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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
L44[07:38:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/gui/ContainerEssentializer.java#L110,L150
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.
L138[09:10:18] <ScottehBoeh> my drawImage method https://pastebin.com/j03xG6Xz and the ui I use it for: https://pastebin.com/xPtveDVx
L139[09:10:24] <ScottehBoeh> I'll show you what it ends up looking like
L140[09:11:21] <ScottehBoeh> https://i.imgur.com/5QXzag6.png
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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L158[09:16:56] <ScottehBoeh> Does this look right? https://pastebin.com/LEEg52pa
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
L166[09:22:57] <ScottehBoeh> How about this, now? https://pastebin.com/5m4nepbe
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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