3 versions, and just replicate the changes into each separate
codebase.
L102[09:02:30] <Muse> is there somewhere i
can see the major changes between 1.7.10 and 1.12.2 and in
between
L103[09:02:36] <gigaherz> eventually
you'll realize that the older the version, the more
"lazy" you can be
L104[09:02:46] <Muse> I see
L105[09:02:47] <gigaherz> but the newer
the version, the better the end result is
L106[09:03:06] <Muse> I have learned to
not be lazy with code so i hope it's not an issue :)
L107[09:03:18] <Muse> but on the other
hand i have ways of doing things...
L108[09:03:18] <gigaherz> a LOT has
changed
L109[09:03:24] <gigaherz> something people
don't always realize
L110[09:03:29] <gigaherz> is that ifyou
look at the dates
L111[09:03:47] <gigaherz> there was more
time between 1.7.10's release and the initial 1.12 release
L112[09:03:55] <gigaherz> than between the
last beta, and 1.7
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L114[09:04:24] <Muse> yeah, and more
people working at Mojang over time
L115[09:04:26] <gigaherz> changes have
inevitably accumulated over time, since the mojang devs keep
improving things
L116[09:04:40] <Muse> 'improving' -
sometimes arguably ;)
L117[09:04:56] <gigaherz> gameplay tastes
aside
L118[09:05:03] <gigaherz> the technical
side has improved, a lot.
L119[09:05:08] <Muse> yes
L120[09:05:32] <ScottehBoeh> Why not
create a few modules
L121[09:05:48] <ScottehBoeh> Anything core
in your mod that would (most likely) be cross-compatible, put in a
Common module
L122[09:06:04] <gigaherz> ScottehBoeh:
because the differences make that very hard
L123[09:06:20] <gigaherz> suppose you
support just 1.7.10, 1.10.2, and 1.12.2
L124[09:06:28] <gigaherz> 1.12.2 doesn't
have achievements, so you can't share that
L125[09:06:40] <gigaherz> 1.12.2 has
non-null itemstacks, so you can't share that
L126[09:06:43] <ScottehBoeh> Not
necessarily Vanilla features
L127[09:06:49] <gigaherz> 1.7.10 doesn't
have the model system, so you can't share that
L128[09:06:50] <ScottehBoeh> I mean
abstract methods or utilities that you use
L129[09:07:27] <gigaherz> yes of course,
you can have some subset of helpers somewhere
L130[09:07:56] <gigaherz> but you will
most probably spend more time trying to make those helpers
version-agnostic, than it would take to just repeat the same change
3 times
L131[09:08:44] <gigaherz> and besides,
1.7.10 is so old that even the tutorials and such, are slowly
getting lost due to people not maintaining the sites they were
stored in :P
L132[09:08:45] <ScottehBoeh> Very
true.
L133[09:08:56] <gigaherz> so IMO
L134[09:09:03] <gigaherz> make the mod for
1.12.2
L135[09:09:15] <gigaherz> prepare yourself
for the big change that is going to be 1.13
L136[09:09:21] <ScottehBoeh> Could I send
you a method I have for drawing an image? For some reason, the
image appears to show all fuzzy and messed up?
L137[09:09:46] <gigaherz> and if you
finish the mod, and you have nothing better to do, THEN consider if
it's worth backporting.
L139[09:10:24] <ScottehBoeh> I'll show you
what it ends up looking like
L141[09:11:22] <Muse> oh, thaumcraft has a
1.10.2 version
L142[09:11:36] <ScottehBoeh> it's supposed
to draw a Bottlecap, but instead it draws some sort of chopped up
image that looks like an asteroid belt
L143[09:11:54] <Muse> and yeah I tried to
patch a 1.7.10 mod the other day and one of the build dependencies
doesn't exist anymore :(
L144[09:12:30] <Muse> is 1.13 coming out
soon? what a pain....
L145[09:13:20] <gigaherz> ScottehBoeh: you
have .pos, but no .tex
L146[09:13:26] <gigaherz> in those vertex
declarations
L147[09:14:30] <gigaherz> so when it runs
out of values for that vertex, it's eating into bits from the next
vertex's data
L148[09:14:41] <ScottehBoeh> So should I
change the .pos declerations to .tex?
L149[09:14:45] <gigaherz> NO
L150[09:14:47] <gigaherz> you have to
include BOTH
L151[09:14:52] <ScottehBoeh> Oh
L152[09:14:56] <gigaherz> and in that
order
L153[09:15:11] <ScottehBoeh> pos then
tex
L154[09:15:13] <gigaherz> if you use
"POSITION_TEX_COLOR" you would need
.pos(...).tex(...).color(...).endVertex()
L155[09:15:26] <gigaherz> the name of the
vertex format tells you the order
L156[09:15:46] <ScottehBoeh> Ah! My
bad
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L159[09:17:45] <gigaherz> no
L160[09:17:52] <gigaherz> you have to put
them chained
L161[09:18:05] <gigaherz>
builder.pos(...).tex(...).endVertex()
L162[09:18:12] <gigaherz> also
L163[09:18:22] <gigaherz> the tex values
PROBABLY don't have to be the same as the position values
L164[09:18:35] <gigaherz> chances are you
want them 0..1
L165[09:18:40] <gigaherz> not x..y
;P
L167[09:23:28] <ScottehBoeh> Image has
disappeared from the ui now
L168[09:24:06] <Ordinastie> are you
drawing the vertexes counter-clockwise ?
L169[09:24:17] <ScottehBoeh> I hope
not..
L170[09:24:22] <Ordinastie> also, the uvs
are wrong
L171[09:27:23] <ScottehBoeh> Ah!
L172[09:27:35] <ScottehBoeh> I've managed
to get it to render, but now it's rotated -90 degrees
L173[09:28:01] <Ordinastie> your UVs are
still wrong
L174[09:28:16] <ScottehBoeh> What can I do
to fix them
L175[09:28:29] <Ordinastie> use the
correct values?
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L177[09:31:47] <ScottehBoeh> How do I find
the correct values to use
L178[09:32:59] <gigaherz> learn how
textures work.
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L180[09:45:28] <ScottehBoeh> Ahaha! I got
it!
L181[09:45:29] <ScottehBoeh> Yusss
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