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L1[00:02:35] *** Illy[WoW] is now known as Illy[GONE]
L2[00:04:22] <Commoble> I'm liking this http://i.imgur.com/Vu8v48c.png
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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
L66[02:36:42] <Wuppy> https://scontent-ams2-1.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/11667433_931224856945013_7670607458606144502_n.png?oh=8ee88b824abb36ca38010de31cf84400&oe=5614CE4B
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
L70[02:37:21] <Techcable> diesieben07: It says that it is implemented in java: http://stackoverflow.com/questions/26209968/the-implements-of-integer-numberoftrailingzeros
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
L85[02:40:44] <diesieben07> http://pastebin.com/dLVy9XWz
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..
L119[03:16:58] <AbrarSyed> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/oredict/ShapedOreRecipe.java
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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?
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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
L161[03:27:05] <Yamakaja> Could somebody help me with that? http://i.imgur.com/PlQefZP.png it fails to find the texture: http://pastebin.com/pBymwNp2
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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L234[03:54:44] <Yamakaja> wow, just can't figure it out
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L236[03:57:05] <OrionOnline> Hey guys
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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?
L246[03:59:38] <Yamakaja> http://pastebin.com/dE9dC9Bk
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
L255[04:00:53] <Yamakaja> the texture is bound in here: http://pastebin.com/ENKmZK1a
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> :)
L267[04:05:14] <Yamakaja> http://imgur.com/qI2yR8X
L268[04:05:28] ⇨ Joins: Saturn812 (~Saturn812@2.94.19.247)
L269[04:07:42] <sham1> huh, weird
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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
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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
L322[04:35:01] <auenf> http://www.notebooktotaal.nl/15cl38/IMG_4442.JPG
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?
L330[04:37:35] <auenf> http://www.groupe-anyware.fr/MesMedia/W350ST/3-disques-optique.jpg
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
L337[04:38:20] <Wuppy> http://www.notebookcheck.net/Review-Schenker-XMG-A503-Clevo-W355STQ-Notebook.104018.0.html
L338[04:38:22] <auenf> but it looks like single fan?
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L340[04:40:36] <Wuppy> I think so
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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
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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
L356[04:46:07] <Lordmau5> http://ss.lordmau5.com/2015-07-04_11-44-50.png http://ss.lordmau5.com/2015-07-04_11-45-15.png
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] ⇨ Joins: Zyferus (~Zyferus@c-174-58-160-193.hsd1.mo.comcast.net)
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?
L370[04:48:36] <Lordmau5> @ tterrag http://ss.lordmau5.com/2015-07-04_11-48-30.mp4
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
L381[04:50:52] <Lordmau5> "There, I fixed it" http://ss.lordmau5.com/2015-07-04_11-50-39.png
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] ⇦ Quits: The_Lone_Devil (tomoki@2001:41d0:52:300::e50) (Ping timeout: 189 seconds)
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] ⇨ Joins: Yamakaja (~Yamakaja@p2003007A0B69A919C140C77D4D4C660B.dip0.t-ipconnect.de)
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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] ⇨ Joins: ITINH (~greatblit@122.178.250.139)
L425[05:07:00] ⇦ Quits: OrionOnline (~OrionOnli@62.235.18.105) (Read error: 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
L436[05:09:58] <auenf> http://www.nitroware.net/i/amfComicSans.jpg
L437[05:12:10] <luacs1998> lol
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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
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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] ⇨ Joins: Brokkoli (~Brokkoli@x55b162c3.dyn.telefonica.de)
L465[05:26:18] <ollieread> clienthax: Hope you've prepared your wallet
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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
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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] ⇦ Quits: HewloThere (~HewloTher@180.200.159.19) (Ping timeout: 206 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
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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] ⇨ Joins: pugi (~pugi@dyndsl-037-138-177-098.ewe-ip-backbone.de)
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] ⇨ Joins: Andrey96 (~Instantbi@95-30-194-70.broadband.corbina.ru)
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] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
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] *** Ashlee is now known as Ashlee|off
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
L528[06:42:36] ⇨ Joins: LexMobile (uid15621@id-15621.ealing.irccloud.com)
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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L613[08:05:33] <ThePsionic> https://www.youtube.com/watch?v=HAnRtMEDrvU mfw
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L652[08:12:04] <ThePsionic> RIP
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L709[09:02:06] <killjoy> Modding panel is live. http://www.twitch.tv/Mojang
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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
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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] MineBot sets mode: +o on LexMobile
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L766[11:04:53] <ThePsionic> https://github.com/MinecraftForge/MinecraftForge/issues/1989 and that is how you debunk an issue that is not an issue
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
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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?
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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
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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
L811[12:00:54] <gigaherz> https://www.youtube.com/playlist?list=PLOEkYIQaBk_RDcX22iFm7_GMLhmxX_tgB
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
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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
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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> ^
L868[12:37:36] <Kaiyouka> Unh0ly_Tigg: https://ninite.com/ ?
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
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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
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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
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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 ͡°)
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L902[12:50:59] <clienthax> tmtu: said hi to them earlier
L903[12:51:18] <tmtu> <3
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
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L932[13:02:36] <clienthax> Tbh its not even very busy here
L933[13:02:43] ⇨ Joins: flappyy (~flappy@88.113.155.120)
L934[13:02:50] <clienthax> Quite odd
L935[13:03:48] <ThePsionic> inb4 the entire minecon was not scheduled
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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
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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] *** Ashlee|off is now known as Ashlee
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
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L957[13:17:01] <Kaiyouka> lol
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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)"
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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
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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
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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
L1024[13:46:47] <Zaggy1024> http://i.imgur.com/SUrwbOT.png
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
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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
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L1063[13:54:57] <Kaiyouka> I've never had qualms with sufficiently powerful water magic violating the nether's heat :p
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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
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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
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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
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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
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L1106[14:10:52] <HewwoThere> I get crashes from this: Crash Report: http://masterwhisker.com/crash.log -- FML Log: http://masterwhisker.com/fml.log
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
L1132[14:15:33] <HewwoThere> Crash Log: http://masterwhisker.com/crash.txt -- FML Log: http://masterwhisker.com/fml.txt
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
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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
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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
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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 ._.
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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
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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)
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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
L1228[15:11:07] <PaleoCrafter> https://github.com/RainWarrior/B3DExport/blob/master/B3DExport.py
L1229[15:11:21] <PaleoCrafter> I can send you the original .blend if you want to mess with it yourself :P
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L1232[15:13:04] <PaleoCrafter> http://puu.sh/iNhWj/0df54ef030.blend
L1233[15:13:32] <Ordinastie> meh >< http://puu.sh/iNhYp.png
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
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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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L1247[15:36:19] <Commoble> I'll just leave this here http://puu.sh/iNjhq/280d0a70a9.webm
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.
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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
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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 -_-
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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
L1331[16:05:21] <ghz|afk> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/java/gigaherz/nattrees
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
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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.
L1352[16:09:49] <Boreeas> here: http://pastebin.com/0ndMa6RY
L1353[16:09:55] <Boreeas> is the entire rendering block
L1354[16:10:54] <Boreeas> https://github.com/Boreeas/Minecraft-mods/tree/master/forgetest is the entire code, if you care looking through that
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
L1369[16:16:16] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/renderer/MalisisRenderer.java#L440-L460
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L1371[16:20:50] <OrionOnline> Hey guys any of you know why this is happening to my model? : http://imgur.com/uhmoz82
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? ><
L1384[16:22:45] <OrionOnline> it is suppossed to look like this: http://imgur.com/EkGeFEB
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...
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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
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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
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L1465[16:53:43] <killjoy> Maybe it's like a spoon
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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
L1470[16:59:04] <OrionOnline> Ordinastie, this is the texture it tries to render: https://github.com/SmithsModding/Armory/blob/Development/resources/assets/armory/textures/blocks/FirePit/DestroyedMetalWall.png
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
L1492[17:02:37] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/renderer/MalisisRenderer.java#L653-L664
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
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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.
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L1527[17:23:41] <killjoy> mcpbot for names, a wiki for descriptions
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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.
L1532[17:26:25] <PaleoCrafter> I've been working on this: http://docs.forge.mineformers.de/ have to pick it up again xD
L1533[17:26:43] <PaleoCrafter> don't tell anybody it exists, lol
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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() ;)
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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
L1590[18:05:08] *** prassel|off is now known as prasselpikachu
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?
L1593[18:05:48] <killjoy> I got your class json format right here. http://hastebin.com/ruxudeheso.json
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
L1670[19:03:12] <Commoble> http://pastebin.com/47L1zyxp
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
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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
L1677[19:08:16] <Commoble> "A fatal error has occured, this connection is terminated". Ecch. http://pastebin.com/RU0rE1e1
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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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
L1783[19:32:25] <Commoble> Puush doesn't seem to be working but here's a screenshot of the end result http://i.imgur.com/LGadTfp.png
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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L1800[20:00:40] <Commoble> This is what I'm doing. Is this not the right event? http://pastebin.com/jz4DvWnd
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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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L1861[21:50:59] <pibx10> lol sorry the mod is named elemental essences you can find a download and post about it here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2460886-1-7-10-elemental-essences-v0-5
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?
L1866[21:52:45] <TehNut> DarkEvilMac: http://www.downforeveryoneorjustme.com/downforeveryoneorjustme.com
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
L1871[21:53:30] <TehNut> Is up http://tehnut.info/share/EMQogDFAx.png
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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
L1893[22:02:54] <JordanJ2> Hello, I'm getting a forge error while trying to use optifine with forge. I've followed these instructions - https://imgur.com/lA2Jh6y - this is my error log http://hastebin.com/ivuyezapog.avrasm
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
L1898[22:04:38] <DarkEvilMac> http://adfoc.us/serve/sitelinks/?id=271228&url=http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8-11.14.3.1486/forge-1.8-11.14.3.1486-installer.jar <- 1486
L1899[22:04:43] <DarkEvilMac> Optifine <- http://adf.ly/404181/optifine.net/adloadx?f=OptiFine_1.8.0_HD_U_D5.jar
L1900[22:04:44] <DarkEvilMac> just in case.
L1901[22:04:54] <JordanJ2> http://paste.ee/p/SZuQT
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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L1944[23:57:45] <killjoy> PaleOff, http://hastebin.com/enefucegev.json
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