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L1[00:00:01] <Sollux-Captor> your.. trying
to convert a map from 1.6.4 to 1.7.10 .-.?
L2[00:00:07] <bhi> It's a 2 GB map(s)
L3[00:00:12] ⇦
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L4[00:00:23] <Sollux-Captor> convert it step
by step
L5[00:00:30] <bhi> correct
Sollux-Captor
L6[00:00:31] ⇦
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L7[00:00:31] <Sollux-Captor> not just from
1.6.4 to 1.7.10
L8[00:00:39] <williewillus> wat?
L9[00:00:51] <williewillus> what do you mean
step by step that's the smallest step you can take lol
L10[00:00:52] <Sollux-Captor> 1.6.4 to
1.whateve comes next all the way up to 1.7.10
L11[00:01:01] <williewillus> that makes 0
difference
L12[00:01:04] <williewillus> don't do
that
L13[00:01:08] <Sollux-Captor> it kinda
does
L14[00:01:13] <williewillus> no it
doesn't.
L15[00:01:15] ⇨
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L16[00:01:27] <bhi> I actually did try form
1.6.4 to 1.7.2, with the same result
L17[00:01:28] <covers1624> mods are for
1.7.10 nub
L18[00:01:36] <Sollux-Captor> the how do
old servers still have their old maps even though they are
1.8?
L19[00:01:44] <williewillus> they're
vanilla servers
L20[00:01:47] <Mitchellbrine> xD
L21[00:01:49] <williewillus> that's
something entirely different
L22[00:01:54] <bhi> vanilla would be
ezpz
L23[00:01:57] <Sollux-Captor> wait.. this
is a modded server?
L24[00:02:01] <williewillus> of
course
L25[00:02:01] <Sollux-Captor> i didnt know
that
L27[00:02:06] <williewillus> anyways
L28[00:02:16] <Sollux-Captor> well... in
that case, your screwed
L29[00:02:21] <williewillus> no it's
possible
L30[00:02:22] ⇦
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L32[00:02:31] <covers1624> the point is
this, he needs to go from 1.6.X to 1.7.X and the ID map
changed.
L33[00:02:37] <Sollux-Captor> ye.. if he
updated every mod and broke absolutly everything in the
proccess
L34[00:02:40] <bhi> I hope. You thinking
nbt williewillus?
L35[00:03:05] <Mitchellbrine> are you
willing to input every id into the nbt?
L36[00:03:11] <covers1624> so converting
the id map is difficult but possible
L37[00:03:13] <Mitchellbrine> quick:
someone write a tool to do this
L38[00:03:13] <williewillus> load a dummy
copy of the world in the 1.7.10 pack, shut it down, then open up
level.dat->FML->ItemData and look at these. Change all the
ones you can to the number ID's that they used to be in 1.6 and
hope nothing conflicts. Then copy it back
L39[00:03:13] <Sollux-Captor> xD^
L41[00:03:41] <covers1624> yes
L42[00:04:18] <covers1624> this would be a
good point for someone to make a python script for it then put it
on the mc forums....
L43[00:04:45] <williewillus> you might
inevitably lose some though because of the new blocks in vanilla
1.7 taking the old id (which I'm sure you've run into in your time
upgrading the map over 5 major versions :p)
L44[00:04:50] <bhi> so, just to understand,
I would be converting them back to numbers, rather than the long
text strings that are in 1.7.10... would this screw up down the
road even more?
L45[00:05:05] <williewillus> no
L46[00:05:31] <covers1624> can you send me
the maps of before and after the 1.7 launch?
L47[00:05:32] <Sollux-Captor> idk.. sounds
like you are biting off more than you can chew
L48[00:05:33] <williewillus> the numbers
still exist in 1.7, they're just automatically assigned for you and
mapped to numbers. now you're manually assigning them back
L49[00:05:50] <williewillus> Sollux-Captor:
its all down to if you really want the map or not and it seems like
he does :p
L50[00:06:13] <bhi> I could, yes,
covers1624, but it's 2GB, so it would take quite a while
L51[00:06:21] <Sollux-Captor> how bad xD
this sounds like a butt load of work for something very simple
ish
L52[00:06:28] <covers1624> what is you
upload?
L53[00:06:31] <covers1624> speed
L55[00:06:37] <Sollux-Captor> idk..i my
self would have started anwe with a new map
L56[00:06:41] <covers1624> ...
L57[00:06:47] <williewillus> some people
like their old maps :p
L58[00:06:51] <williewillus> i do
L59[00:06:53] <covers1624> ^^
L60[00:07:32] <williewillus> anyways you
shouldnt lose too many id's to vanilla 1.7 blocks it's just the new
woods, new leaves, new flowers, two high flowers, podzol, and
packed ice
L61[00:07:38] <bhi> ya, it does sound like
a crazy amount of work... maybe a solid day. depends. I am assuming
I am changing each ID just once, not everytime there is that ID in
the world, correct?
L62[00:07:41] <covers1624> well can you pm
me with a link to the level.dat from your main world before and
after the 1.7 launch.
L63[00:07:45] <williewillus> just
once
L64[00:07:50] <Sollux-Captor> *looses dirt*
GOD DAMNIT!
L65[00:08:03] <williewillus> the world save
stores the numbers and that nbt file tells the game what name goes
to what number
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L67[00:08:19] <Steel_Arm> !gf
func_77667_c
L68[00:08:29] <williewillus> covers1624:
what would a level.dat from the 1.6 world do lol
L69[00:08:32] <bhi> ok, that's not too
bad... updating the world to 1.6.4 took me weeks, so I'm used to
working for the world to be updated
L70[00:08:33] <williewillus> there wouldn't
be anything in it
L71[00:08:54] <covers1624> true
L72[00:08:57] <bhi> sure covers1624, I'm
guessing you are around here often? Couple days I can pm you? Would
love any feedback
L73[00:09:26] <williewillus> do an ID dump
from NEI in 1.6
L74[00:09:29] <williewillus> to get the
numbers easily
L75[00:09:36] <covers1624> well i live in
Australia so tomorrow (monday) i can do it
L76[00:09:40] <covers1624> ^^
L77[00:09:40] <bhi> k, good advice
L78[00:09:46] <covers1624> i was about to
say that
L79[00:09:54] <covers1624> nei itemid
dump
L80[00:10:06] <williewillus> good luck :p
it *should* work
L81[00:10:18] <Sollux-Captor> if it
doesnt.. ur screwed
L82[00:10:22] <covers1624> i have experence
with servers
L83[00:10:29] <covers1624> and
modding
L84[00:10:34] <bhi> it'll be a miracle. I
really appreciate your thoughts and motivation
L85[00:10:40] <covers1624> and bashing my
head against brick walls
L86[00:11:11] <bhi> so you want just the
1.7.10 world run once? or both worlds?
L87[00:11:41] <williewillus> Sollux-Captor:
not really, you can just keep playing on the old version lol
L88[00:11:46] <covers1624> just the 1.7
world run once and a nei item id dump from 1.7 and 1.6
L89[00:11:54] <williewillus> you just need
the dump from 1.6
L90[00:11:58] <williewillus> and the
level.dat from 1.7
L91[00:12:15] <bhi> k, copy that
L92[00:13:17] <bhi> because it's a
multiverse world with multiple level.dats, do you just want the
main one at first to see if you can tell what's up?
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L94[00:13:29] <williewillus> it should be
only the main one, idk how it works with cauldron
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L96[00:14:30] <covers1624> yeah just the
main one for now
L97[00:14:49] <covers1624> brb
L98[00:15:01] <bhi> oh, ok. so not even the
region folder? the level.dat is small, I thought you needed the
entire 2GB folder
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L100[00:15:42] <covers1624> hopefully just
the level.dat
L101[00:15:43] <bhi> thanks
<williewillus> I really appreciate it
L102[00:15:59] <williewillus> no, not the
save. the save stores the old id numbers, and the level.dat
provides a lookup dictionary between strings and the numbers in
1.7. we just need to modify the dictionary so the strings point to
the old numbers rather than new autoassigne ones
L103[00:16:01] <williewillus> no
problem
L104[00:16:07] <covers1624> ill coach you
through a nei data dump in a pm
L105[00:16:10] <bhi> and covers1624, it
would be amazing to have a 2nd pair of eyes look at wtf I am up
against
L106[00:16:16] <williewillus> good luck
though
L107[00:16:30] <bhi> thanks
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L110[00:16:48] <bhi> will let you know how
it goes over the next while
L111[00:18:21] <Giraffestock> huzzah!
Brackets FTP live-sync worked!
L112[00:18:29] <Giraffestock> that took
way more hacking then i expected
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L114[00:18:57] <Sollux-Captor>
hacking?
L115[00:19:03] <Giraffestock> forked
bracktes
L116[00:19:11] <Giraffestock> im running
it in the browser for work (cloud IDE for making games)
L117[00:19:23] <Sollux-Captor> oh
L118[00:19:24] <Giraffestock> and brackets
didnt want the extension to load so I had to partially rewrite both
the extension and how its loaded
L120[00:19:34] <Sollux-Captor> what does
it do
L121[00:20:20] <Giraffestock> Sollux:
write mobile games in the cloud, build them online, ship them
online, share them online, do everything online!
L122[00:20:29] <Sollux-Captor> i cant play
modded MC w/o NVIDIA crashing xD graphics card why cant u handle a
retro style graphics game!!!
L123[00:20:49] <Giraffestock> uh thats not
a good sign sollux
L124[00:21:08] <Sollux-Captor> ik but it
is only like a modpack i made and like some mods
L125[00:21:09] <Sollux-Captor> idk
L126[00:21:12] <Giraffestock> how much RAM
do you have allocated?
L127[00:21:19] <Sollux-Captor> to
MC?
L128[00:21:31] <Giraffestock> mhm
L129[00:22:11] <Sollux-Captor> 4024
MB
L130[00:22:50] <LordSkittles> Anyone know
about AdvancedModelLoader?
L131[00:24:22] <williewillus> looks like
all the OBJ experts are asleep rn :p
L132[00:24:35] <Giraffestock> afaik its
being redone Lord
L133[00:24:46] <williewillus> in
1.8?
L134[00:24:53] <Giraffestock> mhm
L135[00:24:59] <Giraffestock> -i
think-
L136[00:25:02] <williewillus> I thought
the 1.8 OBJLoader was done
L137[00:25:03] <Giraffestock> i read that
somewhere here
L138[00:25:08] <Giraffestock> maybe
idk
L139[00:25:11] <Giraffestock> im done
modding
L140[00:25:12] <Sollux-Captor>
Giraffestock, 4024 MB allocated
L141[00:25:15] <Giraffestock> this channel
was saved and im too lazy to leave
L142[00:25:22] <Giraffestock> that should
be enough sollux /: waht do the logs say
L143[00:25:23] <williewillus> oh that was
1.7.10 OBJ Loader nvm
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L145[00:26:59] <Steel_Arm> has anyone
noticed that in every game (it seems like) when you turn the
camera, the fog at the edges of the screen moves? I'm suddenly
finding that a bit annoying.
L146[00:27:39] <Giraffestock> the
vignette/
L148[00:28:18] <Sollux-Captor>
Giraffestock, cool looks awsome :D
L149[00:28:35] <Sollux-Captor> friken
making a flappy chicken spawn xD?
L150[00:29:29] <Giraffestock> thats just a
demo game d:
L151[00:29:30] <Giraffestock>
FlappyBee
L152[00:30:26] <Sollux-Captor> soo bout my
NVIDIA crashing?
L153[00:30:46] <Giraffestock> an error log
would be useful
L154[00:30:59] <Sollux-Captor> i get no
error log
L155[00:31:06] <Sollux-Captor> it just
crashed my game entierly
L156[00:31:09] <Giraffestock> nothing in
console?
L157[00:31:13] <Giraffestock> crashes the
launcher?
L158[00:31:14] <Sollux-Captor> cause it is
a NVIDIA crash not an MC crash
L159[00:31:26] <Sollux-Captor> no
literally exits the game
L160[00:31:33] <Giraffestock> well
yeah
L161[00:31:34] <Sollux-Captor> closes out
the game
L162[00:31:35] <Giraffestock> how do you
know its nvidia?
L163[00:31:39] <Giraffestock> launcher !=
game
L164[00:32:21] <Sollux-Captor> i know it
is NVIDIA because A.) a GUI pops up telling me something went wrong
with NVIDIA B.) closing it out redirects me to the NVIDIA help page
xD
L165[00:34:15] <Giraffestock> well does
the launcher crash as well?
L166[00:34:16] <Giraffestock> if so
idk
L167[00:34:42] <Sollux-Captor> well...
define the launcher... because it is multi MC
L168[00:35:37] <Steel_Arm> best bet is
either update drivers, or revert drivers if it used to work
L169[00:35:56] <Sollux-Captor> already
reverted drivers
L170[00:36:08] <Sollux-Captor> seems to
happen in any version
L171[00:36:09] <Sollux-Captor>
really
L172[00:36:16] <Steel_Arm> what card do
you have?
L173[00:36:21] <Sollux-Captor> which means
i mine as well update my drivers xD
L174[00:36:32] <Sollux-Captor> NVIDIA GTX
780 ti
L175[00:37:00]
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L177[00:37:57] <Steel_Arm> hm, well, you
could try disabling mods until it works? Using optifine or shaders
or something like that?
L178[00:38:03] <Steel_Arm> or
fastcraft?
L179[00:38:32] <Sollux-Captor> have none
of those xD
L180[00:38:50] <Giraffestock>
fastcraft?
L181[00:38:54] <Giraffestock> original
name lol
L182[00:39:42] <Steel_Arm> no ideas, sorry
:(
L183[00:41:02] <Sollux-Captor> NVIDIA is a
dick .-. cause im not the only ones with NVIDIA crashing problems
xD apperently it happens a lot with NVIDIA card owners. The problem
is is that even though the crash sometimes due to who knows what,
the quality is amazing
L184[00:41:05] <Sollux-Captor> suck it
AMD
L185[00:42:19] <Sollux-Captor> anyways xD
dont hurt to update my drivers so ima do that
L186[00:42:25] <Sollux-Captor> may or may
not have to restart comp
L187[00:42:42] <Sollux-Captor>
ACTUALLY!!!
L188[00:42:47] <Sollux-Captor> friken i
know the problem
L189[00:43:15] <Sollux-Captor> it was
because i was watch9ing youtube while playing MC. Reg MC crashes as
well.
L190[00:43:31] <Sollux-Captor> NVIDIA just
doesnt like it when youtube or any vid like twitch is on
L191[00:43:35] <Sollux-Captor> while
playing games
L192[00:43:46] <Sollux-Captor> it will
crash with practically any game i belive
L193[00:43:53] <Sollux-Captor> frequent
known problem?
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L195[00:44:18] <Sollux-Captor> NVIDIA pls
fix that ;-;
L196[00:45:19] <Sollux-Captor> i almost
forgot about that problem
L197[00:46:48] <Steel_Arm> That's rather
sad.
L198[00:47:08] <Steel_Arm> Well, I'm
heavily invested into AMD... Cause bitcoin mining and stuff.
L199[00:47:43] <Sollux-Captor> AMD is meh
no offence. NVIDIA quality wise is soo much better
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L216[01:29:04] <Gliby> so has anyone
ported the old item renderer to 1.8 yet?
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L219[01:33:02] <Dimitriye98> Why do people
use spaces for indentation -.-" *Especially* two-space
indentation.
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L222[01:40:53] <TehNut> Because spaces are
better... >.>
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L224[01:41:04] <TehNut> 2 spaces is wierd,
though
L225[01:41:07] <Dimitriye98> Tabs for
indentation, spaces for alignment
L226[01:41:31] <Dimitriye98> That way
everyone can set their own indent-width without breaking
anything
L227[01:42:13] <Steel_Arm> I know how you
feel Dimitriye98. In old code I've often seen 1, 2 and 3 spaces for
indentation. I absolutely hate it.
L228[01:42:30] <Dimitriye98> For some
reason in Scala it's considered the standard -.-"
L229[01:42:35] <Steel_Arm> I also hate it
when tabs are represented by 8 spaces instead of 4.
L230[01:42:41] <Dimitriye98> As it is in
python, where it makes even less sense.
L231[01:43:09] <Dimitriye98> YAY,
indentation now holds syntactic purpose, lets make it *more*
difficult to read.
L232[01:43:15] <Steel_Arm> Places I see it
is old C code.
L233[01:43:41] <Steel_Arm> On linux
L234[01:44:13] <Dimitriye98> 3 spaces
sounds horrid...
L235[01:44:49] <Dimitriye98> 4 is perfect,
8 is tolerable, 2 is bad, 3 is blasphemy and the heretic should be
burned
L236[01:45:25] <Steel_Arm> Yeah I'm all
about 4.
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L239[01:45:49] <Dimitriye98> what's your
opinion on spaces for indentation?
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L242[01:48:21] <laci200270> anyone can
send a good tutorial for json submodels(I wnat to create a fluid
pipe)
L243[01:48:28] <laci200270> *want
L244[01:49:24] <Steel_Arm> It's annoying,
but the worst part is when the editor decides tabs should be 8
spaces and then I can't use tabs, I have to use spaces to match the
alignment on screen.
L245[01:50:00] <Dimitriye98> Can't you
change it in most editors?
L246[01:50:01] <xaero> good editors should
let you customize tab-width size
L247[01:52:54] <Steel_Arm> Thankfully now
days that is true.
L248[01:53:07] <Giraffestock> also
auto-indent
L249[01:56:42] <Dimitriye98> WHY IS W NEXT
Q ON THE KEYBOARD AADSFSDALSJKDLEWLR
L250[01:56:56] <Dimitriye98> I always hit
cmd+q instead of cmd+w
L251[01:57:01]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L252[01:57:04] <Dimitriye98> Closing the
program instead of the tab
L253[02:00:08] <Giraffestock> mac?
<3
L254[02:00:44] <Dimitriye98> Mac = best
laptop OS. Linux for the win for desktops. Though you need a
windows dual-boot for testing and compatibility.
L255[02:00:45] ⇦
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L256[02:02:17] <Giraffestock> THANK
YOU
L257[02:02:19] <Giraffestock> someone that
understands
L258[02:02:26] <Giraffestock> also macbook
pros build quality/trackpad are great
L259[02:02:39] <Giraffestock> but i have a
thunderbolt display for my mbp which is awesome
L260[02:02:39] <Dimitriye98> Yeah. I've
honestly never used a better trackpad
L261[02:02:42] <Giraffestock> then if i
need i have my desktop
L262[02:03:02] <Giraffestock> I dualbooted
ubuntu on my mbp and had to mess with a ton of shit to make the
trackpad close to os x
L263[02:03:05] <Dimitriye98> I atm have a
MBP and a linux dedicated server computer. No desktop
asofnow.
L264[02:03:15]
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L265[02:03:52] <Giraffestock> get a
thunderbolt display
L266[02:03:54] <Giraffestock> wont regret
it
L267[02:03:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150712 mappings to Forge Maven.
L268[02:04:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150712-1.8.zip (mappings
= "snapshot_20150712" in build.gradle).
L269[02:04:11] <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/
L270[02:04:20] <Dimitriye98> Fairly
certain hdmi isbetter
L271[02:04:31] <Giraffestock> yeah but
apple displays only use thunderboly
L272[02:04:35] <Giraffestock> and look
incredible
L273[02:04:45] <Giraffestock> people can
say what they want about retina and shit
L274[02:04:48] <Dimitriye98>
Resolution?
L275[02:04:51] <Dimitriye98> Price?
L276[02:05:14] <Giraffestock> 27 inch
2560x1440
L277[02:05:17] <Giraffestock> yeah thats
the kicker...
L278[02:05:19] <Giraffestock> work paid
for mine :P
L279[02:05:20] <Dimitriye98> HOLY HELL
$999?
L280[02:05:30] <Giraffestock> mhm
L281[02:05:33] <Giraffestock> can get a
used one for way less
L282[02:05:38] <Giraffestock> or
older
L283[02:05:44] <Giraffestock> looks the
same just thicker
L284[02:06:15] <Dimitriye98> ... for half
that price you can get a HDMI 4k display...
L285[02:06:17] ⇦
Quits: Coolway99 (~chatzilla@66.212.198.50) (Ping timeout: 378
seconds)
L287[02:06:49] <LordSkittles> AbrarSyed:
Is there a way to link projects via Gradle?
L289[02:07:01] <Dimitriye98> And this is
newegg, horribly overpriced.
L290[02:07:14] <Giraffestock> uhh, i
wouldny buy a 4k for that cheap
L291[02:07:21] <Giraffestock> and a
macbook pro couldnt hand that
L292[02:07:24] <Giraffestock> handle
that*
L293[02:07:25] <Dimitriye98> ASUS
L294[02:07:28] <Giraffestock> at a solid
60 fps
L295[02:07:34] <Dimitriye98> I trust the
brand
L296[02:07:39] <Dimitriye98> Good reviews
too
L297[02:08:18] <Dimitriye98> Though
reviews say it can't actually run faster than 30
L298[02:08:23] <Giraffestock> yeah but it
takes like 2 780-TI's SLI'd to run a 4k monitor at a good fps
L299[02:08:30] <Giraffestock> well thats
why its cheap :P
L300[02:08:43] <Dimitriye98> XD I don't
need the monitor at full resolution
L301[02:09:04] <Giraffestock> check out
the dell P2715Q
L302[02:09:05] <Dimitriye98> You can run a
monitor at partial resolution
L303[02:09:36] <Giraffestock> yeah but
then whats the point
L304[02:09:53] <Dimitriye98> Hmm, when I
build my upcoming gaming PC, need to decide between a 4k display,
or a more standard sized 3 screen spread
L305[02:09:56]
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L306[02:10:12] <laci200270> Just a crazy
question about mcp mappings: why Material.rock isn't
Material.stone?
L307[02:10:16] <Giraffestock> 3 screen
will be hard too
L308[02:10:29] <Dimitriye98> Well, I'm
going to be doing a 980 ti sli
L309[02:10:31] <Giraffestock> i have two
27 inch and a horizontal 35ish inch and it works great
L310[02:10:32] <Dimitriye98> so
L311[02:10:34] <Giraffestock> thats
overkill :P
L312[02:10:38] <Dimitriye98> It is
L313[02:10:45] <Giraffestock> like waste
of money overkill lol
L314[02:10:58] <Giraffestock> buy a
quality USB hub, battery, etc with that cash
L315[02:11:10] <Giraffestock> or do i what
id di and spend like 2k on a desk...
L316[02:11:12] <Dimitriye98> Hey, parents
said if I get straight As I can pick the parts I want for my
computer. Not my fault they forgot to impose a spending
limit.
L317[02:11:23] <laci200270> :D
L318[02:11:38] <Giraffestock> im telling
you, dont do it d:
L319[02:11:44] <Giraffestock> you wont
notice a difference in most things
L320[02:11:54] <Giraffestock> invest in
smaller-but-nice things
L321[02:11:59] <Dimitriye98> Admittedly,
they said that when I was at straight Fs two weeks from the end of
the school year, so they probably didn't expect my to pull it
off
L322[02:12:01] <Giraffestock> like a
bluetooth player
L323[02:12:11] ***
Horfius is now known as Horfius|zzz
L324[02:12:16] <Giraffestock> or a kickass
stereo system
L325[02:12:49] <Dimitriye98> Hmm, surround
sound sounds like an amazing idea, though I wouldn't feel it, since
I'd have to switch to headset to chat with friends :(
L326[02:13:08] <laci200270> try a 7.1
headset :D
L327[02:13:15] ⇦
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L328[02:14:22] <Dimitriye98> So, while I
said no spending limit, I do have to limit myself to somewhere
between $3k and $4k. Hmm, maybe dropping from a 5960x to something
reasonable could get me some room for some nice stuff
L329[02:14:47] <Dimitriye98> Dropping one
of the cards from the sli is probably a good idea too, I doubt I
need more than *1* 980 ti
L330[02:14:48] <laci200270> Dimitriye98:
put a ssd to your computer
L331[02:14:51] <Giraffestock> dont go that
high
L332[02:14:55] <Giraffestock> be nice to
your parents lol
L333[02:14:59] <Dimitriye98> Aww
L334[02:15:02] <Giraffestock> get 32 gb
ram and make a RAMDisk?
L335[02:15:11] <laci200270> overkill
L336[02:15:18] <Giraffestock> liquid
cooling for future proofing I assume?
L337[02:15:22] <laci200270> 3sec
loading
L338[02:15:31] <Giraffestock> laci: im
listing things he could do instead of dual 980-ti's lol
L339[02:15:45] <Dimitriye98> No need to
water-cool. Top tier air-cooling is just as effective without the
leak risk.
L340[02:16:28] <laci200270> anyone knows
how can i find the sortest path in a pipe network?
L341[02:16:40] <Dimitriye98> Nope.
L342[02:17:12] <Dimitriye98> Is a 3-screen
spread worth it?
L343[02:18:55] <Dimitriye98> Anyway, back
to modding
L344[02:19:04] <Dimitriye98> This got way
off topic very quickly
L345[02:19:33] <laci200270> yes, i need an
example for pipe path-finding :D
L346[02:20:05] <Unh0ly_Tigg> perhaps
looking at thermal dynamics?
L347[02:20:07]
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L348[02:20:23] <laci200270> its open
source?
L349[02:20:37] <Unh0ly_Tigg> there's this
tool called a decompiler...
L350[02:21:01] <laci200270> decomplier +
BON :D
L351[02:21:01] <Dimitriye98> One which I
will be making use off soon to decompile Aether for the second mod
I'm making for my modpack.
L352[02:21:22] <Dimitriye98> TConstruct
Aether integration FTW
L353[02:21:33]
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L354[02:21:35] <Unh0ly_Tigg> besides, even
if it isn't open source, they've released versions to the public,
they don't have a whole lot of control on what the public does with
those files...
L355[02:21:40] <Mogul> hey guys
L356[02:22:31] <Dimitriye98> Personally, I
have a philosophical disagreement with anyone who doesn't open
source a mod.
L357[02:22:55] ⇦
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L358[02:23:18] <laci200270> yes
L359[02:24:25] <laci200270> opensource
mods are the best
L360[02:24:42] <Mogul> Can anyone give me
advice on how to use a custom (computed) texture as a texture for a
block or an item? I thought that I could just create a new
TextureAtlasSprite and e.g. return it in the getIcon method of the
Block class, but I don't seem to get it to work.
L361[02:24:57] <Dimitriye98> You are
modifying someone else's game. It is hypocritical to attempt to
stop people from modifying yours.
L362[02:26:15] <laci200270> and if you
modify show what you done
L363[02:26:29] <Mogul> Besides, I guess
that keeping mods closed-source is done because the authors want to
keep their mod as their play- and practice-ground.
L364[02:26:39]
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L365[02:27:27] <Mogul> I don't have any
sympathy though for developers that deny others using their mod in
a mod-pack.
L366[02:27:28] ⇦
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L367[02:27:50] ***
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L368[02:27:51] <laci200270> yes, mods are
for use it
L369[02:28:13] <Dimitriye98> MIT LICENSE
FTW!!!
L370[02:28:20] <laci200270> yes
L371[02:28:39] <Mogul> But appart from
that - is nobody here that knows a little about TextureAtlasSprites
and the like?
L372[02:28:41] <mallrat208> My mods are OS
and they're pretty shit... I may also just be a scrub however
;p
L373[02:28:58] <Mogul> Dunno, what mods
did you do, mallrat?
L374[02:29:14] <laci200270> two good
things in opensource mods: we can learn from the mods,we can send
Pull Reuqests
L375[02:29:23] <mallrat208> Nothing
impressive. I only make use of other peoples APIs
L376[02:29:42] <Mogul> Well, that doesn't
have to mean anything if the mod itself is good and useful.
L377[02:29:52] <laci200270> yes
L378[02:30:21] <Mogul> Pretty much all
great developments were based off of somebody elses work.
L379[02:30:35] <mallrat208> One of 'em
registers blocks with UndergroundBiomesConstruct so they get the
proper stone texture instead of standing out like a sore thumb..
the other adds additional weapon materials to balkon's
L380[02:31:02] <Mogul> Uh, while I don't
use UB anymore, the second sounds interesting.
L381[02:33:03] <Mogul> Anyway,
TextureAtlasSprites anyone?
L382[02:33:31] <Mogul> Or a good tip for
an open-sourced mod that does that in a way that I can understand
it?
L383[02:34:53] ⇦
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L389[02:39:53] <laci200270> find that you
need
L390[02:40:02] <Dimitriye98> Should I set
useMetadata?
L391[02:40:13] <Mogul> Uh, uh, uh, code!
I'll have a look at it, thanks. =D
L392[02:40:23] <laci200270> not code a
github search :D
L393[02:40:36] <laci200270> but a lot of
code :D
L394[02:40:38] <Mogul> I honestly didnt
think of searching github
L395[02:41:24] <laci200270> but isn't a
bad idea
L396[02:41:45] <Mogul> Not at all
L397[02:42:02] <Dimitriye98> Wait, should
my mod class expose its metadata?
L398[02:42:28] <Dimitriye98> E.g. expose
modid, name, and version from inside the mod class
L399[02:42:43] <laci200270> not
necessary
L400[02:42:57] <laci200270> it just for
easy change
L401[02:43:20] <Dimitriye98> I need the
name in particular for my logger, should I hardcode it or is there
a way to extract from the annotation?
L402[02:43:38] <laci200270> in the
annonation load from a static field
L404[02:45:09] <Dimitriye98> What is your
mod?
L405[02:45:34] ⇦
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L406[02:45:50] <laci200270> its a WIP mod
for RF in 1.8
L407[02:46:12] <laci200270> now it just
ads a non working generator
L408[02:46:31] <Mogul> I dunno, I more and
more get the feeling that I don't understand the principle behind
IIcons in Minecraft at all. Where is the actual image data
stored?
L409[02:48:01] <laci200270> Mogul: you
need to get the texture?
L410[02:48:11] <Mogul> To get and to set
it
L412[02:48:29] <Mogul> There is a method
in the TextureAtlasSprite that takes a BufferedImage.
L413[02:48:46] <Mogul> Hm, let's
see.
L414[02:49:10] <laci200270> how can i save
a fluidstack to NBT?
L415[02:50:28] ⇦
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L416[02:51:29] <Mogul> A fluidstack?
L417[02:51:34] <laci200270> yes
L418[02:52:06] <Mogul> Huh, I guess I have
no idea, I didn't even know there was a special kind of stacks for
fluids.
L419[02:54:24] <laci200270> i think i
found it: Fluidstack#writeToNBT(nbt);
L420[02:55:25] <Mogul> Seems legit.
=D
L421[02:55:54] <Mogul> I on the other hand
have not yet found anything really useful, but still the idea to
use the GitHub search might yet bear fruit.
L422[02:56:02]
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L425[02:58:58] <laci200270> Why
IUpdatePlayerListBox called IUpdatePlayerListBox?
L426[02:59:19] <laci200270> Why not just
called ITileEntityTickObject?
L427[02:59:24] <laci200270> or
similar?
L428[02:59:42] <Mogul> You know Minecraft
code... ;-)
L429[02:59:54] <laci200270> but his is mcp
mapping
L430[02:59:58] <laci200270> *this is
L431[03:00:52] <Dimitriye98> How can you
protect the proxy var?
L432[03:01:12] <laci200270> what do you
think about protect?
L433[03:01:13] <Mogul> Well, theoretically
Searge seems to be on here and if he would read he might answer
that question, laci. ;-)
L434[03:02:05] <laci200270>
Dimitriye98:what do you think about protect?
L435[03:02:08] <Dimitriye98> ?
L436[03:02:30] <laci200270> you asked how
can you protet proxy var
L437[03:02:40] <Dimitriye98> Oh, what do I
mean by protect?
L438[03:03:03] <Dimitriye98> I mean keep
other code from changing my proxy variable
L439[03:03:21] <Dimitriye98> Since it
needs to be public for FML to write to it
L440[03:03:41] <laci200270> this is very
difficult
L441[03:03:44] <Hink_> Hello all.
L442[03:03:47] <Hink_> How we doing?
L443[03:03:50] <laci200270> why you need
this?
L444[03:03:52] ⇦
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L445[03:04:11] ⇦
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L446[03:04:37] <Mogul> Hey Hink
L447[03:04:44] <Mogul> Pretty ok
L448[03:04:49] <Hink> Nice nice.
L449[03:04:51] <Dimitriye98> Because
encapsulation?
L450[03:05:24] <laci200270> why any mod
wants to change your proxy?
L451[03:05:53] <Dimitriye98> Doesn't, just
good practice
L452[03:06:17] <Dimitriye98> Also, suppose
someone makes a malicious mod, a trojan horse virus
L453[03:06:30] <Dimitriye98> And it
changes another mod's proxy to disguise what's the issue
L454[03:06:41] <Dimitriye98> Unlikely, but
possible
L455[03:07:26] <laci200270> :D
L456[03:09:20] <laci200270> Dimitriye98:
if someone kake a trojan horse mod it would be an ASM :D
L457[03:09:29] <Dimitriye98> ?
L458[03:09:37] <laci200270> so set
protected your variables is unnecassary
L459[03:09:44] <Dimitriye98> What
L460[03:09:47] <Dimitriye98> ASM?
L461[03:10:00] <laci200270> ASM=runtime
time code manipulation
L462[03:10:06] <Dimitriye98> Oh,
reflection
L463[03:10:10] <Dimitriye98> Yeah, I
guess
L464[03:10:31] <laci200270> yes, similar
but it can replace method bodys
L465[03:10:38] <laci200270> and full
classes
L466[03:11:01]
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L467[03:11:03] <laci200270> it can replace
full MC
L468[03:13:35]
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L474[03:24:22] <Unh0ly_Tigg> laci200270,
technically, the reason why that interface is called
IUpdatePlayerListBox is because it wasn't originally used for the
tile entity updating. It's apparently actually called ITickable or
something like that in mojangs code.
L475[03:24:49] <laci200270> oh
L476[03:25:15] <Unh0ly_Tigg> yeah...
L477[03:25:29] <Unh0ly_Tigg> the naming is
an mcp issue, not a mojang issue.
L478[03:26:31] *
Dimitriye98 hisses.
L479[03:26:34] <Unh0ly_Tigg> the reason we
can't change it with the bot for the snapshot mappings, is because
mcpbot doesn't 'know' how to change class names. it only deals with
method names, parameter names, field names, and
documentation.
L480[03:26:40] <Dimitriye98> HUNGARIAN
NOTATION: STAND BACK FOUL BEAST!!!
L481[03:27:21] <Dimitriye98> CRAWL BACK TO
THE HOLE FROM WHENCE THOU CAME!!!
L482[03:27:26] <Unh0ly_Tigg> ?
L483[03:27:27] <Dimitriye98> :P
L484[03:27:34] <Dimitriye98> The prefix
I
L485[03:27:38] <Unh0ly_Tigg> meh
L486[03:27:47] <Dimitriye98> Hungarian
systems notation is notoriously bad practice
L487[03:27:59] <Unh0ly_Tigg> what about
the Enum prefix?
L488[03:28:31] <Dimitriye98> Same
L489[03:28:31] <Unh0ly_Tigg> oh, and the I
prefix for interfaces isn't even consistent across all the
mappings, if you look at the sub classes of ServerData...
L490[03:29:34] <Dimitriye98> The I prefix
is used in C++ where there's no syntactic difference between an
interface and an abstract class. In java it's a horrendous
monstrosity.
L491[03:29:44] <Unh0ly_Tigg> by tonight, I
shall have both of my hdmi displays on my dedicated card, and I
shall also have my hdmi switchbox on my ups. yay!
L492[03:30:09] ⇦
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L493[03:30:11] <Dimitriye98> OMG I AM
LOVING INTELLIJ IDEA
L494[03:30:30] <Dimitriye98> I type 2
letters and it senses by context exactly what token I intend to
type
L495[03:30:41] <laci200270> Dimitriye98:
you are hungarian?
L496[03:30:48] <Dimitriye98> no...
L497[03:30:53] <Unh0ly_Tigg> I'm not that
fond of idea, their default settings are horrendous...
L498[03:31:18] <Dimitriye98> Hungarian
notation is stuff like nVersion sName, etc.
L499[03:31:34] <Dimitriye98> Where the
first letter of a variable encodes its type
L500[03:31:41] <Unh0ly_Tigg> [one char
describing type][name]
L501[03:31:48] <laci200270> oh
L502[03:32:01] ***
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L503[03:32:17] ***
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L505[03:33:28] <Dimitriye98> laci, what's
your native language, since I'm assuming it isn't english.
L506[03:33:34] <Dimitriye98> ?
L507[03:33:54] <laci200270> hungarian
:D
L508[03:34:03] <Dimitriye98> Ah :P
L509[03:34:03] <Unh0ly_Tigg> figures
L510[03:34:54] <Mogul> So, anybody here
now that could give me advice as to how to use
TextureAtlasSprites?
L512[03:37:31] <Dimitriye98> sorry,
wait
L514[03:37:56] <Dimitriye98> I utterly
suck at pasting urls, don't I? :P
L515[03:38:18] <Dimitriye98> I just wish
the wikiwand extension didn't take me to their site and simply
modified the wikipedia HTML -.-"
L516[03:40:02] ⇦
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L518[03:41:33] <laci200270> Kashike:
:D
L519[03:42:12] <Dimitriye98> That is
EXTREMELY unsafe.
L520[03:42:22] <laci200270> yes
L521[03:42:35] <Dimitriye98> Probably Safe
™
L522[03:42:36] <laci200270> and voltage
isn't goood
L523[03:42:44] <Dimitriye98> :P
L524[03:43:03]
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L525[03:44:06] <xaero> kinda concerned for
potential arcing on the prongs... looks like < 1cm
separation
L526[03:44:39] <xaero> slight rattle and
he'll see dazzle :P
L527[03:44:58] <Kashike> razzle
dazzle
L528[03:44:58] <Dimitriye98> My greater
concern is the lack of a ground connection.
L529[03:45:11] <Dimitriye98> Since it
looks like the plug is intended to have one
L530[03:45:20] <Dimitriye98> Though it's
difficult to determine from this angle
L531[03:45:46] <laci200270> i think its
short circuit :D
L532[03:46:08] <Dimitriye98> Doesn't
appear to be one
L533[03:46:31] <Dimitriye98> From that
perspective it appears fine, though xaero is right about
arcing
L534[03:46:45] <Unh0ly_Tigg> for anyone
here using hexchat, does anyone know if it is possible to hide the
userlist?
L535[03:47:22] ⇦
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L536[03:48:14] <laci200270> there is any
eclipse plugin for git that can be commit?
L537[03:48:57] <Mogul> Doesn't Eclipse
have inbuilt GIT functionality?
L538[03:49:03] <Unh0ly_Tigg> brb
L539[03:49:06] ⇦
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L540[03:49:22] <laci200270> yes but I
don't know how can I commit?
L541[03:49:27]
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L542[03:50:00] <Mogul> Uh, I'm not sure
myself, I only used it once but switched to using an external
client.
L543[03:50:18] <Unh0ly_Tigg> well, I
figured out how to hide the userlist... just change the width to
minimum...
L544[03:50:58] <tmtu> could always use
commandline..
L545[03:52:23] <laci200270> i now using
git extensions but I now only commit when everything so the
original purpouse of the version control gone for me :D
L546[03:52:30] <laci200270> i just
asked
L547[03:53:40] <laci200270> i think found
it
L548[03:53:56] <laci200270> right click to
project ->team ->commit
L549[03:54:05] ⇦
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L550[03:54:27] <Mogul> Yeah, I remember it
being not very userfriendly... ;-)
L551[03:54:42] ⇦
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L552[03:55:05] <laci200270> and the
shorcut for keyboard not working
L553[03:55:12] <laci200270> thats the
worst part
L554[03:56:44] <Wuppy> I'm so damn happy
with my new pc :)
L555[03:56:59] <Wuppy> Assasins creed
black flag is really cool and looks amazing on mine :D
L556[03:57:17] <tmtu> no need to rub it in
;_;
L557[03:57:39] <Wuppy> you dont have a
good pc tmtu?
L558[03:57:58] <Unh0ly_Tigg> Wuppy, what
gpu do you have?
L559[03:58:03] <tmtu> only laptop, my main
one is broken :(
L560[03:58:06] <tmtu> not sure what's
wrong
L561[03:58:32] <Wuppy> Unh0ly_Tigg, GTX
970, gaming 4g
L562[03:58:38] <Wuppy> tmtu, my laptop is
broken as well :(
L563[03:58:43] <Wuppy> costs almost 50
euros to fix
L564[04:01:16] <Dimitriye98> What does a
missingMappings event handler do?
L565[04:02:14]
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L566[04:02:19] <Dimitriye98> Oooooo.
That's actually really powerful
L567[04:02:21] <Unh0ly_Tigg> lets say you
update your mod, and you change some of the ids that items and
blocks are registered with, you can use that event to tell the
system the new ids
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L569[04:02:31] <Dimitriye98> Yeah, just
looked at an example
L570[04:03:06] <Dimitriye98> How can I get
my mod ID?
L571[04:03:15] <Dimitriye98> Obviously I
can hardcode it, but hardcoding = bad
L572[04:03:26] <Dimitriye98> Can I fetch
it from FML somehow?
L573[04:03:59] <laci200270> i think
no
L574[04:05:18] <laci200270> use
hardcoding
L575[04:05:32] <laci200270> for example in
a refernce class
L576[04:05:44] <Dimitriye98> No, I'm
listing it in the mod class and then fetching it from there for the
annotation
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L580[04:08:21] <laci200270> in eclipse how
can i change the keybindings?
L581[04:08:59] <Mogul> And once again:
Attention, attention, anybody on here that knows something about
TextureAtlasSprites and/or custom loaded textures in general?
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L586[04:22:55] <vidplace7> Anyone know if
there's a surefire way to see what version of minecraft a mod
supports (mods from the beta 1.5-1.8 era)
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L588[04:23:18] <vidplace7> Haven't had any
luck decompiling the jar
L589[04:23:18] <Dimitriye98> Does
mcmod.info contain it?
L590[04:23:26] <Dimitriye98> Fairly
certain it should
L591[04:23:32]
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L592[04:23:39] <Dimitriye98> so unzip the
jar and check out the metadata
L593[04:23:45] <vidplace7> Dimitriye98:
the old mods I'm looking at predate the mcmod.info :P
L594[04:23:47]
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L595[04:24:01] <Dimitriye98> Why do you
need to know for such old mods?
L596[04:24:01] <vidplace7> this is like...
5 years ago MC modding, haha
L597[04:24:19] <Dimitriye98> Oh, BETA
1.5-1.8
L598[04:24:24] <vidplace7> Getting my
nostalgia on :)
L599[04:24:29] <laci200270> jd-gui
L600[04:24:34] <laci200270> ?
L602[04:26:19] <vidplace7> wondering if
there's any characteristics I should be looking for that would give
me a hint
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L604[04:26:43] <laci200270> there mcp for
beta 1.5-1.8?
L605[04:26:52] <laci200270> you can look
at the mappings
L606[04:27:18] <Dimitriye98> How do I add
a block?
L607[04:27:49] <vidplace7> laci200270:
damn good idea, I'll give that a shot
L608[04:28:13] <laci200270> Dimitriye98:
do you want to create a custom block?
L609[04:28:16] <Dimitriye98> Yeah
L611[04:30:00] ⇦
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L616[04:37:32] <laci200270> i love eclipse
refactoring :D
L617[04:37:42] <Dimitriye98> IDEA
refactoring is better :P
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L619[04:39:16] <laci200270> why?
L620[04:40:16] <Dimitriye98> Well, for
example, when you right click to rename a variable, it actually
selects the variable, it doesn't just start renaming it, often
saves time, since it can take a good few seconds to get it
selected
L621[04:41:39] <laci200270> in elcipse if
i click in the variable right
click->refactor->rename->type the name->enter
L622[04:41:53] <Dimitriye98> Yes?
L623[04:42:11] <laci200270> yes this is
the way in eclipse
L624[04:42:39] <Dimitriye98> Yeah, but it
doesn't select the variable, it just starts the refactoring, then
you need to go and backspace away the old name
L625[04:42:57] <laci200270> oh
L626[04:43:14] <laci200270> with one
backspace idea won :D
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L629[04:45:58] <Dimitriye98> How can you
make it so a block breaks instantly?
L630[04:46:02] <Dimitriye98> E.g.
redstone?
L631[04:46:12] <laci200270> set hardness
to 0 maybe?
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L634[04:49:06] <Dimitriye98> Hmm, I need
to make a tile entity, how do I do that?
L635[04:50:24] <laci200270> what mc
version do you have?
L636[04:50:29] <Dimitriye98> 1.7.10
L638[04:52:40]
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L639[04:52:56] <RobotSquid> o/
L640[04:53:02] <Dimitriye98> o/
L641[04:54:58] <laci200270> i just get a
headache when I tried to think an algorithm that finds all
fluidtanks near my pipe blocks :D
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L651[05:18:19] <Dimitriye98> How can I
make it so a block's drop isn't affected by fortune?
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L657[05:29:52] <Dimitriye98> How can I add
a custom block renderer?
L658[05:30:10] <Dimitriye98> Please?
L659[05:30:12] <Dimitriye98> Anyone
ther?
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L664[05:49:16] <Dimitriye98> Figured that
one out, now my issue is I want to give the player an item when he
right clicks the block
L665[05:49:30] <Dimitriye98> OFC the block
then deletes itself from the world
L666[05:49:38] <Dimitriye98> Essentially,
let the player pick up the block with a right click
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L668[05:50:10] <Dimitriye98> Any
idea?
L669[05:50:35]
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L670[05:51:03] <Dimitriye98> Ok, figured
part of it out
L671[05:52:28] <Mogul> Well, I am not very
knowledgeable anyway, sorry. xD
L672[05:52:55] <Dimitriye98> Now I need to
figure out how to drop the block into the world if the player's
inventory is full
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L677[05:59:25] <RobotSquid> Dimitriye98,
do you mean a custom model?
L678[05:59:37] <Dimitriye98> Yes, but I
think I've figured that part out
L679[05:59:46] <RobotSquid> ok
L680[05:59:52] <Dimitriye98> What I need
now is a way to add an itemstack to a player's inventory
L681[06:00:12] <Dimitriye98> And if it
can't be added, be notified by return value
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L685[06:06:45] <Dimitriye98> Wait, no
yeah, RobotSquid, yes, I mean a custom model, and I was wrong, I
haven't figured that out
L686[06:06:58] <RobotSquid> i can point
you to a tutorial
L687[06:07:08] <Dimitriye98> That would be
useful, thank you
L688[06:07:11] <RobotSquid> you need to
learn techne, that would be easiest
L689[06:07:20] <Dimitriye98> No, not a
full-blown model
L690[06:07:28] <Dimitriye98> Just
rendering an item flat against the ground
L691[06:08:02] <Dimitriye98> I know the
code I need, I don't know how to make the block use the custom
renderer
L692[06:08:27] <RobotSquid> you have a
block or itemstack that you want to render?
L693[06:08:38] <RobotSquid>
*entityItem
L694[06:08:53] <Dimitriye98> I have a
block I want to render, I want to render the item texture lying on
the ground
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L696[06:09:41] <RobotSquid> idk, maybe
look at the itemframe code?
L697[06:09:42] <Dimitriye98> My block is a
piece of flint lying on the ground
L698[06:09:56] <RobotSquid> oh ok so the
item wont change?
L699[06:10:00] <Dimitriye98> No
L700[06:10:23] <Dimitriye98> It's a small
world-gen mod for my modpack, adds little flint rocks scattered all
over the ground
L701[06:10:45] <RobotSquid> maybe still
use a model and the flint texture?
L702[06:11:08] <Dimitriye98> No, because
then it doesn't work with texture packs
L703[06:11:29] ***
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L704[06:12:04] <RobotSquid> the texture
pack could replace the model texture, or you can maybe tweak your
model so it uses the flint texture directly, that might be
possible
L705[06:12:20] <RobotSquid> anyone else
other ideas?
L706[06:12:43]
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L707[06:13:05] <Dimitriye98> Right now I'm
trying to look at the terrafirmacraft code, since they did
essentially that exact thing, but they use a tile entity, and I
feel that a tile entity is a bit overkill
L708[06:13:46] <RobotSquid> yeah, you
shouldt use a tile entity, you do not want special code for the
block
L709[06:14:07] <RobotSquid> you can add a
texture patch patch for the model texture
L710[06:14:13] <Dimitriye98> Well, but a
tile entity will cause lag, since there'll be hundreds of these
things scattered all over the ground
L711[06:14:26] <RobotSquid> yeah no, tile
entity isnt necessary
L712[06:14:45] <Dimitriye98> Oh, oops, you
said shouldn't
L713[06:14:48] <Dimitriye98> not should
:P
L714[06:15:25] <RobotSquid> lol
L716[06:16:42] <Dimitriye98> Well, again,
I don't want to hardcode the model
L717[06:17:12] <Dimitriye98> Are item
frames a block or an entity?
L718[06:17:22] <RobotSquid> tile
entity
L719[06:17:27] <RobotSquid> well,
entity
L720[06:17:35] <RobotSquid> but no, i have
a new idea
L721[06:18:07] <RobotSquid> you can make a
multi-texture block, have all the sides except bottom be
transparent, and add a texture for bottom
L722[06:18:29] <RobotSquid> and just set
the blockbounds so you can walk through it
L723[06:19:03] <Dimitriye98> I don't think
that's necessary, fairly certain after looking at some references
that I can contort the item renderer to do what I need, but I need
to figure out how to link the block to a custom renderer
L724[06:19:38] <RobotSquid> you wont need
a custom renderer
L725[06:20:01] <Dimitriye98> Well, but I
want the block to be 3d-ish, sort of raised
L726[06:20:09] <Dimitriye98> Like in an
item frame
L727[06:20:34] <RobotSquid> hmmmm
L728[06:20:54] <RobotSquid> you can make
it raised, but the flint texture will be at the bottom if you use a
block
L729[06:21:12] <RobotSquid> no. make it at
the top, and edit the blockbounds.
L730[06:21:24] <RobotSquid> i think that
would work?
L731[06:21:27] <Dimitriye98> Anyway, I
know how to do what I want if I can get a custom renderer
L732[06:21:37] <Dimitriye98> Well, but the
sides won't render
L733[06:22:00] <Dimitriye98> No, what I
need to do is use the item renderer to render a "flint
item" rotated and lying against the ground
L734[06:22:04] <RobotSquid> yeah... you
want get the 3d effect without a custom renderer
L735[06:22:13] <Dimitriye98> How do I link
a custom renderer?
L736[06:22:56] ⇦
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L737[06:22:58] <RobotSquid> for entities:
RenderingRegistry.registerEntityRenderingHandler(X.class, new
X(args));
L738[06:23:05] <Dimitriye98> No, but for a
block
L739[06:23:24] <Lumien> I assume you are
in 1.7.10?
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L742[06:23:39] <Dimitriye98> YEs
L743[06:23:54] <Dimitriye98> Simply
because I'm making this mod for a modpack, and other mods are
1.7.10
L744[06:24:02] <Dimitriye98> Otherwise I'd
be working in 1.8
L745[06:24:11] <Dimitriye98> But I
digress
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L747[06:24:34] <Dimitriye98> How can I
register the custom renderer?
L748[06:24:39] <Lumien>
ISimpleBlockRenderingHandler
L749[06:24:59] <Dimitriye98> So I
implement that, but how do I use it?
L750[06:25:06] <Lumien>
RenderingRegistry.registerBlockHandler
L751[06:25:24] <Lumien> & return the
render id in Block.getRenderType()
L752[06:27:06] <Dimitriye98> Any example
code?
L753[06:27:40] <Lumien> Sorry but i'm on
1.8 so i don't :)
L754[06:27:45] <Dimitriye98> Damn
L755[06:27:55] <Dimitriye98> I'd be on
1.8, but again, mod is for a pack
L756[06:29:36] <Dimitriye98> Sorry, when
do I register blocks? Preinit, init, or postinit?
L757[06:30:22] <Lumien> preinit
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L766[06:46:52] <laci200270> how can i
block have a redstone signal?
L767[06:47:26] <Dimitriye98> Lumien, when
do I register the renderer?
L768[06:47:53] <Lumien> laci
Block.isProvidingWeakPower
L769[06:47:57] <Lumien> I don'T think it
matters
L770[06:48:10] <laci200270> thanks
L771[06:48:18] <Dimitriye98> Also, how do
I get the reder id to return from getRenderType?
L772[06:49:40] <Lumien> You can get a free
one from the RenderingRegistry
L773[06:50:12] <Dimitriye98> Hmm, now how
to communicate it to my block though
L774[06:50:25] <Lumien> Save it in a
static field or something?
L775[06:50:34] <Lumien> In the block
renderer i would say
L776[06:50:37] <Ordinastie> that's like
basic programming...
L777[06:51:15] <Dimitriye98> Well,
obviously, but doing so without tightly coupling the renderer to
the block is more difficult
L778[06:51:26] <Dimitriye98> So, avoiding
statics and such
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L782[06:53:05] <Dimitriye98> So, the
example code I'm looking at declares some methods in the
clientproxy SideOnly(Side.CLIENT), is that necessary, given that
the client proxy only loads on the client anyway?
L783[06:56:46] <Dimitriye98> Stupid
question: In intellij, I have a package client.render.block, and
it's collapsed into a single entry: how do I create a class in
client instead of client.render.block?
L784[06:57:46] <PaleoCrafter> you can
create it from the upper package and just enter client.ClassName
for the class name
L785[06:58:15] <Dimitriye98> Ah
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L787[06:59:37] <laci200270> world.getBlock
gone in 1.8?
L788[06:59:52] <PaleoCrafter> it's
getBlockState now
L789[07:00:19] <laci200270> how can I get
the block object from blockstate?
L790[07:00:26] <PaleoCrafter> look at it
...
L791[07:00:32] <laci200270> oh
L792[07:03:06] <Dimitriye98> Um,
renderWorldBlock is supposed to return a boolean, what does that
boolean mean?
L793[07:03:34] <PaleoCrafter> whether you
rendered anything at all
L794[07:03:44] <Dimitriye98> Ah
L795[07:03:49] <Dimitriye98> What's the
point of that?
L796[07:04:13] <PaleoCrafter> probably
optimization
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L801[07:24:06] <Dimitriye98> Is the
RenderBlocks instance passed to a blockrenderer unique or do we
need to be careful not to mutate it?
L803[07:25:17] <Dimitriye98> More to the
point: Is it safe forme to set "overridBlockTexture"
without clearing it afterward?
L804[07:29:20] <Ordinastie> Dimitriye98
no, clear it
L805[07:29:31] <Ordinastie> laci200270,
trash it, it's broken
L806[07:29:40] <Dimitriye98> LOL, that
seems like a REALLY broken system :P
L807[07:29:57] <laci200270> why?
L808[07:30:11] <laci200270> it will be for
a pipe
L809[07:30:18] <Ordinastie> look for real
path finding code, you'll see the difference
L810[07:30:28] <laci200270> can you link
one?
L811[07:30:35] <Ordinastie>
www.google.com
L812[07:31:59] <Dimitriye98> I'm
struggling to see what the code even does myself
L813[07:32:46] <Dimitriye98> I don't see
any sort of pathfinding, just a find neighbors method
L814[07:33:17] <Dimitriye98> Note: You're
not pathfinding, you're searching.
L815[07:33:28] <Dimitriye98> Pathfinding
implies a definite end location
L816[07:33:49] <laci200270> yes it the
beginning
L817[07:33:55] <laci200270> i just
asked
L818[07:34:05] <Dimitriye98> You're
searching for the closest end location, not searching for a path
from a beginning location to an end location
L819[07:34:26] <laci200270> i wnat to
create similar to extrutilis transfer node
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L822[07:34:49] <Dimitriye98> I do have an
idea how to do it, but it's 5am and I want to get my own mod done
before I go to sleep
L823[07:35:09] ***
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L824[07:35:36] <laci200270> now i am
looking at enderio code
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L836[07:48:46] <Dimitriye98> Can I somehow
get a World obj from an IBlockAccess object?
L837[07:49:11] <Lex__> you can, but you
shouldnt.
L838[07:49:16] <Lex__> Because it wont
always be a world
L839[07:49:50] <Dimitriye98> I just need a
world to instantiate an entity in, I'm not even going to spawn it,
I just need a dummy EntityItem for rendering a block
L840[07:50:02] <Lex__> null it
L841[07:50:14] <Dimitriye98> Will that
work safely?
L842[07:50:25] <Lex__> dont know try
L843[07:51:12] <Dimitriye98> Oh, huh, it
does, just checked the constructor and it guards against null
L844[07:53:53] <laci200270> Lex, skyboy
doesn't want to use null :D
L845[07:54:03] <Dimitriye98> ?
L846[07:54:06] <Dimitriye98> skyboy?
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L849[07:57:33] <Dimitriye98> Lex, when
should I register a renderer?
L850[07:57:39] <Dimitriye98> Preinit,
init, or post?
L851[07:58:01] <laci200270> init
L852[07:58:21] ⇦
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L853[07:58:23] <RobotSquid> preinit also
works?
L854[07:58:28] <RobotSquid> i have mine
there
L855[07:58:49] ***
laci200270 was kicked by Lex__ (what do i give a shit about what
skyboy wants?))
L856[07:59:02] <Lex__> if you dont have a
world dont make an entity
L857[07:59:12] <Lex__> or try and make it
with a null one so you dont hook into random worlds
L858[07:59:44]
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L859[07:59:46] <Dimitriye98> Didn't know
you could make null entities, assumed there'd be a no argument
constructor if you could
L860[07:59:49] <laci200270> sorry
lex
L861[08:00:11] <Lex__> also that had
nothing to do with entities
L862[08:00:17] <Lex__> thats just skyboy
being retarded
L863[08:00:24] <Lex__> i cant help
retarded
L864[08:01:03] <Dimitriye98> ... I really
don't understand that they think "UNKNOWN" should be
listed an an enumeration of directions.
L865[08:01:31] <Dimitriye98> unknown isn't
a direction, it's the lack of one :/
L866[08:01:45] <Lex__> yp
L867[08:02:04] <Lex__> its cuz they are
lazy and i bent to their bitching when forge was in control of the
enum
L868[08:02:06] <Lex__> now forge
isnt
L869[08:02:09] <Lex__> so they can fuck
off
L870[08:02:18] <Quetzi> they need to have
something to hold things back ;)
L871[08:02:42] <Lex__> Always
L872[08:02:48] <Dimitriye98> "UNKNOWN
denotes an error condition" Then throw a fucking exception.
That's what you do when there's an error condition -.-"
L873[08:03:07] <Lex__> No UNKNOWN for them
is a 'valid' condition
L874[08:03:28] <Lex__> thats the problem
they rely on it being the exact same and valid as anything
else
L875[08:03:36] <Lex__> so they dont have
any eror protection
L876[08:03:43] <Dimitriye98> No, I'm
quoting one of the arguments in favor of unknown, fuller quote:
"UNKNOWN denotes an error condition and should not just
silently be ignored"
L877[08:03:43] <Lex__> Simple
solution
L878[08:03:48] <Lex__>
Optional<EnumFacing>
L879[08:03:49] ***
Vigaro is now known as AFK
L880[08:03:59] <Dimitriye98> ALL HAIL JAVA
8
L881[08:03:59] <Dimitriye98> :P
L882[08:04:06] <Lex__> Guava gives you
that
L883[08:04:11] <Dimitriye98> ?
L884[08:04:14] <Dimitriye98> Java 8 does
too
L885[08:05:11] <Lex__> but ya, no their
arguments are dumb and they should jsut update, especially the API
its not hard and that is what everyone relies on.
L886[08:05:23] <tmtu> Dimitriye98: you're
misreading
L887[08:05:28] <tmtu> that argument is in
favor of null
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L889[08:05:56] <Dimitriye98> Their code is
unfortunately not open source or I'd go and update it myself
L890[08:06:19] <Dimitriye98> Well, the
ones that matter aren't
L891[08:06:26] <Lex__> the api is
L892[08:06:34] <Dimitriye98> I'm not going
to do it just for the apis.
L893[08:06:36] <Lex__> but its been
updated like 6 times from 6 different people
L894[08:06:44] <laci200270> yes
L895[08:06:49] <Lex__> all do them did it
almsot exactly the same
L896[08:06:58] <Dimitriye98> So people are
handing it to them on a silver platter and they're refusing?
L897[08:07:03] <Lex__> yup
L898[08:07:19] <Dimitriye98> ... Well
then.
L899[08:07:19] *
Lex__ is half tempted to patch in a new line to
EnumFacing
L900[08:07:31] <Lex__> public static final
EnumFacing UNKNOWN = null;
L901[08:07:33] <Lex__> DONE WHOO
L902[08:07:35] <Dimitriye98> xD
L903[08:07:39] <laci200270> :D
L904[08:08:11] *
Dimitriye98 thinks said line should instead say
"//UNKNOWN" just to taunt them.
L905[08:08:21] <Lex__> public static final
EnumFacing UNKNOWN = null; //Added for Skyboy cuz hes lazy
L906[08:08:28] <jamierocks> ^
L907[08:08:29] <Ordinastie> though an
EnumFacing.NONE with offset 0,0,0 makes some sense
L908[08:08:37] <Lex__> why?
L909[08:09:10] <Dimitriye98> IDK I'm in
scala, I use match statements, none of this is my concern.
L910[08:09:11] <Ordinastie> it adds not
much more than null checks, but I mean I get where they coming
from
L911[08:09:22] <laci200270> because if
they for somy crazy reason trying to use blockpos.offset
L912[08:09:27] <laci200270> :D
L913[08:09:39] <Lex__> yes it stops them
from having to handle null
L914[08:09:47] <Lex__> but it also opens
the world of shit to things
L915[08:09:53] <Lex__> for example:
L916[08:10:14] <Lex__>
turtle.dig(NONE)
L917[08:10:26] <laci200270> :D
L918[08:10:26] ***
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L919[08:10:30] <laci200270> it digs
itself
L920[08:10:31] <Dimitriye98> May I assume
we are expanding minecraft to 4 spacial dimensions? What with the
addition of a brand new cardinal direction?
L921[08:10:37] <Lex__> with a
while(!isAir(pos.offset(NONE))
L922[08:10:39] <Lex__> oh look
L923[08:10:42] <Lex__> infinite loop
L924[08:11:02] <Lex__> or any other the
other use cases where people expect enums NOT to point at
themselves
L925[08:11:23] <Ordinastie> except you
would assume they handled the NONE/UNKNOWN part
L926[08:11:34] <Lex__> why?
L927[08:11:43] <Lex__> its handled bu the
null part
L928[08:11:53] <Ordinastie> because you
actually had a UNKNOWN direction before
L929[08:12:12] <Lex__> forcing everyone
else to change their handeling because you dont want to add
nullchecks to your code is FUCKING ARROGENT AND LAZY
L930[08:12:14] <Ordinastie> I agree it's
lazyness to want it back, but I don't think it's as stupid as you
say
L931[08:12:36] <laci200270> i think the
are wanting to port every mod by simple refactoring
L932[08:12:44] <Lex__> the onyl reason
there was a unknown before was because kl and sky hounded me for
like a month every fucking day
L933[08:12:45] ***
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L934[08:12:46] <Lex__> and it pissed me
off
L935[08:12:56] <Lex__> only way i could
make them shut up was to add it
L936[08:13:03] <Dimitriye98> I still hold
to the semantic argument that THERE ARE NOT 7 FUCKING CARDINAL
DIRECTIONS IN 3 DIMENSIONAL SPACE!!!
L937[08:13:07] <Lex__> now this enum isnt
in forge's control
L938[08:13:12] <Lex__> it's used ALL OVER
THE PLACE
L939[08:13:16] <Lex__> so i'td be like 200
patches
L940[08:13:21] <Lex__> just to add this
fucking 'unknown' value
L941[08:14:05] <Lex__> if i were to just
add a 'UNKNOWN(0,0,0) to the enum
L942[08:14:17] <Lex__> suddenly vanilla mc
would have like 120 new blockstates...
L943[08:14:21] <Lex__> thats not gunna
fucking happen
L944[08:14:56] <Ordinastie> and I'm not
saying to add it
L945[08:15:04] <Dimitriye98> How do I make
it so a container drops its contents like a chest?
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L947[08:15:23] <laci200270> loop throught
inventory and add to blockdrops
L948[08:16:31] <Dimitriye98> Wait, is a
tileentity removed before or after getItemDropped is called?
L949[08:17:17] <laci200270> look at the
chest
L950[08:17:27] <Lex__> before IIRC there
are a few hacks that you have to do to have it avalible at that
time
L951[08:17:30] <Lex__> look at flower
pots
L952[08:17:36] <Lex__> i know that one
works right becuase i fixed it
L953[08:18:12] <Dimitriye98> I wish I
could work with the 1.8 code, it's so much nicer and cleaner
:/
L954[08:20:01] <PaleoCrafter> uhm... you
can
L955[08:20:14] <Ordinastie> where is the
fry's B3D loader example again ?
L956[08:20:52] <Dimitriye98> No, I can't.
Making this mod for a private modpack. None of the major mods I'm
going to be playing with with my friends are updated
L957[08:21:18] <Dimitriye98> I wonder why
Azanor hasn't updated, he's usually one of the first IIRC...
L958[08:21:31] <laci200270> he is working
on it
L959[08:23:33] <laci200270> Dimitriye98:
he probaly working on the models
L960[08:23:42] <Dimitriye98> Oh,
yeah
L961[08:23:52] <Lex__> 1.8.7 code will be
a lot cleaner then 1.8 code
L962[08:23:55] <Lex__> cuz GENERICS!
L963[08:24:23] <tmtu> :<>
L964[08:24:34] <Dimitriye98> Is naming
classes the same thing but in separate packages bad practice?
L965[08:24:38] <laci200270> when can
arrive 1.8.7?
L966[08:24:50] <PaleoCrafter> I'm super
excited for generics, finally I can get rid of all the ugly casts
:3
L967[08:24:55] <tmtu> Dimitriye98: should
probably be avoided
L968[08:25:02] <Dimitriye98> E.g. naming
my tile entity the same as the block but in the client.tileentity
package instead of common.block
L969[08:25:18] <tmtu> PaleoCrafter:
supposedly kotlin (jvm lang) supports reified generics
L970[08:25:34] <Lex__> if you are using
the two classes within thin the same scope
L971[08:25:36] <Dimitriye98> Scala does
too to an extent
L972[08:25:38] <Lex__> then yes naming
them is bad
L973[08:25:44] <Lex__> the same*
L974[08:25:49] <laci200270> Dimitriye98:
use names like: TileBlockName,BlockBlockNAme
L975[08:25:54] <Dimitriye98> Well, I'm
writing in scala, so I just rename locally
L976[08:26:05] <Dimitriye98> I rename in
the import
L977[08:26:55] <tmtu> Dimitriye98: ah, it
does?
L978[08:26:57] <Lex__> eah thants
fine
L979[08:27:00] <Lex__> but screw
scala
L980[08:27:03] <PaleoCrafter> meh, tmtu,
scala type tags are more powerful, I suppose :P
L981[08:28:14] <Dimitriye98> I do this:
import net.danilovic.dimitriye.flintrocks.block.{GroundItem =>
BGroundItem} or something like that
L982[08:28:46] <Dimitriye98> Lex, what's
wrong with scala?
L983[08:29:15] <PaleoCrafter> Dimitriye98,
you could go for inner classes :P
L984[08:29:26] <PaleoCrafter> or type
aliases
L985[08:29:34] <Dimitriye98> Meh, I prefer
type aliases
L986[08:29:49] <Dimitriye98> Though
hmm
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L988[08:30:12] <Lex__> the amount of
bullshit i get over scala is whats wrong with it
L989[08:30:13] <PaleoCrafter> naming stuff
the same within same scope is bad practice even with import
aliasiang
L990[08:30:15] <Lex__> its nice and
al
L991[08:30:22] <Lex__> but it's a gimmic
its a addon, nothing really specail
L992[08:30:40] <Lex__> basically lets take
everything structured about java
L993[08:30:42] <Lex__> and kill it
L994[08:30:51] <PaleoCrafter> lol
L995[08:31:29] <Lex__> combined with the
bullshit that people need to go through to support it in
ides/runtime, no, PITA.
L996[08:31:32] ⇦
Quits: Szernex (~Szernex@91-113-37-249.adsl.highway.telekom.at)
(Killed (NickServ (GHOST command used by
Szernex_!~Szernex@194-166-121-53.adsl.highway.telekom.at)))
L997[08:31:38]
⇨ Joins: Szernex
(~Szernex@194-166-121-53.adsl.highway.telekom.at)
L998[08:31:42] <tmtu> maybe we should do
jvm bytecode by hand
L999[08:31:44] ⇦
Quits: Hgrebnednav (~Hgrebnedn@d51A4F764.access.telenet.be) (Ping
timeout: 202 seconds)
L1000[08:31:46] <Dimitriye98> xD I use it
for the more structured elements mostly, not the less structured
ones. E.g. pattern matching, and well pattern matching. I can't
actually think of a reason other than pattern matching
L1001[08:31:53] <PaleoCrafter> now that's
just plain wrong, Lex
L1002[08:31:54] <Lex__> just the bare
minimum we have to ship for forge is what 25MB? 5x biger then all
other libraries combined?
L1003[08:32:00] <Dimitriye98> If java had
pattern matching I'd probably ditch scala
L1004[08:32:08] ***
tmtu was kicked by Lex__ (quit the retarded
arguments))
L1005[08:32:18]
⇨ Joins: tmtu
(~tundmatu@78-70-189-179-no28.business.telia.com)
L1006[08:32:20] <Lex__> It does.. in 1.7
IIRC
L1007[08:32:23] <tmtu> :)
L1008[08:32:29] <Lex__> err J7
L1009[08:32:34] <Dimitriye98> What?
L1010[08:32:43] <PaleoCrafter>
Dimitriye98, you're not using Scala then :P
L1011[08:32:52] <Dimitriye98> ?
L1012[08:32:57] <PaleoCrafter> and string
matches aren't pattern matching, dude
L1013[08:33:11] <Dimitriye98> Paleo,
well, you're not using Java 8
L1014[08:33:13] <tmtu> wouldn't enum
matching count as pattern matching?
L1015[08:33:13] <Lex__> did i say
anything about string matches?
L1016[08:33:29] <Dimitriye98> Java 8 has
most of the great stuff about scala added
L1017[08:33:37] <Dimitriye98> Other than
pattern matching
L1018[08:33:37] <Lex__> if you really
want to get into it
L1019[08:33:40] <PaleoCrafter> it has
lambdas and default methods, that's about it
L1020[08:33:44] <Dimitriye98>
Optionals
L1021[08:33:47] <Dimitriye98>
Streams
L1022[08:33:48] <Lex__> java has 'pattern
matching' when it added if statements
L1023[08:33:50] <PaleoCrafter> that is an
API detail ._.
L1024[08:33:54] <Robot|AFK> anyone know
of a good tutorial of upgrading 1.7.10 mods to 1.8?
L1025[08:34:00] ***
Robot|AFK is now known as RobotSquid
L1026[08:34:05] <Dimitriye98> If
statements aren't pattern matching...
L1027[08:34:07] <PaleoCrafter> Scala is a
lot more than that
L1028[08:34:11] <Lex__> but nope scala
has to hack that into something atrocious at the bytecode level
that makes it a pita to dealwith
L1029[08:34:30] <Dimitriye98> Scala's
type system is admittedly more robust
L1030[08:34:38] <Dimitriye98> And I like
its syntax far more
L1031[08:34:39] <Lex__> either way this
isnt a argument for scala
L1032[08:34:45] <Lex__> scala is crap
when it comes to mc modding
L1033[08:34:49] <Lex__> end of
story
L1034[08:34:56] <Dimitriye98> My primary
problem with scala though is lack of checked exceptions
L1035[08:34:59] <PaleoCrafter> from a
Forge perspective :P
L1036[08:35:08] <Dimitriye98> I'm one of
those few people who like checked exceptions
L1037[08:35:13] <Lex__> Thats the only
perspective that matters.
L1038[08:35:25] <Lex__> It's because of
us that you even have the concept of using scala
L1039[08:35:35] <Lex__> and i regret cpw
doing it every fucking day
L1040[08:35:38] <Dimitriye98> What's
wrong with scala modding?
L1041[08:35:50] <Dimitriye98> So far the
interop has been clean for me
L1042[08:36:18] <Dimitriye98> Not as
clean as I'd like, one of these days I'll end up writing a proper
wrapper lib, but clean enough
L1043[08:36:20] <Lex__> 98% of bandwidth,
75% of install related support issues, 100% of 'OMFG SCALA
fanbois'
L1044[08:36:22] <PaleoCrafter> well, with
the recent language adapter stuff, scala isn't *as* special anymore
(I know you still have to ship the libs)
L1045[08:36:53] <Lex__> im not kidding
98% of our fucking bandwidth is fucking scala
L1046[08:37:23] <Dimitriye98> Paleo, what
am I missing out on in scala btw?
L1047[08:37:36] <PaleoCrafter> implicits,
macros, path dependent types, the list goes on :P
L1048[08:37:39] <Lex__> nothing
important, performant, or useful to anyone besides fanbois.
L1049[08:37:50] <Dimitriye98> Macros...
*shudders*
L1050[08:37:57] <laci200270> lex: the
server's bandwidth?
L1051[08:38:13] <Dimitriye98> Implicits I
do use, not too much, but I do use them
L1052[08:38:29] <Dimitriye98> I have no
clue what path dependent types are
L1053[08:38:34] <Lex__> IF and WHEN scala
support comes pre-shipped with every java IDE
L1054[08:38:47] <Lex__> and then we add 5
years for it to get prolific
L1055[08:38:53] <Dimitriye98> Eclipse and
IntelliJ have it.
L1056[08:38:53] <Lex__> THEN we can start
using scala
L1057[08:38:56] <Lex__> no they
dont
L1058[08:39:04] <Dimitriye98> IDEA is
preshipped
L1059[08:39:04] <Lex__> they have
addons
L1060[08:39:07] <laci200270> it needs a
plugin
L1061[08:39:08] <Dimitriye98> Eclipse
requires a plugin
L1062[08:39:12] <laci200270> yes
L1063[08:39:13] <Lex__> exactly
L1064[08:39:16] <Dimitriye98> No, I just
installed IDEA, it came preshipped
L1065[08:39:21] <Lex__> thus, not
feasible for mc modding
L1066[08:39:35] <Lex__> good for you,
when did that happen?
L1067[08:39:40] <Dimitriye98>
Today...
L1068[08:39:46] <Lex__> let me know in 5
years when people actually start using that version
L1069[08:40:02]
⇦ Quits: ChaseVoid (~ChaseVoid@183.82.33.223) (Quit: My Mac
has gone to sleep. ZZZzzz…)
L1070[08:40:39] <Dimitriye98> Eclipse
technically requires a plugin to develop java too... It's just that
the most commonly used distribution is the one with all the java
tools preshipped
L1071[08:40:39] <PaleoCrafter> you're
making it like we Scala people want to force everybody to use
it
L1072[08:40:58] <Lex__> you do
L1073[08:41:01]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-177-33.dhcp.embarqhsd.net)
L1074[08:41:30] <Dimitriye98> If you
download the eclipse cdt (C++ dev toolkit_, it comes without java
support
L1075[08:41:52] <Dimitriye98> As for
other people using scala, I don't care. My code is interoperable
with jave
L1076[08:41:54] <Dimitriye98> java*
L1077[08:41:54] <PaleoCrafter> no we
don't, in fact, I like not having every little fuck using
Scala
L1078[08:42:01] <Lex__> and yes Dimi this
is technically true due to how eclipse is designed, however, thats
like saying that windows doesnt have a text editor.
L1079[08:42:26] <PaleoCrafter> and if you
download a *Java* IDE you can't expect it to ship Scala
support
L1080[08:42:28] <Dimitriye98> Well, no.
It's more like saying linux doesn't have a gui
L1081[08:42:49] <Dimitriye98> Which is
arguably true in a not insiginificant amount of cases
L1082[08:42:51] <Lex__> similiar but
meh
L1083[08:42:53] <PaleoCrafter> for this
very reason, there's a dedicated Scala IDE project (which is
basically the eclipse plugin)
L1084[08:43:09] <Lex__> point is, eclipse
is a java ide for the default
L1085[08:43:14] <Lex__> for everything
that people use
L1086[08:43:24] <Lex__> and have used for
the last 5 years thus actually feasible for us to dev against
L1087[08:43:41] <Lex__> but the 2% that
use idea's pre-bundled scala version we cant dev for
L1088[08:43:57] <Lex__> and scala people
ARE trying to shove scala down my throught to get there shit into
forge
L1089[08:44:08] *
Lex__ refers you to the most annoying on CB
L1090[08:44:16] <Lex__> and everything
related to his CBMP BULLSHIT
L1091[08:44:17] <PaleoCrafter> well, CB
can fuck off :P
L1092[08:44:32] <Lex__> and then wenever
anything pops off in here about languages and what people should
learn
L1093[08:44:43] <Lex__> SCALA IS THE BEST
DO SCALA LOVE SCALA
L1094[08:45:23] <Dimitriye98> When java 9
comes out in a year, I'm probably ditching scala
L1095[08:45:35] <tmtu> what will it
bring?
L1096[08:46:04] <Dimitriye98>
Modularization. Something scala does not in fact have
L1097[08:46:18] <PaleoCrafter> well, it
can't ._.
L1098[08:46:36] <PaleoCrafter> at least
not the way Java 9 will be
L1099[08:46:44] <PaleoCrafter> but in
fact, Scala *is* modular
L1100[08:47:37] <Dimitriye98> jshell, a
REPL loop for java
L1101[08:48:38] <Dimitriye98> Admittedly,
still no pattern matching which pisses me off
L1102[08:48:50] <Lex__> you'd have the
same userbase. Forcing scala vs forcing J9
L1103[08:48:50] <Lex__> Would I LOVE to
use new shit? Yes, Can I? FUck no.
L1104[08:48:51] <Lex__> What do you mean
by Modular? EVERYTHING in java is Modular
L1105[08:48:53]
⇨ Joins: Shukaro
(~Shukaro@cpe-65-29-204-95.cinci.res.rr.com)
L1106[08:49:09] <Dimitriye98> Java's
switch case functionality is more basic than C++, which is saying
something
L1107[08:49:14] <PaleoCrafter> Java 9
will not be one monolithic runtime
L1108[08:49:24] <PaleoCrafter> you can
choose which parts you want
L1109[08:49:25] <tmtu> Dimitriye98: what
more should it support
L1111[08:49:29] <PaleoCrafter> that's how
it's going to be modular
L1112[08:49:32] <Lex__> that what you
mean by pattern matching?
L1113[08:49:53] <Dimitriye98> *That* is
glorified if statements
L1114[08:50:06] <Dimitriye98> I'm talking
about actually complicated pattern matching
L1115[08:50:08] <Lex__> exactly so what
the fuck are you yalking about?
L1116[08:50:14] <Dimitriye98> With
tuples, case classes, etc.
L1117[08:50:20] <Dimitriye98> Which can
minimize code a great deal
L1118[08:50:58] <PaleoCrafter> Option(0)
match { case Some(i) => // it's present case _ => // it's not
present } stuff like that
L1119[08:50:58] <Lex__> yes
L1120[08:51:05] <Lex__> but all of which
are glorified if statements
L1121[08:51:21] <PaleoCrafter> and it's
about that glorification :P
L1122[08:51:23]
⇨ Joins: flappyy
(~flappy@a88-113-155-120.elisa-laajakaista.fi)
L1123[08:51:30] <Lex__> that
glorification is dumb
L1124[08:51:34] <PaleoCrafter> no it
isn't
L1125[08:51:38] <Lex__> yes, it is
L1126[08:51:39] <Dimitriye98> That
glorification is powerful
L1127[08:52:03] <Lex__> you're literalyl
replacing 'if (' with 'case '
L1128[08:52:14] <Dimitriye98> Yes, all of
it can be done with if statements, but more complex constructs
can't
L1129[08:52:20] <Lex__> yes they
can
L1130[08:52:25] <Dimitriye98> well, they
cna, not easily
L1131[08:52:26] <Lex__> show me a case
which cant
L1132[08:52:36] <Dimitriye98> they can,
both are turing complete
L1133[08:52:43] <Lex__> then fuck
off
L1134[08:52:57] <Lex__> they are
glorified ifstatements that are not with the bullshit support for
scala entails
L1135[08:53:42] <Dimitriye98> They can be
written much more concisely than if statements
L1136[08:53:51] <Lex__> so?
L1137[08:54:12] <Dimitriye98> So are we
to use gotos for loops because it's easier to compile?
L1138[08:54:43] <Lex__> No, but that
requires no extra work for end users/shippers/modders.
L1139[08:54:43] <Dimitriye98> It's the
logical progression of complex logic in programming
L1140[08:54:49] <Lex__> Thats why they
are in the language itself.
L1141[08:54:57] <yueh> sealed types
L1142[08:55:17] <PaleoCrafter> Scala
doesn't require any extra work for people, you depend on it like
anything else
L1143[08:55:59] <Lex__> sealed types..
just a hack around the fact that mutliple types can be defined int
he same class. Java has the smae thing it's called private
L1144[08:56:07] <Lex__> scala does
tho
L1145[08:56:15] <yueh> it's a bit
more
L1146[08:56:30] <Lex__> it requires them
to have an extra RTE installed on top of their RTE
L1147[08:56:31] <PaleoCrafter> you get
match exhaustion
L1148[08:56:37] <yueh> say take
EnumFacing as example and implement it as sealed case classes
L1149[08:56:40] <PaleoCrafter> you don't
have to have anything installed
L1150[08:56:46] <PaleoCrafter> apart from
the Java runtime
L1151[08:57:09] <yueh> at this point the
compiler will throw an error if your pattern matching is not
satisfied
L1152[08:57:24] <PaleoCrafter> you as a
dev maybe have to ship the Scala library, but it's like any other
library in that regard
L1153[08:57:28] <Lex__> yes you do
L1154[08:57:29] <Dimitriye98> Why does
forge need to include scala?
L1155[08:57:30] <Lex__> if you
didnt
L1156[08:57:36] <Lex__> forge wouldnt
have to fucking install it
L1157[08:57:44]
⇨ Joins: auenfx4 (David@120.155.80.245)
L1158[08:57:46] <Lex__> because cpw
decided to endulge the shit
L1159[08:57:54] <PaleoCrafter> forge
doesn't install anything either
L1160[08:58:07] <Lex__> but it does
L1161[08:58:18] <PaleoCrafter> how does
the Scala library differ from Guava for Forge?
L1162[08:58:20] <Dimitriye98> How does
forge use scala though?
L1163[08:58:35] <Lex__> it differes from
forge and guava in a major aspect
L1164[08:58:52] <Lex__> ITS A FUCKING
ENTIRELY DIFFERENT LANGUAGE THAT REQUIRES A SPECIAL IDE INTEGRATION
PLUGIN TO MAKE FUNCTIONAL
L1165[08:59:09] <Lex__> and for the end
users ITS NOT SHIPPED BY MOJANG WHICH IS THE JRE WE'RE
TARGETING
L1166[08:59:09] *
ThePsionic shooshpaps lex
L1167[08:59:15] <PaleoCrafter> the
library isn't a different language
L1168[08:59:19] <Lex__> yes it is
L1169[08:59:36] <PaleoCrafter> it might
be written in a different language, but it's JVM bytecode just like
Guava
L1170[08:59:55] <Lex__> actually its
scala extended bytecode
L1171[09:00:04] <PaleoCrafter> it's still
normal bytecode ._.
L1172[09:00:11] <Lex__> and it uses its
own compiler to make it function
L1173[09:00:13] <Dimitriye98> No, it
isn't. It's regular bytecode.
L1174[09:00:14] <Lex__> at runtime
L1175[09:00:18] <Dimitriye98> It compiles
to java bytecode
L1176[09:00:28] <Lex__> most of it does
but in really hacky ways
L1177[09:00:38] <Lex__> and then it uses
its own compiler to glue int he toehr parts
L1178[09:00:42] <Lex__> but again
L1179[09:00:47] <Lex__> its not part of
the standard JRE
L1180[09:00:48] <PaleoCrafter> I never
understood why Forge ships the Scala compiler, it is *not* needed
at runtime
L1181[09:00:51] <Lex__> guava is
L1182[09:01:01] <Lex__> because
fuckwits
L1183[09:01:04] <Dimitriye98> Guava isn't
part of the standard JRE.
L1184[09:01:08] <Lex__> yes it is
L1185[09:01:14] <Dimitriye98> It's a
library made by google...
L1186[09:01:17] <Lex__> I know
L1187[09:01:28]
⇦ Quits: portablejim (~portablej@220.240.94.133) (Quit:
Konversation terminated!)
L1188[09:01:31] <Lex__> which is forced
to be in existance by the fact htat we arerunning on
minecraft
L1189[09:01:37] <Lex__> thus its part of
the standard JRE
L1190[09:01:54] <Dimitriye98> Does
minecraft use guava itself?
L1191[09:01:57] <Lex__> yes
L1192[09:02:01] <Dimitriye98> Huh
L1193[09:02:05]
⇨ Joins: Vazkii
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L1194[09:02:08] <laci200270> for
what?
L1195[09:02:20] <Lex__> Its almost like
we fucking develop for a specific target that is dictated to us by
other people.
L1196[09:02:56] <Lex__> You're never
gunna convince me that scala is good.
L1197[09:03:07] <Lex__> It's glorified
hacks, which admitadly do make for interesting code.
L1198[09:03:12] <Dimitriye98> Paleo,
forge ships with Scala for api purposes. Otherwise mods that use
scala wouldn't run
L1199[09:03:14] <Lex__> But int he end
the cost isnt worth the benifit
L1200[09:03:28] <PaleoCrafter>
Dimitriye98, I know that
L1201[09:03:30] <Dimitriye98> The cost is
shipping with a library -.-"
L1202[09:03:32] <PaleoCrafter> but only
the library is needed
L1203[09:03:38] <PaleoCrafter> not the
fucking compiler
L1204[09:03:42] <Lex__> yes the cost of
shipping with a library
L1205[09:03:53] <Lex__> and the cost of
forcing end modders to install ide plugins
L1206[09:04:02] <PaleoCrafter> you're not
forcing anyone, ffs
L1207[09:04:04]
⇨ Joins: Seremis
(~Seremis@ip54547cc3.speed.planet.nl)
L1208[09:04:11] <Lex__> remeber the
average modder is a 12 year old kid who hasnt seen a computer
before in his life
L1209[09:04:11] <Dimitriye98> ... How?
What forces a modder to use scala?
L1210[09:04:19] <Joban> Oy Gevalt!
L1211[09:04:28] <Lex__> you all bitching
that forge should use scala or that shit that comes with forge
should be in scala
L1212[09:04:44] <Lex__> this is a java
community deal with it
L1213[09:04:50] <Lex__> stop advocating
scalas bullshit
L1214[09:04:54] <masa> amen
L1215[09:04:56]
⇦ Quits: Seremis (~Seremis@ip54547cc3.speed.planet.nl)
(Client Quit)
L1216[09:04:57] <masa> :p
L1217[09:05:00] <Joban> Java
masterrace!
L1218[09:05:07] <PaleoCrafter> *CB* is
bitching that Forge should use Scala
L1219[09:05:09] <Dimitriye98> ... Most of
scala's "bullshit" is slowly making its way into java
itself
L1220[09:05:16] ***
Joban was kicked by Lex__ (No))
L1221[09:05:32]
⇨ Joins: Joban
(~Joban@host-a281.res.openband.net)
L1222[09:05:37] <Lex__> Dimitriye98,
Which im fine with, when we can use it in 5-15 years I WILL LOVE
IT.
L1223[09:05:38] <Lex__> But we cant
L1224[09:05:41] <Lex__> so fuck off
L1225[09:05:48] <PaleoCrafter> I'd be
happily shading the Scala library if Forge wasn't shipping it
already
L1226[09:05:54] <Lex__> bullshit
L1227[09:05:56] <Lex__> you may be
L1228[09:06:00] <Dimitriye98> ... Why
can't you use modern java features?
L1229[09:06:03] <Lex__> but the thousands
of other fuckwits wouldnt
L1230[09:06:19] <Lex__> the fact that 90%
of end users are not on modern java...
L1231[09:06:42] <PaleoCrafter> stop
advocating that everybody wants you to enforce Scala then
though
L1232[09:06:51] <Lex__> but you do
L1233[09:07:04] <Lex__> you're bitching
that people should use scala and thus causing issues for me
L1234[09:07:06] <Lex__> stop it
L1235[09:07:12] <Dimitriye98> You can
already expect that 90% of end users are on java 7. In 2 years,
they'll likely all be on java 8
L1236[09:07:34] <Lex__> Dimitriye98, the
5 years thing isnt pulle dout of my ass thats the average uptake
from last time i looke dinto it
L1237[09:07:40] <Lex__> and no
L1238[09:07:41] <PaleoCrafter> I am in
fact often telling people to use Scala, but that's for shits and
giggles :P
L1239[09:08:05] <Ordinastie> and I want
to punch you in the face so much for that :p
L1240[09:08:09] <PaleoCrafter> :P
L1241[09:08:21] <Lex__> next time you say
scala you're banned for a week
L1242[09:08:26] <PaleoCrafter> k
L1243[09:08:34] <Lex__> Java only in this
room
L1244[09:08:34] <Dimitriye98> person
specific? :P
L1245[09:08:37] <Lex__> No
L1246[09:08:39]
⇦ Quits: modmuss50 (uid42264@id-42264.ealing.irccloud.com)
(Quit: Connection closed for inactivity)
L1247[09:08:40] <PaleoCrafter> can I call
it Odersky's language?
L1248[09:08:45] <Lex__> No
L1249[09:08:48] <PaleoCrafter> k
L1250[09:08:57] <Dimitriye98> Can I call
it That Language?
L1251[09:08:59]
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L1252[09:09:07] ***
Dimitriye98 was kicked by Lex__ (no))
L1253[09:09:12]
⇨ Joins: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L1254[09:09:13] <Ordinastie> problem, he
can use a random word for it, we all know what he will be talking
about
L1255[09:09:13] <masa> why do you have to
call it anything, in here?
L1256[09:09:25] <Lex__> and he will get
banned for a week
L1257[09:09:27] <ThePsionic> Banned
topics: Release ETAs, Official API, 'MC would be better in {insert
language here}', Scala
L1258[09:09:42] <Dimitriye98> Because
forge supports it.
L1259[09:09:53] <Lex__> ThePsionic, scala
falls under the 'MC would be better in {insert language
here}'
L1260[09:10:01] <ThePsionic> Fair
enough
L1261[09:10:07] <masa> drop the support
from forge and everything is ok...
L1262[09:10:12] <Lex__> i cant
L1263[09:10:14] <Lex__> I would if I
could
L1264[09:10:18] <Joban> UPS uses natural
gas vechiles.
L1265[09:10:28] <PaleoCrafter> you're
basically saying that we can't discuss about any language anymore?
awww
L1266[09:10:30] <Dimitriye98> So
discussion of languages isn't allowed? Might want to replace 'MC
would be better in {insert language here}' with 'Programming
languages other than java'
L1267[09:10:44] <Lex__> if you're taliing
amungst yourself then fine
L1268[09:10:49] <Lex__> but do not tell
people to use scala
L1269[09:10:56] <Lex__> if anyone asks
scala does not exist
L1270[09:10:59] <Lex__> it has no cool
features
L1271[09:11:04] <Lex__> it has nothing
that anyone would ever want
L1272[09:11:13] <PaleoCrafter> so even if
somebody wants to use Scala, we can't show them how?
L1273[09:11:21] <ChaseVoid> ...?
L1274[09:11:24] <Lex__> you can in other
rooms
L1275[09:11:29] <Lex__> im sick of
it
L1276[09:11:35] <PaleoCrafter> lol,
okay
L1277[09:11:39] <ChaseVoid> what's
happening here?
L1278[09:11:41]
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L1279[09:11:44] <PaleoCrafter> but then
imo you should ban all off-topic :P
L1280[09:12:04] <ThePsionic> banned.
banned. you're all banned. none of you are free of sin
L1281[09:12:05] <Lex__> no
L1282[09:12:08] <Lex__> offtopic is
fine
L1283[09:12:17] <Lex__> it doesnt cause
me direct pain and siffering
L1284[09:12:21] <Lex__> *suffering
L1285[09:12:22] <Lex__> scala does
L1287[09:13:44] <Lex__> {Scalal also
falls under my personal dont repeat shit a million times
rule}
L1288[09:14:09] ***
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L1289[09:15:23] <Joban> Guys my steam
friend isn't online! Could you call him.
L1290[09:15:28] <Lex__> yes, i fucking
get it, you like it, but you have to fucking admit that its not
wortht he effort to teach every 12 year old how to use it. Our
baseline and madate is simple. Java. Thats it.
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L1292[09:16:15] <Dimitriye98> ... It's
easier to teach it to a 12 year old than java, trust me, I've
tried.
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L1301[09:20:43] <Gliby> sup
L1302[09:21:07] <ThePsionic> Hai
Gliby
L1303[09:21:10] <ThePsionic> Long time no
see
L1304[09:21:25] <Gliby> are there any
item rendering hooks for custom item rendering?
L1305[09:21:41] <laci200270> what mc
version?
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L1307[09:21:47] <Gliby> 1.8 :)
L1308[09:21:56] <laci200270> json json
and json
L1309[09:22:03] <ThePsionic> press x to
json
L1310[09:22:08] <Gliby> xxxxx
L1311[09:22:15] <Gliby> i need to
techne
L1312[09:22:25] <Gliby> it's possible
damnit!
L1313[09:22:27] <Gliby> I KNOW IT
IS
L1314[09:22:28] <ThePsionic> but yeah you
can just make models in json
L1315[09:22:35] <laci200270> or b3d
L1316[09:22:35] <Gliby> how about n
L1317[09:22:42] <Gliby> nyes
L1318[09:22:45] <ThePsionic> or b3d but
who uses that
L1319[09:22:53] <Gliby> my item is
custom
L1320[09:22:57] <Gliby> like real
custom
L1321[09:23:03] <Gliby> fancy shaders or
something like that
L1322[09:23:06] <ThePsionic>
this.unlocalizedName = "realCustom";
L1323[09:23:18] <Gliby> i need to control
every aspect of rendering
L1324[09:23:22] <Gliby> b3d and json just
won't do it
L1325[09:23:28] <Gliby> i need to open
the gl
L1326[09:23:45] <ThePsionic> The GL is
already open
L1327[09:23:49] <laci200270> modders
can't use gl anyome
L1328[09:23:59] <ThePsionic> Don't even
need a membership card
L1329[09:24:01] <tmtu> of course you
can
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L1331[09:24:13] <laci200270> but
iitemrenderer gone, isn't it?
L1332[09:24:34] <Gliby> i feel like
someone has had this conversation here before
L1333[09:24:36] <Lex|Dub> why?
L1334[09:25:01] <Lex|Dub> yes its gone,
its not needed anymore.
L1335[09:25:39] <Gliby> i still need
it.
L1336[09:25:55] <Gliby> and damn it i'll
get it!
L1337[09:25:57] <ThePsionic> you probably
don't
L1338[09:26:01] <Lex|Dub> Why?
L1339[09:26:40] <Lex|Dub> Im gunna let
that one slide as im gunna ssume you're joking.
L1340[09:26:40] <Lex|Dub> But do it
again, you're banned.
L1341[09:27:00] <Lex|Dub> It is not
needed anymore. If you DO need ot then specifically state what you
are lacking not 'GIVE ME ALL THE OLD SHIT CUZ
WHAHHAHAHAHAHAHS'
L1342[09:27:18] <Gliby> good point
L1343[09:27:33] <Gliby> well i need to
move my models cubes, as well as apply a color effect
L1344[09:27:50] <tmtu> vertex
colors?
L1345[09:27:51] <Lex|Dub> json alows
tinting and why do you need to move the cubes?
L1346[09:28:02] <Lex|Dub> and what do you
mean by moving the cubes?
L1347[09:28:05] <Gliby> i mean realtime
color tinting.
L1348[09:28:12] <Lex|Dub> why?
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L1350[09:28:23] <Gliby> moving cubes =
animating the model
L1351[09:28:30] <Gliby> because i want a
glow effect on it.
L1352[09:28:32] <Dimitriye98> Is using
inner classes for tile entities bad?
L1353[09:28:56] <Gliby> yes its very
bad
L1354[09:28:59] <Gliby> dont do it
again
L1355[09:28:59] <Dimitriye98> Why?
L1356[09:29:05] <Lex|Dub> Animations are
not supported in the json, yet, fry|sis is working on something to
address animations.
L1357[09:29:10] <Dimitriye98> Haven't
done it yet, want to do it
L1358[09:29:14] <Gliby> do it
L1359[09:29:32] <Dimitriye98> What's
wrong with it?
L1360[09:29:37] <Gliby> nothing
L1361[09:29:42] <Lex|Dub> And no as
blocks are tightly wound with tile entites however you structure
your code is fine
L1362[09:29:52] <Dimitriye98>
Awesome
L1363[09:29:53] <Lex|Dub> having a block
and te as subclasses is fine IMP
L1364[09:29:57] <Gliby> my adventure
begins, time to implement my own item renderer.
L1365[09:30:03] <Lex|Dub> No
L1366[09:30:12] <Dimitriye98> Well, not
subclasses, embedded classes
L1367[09:30:25] <Lex|Dub> err yes wrong
wrod, inner classes
L1368[09:30:25] <Gliby> i'm not going to
wait for fry Lex
L1369[09:30:39] <Lex|Dub> then fucking do
something correctly and help advance forge
L1370[09:30:41] <Lex|Dub> Or sod
off
L1371[09:31:15] <Lex|Dub> If there a
place where we can inject the old 'EVERYONE ORGY AROUND OPENGL'
yes... should we? No.
L1372[09:31:33] <Lex|Dub> Point is, that
MC is moving away from allowing you to have ANY rendering
code.
L1373[09:31:46]
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L1374[09:31:48] <Joban> ^ What?
L1375[09:31:52]
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L1376[09:32:11] <Lex|Dub> Rather then
skirt that, work twards a centralized attempt to address everything
that is needed.
L1377[09:32:11] <Lex|Dub> What is
confusing about that?
L1378[09:32:18] <laci200270> everything
will be jsonized
L1379[09:32:33] <gamemanj> How could,
say, tanks be jsonized?
L1380[09:32:43] <Lex|Dub> if you use json
to mean data driven then yes.
L1381[09:32:56] <Lex|Dub> easily. Tanks
are just two layers
L1382[09:33:03] <Lex|Dub> a fluid and a
tank
L1383[09:33:46] <gamemanj> So, in a
jsonized world, how would the fluid cube expand depending on the
amount of fluid in the block?
L1384[09:34:05] <Lex|Dub> it wouldnt,
those would be different models.
L1385[09:34:10] <Lex|Dub> the block would
be different blocks
L1386[09:34:18] <Lex|Dub> err well 'block
states'
L1387[09:34:29] <Joban> That doesn't
sound very efficent.
L1388[09:34:30] <gamemanj> Different
models. Seriously?
L1389[09:34:38] <gamemanj> ^ Joban
L1390[09:34:44] <Lex|Dub> its efficient
enough
L1391[09:34:54] <Lex|Dub> and when i say
differnet models
L1392[09:34:58] <Gliby> soon enough we
will be able to make minecraft into cod with json and nbt
L1393[09:34:58] <Lex|Dub> i mean
different model states
L1394[09:35:03] <Lex|Dub> exactly like
animations or anything else
L1395[09:35:16] <Joban> So kinda like
animation frames in the models.
L1396[09:35:32] <Lex|Dub> potentially
yes. Again dont harp on json
L1397[09:35:39] <Lex|Dub> Just address it
as 'data driven'
L1398[09:35:41] <gamemanj> Sounds
great!...now what happens if you're making, IDK, a screen?
L1399[09:35:50] <tmtu> Gliby: there's not
much a data driven renderer can't do
L1400[09:35:59] <Lex|Dub> a screen? like
computer craft?
L1401[09:36:02] <gamemanj> Yes.
L1402[09:36:13] <Lex|Dub> Easy the model
for the screen is static
L1403[09:36:31] <Lex|Dub> and then there
is a layer over ti that applies a texture which happens to have
pixels int he shape of letters
L1404[09:36:38] <Lex|Dub> oh, like how it
is done right now!
L1405[09:37:04] <laci200270> and how you
can render an itemstack on a model?
L1406[09:37:07] <Lex|Dub> text in games
are just models.
L1407[09:37:18] <Lex|Dub> itemstacks are
models
L1408[09:37:23] <Lex|Dub> err well they
translate to one
L1409[09:37:44] <Joban> I want your
definition for "model", cause I assume you mean like a 3D
model.
L1410[09:38:06] <Lex|Dub> yup, or more
technically 2d or 3d
L1411[09:38:11] <Lex|Dub> because a model
can be one face
L1412[09:38:14] <gamemanj> Ok, fair
enough... So textures can still be dynamically set?
L1413[09:38:17] <tmtu> collection of
vertices?
L1414[09:38:23] <Dimitriye98> GN, going
to bed at 7:30AM in the morning. My sleep cycle is fucked up
L1415[09:38:33] <Lex|Dub> collection of
verticies works
L1416[09:38:48] <auenfx4> but its monday
already dimitriye :P
L1417[09:39:03] <Dimitriye98> It's
sunday...
L1418[09:39:04] <Joban> Uh well, I guess
I will need to see it to believe it.
L1419[09:39:12] <Lex|Dub> dynamic
textures is still being worked on. It can be applied dynamically
right now. It needs some cleanup to make it a bit more
friendly.
L1420[09:39:13] <Joban> I feel there are
limitations.
L1421[09:39:23] <Lex|Dub> there are
obviously limitations
L1422[09:39:36] <auenfx4> compared to raw
ogl, of course there are limitation
L1423[09:39:36] <auenfx4> s
L1424[09:39:45] <Lex|Dub> Because when
you try and apply structure it gives limitaitons.
L1425[09:40:04] <tmtu> using raw opengl –
especially in mods – is just asking for trouble
L1426[09:40:07] <Dimitriye98> how do you
do the little |thing
L1427[09:40:12] <laci200270> so things
like carpenter's block will can be created?
L1428[09:40:21] <Lex|Dub> However thats
NOT a fucking issue, people who harp on that is the issue. Those
limitations can be expanded and give you more and more power.
L1429[09:40:38]
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L1431[09:40:42] <Dimitriye98> Like |afk,
or in my case |sleep?
L1432[09:40:45] <Lex|Dub> yes carpenters
blocks can be made in 1.8 quite easily
L1433[09:40:48] <auenfx4> yes and raw
opengl shouldnt need to be used in mods
L1434[09:40:51] <Lex|Dub> /nick
{name}
L1435[09:40:55] <Dimitriye98> Oh
L1436[09:41:03] <Lex|Dub> No they
shouldnt, modders break OGL
L1437[09:41:05] <Dimitriye98>
Disappointingly simple
L1438[09:41:07] <Lex|Dub> Yes modders can
do cool shit
L1439[09:41:10] <Lex|Dub> But they break
shit
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L1441[09:41:19] <auenfx4> very easily
they break it too
L1442[09:41:21] <yueh> just look at
algo's 1.8 mod
L1443[09:41:23] <Lex|Dub> Less shit that
they have to do manually, means less shit breaks.
L1444[09:41:38] <Ordinastie> so policy is
"fuck those who do it right because of those who
don't"
L1445[09:41:42] <Lex|Dub> Also means that
if shit IS broken the engine can fix it faster and everyone
benifits
L1446[09:41:52] <auenfx4> those who do it
right dont need to do raw ogl either
L1447[09:41:53] <Lex|Dub> Ord: Yes thats
how society works.
L1448[09:42:12] <auenfx4> they need to
help the spec to have better/safer ogl effects thru the api
L1449[09:42:23] <Ordinastie> doesn't you
have to replicate it
L1450[09:42:26] <Ordinastie> *mean
L1451[09:42:38] <Lex|Dub> except this is
the correct way to do it..
L1452[09:42:42] <tmtu> kinda wish ryan
stayed on for a bit longer
L1453[09:42:45] <Lex|Dub> help the
90%
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L1455[09:43:09] <Lex|Dub> those who need
extra power can have more power
L1456[09:43:15] <Joban> ^ Sweet
L1457[09:43:38] <Joban> Whats the
catch?
L1458[09:44:15] <Termin8or> So is there a
plan to look at Minecraft windows 10, and see its viability for
modding?
L1459[09:44:29] <tmtu> it's something
mojang would have to implement
L1461[09:44:30] <Lex|Dub> yes
L1462[09:44:40] <gamemanj> Joban: The
catch is that if I'm reading this correctly, "data
driven" means you define all possible model states in advance.
Unless I'm missing something from the "tank"
example?
L1463[09:44:49] <Lex|Dub> that can be
done fairly easily yes laci
L1464[09:45:27] <Termin8or> Why would
mojang have to implement it? tmtu
L1465[09:45:42] <tmtu> c/c++
L1466[09:46:08] <Termin8or> I've seen c++
reverse engineered
L1467[09:46:11] <Lex|Dub> ya, win10 will
be interesting. They appear to be wanting modding, it will
DEFINITLY NOT have the direct GL access that people wnat in
java
L1468[09:46:13] <auenfx4> c/c++ would be
a different kind of modding
L1470[09:46:24] <Lex|Dub> but ya, if i
cna find a nice way to do it
L1471[09:46:29] <Lex|Dub> Forge will be
on the win10 version.
L1472[09:46:31] <tmtu> Termin8or: now do
it for all available platforms and implement an api in it
L1473[09:46:32] <auenfx4> not necessarily
meaning it needs an official api
L1474[09:46:36] <tmtu> it's not
realistic
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L1476[09:46:50] <Termin8or> Glad to know
there is a plan
L1477[09:46:53] <Lex|Dub> actually tmtu
thats not that hard to do.
L1478[09:47:14] <Lex|Dub> I've done it
before, you may see .net mods that work on both the java version
and the win10 version ;)
L1479[09:47:17] <Termin8or> Yeah it's not
and considering windows 10 edition is surprisingly only one
platform
L1480[09:47:20] <laci200270> yueh: this
is runtime generated?
L1481[09:47:30] <Termin8or> Ooh that
sounds interesting
L1482[09:47:44] <Lex|Dub> it isnt only
one platform
L1483[09:47:46] <Lex|Dub> but ya
L1484[09:47:50] <tmtu> Lex|Dub: il2java
:p?
L1485[09:47:53] <yueh> laci200270: yes,
each white/black pixel is palced by hand xD
(netherquartz/coal)
L1486[09:47:57] <yueh> *placed
L1487[09:48:12] <tmtu> in the spirit of
il2cpp
L1488[09:48:18] <tmtu> or is it
simpler
L1489[09:48:32] <Lex|Dub> any clr to clr
onvert is a lot easier then clr to native
L1490[09:48:33] <laci200270> i thinked
its a special rendering image :D
L1491[09:48:40] <Lex|Dub> but
anwyas
L1492[09:49:11] <Lex|Dub> moving
minecraft to a data drive model is the goal. Full stop.
L1493[09:49:21] <Lex|Dub> Will this kill
modders power? No. Full stop.
L1494[09:49:28] <yueh> and a good
one
L1495[09:49:41] <Termin8or> I'm guessing
forge is gonna become more abstract if .net mods for both version
will work
L1496[09:49:45] <tmtu> in my very distant
dream world all mods would be in lua :-)
L1497[09:50:01] <Termin8or> Hahaha
nooooo, why lua?
L1498[09:50:05] <Lex|Dub> Will it require
modders who DO need extra power to setp forward and attempt to help
the community develop, perhaps by submitting to a open source
project that is specifically designed to enhance vanilla's modding
capability?
L1499[09:50:11] <Lex|Dub> FUCK YES. FULL
FUCKING STOP
L1500[09:50:30] <yueh> laci200270: look
for algo's chisels & bits mod
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L1502[09:51:11] <tmtu> Termin8or: it's
lightweight, fast, powerful and easy to interface with?
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L1504[09:51:54] <Termin8or> Yeah fair
play but isn't there easier ways to get that
L1505[09:51:55] <Lex|Dub> I have no plans
on doing anything in lua, or any other scripting language.
L1506[09:51:59] <Lex|Dub> IF Forge goes
to win10 it'll be either .net or C++
L1507[09:52:03] <Lex|Dub> HOWEVER
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L1509[09:52:11] <Termin8or> I like the
way vanilla is moving, with json
L1510[09:52:18] <Sollux-Captor> good
morning ^_^
L1511[09:52:22] <Lex|Dub> It will add the
ability to epand to other things if modders wish. IT WILL NEVER
ship new shit.
L1512[09:52:38] <Sollux-Captor>
"other things"?
L1513[09:52:40] <tmtu> hopefully win10
version wont be just win10 ;_;
L1514[09:52:50] <Termin8or> Why?
L1515[09:52:53] <Lex|Dub> win10 version
is the pocket eddition
L1516[09:53:07] <tmtu> as in, also
available on other desktop platforms
L1517[09:53:10] <Sollux-Captor> we ad
this argument yesturday xD
L1518[09:53:15] <Lex|Dub> same codebase,
potentially meaning a avinue to mod the pocket editions
L1519[09:53:20] <Termin8or> Yeah
L1520[09:53:25] <Gliby> minecraft forge,
pocket edition confirmed #hl3
L1521[09:53:25] <Sollux-Captor> tmut it
is accessable to anything running win10
L1522[09:53:37] <Lex|Dub> it MAY work on
non-win10
L1523[09:53:39] <Termin8or> Have you
spoke to the guy who does pe modding currently?
L1524[09:53:40] <Lex|Dub> Depending on
how things go.
L1525[09:53:49] <Lex|Dub> No he hasnt
really opened up to me.
L1526[09:53:54] <tmtu> tommo?
L1527[09:53:55] <Lex|Dub> And I dont
particularily care right now.
L1528[09:53:56] <Termin8or> Oh :/
L1529[09:54:04] <Termin8or> Yeah that's
fair enough
L1530[09:54:12] <Sollux-Captor> if forge
gets a version for PE, it will be great to code in C++
L1531[09:54:15] <Lex|Dub> I will address
win10 when it comes. But we'll see.
L1532[09:54:20] <Sollux-Captor> i miss
coding in c++
L1533[09:54:21] <Termin8or> Yeah
L1534[09:54:36] <tmtu> masochist ;)
L1535[09:54:41] <Lex|Dub> You wont have
the power you do in java for the C versions.
L1536[09:54:43] <Lex|Dub> but ya
L1537[09:54:48] <Lex|Dub> thats all
speculation
L1538[09:54:53] <Termin8or> Yeah
L1539[09:55:10] <Termin8or> Tho it's
understandable
L1540[09:55:20]
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L1541[09:55:20] <PaleoCrafter> didn't
they say it will be on Linux somewhere?
L1542[09:55:21]
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L1543[09:55:25] <Lex|Dub> No SANE API
would give you the level of access MC modders are used to
L1544[09:55:33] <Lex|Dub> THe servers
yes
L1545[09:55:35] <tmtu> that'd be awesome
PaleoCrafter :p
L1546[09:55:36] <Lex|Dub> probably not
the client
L1547[09:55:39] <tmtu> ugh
L1548[09:55:46] <Lex|Dub> Win10 is for
Hololense
L1549[09:55:49] <Lex|Dub> thats it
L1550[09:55:53] <Termin8or> Hahaha
yeah
L1551[09:55:55] <Lex|Dub> full stop,
thats why they are doing it.
L1552[09:56:32] <Termin8or> Tho it makes
sense to have a unified code base for all platforms
L1553[09:56:37] <Lex|Dub> It however,
will be a interesting thing to tackle. Because this would make
things A LOT better and more efficient. Cuz fuck C is fast
L1554[09:56:53] <Lex|Dub> IIRC they
explained that there are 4 codebases
L1555[09:56:55]
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L1556[09:57:06] <Lex|Dub> xbox, ps4,
java, C
L1557[09:57:24] <Termin8or> Yeah, it's
cause it's so close to the machine, and how? The Java? Pocket
edition? What else?
L1558[09:57:32] <Termin8or> Ah
L1559[09:57:40] <Sollux-Captor> possibly
wiiu and 3ds. those options are still not thrown away according
some other recent rumors
L1560[09:57:54] <Lex|Dub> those will
probably be seperate codebases
L1561[09:58:03] <Lex|Dub> having done
some dev for that, its not easy to get things cross compiling
L1562[09:58:53] <Termin8or> Well when the
Xbox one gets windows 10 surely won't that edition run on it?
L1563[09:59:25] <Sollux-Captor> that is
what i am not understanding
L1564[09:59:42] <Termin8or> And as for
Linux and Mac if its c++ surely it just needs to be compiled for
it
L1565[09:59:58] <Sollux-Captor> what is
the point of 1in10 if it is going to be ran on mobile, PC, and XBox
when there are already games for that on those exact
consoles.
L1566[10:00:02] <Lex|Dub> not sure about
xbox one and being the combined code base
L1567[10:00:03] <tmtu> unless they don't
have a opengl backend
L1568[10:00:23] <PaleoCrafter>
Sollux-Captor, we've talked about this, haven't we
L1569[10:00:24] <Lex|Dub> they may
deprecate/replace the old xbox version and move to a centralized
one
L1570[10:00:24] <Lex|Dub> would make
sense
L1571[10:00:32] <Sollux-Captor>
PaleoCrafter, yes yes we have xD
L1572[10:00:43] <Sollux-Captor> we got it
down to money
L1573[10:00:54] <Sollux-Captor> which
like i said, i think is stupid :P
L1574[10:00:59] <Termin8or> Yeah
L1575[10:02:03] <Termin8or> When is the
win10 version beta released 29th?
L1576[10:02:23] <Sollux-Captor> when ever
win10 is out .-.
L1577[10:02:46] <Termin8or> Well for me
it is ;) I'm an insider
L1578[10:03:14] <Sollux-Captor> now here
is another question. is this win10 addition ONLY for the hololense?
will this be the only accessible version to the hololense? or will
java be included?
L1579[10:03:16]
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MineBot sets mode: +o on Lex_
L1581[10:03:41] <Lex_> interent wifi is
crap
L1582[10:03:43] <Lex_> err hotel
wifi**
L1583[10:03:44] <PaleoCrafter> it most
likely will be the only version accessible the hololens
L1584[10:04:02] <PaleoCrafter> as the
Java version doesn't have the necessary integration
L1585[10:04:05] <Sollux-Captor> that's
kinda dissapointing but i cant complain
L1586[10:04:13] <Lex_> if the hololense
becomes a viable product
L1587[10:04:15] <Termin8or> It will run
on all win10 devices, but for hololense it will be the only version
as far as I see
L1588[10:04:26] <Lex_> i dont doubt
people in the linux community will come out with drivers for
it
L1589[10:04:40] <Termin8or> Yeah
L1590[10:05:06] <Sollux-Captor> well
linux people are screwed. i never really Liked Microsoft but their
OS is Damn good
L1591[10:05:15]
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L1592[10:05:16] <Sollux-Captor>
well
L1593[10:05:19] <Sollux-Captor>
win7
L1594[10:05:30] <Sollux-Captor> ima try
out win10 tho
L1595[10:05:47]
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L1596[10:06:21] <Termin8or> Win 10 is
nice
L1597[10:06:37] <Lex_> will need to try
out win10 here soon.
L1598[10:06:41] <Termin8or> It's super
responsive and at release will be a well rounded os
L1599[10:06:42] <Lex_> laptop is 8
L1600[10:06:56] <Termin8or> Yeah it's a
nice upgrade from both
L1601[10:07:45] <Sollux-Captor> im
jumping from 7 to 10
L1602[10:07:45]
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L1603[10:07:54] <Sollux-Captor> i get a
free version of 10 probs like most peeps
L1604[10:08:10] <Lex_> hate the 'modern
ui' its shit for non touch
L1605[10:08:10] <Lex_> hope they fixed
that in 10
L1606[10:08:16] <Lex_> ya
L1607[10:08:28] <Termin8or> Yeah they
did
L1608[10:08:43] <Sollux-Captor> nope
lex.. i saw a quick intro and the UI doesnt look any better is
which is what i was afraid of
L1609[10:08:47] <Termin8or> Thx to
continuum it works well
L1610[10:08:55] <Lex_> eww
L1611[10:08:59] <Termin8or>
Sollux-Captor: it is different
L1612[10:09:04] <Sollux-Captor> i know it
is
L1613[10:09:24] <Sollux-Captor> but it
has this weird menu now where it feels the need to slant things .-.
for no reason
L1614[10:09:32] <Sollux-Captor> i think
it might be the new home
L1615[10:09:40] <Termin8or> What do you
mean?
L1616[10:10:02] <Termin8or> The start
menu is fine, you don't need tiles if you don't want it, and you
can resize it aswell
L1617[10:10:02] <Lex_> slant
things?
L1618[10:10:17] <Termin8or> I'm curious
what he means by slant things
L1619[10:11:11] <Sollux-Captor> eh i
barely know what i mean. i forget what menu it was
L1620[10:11:15] <Sollux-Captor> but i saw
something
L1621[10:11:23] <Sollux-Captor> that i
didnt particularly like\
L1622[10:11:31] <Sollux-Captor> with a
menu of slanted tiles
L1623[10:11:36] <Termin8or> It might have
been in tablet mode
L1624[10:11:46] <Sollux-Captor> ^that
might have been it?
L1625[10:11:51] <Sollux-Captor> it looked
aweful
L1626[10:12:08] <Termin8or> Yeah on
desktop it's fine
L1627[10:12:25] <Sollux-Captor> well that
is good to hear
L1628[10:12:34] <Sollux-Captor> will
win10 still have the crapy win8 menu
L1629[10:12:36] <Sollux-Captor> ?
L1630[10:12:56] <Lex_> they definitly
need two versions of the windows ui
L1631[10:13:00] <Lex_> tablet and
desktop
L1632[10:13:11] <Lex_> simple 'Is this a
touchscreen' question duringinstall
L1633[10:13:24] <Lex_> That default to
the new 'metro' or 'classic' version
L1634[10:13:26] <Sollux-Captor> ^or just
plain option
L1635[10:13:54] <Sollux-Captor> i could
in theory get a touch screen monitor
L1636[10:13:56] <Termin8or> On tablets it
goes to the metro version, on PCs it goes to the desktop
L1637[10:14:14] <Termin8or> There is a
button in the action centre to go to tablet mode
L1638[10:14:44] <Termin8or> And also if
you have a tablet, and connect a keyboard it goes to the desktop,
tho that's probs an option
L1639[10:15:21] <Sollux-Captor> i've
always wanted to see a more interactive desktop
L1640[10:15:48] <Termin8or> And cortana
isn't bad
L1641[10:16:06] <Lex_>
inb4cortanahololenseporn
L1642[10:16:21] <Termin8or> Lol
L1643[10:16:24] <Sollux-Captor> like... i
guess draw some inspiration with andriod and samsung on with thier
phones, widgets have a certain place on the phone desktop screen
and lock on in place
L1644[10:16:39] <Sollux-Captor> i'd love
to see some sort of widigit functionality
L1645[10:16:46] <Sollux-Captor> instead
of drag aqnd drop things
L1646[10:16:59] <Termin8or> You can
choose what shows on the lock screen
L1647[10:17:32] <Sollux-Captor> I think i
may actually like win10
L1648[10:17:40] <Sollux-Captor> dunno
till i try though
L1649[10:17:45] <Termin8or> Yeah
L1650[10:18:01] <Sollux-Captor> will it
have win8's shit navigation .-.?
L1651[10:18:17] <Termin8or> No
L1652[10:18:20] <Sollux-Captor>
GOOD
L1653[10:18:26] <Sollux-Captor> it has my
support already
L1654[10:19:01] <Termin8or> Virtual
desktops aren't quite as good as I think they could be (well not on
my build)
L1655[10:19:30] <Termin8or> You can't
have separate icons, on the desktop and task bar between each
virtual desktop
L1656[10:20:07]
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L1660[10:24:11] <Sollux-Captor> ye
L1661[10:24:14] <Sollux-Captor>
well
L1662[10:29:31] <Sollux-Captor> hey.. can
some one help me here please?/
L1664[10:31:04] <Lex__> forge env?
L1665[10:31:09] <Lex__> What is the forge
env?
L1666[10:31:09] <Sollux-Captor> like.. on
my desktop that is
L1667[10:31:31] <Lex__> eww that repo is
dumb
L1668[10:31:32] <Sollux-Captor>
environment
L1669[10:31:38] <Lex__> but the
build.gradle is the project root
L1670[10:32:10] <Sollux-Captor> how so is
the repo dumb by the way? (not my repo but something ima start
helping with)
L1671[10:32:35] <Lex__> there is no
reason to have a 'Minecraft' folder
L1672[10:32:42] <Sollux-Captor> ^ my
thoughts
L1673[10:32:46] <Lex__> the build.gradle
and src folders should be int he root
L1674[10:32:57] <Sollux-Captor> would it
be best if is just reformatted the directories?
L1675[10:33:02] <Lex__> also it would be
nice {not nessasary, but nice} if they added the gradle
wrapper.
L1676[10:33:12] <Lex__> yes
L1677[10:33:15]
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L1678[10:33:21] <Sollux-Captor> ye i
should do that :P
L1679[10:33:28] <Lex__> should be
src/main/{java|resources}
L1680[10:33:33] <Sollux-Captor> i hope i
can do this w/o breaking code >_>
L1681[10:33:56] <Lex__> it shouldnt break
code
L1682[10:34:00] <Lex__> just your buidl
env
L1683[10:34:05]
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L1684[10:34:07] <Lex__> just your build
env**
L1685[10:34:25] <Lex__> Seriously, the
zip that forge ships is exactly how you should setup your
repo
L1686[10:34:27] <Sollux-Captor> im just
starting anew with it and setting it up from scratch
L1687[10:34:41] <Lex__> Killing off the
licenses and readmes after you've read them as those are for forge
itself but yes
L1688[10:34:43] <Sollux-Captor> thats how
i do it lex ^_^
L1689[10:35:15] <Lex__> doing it that
way, allows for other people to easily use your repo
L1690[10:35:27] <Sollux-Captor> ^
ye
L1691[10:35:30] <Lex__> it contains
EVERYTHING {except the JRE/JDK} that they need to build your mod
and edit the code.
L1692[10:35:46]
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L1699[10:49:55] <Lex_> ignore .settings
bin eclipse, .classpath and .project
L1701[10:50:01] <PaleoCrafter> use this
.gitingore
L1702[10:50:03] <Lex_> and you're missin
build.gradle
L1703[10:50:27] <Sollux-Captor>
PaleoCrafter, just use that one?
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L1705[10:50:37] <Lex_> sure
L1706[10:50:38] <Sollux-Captor> or add on
to mine from that?
L1707[10:50:52] <PaleoCrafter> just that,
it ignores everything apart from the necessary files
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L1709[10:52:29] <Sollux-Captor> what is
with the !/ ? does that mean "not this" ?
L1710[10:52:41] <PaleoCrafter> yes
L1711[10:53:13] <Sollux-Captor> aight ^_^
thx
L1712[10:55:18] <Sollux-Captor> oi.. just
been using the .gitignore that my friend sent me a while back :P
but thx for the new better one
L1713[10:56:44] <Sollux-Captor> guessing
that the .gitignore u gave me is the one most peopel use?
L1715[10:57:14] <PaleoCrafter> I haven't
seen "ignore everything by default" gitignores a lot, no
:P
L1716[10:57:40] <PaleoCrafter> uhm... you
forget the most important thing, lol
L1717[10:57:46] <Sollux-Captor>
what?
L1718[10:58:11] <Sollux-Captor> the /*
?
L1719[10:58:11] <PaleoCrafter> /*
L1720[10:58:13] <PaleoCrafter> yes
L1721[10:58:26] <Sollux-Captor> damnit
thought that was a block comment >_< curses!! this isnt
java!!1
L1722[10:58:32] <diesieben07> lol
L1724[11:00:23]
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L1725[11:01:34] <diesieben07> once the
thigns are in the repo .gitignore doesn't un-add them
L1726[11:01:38] <diesieben07> you have to
do that manually
L1727[11:01:44] <Sollux-Captor>
how...
L1729[11:03:01] <Sollux-Captor> ush.. so
i have to go file by file and do this?
L1730[11:03:01]
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L1732[11:03:16] <diesieben07> if you
don't have a GUI (i can recommend SourceTree), yes.
L1733[11:03:30]
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L1734[11:03:31] <Sollux-Captor> i have a
GUI and nvm
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L1736[11:03:42] <Sollux-Captor> found
this git rm --cached `git ls-files -i -X .gitignore`
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L1742[11:06:30] <Sollux-Captor> git
ls-files -i -X .gitignore <-- will this also work?
L1743[11:07:30] <diesieben07> define
"also"
L1744[11:07:46] <Sollux-Captor> opposed
to this git rm --cached `git ls-files -i -X .gitignore`
L1745[11:07:57] <diesieben07> eh no
L1746[11:08:16] <Sollux-Captor> ?
L1747[11:09:11] <diesieben07> well, the
two do completely differnet things
L1748[11:09:17] <Sollux-Captor>
ye??
L1749[11:09:39] <Sollux-Captor> git
ls-files -i -X what did this one do .-.?
L1750[11:10:15]
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L1751[11:10:20] <Sollux-Captor> and which
one should i have used?
L1752[11:10:23] <diesieben07> i assume it
lists all files that are in the repo but also covered by
gitignore
L1753[11:10:39] <Sollux-Captor> ye it
did
L1754[11:10:46]
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L1756[11:11:06] <Sollux-Captor> should i
do the 2nd command?
L1757[11:11:30] <diesieben07> and this:
git rm --cached `git ls-files -i -X .gitignore` will pipe that list
into git rm --cached, which removes them from the repo but not from
your disk
L1758[11:11:43] <Sollux-Captor>
good
L1759[11:11:49]
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L1760[11:11:52] <Sollux-Captor> then i
commit to make it better on the online repo?
L1761[11:12:04] <Sollux-Captor> looks
like it
L1762[11:12:08] <diesieben07> commit to
well, commit your changes
L1763[11:12:15] <diesieben07> push to
transfer it to the remote repo
L1765[11:13:27] <Sollux-Captor> it stayed
the same
L1766[11:13:49] <Sollux-Captor> all it is
changing is eclipse/.metadata :/
L1767[11:13:59] <diesieben07> then do it
via the gui, i am not a git master :P
L1768[11:14:11] <Sollux-Captor> i have
been doing it bia gui D:
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L1770[11:15:32] <diesieben07> what the
hell is that?
L1771[11:15:37] <Sollux-Captor> ?
L1772[11:16:00] <diesieben07> "bia
gui"
L1773[11:16:01] <diesieben07> what is
that
L1774[11:16:05] <diesieben07> or did you
mean via
L1775[11:16:09] <Sollux-Captor> i ment
by*
L1776[11:16:13] <diesieben07> oh ok
L1777[11:16:20] <Sollux-Captor> stupid
misstype
L1778[11:16:21] <diesieben07> how the
heck did you run a console command in a gui?
L1779[11:16:30] <Sollux-Captor> by the
shell
L1780[11:16:34] <Sollux-Captor> git
shell
L1781[11:16:36] <diesieben07> so you
didn't do it in a gui
L1782[11:16:40] <Sollux-Captor> it isnt
"in the GUI"
L1783[11:16:45] <diesieben07> see.
L1784[11:16:47] <Sollux-Captor> but it
isnt online is what im saying
L1785[11:16:50] <diesieben07> now do it
with the gui
L1786[11:16:54]
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L1788[11:16:56] <diesieben07> what does
this have to do with "online"ß
L1789[11:16:57] <diesieben07> ?
L1790[11:17:01] <Sollux-Captor> how does
one do it with the GUI?
L1791[11:17:08] <Sollux-Captor> nvm
diesieben07
L1792[11:17:16] <Sollux-Captor> just..
how do u do it in the GUI?
L1793[11:17:23] <diesieben07> depends on
the GUI you are using.
L1794[11:17:24] <PaleoCrafter> there's no
one GUI :P
L1796[11:18:01] <diesieben07> oh
god
L1797[11:18:04] <diesieben07> github for
windows
L1798[11:18:06] <diesieben07> that thing
is awful
L1799[11:18:17] <PaleoCrafter> oh, it
looks better than it used to, though xD
L1800[11:18:18] <diesieben07> note:
Github != Git.
L1801[11:18:24] <diesieben07> i dont care
about looks
L1802[11:18:34] <PaleoCrafter> yeah, it
still is shit :P
L1803[11:19:53] <PaleoCrafter> also,
Netflix, I chose to always see HD, don't give me that SD shit
L1804[11:21:40]
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())
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L1806[11:22:48] <Sollux-Captor> none of
the commands are actually doing anything :/
L1807[11:22:53] <Flashfire> Hey
L1809[11:23:14] <Sollux-Captor>
commit*
L1810[11:23:45] <Flashfire> For some
reason I'm still having issues with my compass pointing towards the
spawn... but the weird thing is when an item with no texture got
replaced with compass texture it pointed to the right
direction
L1811[11:24:19] <Flashfire> Does anyone
know how that could possibly happen?
L1812[11:24:48] <Sollux-Captor>
PaleoCrafter, could it be because my .gitignore hase the !/ in it
or should that not matter with this command?
L1813[11:25:05] <PaleoCrafter> I have no
clue, use a proper GUI :P
L1814[11:25:19] <Sollux-Captor> how is
this not a proper one?
L1816[11:27:51]
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L1817[11:28:50] <Sollux-Captor> FINALLY
DID IT!!!
L1819[11:29:23] <PaleoCrafter> yep
L1820[11:29:24] <ThePsionic> diesieben07:
german cough? :p
L1821[11:29:28] <Sollux-Captor>
yay^_^
L1822[11:29:31] ***
cpw|out is now known as cpw
L1823[11:29:50] *
diesieben07 slaps ThePsionic
L1824[11:30:07] <ThePsionic> Hello, I am
ThePsionic, and I am a victim of domestic abuse
L1826[11:30:44] <ThePsionic> diesieben07
slaps me often. I do not like it. Sometimes he slaps me so hard I
have to go to the hospital.
L1827[11:30:54] <ThePsionic> Donate now
to put an end to this evil man's reign
L1828[11:31:33]
⇨ Joins: MalkContent
(MalkConten@p4FDCCE1A.dip0.t-ipconnect.de)
L1829[11:31:56] <ThePsionic> also
diesieben07, about GitHub for windows, they're doing a closed beta
for a new and improved version of it
L1830[11:31:59] <gamemanj> Just 3 pounds
a month could--Communications lost.
L1831[11:32:26] <ThePsionic> Just 3
pounds a month would mean that within two years I'd be really
heavy.
L1832[11:32:36] <diesieben07> ThePsionic,
i do not care :P they fucked it up in the beginning and i do not
need it.
L1833[11:32:41] <ThePsionic> Fair
enough
L1834[11:32:47] <ThePsionic> I use
SourceTree anyway, always have
L1835[11:33:13] <diesieben07> i use
IntelliJ :P only use source tree for PRs since i need to use
eclipse then
L1836[11:33:31] <ThePsionic> That works
too I guess
L1837[11:34:19]
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L1841[11:38:14] <Mimiru> Heya.. in 1.7 is
there an easy way to get all of the textures of an ItemBlock? I can
pull neighbor block textures easy enough, but I can't figure out
how to get them when my block is clicked.
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L1843[11:39:04] <diesieben07> not an easy
way, no.
L1844[11:39:18] <Mimiru> Ok, is there a
non insane way? lol
L1845[11:39:30] <diesieben07> no :D
L1846[11:39:34] <Mimiru> \o/
L1847[11:39:44] <diesieben07> insane way:
generate ALL possible item stacks (hint: there is an infinite
amount)
L1848[11:39:46] <Mimiru> Is there a way
that will not drive me to alcoholism?
L1849[11:39:48] <diesieben07> and call
getIcon on them
L1850[11:39:58] <Mimiru> brb
L1851[11:40:44] <Sollux-Captor>
diesieben07, u broke hip
L1852[11:40:46] <Sollux-Captor> him
L1853[11:41:38] <Mimiru> Sorry, had to go
break out the booze :P
L1854[11:42:10] <Sollux-Captor> drinking
is never the answer. it is always the answer :D
L1855[11:42:25] *
Mimiru doesn't drink :P
L1856[11:43:16] <masa> how do I correctly
use APIs? So that there won't be problems like me shipping old APIs
etc?
L1857[11:43:25] <tmtu> Mimiru: do you eat
booze instead?
L1858[11:43:31] <Mimiru> lol
L1859[11:43:48] <Mimiru> masa,
@Optionals, never ship apis
L1860[11:44:07] <masa> is teher a
tutorial somewhere for that?
L1861[11:45:42]
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L1862[11:46:06] <Mimiru> welp I was going
to link you to minalien's, but it's gone
L1864[11:46:56] <Mimiru>
@Optional.Interface(iface =
"com.minalien.somemod.api.ISomeItem", modid =
"SomeMod")
L1865[11:46:56] <Mimiru> public class
TestItem extends Item implements ISomeItem {
L1866[11:47:32] <Mimiru> Then you tag
your methods are @Optional and specify the mod they need
L1867[11:49:12]
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L1868[11:49:29] <masa> mmkay,
thanks
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L1873[11:58:15] <Mimiru> diesieben07,
Yeah, I figured the insane way, and ran far far away.
L1874[11:58:37] <diesieben07> you can in
theory do it on the client... but thats hacky and nto very
stable
L1875[11:59:14] <Mimiru> hmm
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L1877[12:00:24] <Mimiru> I looked at the
nightmare that is Secret Rooms, and Carpenters Blocks
L1878[12:00:25] <Mimiru> I cried.
L1879[12:00:29] <Mimiru> :P
L1880[12:01:10] <diesieben07> what
exactly are you trying to achieve? :D
L1881[12:01:14]
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L1882[12:01:50] <Mimiru> I want to click
my Block (with a te) with a block, and have my block use those
textures
L1883[12:01:58] <Mimiru> Camo
L1884[12:02:33] <diesieben07> just store
the ItemStack that you were clicked with...?
L1885[12:03:42] <Mimiru> Well, I do th at
but getIcon returns only one texture on multi texture blocks
L1886[12:04:15] <Mimiru> Seems to be the
top texture
L1887[12:04:29] <Mimiru> as grass is
grass_top, and my blocks are machine_top
L1888[12:04:31] <diesieben07>
getIconIndex(ItemStack) doesn't work?
L1889[12:05:31] <Mimiru>
itemStack.getItem().getIconIndex(itemStack) or am I derp?
L1890[12:05:56] <diesieben07> no
L1891[12:05:59] <diesieben07> that should
work
L1892[12:06:09] <Mimiru> Cause that
returns TextureAtlasSprite{name='grass_top', frameCount=0,
rotated=false, x=112, y=160, height=16, width=16, u0=0.21876954,
u1=0.24998046, v0=0.62503904, v1=0.68746096}
L1893[12:06:17] <Mimiru> 6 times (cause I
loop heh)
L1894[12:08:09] <diesieben07> hmm you
probably have to special-case ItemBlock's.
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L1899[12:16:08] <Mimiru> Gah..
L1900[12:21:57]
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L1901[12:24:48] <masa> hm, can't you get
the texture from the Block that the ItemBlock would become if
placed?
L1902[12:26:01] <masa> I mean, in
ItemBlock form the rendering is always different than wahat it
would be in block form in the world, with rotations etc
L1903[12:26:20] <Lumien> You can get the
block & the meta it's going to place
L1904[12:26:39] <masa> the rendering in
inventory ie. ItemBlock form uses the methods in the Block class
anyway
L1905[12:27:20] <masa> well in 1.7
anyway
L1906[12:27:54] <Mimiru> How?
L1907[12:28:13] <Mimiru> I'm doing all of
these in my blocks onBlockActivated
L1908[12:29:10] <masa>
ItemBlock.getMetaData(int meta)
L1909[12:29:27] <masa> look at
ItemBlock.onItemUse()
L1910[12:30:09]
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L1912[12:31:15] <Mimiru> Hmm, I have to
run for a bit, thanks for the help so far
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L1920[12:51:06] <Mimiru> I totally forgot
about getBlockFromItem
L1921[12:51:37] <Mimiru> Since I'm
already checking if the item they're clicking with is an ItemBlock,
that should be safe.
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L1924[12:53:45] <HassanS6000> It's
possible to change the players view by replacing it with another
entity right?
L1925[12:54:29] <HassanS6000> Like uhh I
have a giant tank and wanna change third person view on it.
L1926[12:54:46]
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L1927[12:55:15] <HassanS6000> nvm I got
it..
L1928[12:56:10]
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L1929[12:57:02] <killjoy> i just
discovered 2 new magic words
L1930[12:57:09] <killjoy> Thaumonuclear
and Thaumomechanical
L1931[12:57:18]
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L1932[12:58:31] <PaleoCrafter> killjoy, I
think you can prepend "thaumo" to pretty much every
adjective :P
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L1934[12:59:56] <killjoy> Thaumonuclear:
as in that thaumonuclear bomb has a power rating of 2 Megathaumos
(MTh)
L1935[13:00:30] <killjoy>
s/thaumos/thaums
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L1939[13:10:13] <HassanS6000> How would I
set a player's view.
L1940[13:10:19] <HassanS6000> To
third-person for instance?
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L1942[13:12:34] <PaleoCrafter>
HassanS6000, look at Minecraft (the class)
L1943[13:12:39] <PaleoCrafter> and what
this.gameSettings.keyBindTogglePerspective does :P
L1944[13:12:43] <HassanS6000> ty
L1945[13:15:15]
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L1946[13:16:02] <HassanS6000> it worked
:)
L1947[13:16:12] <HassanS6000> It was
Minecraft.getMinecraft().gameSettings.thirdPersonView = 1;
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L1950[13:22:49] <HassanS6000> Is there an
event I can cancel that renders the player?
L1951[13:23:22] <PaleoCrafter> hm...
let's see
L1952[13:23:30] <PaleoCrafter> Render..
Player... Event?
L1953[13:23:45]
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L1955[13:24:53] <HassanS6000> lol
L1956[13:24:55] <HassanS6000> :P
L1957[13:26:36] <HassanS6000> It's client
side
L1958[13:26:44] <PaleoCrafter> of course
it is
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L1961[13:28:17] <williewillus> packet
time :p
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L1965[13:33:35] <Flashfire> Has anyone
had problems before with custom items interfering with the items
they were made from?
L1966[13:34:01] <Flashfire> I just
realized my custom compass causes the default compass to just spin
and not actually work
L1967[13:35:33] <PaleoCrafter> Flashfire,
sure you're not just mixing up the custom compass with the vanilla
one? :P
L1968[13:35:44] <williewillus> or that
you're not in the nether/end haha
L1969[13:35:46] <HassanS6000> Flashfire
you sure? Because you're not supposed to be able to modify MC
code.
L1970[13:36:06] <HassanS6000> Directly
that is :P
L1971[13:36:29] <Flashfire> What I think
is happening is that my custom compass is becoming the normal
compass because it's pointing to the spawn point even though it's
not coded to
L1972[13:36:36] <Flashfire> But I don't
know what could be causing that
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L1975[13:37:22] <Flashfire> I didn't use
anything with the original compass though
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L1977[13:38:03] <HassanS6000> huh u sure
its RenderPlayerEvent?
L1978[13:38:25] <Flashfire> I didn't use
renderplayerevent
L1979[13:38:52] <HassanS6000> I was
talking to PaleoCrafter about my problem
L1980[13:38:55] <Flashfire> Oh
sorry
L1981[13:39:03] <HassanS6000> no worries
:)
L1982[13:39:05] <PaleoCrafter> I'm 100%
sure, HassanS6000 :P
L1983[13:39:16] <PaleoCrafter> you have
to use the Pre version
L1984[13:39:19] <HassanS6000> Ohh
L1985[13:39:20] <HassanS6000> lol
L1986[13:39:33] <Flashfire> Could be that
my method is called updateCompass and that's interfering
L1987[13:39:40] <williewillus> if i want
to draw a block overlay that pulsea from opaque to to transparent
white what functions should I use? (or whats something vanilla does
similar that I could use?)
L1988[13:39:45] <williewillus>
*pulses
L1989[13:39:46] <PaleoCrafter> that's not
how Java works :P
L1990[13:39:56] <HassanS6000> FlashFire
no.
L1991[13:40:03] <Flashfire> Then I can't
explain it
L1992[13:40:22] <HassanS6000>
williewillus, Slimes mess with their opaque-ness a lot
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L1994[13:40:31] <PaleoCrafter>
williewillus, RenderBlockOverlayEvent
L1995[13:40:34] <williewillus> no I mean
the pulsing part
L1996[13:40:35] <HassanS6000> haha it
worked thanks PaleoCrafter
L1997[13:40:36] <williewillus> timing
it
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L1999[13:40:42] <PaleoCrafter> or do you
mean not on select, but generally?
L2000[13:41:05] <HassanS6000> crap I need
to un-cancel that.
L2001[13:41:23] <PaleoCrafter> wut
L2002[13:41:24] <HassanS6000> nvm fixed
it
L2003[13:41:24] <HassanS6000> lol
L2005[13:42:32] <HassanS6000> haha it
works great :D
L2006[13:42:42] <Flashfire> Could using
the model from the original compass do it? I believe that's the
only reference my mod has to anything to do with the original
L2007[13:42:57] <HassanS6000> ty
PaleoCrafter
L2008[13:43:10] <PaleoCrafter> and for
time, you can use Minecraft.getSystemTime % duration
L2009[13:43:22] <Sollux-Captor> how does
one change the texture of and object while the game is
running?
L2010[13:43:35] <PaleoCrafter> depends on
the object :P
L2011[13:43:40] <PaleoCrafter> np,
HassanS6000
L2012[13:43:44] <Sollux-Captor> why
so?
L2013[13:44:09] <PaleoCrafter> blocks and
items differ
L2014[13:44:19] <Sollux-Captor>
item
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L2016[13:46:14] <PaleoCrafter> MC
version, Sollux-Captor?
L2017[13:46:21] <Sollux-Captor> 1.8
L2018[13:46:39] <PaleoCrafter> custom
ItemMeshDefinition
L2019[13:46:59] <Sollux-Captor> that
does?
L2020[13:47:36] <diesieben07> match
ItemStack to model
L2021[13:47:51]
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L2022[13:48:14] <Sollux-Captor> so i can
call what ever is in ItemMeshDefinition to change the resource
location(texture) while the game is running?
L2023[13:48:35] <diesieben07> no you dont
call the ItemMeshDefinition
L2024[13:48:43] <williewillus>
itemmeshdefinition is stack-> model, not stack->
texture
L2025[13:48:45] <Sollux-Captor>
diesieben07, thats why i said IN
L2026[13:48:52] <diesieben07> the
ItemMeshDefition decides which model to render for your
ItemStacks
L2027[13:49:07] <Sollux-Captor> i want to
chang4e the texture t ho
L2028[13:49:10] <Sollux-Captor> not the
modle
L2029[13:49:11] <diesieben07> you said
"i can call"
L2030[13:49:12] <diesieben07> you don't
call it
L2031[13:49:31] <Sollux-Captor> " i
can call what ever is in"
L2032[13:49:39] <Sollux-Captor> exact
quote
L2033[13:49:39] <williewillus> use
another model for the different texture
L2034[13:49:47] <PaleoCrafter> ah,
Flashfire
L2035[13:50:14] <PaleoCrafter> use
builtin/generated as parent maybe
L2036[13:50:38]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f94.dynamic.kabel-deutschland.de)
L2037[13:51:33] <Raizunne> Anyone know if
I can get a player's nbt data when they're offline?
L2038[13:51:39] <williewillus> load it
manually
L2039[13:51:51] <PaleoCrafter> first,
why? :P
L2040[13:52:01] <Sollux-Captor> Raizunne,
the nbt should be stored
L2041[13:52:05] <Sollux-Captor> in a file
somewhere
L2042[13:52:09] <Raizunne> i've tried
getting their .dat file but I cant really check which player it is
only their uuid
L2043[13:52:16] <williewillus>
yeah?
L2044[13:52:23] <williewillus> when
they're offline the only thing you do know
L2045[13:52:24] <williewillus> is
uuid
L2046[13:52:26] <HassanS6000> Paleo, what
is keybind for toggling GUI
L2047[13:52:27] <Sollux-Captor> tag
uuid's ?
L2048[13:52:40] <PaleoCrafter> you mean
F1, HassanS6000?
L2049[13:52:40] <williewillus>
Sollux-Captor: the player.dat's are named by UUID
L2050[13:52:50] <HassanS6000> Yeah but
just want hotbar gone not chat
L2051[13:53:02] <PaleoCrafter>
RenderGameOverlayEvent.Pre
L2052[13:53:03] <HassanS6000> Inventory
bar thing
L2053[13:53:11] <Sollux-Captor>
williewillus, ye ik but im saying cant you track it once the UUID
is made in the file? then tag it by the name of the player?
L2054[13:53:17] <PaleoCrafter> cancel if
type == HOTBAR
L2055[13:53:17] <HassanS6000> kk ty
PaleoCrafter
L2056[13:53:34] <Raizunne> Would it be
stupid to add a tag in the players data of their name?
L2057[13:53:43] <williewillus> then you
would break name changes
L2058[13:54:00] <Sollux-Captor>
williewillus, forgot about that .-.
L2059[13:54:02] <Raizunne> Well I could
check if the file's name equals the name of the player when they
log in
L2060[13:54:02] <Sollux-Captor>
hmmm
L2061[13:54:08] <williewillus> errr
L2062[13:54:12] <PaleoCrafter> again, why
do you want to access data from offline players in the first place,
Raizunne?
L2063[13:54:13] <williewillus> what are
you trying to do?
L2064[13:54:29] <Sollux-Captor> is there
a getUUID() function anywhere?
L2065[13:54:42] <Sollux-Captor> you could
match up their UUID's
L2066[13:54:55] <diesieben07> you should
not ever interact with the username except for display
purposes
L2067[13:55:08] <williewillus> ^
L2068[13:55:08] <Flashfire> Changing to
builtin/generated makes original compass work
L2069[13:55:13] <Raizunne> PaleoCrafter:
I'm doing a messaging system based arround the entitydata
L2070[13:55:22] <PaleoCrafter> wut
L2071[13:55:23] <williewillus> that can
be done entirely with uuids
L2072[13:55:30] <williewillus> it should
be in fact
L2073[13:55:42]
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L2074[13:55:51] <Raizunne> How do i
transfer the player entering the receiver's name to uuid?
L2075[13:56:10] <Raizunne> Like people
entering the name of the player they want to send and then getting
the data of that player even if they're offline?
L2078[13:57:09]
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L2079[13:57:11] <Sollux-Captor> ^this is
ur exact problem?
L2080[13:57:20] <Raizunne> Alright that
works lol :P
L2081[13:57:26] <Raizunne> I'll try that
then, thank you everyone!
L2082[13:57:28] <Sollux-Captor> what
works?
L2083[13:57:38] <Raizunne> I'm going to
try it in a bit
L2084[13:57:43] <Sollux-Captor> oh
k
L2085[13:58:16] <HassanS6000> thx again
PaleoCrafter
L2086[13:58:56] <PaleoCrafter> np again
:P
L2087[14:00:32] <Flashfire> I'm not sure
how I can get my compass working without using builtin/compass
since TextureAtlasSprite uses that model to determine that it's a
compass
L2088[14:01:06] <PaleoCrafter> you don't
need builtin/compass
L2089[14:01:12] <PaleoCrafter> as you're
overriding the atlas sprite anyway
L2090[14:01:41] <Flashfire> But since I
changed it, it won't work anymore
L2091[14:02:13] <Sollux-Captor> gtg
bai
L2092[14:02:13] <PaleoCrafter> does it
not work at all currently?
L2093[14:02:17]
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L2094[14:02:26] <Flashfire> It just
spins
L2095[14:02:34] <PaleoCrafter> well,
that's a start
L2096[14:02:41] <Flashfire> Like the
regular compass did when my custom one had the builtin/compass
model
L2097[14:02:44] <PaleoCrafter> are you in
a custom dimension?
L2098[14:02:49] <Flashfire> Regular
dimension
L2099[14:03:25] <PaleoCrafter> i.e.
Overworld?
L2100[14:03:35] <Flashfire> yES
L2101[14:03:38] <Flashfire>
Overworld
L2102[14:03:39] <PaleoCrafter> hm
L2103[14:04:02] ***
Vigaro is now known as AFK
L2104[14:04:04] <PaleoCrafter> try
removing the !worldIn.provider.isSurfaceWorld thing anyway
L2105[14:04:15] <PaleoCrafter> that is
what's doing the spinning usually
L2106[14:04:22] <Flashfire> If you say
so, I'll try
L2107[14:04:32] <Flashfire> Even though I
can confirm it's true from my earlier debugging
L2108[14:04:51] <PaleoCrafter> the
condition or isSurfaceWorld?
L2109[14:05:14] <Flashfire> That
isSurfaceWorld is true
L2110[14:05:30] <Flashfire> But I've
changed things since then
L2111[14:05:46]
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L2112[14:06:13] <Flashfire> Yeah still
spins
L2113[14:06:14]
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L2114[14:06:14]
MineBot sets mode: +o on LexMobile
L2115[14:06:38] <Flashfire> The texture
code executes just fine it's just not actually being applied
L2116[14:06:38] <PaleoCrafter> does your
updateAnimation still get called?
L2117[14:06:44] <Flashfire> Let me
check
L2118[14:07:11]
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L2119[14:07:16] <Flashfire> Bc earlier my
custom compass was replacing the behaviour of the original compass
and even though the blockpos was the one I set, it still pointed to
the spawn
L2120[14:07:22] <PaleoCrafter> OH
L2121[14:07:39] <PaleoCrafter> I think I
might no what's causing your issue
L2123[14:07:51] <OrionOnline> Why is
onBlockActivated not fired when i have a Item in my Hand and i am
Sneaking?
L2124[14:08:05] <PaleoCrafter> that is
vanilla behaviour, OrionOnline
L2125[14:08:08] <Flashfire>
UpdateAnimation isn't being called
L2126[14:08:14] <PaleoCrafter> wut
L2127[14:08:39]
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L2128[14:08:43] <LexMobile> Because youre
sneaking and are trying to use a item... dua
L2129[14:08:44] <Flashfire> oh, i'm
dumb
L2130[14:08:54] <Flashfire> I forgot to
uncomment a code I commented to test something
L2131[14:09:25] <Flashfire> I'll tell you
if that fixes everything
L2132[14:10:30] <Flashfire> Nope, it
still spins but updateAnimation is called
L2133[14:10:39] <Flashfire> So that hunch
you had earlier might be the cause of my problem
L2134[14:11:24] ***
Kolatra is now known as Kolatra|Away
L2135[14:11:52] <PaleoCrafter> oh
lol
L2136[14:12:47] <PaleoCrafter> your whole
game should implode
L2137[14:13:05] <Flashfire> What should I
put there instead?
L2139[14:13:21] <PaleoCrafter> and it
should be chaosblock:item/chaos_compass
L2140[14:13:26] <PaleoCrafter>
*items
L2141[14:13:33] <Flashfire> Oh I
see
L2142[14:13:42] <Flashfire> I just tried
that before and it prevented my texture from working
L2143[14:15:21] <Flashfire> My compass is
now invisible
L2144[14:15:25] ***
Illy[Zzz] is now known as Illyohs
L2145[14:16:04] <Flashfire> I have an
invisible texture in my textures so it could be automatically
changing to that
L2146[14:16:07] <PaleoCrafter> actually,
nevermind, I'm a dumdum
L2147[14:16:36] <PaleoCrafter> it doesn't
expect resource locations
L2148[14:16:46] <PaleoCrafter> but it has
to point at items/chaos_compass
L2149[14:17:01] <masa> so if I have
registered my own GenLayerBiome, where I override the getInts()
method, does it then change the overall terrain generation if I
_don't_ call this.parent.getInts()? I see there is a
initChunkSeed() call in the GenLayerBiome getInts() method, so does
that mean that the seed gets re-initialized per every chunk?
L2151[14:17:34] <PaleoCrafter> your
updateAnimation is still called, Flashfire?
L2152[14:17:38] <Flashfire> Yes
L2153[14:17:40] <masa> ie. does the
terrain change between if I call the parent getInts() vs. if I
don't?
L2154[14:17:51] <Flashfire> The blockpos
code and everything is correct it's just not being applied
L2155[14:18:01] <Flashfire> Remember my
compass's model is now builtin/generated
L2156[14:18:18] <OrionOnline>
williewillus, thanks
L2157[14:18:44] <PaleoCrafter> yeah,
that's how it should be
L2158[14:19:16] <Flashfire> Hmm
L2159[14:19:51] <PaleoCrafter> check your
icon's framesTextureData
L2160[14:20:15] <Flashfire> All the
frames are playing in the spinning animation
L2161[14:20:30] <Flashfire> Just in order
and in a loop
L2162[14:20:34] <PaleoCrafter>
what?
L2163[14:20:39] <PaleoCrafter> I thought
it was invisible? :P
L2164[14:20:50] <Flashfire> Yeah when I
changed to items/
L2165[14:21:03] <Flashfire> When items/
isn't there the texture works fine
L2166[14:21:10]
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L2167[14:21:12] <PaleoCrafter> they
obviously don't ._.
L2168[14:21:21] <PaleoCrafter> leave the
items/ there, it's how it's supposed to be
L2169[14:21:33] <Flashfire> Then why
can't it find the texture when I do?
L2170[14:21:49] <Flashfire> And it finds
it when I don't
L2171[14:21:57] <PaleoCrafter> it's just
invisible :P
L2172[14:22:08] <PaleoCrafter> that's why
I told you to check the framesTextureData :P
L2173[14:22:10] <Flashfire> Ok
L2174[14:23:00] <Giraffestock> wow ESWC
sucks
L2175[14:23:04] <Giraffestock> ...and
this is minecraftforge...
L2176[14:23:10] <Giraffestock> ignore
me...
L2177[14:23:43]
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L2178[14:23:51] <Flashfire> What do you
want to know about the framesTextureData?
L2179[14:24:05] <Flashfire> Says it has
31 frames and there is data in there
L2180[14:24:24] <PaleoCrafter> what is
the data though :P
L2181[14:24:51] <Flashfire> I couldn't
possibly give you all those values
L2182[14:25:05] <Flashfire> Oh, maybe I
can\
L2183[14:25:10] <Flashfire> They appear
to be all 0
L2184[14:25:18] <Flashfire> Wait some
aren't
L2185[14:25:33] <Flashfire> Starting at 9
I get large negative numbers
L2186[14:25:37] <PaleoCrafter> check the
hex values of those that aren't 0
L2187[14:25:46] <Flashfire> -2029713381
is 9
L2188[14:26:09] <Flashfire> 10 is
-552594115
L2189[14:26:19] <PaleoCrafter> okay, so
the alpha values are not 0...
L2190[14:26:42]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-71-39-102.dsl.lsan03.sbcglobal.net)
L2191[14:27:06] <Flashfire> Some of them
are integers like 4
L2192[14:27:13] <Flashfire> I can't
really make sense of this data
L2193[14:27:26] <shadekiller666> fry, you
around?
L2194[14:27:31] <PaleoCrafter> it's just
int encoded colors
L2195[14:27:33] <PaleoCrafter> :P
L2196[14:27:44] <PaleoCrafter> and it
seems to be alright
L2197[14:27:45] <Lumien> Flashfire still
issues with your compass?
L2198[14:28:00] <Flashfire> I sure
do
L2199[14:28:01] <sham1> Anyway, how has
everyone been
L2200[14:28:27] <Flashfire> I wonder why
it's just invisible
L2201[14:29:27] <gigaherz> hmmmm I'm not
sure if I may have found a mc bug
L2202[14:29:30] <Flashfire> I'll try
removing my invisible texture
L2203[14:29:36] <gigaherz> or a
deobf-related bug
L2204[14:30:13] <gigaherz> in
TextureMap.registerSprite
L2205[14:30:18] <gigaherz> the location
arg is a ResourceLocation
L2206[14:30:27] <gigaherz> the first step
it does is query for an existing entry
L2207[14:30:30] <Flashfire> If so that
sounds like it could be causing my problem
L2208[14:30:35] <gigaherz> but it
accesses a map using .get(location)
L2209[14:30:45] <gigaherz> except
L2210[14:30:48] <gigaherz> this map
contains STRINGS
L2211[14:30:52] <gigaherz> not
ResourceLocations
L2212[14:31:04] <gigaherz> then inside
the if(null), it does
this.mapRegisteredSprites.put(location.toString(),
textureatlassprite);
L2213[14:31:10] <gigaherz> so it's
inserting strings
L2214[14:31:15] <gigaherz> but querying
ResourceLocations
L2215[14:31:19] <Lumien> Flashfire pulled
my custom compass out of my mod
L2217[14:31:22] <gigaherz> hence the
if(null) will NEVER fail
L2221[14:31:42] <gigaherz> can someone
confirm?
L2222[14:32:09] <Lumien> +
"ModelLoader.setCustomModelResourceLocation(i, 0, new
ModelResourceLocation("randomthings:testCompass",
"inventory"));"
L2223[14:32:41] <Flashfire> I didn't use
modloader because it wrecks my textures
L2224[14:33:09] <Flashfire> That seems to
be the only different from our code
L2225[14:33:23] <Lumien> Well mine
works
L2226[14:33:35] <PaleoCrafter> I've just
tried it myself, mine works too
L2227[14:33:36] <Flashfire> For me it
makes textures not show up
L2228[14:33:46] <PaleoCrafter> try using
the ModelLoader call
L2229[14:33:50] <PaleoCrafter> although
it shouldn't make any difference
L2230[14:33:58] <Flashfire> That's what I
mean, the modloader call does that to my textures
L2231[14:34:18] <PaleoCrafter> wut? it
makes them go invisible?
L2232[14:34:28] <Flashfire> No it makes
them into purple and black cubes
L2233[14:35:01] <PaleoCrafter> that
literally can't be :P
L2234[14:35:10] <PaleoCrafter> unless you
point the game at the wrong thing
L2235[14:35:48] <gigaherz> Flashfire: are
you calling it in preInit?
L2236[14:35:57] <gigaherz> and using the
same ModelResourceLocation path?
L2237[14:36:05] <Flashfire> PreInit gives
me a crash
L2238[14:36:15] <gigaherz> then the crash
is the issue
L2239[14:36:17] <gigaherz> not
preinit
L2240[14:36:19] <gigaherz> what
crash?
L2241[14:36:29] <Flashfire> When I use
ModLoader call from preInit
L2242[14:36:37] <gigaherz> yes WHAT
crash?
L2243[14:36:40] <gigaherz> ;P
L2244[14:36:41] <Lumien> I'm going to say
it's because your item is null
L2245[14:36:50] <Flashfire> Well I can
test it
L2246[14:36:56] <gigaherz> please
do
L2247[14:37:00] <Lumien> Because the
structure of your static variables is really weird
L2248[14:37:11] <gigaherz> also make sure
you call proxy.preInit AFTER assigning the item instance XD
L2249[14:37:32] <Flashfire> That was why
I got the purple black cubes then
L2250[14:37:51] <Flashfire>
java.lang.NullPointerException: Initializing game
L2251[14:37:51] <Flashfire> at
com.samuel.chaosblock.client.render.items.ItemRenderRegister.reg(ItemRenderRegister.java:24)
L2252[14:38:16] <Flashfire> That line is
the modloader call
L2253[14:38:24] <gigaherz> yeah you are
passing a null
L2254[14:38:25] <PaleoCrafter> yeah, your
items are null :P
L2255[14:38:29] <gigaherz>
Flashfire
L2256[14:38:33] <PaleoCrafter> and please
don't use that getUnlocalizedName shit
L2257[14:38:35] <Flashfire> Oh yeah
duh
L2258[14:38:37] <gigaherz> call your
proxy AFTER doing YourMod.itemX=new
L2259[14:38:38] <gigaherz> ;P
L2260[14:38:41] <Flashfire> Because
before I initialize them in init
L2261[14:38:45] <Flashfire> I get it
now
L2262[14:38:48] <gigaherz> well
L2263[14:38:55] <gigaherz> DO NOT assign
the items in init
L2264[14:38:58] <gigaherz> ;P
L2265[14:39:00] <Flashfire> Wait actually
I didn't
L2266[14:39:00] <PaleoCrafter> and don't
be scared of method names that are longer than 3 letters
L2267[14:39:12] <gigaherz> preInit:
L2268[14:39:18] <gigaherz> create
Item/Block instances
L2269[14:39:24] <gigaherz> call client
proxy
L2270[14:39:26] <Flashfire> They are in
preInit
L2271[14:39:27] <gigaherz> init:
L2272[14:39:33] <gigaherz> register
recipes
L2273[14:39:50] <PaleoCrafter> also,
don't create your item and block instances in your "common
proxy"
L2274[14:39:51] <Flashfire> Do I need
ModelBakery.addVariant before item render?
L2275[14:39:53] <PaleoCrafter> that thing
shouldn't even exist
L2276[14:40:04] ***
mumfrey is now known as Mumfrey
L2277[14:40:09] <gigaherz> I don't think
it matters
L2278[14:40:11] <gigaherz> but I do it
after
L2279[14:40:20] <Flashfire> Well I don't
know why my items are null then
L2280[14:40:30] <PaleoCrafter> I don't
add a variant at all \o/
L2281[14:40:36] <gigaherz> PaleoCrafter:
for items?
L2282[14:40:41] <PaleoCrafter> yeah
L2283[14:40:46] <gigaherz> they become
purple cubes if I don't use addVariant
L2284[14:40:56] <PaleoCrafter> do you use
damage values?
L2285[14:41:01] <Flashfire> Does
clientProxy preInit get called before commonProxy preInit?
L2286[14:41:02] <gigaherz> yes
L2287[14:41:04] <gigaherz> ;P
L2288[14:41:09] <PaleoCrafter> I think
you need it then
L2289[14:41:16] <gigaherz> yeah subitems
== variants
L2290[14:41:23] <gigaherz> Flashfire: it
doesn't
L2291[14:41:25] <PaleoCrafter> in your
code, yes, Flashfire
L2292[14:41:27] <gigaherz> the client one
REPLACES the common one
L2293[14:41:33] <gigaherz> do you call
super.preInit?
L2294[14:41:45] <gigaherz> then it
depends on WHERE you call super.preInit
L2295[14:41:45] <gigaherz> ;P
L2296[14:41:55] <gigaherz> if not, it
won't get called at all
L2297[14:41:56] <Flashfire> So then where
do I initialize my items?
L2298[14:41:56] <gigaherz> but
regardless
L2299[14:42:01] <PaleoCrafter> as I said,
get rid of CommonProxy alltogether
L2300[14:42:04] <gigaherz> in the mod
preinit function
L2301[14:42:06] <PaleoCrafter> that piece
of chunk has to die :P
L2302[14:42:07] <Flashfire> Ohh I get
it
L2303[14:42:11] <Flashfire> Super.PreInit
first
L2304[14:42:19] <PaleoCrafter> and
initialize them in your ModItems class or whatever you have
L2305[14:42:24] <PaleoCrafter> it makes
the most sense :P
L2306[14:42:43] <PaleoCrafter> also, have
the fields in there, not in the main mod class, lol
L2308[14:43:20] <gigaherz> check my
preinit/init layouts ;P
L2309[14:43:28] <Flashfire> Yeah I
avoided the crash by fixing that
L2310[14:43:45] <gigaherz> don't
"avoid crashes"
L2311[14:43:47] <gigaherz> fix them
;P
L2312[14:43:49] <Flashfire> Everything is
like it was before but my compass is still invisible
L2313[14:43:55] <Flashfire> Gigaherz:
That's what I meant
L2314[14:44:13] <gigaherz> well you were
avoiding crashes for other things so ;P
L2315[14:45:04] <PaleoCrafter>
"registerNetworkStuff"
L2316[14:45:05] <PaleoCrafter> lol
L2317[14:45:05] <Flashfire> Since the
code is working I wonder if it's invisible because of json
files
L2318[14:45:11] <gigaherz> if you get a
crash "i'll put it elsewhere and try" is NEVER the answer
;P
L2319[14:45:30] <gigaherz> just pop in
here and ask XD
L2320[14:45:36] ***
sham1 is now known as sham1|ZZzZ
L2321[14:46:03] <gigaherz> PaleoCrafter:
I couldn't think of a better name by the time I was done typing
that, so it stuck ;P
L2322[14:46:35] <gigaherz> although now
that you point it out, I'll inline the function
L2323[14:46:47] ***
AFK is now known as Vigaro
L2324[14:47:09] <PaleoCrafter> such a
fancy word for "I'll get rid of the function", lol
L2325[14:47:26] <gigaherz> well I did use
refactor -> inline ;P
L2326[14:47:31] <PaleoCrafter> heh
L2327[14:47:52] <gigaherz> so what do you
suggest instead of the common proxy?
L2328[14:47:54] <Flashfire> When I
register the resourcelocation should it be
modId:items/itemname?
L2329[14:48:06] <Flashfire> Right now
there's no items/
L2330[14:48:09] <PaleoCrafter> interface
"Proxy" with ClientProxy and ServerProxy implementing
it
L2331[14:48:18] <gigaherz> ah
L2332[14:48:22] <gigaherz> but I have no
server proxy at all
L2333[14:48:23] <gigaherz> ;P
L2334[14:48:28] <Vigaro> Flashfire: Just
modid:name
L2335[14:48:28] <PaleoCrafter> well, then
it can stay empty :P
L2336[14:48:33] <gigaherz> so it would be
the same
L2337[14:48:39] <gigaherz> just renaming
it "ServerProxy" ;P
L2338[14:49:13] <PaleoCrafter> your
ClientProxy shouldn't extend from the server one
L2339[14:49:18] <PaleoCrafter> that
defies the purpose
L2340[14:50:39]
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L2342[14:50:48] <Flashfire> I don't
understand how it's supposed to be items/ with mapRegisteredSprites
yet removing it makes it work and adding it makes it
invisible
L2343[14:51:07]
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L2344[14:51:09] <Flashfire> We ARE
talking 1.8, right?
L2345[14:51:15] <gigaherz> yes
L2346[14:51:19] <gigaherz> 1.7 didn't
have the model bullshit
L2347[14:51:20] <gigaherz> XD
L2348[14:51:25] <PaleoCrafter> it
"works" because you're not actually associating your
custom TextureAtlasSprite with your item
L2349[14:51:26] <Flashfire> Oh,
true
L2350[14:51:38]
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L2351[14:51:49] <Flashfire> I see, that
explains why it attaches to other non-textured items in debug
mode
L2352[14:52:08]
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L2353[14:58:10] <Flashfire> It still
seems to me like a problem with the model being
builtin/generated
L2354[14:58:52]
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L2356[14:59:43] <PaleoCrafter> that isn't
your problem, ffs
L2357[14:59:49] <PaleoCrafter> try doing
this from the ground up
L2358[15:00:05] <PaleoCrafter> you have a
flaw *somewhere*
L2359[15:00:19] <Flashfire> The code you
gave looks the same as mine
L2360[15:00:24] <Flashfire> So I think
it's somewhere else
L2361[15:04:31] <gigaherz> quick
question
L2362[15:04:36] <gigaherz> does
everything else work?
L2363[15:04:40] <gigaherz> if you don't
try to use your custom texture
L2364[15:04:44] <Flashfire> Yeah
L2365[15:04:48] <gigaherz> and put
something from minecraft instead
L2366[15:04:52] <gigaherz> does it work
then?
L2367[15:04:54] <Flashfire> If I try
everything works and the compass is just invisible
L2368[15:04:56] <gigaherz> try that
L2369[15:05:18] <gigaherz> declare your
json so that it uses "minecraft:items/diamond" instead of
your custom texture
L2370[15:05:26] <Flashfire> It's an
animated texture
L2371[15:05:29] <gigaherz> I know
L2372[15:05:31] <gigaherz> but try
L2373[15:05:45] <gigaherz> simply to
ensure that it's actually working
L2374[15:05:54] <gigaherz> once the json
itself works that way, then you KNOW it's not the json
L2375[15:06:06] <gigaherz> and you can
move on to debugging why your animated texture isn't working
right
L2376[15:06:08] <Flashfire> I know it's
not the json
L2377[15:06:18] <Flashfire> It's
literally exactly the same as Lumien's except different texture
name
L2378[15:06:36] <Lumien> Try it
L2379[15:06:41] <Flashfire> And the
texture works because it works for untextured objects when i remove
items/ from the compass name
L2380[15:06:51] <gigaherz> there's no
hurt in trying?
L2381[15:07:05] <Flashfire> I already
am
L2382[15:07:14] <Flashfire> It just has
to load and everything
L2383[15:07:52] <Flashfire> It's a
diamond
L2384[15:07:56] ***
TehNut|Sleep is now known as TehNut
L2385[15:08:11] <Lumien> And if you just
copy and paste my texture class it still doesn't work?
L2386[15:08:11] <gigaherz> okay, then we
can move on, and we don't need to worry about the json
L2387[15:08:21] <gigaherz> that's one
less variable in the list
L2388[15:08:39]
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L2389[15:08:50] <Flashfire> Ok I'll see
if there's any difference in your texture file from mine
L2390[15:09:20] <williewillus> !gm
func_78765_e 1.7.10
L2391[15:10:35] <Flashfire> I noticed a
difference: I override updateAnimation and you don't
L2392[15:10:53] <Flashfire> Could that be
it?
L2393[15:11:23] <Lumien> I do
L2394[15:11:49] <gigaherz> the @Override
annotation doesn't actually do anything other than warn you at
compile-time
L2395[15:11:54] <gigaherz> it's not
actually used in practice ;P
L2396[15:12:23] <Flashfire> Copying
texture file makes no difference
L2397[15:12:39] <Lumien> And your compass
is invisible
L2398[15:13:07] <Flashfire> Yes
L2399[15:13:26] <Lumien> On which forge
version are you?
L2400[15:13:39] <Flashfire>
1.8-11.14.3.1462
L2401[15:14:39]
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L2405[15:26:34] <Flashfire> "Build
1.8-11.14.3.1482:
L2406[15:26:34] <Flashfire> LexManos: Add
debug for max texture size and output when Texture Atlas can not
stitch all textures."
L2407[15:26:39] <Flashfire> This could be
it, right?
L2408[15:26:55]
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L2409[15:27:13] <Flashfire> There's other
texture stitching stuff changed in newer versions too
L2410[15:29:34] <PaleoCrafter> well, try
updating then :P
L2411[15:32:44] <Flashfire> I forget how
to do the whole workspace thing since I haven't done it in so long
xDF
L2412[15:33:43] <PaleoCrafter> change the
version
L2413[15:33:46] <PaleoCrafter> run
setupDecompWorkspace
L2414[15:33:51] <PaleoCrafter> refresh
your project
L2415[15:33:53] <PaleoCrafter> ???
L2416[15:33:53] <PaleoCrafter>
profit
L2417[15:35:03] <Flashfire>
setupDecompWorkspace is where?
L2418[15:35:13] <PaleoCrafter> the gradle
task :P
L2419[15:35:21] <Flashfire> Ah
L2420[15:36:48]
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L2423[15:38:06] <masa> hm, why won't the
FMLServerStartingEvent etc show anything when I try to check the
call hierarchy to the constructor?
L2424[15:38:16] <PaleoCrafter> it's
created reflectively
L2425[15:38:28] <masa> bleh
L2426[15:39:08] <Flashfire> 65%
:decompile has been taking serveral minutes, does it ever just get
stuck?
L2427[15:39:12] <masa> what would be the
best event for (re-)reading my configuration just before the server
is about to start?
L2428[15:39:41] <masa> the above event
seems to only fire after the terrain geenration for spawn at least
is already done
L2429[15:40:47] <Flashfire> I really feel
like it shouldn't be taking this long
L2430[15:40:50] <masa> the mod in
question does biome generation related stuff, so I have to read the
configuration and stuff before any terrain generation takes
place
L2431[15:41:04] <PaleoCrafter> Flashfire,
decompiling does take its time
L2432[15:41:21]
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MineBot sets mode: +o on Lex_
L2434[15:41:22] <Flashfire> It's been
about 5 minutes I think
L2435[15:41:35] <Flashfire> I mean just
at 65%
L2436[15:41:37] <PaleoCrafter> maybe
ServerAboutToStart, masa?
L2437[15:41:54] <PaleoCrafter> Flashfire,
it's normal :P
L2438[15:41:59] <Flashfire> Ok,
good
L2439[15:42:28] <PaleoCrafter> but masa,
all state events get fired by
LoadController.distributeStateMessage
L2440[15:43:10] <masa> alright...
L2441[15:44:20] <HassanS6000> Flashfire,
depends on your PC specs and also just random shit..
L2442[15:46:15]
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L2443[15:46:36] <Flashfire> I set it up
but now I can't find the workspace
L2444[15:47:02] <Flashfire> If it's
supposed to be the eclipse folder, it doesn't work
L2445[15:47:42]
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L2446[15:48:37] ***
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L2447[15:49:33] <masa> did you run the
eclipse task
L2448[15:49:42] <Flashfire> Task?
L2449[15:49:54] <masa> gradlew
eclipse
L2450[15:49:59] <Flashfire> Nope
L2451[15:50:04] <masa> well there you
go
L2452[15:50:11]
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L2453[15:50:14] <Flashfire> Thanks
L2454[15:51:31] <Flashfire> Alright I'm
going to try my mod on the new version and see if the compass is
still invisible
L2455[15:52:39] <Flashfire> Yep, it's
fixed. The version was the whole problem
L2456[15:53:02] <PaleoCrafter> well, not
the whole problem :P
L2457[15:53:02] <Flashfire> I wouldn't
have thought of doing that so Paleocraft thank you for saving me a
lot of vain efforts to find the problem
L2458[15:53:11] <PaleoCrafter> np
:P
L2459[15:57:06] <Flashfire>
Easy-to-answer-question: How to move a git repo to a new
folder?
L2460[15:58:03] <Flashfire> Or I can just
look up git tutorials instead of wasting people's time on
non-modding questions here
L2461[16:00:03] ***
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L2463[16:04:07] <masa> all the
information about a git repo is stored in the .git directory
L2464[16:04:38] <masa> plus you also want
to move the other.git* files like .gitignore
L2465[16:05:33] <Flashfire> I followed
some instructions and it didn't even do what it said it would
L2466[16:05:50] <Flashfire> It just tells
me to handle it in the shell instead of giving the option to browse
to it
L2467[16:06:23] <Flashfire> Why do they
make software worse...
L2468[16:07:14] <Flashfire> And instead
of opening a git shell window it opened a powershell window that
can't be closed even with task manager
L2469[16:07:34] <Flashfire> I see why
people say github for windows is terrible
L2470[16:07:45]
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L2471[16:08:19] <masa> I use git on
WIndows through cygwin
L2472[16:08:36] <masa> or git-bash if
need be
L2473[16:09:15] <Flashfire> This
powershell window is seriously uncloseable
L2474[16:09:20] <Flashfire> Why would
they do that
L2475[16:09:47] <masa> exit?
L2476[16:10:53] <Flashfire> I can't type
into it
L2477[16:11:23] ***
Subaraki is now known as Sub|sleep
L2478[16:13:20] <Vigaro> Flashfire: Kill
the process?
L2479[16:16:27] <Flashfire> It doesn't
let me
L2480[16:16:31] <Vigaro> o.O
L2481[16:16:34] <Flashfire> There's some
sort of restriction on it
L2482[16:16:48] <Vigaro> Reminds me of an
image
L2484[16:17:45] <Flashfire> It says
(translated) it can't be accessed
L2485[16:19:04] <Vigaro> What about
taskkill using the force parameter?
L2486[16:19:37] <Vigaro> Like, taskkill
/im processname.exe /f or taskkill /pid 1234 /f
L2487[16:20:24]
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L2488[16:21:04] <Flashfire> I'll try
it
L2489[16:21:35] <Flashfire> Nope
L2490[16:22:17]
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L2492[16:22:41] <Vigaro> I'm out of ideas
=/
L2493[16:22:47] <Flashfire> Restart
xD
L2494[16:22:52]
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L2495[16:22:54] <Vigaro> Probably the
only solution
L2496[16:22:54] <Flashfire> I'll just
leave it open until I do
L2497[16:23:31]
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L2498[16:23:34] <Vigaro> Btw, when you
tried to kill it you were using admin rights, right?
L2499[16:24:23] <Flashfire> Uhh, probably
not, I was doing it from my gradle cmd window
L2500[16:25:02] <Flashfire> It says it
can't find the process
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L2502[16:26:01] <Vigaro> That usually
means it is already dead o.O
L2503[16:26:08] <Flashfire> It's clearly
open though
L2504[16:26:13]
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L2505[16:26:34] <Vigaro> You are trying
to kill the powershell, right?
L2506[16:26:37] <Vigaro> And not what it
was running
L2507[16:26:47] <Vigaro> If not, try
that
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L2509[16:35:56] <Flashfire> Actually it's
just a powershell window that was supposed to open the git shell
within it and failed so it's stuck
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L2513[16:40:35] <Ivorius> God, fucking
scala
L2514[16:40:42] <Ivorius> I wish I could
just code in Java again, so annoying >.>
L2515[16:41:55] <tterrag|phone> is scala
actively preventing you from coding in java?
L2516[16:42:18] <Ivorius> Nah, I'm just
trolling Paleo :P
L2517[16:45:46] <tterrag|phone> if I just
wanted to render something...arbitrarily in the world, kinda like
how the worldborder works, what method would be best for
that?
L2518[16:46:01] <Ivorius>
RenderWorldLast
L2519[16:46:07] <tterrag|phone>
(1.7)
L2520[16:46:09] <Ivorius>
RenderWorldLastEvent *
L2521[16:46:09] <tterrag|phone> aha
L2522[16:46:16] <tterrag|phone> new to
me, tnanks
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L2527[16:48:34] <gigaherz> how to know a
design isn't too bad: during refactoring, your own custom
implementation ends up having a similar design
L2528[16:49:09] <PaleoCrafter> wut?
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L2531[16:49:29] <PaleoCrafter> maybe your
implementation and the design are just as bad? :P
L2532[16:49:43] <gigaherz> that is a
possibility, of course
L2533[16:50:15]
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L2537[16:51:58] <tterrag|phone> Ivorius:
what is the context of that event? the player's eye pos?
L2538[16:52:20] <Ivorius> Probably
L2539[16:52:22] <Ivorius> I forget
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L2548[16:57:36] <pibx10> hey guys
questions about multiple render pass system. i have some code but i
dont know where to go from there. trying to get it so i can
dynamically create textures. i will provide a pastebin
L2549[16:57:41] <pibx10> or better yet
github
L2551[16:59:52]
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L2554[17:01:20] <TehNut> What's your
issue exactly?
L2555[17:02:44]
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L2556[17:02:57] <pibx10> i just dont know
how to make it know which pixels to color the primary color and
which to color the secondary color
L2557[17:03:09] <pibx10> i was looking at
the spawn egg code and i couldnt figure it out
L2558[17:03:51] <TehNut> Overlay
textures
L2559[17:04:05] <TehNut>
getIcon(ItemStack stack, int pass)
L2560[17:04:21] <TehNut> Return a
different texture for different passes
L2561[17:04:58] <pibx10> alright and then
change the color of each pass
L2562[17:05:19] <TehNut> Yup
L2563[17:05:23] <pibx10> how do i know
which order the textures will be like one on top of the other
L2564[17:05:31] <TehNut> 0 is on the
bottom IIRC
L2565[17:05:36] <TehNut> Then it piles
them on top
L2566[17:05:44] <pibx10> alright
cool
L2567[17:05:46] <pibx10> thank you
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L2570[17:13:39] <tterrag|phone> Ivorius:
this is working...somewhat. I see a black circle in front of me,
but it's really flickery
http://puu.sh/iWRpI.txt
L2571[17:13:45] <tterrag|phone> as in,
certain directions I look it won't render
L2572[17:13:50] <tterrag|phone>
seemlingly totally random
L2574[17:14:34] <Ivorius> Eat my sample
code
L2575[17:15:16] <tterrag|phone> I have no
idea how that is supposed to help me :D
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L2577[17:16:36] <tterrag|phone> Ivorius:
I'm only using relative coordinates atm
L2578[17:16:46] <tterrag|phone> just to
get the actual rendering working...then I'll do positional
stuff
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L2582[17:17:24] <pibx10> is this anything
like what i am supposed to be doing?
L2583[17:17:32]
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L2584[17:17:51] <tterrag|phone> pibx10:
yeah but idk what primaryColor and seconadryColoor are for
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L2586[17:17:54] <tterrag|phone> I can't
type today
L2587[17:18:10] <Ivorius> Do positional
now
L2588[17:18:10] <tterrag|phone> there is
just one color per pass
L2589[17:18:11] <pibx10> the
methods?
L2590[17:18:14] <tterrag|phone> Ivorius:
nu
L2591[17:18:15] <Ivorius> Much easier to
debug then
L2592[17:18:19] <tterrag|phone>
FINE
L2593[17:18:26] <tterrag|phone> pibx10:
yes, what is their purpose
L2594[17:18:32] <tterrag|phone> there is
only one color per pass
L2595[17:18:38] <tterrag|phone> so just
have ONE method that returns the color for each pass
L2596[17:18:47] <TehNut> primaryColor and
secondaryColor should be returning an RGB value, btw
L2597[17:18:51] <TehNut> Not a standard
int
L2598[17:19:04] <pibx10> yea i knew about
the rgb value just had not determined what i wanted yet
L2599[17:19:06] <tterrag|phone> Ivorius:
I could just translate to the negative player pos, then I'm at
0,0,0, right?
L2600[17:19:12] <pibx10> and i will try
the one method thing lol
L2601[17:19:15] <tterrag|phone> TehNut:
hex is just syntax sugar
L2603[17:19:19] <tterrag|phone> it's
still an int :P
L2604[17:19:30] <TehNut> I know, but IIRC
3, 4, and 0 just show as black
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L2606[17:19:40] <tterrag|phone> yes, they
would show as black with a TINY amount of blue
L2607[17:19:41] <Lumien> MattDahEpic
directly set the slot to null
L2608[17:20:07] <pibx10> i split it into
2 methods so i could determine the colors for each render
pass
L2609[17:20:20] <pibx10> so i put the
colors of the first render pass with each metadata in the first
method
L2610[17:20:24] <pibx10> and the second
in the second method
L2611[17:20:31] <pibx10> how am i
supposed to do it?
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L2613[17:22:35] <tterrag|phone> Ivorius:
doesn't seem to be working. can you confirm/deny my logic?
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L2615[17:22:47] <tterrag|phone> pibx10:
why not just have the method take the meta+pass
L2616[17:22:56] <tterrag|phone> in which
case it's now just the getColorForItemstack method :P
L2617[17:23:28] <pibx10> so then just get
rid of both methods? lol
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L2621[17:27:41] <gigaherz> ah I feel a
tiny bit less bad now -- minecraft does the exact same thing I did
for figuring out the actual ResourceLocation of a .json file
XD
L2622[17:28:43] <tterrag> Ivorius has
abandoned me
L2623[17:28:45] <tterrag> all hope is
lost
L2625[17:29:52] <pibx10> i have no idea
if i just messed everything up or did what you said :{
L2626[17:29:54] <pibx10> lol
L2627[17:32:36]
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L2629[17:36:54] <pibx10> did i do it
correctly?
L2630[17:37:29]
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L2632[17:39:51] <tterrag> looks ok
L2633[17:39:53] <tterrag> ?tryit :P
L2634[17:40:42] <pibx10> alright i have
to get some textures lol
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L2636[17:42:21] <tterrag> fry|sis: you
around?
L2637[17:42:23] <tterrag> GL probs
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L2643[17:59:09] <minecreatr> does anyone
know how the minecraft client stores your login information
securely, because I thought access tokens expire and it seems able
to generate new ones
L2644[17:59:20] <minecreatr> so how does
it do that without direct access to the password
L2645[18:00:13] <tterrag> it does not
store login info
L2646[18:00:19] <tterrag> auth handles
that, you just get a token
L2647[18:00:29] <tterrag> if your token
is expired, it tries for a new one
L2648[18:00:38] <minecreatr> how does it
try
L2649[18:00:39] <tterrag> the auth
servers do all this, not the client
L2650[18:00:50] <minecreatr> but how does
the client keep you logged in
L2651[18:00:51] <tterrag> dunno, probably
http requests? haven't looked into it
L2652[18:00:58] <tterrag> minecreatr:
there is no active login checking
L2653[18:01:07] <tterrag> only when you
log into a server iirc
L2654[18:01:11] <minecreatr> because you
can only refresh the auth token with a valid auth token
L2655[18:01:29] <minecreatr> well the
minecraft client when restarted is able to log you back in without
asking for a password
L2656[18:01:51] <tterrag> couldn't tell
you
L2657[18:01:52] <minecreatr> even if the
acount has been logged in somewhere else
L2659[18:03:24] <minecreatr> looking at
it currently
L2660[18:03:54] <minecreatr> it dosn't
explain how the client keeps it, unless im not understanding it
correctly
L2661[18:06:15] <Unh0ly_Tigg> the vanilla
launcher stores the tokens in
.minecraft/launcher_profiles.json
L2662[18:06:36] <tterrag> why is GL so
mean :(
L2663[18:07:10] <minecreatr> thanks, and
looking through launcher code, it looks like it automatically
uploads crashes to hopper
L2664[18:07:16] <Unh0ly_Tigg> it also
stores the auth database (who has logged in on the launcher), the
current selected user, launcher profile information, and the
launcher version info there.
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L2667[18:10:16] <minecreatr> hmm, the
documentation isn't clear on how the authentication token itself is
gotten
L2668[18:11:29] <Unh0ly_Tigg> the
/authenticate endpoint
L2669[18:12:08]
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L2672[18:13:25] <Ordinastie> are you
drawing a circle ?
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L2674[18:13:39] <Unh0ly_Tigg> triangle
fan, to create a filled circle
L2675[18:13:59] <tterrag> Ordinastie:
yep
L2677[18:14:07] <Unh0ly_Tigg> at 0.2
degree intervals
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L2679[18:14:10] <tterrag> what it looks
like when it's working
L2680[18:14:16] <tterrag> I'll figure out
why it's not white later...
L2681[18:14:21] <Ordinastie> what do you
mean by flicker ?
L2682[18:14:30] <tterrag> Ordinastie: in
certain positions, it just does not render
L2683[18:14:34] <tterrag> seems
completely random
L2684[18:14:37] <Unh0ly_Tigg> can you
record, and gif it?
L2685[18:14:41] <tterrag> yes
L2686[18:14:44] <Ordinastie> it's not
white because you draw a textured poly without specifying UVs
L2687[18:14:53] <tterrag> oh?
L2688[18:14:54] <tterrag> oh
L2689[18:14:57] <tterrag> crap
L2690[18:15:00] <tterrag> thanks :P
L2691[18:15:08] <tterrag> I was using the
tessellator and addVertex
L2692[18:15:15] <Drullkus> lol
L2693[18:15:17] <tterrag> but I moved to
raw GL and forgot to fix that
L2694[18:15:19] <Ordinastie> would have
the same issue
L2695[18:15:26] <tterrag> Ordinastie: no,
addVertex is untextured
L2696[18:15:50] <Ordinastie> yet OGL
still applies the one bound
L2697[18:15:52] <Ordinastie>
glDisable(GL_TEXTURE_2D)
L2698[18:15:58] <tterrag> I do want to
texture it eventually
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L2700[18:16:25] <Ordinastie> disable the
texture, that might also fix your flickering
L2701[18:16:27] <Unh0ly_Tigg> apparently,
windows saw one of my external drives as needing a scan for bad
sectors... but the drive has nothing on it...
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L2703[18:16:47] <tterrag> Ordinastie:
yeah it did
L2704[18:16:47] <tterrag> :D
L2705[18:17:19] ***
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L2706[18:17:23] <tterrag> Ordinastie: can
I not change the color inbetween verts?
L2707[18:17:29] <tterrag> I want to color
to fade off towards the edges
L2708[18:17:33] <tterrag> well,
alpha
L2709[18:17:54]
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L2710[18:18:05] <tterrag> wait.
L2711[18:18:06] <tterrag> blend.
L2713[18:18:29] <pibx10> alright order of
textures work but no matter what value is put in for the color it
makes the texture black
L2715[18:20:25] <Unh0ly_Tigg> pibx10,
there's also another method that returns a color in int form that
you need to override
L2716[18:21:07] <pibx10> what is that
method called
L2717[18:21:48] <minecreatr> I wish
mojang's authlib was open source so I could use it without getting
in a lot of legal trouble :(
L2718[18:22:18] <Unh0ly_Tigg>
getColorFromItemStack(ItemStack,int)
L2719[18:22:38] <pibx10> im already using
that
L2720[18:22:45] <tterrag> Ordinastie: no,
I got it working
L2721[18:22:50] <tterrag> but it seems
you cannot change color in between verts :/
L2722[18:22:55] <tterrag> with
GL_TRIANGLE_FAN
L2724[18:23:13] <Ordinastie> you only
need to change the color after the 0, 0, 0
L2725[18:23:35] <tterrag> Ordinastie: and
I am
L2726[18:23:37] <tterrag> it just goes
blank
L2727[18:23:51] <tterrag> the whole
circle becomes that color
L2728[18:23:55] <tterrag> it does not
blend between verts
L2729[18:24:13] <Ordinastie> and with
tesselator ?
L2730[18:24:21] <tterrag> sigh
L2731[18:24:24] <tterrag> I have to
convert it again
L2732[18:24:32] <Ordinastie> that's 3
lines
L2733[18:24:35] <tterrag> idk how it
could make a diff
L2734[18:25:36] <Unh0ly_Tigg> pibx10,
you're returning color on the final render pass hasn't been set
(unless that's a different class setting it), and defaulting to 0,
which is interpreted as black
L2735[18:25:49] <tterrag> Ordinastie: no,
same result
L2736[18:26:01] <Ordinastie> then it's
some GL stuff no set
L2737[18:26:04] <Ordinastie> *not
L2738[18:26:12] <tterrag> such as?
L2739[18:26:16] <Ordinastie> dunno
L2740[18:26:17] <pibx10> oh does render
pass start at 1?
L2741[18:26:38] <Unh0ly_Tigg> 0
L2742[18:26:58] <minecreatr> does anyone
know what the license for using authlib is?
L2743[18:27:01] <pibx10> then i am, i
have a case statement on if render pass is 2
L2744[18:27:06] <pibx10> so the final
render pass
L2745[18:27:54] <Unh0ly_Tigg> wait, I was
seeing index as render pass for some stupid reason...
L2746[18:28:39] <pibx10> wait lol stupid
me
L2748[18:33:20] ***
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L2749[18:33:23] <tterrag> :<
L2750[18:33:30] <tterrag> I tried a
standard blendFunc
L2751[18:33:32] <tterrag> no
difference
L2752[18:33:42] <Ordinastie> that's not
the blend the culprit
L2753[18:33:45] <Ordinastie> it's your
math :p
L2755[18:34:02] <tterrag> eh?
L2756[18:34:23] <Ordinastie> spot the
differences :)
L2757[18:34:45] <tterrag> oh the radians
thing
L2758[18:34:47] <tterrag> I already fixed
that
L2759[18:35:00] <Ordinastie> (that's what
fixed the flickering actually)
L2761[18:35:38] <tterrag> the code I
copied was not java, hence the degrees usage
L2762[18:35:59] <tterrag> Ordinastie:
it's rendering with alpha just fine
L2763[18:36:04] <tterrag> but it's not
blending between the vertices
L2764[18:36:05] <tterrag> that's
all
L2765[18:36:07] <Ordinastie> in what
context are you ?
L2767[18:36:20] <tterrag>
RenderWorldLastEvent
L2768[18:36:45] <Ordinastie> and no diff
with tesselator ?
L2769[18:36:49] <tterrag> none
L2770[18:37:05] <tterrag> tessellator is
just wrapped GL, in the end it looks pretty similar to my
code
L2771[18:37:31] <Ordinastie> if you set
the color to blue after the first vertex ?
L2772[18:37:50] <tterrag> all blue
L2773[18:37:59] <Unh0ly_Tigg> no, you're
using the low level gl code, tessellator uses vbos
L2774[18:38:00] <Ordinastie> and with
GL11.glShadeModel(GL11.GL_SMOOTH); ?
L2775[18:38:45] <tterrag> that was it
:D
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L2780[18:39:30] <tterrag> ok Ordinastie,
now here's a question for you, how hard would it be to just fade
out on the edges of the circle? I realize I'd have to probably draw
an extra ring around the outside, so I guess that's what I'm
asking
L2781[18:39:39] <Unh0ly_Tigg> o/
Mr.L
L2782[18:40:14] <tterrag> probably a
GL_QUAD_STRIP?
L2783[18:40:21] <tterrag> the math is the
question :D
L2784[18:40:22] <Ordinastie> so instead
to to 100 -> 0, do 100 -> 100 -> 0 ?
L2785[18:40:27] <tterrag> yeah
L2786[18:40:31] <tterrag> so it just
kinda "fuzzes" the ediges
L2787[18:40:33] <tterrag> edges*
L2788[18:40:59] <Ordinastie> did you
consider just using a texture ?
L2789[18:41:21] <tterrag> heh, yeah
L2790[18:41:23] <Unh0ly_Tigg> I would say
gl_triangle_strip, instead of quad strips
L2791[18:41:24] <tterrag> I probably
should
L2792[18:41:26] ***
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L2793[18:41:28] <tterrag> Unh0ly_Tigg:
O.o
L2794[18:41:40] <tterrag> there would
need to be 4 verts per section
L2795[18:41:48] <tterrag> it would be a
strip of trapezoids
L2796[18:42:04] <gigaherz> triangle strip
can be used to create "quad" strips
L2797[18:42:11] <gigaherz> it's
practically the same
L2798[18:42:12] <tterrag> well,
yeah
L2800[18:42:51] <gigaherz> well xcept the
gpu is going to want triangles
L2801[18:43:01] <Unh0ly_Tigg> triangle
strips are faster than quad strips
L2802[18:43:03] <gigaherz> so the quad
strip will have to be reprocessed into a triangle strip
L2803[18:43:09] <gigaherz> at driver
level
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L2805[18:44:07] <gigaherz> hmm how are
the vertices ofa quad strip given, though?
L2806[18:45:39] <tterrag> Ordinastie:
erm...what's the gl func to set the alpha cutoff?
L2807[18:45:53] <gigaherz> that'd be the
alpha test parameter
L2808[18:46:15] <Ordinastie> Im' not that
good at OGL :)
L2809[18:46:20] <gigaherz>
glAlphaFunc(GREATER, 0.5f);
L2810[18:46:39] <Ordinastie>
glAlphaFunc
L2811[18:46:41] <Ordinastie> erf
L2812[18:46:43] <Ordinastie> too
late
L2813[18:46:46] <gigaherz> hmm
L2814[18:46:49] <Ordinastie> had to check
first
L2815[18:46:53] <gigaherz> not sure if
it'd be GREATER or LESSER
L2816[18:47:07] <gigaherz> Ordinastie: I
did, but I already was typing in google XD
L2817[18:47:14] <Sandstone> Hey guys,
how's it going? I've been dabbling with a project for a while, but
I have a question. I've tried keyboard.iskeydown and I've tried
making a new keybinding, what I want is to use the space key as a
trigger for something without screwing up jumping
L2818[18:47:17] <Ordinastie> shoudl be
greater than 0
L2819[18:47:23] <gigaherz> yeah I
mean
L2820[18:47:24] <gigaherz> is it
L2821[18:47:30] <gigaherz> "discard
if condition pass"
L2822[18:47:34] <gigaherz> or "draw
if condition pass"
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L2825[18:47:47] <gigaherz> I can never
remember those things XD
L2826[18:47:59] <gigaherz> oh well, id
it's all transparent BUT the edges
L2827[18:48:02] <gigaherz> it's the other
one.
L2828[18:48:08] <gigaherz> if*
L2829[18:48:20] <gigaherz> also tterrag,
remember to glEnable(GL_ALPHA_TEST)
L2830[18:49:01] <pibx10> i fixed
everything lol thanks guys
L2831[18:49:37] <gigaherz> YW ;P
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L2834[18:49:58] <gigaherz> have I ever
explained here how for a LONG time
L2835[18:50:07] <gigaherz> I thought of
"you are welcome" as a very pretentious answer?
L2836[18:50:20] <gigaherz> I understood
it as "you are welcome to thank me because I deserve the
thanks"
L2837[18:50:28] <gigaherz> not as
"you are wlecome to ask for my help again"
L2838[18:50:28] <gigaherz> ;P
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L2848[18:56:13] <Broad-mobile> Is the
"sourceSets { main { output.resourcesDir = output.classesDir }
}" line still needed in my build.gradle?
L2849[18:56:27] <gigaherz> it has been
replaced by
L2850[18:56:35] <gigaherz> idea { module
{ inheritOutputDirs = true } }
L2851[18:56:39] <gigaherz> which can be
reduced to
L2852[18:56:45] <gigaherz>
idea.module.inheritOutputDirs = true
L2853[18:57:04] <gigaherz> so just paste
that last one in place of the old line ;P
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L2855[18:57:17] <Broad-mobile> Ok
thanks
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L2857[18:58:20] <MattDahEpic> you have to
use apply plugin: 'idea' though
L2858[18:58:35] <MattDahEpic> or it will
error out for missingmethods or something
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L2860[18:58:57] <Broad-mobile> Where/how
do I do that?
L2861[18:59:32] <MattDahEpic> put
"apply plugin: 'idea'" right above the
idea.module.inheritOutputDirs = true
L2863[19:00:15] <MattDahEpic> L76
L2864[19:00:26] <gigaherz> MattDahEpic:
hm? I never did the apply plugin and it never errored for me
;P
L2865[19:00:43] <MattDahEpic> hmmm it did
for me until i did that
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L2867[19:01:03] <MattDahEpic> maybe newer
gradles have it on be default
L2868[19:01:11] <MattDahEpic> im still
running an older forge
L2869[19:01:18] <gigaherz> oh
L2870[19:01:21] <gigaherz> maybe
L2871[19:01:30] <gigaherz> mine is from
like last week ;p
L2872[19:01:34] <MattDahEpic> ah
L2873[19:01:44] <MattDahEpic> i just have
a local copy of the zip sooooo
L2874[19:01:48] <gigaherz> well, I
modified the gradle like 3 weeks ago, though
L2875[19:02:03] <gigaherz> eh you can
modify the gradle script to refer to a newer version of forge
L2876[19:02:09] <gigaherz> and rerun
setupDecompWorkspace
L2877[19:02:16] <MattDahEpic> yea, but i
dont wanna break stuff liquidwise
L2878[19:02:32] <gigaherz> meh people ARE
going to run your mod in newer versions of forge
L2879[19:02:36] <MattDahEpic> i should
probably update the liquidstuffs
L2880[19:02:38] <gigaherz> may as well
just keep yourself updated ;P
L2881[19:02:54] <MattDahEpic> im on
1.8-1448 atm
L2882[19:03:06] <gigaherz> version =
"1.8-11.14.3.1487"
L2883[19:03:21] <MattDahEpic> yep
L2884[19:03:24] <gigaherz> ah still
latest on the site
L2885[19:03:24] <gigaherz> XD
L2886[19:03:29] <gigaherz> yay i'm up to
date
L2887[19:03:45] <MattDahEpic> im not
going to type out the full version when i dont need to
L2888[19:04:12] <gigaherz> I didn't type
anything, just copypasted from the gradle file xD
L2889[19:04:20] <MattDahEpic> ...
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L2892[19:07:29] <Sandstone> I just use a
batch to update everything
L2893[19:09:11] <Broad-mobile> Newer
gradles have it on my default
L2894[19:09:19] <Broad-mobile> In case
anyone was wondering
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L2898[19:13:24] <MattDahEpic> item still
stays, i just get stacks of the new one while keeping the old
one
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L2900[19:15:10] <Ordinastie> MattDahEpic
are you doing it server side ?
L2901[19:15:15] <MattDahEpic> yup
L2902[19:15:20] <MattDahEpic> its on
server tick
L2903[19:16:01] <Ordinastie> then you
already know what I'll say
L2904[19:16:17] <MattDahEpic>
!world.remote
L2905[19:16:19] <MattDahEpic> i
assume?
L2906[19:16:24] <Ordinastie> no,
debug
L2907[19:17:21] <MattDahEpic> im not sure
how i would debug this one
L2908[19:17:35] <MattDahEpic> thing is it
works in 1.8
L2909[19:17:40] <MattDahEpic> not
1.7.10
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L2911[19:18:43] <Ordinastie> you put a
break point on that line, when it's called, you go step by step
until you see what's wrong
L2912[19:21:26] ***
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L2913[19:23:20] <Broad-mobile> \nick
BroadSight
L2914[19:23:26] ***
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L2915[19:24:25] <Dimitriye98> How do I
add a tileentity to a block?
L2916[19:24:35] <MattDahEpic> wow that
breakpoint crashed my regular nondev mc. i was afking on my
server
L2917[19:24:43] <gigaherz> Dimitriye98:
"add"?
L2918[19:24:56] <MattDahEpic> when you
place it?
L2919[19:25:08] <gigaherz> do you have
your own Block, and you want the placed blocks to have their own
TE?
L2920[19:25:13] <MattDahEpic> and just
make a new instance?
L2921[19:25:34] <gigaherz> or do you by
any chance mean add a TE to an arbitrary block in the world? (which
by the way you can't do)
L2922[19:25:37] <Dimitriye98> I have my
own block, I want it to have a small single item container
L2923[19:25:58] <gigaherz> then override
hasTileEntity to return true
L2924[19:26:06] <gigaherz> and
createTileEntity to return the instance of the TE
L2925[19:26:20] <gigaherz> don't bother
with ITileEntityProvider, it sucks
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L2927[19:26:42] <MattDahEpic> Ordinastie,
so, for the record, instead of finding what's causing the bug, i
just replace the stack itself rather than clearing and adding
L2928[19:26:48] <gigaherz> unless you
mean 1.7, Idon't know if those methods were there in 1.7
L2929[19:27:14] <Ordinastie> yeah, sure,
why bother understanding what's wrong...
L2930[19:27:41] <MattDahEpic> it works in
1.8 so im going to blame it on forge
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L2932[19:32:04] <tterrag> Ordinastie: do
you know how MC does that thing where nametags render less evident
behind blocks?
L2933[19:32:06] <tterrag> I want to do
that :P
L2934[19:32:12] <tterrag> I'll go code
digging if you don't
L2935[19:32:26] <Dimitriye98> What's
ITileEntityProvider?
L2936[19:32:33] <Ordinastie> nope, never
looked at it
L2937[19:32:38] <tterrag> Dimitriye98:
implemented on blocks that provide tile entities
L2938[19:32:38] <gigaherz> don't worry
about it unless the other method doesn't work
L2939[19:32:39] <gigaherz> ;P
L2940[19:32:51] <gigaherz> if oyu are on
1.8, use the Forge method instead, which is better.
L2941[19:32:53] <tterrag> I agree with
gigaherz
L2942[19:32:58] <tterrag> hasTileEntity
is superior
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L2944[19:33:35] <Ordinastie> meh, unless
I really need the blockstate, I'll stick to ITEP
L2945[19:33:48] <Ordinastie> I'd rather
not have to override 2 methods if I can stick to one
L2946[19:34:11] <Dimitriye98> What's
wrong with ITileEntityProvider?
L2947[19:34:43] <Ordinastie> Mojang is
dumb and didn't update it to 1.8 BlockState
L2948[19:34:54] <gigaherz> Satoru Iwata
died
L2949[19:34:54] <MattDahEpic>
<Ordinastie> Mojang is dumb
L2950[19:34:58] <MattDahEpic> yes
L2951[19:35:04] <gigaherz> :/
L2952[19:35:09] <Dimitriye98> Well, I'm
on 1.7 anyway.
L2953[19:35:26] <Dimitriye98> I want to
be on 1.8, but I'm making a small mod for use in a modpack
L2954[19:37:02] <Dimitriye98> Also: how
can I test my block? It's not placeable, it's going to be a world
gen block, so is there a command which can let me create it in the
world with specified nbt data loaded into the tile entity?
L2955[19:37:42] <gigaherz> make a debug
item ;P
L2956[19:37:52] <gigaherz> onItemUse
-> place the block
L2957[19:38:14] <Dimitriye98> :/ That
requires work for something that will never be used after
debugging
L2959[19:38:30] <Dimitriye98> Also, it
doesn't work
L2960[19:38:31] <gigaherz> meh it's just
a few lines of code
L2961[19:39:03] <Dimitriye98> The block
is a single item container
L2962[19:39:10] <Dimitriye98> It's an
item lying on the ground
L2963[19:39:11] <MattDahEpic> you dont
even have to texture it, which is my least favorite part
L2964[19:39:25] <gigaherz> well
L2965[19:39:31] <gigaherz> you COULD
implement a chat command
L2966[19:39:33] <Dimitriye98> Can a
crafting recipe set NBT data?
L2967[19:39:36] <gigaherz> but it's going
to take more effort than an item XD
L2968[19:39:45] <Dimitriye98> Because if
so, I know how to implement the item
L2969[19:39:50] <MattDahEpic> more
effeort than its worth for the command
L2970[19:39:53] <gigaherz> on the
ItemStack, sure, but I think you need to have your own custom
ItemBlock for that to place
L2971[19:40:00] <MattDahEpic> 1.7
L2972[19:40:13] <gigaherz> ?
L2973[19:40:26] <gigaherz> oh also
L2974[19:40:29] <Dimitriye98> I have to
anyway. My block requires something "in" it to be
usable
L2975[19:40:31] <gigaherz> you'll need a
custom recipe handler, Ithink
L2976[19:40:33] <gigaherz> XD
L2977[19:40:37] <gigaherz> really
L2978[19:40:39] <Dimitriye98> It's
essentially an item lying on the ground
L2979[19:40:43] <gigaherz> the easiest
way is to have a debug item
L2980[19:40:46] <gigaherz> that you
modify in code
L2981[19:40:49] <gigaherz> and then
try
L2982[19:41:13] <Dimitriye98> Can the
debug item set info in the tile entity on placement?
L2983[19:41:16] <gigaherz> all the
information you need to place the block will be in the onItemUSe
override
L2984[19:41:17] <gigaherz> yes.
L2985[19:41:29] <gigaherz> well, right
AFTER placement, I suppose
L2986[19:41:42] <gigaherz> check the
ItemSign
L2987[19:42:19] <gigaherz> it places the
block, then obtains the tile entity on that location
L2988[19:42:35] <gigaherz> then opens the
editing GUI, which in turn puts the data into the TE
L2989[19:42:48] <gigaherz> you can skip
the gui, and just place, get TE, modify TE
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L2992[19:44:17] <gigaherz> (which by the
way is the same thing you'll do on worldgen)
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L2995[19:45:47] <gigaherz> you could even
define subitems based on damage value, which inserts different
contents into the block based on a
switch(stack.getItemDamage())
L2996[19:45:55] <gigaherz> (or whatever
that was called in 1.7)
L2997[19:46:23] ***
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L2998[19:47:10] <gigaherz>
ALTHOUGH............
L2999[19:47:46] <gigaherz> it may be
possible to use command block syntax for it
L3000[19:47:47] <gigaherz> XD
L3001[19:48:37] <gigaherz> never tried
though xD
L3002[19:49:22]
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L3003[19:50:00] <BroadSight> has anyone
run into a runtime error like "[Client thread/ERROR] [FML]:
Model definition for location
labeledredstone:block_labeled_lever#inventory not found"
before?
L3004[19:50:37] <BroadSight> that block
has a TE but the model doesnt change when its in use
L3005[19:51:38] <Flashfire> I think there
might be a difference between the newest version of forge and the
source
L3006[19:51:43] <gigaherz> do you define
block states for it?
L3007[19:51:48] <gigaherz> something
other than "normal"?
L3008[19:51:54] <gigaherz> if so
L3009[19:52:01] <gigaherz> you need an
explicit "inventory" line in the blockstates json
L3010[19:52:17] <Flashfire> In debug my
custom compass points in the right direction and in a build it
spins in a circle and never points anywhere
L3011[19:52:26] <gigaherz> that was to
you, BroadSight
L3012[19:52:27] <gigaherz> ;P
L3013[19:52:47] <gigaherz> Flashfire: are
you using any reflection?
L3014[19:52:54] <Flashfire> Yes
L3015[19:53:01] <gigaherz> then you need
ObfuscationReflectionHelper
L3016[19:53:10]
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L3017[19:53:11] <Flashfire> Alright
L3018[19:53:13] <gigaherz> in order to
map either the deobf name, or the "middle name" of the
function
L3019[19:53:19] <gigaherz> the one that
looks like "func_256256_f"
L3020[19:53:35] <Flashfire> How do I use
it?
L3021[19:53:47] <gigaherz> depends on
hwat your reflection does
L3022[19:53:54] <gigaherz> if it queries
a value, there's getPrivateField
L3023[19:54:09]
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L3024[19:54:15] <Flashfire> Field f =
TextureMap.class.getDeclaredField("mapRegisteredSprites");
L3025[19:54:20] <BroadSight> I think i
found whats causing it...by model register class puts the inventory
into the resourcelocation...
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L3027[19:54:32] <Flashfire> That is my
use of reflection
L3028[19:54:42] <gigaherz> Flashfire:
well you use "f" later, I suppose
L3029[19:54:43] <gigaherz> XD
L3030[19:54:55] <gigaherz> if you want to
cache the Field
L3032[19:55:18] <gigaherz> then you can
use this
L3033[19:55:21] <Flashfire> Alright
L3034[19:55:36] <gigaherz> if you just
want to get the value, you can use getPrivateField directly
L3035[19:55:48] <gigaherz> eh
getPrivateValue
L3036[19:56:04] <Flashfire> Thank
you
L3037[19:56:05] <gigaherz> check a few
lines below for an example
L3038[19:56:06] <gigaherz> ;P
L3039[19:56:27]
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L3040[19:56:46] <Flashfire> How do I get
the name of the function?
L3041[19:57:04]
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L3042[19:57:11] <gigaherz> use the !gf or
!gm commands in a PM to MCPBot_Reborn
L3043[19:57:15]
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L3044[19:57:19] <gigaherz> gf for field,
gm for method
L3045[19:58:04] <Flashfire> I'm not sure
I understand
L3046[19:58:30] <Ordinastie> !gf
mapRegisteredSprites 1.7.10
L3047[19:58:39] <Flashfire> Oh, in this
chat
L3048[19:58:41] <Flashfire> That's
handy
L3049[19:58:45] <gigaherz> yeah just do
it in a PM
L3050[19:58:54] <gigaherz> ;P
L3051[19:59:13] <gigaherz> so we don't
see random !gf commands poppipg up for no reason ;P
L3052[19:59:54] <Flashfire> No results
found
L3053[20:00:11] <gigaherz> make sure you
include the right version of mc to look up
L3054[20:00:17] <Flashfire> Does it work
for 1.8.0?
L3055[20:00:26] <gigaherz> yes, just use
"1.8"
L3056[20:00:29] <Flashfire> Ohhhh
L3057[20:01:23]
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L3059[20:02:44] <Flashfire> So
findObfuscatedField(TextureMap.class,
"mapRegisteredSprites", "field_110574_e") is
what I want?
L3060[20:02:56] <gigaherz> yes
L3061[20:03:05] <gigaherz> in debug, it
will find the proper name
L3062[20:03:09] <Flashfire> Thank you, I
wouldn't have been able to figure that one out on my own
L3063[20:03:17] <gigaherz> in normal, it
will not, then it will look for the field_* instead
L3064[20:03:19] <Ordinastie> I hope you
cache the field
L3065[20:03:28] <gigaherz> Ordinastie:
that's why I gave him that find method
L3066[20:03:55] <Ordinastie> nothing
wrong with getDeclared*
L3067[20:04:05] <gigaherz> ?
L3068[20:04:31] <gigaherz>
ObfuscationReflectionHelper only has "getPrivateValue"
and "remapFieldNames
L3069[20:05:19] ***
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L3070[20:05:31] <gigaherz> oh
whoops
L3071[20:05:35] <gigaherz> I just noticed
a bug in the function
L3072[20:05:44] <gigaherz> I hardcoded
KeyBindings.class XD
L3073[20:06:05] <Ordinastie> I don't care
for the Reflection helper
L3074[20:06:10] <gigaherz> that's meant
to be "clazz" instead
L3075[20:06:11] <gigaherz> ;P
L3076[20:06:19] <Ordinastie> I use
class.getDeclaredField/Method
L3077[20:06:30] <gigaherz> ah, but then
you have to look for more than one name, if the first one
failed?
L3078[20:06:57] <Ordinastie> that's a
really stupid approach imo
L3079[20:07:06] <gigaherz> it's the only
one I know XD
L3080[20:07:09] <Ordinastie> I pass the
right string directly
L3082[20:07:14] <tterrag> doesn't look
amazing :P
L3083[20:07:21] <gigaherz> but the right
string changes depending on deobf/normal
L3084[20:07:29] <gigaherz> :/
L3086[20:08:24] <Ordinastie>
example
L3087[20:09:27] <gigaherz> ah
L3088[20:09:34] <tterrag> >I don't
care for the Reflection helper
L3089[20:09:38] <tterrag> >I use
class.getDeclaredField/Method
L3090[20:09:46] <tterrag> you realize
that's what ReflectionHelper uses? it's not magic...
L3091[20:09:49] <Dimitriye98> If I extend
ITileEntityProvider, do I need to implement hasTileEntity as
well?
L3092[20:10:03] <gigaherz> tterrag:
nah
L3093[20:10:05] <tterrag> Dimitriye98:
no
L3094[20:10:13] <gigaherz>
ReflectionHelper does brute-force
L3095[20:10:14] <Dimitriye98> Note: I'm
in 1.7
L3096[20:10:25] <Ordinastie> tterrag, the
Reflectionhelper is useless
L3097[20:10:31] <tterrag> lol, ok
L3098[20:10:33] <gigaherz> while(didn't
work) { try { getDeclared } catch { } }
L3099[20:10:46] <tterrag> gigaherz: so?
you shouldn't be calling those methods often
L3100[20:10:54] <tterrag> field/method
lookup is expensive regardless
L3101[20:10:57] <gigaherz> sure
L3102[20:11:00] <gigaherz> it's done once
for each field
L3103[20:11:15] <tterrag> that's not
often
L3104[20:11:29] <gigaherz> but if I can
avoid unnecessarily catching an exception...
L3105[20:11:45] <tterrag> it literally
doesn't matter
L3106[20:11:50] <tterrag> but if you want
to reinvent the wheel, go ahead
L3107[20:12:22] <Ordinastie> the fact
that it test every passed string is stupid
L3108[20:12:47] <Ordinastie> no reason to
not limit to 2 strings
L3109[20:13:00] <tterrag> it short
circuits it
L3110[20:13:04] <Ordinastie> and have an
override with only one string if it's not a MC obf field
L3111[20:13:08] <tterrag> if you provde
srg first, 99% of the time it will only do one check
L3112[20:13:25] <tterrag> if you are that
concerned
L3113[20:13:33] <Ordinastie> if you check
if in obf first, it checks only once 100% of the time
L3114[20:14:05] <tterrag> you are
forgetting that IT DOESN'T MATTER
L3115[20:14:23] <Ordinastie> it's stupid
so it DOES matter
L3116[20:14:33] <Mitchellbrine> how do I
change the render color of a block based on something with the tile
entity?
L3117[20:14:35] <tterrag> no, it really
really doesn't
L3118[20:14:44] <tterrag> if you are
calling it often enough for it to matter, you are doing it
wrong
L3119[20:14:58] <gigaherz> Mitchellbrine:
1.7 or 1.8?
L3120[20:15:06] <Mitchellbrine> 1.7
L3121[20:15:15] <gigaherz> then I have no
idea XD
L3122[20:15:27] <gigaherz> my experience
is limited to 1.8 ;P
L3123[20:15:31] <Ordinastie> tterrag, if
you don't care for stupid code unless it's a performance hog, YOU
are doing it wrong
L3124[20:15:44] <tterrag> it's not stupid
code
L3125[20:16:06] <tterrag> if you want to
hardcode for obf/deobf, do that
L3126[20:16:12] <tterrag> that's not what
those methods were designed for
L3127[20:16:19] <Ordinastie>
"designed"
L3128[20:16:20] <Flashfire> Gigaherz
thank you for your function, it worked
L3129[20:16:21] <tterrag> not EVERYTHING
those methods were designed for
L3130[20:16:33] <gigaherz> Flashfire:
np
L3131[20:17:51]
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L3133[20:18:59] <Mitchellbrine> I know
color multiplier exists, but getRenderColor has sides
L3134[20:19:37] <tterrag> Mitchellbrine:
there might not be a builtin method
L3135[20:19:40] <tterrag> just make a
custom render
L3136[20:19:47] <tterrag> something like
what you want wouldn't be hard
L3137[20:20:00] *
Mitchellbrine cries
L3138[20:20:05] <Mitchellbrine> I thought
it would come down to that
L3139[20:20:08] <Mitchellbrine> feared
that
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L3141[20:23:12] <Dimitriye98> Fun fact:
The JVM is actually optimized for many small, short-lived objects.
So the way minecraft does it, with a bunch of large objects sitting
around even when they aren't needed is completely suboptimal.
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L3149[20:31:54] <gigaherz> Dimitriye98:
that is a bit less true when you take into account that the garbage
collector is noticeable on a game, when large numbers of small
objects are created constantly
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L3165[20:55:59] <BroadSight> gigaherz: I
thought I found it, but I didnt...The block is a container, with a
TE, that uses a mixture of TESR and the 1.8 models to be
rendered...I dont think I defined any weird blockstates...
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L3168[20:57:08] <gigaherz> BroadSight:
add a new line to it that has "inventory" on the left
side
L3169[20:57:24] <gigaherz> and keep the
ModelResourceLocation as ,"inventory"
L3170[20:57:37] <gigaherz> this is used
to show the block as an item in your inventory
L3171[20:58:26] <BroadSight> but it
doesnt...its a sign combined with redstone mechanics...
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L3173[20:58:46] <gigaherz> doesn't matter
;P
L3174[20:58:55] <gigaherz> Minecraft
still "looks" for one ;P
L3175[21:00:17] <gigaherz> (well there
may be a way to prevent that, but I never heard ofi t ;P)
L3176[21:00:56] <BroadSight> it that
supposed to be on the same level as "variants" or inside
that?
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L3178[21:01:31] <gigaherz> inside
that
L3179[21:01:34] <gigaherz> like any other
block state
L3180[21:01:49] <BroadSight>
ahhh...
L3181[21:01:58] <gigaherz> although to be
honest
L3183[21:02:09] <gigaherz> in my version
of a sign with redstone, didn't bother with that
L3184[21:02:10] <gigaherz> XD
L3185[21:02:20] <williewillus> is there a
way to get the total time a world has been in existence?
L3186[21:02:38] <gigaherz> williewillus:
isn't it just world.time or something like that?
L3187[21:03:01] <gigaherz>
worldIn.getTotalWorldTime()
L3188[21:03:05] <williewillus> really? i
mean like the total number of ticks its ever received in its
life
L3189[21:03:06] <williewillus> ah
okay
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L3192[21:12:54] <gigaherz> hmmmm
L3193[21:13:01] <gigaherz> how would I
know if I'm looking at an entity?
L3194[21:14:02] <williewillus> idk how
exactly for server, for client it's just
Minecraft.objectMouseOver
L3195[21:16:33] <williewillus> ah looks
like its just entity.raytrace?
L3196[21:16:41] <williewillus> or
entitylivingbase
L3197[21:16:44] <gigaherz> no wait I
don't want an entity, I need to raycast the world XD
L3198[21:17:03] <williewillus>
world.rayTraceBlocks
L3199[21:17:13] <gigaherz> yeah would be
helpful if the args were meaningful XD
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L3201[21:17:48] <gigaherz> ah there's a
comment
L3202[21:17:54] <bob_twinkles> gigaherz:
you can fix that! (/query MCPBot_Reborn !help sp)
L3203[21:18:07] <williewillus> looks like
the first vector is the positions vec
L3204[21:18:19] <gigaherz> there's a
comment with it "Vec1, Vec2, stopOnLiquid,
ignoreBlockWithoutBoundingBox,
returnLastUncollidableBlock"
L3205[21:18:21] <gigaherz> ;P
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L3208[21:18:42] <williewillus> and seems
second one should be look vec (dot producted with the distance you
want)
L3209[21:18:57] <gigaherz> dot
producted?
L3210[21:19:03] <gigaherz> there's a
getLook(distance here) ;P
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L3212[21:19:33] <williewillus> oh i was
looking at the entity method
L3213[21:19:44] <BroadSight> yay! no more
model missing errors ;D
L3214[21:19:54] <williewillus> but the
entity method passes partialticktime into getLook()
L3215[21:20:00] <williewillus> so not
sure if that's distance :p
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L3219[21:22:41] <HassanS6000> So sad..
fry has been off/away for so long..
L3220[21:23:51] <HassanS6000> He did
sign-on today... but still AFK
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L3222[21:27:23] <gigaherz> if this works,
my mod will have a means to resurrect the end dragon :D
L3223[21:28:20] <HassanS6000> Sounds
awesome :)
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L3226[21:29:24] <gigaherz> uh mc froze
when I rightclicked on the egg Xd
L3227[21:29:32] <gigaherz> I didn't even
get a chance to TRY the spell XD
L3228[21:29:37] <HassanS6000> lol
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L3230[21:29:49] <gigaherz> ah no it just
freezes
L3231[21:29:57] <gigaherz> probably a bug
I made while cleaning up the code
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L3233[21:32:08] <gigaherz> no idea where
though
L3234[21:32:08] <gigaherz> XD
L3235[21:34:59] <gigaherz> oh wait ,the
game DID crash
L3236[21:35:02] <gigaherz> it just didn't
show XD
L3237[21:35:40] <gigaherz> foundit
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L3242[21:43:11] <gigaherz> hmmm is the
ender dragon FORBIDDEN from the overworld?
L3243[21:43:18] <gigaherz> it disappears
after a second
L3244[21:44:57] <gigaherz> ah nope I had
to call setLocationAndAngles for it to work
L3245[21:47:07] <gigaherz> LOL
L3246[21:47:24] <gigaherz> I killed an
end dragon in the overworld, and the end portal it spawns goes to
the end
L3247[21:47:48] <shadekiller666> is there
a way to determine what type of number is contained within a
string?
L3248[21:47:56] <gigaherz> well
L3249[21:48:01] <shadekiller666> like if
its a double or float or long etc
L3250[21:48:05] <gigaherz> if it contains
"," or ".", it's not an integer
L3251[21:48:12] <gigaherz> if it has >
N digits, it must be a long
L3252[21:48:13] <gigaherz> etc
L3253[21:48:44] <shadekiller666> or <
N digits would be a short?
L3254[21:49:01] <gigaherz> compiler
susually assume int for anything that's nothing else
L3255[21:49:05] <bspkrs> try to convert
it to various number types and catch exceptions
L3256[21:53:23] <shadekiller666> ok, but
if it was an int, and i tried to parse it as a double, that
wouldn't return an error would it?
L3257[21:53:41] <shadekiller666> so i
would have to check smallest first
L3258[21:56:56] <masa> what is it
for?
L3259[21:57:17] <minecreatr> is there a
way to have 2 configs, one for server and one for client?
L3260[21:57:28] <minecreatr> that have
different config options
L3261[21:57:49] <masa> sure, use a proxy
to read them?
L3262[21:58:12] <masa> but why couldn't
they be in the same file though?
L3263[21:58:59] <gigaherz> minecreatr:
well if the server is serparate, then they already have separate
config files XD
L3264[21:59:04] <gigaherz> otherwise,
why? ;P
L3265[21:59:23] <minecreatr> well some of
the options have to do with a gui, while others are server
settings
L3266[21:59:32] <gigaherz> you can
just... not write client-only settings on the server
L3267[21:59:49] <gigaherz> have something
like
L3268[22:00:02] <gigaherz>
proxy.processSettings(Config);
L3269[22:00:29] <shadekiller666> masa,
i'm making a json serializer that converts a file (that is written
in json) into its json representation
L3270[22:00:35] <gigaherz> the client
side will process the client-side settings
L3271[22:00:42] <gigaherz> the server
side will process the server-side settings
L3272[22:00:59] <gigaherz> and ifi t's a
dedicated server, the client side will never run at all.
L3273[22:01:12] <shadekiller666> and i'm
using a JsonReader, and jsonReader.peek() only returns a NUMBER,
and doesn't tell you what type of number
L3274[22:01:18] <masa> depending on where
the values are stored, is there any point in preventing the client
settings from being written on a server?
L3275[22:01:34] <gigaherz> not beside
"cleanlyness"
L3276[22:01:35] <masa> just use a
category like 'Client' or 'GUI' to separate them
L3277[22:02:13] <masa> that's what I did
anyway
L3278[22:03:24] <masa> shadekiller666:
are you the one defining the stuff in that json?
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L3280[22:04:00] <shadekiller666> i'm
copying whatever json file is associated with the item held in the
player's hand
L3281[22:04:07] <shadekiller666> so no,
not really
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L3283[22:04:27] <masa> oh
L3284[22:04:34] <shadekiller666> the idea
is to save changes made to the camera transforms defined in said
json from this tool
L3285[22:04:53] <gigaherz>
shadekiller666: jsonReader only returns "number" because
JSON doesn't know anything else
L3286[22:04:57] <gigaherz> it treats all
numbers equally
L3287[22:04:59] <gigaherz> ;P
L3288[22:05:04] <masa> well, aren't the
types of all those values known beforehand though?
L3289[22:05:16] <gigaherz> javascript
doesn't have a concept of "integers" per se
L3290[22:05:25] <shadekiller666> not
necessarily masa
L3291[22:05:41] <shadekiller666>
translation values could be ints or could be doubles...
L3292[22:06:08] <shadekiller666> should i
just parse them all as doubles anyway?
L3293[22:06:12] <masa> why is that? those
jsons only define scale and vertices etc right?
L3294[22:06:27] <gigaherz>
shadekiller666: idon't see why not
L3295[22:06:32] <masa> oh right you mean
3.0 would be as 3?
L3296[22:06:57] <masa> well it's still a
double in that case
L3297[22:07:05] <masa> in code
L3298[22:07:08] <gigaherz> Matrix4f
contains floats anyhow
L3299[22:07:11] <masa> or float,
whatever
L3300[22:07:17] <gigaherz> so you could
simply parse everything as float and be done with it ;P
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L3304[22:29:57] <shadekiller666> for
non-forge-blockstate models, (ie. vanilla), the camera transforms
are defined in the item/<model>.json right?
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L3311[22:43:48] <Dimitriye98> What is
this?
L3312[22:44:00] <Dimitriye98> Ah,
lisp
L3313[22:44:12] <Dimitriye98> Whatt
mod?
L3314[22:44:19] <Laceh> Dimitriye98: to
be more correct scheme
L3315[22:44:34] <shadekiller666> did you
guys hear Satoru Iwata died today?
L3316[22:44:41] <Dimitriye98> Yes.
L3317[22:44:48] <Laceh> and Dimitriye98
its also a new mod im working on XD
L3318[22:44:50] <Dimitriye98> Laceh:
Which is a dialect of lisp
L3319[22:44:59] <Laceh> Dimitriye98: but
with many differences
L3320[22:45:03] <shadekiller666> its a
shame
L3321[22:45:09] <Dimitriye98> So yet
another computercraft?
L3322[22:45:11]
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L3323[22:45:23] <Dimitriye98> Not to
scoff at someone else's work, but is there really a need for
that?
L3324[22:45:29] <Laceh> well considering
computercraft uses lua
L3325[22:45:50] <Laceh> and isnt
extensible in the way that you can just throw another language in
there without black magic then no its not another
computercraft
L3326[22:46:01] <Dimitriye98> Lua is
turing complete, you could write up a scheme emulator
L3327[22:46:10] <Dimitriye98>
interpreter*
L3328[22:46:16] <Laceh> why would you
want to write that in lua
L3329[22:46:18] <Dimitriye98> Or possibly
even a compiler
L3330[22:46:21] <Laceh> that would be
rediculous
L3331[22:47:11] <Dimitriye98> Also, lua
is used by CC and OC because it's simple to learn, even for
non-programmers. With scheme you're unlikely to get a big
user-base
L3332[22:47:24] <Dimitriye98> Especially
given both of those have huge inertia in that they've existed for
longer
L3333[22:47:51] <Laceh> CC has existed
longer than OC but OC is gaining more popularity
L3334[22:48:02] <Laceh> and I dont care
if noone uses my mod
L3335[22:48:11] <Laceh> Im doing it
because I wanna do it
L3336[22:48:39] <Dimitriye98> ^^ My
opinion exactly, just not that of most people, so I was cautioning
you that if you're doing it for others to use it, you're not going
to get a userbase
L3337[22:49:03] <Dimitriye98> Personally
though, I'd make a lua-based scheme interpreter for the hell of it,
because it's more challenging :P
L3338[22:49:06] <Laceh> and also scheme
is pretty easy to learn
L3339[22:49:23] <Laceh> Ive been learning
it as ive written this mod
L3340[22:49:42] <Dimitriye98> Anyway, far
more impressive than what I'm currently making xD
L3341[22:49:45]
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L3342[22:49:55] <Dimitriye98> I'm
scattering flint rocks all over the ground at world generation
:P
L3343[22:51:15]
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L3344[23:02:46]
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L3345[23:03:02]
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L3346[23:03:07]
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L3347[23:03:53] <shadekiller666> inb4
someone writes a C compiler in minecraft :p
L3348[23:05:40]
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L3349[23:06:51] <bob_twinkles> the JNI
is... traumatic
L3350[23:07:06] <Laceh> JNI is
amazing
L3351[23:07:11] <Laceh> can do so much
stuff with it
L3352[23:07:30] <shadekiller666>
JNI?
L3353[23:07:37] <bob_twinkles> indeed,
it's very useful and very cool. It can also be quite a pain to work
with
L3354[23:07:40] <Laceh> Java Native
Interface
L3355[23:07:59] <bob_twinkles> Java
Native Interface, lets you call C functions from Java
L3356[23:08:06] <shadekiller666> is that
how other languages allow for cross-language compatibility?
L3357[23:08:09] <shadekiller666> ahh
ok
L3358[23:08:31] <shadekiller666> i would
imagine getting past the Java GC is a pain
L3359[23:08:38] <Laceh> not really
L3360[23:09:19] <bob_twinkles> any memory
you allocate on the C side of the JNI is yours to (mis)manage
L3361[23:09:26] <shadekiller666>
ahh
L3362[23:09:40] <shadekiller666> but the
java side will still be GCed right?
L3363[23:09:46] <Laceh> or you can
allocate using javas allocator
L3364[23:09:51]
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L3365[23:10:11] <shadekiller666> is it
possible to never use the Java GC?
L3366[23:10:14] <bob_twinkles> yep,
everything in Java land looks like you calling a static
function
L3367[23:10:25] <bob_twinkles> well sure,
but then you're writing C not Java XD
L3368[23:10:27] <Laceh> bob_twinkles: or
instance function
L3369[23:10:31] <shadekiller666> well
no
L3370[23:10:35] <Laceh> native functions
dont have to be static
L3371[23:10:40] <shadekiller666> Java and
C are still very different languages
L3372[23:10:41] <Laceh> they can be
instance functions
L3373[23:11:00] <Dimitriye98> Why would
you do this?
L3374[23:11:13] <Laceh> shadekiller666:
ummm not really java is really inspired by C's syntax
L3375[23:11:17] <Dimitriye98> Automatic
memory management is one of the best parts of java?
L3376[23:11:25] <bob_twinkles> LWJGL uses
the JNI to call OpenGL functions for example
L3377[23:11:37] <shadekiller666>
Automatic memory management is never a "best part" of a
language :p
L3378[23:11:40] <Laceh> Dimitriye98: it
becomes useful when writing apps that dont have a way to interface
directly with java
L3379[23:11:44] <bob_twinkles> also it's
easier to write fast C code than fast Java code
L3380[23:12:01] <bob_twinkles> (IME,
YMMV, please don't hurt me)
L3381[23:12:09] <Dimitriye98> It's fairly
easy to write fast enough java code
L3382[23:12:25] <Dimitriye98>
Maintainability is far better in java
L3383[23:13:01] <Dimitriye98>
shadekiller666: I said one of.
L3384[23:13:28] <bob_twinkles> for sure,
that's why Java gets used. Just for like hardcore numeric stuff or
whatever it's just easier to use C since it's easier to directly
leverage machine features (SIMD instructions 'n that sort of
thing)
L3385[23:13:45] <shadekiller666> though
the fact that Minecraft is GC means that we don't have issues with
mods being stupid and handling memory incorrectly
L3386[23:18:41] <shadekiller666> bob, now
would C++ or C# be any more difficult than the JNI?
L3387[23:19:50]
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L3389[23:31:00] <techbrew> Need to be
comfy in c/c++ to use JNI. I've heard there's a C# (.net) bridge
library for JNI, haven't used it though.
L3390[23:33:39] <shadekiller666> that
seems overly complicated for a cross-language bridge doesn't
it?
L3391[23:33:54] <Unh0ly_Tigg> If I knew
how, I'd just use jna for all my java->natives code
calling.
L3392[23:35:50] <shadekiller666> so the
jna was written because the JNI is such a pain in the ass?
L3393[23:36:30] <shadekiller666> funny
how user-created things are often of much higher quality than their
proprietary counterparts
L3394[23:38:00] ***
TehNut|Gone is now known as TehNut
L3395[23:39:32] <shadekiller666> Intellij
uses JNA?
L3396[23:39:56]
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L3399[23:47:40] <Dimitriye98>
shadekiller666: Companies make it for money, users make it for
their own use
L3400[23:47:51] <shadekiller666> for
sanity
L3401[23:47:56] <Dimitriye98> Better
motivation to make it usable
L3403[23:53:32]
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L3404[23:57:59]
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