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L4[00:06:07] <Commoble> Unfortunately I have
to use a TileEntitySpecialRenderer to do that so I'll have to
figure out how to manually prevent the inner faces from rendering
http://i.imgur.com/xX235cF.png
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L34[01:58:01] <covers1624> any one know
what the float passed in to renderTileEntityAt does? 1.7.10
btw
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L38[02:03:50] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150704 mappings to Forge Maven.
L39[02:03:54] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150704-1.8.zip (mappings
= "snapshot_20150704" in build.gradle).
L40[02:04:04] <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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L42[02:08:19] <Wuppy> ugh it's so damn
hot
L43[02:08:21] <Wuppy> it's insane
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L45[02:12:17] <ThePsionic> Wuppy: I'm too
hot (hot damn)
L46[02:12:23] <Wuppy> heh
L47[02:13:34] <mallrat208> covers1624, only
spot I've seen it used is when rendering a chest open/closed...
also not looked too hard
L48[02:14:48] <covers1624> MFR names it
partialTick, i dont need to use it as none of the other things ive
seen use it so ill just leve it, when in doubt ill just log it and
see if it has anything obvious stored in it
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L53[02:30:43] <diesieben07> hey all you bit
twiddlers... i need to find the i-th set bit in an int
L54[02:31:23] <diesieben07> so for
x(0b10010, 1) it would return 4 because the 2nd set bit is at
position 4
L55[02:32:51] <Zaggy1024> well you could
iterate over the bits
L56[02:33:00] <Zaggy1024> not sure if
there's a faster way to do it, but that's the simplest way I now
of
L57[02:33:15] <diesieben07> yeah thats what
i am doing currently Integer.numberOfLeadingZeros in a loop
L58[02:33:23] <diesieben07> *trailing not
leading
L59[02:35:40] <Techcable> diesieben07: for
(int i = 0; i < 32; i++) { byte currentBit = (number &
(0x0001 >> i)) << i } would be my guess
L60[02:36:02] <diesieben07> you can do
better :P
L61[02:36:12] <diesieben07> if you use
numberOfTrailingZeros
L62[02:36:18] <diesieben07> because that is
an x86 instruction
L63[02:36:19] <Zaggy1024> what does that
even do? :P
L64[02:36:32] <diesieben07> nOTZ(0b1000) =
3
L65[02:36:39] <diesieben07> nOTZ(0b1010) =
1
L67[02:36:42] <Zaggy1024> hm
L68[02:36:55] <Zaggy1024> but then how
would you get the 0th set bit?
L69[02:37:14] <diesieben07> just call nOTZ
once
L71[02:37:27] <diesieben07> i know it
is
L72[02:37:31] <diesieben07> but it's an
intrinsic
L73[02:37:33] <diesieben07> the JVM knows
about it
L74[02:37:39] <diesieben07> the java code
is just fallback
L75[02:37:49] <Techcable> Oh okay :)
L76[02:38:48] <Zaggy1024> you said you need
the i-th set bit though
L77[02:38:52] <Zaggy1024> not the last set
bit :P
L78[02:39:26] <diesieben07> yes
L79[02:39:36] <diesieben07> and so i call
nOTZ i-1 times
L80[02:39:41] <diesieben07> and remove that
bit from the number
L81[02:39:45] <Zaggy1024> ah
L82[02:39:48] <diesieben07> and then return
nOTZ again
L83[02:40:11] <Zaggy1024> I see
L84[02:40:28] <Zaggy1024> have you checked
if that is indeed faster than iterating over the bits and checking
them individually? I'm curious :P
L86[02:41:01] <diesieben07> meh
L87[02:41:08] <diesieben07> not in the mood
to fire up a proper benchmark
L88[02:41:12] <Zaggy1024> yeh
L89[02:41:22] <Zaggy1024> I wouldn't be
either :P
L90[02:41:38] <diesieben07> ty though for
confirming i do need a loop :D
L91[02:41:48] <Zaggy1024> er
L92[02:41:50] <Zaggy1024> I did?
L93[02:42:11] <diesieben07> someone did
:D
L94[02:43:10] <diesieben07> oh hmm
L95[02:43:12] <diesieben07> i dont even
need a loop :D
L96[02:43:20] <Zaggy1024> really?
L97[02:43:26] <Zaggy1024> how not?
L98[02:43:30] <diesieben07> because i need
them one after the other
L99[02:43:36] <diesieben07> first 0, then
1, then 2 etc
L100[02:43:50] <diesieben07> so i just
always remove the last one :D
L101[02:44:15] <Zaggy1024> heh, I don't
understand
L102[02:44:27] <Zaggy1024> I think my
brain is in standby mode
L103[02:44:28] <diesieben07> whatever
:P
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L108[03:13:42] <Lumien> Is there a way i
could get all wood planks with their actual metadata?
L109[03:13:55] <Lumien> Like as
itemstacks
L110[03:14:04] <AbrarSyed> I think you
want the ore dictionary
L111[03:14:20] <Lumien> vanilla planks for
example are registered with the wildcard metadata though
L112[03:14:50] <AbrarSyed> may I ask why
you need such a list?
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L114[03:15:18] <Lumien> Convenience really
:P. I made custom crafting tables that work with any wooden
planks.
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L116[03:15:38] <Lumien> And if i just add
seperate recipes i would imagine it would be less hacky compared to
handeling it in the recipe
L117[03:16:20] <AbrarSyed> why not just
make an ore-dictionary aware recipe
L118[03:16:35] <AbrarSyed> then you can
leverage the full pwoer of the ore dictionary.. for all the
recipes..
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L124[03:17:13] <Wuppy> I think I'm
melting
L125[03:17:13] <AbrarSyed> ^ ore
dictionary implementation of the vanilla recipe
L126[03:17:17] <Lumien> well i can't just
use that or can i somehow define that all the wood planks are
supposed to be the same one?
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L130[03:17:38] <AbrarSyed> Lumien, the
whole point of the ore dictionary is to allow multiple items to be
thaught of as the same item
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L132[03:17:52] <AbrarSyed> 10 mods add tin
ore? a recipe can take them all by simply using the ore dict.
L133[03:17:54] <sham1> So.. wuppy melting
is a ore duct implementation of vanilla recipe?
L134[03:17:56] <AbrarSyed> the same
applies to planks and logs
L135[03:18:05] <Wuppy> I think so
sham1
L136[03:18:24] <Lumien> yes, but in this
case while i want people to be able to use ALL planks for this
recipe it has to be the same planks in the whole recipe
L137[03:18:55] <sham1> So you don't want
to mix and match
L138[03:19:18] <AbrarSyed> then implement
your oreDict recipe class accordingly.
L139[03:19:35] <Zaggy1024> well you could
just check if they all have the same metadata and item, no?
L140[03:19:49] <AbrarSyed> force it so
that the ID and Meta of the item chosen by the ore dict must be the
same throyughout a recipe..
L141[03:19:52] <AbrarSyed> im sure its not
hard
L142[03:20:33] <Lumien> yes but if i do it
like this the recipe won't really work in for example nei
right?
L143[03:20:49] <sham1> Why wouldn't
it
L144[03:21:07] <Zaggy1024> could use the
NEI API, couldn't you?
L145[03:21:10] <AbrarSyed> wait.. is this
for a custom crafting table of sorts? or just a normal vanilla
recipe that you wanna do this with?
L146[03:21:30]
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L147[03:21:53] <Lumien> preferrable
vanilla recipe
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L149[03:23:31] <AbrarSyed> then your best
bet is to grab the entry from the ore dictionary in PostInit and
iterate over all the items registerred for planks
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L151[03:23:54] <AbrarSyed> when it comes
to things with wildcards.. your screwed really.. unless you wanna
add a recipe for every possible meta.. which is a terrible
idea
L152[03:24:24] <Zaggy1024> if you need
matching planks, I assume that means that each result uses the
crafting plank type?
L153[03:24:33] <Zaggy1024> how are you
going to handle that?
L154[03:25:52] <AbrarSyed> I think the
matching part is just a "that would be nice" thing
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L156[03:26:38] <Zaggy1024> doesn't match
vanilla behavior though :P
L157[03:26:38] <Lumien> yeah, i could also
just make the result be like the top left plank or something
L158[03:26:52] <Lumien> and i would handle
the result in the recipe class
L159[03:26:52] <Zaggy1024> you would have
to have dynamic textures or some crap then
L160[03:26:58] <Lumien> i just add some
nbt to the result stack
L162[03:27:37] <Zaggy1024> Yamakaja, it
looks in assets/textures/blocks
L163[03:27:44] <Zaggy1024> not the models
folder
L164[03:27:58] <Zaggy1024> er
L165[03:28:02] <Yamakaja> thats where i
started, but it also didn't work
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L167[03:28:10] <Yamakaja> then i moved it
over to try if it works there
L168[03:28:12] <Zaggy1024> wait what
L169[03:28:16] <Zaggy1024> I'm utterly
confused now
L170[03:28:22] <Zaggy1024> where are you
binding that texture?
L171[03:28:38] <Yamakaja> Custom Renderer
class for my tile entity
L172[03:28:58] <Zaggy1024> uhm
L173[03:29:20] <Zaggy1024> well firstly,
it looks for .png when you don't provide the extension, I
believe...
L174[03:29:22] <Zaggy1024> so try it
without that
L175[03:29:29] <Zaggy1024> but don't stick
textures in models :P
L176[03:29:30] <AbrarSyed> Lumien, I
believe that the moment you have a custom recipe clas, you lose the
nEI compat.. unless you write that in as a plugin or
something
L177[03:29:43] <AbrarSyed> and by NEI
compat I mean the fancy recipe viewer thingy
L178[03:29:45] <Yamakaja> sure, i was just
testing shit
L179[03:30:04] <Zaggy1024> yeh
L180[03:30:23] <Lumien> Couldn't i use
Block.getSubBlocks to add the recipes to nei though? To get the
planks that "actually" exist?
L181[03:30:41] <Zaggy1024> yeah,
probably
L182[03:30:53] <Zaggy1024> if you have a
list of Item instances that are only for planks
L183[03:31:13] <Zaggy1024> er Block
instances
L184[03:31:42] <AbrarSyed> Lumien, well..
yes. Except the part about recipes only using Items.. and then you
wouldnt have ore dictionary support and would thus lose out on all
the fancy planks from all the fancy mods
L185[03:32:56] <Lumien> Yes but i mean use
ShapedOreRecipe to allow for ore dictionary planks &&
IRecipe.matches for the "all planks the same".
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L187[03:33:27] <Lumien> And then use
Block.getSubBlocks to add "seperate" recipes to nei since
these are only required client side
L188[03:33:30] <Yamakaja> [10:31:39]
[Client thread/WARN]: Failed to load texture:
prcraft:textures/blocks/iron_processor_texture
L189[03:33:30] <Yamakaja>
java.io.FileNotFoundException:
prcraft:textures/blocks/iron_processor_texture
L190[03:33:36] <Yamakaja> now its failing
again
L191[03:33:50] <Yamakaja> i'm using this
to bind my texture: this.bindTexture(new
ResourceLocation(Reference.MOD_ID +
":textures/blocks/iron_processor_texture"));
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L193[03:33:51] <Zaggy1024> and that error
doesn't show up when you have the extension?
L194[03:33:58] <Yamakaja> it does
L195[03:34:20] <Yamakaja> (failing again =
its still failing ... whopsie)
L196[03:34:26] <Zaggy1024> why is it
looking for iron_processor_texture when the filename is
iron_processor in that screenshot?
L197[03:34:36] <Yamakaja> changed it
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L199[03:34:42] <Lumien> add the .png
L200[03:34:43] <Zaggy1024> that's
confusing :P
L201[03:34:48] <Zaggy1024> he had that
before
L202[03:35:07] <Zaggy1024> I believe when
looking for textures it adds the extensions automatically
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L205[03:35:22] <Lumien> i don't think it
does that for resource locations
L206[03:35:22] <Zaggy1024> although I've
never tested that theory, since I don't bind textures from resource
locaitons that much
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L209[03:35:59] <Zaggy1024> but he said he
gets file not found with and without the extension
L210[03:36:19] <Yamakaja> just tried it
again with the extension
L211[03:36:19] <Yamakaja> [10:35:38]
[Client thread/WARN]: Failed to load texture:
prcraft:textures/blocks/iron_processor_texture.png
L212[03:36:20] <Yamakaja>
java.io.FileNotFoundException:
prcraft:textures/blocks/iron_processor_texture.png
L213[03:36:45] <Zaggy1024> try taking off
textures/
L214[03:36:56] <Yamakaja> what do you
mean?
L215[03:37:07] <Zaggy1024>
prcraft:blocks/iron_etc
L216[03:37:17] <Yamakaja> oh
L217[03:37:26] <Yamakaja> i think i also
tried that but ill do it again
L218[03:37:32] <Zaggy1024> if that way
doesn't work, remove the extension again :P
L219[03:37:37] <Lumien> So your texture
for that example is in
assets/prcraft/textures/blocks/iron_processor_texture.png
right?
L220[03:38:27] <Yamakaja> yep
L221[03:39:16] <Yamakaja> [10:38:19]
[Client thread/WARN]: Failed to load texture:
prcraft:blocks/iron_processor_texture.png
L222[03:39:17] <Yamakaja>
java.io.FileNotFoundException:
prcraft:blocks/iron_processor_texture.png
L223[03:39:43] <Zaggy1024> nuts
L224[03:39:46] <Zaggy1024> well...hm
L225[03:40:04] <Yamakaja> same without the
extension
L226[03:40:10] <Zaggy1024> you could put a
breakpoint on bindTexture and try and find out what it's actually
looking for
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L228[03:42:10] <Yamakaja> hm ill tra
that
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L233[03:51:22]
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(~Szernex@194-166-184-223.adsl.highway.telekom.at)
L234[03:54:44] <Yamakaja> wow, just can't
figure it out
L235[03:56:56]
⇨ Joins: OrionOnline (~OrionOnli@62.235.18.105)
L236[03:57:05] <OrionOnline> Hey
guys
L237[03:57:41]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f94.dynamic.kabel-deutschland.de)
L238[03:58:17] <sham1> Yamakaja, 1.7.x or
1.8?
L239[03:58:23] <Yamakaja> 1.8
L240[03:58:31] <sham1> Ok, show me your
model JSON
L241[03:58:44] <Yamakaja> its a techne
model
L242[03:58:54] <sham1> wait wat?
L243[03:59:05] <Yamakaja> and the model
itself works, it just has the missing texture texture
L244[03:59:17] <sham1> Thats what I am
trying to resolve
L245[03:59:23] <Zaggy1024> how are you
rendering a json model in a TESR?
L247[03:59:42] <sham1> WHY are you
rendering in TESR is a better question
L248[03:59:48] <Zaggy1024> hehe
L249[03:59:50] <Zaggy1024> I do :P
L250[03:59:52] <Yamakaja> to be able to to
animate it
L251[04:00:13] <Zaggy1024> well you
shouldn't need to bind a texture when the texture is already bound
as part of the block texture atlas
L252[04:00:19] <sham1> there's no
reference here for the texture
L253[04:00:20] <Zaggy1024> when rendering
the block model json
L254[04:00:50] <Zaggy1024> erm, yeah,
there's also no mention of a json in there
L256[04:00:56] <Zaggy1024> I'm confused
now
L257[04:01:16] <sham1> not like
thaty
L258[04:01:35] <OrionOnline> Anyone having
experience with the A* path finding algorithm?
L259[04:02:04] <sham1> put a comma in
place of that plus in the ResourceLocation
L260[04:02:21] <Yamakaja> allready tried
it but i can try it again :/
L261[04:03:11] <Yamakaja> same like
allways: [11:02:30] [Client thread/WARN]: Failed to load texture:
prcraft:textures/blocks/iron_processor_texture.png
L262[04:03:11] <Yamakaja>
java.io.FileNotFoundException:
prcraft:textures/blocks/iron_processor_texture.png
L263[04:03:21] <sham1> Show the file
structure
L264[04:03:43] ***
manmaed|AFK is now known as manmaed
L265[04:03:53] <sham1> We'll get this
fixed
L266[04:04:00] <Yamakaja> :)
L268[04:05:28]
⇨ Joins: Saturn812 (~Saturn812@2.94.19.247)
L269[04:07:42] <sham1> huh, weird
L270[04:11:01] ***
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L271[04:13:34] ***
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L272[04:16:35] ***
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L273[04:18:16] <Yamakaja> yeah ...
somethings wrong, i tested it with the mod files of some random
tutorial and the same thing is happening
L274[04:18:28] <Yamakaja> the models work
but the textures wont load
L275[04:20:55] ***
AFK is now known as Vigaro
L276[04:21:53] <Zaggy1024> are you
refreshing your resources folder before running?
L277[04:22:14] <Zaggy1024> (in your
IDE)
L278[04:22:24] <Wuppy> the head of my
education told me that some other education at my school may be
using my book :D
L279[04:22:29] <Wuppy> must know if true
:P
L280[04:22:40] <Zaggy1024> :O
L281[04:22:52] <Zaggy1024> nice!
L282[04:23:56] <Yamakaja> i am refreshing
it, yes
L283[04:24:02] <Zaggy1024> hm
L284[04:24:04] <Yamakaja> also the items
all work
L285[04:24:19] <Wuppy> I hate my laptop
right now :<
L286[04:24:20] <Zaggy1024> well I don't
even
L287[04:24:29] <Wuppy> it's warming up my
room
L288[04:24:35] <Zaggy1024> is the tut mod
for 1.8?
L289[04:24:36] <Wuppy> which is already
insanely hot
L290[04:24:43] <Yamakaja> yep
L291[04:24:45] <Zaggy1024> that must be
one hot laptop
L292[04:24:55] <Yamakaja> its from june
16th
L293[04:25:10] <auenf> Wuppy, old
laptop?
L294[04:25:14] <Wuppy> Zaggy1024, no
matter how hot any laptop or pc is, it'll warm up a room
L295[04:25:21] <Wuppy> because running
things warms stuff up
L296[04:25:21] <Zaggy1024> heh
L297[04:25:22] <Zaggy1024> yeah
L298[04:25:24] ***
PaleOff is now known as PaleoCrafter
L299[04:25:32] <Wuppy> auenf, under a
year, but the cooling paste is gone I believe
L300[04:25:37] <Zaggy1024> I just feel
like a laptop shouldn't do it that much
L301[04:25:46] <Wuppy> yeah, I have to
send it back
L302[04:26:06] <Wuppy> but even the
smallest difference with the temp now will literally make me melt
:C
L303[04:26:09] <auenf> what laptop?
L304[04:26:10] <Wuppy> it's that hot
here
L305[04:26:12] <Wuppy> BTO
L306[04:26:18] <auenf> clevo?
L307[04:26:50] <Wuppy> xbook
L308[04:27:31] <Wuppy> with a gtx
765M
L309[04:27:34] <Zaggy1024> how hot is that
hot? D:
L310[04:27:38] <auenf> ok, clevo
based
L311[04:27:44] <Zaggy1024> oh, I guess
that's a higher end laptop then
L312[04:27:51] <Wuppy> Zaggy1024, 30+
degreees before 12
L313[04:27:57] <auenf> gpu or cpu running
hot?
L314[04:28:03] <Wuppy> everything
L315[04:28:13] <Wuppy> both ran at around
90 when I was playing L4D2 on medium
L316[04:31:02]
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L317[04:32:05] <auenf> i assume the fans
still appear to be running correct speed and dont look jammed with
dust?
L318[04:32:39] <Wuppy> as far as I can
tell, yeah
L319[04:32:57] <auenf> 13 15 or 17"
?
L320[04:33:05] <Wuppy> there is a tiny
little bit of dust in one of them, but that's it
L321[04:33:07] <Wuppy> 15
L323[04:35:09] <auenf> my guess is that
what it looks like :P
L324[04:35:15] <Wuppy> think so,
yeah
L325[04:35:25] <auenf> clevo P150HM that
label says
L326[04:35:27] <Wuppy> maybe slightly
different, but pretty mcuh that
L327[04:36:02] <Wuppy> W355ST
L328[04:36:31] <Wuppy> and yeah, it's
clevo
L329[04:37:23] <Zaggy1024> hey Paleo, have
you told fry about the issue with b3d submodel rotaiton?
L331[04:37:36] <PaleoCrafter> he kinda
knows about it
L332[04:37:45] <PaleoCrafter> didn't
encounter him yet to tell him directly
L333[04:37:47] <Zaggy1024> aight
L334[04:38:03] <Wuppy> that's probably
it
L335[04:38:09] <Wuppy> haven't opened it
in a little while though
L336[04:38:14] <auenf> thats still
slightly different
L338[04:38:22] <auenf> but it looks like
single fan?
L339[04:38:28] ⇦
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L340[04:40:36] <Wuppy> I think so
L341[04:40:48] ⇦
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L342[04:40:57] <auenf> most clevo's have
sufficient power for top line GTX x80m or x90m
L343[04:41:03] <auenf> and sufficient
cooling
L344[04:41:17] <Wuppy> the cooling was
fine at the start
L345[04:41:22] <Wuppy> but after a bout
year....
L346[04:41:22] <auenf> yup
L347[04:41:23] <Wuppy> not so much
L348[04:41:49] <Wuppy> I can probably get
it slightly better by cleaning a few things here and there in the
laptop
L349[04:41:55] <Wuppy> but I think it has
to be send back
L350[04:42:23] <Wuppy> the battery has
also been broken-ish
L351[04:43:17] ⇦
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L352[04:43:44]
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L353[04:45:20] <Lordmau5> grrr...
L354[04:45:37] <Lordmau5> got a problem
with my fluid rendering...
L355[04:46:02] <Lordmau5> when the fluid
is above my "render-pass 1" valve texture, it just
doesn't render that pass anymore
L357[04:46:25] <Lordmau5> I'm using the
Tessellator for the fluid rendering
L358[04:46:31] <tterrag> Lordmau5: MC
rendering is derpy
L359[04:46:35] <tterrag> might not be much
you can do
L360[04:46:40] <tterrag> but why are you
rendering that on pass 1?
L361[04:46:43] <tterrag> (the
overlay)
L362[04:46:52]
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L363[04:47:03] <Lordmau5> if I render the
overlay on pass 0, it flickers (or only occasionally renders the
overlay)
L364[04:47:06] <Zaggy1024> stupid z
sorting
L365[04:47:08] <Lordmau5> let me capture a
quick video
L366[04:47:54] <Lordmau5> at least it did
before wtf
L367[04:47:57] <Lordmau5> xD
L368[04:48:06] <sham1> Lordmau5, how do
you detect if it is a valid tank
L369[04:48:15] <Lordmau5> define
that?
L371[04:48:43] <Lordmau5> that's what
happens then
L372[04:48:51] <sham1> As in, can you just
make any kind of closed structure witht hat valve block or whatever
and have it form a tank?
L373[04:48:57] <tterrag> Lordmau5:
z-fighting
L374[04:49:07] <tterrag> you could bump
out the overlay by a small amount
L375[04:49:12] <Lordmau5> I gotta note
that I use ISBRH for the valve
L376[04:49:15] <Lordmau5> and TESR for the
fluid inside
L377[04:49:25] <Zaggy1024> it's a weird
kind of z-fighting, it seems :P
L378[04:49:40] <Zaggy1024> but yeah,
pushing the overlay out should hopefully improve it
L379[04:50:28] <Lordmau5> tmw you find out
that the valve doesn't even need renderpass 1
L380[04:50:31] <Lordmau5> but only 0 ...
xD
L382[04:50:57] <Zaggy1024> snap, Firefox
Nightly doesn't like WebGL
L383[04:51:14] <PaleoCrafter> almost
thought the camera was broken there (Minecon stream) xD
L384[04:52:05] *
tterrag watches UHC while waiting
L385[04:52:07] <Lordmau5> Isn't that
uhm
L386[04:52:12] <Lordmau5> Who does these
animations
L387[04:52:12] <Lordmau5> ffs
L388[04:52:30] <Lordmau5> Element
Animation?
L389[04:53:05] <auenf> err, which nightly
build doesnt like webgl?
L390[04:54:04] <Lordmau5> is there a
#mineconstream channel on here?
L391[04:54:10] <Lordmau5> we should do
that. I hate the Twitch cancer chat
L392[04:54:30] <PaleoCrafter> there's now
:P
L393[04:55:45] <auenf> i'd need
blow-by-blow of the stream, i think this is about the time my
internet is useless...
L394[04:59:14] <Wuppy> when's
minecon?
L395[04:59:38] <Lordmau5> now?
L396[04:59:47] <Wuppy> oh
L397[04:59:51] <auenf> yup, useless
internet is useless
L398[04:59:57] <Lordmau5> #mineconstream
for a cancer-free chat of MC people :P
L399[05:00:19] <Lordmau5> (since I don't
think we want to annoy the people in here that are not
interested)
L400[05:00:39] <Wuppy> is there anything
interesting on the minecon stream?
L401[05:00:46] ⇦
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L402[05:00:54] <Lordmau5> not yet at
least, if I see it correclty :P
L403[05:01:17] <PaleoCrafter> it just
started, so
L404[05:01:31] <Wuppy> will there be
anything interesting on the stream
L405[05:01:46] <PaleoCrafter> there are a
few modding panels :P
L406[05:01:51] <sham1> oh
L407[05:01:56] <sham1> sounds
interesting
L408[05:02:07] <Wuppy> I don't really play
Minecraft anymore so yeah
L409[05:02:17] <sham1> Me neither
L410[05:02:20] <sham1> Unless with
mods
L411[05:02:25] <Wuppy> not even then
L412[05:02:31] <sham1> vanilla MC is just
so boring
L413[05:03:05]
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L415[05:05:04] <luacs1998> sham1, lookee
horses
L416[05:05:17] <luacs1998> which modders
are at minecon?
L417[05:05:40] <luacs1998> dan, pahimar,
lex, god knows how many sponge guys
L418[05:05:53] <Wuppy> cool
L419[05:06:13] <sham1> pahi would be
interesting to follow
L420[05:06:29] <luacs1998> oh, and ichun
too
L421[05:06:36] <PaleoCrafter> Myrathi as
well
L422[05:06:40] <luacs1998> pah booked
himself on a flight at the last minute or something
L423[05:07:00] <luacs1998> idk, i'm going
for the online con run by the anti-empire people
L424[05:07:00]
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L425[05:07:00] ⇦
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Connection reset by peer)
L426[05:07:33] <luacs1998> oh, and
mojang's already using segoe already - MS through and through, they
are
L427[05:07:44] <Wuppy> segoe?
L428[05:07:45] <tmtu> everyone should go
to the cobalt booth
L429[05:07:58] <auenf> segoe == font
L430[05:08:05] <Wuppy> ah lol
L431[05:08:09] <luacs1998> tmtu, cobalt
booth?
L432[05:08:15] <tmtu> cobalt booth
L433[05:08:24] <luacs1998> Wuppy, MS
corporate font
L434[05:08:41] <sham1> so it is not comic
sans :C
L435[05:09:20] <luacs1998> lol
L437[05:12:10] <luacs1998> lol
L438[05:14:27] ⇦
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L439[05:15:29] ⇦
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L440[05:16:42]
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L441[05:16:50] ⇦
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L442[05:16:58] <Wuppy> now... to survive
the heat for an hour or 3 and then I'll be at a beach/pool
party
L443[05:17:23] ⇦
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L444[05:18:51] ⇦
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L446[05:20:11] <clienthax> At
minecon
L447[05:20:19] <clienthax> God help
me
L448[05:20:19] ***
bilde2910|away is now known as bilde2910
L449[05:20:29] *
sham1 helps you
L450[05:20:43] <tmtu> clienthax: go to
cobalt booth and say hi to daniel & co.
L451[05:20:53] ***
Ashlee|off|off is now known as Ashlee
L452[05:21:10] <clienthax> Cobalt?
L453[05:21:12] <auenf> someone mentioned
UHC
L454[05:21:16] <tmtu> cobalt!
L455[05:21:21] <tmtu> the game
L456[05:21:24] <auenf> but /r/mindcrack
makse chrome peg the cpu :/
L457[05:21:35] <PaleoCrafter> nobody knows
any Mojang games apart from Minecraft, tmtu :P
L458[05:21:42] <tmtu> for shame
L459[05:21:54] <tmtu> the cobalt devs are
the nicest people
L460[05:22:53] <clienthax> Oky I'll harass
em
L461[05:23:01] <clienthax> Anyone else at
con?
L462[05:23:10] <tmtu> tell them a tomato
sent you
L463[05:23:17] <tmtu> they'll know
L464[05:25:18]
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L465[05:26:18] <ollieread> clienthax: Hope
you've prepared your wallet
L466[05:26:23] ***
prassel|off is now known as prasselpikachu
L467[05:26:40] <clienthax> ollieread:
each?
L468[05:26:45] <clienthax> Eah*
L469[05:26:59] <ollieread> That part of
London is expensive as shit
L470[05:27:09] <ollieread> You're a stones
throw from Canary Wharf
L471[05:28:53] <luacs1998> lol
L472[05:31:55] <ollieread> You're also far
enough East that you may get shot
L473[05:31:57] <ollieread> Joyous
L474[05:41:14] ***
manmaed is now known as manmaed|AFK
L475[05:41:19] <tmtu> not stabbed?
L476[05:50:38] <ollieread> No, that's West
London
L477[05:50:42] ⇦
Quits: ITINH (~greatblit@122.178.250.139) (Quit:
Leaving)
L478[05:51:35] <Vigaro> Does the center
have an equal chance for both or is it safe?
L479[05:52:06] <ollieread> Nope, central
is full of suits
L480[05:52:20] <ollieread> and
tourists
L481[05:52:25]
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L482[05:53:38] ***
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L483[05:54:21] ⇦
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L484[06:00:53]
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L485[06:03:04] <Lumien> Does somebody know
whether / how it is possible to hide a recipe from nei using the
api?
L486[06:04:01] ⇦
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seconds)
L487[06:06:24] <jA_cOp> Lumien, I know
Minetweaker does it, which is free software, so you could probably
find it there
L488[06:06:54] <Vigaro> Lumien: Go to
github.com/MatheusVigaro and look for the JAM repo, look for a file
called something like NEIJAMConfig.java
L489[06:07:08] <Vigaro> It is pretty easy
to do
L490[06:07:36] <Lumien> that hides
items
L491[06:07:43] <Lumien> i want to hide a
recipe
L492[06:07:46] <Vigaro> Oh
L493[06:08:11] ***
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L494[06:11:36]
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L496[06:22:57] ⇦
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L497[06:29:55] <gigaherz> Meh
L498[06:30:18] <gigaherz> I changed
something yesterday that made the client and server stop being
fully in sync
L499[06:30:30] <gigaherz> which means they
weren't in sync before, just didn't show
L500[06:30:52] <gigaherz> now I have to
figure out why the server isn't actually running the TileEntity
tick updates as expected :/
L501[06:31:26] <PaleoCrafter> ._. stupid
Telekom
L502[06:32:56] <gigaherz> hm
L503[06:32:57]
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L504[06:32:59] <gigaherz> while a GUI is
showing
L505[06:33:13] <gigaherz> the stacks
should sync mostly automatically right?
L506[06:34:11] <Ordinastie> if the right
container, yes
L507[06:34:30] <luacs1998>
whatthefuck
L508[06:34:47] <luacs1998> just downloaded
the modpack for the betterthanminecon server
L509[06:35:12] <luacs1998> IS SOMEONE
DOWNLOADING SOMETHING IN THE SERVER THREAD WITHOUT POSTING ANY SORT
OF PROGRESS INDICATOR?
L510[06:35:21] <luacs1998> oh, i'd gladly
rat out to cpw or lex
L511[06:35:30] <luacs1998> if it wasn't
minecon week
L512[06:35:43] <Ordinastie> what?
L513[06:36:11] <luacs1998> lol
L514[06:39:06]
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L515[06:39:42] <Boreeas> so maybe someone
who has experience with GL11 can help me. I'm trying to render a
sphere in the world, like so
http://pastebin.com/jJCGwuRw
L516[06:39:50] <Boreeas> but I can't see
anything
L517[06:39:53]
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L518[06:40:12] <Ivorius> > The Best
Java IDE
L519[06:40:14] <Ivorius> wut
L520[06:40:29] <Ivorius> They want to
shit-talk Eclipse for half an hour? :P
L521[06:40:44] <ollieread> Is RF push or
pull?
L522[06:40:45] <Ordinastie> what are you
talking about ?
L523[06:40:52] ***
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L524[06:40:58] <Ivorius> Ordi, do you have
a ping on Eclipse? :P
L525[06:41:27] <Ordinastie> no, I have
HexChat on the second monitor while I watch a video
L526[06:41:50] <Ivorius> Anyway, it's from
the Better Than Minecon timetable
L527[06:41:58] <luacs1998> lol
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L529[06:42:37]
MineBot sets mode: +o on LexMobile
L530[06:42:41] <luacs1998> hi lex
L531[06:42:49] <LexMobile> Morning
folks
L532[06:42:49] <luacs1998> (but you
probably have me on ignore)
L533[06:42:51] <gigaherz> ollieread:
both
L534[06:42:52] <luacs1998> how's
minecon?
L535[06:43:35] <LexMobile> Disorganized
shoddy but meh seems the kids are having fun
L536[06:43:51] <gigaherz>
IEnergyProvider/Receiver are passive, both machines and cables can
choose to act on their neighbours
L537[06:44:30] <gigaherz> although it's
generally left to the cables to do so, thigns like Extra Utilities'
generators actively push energy out
L538[06:45:19] <ollieread> Ahh right, I
can't be bothered to make cables, so I just making induction
transmitters and receivers
L539[06:45:30] <tmtu> LexMobile: visit the
cobalt booth
L540[06:45:57] <LexMobile> Why?
L541[06:46:02] <tmtu> fun
L542[06:46:17] <luacs1998> tmtu, yyou've
said that four times without saying what exactly is at the cobalt
booth
L543[06:46:23] <LexMobile> Cobalt !=
fun
L544[06:46:26] <tmtu> it consists of fun
and fun
L545[06:46:29] <PaleoCrafter> Lex, wanna
see that banhammer :P
L546[06:46:47] <LexMobile> Iys just a
inflateable hammer :p
L547[06:47:05] <tmtu> luacs1998: i know
everyone who works there, so i'm trying to send more people their
way!
L548[06:47:09] <ollieread> I'm about 10
minutes from the excel centre and have a real hammer if you require
it
L549[06:47:12] *
tmtu shill and proud
L550[06:47:21] <LexMobile> tmtu:
dont
L551[06:47:22] <luacs1998> ollieread, why
didn't you go :P
L552[06:47:37] <ollieread> I forgot that
it was a thing, and by the time I realised, they had sold out
L553[06:47:50] <gigaherz>
"Disorganized shoddy but meh seems the kids are having
fun" --- so like the rest of minecraft ;P
L554[06:48:06] <LexMobile> Yup
L555[06:48:37] <luacs1998> uggh fuck my
life
L556[06:48:46] <luacs1998> minecraft, use
the god damn nvidia card
L557[06:49:00] <gigaherz> set Java to
always use NVidia
L558[06:49:02] <gigaherz> ;P
L559[06:49:27] <luacs1998> done
L560[06:49:33] <luacs1998> set multimc to
use nvidia too
L561[06:49:51] <gigaherz> hmf no idea
then
L562[06:50:08] <gigaherz> setting
javaw.exe to use nvidia was enough for me
L563[06:50:17] <gigaherz> although that
was in the old launcher
L564[06:50:22] <luacs1998> ah right
L565[06:50:23] <sham1> how do you set
that
L566[06:50:26] <luacs1998> i set
java.exe
L567[06:50:30] <luacs1998> not javaw.exe
-.-
L568[06:50:33] <gigaherz> sham1: profile
in the nvidia control panel
L569[06:50:37] <sham1> Ah
L570[06:52:35] <sham1> now, if only there
was a setting that would force software rendered games with directx
something to use the GPU, i'd be so happy
L571[06:53:05] <luacs1998> hope that
changes with dx12 then
L572[06:53:05] <sham1> source engine would
not be so much pain
L573[06:53:43] <gigaherz> sham1: uh if a
game is software-rendered, then how would you make it use the
gpu?
L574[06:53:44] <gigaherz> XD
L575[06:53:53] <sham1> true
L576[06:54:03] <gigaherz> it's not like if
dx itself has an actual software renderer beyond the
"WARP" thing that was for development purposes
L577[06:54:04] <luacs1998> ok
L578[06:54:19] <gigaherz> or the reference
rasterizer that's NOT usable for anything other than frame
debugging
L579[06:54:19] <luacs1998> so why the hell
did the game hang on the intel chip but work fine on the nvidia
one
L580[06:54:34] <gigaherz> luacs1998:
probably OpenGL driver issues
L581[06:54:49] <gigaherz> no idea beyond
that
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L584[06:55:17] <gigaherz> but since the
one thing that changes that matters to minecraft is the graphic
adapter that's being used
L585[06:55:22] *
luacs1998 shrugs
L586[06:55:24] <gigaherz> and that means
the ogl driver, that's my guess
L587[06:55:39] <luacs1998> maybe because
i'm on w10 and only the nvidia card is explicitly compatible
L588[06:56:03] <gigaherz> that shouldn't
matter
L589[06:56:14] <gigaherz> OpenGL ICD is
separate from the WDDM interfaces
L590[06:56:31] <gigaherz> the lack of WDDM
2.0 shouldn't directly affect OpenGL behaviour or features :/
L591[06:56:35] <gigaherz> but it could
still be a bug.
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L600[07:22:20] <Wuppy> aw shit
L601[07:22:25] <Wuppy> it was going to
rain here
L602[07:22:31] <Wuppy> but that seems to
have evaporated
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L652[08:12:04] <ThePsionic> RIP
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L711[09:02:43] <PaleoCrafter> I hope the
connection stays stablke
L712[09:04:05] <killjoy> There it starts
to go
L713[09:04:14] <PaleoCrafter> just when
Dire started to talk, lol
L714[09:04:14] <killjoy> And there it
went
L715[09:04:17] <ThePsionic> All these
people are so much older than I perceived them to be
L716[09:04:37] <killjoy> I knew direwolf
was an old man at last minecon
L717[09:04:50] <PaleoCrafter> I hope they
get a proper recording up on youtube ...
L718[09:04:52] <killjoy> Soaryn's the
young one
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L720[09:05:18] <ThePsionic> gg wp
L721[09:05:19] <killjoy> Is he there this
year?
L722[09:06:19] <PaleoCrafter> don't think
so
L723[09:06:39] <ThePsionic> I like
jadedcat's hat
L724[09:06:53] <PaleoCrafter> header over
to #mineconstream guys :P
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L726[09:07:13] <Ordinastie> who are the
first 3 on the left ?
L727[09:07:42] <PaleoCrafter> from which
perspective? :P
L728[09:08:12] <PaleoCrafter> but it's
slowpoke, creeperhost guy, direwolf, myrathi, jadedcat and
Kaelten
L729[09:08:12] <Ordinastie> I guess
direworlf has his name on his shirt, so that answers it
L730[09:09:34] <Ordinastie> shitty audio
too :x
L731[09:09:42] <luacs1998> who's the one
with the funny hat
L732[09:09:48] <jA_cOp> Would
PlayerUseItemEvent.Start be the best event to hook if I wanted to
put restrictions on breeding (restrictions on putting animals into
love mode)?
L733[09:09:52] <ThePsionic> #mineconstream
pls
L734[09:10:01] <PaleoCrafter> luacs1998,
jaded :P
L735[09:12:49] <luacs1998> i guessed
so
L736[09:13:11] <covers1624> Ripcon
2015
L737[09:17:26] ⇦
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L751[09:58:29] <Lumien> Is it guaranteed
that in Block.getExtendedState the tile entity of the block is set?
It appears to be null for me sometimes
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L754[10:15:24] <ThePsionic> time to
food
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L761[10:46:39]
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L767[11:06:52] <gigaherz> lol
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L772[11:22:36] <ThePsionic> I haven't
touched my IDE for almost 2 weeks isn't it great
L773[11:23:51] <gigaherz> FINALLY
L774[11:23:56] <gigaherz> my GUI works
again
L775[11:23:57] <gigaherz> well
L776[11:24:02] <gigaherz> the GUI
worked
L777[11:24:14] <gigaherz> I mean the
server updates the client properly XD
L778[11:26:33] ***
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(I’m not a psychopath. I’m a high-functioning sociopath. Do your
research.))
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L787[11:49:50] <Lumien> If i have a tesr,
how do i prevent "model definition not found"
errors?
L788[11:49:56] <Lumien> Should i just
create a dummy model file?
L789[11:50:31] ⇦
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L790[11:50:37] *
luacs1998 shakes AbrarSyed for FG 2.0
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L792[11:51:16] <gigaherz> how do I know if
the item was shift-rightclicked?
L793[11:51:49] <gigaherz> luacs1998: don't
shake things too hard, they may break and stop working
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L797[11:56:05] <gigaherz> meh I just used
Keyboard.isKeyDown until I learn of any better way (if one
exists)
L798[11:56:42] <Mitchellbrine> uh
L799[11:56:54] <Mitchellbrine> gigaherz:
checking player.isSneaking()
L800[11:57:06] <gigaherz> oh!
L801[11:57:12] <Kaiyouka> lol
L802[11:57:24] <gigaherz> I guess that
works too ;P
L803[11:58:10] <gigaherz> ah yep it works
even if flying
L804[11:58:45] ***
Vigaro is now known as AFK
L805[11:58:51] <gigaherz> okay now if the
player shift-rightclicks the wand, the saved spell is cleared
L806[11:59:12] <gigaherz> it has two
effects:
L807[11:59:35] <gigaherz> 1. lets you
clear the spell and use the wand in "recharge" mode (it
takes essences from the closest item in the hotbar)
L808[11:59:54] <gigaherz> 2. prevents you
from spamming spells while sneaking
L809[12:00:01] <Kaiyouka> feels
thaumcrafty
L810[12:00:42] <gigaherz> only vaguely
;P
L812[12:01:15] <gigaherz> my magic system
is "raw"
L813[12:01:29] <gigaherz> no fancy rituals
or any such thing ;P
L814[12:01:43] <Kaiyouka> lol
L815[12:02:11] <gigaherz> I'm still
considering an "unsafe" mode
L816[12:02:25] <gigaherz> where if you
don't have enough existing essences it will take as many life
points as missing essences
L817[12:04:10] <Kaiyouka> that sounds like
a recipe for accidental disaster
L818[12:04:20] <gigaherz> it is.
L819[12:04:36] <gigaherz> it means you
have to be careful not to cast something you aren't prepared to
cast
L820[12:04:36] <gigaherz> ;P
L821[12:05:12] <Kaiyouka> fun
L822[12:05:35] <Kaiyouka> guess I'll do
some coding
L823[12:05:50] <Kaiyouka> still gotta fix
an infinite loop problem
L824[12:05:54] <gigaherz> heh
L825[12:06:55] <Kaiyouka> It doesn't make
a lick of sense to me
L826[12:07:43] <gigaherz> gotta do some
shopping
L827[12:07:44] <gigaherz> bb in a
bit
L828[12:08:00]
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L829[12:16:15] ***
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L831[12:18:17] <Kaiyouka> The funny thing
is, the way my code handles this problem results in the originally
intended effect so it's almost like a false positive :l
L832[12:23:59] <Kaiyouka> Realistically, I
suppose I can leave it be but the perfectionist in me wants to
squash the bug
L833[12:26:26]
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(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L834[12:27:10] <Kaiyouka> Note to self:
I'm not allowed to code complicated things anymore
L835[12:30:17] <Kaiyouka> Sweet, I fixed
my error and created an NPE in the process \o/
L836[12:30:38] <ThePsionic> #coding
L837[12:30:51] <gigaherz> well if the code
exits with an exception, it can't possibly loop infinitely ;P
L838[12:31:00] <ThePsionic> lol
L839[12:31:08] <Kaiyouka> gigaherz: it's
an unrelated NPE
L840[12:31:19] <ThePsionic> gigaherz:
Unless it's a StackOverflowException
L841[12:31:39] <ThePsionic> No wait that
still is an exiting exception
L842[12:31:42] *
ThePsionic scurries away
L843[12:31:53] <Kaiyouka> lol
L844[12:32:06] <Kaiyouka> And technically,
my code doesn't infinite loop. It detects the infinite loop ahead
of time and bails
L845[12:32:25] <gigaherz> wtf you
programmed loop analysis into your code? XD
L846[12:32:33] <gigaherz> anyhow, leaving
now
L847[12:32:36] *
gigaherz AFKs
L848[12:32:38] <Kaiyouka> lol
L849[12:32:52] <Kaiyouka> it's easy to
detect infinite loops if it's a very very simple loop
L850[12:33:34] <Kaiyouka> (my own engine
code btw) I'm working on programming some player party stuff and
player entities can follow and be followed by exactly one other
player each.
L851[12:33:36] <Commoble> if (loopcount
> 500) letsStopThisNonsense()
L852[12:33:59] <ThePsionic> i = 0; while
(true) i++; if (i > 500) break;
L853[12:34:16] <Kaiyouka> And the current
logic basically goes "if you're trying to follow A but A is
already followed, go down the chain of following players until you
find the tail"
L854[12:34:27] <Kaiyouka> but it's
theoretically possible for there to BE no tail so
L855[12:34:37] <ThePsionic> two-headed
monstrosity
L856[12:34:50] <Commoble> You could try
some sort of hierarchy thing
L857[12:35:08] <Commoble> where a player
following nobody is level 0, a player following a player following
nobody is level 1, etc
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L859[12:35:32] <Kaiyouka> not very
useful
L860[12:35:35] <Commoble> and use that to
try and prevent following loops
L861[12:36:10] <Kaiyouka> preventing a
following loop is as simple as keeping a reference to the player
you're trying to follow and, if at any point during the chain, you
end up BACK at that reference, you just stop
L862[12:36:25] <Unh0ly_Tigg> There was
some website that allowed you to pick software programs you wanted
to install (like after installing a new OS), and it would package
all the installers into 1 download. Does anyone here remember the
name of it?
L863[12:36:25] <Kaiyouka> as for actually
allowing a circular follow
L864[12:36:27] <Commoble> fair point
L865[12:36:37] <Kaiyouka> that's basically
there as a generic mechanic
L866[12:36:40] <ThePsionic> Allow a
circular follow and make the players dance
L867[12:36:45] <Kaiyouka> ^
L869[12:38:10] <Kaiyouka> most of my bugs
are basically communication errors between entities
L870[12:38:16] <ThePsionic> Kaiyouka: I
have an unlisted web browser what do
L871[12:38:18] <Unh0ly_Tigg> Kaiyouka, YES
thank you, was trying to remember the url
L872[12:38:32]
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L873[12:38:38] <Kaiyouka> ThePsionic:
lolwut
L874[12:38:41] <Unh0ly_Tigg> ThePsionic,
you can suggest programs at the bottom
L875[12:38:50] <ThePsionic> Kaiyouka:
what
L876[12:39:02]
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L877[12:39:04] <Commoble> okay so what if
you right-click on a player to start following, and you go down the
loop, and you eventually come back to a player you've iterated over
before,
L878[12:39:08] <Kaiyouka> stop being a web
browsing hipster, ThePsionic :p
L879[12:39:09] <Commoble> but it wasn't
the player you started from
L880[12:39:26] <ThePsionic> Kaiyouka: It's
a 64-bit version of Firefox
L881[12:39:29] <Kaiyouka> Commoble:
impossible
L882[12:39:43] <Commoble> Oh right,
because each player can only have one follower and one
followee
L883[12:39:47] <Commoble> hmm
L884[12:40:18] <Commoble> Are you certain
that this design is being met?
L885[12:40:36] <Kaiyouka> yes
L886[12:40:44] <Commoble> Like what if a
player is following another player who thinks he's being followed
by *somebody else*
L887[12:40:48] <Commoble> This is being
prevented?
L888[12:41:09] <Kaiyouka> They have an
update method that checks if these references are
synchronized
L889[12:41:15] ⇦
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L890[12:42:00] <Kaiyouka> E.g., if A
thinks B is following it, it checks if B is following it and if
not, clears its following reference
L891[12:44:16] <shadekiller666> "hey
are you following me?" "hey are you following me?"
"hey are you following me?"
L892[12:44:19] ***
williewillus is now known as willieaway
L893[12:45:20] <Kaiyouka> I'm trying to
simplify my code as much as possible but I keep bugging up the
communication
L894[12:45:29] <Kaiyouka> and so I get
dumb weird errors
L895[12:46:58] <shadekiller666> and for
all the 'muricans, happy 4th of July
L896[12:47:15] <Kaiyouka> I think I've
finally ironed out all the kinks
L897[12:47:49] <Kaiyouka> but the code is
still a convoluted mess
L898[12:47:54] <Kaiyouka> so it looks like
back down the rabbit hole I go \o/
L899[12:49:04] <ThePsionic> ( ͡° ͜ʖ
͡°)
L900[12:50:02] ⇦
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L902[12:50:59] <clienthax> tmtu: said hi
to them earlier
L904[12:51:31] <shadekiller666> so i'm
working on a rendering tool to assist in setting up camera
transform values, and i'm trying to render text in the world
adjacent to some colored lines (similar to the crosshairs in the f3
screen), and all i'm getting for the text is rectangles
L905[12:51:51] <ThePsionic> get
rektangled
L906[12:52:45] <Kaiyouka> lol
L907[12:56:45] <clienthax> For minecon
there really isn't much to do here lol
L908[12:57:21] <shadekiller666> ahh
L909[12:57:34] <Kaiyouka> clienthax: go
find David Hewlett and get his autograph
L910[12:57:44] <shadekiller666> i was
getting rectangles cuz i had GlStateManager disabling 2D
textures
L911[12:57:58] <ThePsionic> clienthax:
were you at the AH/RT Q&A
L912[12:58:31] <clienthax> ThePsionic:
huh
L913[12:58:48] <ThePsionic> The
Achievement Hunter Q&A I'm watching literally right now
L914[12:59:00] <clienthax> That wasn't on
the schedule..?
L915[12:59:11] <ThePsionic> It is just
about to end lol
L916[12:59:18] <clienthax> Fucking
hell..
L917[12:59:33] <clienthax> Grum got stuck
today
L918[12:59:37] <ThePsionic> lol
L919[12:59:42] <clienthax> Debs just kept
talking and talking to him lol
L920[12:59:48] <clienthax> Devs*
L921[13:00:03] <clienthax> Met
minecreatrMinecon however
L922[13:00:13] <ThePsionic> clienthax:
Where you are the Modding panel though
L923[13:00:26] <clienthax> ThePsionic:
that's 2mz right
L924[13:00:41] <ThePsionic> Nonono that
was with direwolf20 and jadedcat and stuff
L925[13:00:50] <clienthax> O lol, that was
pretty bad
L926[13:00:54] <ThePsionic> It was
L927[13:01:48] <ThePsionic> It ended
L928[13:01:53] <ThePsionic> RIP
clienthax
L929[13:02:19] <clienthax> jadedcat: I saw
you
L930[13:02:21] <ThePsionic> but yeah it
wasn't very busy in there so I think you should have known
beforehand if it's not on the schedule lol
L931[13:02:25]
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L932[13:02:36] <clienthax> Tbh its not
even very busy here
L933[13:02:43]
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L934[13:02:50] <clienthax> Quite odd
L935[13:03:48] <ThePsionic> inb4 the
entire minecon was not scheduled
L936[13:04:09]
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()
L939[13:09:52] <Kaiyouka> lol
L940[13:10:16] <Kaiyouka> IT'S FUCKING
STORMING AGAIN
L941[13:10:39] <clienthax> Kaiyouka: eah
where
L942[13:11:01] ⇦
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L944[13:11:26] <ThePsionic> I want to be
there
L945[13:12:01] <gigaherz> does IDEA hava
means to clone a class (wit ha new name)
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L947[13:12:07] <gigaherz> or generate a
subclass from a baseclass automatically?
L948[13:12:11] <Kaiyouka> clienthax: ol'
Red, USA
L949[13:12:28] <Kaiyouka> (Colorado)
L950[13:13:59] <Ordinastie> gigaherz,
pretty sure Ctrl+C/Ctrl+V will work
L951[13:14:19] ***
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L952[13:14:19] <gigaherz> Ordinastie:
hm?
L953[13:14:31] <Ordinastie> on a class
file
L954[13:14:32] <gigaherz> I never
considered ctrl-v in the project panel... I'll have to try XD
L955[13:15:43] ***
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L956[13:16:34] ***
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L957[13:17:01] <Kaiyouka> lol
L958[13:29:19]
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L959[13:31:02] <gigaherz> hmm how do you
instantiate a class based on a generic parameter type?
L960[13:31:18] <Ordinastie> wut?
L961[13:31:32] <gigaherz> Class<T
externs Base>
L962[13:31:37] <gigaherz> I want "new
T(args)"
L963[13:31:50]
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L964[13:32:00] <Ordinastie> you
can't
L965[13:32:03] <gigaherz> I know it can't
be done that way, because the compiler can't psosibly resolve
it
L966[13:32:07] <gigaherz> I was thinking
reflection or such
L967[13:32:17] <Ordinastie> is it your
class ?
L968[13:32:20] <gigaherz> yes
L969[13:32:30] <Ordinastie> pass the class
in the constructor then
L970[13:32:43] <gigaherz> hmf
L971[13:32:47] <gigaherz> I guess I can do
that
L972[13:32:51] <gigaherz> but it's less
elegant XD
L973[13:33:11] <Ordinastie> trying to get
it via reflection will be a loss less elegant
L974[13:33:14] <gigaherz> in C#you can
just do Instantiator.CreateInstance(typeof(T), constructor
args)
L975[13:33:24] <gigaherz> so I was hoping
for a similarly-elegant solution ;P
L976[13:33:29] <Zaggy2048> you can't do
that in Java
L977[13:33:45] ***
Zaggy2048 is now known as Zaggy1024
L978[13:34:00] <Zaggy1024> type erasure or
something
L979[13:34:31] <gigaherz> well the
compiler could easily replace "typeof(T)" with
"[T].class"
L980[13:34:32] <gigaherz> ;P
L981[13:34:46] <gigaherz> where [T] is the
actual class
L982[13:34:49] <gigaherz> anyhow
L983[13:35:37] ***
Horfius is now known as Horfius|Away
L984[13:35:37] <gigaherz> hmf, newInstance
requires a parameterless constructor?
L985[13:36:11] <Kaiyouka> uh
L986[13:36:21] <killjoy>
getConstructor
L987[13:36:57] <Kaiyouka> ^
L988[13:37:04] <gigaherz> ah
L989[13:37:24] <Zaggy1024> giga, Java has
no idea what T.class is
L990[13:37:40] <killjoy> T is a type, not
a class
L991[13:37:51] <killjoy> The wonders of
generics
L992[13:37:52] <gigaherz> Zaggy1024: I
know that much
L993[13:38:05] <killjoy> try
t.getClass()
L994[13:38:14] <killjoy> t being the
variable of T
L995[13:38:16] <gigaherz> I have already
given up on that
L996[13:38:29] <gigaherz> killjoy: cna't
possibly od that without first having an instance of it XD
L997[13:38:31] <gigaherz> anyhow
L998[13:38:42] <gigaherz> I'm trying to
write the getConstructor code kthx ;P
L999[13:38:55] <killjoy> add a Class<?
extends T> to the constructor
L1000[13:39:05] <gigaherz> I did.
L1001[13:39:08] <gigaherz> that's all
done.
L1002[13:39:17] <killjoy> ^3^
L1003[13:40:02] <gigaherz> Oh
L1004[13:40:08] <gigaherz> right java
requires explicit throws
L1005[13:40:35] <Zaggy1024> hey Paleo,
for some reason it's looking for a .b3d.json when I try to get it
to load a .b3d... any idea what's going on?
L1006[13:40:49] <PaleoCrafter> did you
add your resource domain to the B3DLoader?
L1007[13:40:49] <Zaggy1024> I haven't
messed with non-json models yet
L1008[13:40:55] <Zaggy1024> erm, no
L1009[13:41:09] <PaleoCrafter>
B3DLoader.instance.addDomain or something
L1010[13:41:19] <gigaherz> okay
L1011[13:41:26] <gigaherz> WAY too many
exceptions thrown by getConstructor
L1012[13:41:31] <gigaherz> this is
anti-elegant
L1013[13:41:38] <gigaherz> I'll just
create 15 classes and be done with it
L1014[13:41:39] <gigaherz> XD
L1015[13:41:43] <Zaggy1024> whut
L1016[13:42:04] <Ordinastie> catch
ReflectiveOperationException ?
L1017[13:42:06] <Zaggy1024> just catch
them all with a reflection exception or whatever is the common
exception
L1018[13:42:28] <gigaherz> oh
ReflectiveOperationException worked, thanks
L1019[13:43:40] <Kaiyouka> Be
semantically dull and catch Exception :p
L1020[13:45:35]
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(~codahq@c-174-52-130-121.hsd1.ut.comcast.net) (Ping timeout: 378
seconds)
L1021[13:45:42] <Zaggy1024> I dislike
doing that :P
L1022[13:46:07] <gigaherz> Kaiyouka: no,
i'd have rather created a dozen more classes than rely on
pokemon-exception-catching
L1023[13:46:27] <Kaiyouka> aww :c
L1025[13:46:49] <Zaggy1024> yup
L1026[13:46:55] <Kaiyouka> fancy
L1027[13:46:56] <Kaiyouka> what is
it
L1028[13:46:58] <Zaggy1024> k, now to
figure out why it's not rotating
L1029[13:47:09] <gigaherz> are those...
cylinders?
L1030[13:47:14] <Zaggy1024> it's just
Paleo's model tacked onto a forge blockstates wall
L1031[13:47:18] <Zaggy1024> as a
test
L1032[13:47:31] <Kaiyouka> neat
L1033[13:47:38] <PaleoCrafter> gigaherz,
octagonal prisms, duh :P
L1034[13:48:01] <gigaherz> it has
diagonal faces, heresy!
L1035[13:48:41] <Kaiyouka> ...
L1036[13:48:43] <Zaggy1024> yeah
L1037[13:48:46] <Kaiyouka> rails?
L1038[13:48:52] <Zaggy1024> I'm not a
supporter of it but it's Paleo's mod, not mine :P
L1039[13:49:14] <Zaggy1024> heh, good
point
L1040[13:49:17] <PaleoCrafter> I could
make it cuboids, but meh
L1041[13:49:18] <Ordinastie> I don't
think he does mods :p
L1042[13:49:30] <PaleoCrafter> wouldn't
have found this bug otherwise :P
L1043[13:49:41] <PaleoCrafter>
Ordinastie, I actually do now, if this thing gets fixed, lol
L1044[13:49:43] <Zaggy1024> I don't have
any rebuttal to that except that rails just look different from a
prism to me
L1045[13:49:47] <gigaherz> rails?
L1046[13:49:56] <Kaiyouka> gigaherz:
rails do diagonal faces sometimes :p
L1047[13:50:03] <Kaiyouka> so saying
diagonal faces are heresy is just silly :p
L1048[13:50:08] <gigaherz> they look
pixelated to me ;P
L1049[13:50:24] <Kaiyouka> (well, if you
consider the whole thing to be a face, lol)
L1050[13:50:48] <gigaherz> nah I play
modpacks
L1051[13:50:54] <gigaherz> many of them
DO have diagonal faces
L1052[13:51:03] <gigaherz> and I'm no
stranger to carpenter's blocks
L1053[13:51:10] <gigaherz> I have done
sloped roofs
L1054[13:51:14] <gigaherz> but the joke
is the joke ;P
L1055[13:51:17] <Kaiyouka> lol
L1056[13:51:24] <Kaiyouka> I prefer my
minecraft to be cuboid
L1057[13:51:59] <Kaiyouka> anyway, time
to figure out what to work on next
L1058[13:52:03]
⇨ Joins: RawringNymNym
(~maria@BMTNON3746W-LP140-01-1176469732.dsl.bell.ca)
L1059[13:52:39] <gigaherz> hmm I'll have
to add new rules to my water spells
L1060[13:52:47] <gigaherz> right now you
can go do the nether and make a lake XD
L1061[13:53:41] ***
Firedingo is now known as Firedingo|Sleep
L1062[13:54:45]
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(~ssfdre38@h-67-101-112-14.snfc.ca.megapath.net) (Ping timeout: 180
seconds)
L1063[13:54:57] <Kaiyouka> I've never had
qualms with sufficiently powerful water magic violating the
nether's heat :p
L1064[13:55:02]
⇦ Quits: Firedingo|Sleep
(~Firedingo@CPE-121-217-67-115.lnse1.cht.bigpond.net.au) (Quit:
Sleeps and Stuff Or Internet Derps.)
L1065[13:55:21] <gigaherz> oh sure
L1066[13:55:51] <gigaherz> I was just
thinking to make the lesser spell levels do nothing, and the
greater levels have reduced effect
L1067[13:56:25] <gigaherz> right now a
level-5 waterball has radius 6 (so 11x11x11 ball), it would have
radius 2 or so instead
L1068[13:57:03] ***
Illy[Zzz] is now known as Illyohs
L1069[13:57:04] <Kaiyouka> not a bad
idea
L1070[13:57:46] <gigaherz> hmm is there
any means to know if a dimension "disallows" water?
L1071[13:57:51] <gigaherz> or do I
hardcode id=-1? ;P
L1072[13:57:55]
⇦ Quits: Forecaster (~Forecaste@83.223.1.173) (Read error:
Connection reset by peer)
L1073[13:57:59] <Kaiyouka> it's in the
world info, I'm pretty sure
L1074[13:58:03] <Zaggy1024> hey Paleo,
have you tried rotating a b3d with vanilla blockstates?
L1075[13:58:11] <PaleoCrafter> I
haven't
L1076[13:58:28] <Zaggy1024> it's possible
that the B3D IModel just ignores its model state
L1077[13:59:05]
⇨ Joins: Forecaster (~Forecaste@83.223.1.173)
L1078[13:59:44] <HassanS6000> Hey just on
a scale from 1 - 10
L1079[13:59:48] <HassanS6000> How hard
would it be
L1080[13:59:59] <HassanS6000> 2 make a
rideable flying entity
L1081[14:00:03] <HassanS6000> xD
L1082[14:00:11] <Kaiyouka> trivial
probably
L1083[14:00:17] <HassanS6000> Trivial?
xD
L1084[14:00:18] <Zaggy1024> yeah, it
shouldn't be difficult
L1085[14:00:25] <unascribed> yeah, riding
is built-in to entities, you just need to give it a flying ai
L1086[14:00:28] <Kaiyouka> ^
L1087[14:00:29] <Zaggy1024> if you have
enough experience
L1088[14:00:31] <sham1> On a scale from 1
to 10 I'd say 3.14
L1089[14:00:43] <HassanS6000> Well thanks
for the input :P I'll try it
L1090[14:00:44] <Zaggy1024>
3.14159265358979
L1091[14:00:44] <unascribed> look at
ghasts and bats
L1092[14:00:58] <HassanS6000> Zaggy1024,
is that all the digits of PI u know?
L1093[14:01:03] <HassanS6000> Thanx for
da advice unascribed
L1094[14:01:06] <Zaggy1024> naw, there's
32 after that
L1095[14:01:39] <Zaggy1024> one thing I'm
thinking might be a little tricky is making the fly up and down
controls work
L1096[14:01:46] <Zaggy1024> I'm not sure
how you hook those up
L1097[14:01:55] <Zaggy1024> maybe a key
handler and packet
L1098[14:02:23] <gigaherz> hmm the world
doesn't have anything with "water" in the name ;P
L1099[14:02:27] <gigaherz> I'll check the
bucket
L1100[14:03:20] <gigaherz> AHA!
L1101[14:03:20] <gigaherz>
worldIn.provider.doesWaterVaporize()
L1102[14:09:06] <clienthax> Dancing
steves
L1103[14:09:11] <clienthax> Dancing
Steve's everywhere
L1104[14:09:22]
⇦ Quits: McJty (~jorrit@94-225-251-41.access.telenet.be)
(Quit: Ex-Chat)
L1105[14:09:32]
⇨ Joins: PieGuy128 (~PieGuy128@65.94.254.211)
L1107[14:11:35] <Zaggy1024> I wish fry
was around
L1108[14:12:38] <HewwoThere> Is he good
at crashes?
L1109[14:12:48] <Zaggy1024> no I'm
talking about for what I'm working
L1110[14:12:54] <HewwoThere> =P
L1111[14:12:59] <Zaggy1024>
ConcurrentModificationException...oh boy
L1112[14:13:08] <Zaggy1024> those
exceptions are fun
L1113[14:13:09] <gigaherz> HewwoThere:
can you paste the contents of the logs in a gist or similar so I
can read them wihtout downloading first?
L1114[14:13:12] <gigaherz> Zaggy1024:
where?
L1115[14:13:18] <Zaggy1024> the
crash
L1116[14:13:21] <HewwoThere> gigaherz,
you don't download them?
L1117[14:13:24] <HewwoThere> Or do
you?
L1118[14:13:36] <gigaherz> HewwoThere:
they are .log files, I don't have .log files set to open in the
browser as text
L1119[14:13:37] <gigaherz> ;P
L1120[14:13:43] <HewwoThere> Oh
L1121[14:13:46] <HewwoThere> Gimme a
sec
L1122[14:13:47] <gigaherz> or at least,
the server doesn't advertise them as text ;P
L1123[14:13:50] <Ordinastie> when I saw
it wanted me to download the logs, I said fuck it, and close the
browser :)
L1124[14:14:04] <Zaggy1024> I'm pretty
sure the server is telling my browser to download it instead of
viewing it
L1125[14:14:09] <HewwoThere> Sorry.
=P
L1126[14:14:10] <gigaherz> if you set the
server to have .log files set as text/plain MIME type...
L1127[14:14:11] <HewwoThere> 1 sec
L1128[14:14:31] <Zaggy1024> don't
browsers just check if it's plain text automatically?
L1129[14:14:41] <gigaherz> nah, they work
based on the mime
L1130[14:14:47] <gigaherz> if it says
text/* they open
L1131[14:14:51] <gigaherz> if it's
application/* they do not
L1133[14:16:07] <Ordinastie> FML
404
L1134[14:16:31] <HewwoThere> Derp
L1135[14:16:33] <HewwoThere> Try FML
now
L1136[14:16:42] <Ordinastie> (and you
should update MalisisCore and Doors :p)
L1137[14:16:52] <HewwoThere> I probs
should
L1138[14:16:56] <HewwoThere> But there's
hundreds of mods
L1139[14:17:22] <olee> hi, I have a
question about forge's handling of item IDs. Where does it handle
the ID substitutions?
L1140[14:18:01] <olee> i.e. when a player
connects to a server which has different IDs than the client
L1141[14:18:28] <Ordinastie> I'm not
telling you to update the others :p
L1142[14:19:05] <olee> does it happend on
the network layer when packets arrive on the client or something
like that? Or is it that the Item.getItemById(<id>) function
on the client itself uses the same mappings as on the server?
L1143[14:19:34] <HewwoThere> Ordinastie,
are they the issue?
L1144[14:19:47] <Ordinastie> nope
:)
L1145[14:19:48] <Zaggy1024> olee, I
believe it sends a big message when the client joins
L1146[14:20:19] <olee> well but does this
one overwrite the ID map of the client?
L1147[14:20:32] <olee> or is it just used
on arriving packets from the server?
L1148[14:20:49] <Ordinastie> HewwoThere,
I would update forge, if that doesn't fix it, I don't know
L1149[14:20:50] <olee> I am asking
because I want to store items in NBT
L1150[14:20:56] <HewwoThere> Oh
L1151[14:20:57] <HewwoThere> Okay
L1152[14:21:03] <olee> and this
information needs to be used on the client, too
L1153[14:21:29] <olee> but if
Item.getItemById() on the client does not return the same Item as
the server, it will fail completely
L1154[14:21:30] <Ordinastie> store the
ItemStack in NBT
L1155[14:22:06] <Ordinastie> and yes the
IDs will be the same
L1156[14:23:04] <olee> just found this in
ItemStack class: private
cpw.mods.fml.common.registry.RegistryDelegate<Item>
delegate
L1157[14:23:13] ***
Ashlee is now known as Ashlee|off
L1158[14:23:34] <olee> if I see that
correctly, Item.getItemById WILL return different IDs, but
ItemStack class takes care of mapping them?
L1159[14:24:07] <Ordinastie> olee, you
shouldn't need to care about that, just store your ItemStack in NBT
and it will work
L1160[14:24:17] <Ordinastie> otherwise no
inventory would ever work
L1161[14:24:42] <olee> well that's what I
hope...
L1162[14:25:08] <gigaherz>
earth,earth,fire,fire => lavaball! (flowing, non-source
blocks)
L1163[14:26:25] <Ordinastie> what about
earth, fire, earth, fire ?
L1164[14:26:41] <gigaherz> not mapped to
any spell right now
L1165[14:30:42]
⇦ Quits: tmtu
(~tundmatu@78-70-189-179-no28.business.telia.com) ()
L1166[14:31:04] <HassanS6000> How hard
would it be 2 make a 2 person ridable entity
L1167[14:33:31] ***
Ashlee|off is now known as Ashlee
L1168[14:35:40] <Zaggy1024> Paleo, it
kind of seems as though fry wants you to put a weight map on your
mesh
L1169[14:35:49] <Zaggy1024> for it to
transform at all
L1170[14:35:50] <PaleoCrafter> wut
L1171[14:35:55] <clienthax> Lex ran off
somewhere
L1172[14:36:00] <clienthax> :c
L1173[14:36:02] <Zaggy1024> which
is...strange...but that's what the code seems to want
L1174[14:36:08] <PaleoCrafter> like, in
blender?
L1175[14:36:13] <Zaggy1024> see
B3DModel#617
L1176[14:36:41] <Zaggy1024> Which is
called (indirectly) from line 520
L1177[14:37:21] <Zaggy1024> I'm not sure
if this is intended yet
L1178[14:37:42] <PaleoCrafter> the weight
map is immutable, so he can't populate it anywhere Oo
L1179[14:38:26] <PaleoCrafter> oh,
nvm
L1180[14:38:31] <PaleoCrafter> it isn't
final xD
L1181[14:38:53] <PaleoCrafter> so I
actually have to add bones? Oo
L1182[14:39:43] <Zaggy1024> mm...no I
don't think so
L1183[14:39:52] <Zaggy1024> erm nvm,
yeah
L1184[14:43:45]
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L1185[14:45:14] <gigaherz> [21:30]
(HassanS6000): How hard would it be 2 make a 2 person ridable
entity
L1186[14:45:37] <gigaherz> judging by how
badly things like certian mods' elevators, ships and planes
work
L1187[14:45:47] <gigaherz> it's not easy
XD
L1188[14:46:27] <unascribed> he didn't
say controllable :P
L1189[14:48:50] <PaleoCrafter> hm, let's
figure out how to actually do this bone shit
L1190[14:49:20] ***
gigaherz is now known as ghz|afk
L1191[14:49:21] <ghz|afk> later
L1192[14:58:58] <PaleoCrafter> so,
Zaggy1024, either I'm too stupid or fry's exporter doesn't cover
bones ._.
L1193[14:59:10] ***
prasselpikachu is now known as prassel|off
L1194[14:59:36] <Zaggy1024> it doesn't?
well then.
L1195[14:59:47] <Zaggy1024>
FRYYYYYY
L1196[15:00:06] <techbrew> Looking at
1.8, anyone know offhand if there's a cache for BlockPos instances,
rather than just thrash the heap if you need tons of them?
L1197[15:00:18] <PaleoCrafter> techbrew,
no
L1198[15:00:22] <PaleoCrafter> and you
don't need one
L1199[15:00:23] <Zaggy1024> from what
I've gathered from the code, it looks like it tries to apply the
model state to all bones in the model
L1200[15:00:39] <PaleoCrafter> the JVM is
good enough to deal with those short lived objects
L1201[15:00:41] <Zaggy1024> kinda dumb if
you ask me, it should just apply the state to all the quads
L1202[15:00:47] <PaleoCrafter> yeah
L1203[15:00:55] <PaleoCrafter> I seem to
be applying the armature the wrong way
L1204[15:01:09] <Ordinastie> there is a
MutableBlockPos
L1205[15:01:50] <Zaggy1024> I know a bit
about animating in Blender
L1206[15:01:54] <Zaggy1024> what're you
doing?
L1207[15:01:57] <techbrew> PaleoCrafter,
I've found that not to always be the case, but I'll test it and see
with these
L1208[15:02:13] <PaleoCrafter> just
trying to add a bone xD
L1209[15:02:16] ***
willieaway is now known as williewillus
L1210[15:02:19] <PaleoCrafter> oh, do I
have to apply the amature modifier?
L1211[15:02:44] <Zaggy1024> I don't think
so
L1212[15:02:50] <Zaggy1024> I don't
recall what that does though
L1213[15:03:02] <williewillus> is there a
way to offset y rendering in 1.8? (porting a 1.7 mod, and without
the old yOffset it renders too low in the ground)
L1214[15:03:25]
⇦ Quits: LexMobile (uid15621@id-15621.ealing.irccloud.com)
(Quit: Connection closed for inactivity)
L1215[15:03:37] <PaleoCrafter> fucking
fry not documenting his shit ._.
L1216[15:03:56] <Zaggy1024> Paleo, yeah,
don't apply, that just makes the mesh be what the armature
transforms it to, AFAIK
L1217[15:04:08] <PaleoCrafter> yeah,
didn't work
L1218[15:05:24] <Zaggy1024> did you do
ctrl+P and Armature Deform With Empty Groups?
L1219[15:06:23] ***
zachoooo|Zzz is now known as zachoooo
L1220[15:06:44] <PaleoCrafter> I used
automatic weights or whatever
L1221[15:07:55] <Zaggy1024> hm
L1222[15:08:02] <Zaggy1024> that should
work as well, I guess
L1223[15:08:44] <Zaggy1024> you could
search the Blender exporter for bone code
L1224[15:08:49] <Zaggy1024> I don't have
it so I can't look
L1225[15:09:12] <PaleoCrafter> it has
code for it
L1226[15:09:34] <Zaggy1024> hm, link me
the addon
L1227[15:09:42] <Zaggy1024> I'll see if I
can make sense of it
L1229[15:11:21] <PaleoCrafter> I can send
you the original .blend if you want to mess with it yourself
:P
L1230[15:11:36] ***
williewillus is now known as willieaway
L1231[15:13:04]
⇨ Joins: Roguexy
(~Roguexy@84-236-100-43.pool.digikabel.hu)
L1234[15:13:57] <PaleoCrafter> lol
L1235[15:14:27] <PaleoCrafter> get a
proper browser I guess? :P
L1236[15:16:40] <unascribed> not the
browser
L1237[15:16:47] <unascribed> puu.sh is
serving it with a text/plain content type
L1238[15:17:01] <unascribed> a proper
browser displays it as a text because the server has explicitly
requested it
L1239[15:18:55]
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L1243[15:26:00] <simon816> From what I
can see, forge fires EntityInteractEvent for
C02PacketUseEntity.Action.INTERACT but not for
C02PacketUseEntity.Action.INTERACT_AT?
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L1248[15:37:05] <Ordinastie> that's
what's used for the crosshair
L1249[15:38:16] <Commoble> The crosshair
isn't a block though
L1250[15:39:07] <killjoy> Don't tell
Drulkus about this. He'll copy it
L1251[15:39:31] <killjoy> Or do. It's
your thing.
L1252[15:42:26] ***
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L1253[15:43:57] <Commoble> okay,
eclipse's Call Hierarchy isn't showing anything in my referenced
(vanilla) libraries
L1254[15:44:03] <Commoble> this is
irritating me
L1255[15:44:59] <Commoble> oh nvm I fixed
it
L1256[15:47:04]
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L1258[15:49:19] <Dramentiaras>
HellO!
L1259[15:51:02] <killjoy> hi
L1260[15:51:25] <Dramentiaras> I was
wondering if anyone could help me with a simple 1.8 block
L1261[15:52:23] <Dramentiaras> It renders
fine in the world, but in my inventory it renders with missing
texture, and in hand it's rendered at full block scale
L1262[15:53:13] <Dramentiaras> I have
quadruple checked my item/.json file, and it's all ok, and I have
no idea what is causing it
L1263[15:55:52] <killjoy> Don't you need
one for inventory?
L1264[15:56:50] <ghz|afk> Dramentiaras:
you have block states?
L1265[15:56:52] <Dramentiaras> No,
according to all the tutorials, you need the block, item and
blockstate jsons
L1266[15:56:55] <Dramentiaras> yeah
L1267[15:56:56] <ghz|afk> if so, you need
an "inventory" state
L1268[15:57:03] <ghz|afk> inventory is
only defaulted to "normal"
L1269[15:57:08] <ghz|afk> which is only
used without defined properties
L1270[15:57:24] <ghz|afk> if you have
properties you'll need an explicit "inventory" entry in
the blockstates
L1271[15:57:36] <ghz|afk> which points to
the default model you want to use
L1272[15:57:46] <Dramentiaras>
properties?
L1273[15:57:57] <ghz|afk> if you don't
know what those are
L1274[15:58:00] <ghz|afk> then you don't
have them.
L1275[15:58:07] <ghz|afk> XD
L1276[15:58:11] <Dramentiaras> Thought so
XD
L1277[15:58:13] <ghz|afk> so
L1278[15:58:15] <Dramentiaras> This is
just a normal ore block
L1279[15:58:16] <ghz|afk>
throubleshooting phase
L1280[15:58:27] <ghz|afk> do you register
the renderer in your ClientProxy?
L1281[15:58:41] <Dramentiaras> Yeah, but
I just noticed
L1282[15:58:52] <Dramentiaras> I thought
it was an error with my ClientProxy
L1283[15:59:03] <Dramentiaras> so added a
print statement in it, and it never gets called
L1284[15:59:09] <Dramentiaras> But I do
call the method
L1285[15:59:13] <ghz|afk> do you have a
proxy line in your mod?
L1286[15:59:21] <Dramentiaras> Yep
L1287[15:59:29] <ghz|afk>
@SidedProxy(clientSide =
"gigaherz.elementsofpower.client.ClientProxy", serverSide
= "gigaherz.elementsofpower.CommonProxy")
L1288[15:59:29] <ghz|afk> public static
CommonProxy proxy;
L1289[15:59:36] <ghz|afk> with the
@SidedProxy bit?
L1290[15:59:40] <Dramentiaras>
@SidedProxy(serverSide="com.dramentiaras.enderictransport.CommonProxy",clientSide="com.dramentiaras.enderictransport.client.ClientProxy")
L1291[15:59:40] <Dramentiaras> public
static CommonProxy proxy;
L1292[15:59:44] <ghz|afk> aha
L1293[16:00:03] <ghz|afk> and ytou said
you call the method, from your init()?
L1294[16:00:12] <Dramentiaras> yup
L1295[16:00:15] <ghz|afk> okay
L1296[16:00:17] <ghz|afk> is there
anything in the logs
L1297[16:00:20] <ghz|afk> regarding
missing model?
L1298[16:00:32] <Dramentiaras> Nope
L1299[16:00:48] <ghz|afk> brb
L1300[16:01:37] <Dramentiaras> Alright,
now this is REALLY weird
L1301[16:02:08] <Dramentiaras> Does the
console filter out all the System.out.println statements?
L1302[16:02:38] <Dramentiaras> Because I
moved the proxy.registerRenderers() to my preInit, which I know
works, and the println still doesnt print
L1303[16:02:55] <Ordinastie> show
code
L1304[16:03:13] <Dramentiaras>
@EventHandler
L1305[16:03:13] <Dramentiaras> public
void preInit(FMLPreInitializationEvent event) {
L1306[16:03:13] <Dramentiaras>
L1307[16:03:13] <Dramentiaras>
Configuration config = new
Configuration(event.getSuggestedConfigurationFile());
L1308[16:03:13] <Dramentiaras>
L1309[16:03:13] <Dramentiaras>
config.load();
L1310[16:03:13] <Dramentiaras>
L1311[16:03:14] <Dramentiaras>
config.save();
L1312[16:03:14] <Dramentiaras>
L1313[16:03:15] <Dramentiaras>
EndericTransportBlocks.registerBlocks();
L1314[16:03:15] <Dramentiaras>
proxy.registerRenderers();
L1315[16:03:16] <Dramentiaras> }
L1316[16:03:19] <Boreeas> dude
L1317[16:03:22] <Boreeas> pastebin
L1318[16:03:25] <Ordinastie> not here
-_-
L1319[16:03:42]
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L1320[16:03:43] <Dramentiaras>
Sorry
L1321[16:04:22] <ghz|afk> Dramentiaras:
init, not preinit
L1322[16:04:27] <ghz|afk> the renderers
are registered in init
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L1324[16:04:31] <Dramentiaras> I
know
L1325[16:04:43] <Dramentiaras> Just moved
it to preInit to see if it would call the print statement
L1326[16:04:47] <ghz|afk> oh
L1327[16:04:50] <Dramentiaras> But it
still doesn't show up in console
L1328[16:05:05] <Dramentiaras> So am
thinking that the console filters out the sysout statements
L1329[16:05:16] <Boreeas> so maybe
someone who has experience with GL11 can help me. I'm trying to
render a sphere in the world, like so
http://pastebin.com/jJCGwuRw
L1330[16:05:19] <Ordinastie> show full
code
L1332[16:05:34] <ghz|afk> if you want to
look at someone else's code for reference, this was working last
time I tried it XD
L1333[16:05:38] <Boreeas> but i cant see
anything
L1334[16:06:01] <ghz|afk> Boreeas: what's
"coord"?
L1335[16:06:04] <Dramentiaras> Thanks,
I'll try that, ghz
L1336[16:06:17] <ghz|afk> is it given by
minecraft?
L1337[16:06:25] <Boreeas> nah, custom
class. 3 ints, x, y, z
L1338[16:06:38] <ghz|afk> I mean where
does coord come from ;P
L1339[16:06:53] <Ordinastie> and what is
sphere ?
L1340[16:07:03] <Boreeas> Oh. I pass it.
Server side, coord is constructed -> sent to client for
rendering
L1341[16:07:19] <ghz|afk> have you
checked that it contains correct values?
L1342[16:07:21] <Boreeas> Sphere is
org.lwjgl.util.glu.Sphere;
L1343[16:07:25] <Boreeas> yep
L1344[16:07:27] <Ordinastie> people
should really stop posting only what they think is relevant
L1345[16:08:03] <ghz|afk> I wish Mojang
had made a modding license that required opensource ;P
L1346[16:08:17] <ghz|afk> many things
would be simpler XD
L1347[16:08:40] ***
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L1348[16:09:05] <ghz|afk> Boreeas: so if
the coords are correct
L1349[16:09:13] <ghz|afk> and the sphere
"must be right"
L1350[16:09:15] <Ordinastie> show full
code :x
L1351[16:09:20] <ghz|afk> we need more
code.
L1353[16:09:55] <Boreeas> is the entire
rendering block
L1355[16:11:45] <ghz|afk> that isn't very
helpful, as far as context is concerned, since we don't know what
the opengl state is at the time "render" is called, and
that code doesn't look like a Minecraft entity renderer or anything
like that
L1356[16:12:10] <Ordinastie> Boreeas you
need to translate relative to player
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L1358[16:12:42] <Boreeas> ghz|afk: I
dunno. I'm just hooking RenderWorldLast
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L1360[16:12:54] <ghz|afk> ah so
L1361[16:13:11] <ghz|afk> hmm yeah I
don't know the details of that
L1362[16:14:17] <Boreeas> Ordinastie: So
if the player is 3 blocks away from the rendering location,
translate by 3 blocks in the correct axis, instead of translating
by the full coords?
L1363[16:14:35] <Boreeas> considering
that Sphere always renders at the origin
L1364[16:14:40] <ghz|afk> the player
location isn't bound to a block's coord
L1365[16:15:00] <Dramentiaras> Alright,
ghz, that code works! Thanks a lot! :)
L1366[16:15:11] <ghz|afk> Dramentiaras:
np
L1367[16:15:21] <ghz|afk> out of
curiosity, what did you "steal"? ;P
L1368[16:15:54] <Ordinastie> Boreeas, the
coordinates you use are relative to the view port
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L1372[16:21:20] <ghz|afk> OrionOnline:
that's ONE model being drawn many times?
L1373[16:21:26] <OrionOnline> YES
L1374[16:21:29] <OrionOnline> sorry
yes
L1375[16:21:33] <ghz|afk> b3d?
L1376[16:21:38] <OrionOnline> no obj
1.7
L1377[16:21:41] <ghz|afk> ah
L1378[16:21:46] <Ordinastie> OrionOnline,
what is 'this' ?
L1379[16:21:49] <ghz|afk> that's two
levels of "no idea"
L1380[16:22:03] <Commoble> yeah we can't
really tell you what it's doing wrong if we're uncertain what
"doing right" means
L1381[16:22:04] <OrionOnline> the
partially see through
L1382[16:22:21] <Commoble> Is it supposed
to be partially transparent?
L1383[16:22:36] <Ordinastie> you mean,
you "accidentally" made them transparent? ><
L1385[16:22:59] <Ordinastie> ISBHR or
TESR ?
L1386[16:23:03] <OrionOnline> TESR
L1387[16:23:04] <ghz|afk> Oh
L1388[16:23:11] <ghz|afk> so it's just
the see-through
L1389[16:23:12] <Ordinastie> you enabled
blending
L1390[16:23:14] <Commoble> Did you
accidentally change the alpha in the texture?
L1391[16:23:17] <ghz|afk> not that they
are drawn multiple times with only one TE
L1392[16:23:41] <Boreeas> Ordinastie:
Okay thats that looks a lot better. for some reason, the sphere is
changing color though? from light green to almost black green
L1393[16:23:58] <Boreeas> and if I turn
the player past a certain degree it disappears...
L1394[16:23:59]
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L1395[16:24:06] <Ordinastie> you don't
specify UVs
L1396[16:24:10] <OrionOnline> Ordinastie
Blending is indeed active
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L1398[16:24:22] <OrionOnline> Yet it has
to be cause the model has parts that are made out of glass
L1399[16:24:23] <Boreeas> fwiw what I did
was change the translation to GL11.glTranslated(coord.x -
player.posX + 0.5, coord.y - player.posY + 0.5, coord.z -
player.posZ + 0.5);
L1400[16:24:30] <Ordinastie> OrionOnline,
well, disable it
L1401[16:24:36] <Commoble> If you're not
using partial transparency you don't need blending on
L1402[16:24:55] <OrionOnline> okey
L1403[16:24:58] <Commoble> Full
transparency (normal glass, signs, etc) works without it
L1404[16:25:28] <ghz|afk> that's using
alpha testing ;P
L1405[16:25:28] <OrionOnline> okey
L1406[16:25:55] <OrionOnline> Someone
told me i had to activate the blending to make the seethrough
work
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L1408[16:26:15] <ghz|afk> blending allows
it to have the full range of alpha values 0..255
L1409[16:26:27] <ghz|afk> alpha testing
will skip drawing pixels with alpha < a given value
L1410[16:26:31] <ghz|afk> often
128(0.5)
L1411[16:27:29] <Ordinastie> alpha
testing is also in effect when blending is enabled
L1412[16:27:38] <ghz|afk> both are
optional though
L1413[16:27:40] <OrionOnline> oke
L1414[16:27:44] <ghz|afk> at least as far
as opengl is concerned
L1415[16:27:45] <Ordinastie> and as a
matter of fact, ISBRH has it set to > 0.1F
L1416[16:28:18] <Ordinastie> which mean
you can't have clean fade out from 100 to 0 :'(
L1417[16:28:19] <OrionOnline> If i
disabvle the blending the seethrough parts are not seethourgh any
more
L1418[16:28:33] <OrionOnline> tehy just
turn black, cause that is the color of the glass
L1419[16:28:35] <OrionOnline> BRB
L1420[16:28:37] <Ordinastie> OrionOnline,
the texture is wrong then
L1421[16:28:48] <OrionOnline> oke
L1422[16:29:04] <Ordinastie> if the
texture alpha for the glass = 0 ?
L1423[16:29:13] <Ordinastie> or is it
partially transparent ?
L1424[16:29:42] <Commoble> Put another
way, is it supposed to be more like vanilla glass blocks or vanilla
ice blocks?
L1425[16:30:12] <Ordinastie> Commoble,
rather, is it clear glass or stained glass ?
L1426[16:30:31] <ghz|afk> heh
L1427[16:30:52] <ghz|afk> I wanted to
give another comparison, but I couldn't think of one on time
L1428[16:31:51] <ghz|afk> what else does
minecraft have using CUTOUT mode? leaves?
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L1430[16:35:34] <kirby|snoring> is it
possible to write a server-side only mod?
L1431[16:36:12] <ghz|afk> yes.
L1432[16:36:19] <kirby|snoring> how do I
do that?
L1433[16:36:31] <ghz|afk> I don't
remember XD
L1434[16:36:34] <killjoy>
acceptableVersions = "*"
L1435[16:36:41] <killjoy> in your
@Mod
L1436[16:37:12] <kirby|snoring> And the
client will crash if I try to do something not possible?
L1437[16:37:40] <killjoy> Just don't add
anything to the registry
L1438[16:37:58] <kirby|snoring> But like
writing a mod to handle MOTD and auto shutdown should be
fine?
L1439[16:38:04] <killjoy> Yes.
L1440[16:38:08] <killjoy> Events are
fine
L1441[16:38:21] *
kirby|snoring takes his knowlage of Bukkit and brings it with
him
L1442[16:38:22] <killjoy> As long as
they're called on the server, it'll be fine
L1443[16:38:45] <kirby|snoring> But what
if they're supposed to be called on the client? Nothing will
happen?
L1444[16:38:52] <killjoy> They won't be
called
L1445[16:39:23]
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L1446[16:39:32] <ghz|afk> if you don't
have a client side, nothing client-side will ever get called
L1447[16:39:42] <ghz|afk> because the
server won't make any effort to call it
L1448[16:40:12] <ghz|afk> all functions
that do get called, will have worldObj.isRemote always false, for
example
L1449[16:40:29] <killjoy> You can use a
proxy if you really want to
L1450[16:40:34] <killjoy> But it
shouldn't be required if it's not a client mod
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L1460[16:49:18] <Boreeas> so, the sphere
renders - as long as i
L1461[16:49:25] <Boreeas> 'm looking
south or east
L1462[16:49:31] <Boreeas> ¯\_(ツ)_/¯
L1463[16:50:51] <Boreeas> oh, and if i
step far enough back the problem fixes itself
L1464[16:53:34]
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L1465[16:53:43] <killjoy> Maybe it's like
a spoon
L1466[16:56:12]
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L1467[16:58:25] <OrionOnline> Ordinastie,
what do you mean with the Texture is wrong?
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L1469[16:59:02] <Commoble> OrionOnline,
the alpha values in your texture are incorrect, I think
L1471[16:59:33] <Commoble> And is that
supposed to be partially transparent?
L1472[16:59:41] <OrionOnline> Yers
L1473[16:59:46] <OrionOnline> like
stained glass
L1474[16:59:47] <Ordinastie> ok, then you
do need blending
L1475[16:59:59] <Ordinastie> but you need
the right blend function
L1476[17:00:05] <Commoble> Okay, question
two: Is the *whole texture* supposed to be partially
transparent?
L1477[17:00:37] <Ordinastie> (you texture
looks weird though)
L1478[17:00:52] <ghz|afk> uh, that
texture is most definitely semitransparent
L1479[17:00:57] <ghz|afk> your screenshot
looks right
L1480[17:01:04] <ghz|afk> the version in
hand looks wrong instead ;P
L1481[17:01:15] <OrionOnline> Commoble,
it is a model that consists out of multiple components, roughly 25
individual pieces, 4 of those pieces are partially seethrough
L1482[17:01:43] <OrionOnline> ghz|afk,
why does it look wrong?
L1483[17:01:53] <Commoble> I mean on that
specific texture you posted, the DestroyedMetalWall
L1484[17:01:55] <ghz|afk> can the v1.7
obj loader use multiple textures at once at all?
L1485[17:02:00] <Commoble> Is that whole
texture supposed to be partially transparent?
L1486[17:02:06] <OrionOnline> yes
L1487[17:02:11] <ghz|afk> you may need to
combine all the models' textures in one atlas
L1488[17:02:13] <Commoble> Even the dark
grey border parts?
L1489[17:02:17] <OrionOnline> ghz|afk, it
can render individual parts
L1490[17:02:21] <OrionOnline> Commoble,
Yes
L1491[17:02:35] <Commoble> Then I don't
see the problem
L1493[17:03:24] <Commoble> hmm
L1494[17:03:52] <OrionOnline> Ordinastie,
do you also have a function to disable that??
L1495[17:04:22] <Commoble> Try changing
that glblendfunc to GL11.glBlendFunc(GL11.GL_SRC_ALPHA,
GL11.GL_ONE_MINUS_SRC_ALPHA);
L1496[17:05:03] <Ordinastie> OrionOnline,
just glDisable them if need to
L1497[17:05:36]
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L1498[17:05:40] <OrionOnline> and the
shademodel, alphafunc and blendfunc stuff
L1499[17:05:44] <OrionOnline> ?
L1500[17:05:57] <Ordinastie> you don't
really need them
L1501[17:06:15] <Ordinastie> enable
GL_BEND and the glBlendFunc are what you need
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L1503[17:06:35] <PaleoCrafter>
Ordinastie, why change the shade model? Oo
L1504[17:06:55] <Ordinastie> just in
case
L1505[17:07:21] <OrionOnline> Ordinastie,
That seemed to have fixed the issue
L1506[17:07:36] <PaleoCrafter> just in
case for what? :P
L1507[17:07:51] <OrionOnline> One last
question then all my problems i had collected over the last couple
of days are solved
L1508[17:08:26] <OrionOnline> I have a
MultiBlock, which is rendered from one single TE out, the master,
all the slave TE's render seethrough.
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L1511[17:09:15] <OrionOnline> NOw when
the master TE gets out of render bounds (not vissible cause not in
FOV, the whole structure disappears, which is logical. BUt is there
a way to set the masterblocks render bounds bigger?
L1512[17:09:31] <Ordinastie>
PaleoCrafter, you know me, I just copy/pasted some MC code :p
L1513[17:09:38] <PaleoCrafter> lol
L1514[17:09:46] <Ordinastie>
tileEntity.getRenderBounds()
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L1521[17:21:04] <ghz|afk> anyone knows
anywhere that explains what the different constructors on entities
are used for?
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L1524[17:22:58] <killjoy> we need
wiki-like javadocs for this sort of thing.
L1525[17:23:19]
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L1527[17:23:41] <killjoy> mcpbot for
names, a wiki for descriptions
L1528[17:24:16]
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L1529[17:25:05] <PaleoCrafter> uhm, what,
killjoy? :P
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L1531[17:26:08] <killjoy> I'd do it
myself if I knew how to generate javadocs from scratch.
L1533[17:26:43] <PaleoCrafter> don't tell
anybody it exists, lol
L1534[17:27:23]
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L1535[17:28:58] <killjoy> What language
is this?
L1536[17:29:01] <killjoy> german?
L1537[17:29:16] <PaleoCrafter> hm?
L1538[17:29:18] <PaleoCrafter> in the
overview?
L1539[17:29:26] <killjoy> Yes
L1540[17:29:31] <PaleoCrafter> it's fake
latin
L1541[17:29:38] <PaleoCrafter> (a part of
lorem ipsum)
L1542[17:29:47] <killjoy> Well google
tries to translate it
L1543[17:30:00] <killjoy> Minecraft:
Heuretess travel, as yellow coordinates. Alas, the second-stealer!
By witnesses full false, a poet, a strong bubo.
L1544[17:30:25] <killjoy> That's all of
them, actually
L1545[17:32:02] <sham1> Some parts of
lorem ipsum are actual latin script
L1546[17:32:20] <PaleoCrafter> when I'll
finally have vacation, I'll finish Abrar's class-to-JSON shit and
finish the site
L1547[17:32:38] <killjoy> Is it open
source?
L1548[17:32:55] <PaleoCrafter> the site
or the class-to-JSON stuff? :P
L1549[17:32:59] <killjoy> site
L1550[17:33:04] <PaleoCrafter> it will be
eventually
L1551[17:33:17] <killjoy> You refuse to
let us see your horrible code?
L1552[17:33:24] <PaleoCrafter> it isn't
that horrible
L1553[17:33:32] <killjoy> But it's still
horrible?
L1554[17:34:01] <PaleoCrafter> but I want
to have the proper JSON structure nailed down and implemented
because atm that is sort of a mess :P
L1555[17:34:50] <PaleoCrafter> but the
code itself is fairly nice, imo, at least for a web project
xD
L1556[17:36:32] <shadekiller666>
minecraft uses GL_CCW as glFrontFace right?
L1557[17:36:39] <PaleoCrafter> yes
L1558[17:36:50] <shadekiller666> ok
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L1562[17:44:32] <Commoble> alright, I
think I'm veeeery close to finishing what I started this week
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L1564[17:45:08] <Commoble> All I need to
do is figure out how to change the model of an individual block
that uses a TESR tileentity during runtime
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L1576[17:58:37] <pixlepix> Is there a
simple way to get the class names of all parts in a FMP block as
strings
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L1578[18:02:49] <sham1> Class
<?>.getName() ;)
L1579[18:03:03]
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L1580[18:03:29] <pixlepix> sham1: I’m
asking about FMP in particular
L1581[18:03:40] <Boreeas> Hm. So the only
explanation I can find is that lwjgl refuses to render the sphere
if only the "backside" is visible :|
L1582[18:03:46] <sham1> And?
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L1584[18:04:09] <pixlepix> Not sure hoe
exactly it works, but it doesn’t seem like the Part is the
TileEntity in world
L1585[18:04:18] <PaleoCrafter>
pixlepix,
L1586[18:04:24] <PaleoCrafter>
whoops
L1587[18:04:31] <PaleoCrafter> you can
read out the partList
L1588[18:04:36] <PaleoCrafter> it's a
scala collection though
L1589[18:04:59] <sham1> Java converters
:D
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L1591[18:05:26] <PaleoCrafter> yeah, not
as nice to use from Java though :P
L1592[18:05:43] <Commoble> Hey, I got a
question about packets. Suppose I have a tileentity that stores an
integer that changes when a neighbor block changes, and I want to
render that tileentity differently based on that integer. Do I need
to use a packet for this?
L1594[18:05:58] <pixlepix> I don’t
suppose it’s possible to do that without a library of FMP?
L1595[18:06:05] <sham1> Well they
arent
L1596[18:06:23] <sham1> But it's there if
you need it
L1597[18:06:27] <PaleoCrafter> killjoy,
is taht auto generted from a class file?
L1598[18:06:34] <killjoy> No.
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L1600[18:06:34] <tterrag> pixlepix: of
course not
L1601[18:06:50] <killjoy> I could make it
auto-generated, though
L1602[18:06:58] <PaleoCrafter> go
ahead
L1603[18:07:01] <killjoy> Except there
wouldn't be javadocs
L1604[18:07:28] <PaleoCrafter> and I'd
like it to be a bit more specific, type args should be
"exploded" :P
L1605[18:07:39] <sham1> JavaConversions
actually seem something that you can actually call in java and not
make it look ugly
L1606[18:08:06] <PaleoCrafter> and you
haven't even covered annotation definitions yet
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L1608[18:08:17] <pixlepix> Are all FMP
blocks done under one TE class?
L1609[18:08:26] <PaleoCrafter> of course,
that's how MC works :P
L1610[18:08:51] <pixlepix> Yeah, but FMP
is black magic :P
L1611[18:08:56] <sham1> I prefer the term
Chicken Multiparts
L1612[18:09:01] <pixlepix> Don’t suppose
anyone knows that name?
L1613[18:09:09] <pixlepix> Scala confuses
me :P
L1614[18:09:48] <PaleoCrafter> because
you come from the wrong background :P
L1615[18:10:23] <sham1> Java to Scala can
be kinda hard to transision
L1616[18:11:04] <PaleoCrafter> also
depends :P
L1617[18:11:30] <sham1> Mm
L1618[18:12:07] <PaleoCrafter> people who
will only get to know Java 8 should have a far more easier
transition (asuming they're learning the proper concepts xD)
L1619[18:12:27] <sham1> My scala code was
pretty much java code with some stuff from scala splattered in it
like pattern matching
L1620[18:12:45] *
HassanS6000 is back
L1621[18:12:52] *
HassanS6000 notices the fly hanging out on his window
L1622[18:13:02] <PaleoCrafter> anyways, I
should go to sleep
L1623[18:13:04] <shadekiller666> so, i'm
trying to render the 3 axis-aligned lines when the F3 screen is
active, and i know how, but for some reason the lines are darker
than than the ones on the F3 screen
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L1625[18:13:18] <PaleoCrafter> BTM was
just too much fun xD
L1626[18:13:19] <sham1> I should also try
sleeping
L1627[18:13:36] <PaleoCrafter>
shadekiller666, disable lighting
L1628[18:14:26] <sham1> Disable and
render. Then re-enable lighting
L1629[18:15:00] <shadekiller666> do i
have to do anything special to re enable? or just do
GL11.glEnable(GL11.GL_LIGHTING) ?
L1630[18:15:24] <shadekiller666> like,
set any extra parameters or something?
L1631[18:15:36] <sham1> AFAIK no
L1632[18:16:53] <shadekiller666> ok
L1633[18:16:56] <shadekiller666>
thanks
L1634[18:17:01] <PaleoCrafter> OpenGL is
fairly nice as that its methods don't have any side effects apart
from the ones you tell it to have :P
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L1637[18:18:32] <killjoy> I need to think
how to handle generic types
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L1640[18:26:24] <HassanS6000> This fly is
soooo anoying...
L1641[18:26:45] <HassanS6000> As is this
entity -_-
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L1648[18:52:23] <Commoble> Okay, my
packets are throwing out FMLIndexedMessageCodec exception
caught
L1649[18:52:23] <Commoble>
io.netty.handler.codec.EncoderException:
java.lang.IllegalArgumentException: Integer is too big for 4
bytes
L1650[18:52:41] <Commoble> Why are my
integers too big for 4 bytes
L1651[18:52:53] <Commoble> (I'm trying to
pass x-y-z coords through the packet)
L1652[18:56:05] <Katielyn> No code, No
logs
L1653[18:56:14] <Katielyn> We can't help
you.
L1654[18:56:16] <Commoble> one sec
L1655[18:57:36] <Horfius> It's how you
encode them
L1656[18:57:42] <HassanS6000> Would it be
possible/easy to have an entity that can be mounted by TWO
players
L1657[18:57:59] <williewillus> not
directly, but you could have a dummy entity
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L1659[18:59:26] <HassanS6000> So like
spawn a second entity?
L1660[18:59:32] <HassanS6000> ?
L1661[19:00:27] <williewillus> idk I
think there's multiple ways to do it
L1662[19:00:56] <williewillus> you might
be able to just add another field and override the mount method,
but idk how it works in that case
L1663[19:01:35] <williewillus> Commoble:
1.7 or 1.8? in 1.8 you just do buf.writeLong(pos.toLong()) and
BlockPos.fromLong(buf.readLong())
L1664[19:01:49] <williewillus> ezpz
L1665[19:01:53] <Commoble> 1.7
L1666[19:02:04] <williewillus> show code
then
L1667[19:02:06] <Commoble> And I'm using
regular ints, not longs. Can ints be 8 bytes in java?
L1668[19:02:10] <Commoble> Yeah, I'm
working on that
L1669[19:02:22] <williewillus> just
pastbein that one class :p
L1671[19:03:16] <Commoble> That's the
packet class
L1672[19:03:32] <williewillus> er why do
you need writeVarInt
L1673[19:03:36] <williewillus> just
buf.writeInt :p
L1674[19:03:45]
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L1675[19:03:48] <Commoble> Iiiii did not
see that option, my bad
L1676[19:03:54] <Commoble> That sounds
better
L1678[19:08:33] <Horfius> lol, ints in 8
bytes
L1679[19:08:37] <Horfius> That's
funny
L1680[19:08:57] <Ordinastie> Commoble,
you need a no arg ctor
L1681[19:09:05] <Commoble> ooh
L1682[19:09:26] <HassanS6000> Lol I think
I figured it out
L1683[19:09:45] <HassanS6000> Since all I
want is for this second player to be able to sit in the
entity
L1684[19:09:47] <HassanS6000> All he has
to do
L1685[19:09:52] <Commoble> is sit on the
other rider?
L1686[19:09:58] <HassanS6000> xD Commoble
that's the idea
L1687[19:10:10] <HassanS6000> just offset
a little ;)
L1688[19:10:24] <Ordinastie> and what
happens when first dismount ?
L1689[19:10:34] <HassanS6000> IT
WORKED
L1690[19:10:39] <HassanS6000> When the
first dismount
L1691[19:10:44] <HassanS6000> The second
is dismounted as well
L1692[19:11:05] <HassanS6000> also
L1693[19:11:13] <HassanS6000> the second
can't dismount unless the first does -_-
L1694[19:11:15] <HassanS6000> lol that b
bad
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L1696[19:12:17] <williewillus> maybe try
having a second "rider" field in the vehicle
L1697[19:12:20] <williewillus> and
override the mountEntity method
L1698[19:12:39] <shadekiller666> does
anyone know where minecraft's default brightness values are
set?
L1699[19:12:51] <williewillus> wait
L1700[19:12:54] <clienthax>
shadekiller666: game settings ?
L1701[19:13:01] <williewillus> nvm it
works in reverse so you can't override mountetntity
L1702[19:13:03] <shadekiller666>
disabling then re-enabling GL_LIGHTING makes everything else
darker
L1703[19:13:13] <Commoble> oh my crap it
finally works
L1704[19:13:21] <shadekiller666> client,
i mean code-wise
L1705[19:13:23] <williewillus> lol
yay
L1706[19:13:39] <Kobata> shadekiller666,
did you make sure it was actually on before you disabled it?
L1707[19:13:52] <shadekiller666> yes
kobata
L1708[19:14:00] <Commoble> I made a
semitransparent TESR with a 1x1x1 cube model render next to similar
blocks in the same way a normal semitransparent block does
L1709[19:14:11] <shadekiller666> what i'm
rendering is darker if i don't disable
L1710[19:14:24] <Kobata> In most cases
there's a helper function
L1711[19:14:38] <Kobata> Like
enableStandardItemLighting or something
L1712[19:14:47] <tmtu> shadekiller666:
push lighting bit
L1713[19:14:55] <clienthax>
shadekiller666: yeah so do i
L1714[19:14:58] <HassanS6000>
williewillus, do you know where in an Entity it dismounts?
L1715[19:15:02] <HassanS6000> Can't find
the method
L1716[19:15:07] <williewillus> it's
mount(null)
L1717[19:15:10] <tmtu>
glPushAttrib(GL_LIGHTING_BIT);
L1718[19:15:10] <williewillus> because
mojang
L1719[19:15:11] <clienthax> Default value
prob in the settings class
L1720[19:15:21] <clienthax>
Mc.gamesettings
L1721[19:15:24] <clienthax> Or
whatever
L1722[19:15:40] <HassanS6000> lol
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L1724[19:16:08] <shadekiller666> tmtu,
before or after re-enabling?
L1725[19:16:25] <shadekiller666> after
results in a GL ERROR stack overflow
L1726[19:16:27] <williewillus> in the
vehicle you can make the 1st rider use normal vanilla mounting
mechanics, but then the second rider is using your own field, and
you override updateRiderPosition to carry the 2nd one around too,
or something
L1727[19:16:30] <Horfius> I would imagine
befor
L1728[19:17:04] <tmtu> oh,
nevermind
L1729[19:17:11] <HassanS6000> where is it
called williewillus
L1730[19:17:20] <HassanS6000>
williewillus, I did do that already :P
L1731[19:17:22] <williewillus> where is
what called?
L1732[19:17:32] <HassanS6000> Can't make
it so second rider dismounts
L1733[19:17:33] <HassanS6000> ever
L1734[19:17:34] <HassanS6000> lol
L1735[19:17:44] <HassanS6000> Where is
mount(null) called
L1736[19:17:47] <tmtu> shadekiller666:
glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING;
glPopAttrib();
L1737[19:17:53] <williewillus> when the
player hits shift? :p
L1738[19:18:04] <tmtu> no wiat
L1739[19:18:13] <tmtu>
GL_LIGHTING_BIT
L1740[19:18:15] <tmtu> stupid
opengl
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(~Zaggy1024@75-161-172-71.mpls.qwest.net)
L1742[19:18:32] <shadekiller666> push the
attribute before disabling?
L1743[19:18:36] <HassanS6000> xD but that
won't happen for second rider
L1744[19:18:42] <HassanS6000> so I'll
just make it so when first rider dismounts
L1745[19:18:44] <HassanS6000> second one
does too
L1746[19:18:49] <HassanS6000> kinda
shitty but..
L1747[19:18:50] <Zaggy1024> sup
L1748[19:18:50] <HassanS6000> lol
L1749[19:18:53] <Commoble> So I want my
block to have this stupid non-standard glBlend function. But I
can't do that with normal blocks because of the way block rendering
is optimized. But I can make TESRs do it. But if I make a 1x1x1
cube TESR it doesn't hide faces next to other blocks like a normal
block does, so if there's a bunch next to each other they all look
ugly from certain angles:
http://i.imgur.com/xX235cF.png
L1750[19:18:55] <tmtu> so every state
change to lighting is reset
L1751[19:19:28] <Zaggy1024> Commoble,
does that have top and bottom faces?
L1752[19:19:36] <shadekiller666> so do
those 3 things, then render my stuff, then re-enable?
L1753[19:19:37] <Kobata> Commoble: Run it
in the transparent pass like colored glass?
L1754[19:19:41] <tmtu> no
L1755[19:19:45] <Commoble> It is in the
transparent pass
L1756[19:19:57] <Zaggy1024> Kobata, looks
like he wants to invert colors
L1757[19:20:02] <tmtu> put your stuff
inbetween the attrib stack you pushed
L1758[19:20:02] <Zaggy1024> can't do that
with blcok render passes
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L1760[19:20:15] <Kobata> Stencil buffer
and post-process filter?
L1761[19:20:19] <Commoble> The problem is
that more faces are rendered then necessary and they get blended
extra times. Since there's color-inverting going on, this just
turns the colors back to normal and makes it look invisible when
they cancel out.
L1762[19:20:23] <shadekiller666>
pushAttrib, disable, render, enable, popAttrib?
L1763[19:20:28] <Kobata> That's how you'd
probably do that effect 'properly' at least
L1764[19:20:30] <Commoble> I've already
done all that, shade
L1765[19:20:33] <Zaggy1024> ohhh I
see
L1766[19:20:35] <tmtu> pushAttrib,
disable, render, popAttrib
L1767[19:20:40] <Commoble> The problem
was that too many faces are rendering
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L1769[19:21:14] <shadekiller666> tmtu, do
i have to re-enable lighting after that? or is that handled by
popAttrib?
L1770[19:21:45] <tmtu> popAttrib
L1771[19:21:59] <Commoble> The workaround
I made was making 64 different models with different faces enabled
and just changing them whenever a neighbor block changed.
L1772[19:22:04] <shadekiller666> ok
L1773[19:22:37] <shadekiller666> and its
pushAttrib(LIGHTING_BIT), disable LIGHTING, popAttrib right?
L1774[19:22:54] <tmtu> yes
L1775[19:22:58] <shadekiller666> ok
L1776[19:23:54] <shadekiller666> looks
like that worked, thanks tmtu
L1777[19:29:02] <tterrag> if the only
thing you are doing is switching the lighting on and off, attrib
push/pop is a bit much
L1778[19:29:05] <tterrag> just undo your
change
L1779[19:29:33] <tmtu> then he has to
check if it was on or off
L1780[19:29:52] <tterrag> you can pretty
much assume it's on
L1781[19:29:56] <tterrag> in a TESR it
always should be
L1782[19:30:05] <tterrag> if not
something else leaked state
L1784[19:34:16] <HassanS6000> How would I
override the mount code.. if it's in EntityLivingbase?
L1785[19:34:52] <tterrag> don't :P
L1786[19:35:13] <HassanS6000> xD
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L1788[19:38:46] <Commoble> Alright, next
problem: Figuring out how to prevent animals from spawning during
initial world generation (of a dimension identical to the normal
one)
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L1791[19:40:45] <HassanS6000> Yay I
figured it out
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L1796[19:56:26] <ghz|afk> Commoble: hook
the entity spawn event and deny it if it's your dimension?
L1797[19:56:57] <Commoble> Would you
believe I already tried that
L1798[19:57:19] <ghz|afk> I'm
open-minded, I can believe anything
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L1802[20:03:13] <Commoble> "For some
reason this doesn't seem to fire for EntityAnimal or its
subclasses." Oh, thanks jabelar.
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L1807[20:14:22] <Commoble> alright,
cancelling the EntityJoinWorldEvent worked
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L1811[20:37:43] <ghz|afk> making this mod
is making me a sadist :/
L1812[20:37:58] <ghz|afk> I have spent
more time sending animals to their deaths than actually designing
new spells
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L1821[20:53:14] <Zaggy1024> mmmm
hamburgers
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L1828[20:57:18] <Commoble> agh no I was
wrong, I still get cows even if I cancel EntityJoinWorldEvent
L1829[20:58:10] <Commoble> maybe I can
use AllowDespawn? If I'm understanding what it does, it'll work if
I use it right but it'll also prevent the player from spawning cows
with cow eggs but that's okay
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L1832[21:03:15] <Commoble> No, that just
allows the entity to despawn if the entityage is old enough.
Ecch.
L1833[21:05:01] <Commoble> oh god I think
I'm an idiot
L1834[21:05:15] <Commoble> I've been
using @EventHandler instead of @SubscribeEvent. That might be
wrong.
L1835[21:09:10] <ghz|afk> LOL
L1836[21:09:20] <ghz|afk> @EventHandler
is for the mod file only
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L1840[21:19:45] <killjoy> Are
constructors shown in enum javadocs?
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L1855[21:42:09] <pibx10> hey guys, sorry
for the shameless advertising but i wanted to ask if anyone knew of
a good place to request additions to a modding team. the current
team is really busy so i need to find anyone wanting to help out
with our mod
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L1857[21:48:13] <luacs1998> you might
want to be nice and state what your mod is
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L1862[21:51:28] <pibx10> we are currently
working on an evolution system, a power system, and interesting new
crafting systems.
L1863[21:51:33] <pibx10> as the top
priority
L1864[21:51:46] <pibx10> along with
documentation as a last priority before working on features
L1865[21:52:28] <DarkEvilMac> This might
be a stupid question but is downforeveryoneorjustme down?
L1867[21:52:52] <TehNut> Kappa
L1868[21:52:56] <TehNut> But no, it's up
for me
L1869[21:53:01] <DarkEvilMac> god damnit
why did I click that.
L1870[21:53:08] <TehNut> LOL
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L1874[21:53:50] <DarkEvilMac> TehNut, Is
files.nminecraftforge.net down?
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L1876[21:53:59] <TehNut> nope
L1877[21:54:04] <DarkEvilMac> god
damnit.
L1878[21:54:08] <TehNut> Seems your
internet committed sudoku?
L1879[21:54:14] <DarkEvilMac> ._.
L1880[21:54:23] <DarkEvilMac> I think my
isp is just running in circles or something.
L1881[21:54:30] <DarkEvilMac> cause big
sites seem to load fine.
L1882[21:54:40] <DarkEvilMac> but
anything that isn't really common is down.
L1883[21:54:43] <TehNut> Try flushing
your DNS?
L1884[21:55:06] <DarkEvilMac> Ya, I'm
gonna give that a try in a minute. Just figured I would check if it
was just me first.
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L1886[21:56:17] <DarkEvilMac> cant reach
my router's page
L1887[21:56:18] <DarkEvilMac>
lolwut
L1888[21:56:27] <DarkEvilMac> maybe it's
updating or something.
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L1891[22:00:16] <DarkEvilMac> Ultimate
solution, unplug and plug the router back in \o/
L1892[22:01:06] <TehNut> :P
L1894[22:03:17] <TehNut> That log isn't
working
L1895[22:03:49] <DarkEvilMac> JordanJ2,
use forge 1486 and the latest 1.8.0 build of Optifine HD
Ultra
L1896[22:03:53] <DarkEvilMac> that worked
fine for me.
L1897[22:04:00] <JordanJ2> Ah. I'll try
it
L1900[22:04:44] <DarkEvilMac> just in
case.
L1902[22:05:16] <DarkEvilMac> ya
L1903[22:05:21] <DarkEvilMac> update to
the forge listed
L1904[22:05:25] <DarkEvilMac> and use the
Optifine listed.
L1905[22:05:31] <JordanJ2> Will try
that.
L1906[22:05:37] <DarkEvilMac> You can't
use 1.8.X builds of optifine for 1.8.0 forge :P
L1907[22:05:41] <shadekiller666> man,
these gl calls are a pain in the ass to setup right :p
L1908[22:05:49] <JordanJ2> Ah
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L1911[22:16:45] <JordanJ2> Appreciate the
help DarkEvilMac
L1912[22:17:17] <shadekiller666> if i
want to render text thats fixed to a point on a gui from outside of
a gui renderer (ie. from the GL11 offsets used to render blocks in
the world), how would i do so
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L1914[22:22:07] <JordanJ2> DarkEvilMac:
Seems that optifine isn't loading when Forge starts up. It's in my
.minecraft/mods folder.
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L1917[22:22:55] <pibx10> Would it be best
to just request help on the mine craft forums?
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L1922[22:37:49] <shadekiller666> how does
one undo EntityRenderer.setupOverlayRendering()?
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