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L14[00:52:06] <laci200270> blockpos holds the world object in any way?
L15[00:52:33] <shadekiller666> nope
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L17[00:52:53] <laci200270> and TE?
L18[00:54:01] <shadekiller666> blockpos is just a wrapper for 3 numbers with additional methods to change those numbers
L19[00:54:24] <shadekiller666> no blockpos only stores 3 numbers
L20[00:54:54] <laci200270> but tilenetity,but now i found worldObj in the TE class
L21[00:55:05] <shadekiller666> what
L22[00:55:22] <shadekiller666> blockpos doesn't care about the world or the tile entity
L23[00:55:32] <shadekiller666> its just a container for numbers
L24[00:55:37] <laci200270> but i using blockpos in the TE
L25[00:55:48] <laci200270> and I needed the world object
L26[00:55:56] <laci200270> for a path finder methot
L27[00:55:56] <shadekiller666> yes, because it describes the location of the block
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L29[00:59:41] <shadekiller666> instead of giving the world 3 integers, you just give it one container object that contains those numbers
L30[00:59:51] <shadekiller666> thats all blockpos is for
L31[00:59:54] <Dimitriye98> I just applied for a student copy of the full version of IntelliJ IDEA. Yay for free academic copies :P
L32[01:00:06] <shadekiller666> nice
L33[01:00:46] <Dimitriye98> Ofc, since their automatic approval only works for *college* emails, not high school ones, it'll take a month to actually receive my license :(
L34[01:00:48] <Unh0ly_Tigg> a world is a container of blocks and entities, with some other info (such as time, etc), a blockpos is a generic location, it doesn't care and doesn't know about a world, but the world knows about a blockpos. a tile entity is just a block with extra data/logic that knows what world its in, and where.
L35[01:01:14] <Dimitriye98> Why doesn't a blockpos link to a world?
L36[01:01:25] <Dimitriye98> Would be a nice wrapper class
L37[01:01:28] <shadekiller666> why would it?
L38[01:01:35] <Dimitriye98> Convenience
L39[01:01:36] <Unh0ly_Tigg> because, then you can reference that blockpos in multiple worlds.
L40[01:01:55] <shadekiller666> how would that be conveinient?
L41[01:02:00] <Unh0ly_Tigg> if you want a world-aware blockpos, you need your own structure.
L42[01:02:27] <Dimitriye98> Wrap all the "world.get_(x, y, z)" methods in "blockpos.get_()"
L43[01:02:41] <Unh0ly_Tigg> shadekiller666, maybe a same-location portal (like nether portals, but doesn't do the 8x-and-1/8x mapping.
L44[01:03:18] <shadekiller666> but that can be done with a blockpos that is completely unaware of the world
L45[01:03:21] ⇨ Joins: Ri5ux (~Ri5ux@ip174-74-47-26.om.om.cox.net)
L46[01:03:41] <Unh0ly_Tigg> but what world would it link to?
L47[01:03:50] <shadekiller666> whatever world you tell it to
L48[01:04:03] <laci200270> anything can be wrong this? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L140-L149
L49[01:04:34] <Ri5ux> Boats send the client control information to the server, and then the server sends it back to the client to be rendered right?
L50[01:04:35] <shadekiller666> if position A is the same in world 1 as world 2, it doesn't matter
L51[01:04:40] <Unh0ly_Tigg> Bukkit had Location which is world aware, but consider this: mojang designed blockpos, and the game they focus on (vanilla) only has 3 different worlds per save, and the client only focuses on 1 at a time. why would they need blockpos to be world-aware
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L53[01:06:01] <sham1|ZZzZ> Because reasons
L54[01:06:04] *** sham1|ZZzZ is now known as sham1
L55[01:07:01] <shadekiller666> the only time i can see a world-aware blockpos would be needed is when you're chunk loading across dimensions
L56[01:07:11] <shadekiller666> then maybe you would need one
L57[01:07:29] <Dimitriye98> Ri5ux,fairly certain yes, thought it's stupid
L58[01:07:38] <Ri5ux> I agree completely.
L59[01:07:42] <Ri5ux> Who the heck designed boats..
L60[01:07:55] <sham1> Mojangf
L61[01:08:00] <Dimitriye98> xD
L62[01:08:04] <Ri5ux> Someone needs to get fired
L63[01:09:01] <shadekiller666> thats basic server-client setup isn't it
L64[01:09:26] <shadekiller666> you don't want the client to go ahead and render something that can't actually be a thing according to the server
L65[01:09:30] <Ri5ux> Honestly it should be, boat controls on the client and rendered during that point, and then sent to the server
L66[01:09:39] <Ri5ux> not rendered after the server sends the info back..
L67[01:09:57] <shadekiller666> but then what happens if the server says that the boat shouldn't be in that position?
L68[01:10:07] <shadekiller666> now you've rendered something that is incorrect
L69[01:10:08] <Ri5ux> Then dont let it be there server side
L70[01:10:10] <sham1> It jumps there
L71[01:10:20] <shadekiller666> which is bad
L72[01:10:26] <Dimitriye98> Same thing that happens when a player shouldn't be at that position
L73[01:10:31] <Ri5ux> At least there wont be 2 seconds of delay when trying to drive your vehicle
L74[01:10:33] <Dimitriye98> Rubber-banding
L75[01:10:34] <Ri5ux> Like fucking seriously
L76[01:11:01] <shadekiller666> that client-server-client communication can be done quick
L77[01:11:10] <Ri5ux> And it's not done quick enough
L78[01:11:12] <Ri5ux> even locally
L79[01:11:15] <Ri5ux> on the same machine
L80[01:11:15] <shadekiller666> its done in everything that has to talk to a server
L81[01:11:17] <Dimitriye98> But imagine if controls for the player needed to be propagated there and back before it happened
L82[01:11:33] <Dimitriye98> Shade, why isn't the player character handled that way then?
L83[01:11:38] <Ri5ux> ^
L84[01:12:02] <Dimitriye98> Or block placement?
L85[01:12:03] <Unh0ly_Tigg> laci200270, I would do this personally: https://gist.github.com/Unh0lyTigg/1864cee1ed1a21b5dcf9
L86[01:12:25] <Dimitriye98> Someone needs to make a mod that fixes that though.
L87[01:12:35] <Ri5ux> I cant stand the boats, theyre impossible to drive.
L88[01:12:46] <Ri5ux> Well not drive but... move
L89[01:12:48] <Dimitriye98> Unh0ly, no
L90[01:12:50] <Dimitriye98> Bad
L91[01:12:52] <Unh0ly_Tigg> ?
L92[01:12:54] <Dimitriye98> Wait, let me fork it
L93[01:13:08] <shadekiller666> the rendering for players is done immediately because it has animations to deal with
L94[01:13:11] <Unh0ly_Tigg> what is wrong with what I wrote?
L95[01:13:13] <Dimitriye98> You can do a much cleaner search algorithm
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L97[01:13:32] <Dimitriye98> This one explores the entire pipe network and then looks at that data
L98[01:13:39] <Dimitriye98> Far better to check the data as you get it
L99[01:13:39] <Ri5ux> But by your logic that's not correct and everything should have a delay and look terrible...
L100[01:13:49] <shadekiller666> ...
L101[01:13:49] <Unh0ly_Tigg> I was basing it off of what laci200270 has in his github repo, that he linked (or she, I don't judge)
L102[01:13:51] <Ri5ux> <.<
L103[01:14:10] <Dimitriye98> Well, when you give an alternative make it a better alternative :P
L104[01:14:37] <shadekiller666> don't talk to a graduate in computer animation about what looks good...
L105[01:14:42] <Unh0ly_Tigg> I was cleaning it up, removing redundant and unneeded code.
L106[01:14:51] <Dimitriye98> Fair enough
L107[01:14:55] <Ri5ux> Graduation means nothing
L108[01:15:01] <Dimitriye98> But the algorithm is fundamentally unsound
L109[01:15:06] <Ri5ux> Go tell me you think that driving the boat is perfect
L110[01:15:13] <Ri5ux> Like, that you actually like how it is..
L111[01:15:17] <Unh0ly_Tigg> I know, but I just cleaned it up, I didn't bother writing in a new one.
L112[01:15:22] <shadekiller666> thats not what i'm saying
L113[01:15:29] <shadekiller666> i agree, boats are shit
L114[01:15:29] <Dimitriye98> The boat is handled that way because mojang were lazy to add custom packet-handling
L115[01:15:31] <sham1> My fluid algorithm is also kinda clean
L116[01:15:46] <Dimitriye98> Rubber-banding is the better alternative here
L117[01:15:58] <shadekiller666> but client-server-client communication is something that is handled in everything
L118[01:16:00] <Ri5ux> I'd rather have rubber banding.
L119[01:16:07] <sham1> The base version just suffers from over-commenting
L120[01:16:14] <Dimitriye98> You'd do client-server-client comm
L121[01:16:32] <Dimitriye98> You'd just handle movement client-side too, and then correct for errors when the server replies
L122[01:16:33] <shadekiller666> the problem comes with how minecraft does anything
L123[01:16:47] <laci200270> Unh0ly_Tigg: thanks for cleanup
L124[01:17:05] <Dimitriye98> lacy, where's your pathfinding
L125[01:17:14] <Ri5ux> I heard in 1.9 they were going to fix the boat responsiveness problem... Hopefully true.
L126[01:17:21] <Dimitriye98> Laci*
L127[01:17:26] <shadekiller666> they've said that 3 times now
L128[01:17:31] <laci200270> Dimitriye98: i now going to create
L129[01:17:39] <Ri5ux> I also heard that about 1.8 :/
L130[01:17:41] <Dimitriye98> It should be part of your search
L131[01:17:54] <Ri5ux> In fact I swear it was part of the changelog
L132[01:18:02] <shadekiller666> they're also adding an "animation" system... whatever the hell that is going to entail
L133[01:18:24] <laci200270> only tileentityties can be IFluidTank?
L134[01:18:30] <shadekiller666> we'll see what they do for animation systems
L135[01:18:33] <sham1> Why would you even
L136[01:18:53] <Ri5ux> Theyre model system is bad enough... not really looking forward to the animation system
L137[01:18:56] <Ri5ux> their*
L138[01:19:09] <sham1> IFluidTank is where you store fluids, you use IFluidHandlers with TEs to use your IFluidTank instances
L139[01:19:29] <shadekiller666> they're model system is boiled down into something that works for the base game
L140[01:19:44] <sham1> "They are model system"
L141[01:19:46] <sham1> Wat
L142[01:19:47] <shadekiller666> remove that initial layer and the system is actually decently robust
L143[01:20:02] ⇨ Joins: Steel_Arm (~Steel_Arm@65-128-65-139.hlrn.qwest.net)
L144[01:20:17] <Ri5ux> I already corrected myself
L145[01:20:23] <Ri5ux> No need to make me feel bad about it
L146[01:20:37] <sham1> I was more reffering to shade there
L147[01:20:58] <sham1> Who did the same mistake somehow
L148[01:21:10] <Ri5ux> Oh
L149[01:21:11] <shadekiller666> their
L150[01:21:13] <Ri5ux> lol
L151[01:21:15] <shadekiller666> happy?
L152[01:21:21] <sham1> yes
L153[01:21:23] <Steel_Arm> is packaged.srg the same as joined.srg?
L154[01:21:24] <sham1> Very happy
L155[01:21:43] * shadekiller666 is being hypocrytical, that is a grammar mistake that bugs the shit out of me :P
L156[01:23:12] <Ri5ux> So I cut a hole in my laptop and now its been running at below 100C instead of 160C like before..
L157[01:23:15] <Steel_Arm> I'm trying to use a profiler called WarmRoast and for mappings it is asking for joined.srg. But thus far the only srg I've found is packaged.srg.
L158[01:24:56] <shadekiller666> ri5, i really don't think you're running at 100C...
L159[01:25:07] <sham1> That would be kinda bad
L160[01:25:36] <shadekiller666> 99.9% of computer hardware today is built to shut itself down before it hits 70C
L161[01:26:05] <Ri5ux> ....
L162[01:26:14] <Ri5ux> I will provide proof. Thats what everyone else says
L163[01:26:34] *** Genji is now known as Genji|away
L164[01:26:52] <shadekiller666> even if the letter in your fan software is a "C", i still doubt it
L165[01:27:37] <Ri5ux> You doubt this? http://i.imgur.com/cJQgHzS.png
L166[01:27:38] <shadekiller666> have you tried multiple fan control software applications?
L167[01:27:45] <Ri5ux> Its a laptop.
L168[01:27:48] <Ri5ux> You cant control its fan
L169[01:27:56] <Ri5ux> At least not this model.
L170[01:28:13] <Ri5ux> AMD based laptops do get this hot. Normally not above 120C, but they do.
L171[01:28:16] <sham1> Yes, I doubt that
L172[01:28:34] <Ri5ux> You also doubt that 3 different pieces of software reported the same numbers or..?
L173[01:29:05] <Ri5ux> I bet you doubt that I touched the heatsink and I've got a burn mark too.
L174[01:29:11] <Ri5ux> -.-
L175[01:29:35] <sham1> Yes
L176[01:29:41] <Ri5ux> Believe it or not, it's getting that hot.
L177[01:29:59] <sham1> jeez
L178[01:30:21] <techbrew> Poor Ri5ux, they're gonna demand you pass a Turing Test next.
L179[01:30:30] * Ri5ux wouldnt be surprised
L180[01:30:45] <Steel_Arm> all software bases its readings off of hardware. Maybe bad sensor. You should check your BIOS for temp shutdown settings.
L181[01:30:56] <shadekiller666> ri5, have you thought about the fact that it could be a bad sensor?
L182[01:30:57] <Ri5ux> Is my finger burn mark a bad sensor?
L183[01:31:11] <Ri5ux> Seemed like a good one to me
L184[01:31:35] <Unh0ly_Tigg> it's good, but not got that great of accuracy...
L185[01:31:41] <sham1> ^
L186[01:31:58] <Unh0ly_Tigg> it's decent at comparing different objects temperatures though...
L187[01:32:20] <Ri5ux> Okay, but keywords here.... burn mark.
L188[01:32:21] <Unh0ly_Tigg> in a psuedo compareTo way.
L189[01:32:24] <Ri5ux> I got burned by it.
L190[01:32:27] <Ri5ux> And it left a mark.
L191[01:32:43] <Ri5ux> And it hurts like a bitch
L192[01:33:04] <Unh0ly_Tigg> then what you touched was outside the prescribed range of the given sensor's acceptable running temperature range.
L193[01:33:22] <Ri5ux> My laptop shuts down at 165C
L194[01:33:24] <shadekiller666> human skin will 2nd degree burn after 3 seconds on a serfice that is only 60C
L195[01:33:52] <Unh0ly_Tigg> at least it can repair itself to a given degree (heh), just give it time.
L196[01:34:16] <techbrew> I've rar
L197[01:34:53] <techbrew> I've read* that Intel CPU's shut down at 105C, but not on an official Intel site.
L198[01:35:25] <Ri5ux> I heard that was just the safe operating temp
L199[01:35:34] <Ri5ux> Anything above shortens lifespan
L200[01:35:55] <Dimitriye98> What method of a blockstate will give me the tileentity?
L201[01:36:16] <Unh0ly_Tigg> I've got a 530W psu, and my computer is running along side a 24" monitor, and some other small peripherals through a ups, and the ups has never hit 120W, meaning I've never pulled 1A across all those devices while using the ups...
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L203[01:36:51] <Unh0ly_Tigg> Dimitriye98, the blockstate is a wrapper for the block and meta, not the world/pos/te.
L204[01:36:52] * Ri5ux would like to note again that he is having these temp problems on a laptop
L205[01:37:30] <Dimitriye98> So do I do world.getTileEntity?
L206[01:37:49] <Unh0ly_Tigg> if you just have a blockstate, you can't get the tile entity.
L207[01:37:58] <Dimitriye98> I have a blockpos and world
L208[01:38:03] <Unh0ly_Tigg> if you have a world/iblockaccess and a pos, you can.
L209[01:38:05] <Ri5ux> Get the coord from it
L210[01:38:12] <Ri5ux> coords*
L211[01:38:20] <Dimitriye98> So world.getTileEntity(blockpos)?
L212[01:38:22] <Unh0ly_Tigg> yes
L213[01:38:43] <shadekiller666> ri5, what cpu do you have?
L214[01:38:58] <Ri5ux> In my laptop, an AMD A10 5750M.
L215[01:39:50] <Ri5ux> Just bought it new like a week or two ago.
L216[01:40:06] <Ri5ux> (the processor, it was an upgrade)
L217[01:40:33] <Ri5ux> And yes I applied the thermal paste correctly......
L218[01:41:01] <shadekiller666> are you using amd overdrive to check temp measurements?
L219[01:41:24] <Ri5ux> Yesterday I installed it and checked and it was reporting those temps
L220[01:41:38] <shadekiller666> amd overdrive was reporting 165C?
L221[01:42:09] <Ri5ux> Actually I cant remember for sure. I remember it was giving me individual core temps for sure, which were much lower.
L222[01:42:15] <Ri5ux> Let me install it and check again.
L223[01:42:54] <shadekiller666> there is a common issue with 3rd party temperature meaters and amd processors
L224[01:42:59] <laci200270> tileentity stores itself's cordinates?
L225[01:43:22] <shadekiller666> that often results in temperature readings being offset by some amount
L226[01:43:43] <shadekiller666> you could also try SpeedFan, it has a temperature gage
L227[01:43:57] <shadekiller666> that i have found reliable for an AMD desktop
L228[01:43:58] <Ri5ux> SpeedFan wouldnt report any temperatures on my machine.
L229[01:44:06] <shadekiller666> O.o
L230[01:45:12] <Ri5ux> I remember one program, HWmonitor I think, was giving me core temps which were low, and it was giving me a processor package temp, which is the high one.
L231[01:45:30] <Ri5ux> So the package temp is what most of the third party softwares appear to be using
L232[01:45:43] <shadekiller666> that makes more sense
L233[01:45:56] <shadekiller666> because i think that factors in ram temp as well
L234[01:46:13] <Ri5ux> My ram is room temp :/
L235[01:46:22] <shadekiller666> or immediate-vacinity motherboard temp
L236[01:46:26] <Unh0ly_Tigg> some of the sensors on my desktop were reading 230+F, and I was freaking out... turns out, the chip those readings were coming from gave that kind of response when there was no sensor connect to it...
L237[01:47:24] <Dimitriye98> laci200270 https://gist.github.com/dimitriye98/78c76cd7f33cefcaecdd
L238[01:47:25] <Ri5ux> Overdrive is giving me 25-30C per core.
L239[01:47:41] <shadekiller666> according to speed fan, Temp1 is at 52C, and Temp2 is at 51C, Temp3 is 35C, HD0 is 35C, GPU is at 38C, and Core is at 41C
L240[01:48:08] <shadekiller666> no idea why Core is 41C and Temp1&2 are 50C
L241[01:48:17] <Dimitriye98> You want a breadth first search, not depth first, which is what the linked algorithm does
L242[01:48:45] <Dimitriye98> Though you need to add the logic to the isOutput method for checking if the pipe is a valid output
L243[01:49:09] <Dimitriye98> That finds the closest pipe. Doesn't support restriction pipes though, that would require a bit more work
L244[01:49:54] <Ri5ux> K so overdrive says 28C, 3 other softwares say 90C, and another says 40C
L245[01:50:12] <Ri5ux> Also speedfan works now for whatever reason
L246[01:50:32] <shadekiller666> whats speedfan saying
L247[01:50:42] <Corosus> woot, caught up on my github repo issues, only took me like 8 months to finally get around to it
L248[01:50:46] <Ri5ux> Spedfan is going with the 40C
L249[01:50:46] <Dimitriye98> laci200270: you there?
L250[01:50:56] <laci200270> yes i am
L251[01:51:18] <shadekiller666> that seems more like it
L252[01:51:56] <Dimitriye98> That algorithm will work if you add in the isOutput method, though adding tesseracts or restriction pipes would require reworking
L253[01:51:59] <Ri5ux> So then whats with these 90C+ readings and my finger burns.....
L254[01:52:02] <shadekiller666> Ri5, what all are you running atm?
L255[01:52:19] <Ri5ux> For what, temp programs?
L256[01:52:23] <Ri5ux> Or just everything
L257[01:52:38] <shadekiller666> everything
L258[01:52:59] <Dimitriye98> Tesseracts would be simple, just replace the stacks of blockposes with stacks of Pair<BlockPos, World>, restriction pipes would require a stack of stacks.
L259[01:53:00] <laci200270> Dimitriye98: so this ot good? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L162-L171
L260[01:53:01] <Ri5ux> Like 10 things that give me 5-8% of CPU load
L261[01:53:12] <laci200270> *not
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L263[01:53:45] <shadekiller666> in that case it makes even less sense that your hardware would be nearly idling at 90C
L264[01:54:02] <shadekiller666> when you burned yourself, what were you running?
L265[01:54:05] <Dimitriye98> That can work, but it's slower, and it'll be much harder to add pathfinding
L266[01:54:13] *** Kolatra is now known as Kolatra|Away
L267[01:54:16] <Ri5ux> It was sitting in the BIOS.
L268[01:54:25] <Ri5ux> Fan was full RPM
L269[01:54:32] <Ri5ux> hot air blowing out like a heater.
L270[01:55:01] <Dimitriye98> My algorithm just explores the pipe network in order of distance and grabs the first output it finds, while you're building a list of tanks, and you'll need to figure out which one is closest once you're done
L271[01:55:22] <shadekiller666> BIOSes tend to max out the cpu cuz they constantly check for keyboard input and things
L272[01:55:25] <laci200270> Dimitriye98: thanks
L273[01:55:40] <laci200270> i wanted to use the first elemnt of the list
L274[01:55:47] <Ri5ux> Good to know
L275[01:55:47] <Dimitriye98> Again, you'll have to add the isOutput method, just check for adjacent fluid pipes.
L276[01:55:50] <Dimitriye98> tanks*
L277[01:55:57] <Dimitriye98> adjacent fluid tanks*
L278[01:56:18] <shadekiller666> i'm sorry that you got burned, and i suggest sticking with speedfan
L279[01:56:57] <Ri5ux> Wish I would have checked the temp on it before cutting the hole in my laptop...
L280[01:57:09] <shadekiller666> :(
L281[01:57:10] <Dimitriye98> Guys, mind checking the algorithm I gave laci?
L282[01:57:13] <Ri5ux> But its running cooler anyways >.>
L283[01:57:18] <Dimitriye98> https://gist.github.com/dimitriye98/78c76cd7f33cefcaecdd
L284[01:57:19] <laci200270> Dimitriye98: so i can reuse this part from my code: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L144-L149
L285[01:57:22] <shadekiller666> where did you cut the hole?
L286[01:57:29] ⇦ Quits: calclavia (uid15812@id-15812.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L287[01:57:30] <Ri5ux> Above the fan intake.
L288[01:57:39] <Ri5ux> Which is right under a speaker panel.
L289[01:57:47] <Dimitriye98> Yeah, that should work
L290[01:58:00] <shadekiller666> so you gave it more air flow, and probably made the speeker loudr
L291[01:58:04] <shadekiller666> louder*
L292[01:58:23] <shadekiller666> is that part easily removable/replaceable?
L293[01:58:24] <Ri5ux> Speaker wasnt even right there lol. It was just an unnecessarily large plate
L294[01:58:30] <Ri5ux> Ummm.
L295[01:58:33] <Ri5ux> Probably not
L296[01:58:40] <Ri5ux> Requires dissasembly of the entire thing
L297[01:58:54] <shadekiller666> ahh
L298[01:58:58] <Ri5ux> http://static.trustedreviews.com/94/0000286b6/046d/IMG-0230-1.jpg
L299[01:59:08] <Ri5ux> That entire aluminum plate.
L300[01:59:16] <shadekiller666> ahh
L301[01:59:30] <shadekiller666> i'm sure they sell that part if you look for it
L302[01:59:51] <Ri5ux> It works so it'll be fine.
L303[02:00:06] <laci200270> Dimitriye98: what optinoal shoukld i use?the google's one or the java's one?
L304[02:00:08] <shadekiller666> this way you can be sure its yours! :D
L305[02:00:12] <laci200270> *shoul
L306[02:00:15] <Ri5ux> lol
L307[02:00:23] <laci200270> *should
L308[02:00:45] <shadekiller666> "hey man is this yours? does it have a hole in it? ya... then its mine"
L309[02:00:47] <Dimitriye98> Google
L310[02:01:05] <laci200270> oh
L311[02:01:08] <laci200270> thanks
L312[02:01:10] ⇦ Quits: Steel_Arm (~Steel_Arm@65-128-65-139.hlrn.qwest.net) (Quit: Leaving)
L313[02:01:18] ⇨ Joins: Kokoro_Neko (~androirc@174-135-29-96.res.bhn.net)
L314[02:01:19] <Dimitriye98> Java's is only available in Java 8, which not everyone has
L315[02:01:25] ⇦ Quits: Kokoro_Neko (~androirc@174-135-29-96.res.bhn.net) (Client Quit)
L316[02:01:26] <Dimitriye98> Google's comes with minecraft forge
L317[02:01:52] ⇨ Joins: Kokoro_Neko (Kokoro_Nek@174-135-29-96.res.bhn.net)
L318[02:02:01] <sham1> Not every user having java 8 is stupid but easilly explained...
L319[02:02:24] <shadekiller666> *cough* mac *cough*
L320[02:02:39] <sham1> Mac can update to java 8
L321[02:02:44] <Dimitriye98> No, Oracle releases mac java now
L322[02:02:47] <sham1> What are thy talking about
L323[02:02:53] <Dimitriye98> I'm on mac and on java 8
L324[02:03:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150713 mappings to Forge Maven.
L325[02:04:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150713-1.8.zip (mappings = "snapshot_20150713" in build.gradle).
L326[02:04:12] <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/
L327[02:04:19] <Ri5ux> Most mac users dont even know how to browse their own hard drive so...
L328[02:04:35] <tmtu> nice generalisation :p
L329[02:04:36] <Dimitriye98> I object to that assertion
L330[02:04:51] <Dimitriye98> Mac is an amazing development platform, since it's unix based
L331[02:04:57] <Ri5ux> I tried to make it seem legit :/
L332[02:05:02] <Ri5ux> "most"
L333[02:05:07] * Ri5ux gives up
L334[02:05:13] <tmtu> most is a lot
L335[02:05:16] <Dimitriye98> xD
L336[02:05:28] <shadekiller666> tmtu, not always
L337[02:05:34] <shadekiller666> "most" of 3 would be 2
L338[02:05:40] <tmtu> in this case
L339[02:05:41] <laci200270> Dimitriye98: Type mismatch: cannot convert from Optional<TileFluidNode> to Optional<BlockPos> i get this
L340[02:05:42] <Dimitriye98> I was about to say that :P
L341[02:05:50] <Dimitriye98> Oh, show code?
L342[02:05:59] <laci200270> i copyed it
L343[02:06:15] ⇦ Quits: Mitchellbrine (uid38456@id-38456.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L344[02:06:16] <Dimitriye98> Oh, oops, my mistake, wait a sec
L345[02:06:48] <Dimitriye98> https://gist.github.com/dimitriye98/78c76cd7f33cefcaecdd
L346[02:06:49] <Dimitriye98> fixed
L347[02:07:25] <Dimitriye98> https://gist.github.com/dimitriye98/78c76cd7f33cefcaecdd
L348[02:07:29] <Dimitriye98> Oh
L349[02:07:31] <Dimitriye98> Huh
L350[02:07:36] <Ri5ux> I tried to make the tires of my vehicle rotate according to velocity.. and because of the terrible boat code I based it off of, it the tires just flop around ocassionally...
L351[02:07:44] <Dimitriye98> Openning revisions doesn't give a different page
L352[02:07:54] <Dimitriye98> xD
L353[02:08:04] * Ri5ux is going to spend the next 2 hours fixing vehicle code.
L354[02:08:14] <Dimitriye98> That's what you get for relying on notch-code
L355[02:08:21] <Ri5ux> :(
L356[02:08:33] <laci200270> Dimitriye98: thanks
L357[02:08:37] <Dimitriye98> Notch is not a good programmer. He's a good game designer, but a horrible programmer.
L358[02:09:09] *** Ashlee|off is now known as Ashlee
L359[02:09:15] <laci200270> Dimitriye98: the code what we see isn't made directly be he
L360[02:09:24] <Dimitriye98> The general structure is
L361[02:09:29] <Dimitriye98> Only the variable names are changed
L362[02:09:38] <laci200270> not only
L363[02:09:40] <Dimitriye98> Admittedly, a lot of minecraft is now jebs work
L364[02:09:47] <Dimitriye98> But the older stuff is notch's
L365[02:09:49] <shadekiller666> ri5, that should be handled entirely by GL calls shouldn't it?
L366[02:09:55] <laci200270> some of the logic is changed
L367[02:10:02] <shadekiller666> or is the problem in the boat velocity code?
L368[02:10:03] <Unh0ly_Tigg> and iirc, the json model system is Searges
L369[02:10:05] <Ri5ux> It has to get the velocity from the vehicle entity
L370[02:10:08] <tmtu> Dimitriye98: the older code is faster :)
L371[02:10:11] <Ri5ux> Its a problem because of how it's synced
L372[02:10:24] <Ri5ux> client -> server -> back to client to render
L373[02:10:46] <Dimitriye98> tmtu: older versions were faster because there was less stuff, not because of better code.
L374[02:11:04] <shadekiller666> mind you, they are rewriting the entity render code for 1.9, so i wouldn't spend too much time on it
L375[02:11:08] <tmtu> no, the code was faster
L376[02:11:19] <Ri5ux> that doesnt surprise me
L377[02:11:24] <Ri5ux> They cant just leave anything alone :/
L378[02:11:40] <shadekiller666> tbh, entities need an update
L379[02:11:45] <Dimitriye98> Well, they're moving from immediate mode to a proper OpenGL pipeline
L380[02:11:45] <tmtu> Dimitriye98: use array lists everywhere! https://gist.github.com/dimitriye98/78c76cd7f33cefcaecdd#file-tilefluidnode-java-L13
L381[02:11:48] <shadekiller666> they've been bad for so long
L382[02:11:48] <Dimitriye98> That's a good thing
L383[02:11:54] <tmtu> that's hardly the bottleneck
L384[02:11:59] <Ri5ux> I'm still on 1.7.10 because my mod would require too much work to update any further.
L385[02:12:04] <Dimitriye98> tmtu: Linked list is good here
L386[02:12:09] <tmtu> linked list is never good
L387[02:12:14] <shadekiller666> ri5...
L388[02:12:15] <Dimitriye98> Array list would be slower in this use case
L389[02:12:21] <tmtu> not really
L390[02:12:25] <Ri5ux> Wat..
L391[02:12:34] <shadekiller666> that mind set is precisely why mods haven't updated to 1.8...
L392[02:12:35] <Ri5ux> Ive got so much thatll get broken.
L393[02:12:40] <shadekiller666> ya?
L394[02:12:42] <shadekiller666> so?
L395[02:12:49] <shadekiller666> thats part of mod development
L396[02:12:52] <Ri5ux> I dont feel like fixing it all
L397[02:12:57] <Ri5ux> yet
L398[02:13:01] <Dimitriye98> I'm pushing and popping. Popping an arraylist would require shifting every element in the list over
L399[02:13:10] <shadekiller666> what is the biggest thing that would be broken?
L400[02:13:25] <Dimitriye98> shade, mind checking out the link and agreeing with me? :P
L401[02:13:25] <Ri5ux> Basically all of it is rendering related
L402[02:13:35] <shadekiller666> models and things?
L403[02:13:39] <laci200270> Dimitriye98: is output means the target block, or the output pipe?
L404[02:13:48] <Dimitriye98> Output pipe
L405[02:13:51] <Ri5ux> ItemRenderers. I completely dissagree with how its done in 1.8
L406[02:13:53] <laci200270> oh,,thanks
L407[02:13:58] <Ri5ux> Or at least the last time I checked I did.
L408[02:13:58] <shadekiller666> ok
L409[02:14:14] <Dimitriye98> Could be made to be the output block with a bit of work, I was just lazy
L410[02:14:25] <shadekiller666> well, i've spent the last month fixing the half-written obj loader i started 6 months ago
L411[02:14:38] <Ri5ux> I already wrote one
L412[02:14:46] <Ri5ux> Its in my mod for 1.7.10
L413[02:14:54] <Ri5ux> But itll probably get butchered in 1.8
L414[02:14:57] <shadekiller666> for that, you write 1 blockstate json, do 1 call to a registry, and thats it
L415[02:15:15] <Ri5ux> I also disagree with writing the jsons for each block and item
L416[02:15:15] <shadekiller666> that is why my loader will be in forge ri5
L417[02:15:25] <Ri5ux> Okay
L418[02:15:31] <shadekiller666> the blockstate is a forge-blockstate
L419[02:15:35] <Dimitriye98> Note laci200270: the algorithm is deterministic. If multiple possible output pipes are the same distance from the input, it will pick one and deliver all the fluid to it, it won't distribute at random
L420[02:15:51] <shadekiller666> a single file that can represent all of the 3 different ones that vanilla requires
L421[02:16:09] <Dimitriye98> Actually, this behavior is far better for items than fluids, because nearest-first behavior makes no sense for fluids.
L422[02:16:09] <laci200270> Dimitriye98: yes, thats was i wanted
L423[02:16:17] <shadekiller666> and the obj loader i've written can handle more than you'd think
L424[02:16:32] <Ri5ux> Handle
L425[02:16:35] <Ri5ux> What can it handle
L426[02:17:05] <shadekiller666> well for one thing, it doesn't crash if you pass it commands in the objs that it doesn't understand
L427[02:17:16] <tmtu> it should?
L428[02:17:26] <bob_twinkles> ==tmtu
L429[02:17:28] <shadekiller666> hell no tmtu
L430[02:17:30] <Ri5ux> Mine doesnt either
L431[02:17:54] <bob_twinkles> if the file is malformed, you should crash with an imformative error message
L432[02:17:57] <shadekiller666> the loader gets texture data out of an mtl of the same name
L433[02:18:04] <shadekiller666> bob, its not that its malformed
L434[02:18:08] <Ri5ux> So does mine
L435[02:18:28] <shadekiller666> the loader doesn't understand all of the commands that are defined in the Wavefront obj spec
L436[02:18:46] <shadekiller666> like the curve-based geometry statements, because minecraft wants vertices
L437[02:18:54] <laci200270> pipe rendering can be done with json submodel thingy?
L438[02:18:58] <bob_twinkles> then if someone tries to use those, that object file is malformed and you should crash
L439[02:19:08] <shadekiller666> no
L440[02:19:13] <bob_twinkles> if you don't support it, don't pretend you do and silently eat data
L441[02:19:18] <shadekiller666> because obj exporters are different
L442[02:19:21] <shadekiller666> i don't
L443[02:19:38] <Ri5ux> https://github.com/Ri5ux/AIRI/blob/master/src/main/java/com/arisux/airi/api/wavefrontapi/WavefrontAPI.java
L444[02:19:39] <shadekiller666> there are print statements explicity saying "X command is not supported, skipping"
L445[02:19:40] <Ri5ux> Mine
L446[02:19:55] <Ri5ux> Will that not spam the crap out of the console?
L447[02:20:08] <Ri5ux> Like for massive models that are incorrectly formatted.
L448[02:20:26] <shadekiller666> there aren't that many
L449[02:20:42] <shadekiller666> incorrect formatting for supported commands will crash
L450[02:21:07] <shadekiller666> however, unsupported commands will print the ignore message and continue parsing
L451[02:21:43] <shadekiller666> also, the obj loader supports groups
L452[02:21:47] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L453[02:21:53] <Ri5ux> Mine is two classes ._.
L454[02:21:56] <shadekiller666> which i'm currently using for toggling visibility of faces
L455[02:22:54] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJLoader.java
L456[02:22:59] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java
L457[02:23:19] <shadekiller666> mind you, the code in those 2 files is not the final version
L458[02:23:33] <Ri5ux> Does yours currently work?
L459[02:23:38] <shadekiller666> it does
L460[02:24:19] <shadekiller666> only issue is that there is something wonky with the blockstate->model loader code to handle rotating models in-world like pistons
L461[02:24:35] <shadekiller666> which is why i haven't pushed recent changes, need to talk to fry about that
L462[02:25:02] <shadekiller666> another thing mine allows for is vertex coloring
L463[02:25:08] <Ri5ux> >.>
L464[02:25:23] <Ri5ux> Yeah mine doesnt have that
L465[02:25:55] <shadekiller666> if there is no texture defined in the .mtl that accompanies the .obj, the loader automatically applies a dynamic white texture and will apply whatever color was last defined to the vertex its currently working on
L466[02:26:16] <Ri5ux> Ah, mine just makes it white
L467[02:26:36] <shadekiller666> i do need to figure out what to do about colors
L468[02:26:58] <shadekiller666> there are 3 different commands that mean color in some way, as well as texture commands
L469[02:28:09] ⇨ Joins: pibx10 (~pibx10@45-17-17-65.lightspeed.rcsntx.sbcglobal.net)
L470[02:28:19] <pibx10> what do i use to add the enchantment glow to an item
L471[02:28:31] <Ri5ux> I'll just compete by throwing an over-complicated model at you: https://scontent-dfw1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/11745825_1029410200416725_2804184318872887358_n.png?oh=5dd84d00b0ead4cfca3ca01319d54c9c&oe=561024AC
L472[02:28:53] <shadekiller666> one of each is for actual texture/color, one of each is for specular, or reflection, and there is one more of each for transparency, two of which aren't easilly supported in mc...
L473[02:29:11] <shadekiller666> so i'm wondering if i should just drop support for those 2 commands
L474[02:30:29] <shadekiller666> as of right now they override each other
L475[02:30:47] <shadekiller666> the last-defined one is the one applied, which sucks in practice
L476[02:31:31] <pibx10> it should be easy i just need the method
L477[02:32:02] <shadekiller666> ri5, i guarantee that model loads in my loader
L478[02:32:58] <shadekiller666> ive been helping hassan get that to render nicely in 1.7
L479[02:33:00] ⇦ Quits: Blarghedy (~Blarghedy@75-112-199-250.res.bhn.net) (Ping timeout: 202 seconds)
L480[02:33:50] <shadekiller666> now, i can't guarantee faces with more than 4 vertices will work, though i don't believe obj supports > 4 vertices/face anyway, so idk
L481[02:34:09] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-190.vix1.mmc.at)
L482[02:34:22] * Ri5ux is back
L483[02:34:51] <Ri5ux> You've been helping him? I thought he was doing that all by himself
L484[02:34:54] <Ri5ux> :/
L485[02:34:58] <bob_twinkles> IIRC the spec says you need to support ngons but as a practical matter most exporters/sane models doesn't have anything past quads
L486[02:35:00] <shadekiller666> lol
L487[02:35:18] <Ri5ux> I fixed all of the rotation problems it had earlier today
L488[02:35:20] <shadekiller666> been helping with the GL push/pop nesting and rotations
L489[02:35:46] <shadekiller666> he calls me almost every day on skype to help him with some model
L490[02:35:58] <Ri5ux> Wow :/
L491[02:36:33] <shadekiller666> in fact i have a copy of your pistol model that i'm using as a test subject for a rendering tool thats unrelated to the model loader
L492[02:36:50] <Ri5ux> Weird but okay
L493[02:37:09] <shadekiller666> its a tool to help setup camera transform values in json
L494[02:37:23] <Ri5ux> I see
L495[02:37:32] <shadekiller666> basically renders a box on screen with some text to tell you what the values are
L496[02:37:52] <Ri5ux> I think he got pissed at me earlier for re-doing all of the rendering code on that model renderer.
L497[02:37:55] <shadekiller666> and a command interface to let you change them in real time, and a way of saving those changes when you're done
L498[02:38:14] <Ri5ux> nice. thats pretty cool.
L499[02:38:19] <shadekiller666> yep
L500[02:39:22] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L501[02:39:23] <shadekiller666> being a computer animator, i'm a firm believer in not going insane when trying to do something
L502[02:39:36] <shadekiller666> btw ri5, who is your modeller?
L503[02:39:48] <Ri5ux> For what specifically
L504[02:40:03] <shadekiller666> well, lets say for that tank you showed me
L505[02:40:06] <shadekiller666> who made that
L506[02:40:17] ⇦ Quits: fry|sis (~rainwarri@195.91.246.187) (Ping timeout: 378 seconds)
L507[02:40:22] <Ri5ux> I do most of it, but the model for this APC/Tank was just pulled off the net >.>
L508[02:40:24] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit: Leaving)
L509[02:40:56] <shadekiller666> the reason i ask is because the naming conventions for the pieces on that tank are horendous
L510[02:41:07] <Ri5ux> Yeah, that wasnt me.
L511[02:41:41] <Ri5ux> This is actually the first and only model in my mod that's an actual wavefront model
L512[02:41:48] <shadekiller666> please, please tell me you name your model parts something that isn't "Model4_APCWhlPrt9_fuck_you"
L513[02:42:11] <bob_twinkles> o_O whoever model that must have been in a bad mood
L514[02:42:15] ⇨ Joins: Blarghedy (~Blarghedy@75-112-199-250.res.bhn.net)
L515[02:42:52] <Ri5ux> Someone put _fuck_you in the model name?
L516[02:42:59] <Ri5ux> Or part name I mean
L517[02:43:11] <shadekiller666> well, i added the "fuck_you" part, partially cuz i can't remember what it actually said there, and because thats what the modeller had to have been thinking when he named those parts with such horrible names
L518[02:43:23] <Ri5ux> Oh lol
L519[02:43:39] <shadekiller666> god forbid you can actually find a part on your model...
L520[02:43:39] <Ri5ux> Yeah I dont name things like that... I'd probably do something more like APCWheel0
L521[02:43:44] <laci200270> the json format supports pipes?
L522[02:43:51] <Ri5ux> Or like APCWheelRim1
L523[02:44:05] <shadekiller666> Ri5, or APCRFWheel0
L524[02:44:10] <bob_twinkles> that actually sounds kinda like the naming convention for a BRLCAD model (Army Balistics simulation software)
L525[02:44:20] <shadekiller666> which would specify which wheel, and what part on the wheel
L526[02:44:32] <Ri5ux> That works too
L527[02:45:02] <shadekiller666> or APC_Front_Right_Wheel_Tab_1 or some actually decernable name
L528[02:45:28] <shadekiller666> bob, if thats the case then fine, i'll give them credit, but for god sakes name things with readable names
L529[02:45:36] <Ri5ux> Ocassionally I use numbers if Im trying to do something quicker.
L530[02:45:45] <shadekiller666> as a modeler/animator, having names you can read makes life so much easier
L531[02:45:47] <Ri5ux> Otherwise I try to make it fancy and use left/right/front/back etc
L532[02:46:24] <shadekiller666> well see, i've found that trying to be quick and skimping on your naming convention results in taking more time to do things later one
L533[02:46:27] <shadekiller666> on*
L534[02:46:42] <Ri5ux> At least i dont name it like this: "um wheel or somthin"
L535[02:46:54] <Ri5ux> Or: "asdasdjsdkfh"
L536[02:47:08] <shadekiller666> see, part of how i did the group support in the obj loader is by group name
L537[02:47:19] <shadekiller666> so you have to know the name of the group in order to find it
L538[02:47:29] <Ri5ux> I see
L539[02:47:39] <shadekiller666> and you need to find it to be able to toggle its visibility
L540[02:48:44] <Ri5ux> With mine its just a hashmap of all the parts and their names, and you basically just loop through it and then call draw on each part.
L541[02:48:54] <shadekiller666> (for models with many groups, i added in some shortcut constants that denote ALL and ALL_EXCEPT)
L542[02:50:33] ⇨ Joins: TurnedSlayer|M (uid96825@id-96825.charlton.irccloud.com)
L543[02:50:55] <shadekiller666> well, for mine the loader is told to parse by the game itself, not by the mod (though you can bake the model yourself for entities and such) so there really wasn't a way to put things into a place where they were accessable by mods
L544[02:51:15] <Ri5ux> ah
L545[02:51:21] <shadekiller666> so custom model loaders implement what are called model states, which are paired to blockstates on parse
L546[02:51:33] <shadekiller666> actually, they shouldn't be
L547[02:52:00] <shadekiller666> but the OBJModel file has an OBJState class in it
L548[02:52:26] <Ri5ux> Interesting
L549[02:52:37] <shadekiller666> which serves as a bridge to allow you to specify a list of strings, which are the names of the groups as defined in the .obj file
L550[02:53:10] <shadekiller666> if the first index of that list is one of the two constants, ALL, or ALL_EXCEPT, special cases occur
L551[02:53:37] <shadekiller666> ALL says change all groups, either to TRUE, FALSE, or TOGGLE
L552[02:54:11] <shadekiller666> and ALL_EXCEPT does a similar thing, but leaves out any groups that you name in the list after that first index
L553[02:54:27] <shadekiller666> and i feel like that is the best way to handle very complex models
L554[02:54:51] <shadekiller666> the model that i have to demonstrate the group mechanic is a tesseract with 32 groups
L555[02:55:05] <Ri5ux> .-.
L556[02:55:21] <shadekiller666> oh, and a face can belong to multiple groups
L557[02:55:38] <shadekiller666> if any parent group is visible, the face is rendered
L558[02:55:44] <shadekiller666> well, baked
L559[02:56:04] <shadekiller666> i just skip any face that isn't a member of a visible group
L560[02:56:53] <Ri5ux> Sounds like you put a lot of work into it
L561[02:57:04] <shadekiller666> mhmm lol
L562[02:57:27] <shadekiller666> the mod i'm a codev for requires obj support to update
L563[02:57:29] ⇦ Parts: Darkevilmac|Off (Darkevilma@pi.elitebnc.org) ())
L564[02:57:43] <shadekiller666> and no one was writing one, so i did
L565[02:57:51] <Ri5ux> ah
L566[02:58:09] <Ri5ux> Yeah mine basically requires wavefront model support now.
L567[02:58:13] <shadekiller666> and thank you to fry for the registry system mine hooks into
L568[02:58:36] ⇨ Joins: Spyeagle (~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net)
L569[02:58:57] <shadekiller666> it is surprising how versitile the obj format is
L570[02:59:58] ⇦ Quits: Elusivehawk (~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net) (Ping timeout: 186 seconds)
L571[03:02:23] <sham1> Still does not have keyframes though...
L572[03:02:25] <Ri5ux> Honestly Im surprised I even finished my basic OBJ loader... started it like half a year ago and never finished it. Finished it like two days ago because Hassan thought itd be cool.
L573[03:02:52] <shadekiller666> sham, obj doesn't support animations
L574[03:03:00] <sham1> I know
L575[03:03:06] <shadekiller666> ri5, i actually started this 6 months ago
L576[03:03:07] <sham1> That's what I am referencing
L577[03:03:16] <Ri5ux> lol
L578[03:03:21] <shadekiller666> had it working, then screwed up the push to github
L579[03:03:28] <shadekiller666> undid half my changes
L580[03:03:34] <sham1> squash
L581[03:03:36] <Ri5ux> That sucks, hassan told me about that
L582[03:03:47] <shadekiller666> and said fuck it for 6 months, and worried about graduating college
L583[03:04:13] <laci200270> there is any blender json exporter?
L584[03:04:21] <shadekiller666> nope
L585[03:04:42] <shadekiller666> you won't find a json exporter that will output in a format minecraft understands
L586[03:05:12] <Ri5ux> Mojang just likes to pull new formats out of their asses.
L587[03:05:15] <sham1> You can make one
L588[03:05:21] <sham1> If you really want
L589[03:05:27] <tmtu> Ri5ux: because there isn't a perfect format
L590[03:05:33] <sham1> Have fun playing with cubes
L591[03:05:42] <laci200270> i think i'll stay at cubik lite :D
L592[03:05:43] <Ri5ux> I like squares?
L593[03:05:44] <shadekiller666> at this point the jsons serve best for telling the game to load a different model format
L594[03:05:57] *** Spyeagle is now known as Elusivehawk
L595[03:06:04] <sham1> And for defining simple models
L596[03:06:34] <Ri5ux> Json in the way theyre using it is disgusting in my opinion
L597[03:06:44] <sham1> why
L598[03:07:14] <Ri5ux> I'm mainly going back and complaining on the fact that I am required to have a json for each individual item/block
L599[03:07:36] <Ri5ux> Should be optional.
L600[03:07:42] <shadekiller666> have you taken a look at the new forge blockstate jsons?
L601[03:07:56] <Ri5ux> No, i havent looked at 1.7 since feburary
L602[03:08:00] <Ri5ux> and i butchered that spelling
L603[03:08:14] <shadekiller666> its not for 1.7...
L604[03:08:24] <Ri5ux> 1.8 i eman
L605[03:08:26] <Ri5ux> i mean*
L606[03:08:30] <Ri5ux> sorry ._.
L607[03:08:50] * Ri5ux is butchering everything
L608[03:09:00] <sham1> You could make it without using any JSONs at all
L609[03:09:06] <shadekiller666> it allows you to more easily replace the multiple jsons/block/item with a single json
L610[03:09:08] <sham1> It will not be fun experience but you can
L611[03:09:17] <shadekiller666> actually you can't
L612[03:09:25] <sham1> Wait?
L613[03:09:30] <sham1> I thought you could
L614[03:09:34] <shadekiller666> not with how the game throws what is parsed around
L615[03:10:14] <shadekiller666> well, maybe some edge-cases, but most of the time you can't
L616[03:10:21] <Ri5ux> Adding new blocks and items used to take 10 seconds. Now it requires me to sacrifice my left foot, and half of my index finger.
L617[03:10:32] <Ri5ux> plus 10 minutes
L618[03:10:40] <sham1> You could write a script...
L619[03:10:46] <shadekiller666> thats what the forge blockstate jsons are for
L620[03:10:50] <sham1> Sthap whining
L621[03:11:04] <shadekiller666> they make things easier, and actually expand functionality greatlt
L622[03:11:07] <shadekiller666> greatly
L623[03:11:20] <sham1> I know right
L624[03:11:35] * Ri5ux will stick with 1.7
L625[03:11:41] <laci200270> my irc client going to be crazy
L626[03:11:55] <shadekiller666> the custom model loaders, like the obj loader, can actually have custom data parsed from the same forge blockstate json that will be passed directly into the model loader
L627[03:12:07] <laci200270> i get the last 20 messages at single moment
L628[03:12:09] <sham1> Custom trasforms?
L629[03:12:11] <shadekiller666> i currently have no idea what to use that custom data for, but its available
L630[03:12:15] <shadekiller666> possibly
L631[03:12:50] <sham1> I'd love to use stuff like OBJ but because it does not support animation...
L632[03:12:51] <shadekiller666> i have an idea for clusters (transformation points applied to multiple vertices), but idk how well it would work
L633[03:13:05] <shadekiller666> b3d supports animatoin
L634[03:13:10] <shadekiller666> animation*
L635[03:13:12] <sham1> oh does it?
L636[03:13:15] <shadekiller666> mhmm
L637[03:13:20] <sham1> Yayu
L638[03:13:25] <Ri5ux> Manual animation? :P
L639[03:13:28] <shadekiller666> and technically you could do animation stuff with OBJ
L640[03:13:28] * Ri5ux jokes
L641[03:13:36] <shadekiller666> if you used a TESR
L642[03:13:49] <sham1> Eww, multiple files for one animation
L643[03:13:55] <shadekiller666> no, the b3d stuff actually bakes a new version of the model for every frame of animation
L644[03:13:57] <sham1> Every keyframe is its own file
L645[03:14:02] <shadekiller666> you just have to give it a frame number
L646[03:14:02] <pibx10> hey guys
L647[03:14:02] <sham1> Woe is me
L648[03:14:06] <shadekiller666> no no no
L649[03:14:11] <shadekiller666> its one file
L650[03:14:18] <pibx10> can someone help me basically create a new egg
L651[03:14:21] <sham1> No but with OBJ
L652[03:14:25] <shadekiller666> nope
L653[03:14:29] <pibx10> that spawns an entity item instead of an entitychicken
L654[03:14:29] <shadekiller666> thats 1 file also
L655[03:14:31] <sham1> Wait wat
L656[03:14:36] <shadekiller666> utilizing the groups
L657[03:14:44] <shadekiller666> and GL11 calls of course
L658[03:14:44] <tmtu> shadekiller666: that's super bad..
L659[03:14:44] <sham1> ...
L660[03:14:58] <sham1> Why cant I GL32 :(
L661[03:15:05] <shadekiller666> ask mojan
L662[03:15:07] <Ri5ux> I'm going to write a keynote on how inefficient minecraft is and present it at my local McDonalds.
L663[03:15:08] <shadekiller666> mojang
L664[03:15:10] <tmtu> because no core context
L665[03:15:32] <Laceh> Ri5ux: lol
L666[03:15:33] <sham1> They should make a core context and a compatability context
L667[03:15:34] <shadekiller666> tmtu, thats how the model system works
L668[03:15:35] <Ri5ux> Everyone get your projectors and laptops.
L669[03:15:53] <Laceh> Ri5ux: definitely was the best thing Ive heard in a while XD
L670[03:15:57] <Ri5ux> :P
L671[03:15:59] <tmtu> shadekiller666: osx doesn't have compatibility contexts
L672[03:16:03] <tmtu> er, sham1
L673[03:16:06] <tmtu> so not possible
L674[03:16:10] <shadekiller666> no i mean the baking thing
L675[03:16:50] <sham1> Wait, a game now developed under M$ cares about OSX
L676[03:16:56] <sham1> May I remind you, microsoft
L677[03:17:05] <tmtu> not sure what you're getting at
L678[03:17:08] ⇦ Quits: pibx10 (~pibx10@45-17-17-65.lightspeed.rcsntx.sbcglobal.net) (Quit: Leaving)
L679[03:17:17] <shadekiller666> MS has almost nothing to do with MC at this point
L680[03:17:27] <sham1> That's good
L681[03:17:42] <sham1> Otherwice linux users would be screw'd as well
L682[03:17:44] <shadekiller666> except for Hololense, and the fact that there are 4 squares plastered on everything
L683[03:17:59] <Ri5ux> I own the blue square.
L684[03:18:03] <tmtu> compatibility contexts were a mistake imo
L685[03:18:05] <Ri5ux> I bought it for 10 mil
L686[03:18:20] <sham1> Why not just introduce a core context then
L687[03:18:34] <sham1> "Oh no, we have to keep compatibility with toasters"
L688[03:18:39] <tmtu> because then all of minecraft would need to be rewritten to not use legacy stuff
L689[03:18:52] <tmtu> which would alienate a small part of the toaster userbase
L690[03:19:18] <sham1> Even though shaders and OGL 3.2 is like ten years old at this poin
L691[03:19:27] <sham1> that should be the standard
L692[03:19:45] <sham1> Wait no
L693[03:19:53] <sham1> It is six years old
L694[03:20:01] <sham1> Still
L695[03:20:02] <tmtu> the concept of shader programs in ogl is 10+ years old
L696[03:20:10] <sham1> Mmm
L697[03:20:27] <sham1> That at the very least has to be the standard at this point'
L698[03:20:45] <sham1> What, is the reason MC is at java 6 because someone might be still using it?
L699[03:20:52] <sham1> Give me a break
L700[03:21:33] <sham1> I should not be surprised by what users can do but still
L701[03:22:40] <Ri5ux> Java should just force update itself or something
L702[03:22:45] <Ri5ux> Or not
L703[03:22:45] <Ri5ux> bad idea
L704[03:22:47] <Ri5ux> nvm.
L705[03:22:52] * Ri5ux runs away
L706[03:22:56] <Genuine> What the fuck?!
L707[03:23:01] <sham1> what
L708[03:23:02] <Genuine> How did I not hear about Dragon Ball Super?!
L709[03:24:20] <Genuine> AND it's actually Akira Toriyama!
L710[03:24:36] <Genuine> I feel like my whole life has led to this moment.
L711[03:25:29] <sham1> But still, I am miffeled that MC is using OGL 1.1, a version from almost 10 years ago
L712[03:26:03] <Ri5ux> Tell microsoft.
L713[03:26:11] <Ri5ux> Theyll probably flip a nut
L714[03:26:12] <sham1> GLEW
L715[03:26:16] <Ri5ux> And rewrite it in DX
L716[03:26:20] <sham1> :P
L717[03:26:26] <sham1> Welp, Wine
L718[03:27:21] <Ri5ux> Also whats with this Minecraft for Windows 10 thing?
L719[03:27:28] <Ri5ux> Is that just Minecraft in a Windows Store App?
L720[03:27:30] <sham1> Something stupid
L721[03:27:35] <sham1> AFAIK
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L723[03:28:00] <Genuine> I heard it's just the console version "officially" supported in WIndows 10 in the app store.
L724[03:28:20] <Ri5ux> Ew
L725[03:28:24] <Genuine> Yeah.
L726[03:28:31] <Genuine> I could be wrong though.
L727[03:28:42] <sham1> Well, as long as Java will come for Win10, desktop MC will never die
L728[03:28:53] <sham1> And if not, we have still OSX and Linux distros
L729[03:28:57] <Ri5ux> I think more people would be happy if consoles could run win32 apps
L730[03:28:57] <sham1> And virtualboxes
L731[03:28:58] <Ri5ux> .........
L732[03:29:30] <sham1> Oh and that too. Having Xbone be able to use Win32 software would be a godsend
L733[03:29:43] <sham1> But would it be a console anymore
L734[03:29:48] <Ri5ux> I mean shit, if you had that, you could have java, and then you could have the real minecraft on there
L735[03:29:54] <sham1> mmmmm
L736[03:30:10] <Dimitriye98> Why wouldn't Java update to Win10?
L737[03:30:21] <sham1> Because you would not see sharp
L738[03:30:28] <Dimitriye98> ?
L739[03:30:34] <sham1> C#...
L740[03:30:40] <Ri5ux> lol
L741[03:30:42] <Dimitriye98> Oh, so?
L742[03:31:07] ⇨ Joins: psxlover (psxlover@178.128.76.177.dsl.dyn.forthnet.gr)
L743[03:31:27] <Dimitriye98> As long as they continue development of the Java version, you'll be able to run it on windows, as I doubt Oracle is ditching Windows anytime soon
L744[03:31:53] <sham1> You never know about M$ though
L745[03:32:02] <Ri5ux> Um
L746[03:32:07] <Ri5ux> Im running Windows 10
L747[03:32:09] <Ri5ux> With Java
L748[03:32:11] <Ri5ux> >->
L749[03:32:14] <Dimitriye98> Well, they've promised not to discontinue Java dev
L750[03:32:14] <Ri5ux> So like
L751[03:32:18] <Ri5ux> Whats this conversation about
L752[03:32:44] <sham1> It's a chat about nothing
L753[03:32:56] <Ri5ux> you guys just got me extremely confused.
L754[03:33:57] <Ri5ux> I suddenly have the urge to use linux
L755[03:34:06] <Dimitriye98> ?
L756[03:34:30] <sham1> Yay
L757[03:34:37] ⇨ Joins: michael_ (~androirc@37.26.148.238)
L758[03:34:40] <Ri5ux> Do any of you guys know things about PowerPC Macs? I've got one sitting over here thats fucking useless
L759[03:34:40] <sham1> +1 to the list of people who've seen the light
L760[03:34:46] <Ri5ux> I want to use it for something...
L761[03:34:52] <Genuine> >I doubt Oracle is ditching Windows anytime soon
L762[03:35:04] <Genuine> I can't even imagine the day that actually happens.
L763[03:35:13] <Genuine> Plus, OpenJDK is fine.
L764[03:35:24] <sham1> OpenJDK is good
L765[03:35:38] <tmtu> oracle's is gooder
L766[03:35:48] <sham1> Well, debateable
L767[03:35:55] <tmtu> speed
L768[03:36:01] <Genuine> Oracle's hotspot is sooooooo good.
L769[03:36:05] <Genuine> You can't even.
L770[03:36:18] <sham1> Anyway Ri5ux, if you want to make your old PowerPC useful: http://superuser.com/questions/250584/what-linux-distro-should-i-install-on-an-old-powerpc-mac
L771[03:36:34] <Dimitriye98> xD
L772[03:37:00] <tmtu> Genuine: did i link you that java talk?
L773[03:37:08] <Genuine> Which one?
L774[03:37:10] <tmtu> about jit optimizations etc. etc.
L775[03:37:17] <Genuine> For Java 8?
L776[03:37:22] <tmtu> yeah
L777[03:37:32] <Genuine> With Brian Goetz?
L778[03:37:44] <Genuine> Or the other one.
L779[03:37:46] <tmtu> https://vimeo.com/131394615
L780[03:37:58] <Genuine> Oooo
L781[03:38:06] <Genuine> I haven';t seen this one :D
L782[03:38:18] <tmtu> think i'm gonna re-watch it actually
L783[03:38:20] ⇦ Quits: CovertJaguar (~you@65.183.205.154) (Ping timeout: 202 seconds)
L784[03:38:56] <Dimitriye98> I'm about to root my nook and install CyanogenMod on it. Wish me luck in not bricking it.
L785[03:39:47] <sham1> *Luck wished*
L786[03:39:58] ⇦ Quits: Elusivehawk (~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net) (Quit: Leaving)
L787[03:41:03] ⇦ Quits: surferconor425 (surfercono@thinks.you.can-be.sexy) (Quit: Bye...)
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L789[03:44:11] <tmtu> Genuine: https://github.com/riven8192/LibStruct is also fun
L790[03:45:17] ⇨ Joins: surferconor425 (surfercono@thinks.you.can-be.sexy)
L791[03:45:28] <Genuine> Oooo interesting.
L792[03:48:50] ⇨ Joins: Szernex (~Szernex@194-166-121-53.adsl.highway.telekom.at)
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L797[04:15:51] *** mr208 is now known as mallrat208
L798[04:25:38] <ThePsionic> I should really get back into coding but I cannot push myself into doing so
L799[04:25:41] * ThePsionic curses holidays
L800[04:27:15] ⇨ Joins: fry (~rainwarri@195.91.246.187)
L801[04:27:15] MineBot sets mode: +o on fry
L802[04:27:29] <shadekiller666> hello fry
L803[04:27:41] <ThePsionic> i fry with my little eye
L804[04:27:42] *** fry is now known as fry|sis
L805[04:27:54] <ThePsionic> fry|sis is in a cri|sis
L806[04:27:54] * fry|sis quickly hides again
L807[04:27:56] <ThePsionic> :3
L808[04:28:06] <shadekiller666> lol
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L810[04:28:56] <sham1> Come back to us please fry
L811[04:29:39] <fry|sis> not for another month :P
L812[04:29:53] <sham1> :(
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L818[04:39:45] <LordSkittles> Anyone know where I can find the code for the nameplates?
L819[04:40:52] ⇨ Joins: Akkarin (~Akkarin@resides.in.redundant.space)
L820[04:43:15] <laci200270> LordSkittles: what do you mean about nameplate?
L821[04:43:47] <LordSkittles> The code for the names that appear above players, but I found something similar so don't worry :S
L822[04:49:41] <ollieread> Last time I checked that was in the render player entitiy thing, final special I believe
L823[04:50:20] <Laceh> http://i.imgur.com/QxV7d9S.png :D
L824[04:50:53] <sham1> Umn what
L825[04:51:20] <ollieread> Yeah I don't get it
L826[04:52:59] <LordSkittles> I need some opengl help... someone please help?
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L828[04:55:52] <LordSkittles> Does someone know how to draw textures using OpenGL, like draw them like a nameplate?
L829[04:56:13] <tmtu> bind a texture and specify UVs
L830[04:56:45] <Laceh> LordSkittles: have you tried shaders?
L831[04:57:02] <LordSkittles> No. Laceh
L832[04:57:06] <ollieread> >k]
L833[04:57:15] <tmtu> no need to do shaders for something that simple
L834[04:57:16] <Laceh> drawing textures with shaders imo is easier than drawing them with fixed function calls
L835[04:57:25] <Laceh> plus reusability
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L837[04:58:20] <LordSkittles> I just need to draw a texture only facing the player.
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L840[04:59:41] <tmtu> like i said, bind a texture and specify UVs
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L849[05:26:18] <Szernex> so, what's the best (performance wise) way to schedule a task?
L850[05:26:58] <Szernex> should I just subscribe to the server tick event and check if (System.currentTimeMillis() >= time_for_event)?
L851[05:27:22] <Saturn812> there must be a better way in the whole jse
L852[05:27:44] <ThePsionic> Laceh: /me dies of no monospace font in that Minecraft OS
L853[05:27:57] <Szernex> but what would that be?
L854[05:28:02] <Szernex> TimerTasks with schedule?
L855[05:28:26] <Szernex> basically what I'm doing is working on my backup mod and I'm looking for a good way to schedule the backup tasks
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L857[05:29:43] <Szernex> but the problem is that the main thread has to do something before that backup task thread is being started, so I can't just use TimerTasks I think
L858[05:29:57] <Laceh> ThePsionic: it is monospaced....
L859[05:29:58] <PaleoCrafter> Do use the server tick, Szernex
L860[05:30:06] <Szernex> mkay
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L862[05:30:48] <Szernex> https://gist.github.com/anonymous/d87caa7339e8e638064e something like this should be fine then?
L863[05:30:48] <PaleoCrafter> That font looks out of place though, Laceh
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L865[05:31:01] <Laceh> like howso?
L866[05:31:25] <PaleoCrafter> Dunno, doesn't fit Minecraft
L867[05:31:43] <PaleoCrafter> Looks fine, Szernex
L868[05:31:47] <Szernex> okay
L869[05:32:18] <Laceh> well its not a minecraft fonmt
L870[05:32:21] <Laceh> font*
L871[05:33:18] <PaleoCrafter> It's too round
L872[05:34:25] <Laceh> got a better monospaced font in .ttf?
L873[05:34:33] <Laceh> im up for suggestions
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L876[05:43:55] <Laceh> prolly a dumbass question to ask here but does anyone know a texture artist that they can hook me up with?
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L881[05:50:13] <Szernex> so if I wanted to update the Forge version my mod uses, how exactly would I do that, step by step?
L882[05:51:14] <Laceh> change the forge version in the build.gradle
L883[05:51:20] <sham1> By using ForgeGradle
L884[05:51:30] <Laceh> and run gradle setupDecompWorkspace --refresh-dependencies
L885[05:51:35] <Szernex> okay
L886[05:51:53] <sham1> Or just let IDEA run the gralde for you and go get some tea
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L888[05:52:14] <Laceh> sham1: depends on the idea version, its quite borked in 14
L889[05:53:01] <sham1> You only need to add one line to your build.gradle and then assets work and everything else works out-of-box
L890[05:53:58] <Laceh> sham1: not necessarily I tried that and it didnt work XD
L891[05:57:18] <sham1> What didnt work for you?
L892[05:58:09] <Laceh> still wouldnt load assets
L893[05:59:08] <sham1> Custom assets or vanilla ones?
L894[05:59:33] <Laceh> mod assets
L895[05:59:57] <Laceh> had to load them myself
L896[06:01:00] <LexLap> rawr anything fun going on today?
L897[06:01:17] <sham1> Did you do what this tutorial told you to do: http://www.minecraftforge.net/forum/index.php/topic,21354.0.html
L898[06:01:24] <sham1> Not really
L899[06:02:19] <Laceh> LexLap: teasing new mods on twitter is fun :D
L900[06:02:39] * sham1 grabs popcorn
L901[06:02:52] <LexLap> what new mods?
L902[06:03:07] * LexLap is also having fun on twitter cuz ichun hasnt called me yet :P
L903[06:03:09] <Laceh> my lispy computer mod
L904[06:03:26] <laci200270> lex did you my PR?
L905[06:03:26] <sham1> LISP
L906[06:03:32] <laci200270> *did you see
L907[06:03:34] <sham1> Do you mean that lisp
L908[06:03:36] <LexLap> what pr?
L909[06:03:41] <Laceh> sham1: I tried sourceSets { main { output.resourcesDir = output.classesDir }}
L910[06:03:57] <sham1> Well try this: idea { module { inheritOutputDirs = true } }
L911[06:04:06] <sham1> That one works at least for me
L912[06:04:16] <Laceh> sham1: well scheme
L913[06:04:32] <Laceh> not necessarily lisp
L914[06:04:35] <laci200270> https://github.com/MinecraftForge/MinecraftForge/pull/2014
L915[06:04:55] <sham1> I hope thatit is any easier than the historical lisp *cries in the corner*
L916[06:05:17] <Laceh> lol
L917[06:05:23] * sham1 facepalms
L918[06:05:25] <Laceh> its pretty simple once you learn the syntax
L919[06:05:43] <sham1> So many brackets
L920[06:05:52] <Laceh> XD
L921[06:05:54] <tmtu> no brackets in lisp
L922[06:06:18] <Laceh> parenthesis
L923[06:06:19] <sham1> Or Parentheses for that matter
L924[06:07:46] <Szernex> MinecraftForge v10.13.3.1408 Initialized well that doesn't sound right :(
L925[06:08:42] <sham1> Yeah, it should be Initialise (JK)
L926[06:09:02] <Szernex> no, it should be 10.13.4.1448 >.>
L927[06:09:12] <sham1> Did you also refresh
L928[06:09:18] <Szernex> refresh what
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L931[06:09:49] <sham1> Project
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L933[06:10:03] <Szernex> please speak in whole sentences
L934[06:10:07] <sham1> No
L935[06:10:09] <sham1> Why should I
L936[06:10:16] <ThePsionic> that's just
L937[06:10:34] <sham1> Silly
L938[06:10:50] <ThePsionic> I was thinking "dumb" but that works too
L939[06:11:29] <Szernex> how do I refresh the project
L940[06:11:41] <ThePsionic> gradle sidebar, the refresh button
L941[06:11:49] <ThePsionic> in IDEA
L942[06:11:51] <Szernex> thanks
L943[06:11:51] <ThePsionic> at least
L944[06:13:13] <Szernex> MinecraftForge v10.13.4.1448 Initialized
L945[06:13:13] <Szernex> yay
L946[06:13:16] <Szernex> thanks
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L948[06:15:46] <Termin8or> Hi
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L951[06:17:47] <sham1> Hello
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L957[06:19:31] <Szernex> so, next question. would it be quicker if I use a FileVisitor to gather all files and apply a filter directly to each file individually or gather all files and put them into a string and then use a regex matcher on that?
L958[06:19:49] <Laceh> dont do regex
L959[06:19:54] <Laceh> filter them
L960[06:19:59] <Szernex> mkay
L961[06:20:02] <Laceh> regex is slower than a recursive search
L962[06:20:30] <Saturn812> isn't there like a glob alternative in java?
L963[06:21:11] <Saturn812> so you can just do filelist = glob.glob("log-*.txt") or something like that
L964[06:21:21] <Szernex> kinda
L965[06:21:23] <Laceh> theres no glob that I know of
L966[06:21:30] <Szernex> there is
L967[06:21:37] <Szernex> with the FileVisitor and Matcher stuff
L968[06:21:44] <Szernex> can do glob or regex
L969[06:21:57] <Laceh> oh you can
L970[06:22:04] <Laceh> but for java.nio I think
L971[06:22:08] <Laceh> as it uses FileSystem
L972[06:22:24] <Szernex> yea
L973[06:22:32] <Laceh> hmm that would restrict to java7 though
L974[06:23:03] <Laceh> which imo doesnt really affect anyone that Ive ever heard of
L975[06:23:04] <Laceh> XD
L976[06:23:23] <Saturn812> there is a FilenameFilter class, but i think it uses regex aswell
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L979[06:24:02] <sham1> yay
L980[06:24:05] <sham1> Fry is here
L981[06:24:25] <Laceh> Saturn812: imo recursion is better, but the performance hit from regex is very little on modern PCs, so unless you really need that extra performance do whatever XD
L982[06:24:51] <Laceh> I just think in performance because I optimize the shit out of everything (its what Ive been doing on the ATLauncher for the past month and a half or so)
L983[06:25:15] <Saturn812> well, recursion is the last thing in performance optimization :p
L984[06:25:44] <Saturn812> love the launcher btw, good job
L985[06:26:03] <Laceh> lol thanks but alot of it is ryans design Im more the backend stuff
L986[06:26:18] <Laceh> like the toaster notifications were my own design
L987[06:26:24] <Laceh> and the logger and stuff as well
L988[06:26:38] <Laceh> the 3.3.0.0 version (coming soon (tm))
L989[06:26:47] <Laceh> that is alot of me doing optimizations and porting to java7
L990[06:27:06] <Laceh> it uses a tad more memory but should be a little bit faster
L991[06:27:06] <sham1> Why not just port into java 8 straight
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L993[06:27:23] <Laceh> sham1: because java8 isnt really on every machine like java7 is
L994[06:27:28] <Laceh> and I hate java8 to begin with
L995[06:27:31] <sham1> Why
L996[06:27:31] <Laceh> like with a passion
L997[06:27:33] <Saturn812> yeah!
L998[06:27:35] <Laceh> I love functional programming
L999[06:27:46] <Laceh> IE scala, and scheme are 2 of my favourite languages
L1000[06:27:58] <Laceh> but seriously java8 is terrible
L1001[06:28:07] <Laceh> the only thing worthwhile in the update is nashorn
L1002[06:28:14] <Laceh> and I dont even like javascript
L1003[06:28:20] <sham1> It has JavaFX built in
L1004[06:28:30] <Laceh> java7 has javaFX builtin too
L1005[06:29:03] <Laceh> at one point the 4.0.0.0 version of the ATLauncher was going to be strictly JavaFX
L1006[06:29:23] <Laceh> but I couldnt figure out how to do custom painting that wasnt terrible XD
L1007[06:29:29] <Laceh> so I skipped it and stuck with swing
L1008[06:29:34] <Saturn812> it's a mix of swing and JavaFX now?
L1009[06:29:40] <Laceh> no its strictly swing
L1010[06:29:43] <Saturn812> oh
L1011[06:29:50] <Saturn812> looks pretty good for swing :D
L1012[06:29:51] <Xemiru> can't you use css with jfx?
L1013[06:30:07] <Laceh> Xemiru: yeah but Im not really well versed in CSS
L1014[06:30:18] <Laceh> and Im really good with swing painting
L1015[06:30:26] <Xemiru> -shrugs-
L1016[06:30:32] <sham1> Graphic2D
L1017[06:30:46] <Laceh> as you can see by the 4.0.0.0 version of the launcher and the work I put in on the new FTBLauncher before it was canned
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L1019[06:31:19] <Laceh> http://i.imgur.com/CmYiHPw.jpg this was all swing
L1020[06:31:54] <Laceh> same with this: http://i.imgur.com/IIvlQdk.jpg
L1021[06:32:24] <sham1> Love dat Swing
L1022[06:33:31] <Laceh> http://i.imgur.com/clskqBU.jpg another picture
L1023[06:33:57] <tmtu> too much swing for my taste
L1024[06:34:09] <Laceh> tmtu: actually wasnt alot of swing
L1025[06:34:21] <Laceh> it was mostly just a couple custom components and throw some layout managers in there and boom
L1026[06:36:03] <sham1> You dont like electro swing :C
L1027[06:36:11] <sham1> You monster
L1028[06:36:20] <tmtu> i hate swing with passion :p
L1029[06:36:35] <Laceh> tmtu: swing is nice if you know what your doing, otherwise Qt all the way
L1030[06:36:41] <Laceh> or gtk
L1031[06:36:46] <Laceh> depends on what language Im using
L1032[06:36:50] <Laceh> C definitely gtk
L1033[06:36:56] <Laceh> C++ definitely Qt
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L1035[06:37:38] <Saturn812> gtk was kinda quite last years. Not really moving forward
L1036[06:38:04] <sham1> WinAPI :D
L1037[06:38:16] <Laceh> sham1: why?....
L1038[06:38:20] <Laceh> WinAPI is terribdd
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L1040[06:38:29] <sham1> No
L1041[06:38:30] <Laceh> and its for windows
L1042[06:38:33] <sham1> Is good
L1043[06:38:41] <Saturn812> tcl tk ftw
L1044[06:38:47] <tmtu> personally i think gtk looks like vomit :)
L1045[06:38:49] <Laceh> Saturn812: maybe for like scripting
L1046[06:38:56] <Laceh> tmtu: gtk can be styled accordingly
L1047[06:39:06] <Laceh> doesnt have to look like crap
L1048[06:39:08] <tmtu> still not native ui
L1049[06:39:11] <Saturn812> it is very lightweight and has binding in almost every language
L1050[06:39:35] <Laceh> Saturn812: I still wouldnt write a UI in Tcl/Tk
L1051[06:39:41] <Laceh> does not appeal to me
L1052[06:40:31] <Saturn812> i like qt, but 50+ MB distibuion is a lot
L1053[06:40:39] <Laceh> yeah Qt is quite large
L1054[06:40:45] <Laceh> but its got more than just a UI library
L1055[06:40:55] <Laceh> like it can deal with net stuff too
L1056[06:40:58] <Laceh> and files
L1057[06:41:06] <Saturn812> yeah, i understand why. They doing a great job, but it is quite a lot still
L1058[06:41:17] <Laceh> yeah
L1059[06:41:24] <Laceh> that and it uses alot more memory than it should
L1060[06:41:38] <Laceh> like gtk has the smallest memory footprint Ive ever seen
L1061[06:41:48] <Laceh> Qt on the other hand has a larger footprint
L1062[06:41:54] <Laceh> Swing is the worst though
L1063[06:42:02] <tmtu> less than bundling the jre
L1064[06:42:02] <Saturn812> swing is old
L1065[06:42:03] <Laceh> Imo JavaFX is even worse than swing the way they deal with things
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L1067[06:42:22] <Saturn812> really? i kind of liked JavaFX
L1068[06:42:36] <Laceh> Saturn812: yeah its like they need to create an object for /everything/
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L1070[06:42:51] <tmtu> does it matter?
L1071[06:43:09] <Laceh> tmtu: when performance matters the less objects you create the better
L1072[06:43:20] <tmtu> and performance doesn't matter
L1073[06:43:26] <Laceh> it does in some cases
L1074[06:43:36] <Laceh> and to me it matters everywhere
L1075[06:43:39] <Laceh> it has to be perfect
L1076[06:43:40] <Laceh> lmfao
L1077[06:43:43] <tmtu> why are you using java then
L1078[06:43:49] <Laceh> because I can
L1079[06:43:56] <Laceh> I write C/C++ code all the time though
L1080[06:44:10] <Laceh> Ive even written some x86 assembler
L1081[06:44:22] <Laceh> but java is my most familiar language besides scala
L1082[06:44:25] <gigaherz> morning
L1083[06:44:30] <gigaherz> best UI system I have seen so far is by far XAML/WPF
L1084[06:44:45] <PaleoCrafter> might want to stop expressing your affectin for Scala, Laceh
L1085[06:44:49] <laci200270> fry|sis: any idas about this. http://pastebin.com/M3ttbHgM ?
L1086[06:44:54] <Laceh> PaleoCrafter: whys that?
L1087[06:44:57] <Laceh> its a wonderful language
L1088[06:44:58] <tmtu> it's dangerous around these parts of irc
L1089[06:45:03] <PaleoCrafter> yeah
L1090[06:45:05] <laci200270> yes
L1091[06:45:11] <PaleoCrafter> Lex doesn't particularly like it :P
L1092[06:45:20] <gigaherz> Scala is funny
L1093[06:45:27] <Laceh> well he doesnt have to write scala code so why should it matter?
L1094[06:45:31] <gigaherz> it makes use of what I sortof consider the annoying bits of other languages
L1095[06:45:34] <tmtu> let's not get into it :p
L1096[06:45:50] <Laceh> gigaherz: the functional parts?
L1097[06:45:53] <gigaherz> no
L1098[06:45:56] <Laceh> or the syntatic sugar?
L1099[06:46:03] <gigaherz> things like "X : type"
L1100[06:46:12] <Laceh> I actually prefer that
L1101[06:46:20] <Laceh> specially since its pretty much optional
L1102[06:46:20] <gigaherz> making use of enter as a sentence terminator
L1103[06:46:23] <sham1> you dont even need the part
L1104[06:46:30] <gigaherz> statement terminator*
L1105[06:46:34] <sham1> type is not needed
L1106[06:46:38] <gigaherz> yeah
L1107[06:46:44] <PaleoCrafter> enter isn't the statement terminator :P
L1108[06:46:47] <Laceh> just cause the scala phaser
L1109[06:46:49] <PaleoCrafter> and there ain't no statements in Scala
L1110[06:46:52] <Laceh> yes thats a thing "phaser"
L1111[06:47:06] <PaleoCrafter> expression master race
L1112[06:47:12] <Laceh> lol
L1113[06:47:14] <gigaherz> PaleoCrafter: eh?
L1114[06:47:15] <tmtu> ++PaleoCrafter
L1115[06:47:20] <Laceh> functional programming ftw
L1116[06:47:24] <gigaherz> well
L1117[06:47:28] <gigaherz> lines don't have to end in a ;
L1118[06:47:29] <gigaherz> ;P
L1119[06:47:37] <Laceh> gigaherz: I like that too
L1120[06:47:43] <Saturn812> they have to end with ))))))))
L1121[06:47:46] <PaleoCrafter> semicolon inference is the best
L1122[06:47:47] <gigaherz> then...
L1123[06:47:57] <Laceh> but Im soo used to languages that have them I still write them
L1124[06:48:00] <Upthorn> See I hae this issue with functional programming
L1125[06:48:00] <PaleoCrafter> but I better shut up, don't want to get banned
L1126[06:48:03] <Upthorn> I uh
L1127[06:48:07] <gigaherz> well the first Scala code I ever saw had "def <something that looked like a function>"
L1128[06:48:15] <Upthorn> I can't figure out how to cause things to occur
L1129[06:48:17] <gigaherz> so I hada bad first impression
L1130[06:48:17] <gigaherz> ;P
L1131[06:48:23] <Upthorn> which is... sort of the point of programming
L1132[06:48:31] <gigaherz> anyhow it's just not made for me XD
L1133[06:48:31] <Laceh> gigaherz: honestly its a wonderful language to just learn
L1134[06:48:55] <Laceh> it teaches you functional programming in a expressive way
L1135[06:49:04] <sham1> I am constantly switching languages but I think that now I will stick myself to scala now that I have a good resource to learn
L1136[06:49:07] <gigaherz> I put it on the same pack as python and ruby -- languages that may be good, but weren't designed to my specific tastes
L1137[06:49:27] <Laceh> although you should learn something like scheme if you really wanna learn functional programming....or something like haskell
L1138[06:49:35] <PaleoCrafter> gigaherz, you're scared away by syntax, not design :P
L1139[06:49:36] <gigaherz> I know haskell
L1140[06:49:38] <gigaherz> well, used to
L1141[06:49:48] <Laceh> lol
L1142[06:49:54] <Laceh> I know a little haskell
L1143[06:49:59] <Laceh> but I dont care for the syntax
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L1145[06:50:45] <gigaherz_p> ugh
L1146[06:51:00] <gigaherz_p> server disappeared on me ;P
L1147[06:51:12] <gigaherz_p> (as in, my pc lost the connection)
L1148[06:51:25] <Laceh> I should honestly figure out a better way to update the computers.....
L1149[06:51:31] <gigaherz_p> [13:49] (gigaherz): I have no issue with functional
L1150[06:51:31] <gigaherz_p> [13:49] (Laceh): lol
L1151[06:51:31] <gigaherz_p> [13:49] (gigaherz): I can understand it just fine
L1152[06:51:47] <gigaherz_p> did those lines get through?
L1153[06:51:47] <Laceh> sending a packet evvery tick seems like a waste
L1154[06:51:54] <PaleoCrafter> oh, Laceh, imo, the green in the ATLauncher pic way too saturated :P
L1155[06:52:07] <Laceh> PaleoCrafter: it wasnt the right shade XD
L1156[06:52:17] <Laceh> Cyanide kept yelling at me for it XD
L1157[06:52:45] <PaleoCrafter> and that sort of stuff is easy peasy with JavaFX :P
L1158[06:52:58] <Laceh> PaleoCrafter: its easy peasy in swign too
L1159[06:53:14] <sham1> ^
L1160[06:53:21] <PaleoCrafter> not in a declarative way though, duh
L1161[06:53:42] <Laceh> g.setColor(Color.decode(0xFF00FF));
L1162[06:54:05] <laci200270> If I create a TE i only need to register it,and in block override the hasTileEntity and createtilentity?
L1163[06:54:12] <PaleoCrafter> yes, laci200270
L1164[06:54:26] <gigaherz_p> yup
L1165[06:54:27] <Laceh> laci200270: you dont necessarily need to override hasTileEntity
L1166[06:54:31] <sham1> I view swing like the old HTML standard and JavaFX like a HTML + CSS
L1167[06:54:35] <laci200270> because it throws an npe
L1168[06:54:49] <gigaherz_p> do you return new YoutTileEntity() in create?
L1169[06:54:53] <PaleoCrafter> swing is more like canvas + JS, sham1 :P
L1170[06:54:54] <laci200270> yes
L1171[06:55:06] <gigaherz_p> then we need pastebin of the exception
L1172[06:55:16] <gigaherz_p> or better -- the entire debug log until it crashed
L1173[06:55:27] <gigaherz_p> if you use IDEA, you can use "create gist" directly from the ide
L1174[06:55:43] <sham1> Yeh
L1175[06:55:46] <sham1> IDEA is so good
L1176[06:55:56] <sham1> It's a good idea to use it
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L1178[06:56:17] <Laceh> sham1: I have a friend that swears his life on eclipse over intellij
L1179[06:56:24] <Laceh> its like u wut m8
L1180[06:56:46] <sham1> :C
L1181[06:56:46] <laci200270> i think i found the problem
L1182[06:56:48] <gigaherz_p> http://it.slashdot.org/story/15/07/13/1040257/first-java-0-day-in-2-years-exploited-by-pawn-storm-hackers
L1183[06:57:06] <gigaherz_p> actively exploited java 0day
L1184[06:57:22] <Laceh> got a name for my filesystem for my computers :D
L1185[06:57:49] <gigaherz_p> The flaw affects the latest Java version 1.8.0.45, but not older versions (v1.6 and 1.7).
L1186[06:58:01] <tmtu> good thing i'm on 1.9 :=)
L1187[06:58:04] <Laceh> hmmm another reason not to do anything with java8
L1188[06:58:05] <gigaherz_p> [...]downgrading Java to one of the older versions is not a good idea because they are vulnerable to other attacks.
L1189[06:58:16] <Laceh> tmtu: really 9?
L1190[06:58:25] <tmtu> yup
L1191[06:58:29] <gigaherz_p> Laceh: nah the existing vulnerabilities from java 7 or older are WAY worse
L1192[06:58:29] <gigaherz_p> XD
L1193[06:58:44] <Laceh> tmtu: is jigsaw in it?
L1194[06:58:51] <tmtu> not that i can tell
L1195[06:58:52] <Laceh> or is that not an approved thing yet?
L1196[06:59:04] <gigaherz_p> https://jdk9.java.net/
L1197[06:59:04] <Laceh> damnit I really wanted to see how that works
L1198[06:59:12] <gigaherz_p> then check it out? ;P
L1199[06:59:16] <tmtu> the final release candidate is in a few days
L1200[06:59:19] <tmtu> probably then
L1201[06:59:29] <Laceh> if it is even approved
L1202[06:59:36] <Laceh> I dont remember if they approved it or not
L1203[06:59:44] <Laceh> that and there was the json api
L1204[07:00:06] <Laceh> supposedly fast as hell, but I dont think it would beat boon
L1205[07:00:07] <gigaherz_p> Status
L1206[07:00:07] <gigaherz_p> The reorganization of the source code (JEP 201) was merged into JDK 9 build 27, in August 2014.
L1207[07:00:09] <Laceh> boon is blazing fast
L1208[07:00:13] <gigaherz_p> so yes
L1209[07:00:15] <gigaherz_p> jdk9 has it
L1210[07:00:22] <gigaherz_p> at least what came ouf of it
L1211[07:00:41] <gigaherz_p> http://openjdk.java.net/projects/jigsaw/
L1212[07:00:45] <gigaherz_p> approved in December 2014
L1213[07:00:55] <Laceh> oh so it was
L1214[07:00:57] <Laceh> sweet
L1215[07:01:32] <laci200270> there is any way to get block in a world has a TE?
L1216[07:02:34] <Laceh> laci200270: what?
L1217[07:02:51] <gigaherz_p> laci200270: that sentence is missing words, please try again
L1218[07:03:04] <laci200270> i want to gte block in a world has a tilentity
L1219[07:03:07] <laci200270> *get
L1220[07:03:16] <gigaherz_p> still missing words
L1221[07:03:18] <sham1> Umn wat
L1222[07:03:31] <gigaherz_p> so you want to add a TE into a block of the world?
L1223[07:03:36] <gigaherz_p> do you want to have YOUR blocks have a TE?
L1224[07:03:40] <laci200270> i want to check TE is already created
L1225[07:03:42] <gigaherz_p> do you want to know IF a block has a TE?
L1226[07:03:53] <gigaherz_p> world.getTileEntity(position)
L1227[07:04:05] <laci200270> but that returns null
L1228[07:04:17] <laci200270> and i want to check why returns null
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L1230[07:04:25] <sham1> Then that position has no TE in it
L1231[07:04:27] <sham1> Not that hard
L1232[07:04:28] <gigaherz_p> if it returns null, you didn't create the Tile Entity
L1233[07:04:37] <LexLap> so... software is developed.
L1234[07:04:43] <LexLap> shit breaks...
L1235[07:04:54] <LexLap> LETS NEVER UPDATE EVER AGAIN BECAUSE HORRIBAD
L1236[07:04:56] <sham1> Everyone whines
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L1239[07:05:20] <LexLap> But what about the exploits in the version you're on that we know will never be fixed because they are no longer updating that old version cuz you know.. old...
L1240[07:05:33] <LexLap> NEW VERSION IS EVIL AND BROKEN SEEE
L1241[07:05:49] <LexLap> Hell face, meet mister desk.
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L1244[07:07:59] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/block/BlockFluidNode.java#L23-L32 what can be wrong?
L1245[07:07:59] <gigaherz_p> laci200270: hmm keep in mind that the Block is the one the chooses to have a TE or not, you can only have a TE for Blocks that you create, where you override hasTileEntity+createTileEntity
L1246[07:08:29] <Laceh> laci200270: I suggest extending BlockContainer again
L1247[07:08:33] <Laceh> instead of Block
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L1249[07:08:41] <laci200270> ok
L1250[07:08:51] <gigaherz_p> hmm that should work regardless
L1251[07:08:53] <Laceh> and remove the overriden hasTileEntity
L1252[07:09:00] <laci200270> i now need go away
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L1254[07:09:23] <gigaherz_p> doesn't look different than my machine: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/blocks/BlockEssentializer.java
L1255[07:09:24] <gigaherz_p> ;P
L1256[07:09:38] <gigaherz_p> OH
L1257[07:09:43] <gigaherz_p> he probable doesn't register the TE
L1258[07:09:45] <gigaherz_p> in the mod
L1259[07:09:48] <gigaherz_p> on preInit ;P
L1260[07:10:12] <gigaherz_p> yeah no registerTileEntity
L1261[07:10:13] <gigaherz_p> XD
L1262[07:10:25] <sham1> No wonder
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L1264[07:16:57] <Laceh> figured out the name for the filesystem Im going to be writing for my computer mod :D XD
L1265[07:17:24] <sham1> ext2?
L1266[07:17:30] <Laceh> ext9001
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L1268[07:18:17] <gigaherz_p> yo uare going to write an actual fs, oir just pretend to write an FS? while just storing NBT data on your TE? ;P
L1269[07:18:20] <gigaherz_p> or*
L1270[07:18:42] <Laceh> gigaherz_p: a filesystem
L1271[07:18:51] <sham1> So you are gonna write actual files
L1272[07:18:52] <sham1> Nice
L1273[07:19:10] <Laceh> going to make it adapt to the java.nio.FileSystem api
L1274[07:19:16] <Laceh> that way its easy peasy :D
L1275[07:19:22] <gigaherz_p> so not an actual FS ;P
L1276[07:19:33] <sham1> That would require people to formayt
L1277[07:19:42] <Laceh> sham1: what?
L1278[07:19:49] <sham1> If actual FS
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L1280[07:20:47] <Laceh> I still dont follow Lol
L1281[07:20:58] <sham1> Was responding to gigahertz...
L1282[07:20:59] <gigaherz_p> an actual FS would mean coding a data storage manager, which allocates data sections from the raw disk sectors
L1283[07:21:17] <sham1> Or justy a driver in this case
L1284[07:21:42] <sham1> Because I'd trhink that windows and whomever else do that allocation for you
L1285[07:22:01] <gigaherz_p> well no need ot have it as a driver, really
L1286[07:22:27] <gigaherz_p> you COULD write a filesystem implemented on Minecraft, on a virtual "disk" exposed as an array of bytes
L1287[07:22:28] <gigaherz_p> ;P
L1288[07:22:39] <Laceh> gigaherz_p: yeah a virtual FS
L1289[07:22:39] <sham1> :/
L1290[07:22:40] <tmtu> virtual file systems are great for games
L1291[07:22:43] <gigaherz_p> I just don't think it would be very effective ;P
L1292[07:22:47] <Laceh> jimfs is wonderful
L1293[07:22:53] <Laceh> but its a memory hog
L1294[07:23:02] <gigaherz_p> better to simply store the "files" as NBT data inside the TE
L1295[07:23:08] <gigaherz_p> then NBT is the filesystem ;P
L1296[07:23:27] <sham1> NBT...
L1297[07:23:27] <Laceh> Im going to write this so its root is relative to <game save dir>/ext9001/
L1298[07:24:09] <sham1> Make it also read from asset foldier
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L1300[07:24:20] <Flashfire> While you're on the subject of nbt, could someone give me some direction regarding worldsaveddata and saving whether or not a structure has spawned?
L1301[07:24:23] <sham1> Á La computercraft
L1302[07:24:36] <Laceh> sham1: you will be able to "mount" files from the asset dir
L1303[07:25:00] <sham1> Yay
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L1334[08:25:59] <laci200270> this why always check the same block? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L151-L163
L1335[08:27:00] <gigaherz_p> ah laci200270 you are back, I found why your TE wasn't working
L1336[08:27:12] <gigaherz_p> yo uare missing a GameRegistry.registerTileEntity call
L1337[08:27:13] <gigaherz_p> ;P
L1338[08:27:23] <laci200270> it was there
L1339[08:27:37] <laci200270> in the main mod file
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L1341[08:28:02] <gigaherz_p> hmm oh wait right you have them in init()
L1342[08:28:07] <gigaherz_p> I only looked in preInit
L1343[08:28:12] <gigaherz_p> that's where I have them
L1344[08:28:45] <gigaherz_p> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L105
L1345[08:28:48] <gigaherz_p> that's how I initialize my block
L1346[08:29:22] <laci200270> that problem fixed by a small(big) refactor
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L1349[08:31:40] <sham1> Why not just use world.getTileEntity(pos) != null to check if block has a TE
L1350[08:32:04] <laci200270> now that fixed
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L1352[08:32:22] <sham1> Sentances get cvut
L1353[08:32:30] <laci200270> the problem now with this part of the code https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L151-L163
L1354[08:32:50] <laci200270> it always loops at the same block,offest not applied
L1355[08:33:10] <PaleoCrafter> ugh, run a formatter over that
L1356[08:33:14] <sham1> why not just use for (EnumFacinf side : EnumFacing.VALUES) or something
L1357[08:33:17] <laci200270> offset
L1358[08:33:21] <laci200270> oh
L1359[08:33:26] <Laceh> try ForgeDirection
L1360[08:33:28] <PaleoCrafter> also, yeah, foreach
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L1362[08:33:33] <PaleoCrafter> Laceh, that ain't a thing anymore :P
L1363[08:33:38] <Laceh> oh this is 1.8?
L1364[08:33:39] <sham1> Forgedirection is not in 1.8
L1365[08:33:47] <sham1> If it has blockpos in it...
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L1367[08:33:52] <sham1> And blockstates
L1368[08:33:52] <Laceh> I havent touched 1.8 as it broke exoskeleton so bad I was scared
L1369[08:33:57] <PaleoCrafter> like every sane modder :P
L1370[08:34:11] <Ordinastie> laci200270, didn't I told you to at proper working pathfinding algorithm?
L1371[08:34:12] <PaleoCrafter> (regarding using 1.8, not not using 1.8)
L1372[08:34:35] <Ordinastie> *look
L1373[08:34:37] <sham1> 1.8 is super awesome
L1374[08:34:54] <laci200270> Ordinastie: i now using Dimitriye98's
L1375[08:35:05] <laci200270> i can't remember yours
L1376[08:35:29] <Ordinastie> IIRC you ask for an example and I linked you google
L1377[08:35:33] <Laceh> sham1: uhhh I didnt think it was XD
L1378[08:35:46] <laci200270> Ordinastie: yes :D
L1379[08:35:55] ⇨ Joins: Michael_ (~Michael_@93-173-154-44.bb.netvision.net.il)
L1380[08:36:00] <sham1> Fite me
L1381[08:36:12] <Ordinastie> so let me rephrase that: you need to look at a proper WORKING code
L1382[08:36:59] <Michael_> Anyone know how to set up an enviroment for making computercraft addons?
L1383[08:37:04] <Laceh> sham1: http://i.imgur.com/AJKqRUi.gifv
L1384[08:37:22] <Laceh> Michael_: add the api from the .jar into the directory: src/main/api
L1385[08:37:34] <Laceh> then add CCC to the mods folder
L1386[08:37:38] <laci200270> Michael_: first download the deobf version of CC
L1387[08:37:39] <Laceh> and CC to the mods folder as well
L1388[08:37:48] <Laceh> laci200270: there is no deobf version
L1389[08:37:50] <Parker8283> *src/api/java
L1390[08:37:56] <laci200270> oh :D
L1391[08:38:04] <sham1> I also have a working algorithm for fluid pipes, it just assumes certain things: https://gist.github.com/sham1/cf48988e1f0d92c2721e
L1392[08:38:09] <sham1> And it works
L1393[08:38:34] <Parker8283> use 7zip or whatever to extract the CC jar file, go into api/src, and copy the contents of that into your project's src/api/java dir
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L1395[08:38:42] <Laceh> err yeah XD
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L1397[08:39:04] <Laceh> src/api/java*
L1398[08:39:07] <Laceh> been a long night XD
L1399[08:39:08] <Michael_> what do I do if theres no deobf? CCC didn't work. I gave it the MCP conf dir from the mcp website and CC still crashed
L1400[08:39:18] <Parker8283> ...
L1401[08:39:20] <Parker8283> oh
L1402[08:39:23] <PaleoCrafter> BON2
L1403[08:39:25] <Laceh> you didnt give it the correct dir then XD
L1404[08:39:26] <Parker8283> use my tool! :P
L1405[08:39:33] <Laceh> because it worked fine for me
L1406[08:39:34] <Parker8283> https://github.com/Parker8283/BON2/releases
L1407[08:39:45] <Parker8283> This will deobf a obfed mod for you
L1408[08:39:52] <PaleoCrafter> funny how you join just before you get an opporunity to advertise it, Parker8283 :P
L1409[08:39:58] <Parker8283> :D
L1410[08:40:01] <Parker8283> I knew or something
L1411[08:40:03] <Parker8283> :P
L1412[08:40:12] <Laceh> Parker8283: if you would like a better looking UI I could totally hook you up :)
L1413[08:40:23] <Parker8283> I've been working on one with JavaFX for a while
L1414[08:40:36] <laci200270> there is a way to clean the chat?
L1415[08:40:43] <laci200270> (a hotkey)
L1416[08:40:51] <Laceh> Parker8283: totally would give you a gorgeous looking swing UI
L1417[08:40:53] <Parker8283> But I have no permanent computer for the past 3 or 4 months, because my normal one went kaput back in late April :(
L1418[08:40:53] <laci200270> because i debugging to it
L1419[08:40:55] <Laceh> javafx is yucky
L1420[08:41:00] <Parker8283> liar
L1421[08:41:08] <Laceh> Parker8283: no lies XD
L1422[08:41:14] <Parker8283> JavaFX has less code, more not code, and can be stylized with CSS
L1423[08:41:35] <Parker8283> Way less ugly code wise than Swing
L1424[08:41:41] <sham1> Less code means in my case less interested
L1425[08:41:50] <Parker8283> and, you know, css is always good
L1426[08:41:55] <Laceh> http://i.imgur.com/CmYiHPw.jpg I did this in less code with swing than javafx could ever do XD
L1427[08:42:08] <PaleoCrafter> then you don't know how to use JavaFx, Laceh :P
L1428[08:42:13] <Parker8283> ^^
L1429[08:42:15] <Laceh> in fact I do though
L1430[08:42:32] <Laceh> JavaFX is just no bueno
L1431[08:42:39] <Parker8283> why though?
L1432[08:42:49] <Laceh> custom painting is a bitch compared to swing
L1433[08:42:55] <sham1> But one thing I like is that JavaFX can also use Swing components
L1434[08:42:56] <PaleoCrafter> point is that you don't do custom painting :P
L1435[08:42:59] <Laceh> javafx uses more objects than it needs
L1436[08:43:00] <PaleoCrafter> you do it with CSS
L1437[08:43:05] <Parker8283> ^^
L1438[08:43:24] <PaleoCrafter> and JFX mainly uses objects a lot because of its awesome bindings API :P
L1439[08:43:35] <Laceh> why on earth would someone writing a UI for a JVM want to write the UI in CSS/XML and Javascript?
L1440[08:43:37] <Parker8283> @FXML is the greatest annotation ever
L1441[08:43:40] <Laceh> thats rediculous
L1442[08:43:41] <Parker8283> :P
L1443[08:43:55] <PaleoCrafter> why would any sane person write a UI in code?
L1444[08:43:58] <Laceh> go write some nodejs code if you want a UI built like that
L1445[08:44:07] <sham1> because UI in code is hardcore
L1446[08:44:16] <Parker8283> You never have to touch the XML if you use SceneBuilder, and HTML and CSS are things that most developers should know anyway, for how often they are used
L1447[08:44:17] <Laceh> because PaleoCrafter you can control it better
L1448[08:44:33] <Laceh> Parker8283: why would you use SceneBuilder thats just lazy....
L1449[08:44:40] <PaleoCrafter> that's a bs argument
L1450[08:44:50] <Parker8283> Would you rather WRITE XML?!? You crazy?
L1451[08:44:55] <Parker8283> :P
L1452[08:45:10] <Laceh> Parker8283: I would rather write XML at least I know what the code is doing compared to just having it generated for me
L1453[08:45:12] <PaleoCrafter> you have just as much control outside of code
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L1455[08:46:04] <Parker8283> Don't get me wrong, I go into the xml file later to verify everything, make some minor tweaks, but SceneBuilder takes care of the bulk of the work. For Swing, I used WindowBuilder, and did about the same process.
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L1457[08:46:53] <PaleoCrafter> and SceneBuilder creates pretty good XML already, unlike your usual HTML WYSIWYG :P
L1458[08:46:58] <Laceh> Ive never used a UI builder of any kind
L1459[08:47:06] <sham1> I can also do great XML
L1460[08:47:06] <Laceh> its just a lazy process
L1461[08:47:11] <sham1> XML is not that hard
L1462[08:47:16] <Michael_> How do i use BON2?
L1463[08:47:19] <Parker8283> no, it ain't hard, just annoying :P
L1464[08:47:21] <sham1> Unless you are using very strict DOM or something
L1465[08:47:39] <Laceh> Parker8283: then write the UI using the constructs in the original API implementation
L1466[08:47:39] <Parker8283> Michael_, Double click the file you downloaded, it should be pretty straightforward.
L1467[08:47:45] <laci200270> sham1: the example you gave, is for cases for pipe holding the fluid, isn't it?
L1468[08:47:52] <sham1> Yes
L1469[08:48:07] <sham1> What, are you actually making a network where it does not hold the fluid
L1470[08:48:37] <laci200270> i not want much lag so there is a node that holds the fluid
L1471[08:48:39] <Michael_> Oh its an actual deobfuscator. I thought it works like CCC
L1472[08:48:54] <sham1> It holding the fluid does not cause any more lag than that
L1473[08:48:58] <Parker8283> look, this debate is just turning into every other mostly-opinion orientated debate, so I'm stepping out. There is no "right" answer :P
L1474[08:49:03] <sham1> Only rendering would if you do it in a dumb way
L1475[08:49:07] <Parker8283> Michael_, Yea, it creates a deobf jar for you
L1476[08:49:09] <sham1> OOD
L1477[08:49:23] <sham1> Opinion-oriented debate
L1478[08:49:35] <sham1> or rather OOP
L1479[08:49:40] <Parker8283> i like placing hyphens in random places :P
L1480[08:49:42] <sham1> Opinion-oriented preference
L1481[08:49:43] <laci200270> sham1: but if the pipe holds the fluid the pipe needs a TE
L1482[08:49:49] <sham1> And?
L1483[08:49:50] <laci200270> and it requires more
L1484[08:49:52] <laci200270> ram
L1485[08:49:57] <PaleoCrafter> Laceh, may you enlighten me why a UI builder makes you any more lazy than writing the code directly?
L1486[08:50:01] <sham1> It's not that much
L1487[08:50:14] <PaleoCrafter> you still have to understand the underlying API with most I've used so far
L1488[08:50:30] <sham1> Because UI builder is not hardcore enough
L1489[08:50:33] <Laceh> PaleoCrafter: click and drag verses just writing a few lines of code to get the same effect
L1490[08:50:36] <Ordinastie> and that's how PaleoCrafter managed to get both scala and javaFx banned from this chan.. :p
L1491[08:50:38] <gigaherz_p> pff
L1492[08:50:39] <laci200270> sham1: but in large amounts it can cause problems
L1493[08:50:45] <Parker8283> click and drag sounds easier
L1494[08:50:52] <gigaherz_p> real programmers use little electrical sparks to toggle the RAM bits
L1495[08:50:53] <Laceh> Parker8283: thats my point
L1496[08:50:53] <PaleoCrafter> Ordinastie, Lex hasn't mentioned any hate against JFX :P
L1497[08:50:55] <Laceh> right there
L1498[08:50:55] <gigaherz_p> so that they form a proper UI
L1499[08:50:58] <Ordinastie> yet
L1500[08:51:05] <Parker8283> ??
L1501[08:51:09] <Laceh> its easier and makes you lazier
L1502[08:51:15] <Laceh> take the easy way out
L1503[08:51:18] <gigaherz_p> that's a backward form of thinking
L1504[08:51:19] <sham1> Only thing Lex dislikes here other than being pinged is Scala because of the fanboyism
L1505[08:51:29] <Parker8283> yea...programmers are lazy...pretty much by definition...why do you think we invented i++? :P
L1506[08:51:32] <gigaherz_p> something that lets you do a task faster
L1507[08:51:34] <gigaherz_p> doesn't make you lazy
L1508[08:51:37] <Parker8283> over i = i + 1?
L1509[08:51:39] <gigaherz_p> simply allows you to do more tasks
L1510[08:51:45] <Ordinastie> Laceh, you code in high level language, you're already using the easy way
L1511[08:51:50] <gigaherz_p> if oyu CHOOSE not to do any more work
L1512[08:51:54] <Laceh> Ordinastie: I code in many fricken languages
L1513[08:51:55] <gigaherz_p> and spend the rest of the time procrastinating
L1514[08:51:55] <sham1> i++ is just syntax sugar for i = i +1
L1515[08:51:59] <Laceh> alot of low level ones
L1516[08:51:59] <gigaherz_p> then you were already lazy to begin with
L1517[08:52:02] <gigaherz_p> don't blame the tool
L1518[08:52:08] <gigaherz_p> ;P
L1519[08:52:14] <Parker8283> sham1, that's what i said
L1520[08:52:23] *** gigaherz_p is now known as gigaherz
L1521[08:52:25] <sham1> didnt hear you
L1522[08:52:29] <Ordinastie> if you know low level language why use higher one? that's just being lazy
L1523[08:52:31] <Laceh> I just happen to be using java/scala for this current project as its a minecraft mod
L1524[08:52:31] <Parker8283> all good
L1525[08:52:42] ⇨ Joins: sloantothebone (~sloantoth@172.242.199.161)
L1526[08:52:58] <sham1> Because x86 ASM is BS
L1527[08:53:06] <Laceh> otherwise if it was supported without doing a bunch of rediculous stuff I would be using C/C++
L1528[08:53:17] ⇨ Joins: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L1529[08:53:17] <Flashfire> My worldSavedData class won't read from nbt for some reason
L1530[08:53:24] <sham1> C++ and C are too high-level languages
L1531[08:53:29] <Flashfire> Is there something I have to do to make it load?
L1532[08:53:51] <Parker8283> write something useful in LOLCODE and I'll start listening :P
L1533[08:53:52] <Flashfire> I can post a pastebin if anyone is able to help
L1534[08:54:37] <sham1> Also I was dissapointed when I found out that the ASM in context of modding is not the ASM I know and love
L1535[08:54:45] <Parker8283> ??
L1536[08:55:28] <gigaherz> I know someone who considers C++ to be evil
L1537[08:55:31] <gigaherz> because it has OOP
L1538[08:55:39] <gigaherz> and OOP allows oyu to program without knowing ALL the details of what you did
L1539[08:55:42] <gigaherz> which means you can be lazier
L1540[08:55:45] <Laceh> sham1: my computer mod will eventually support ARM assmebler
L1541[08:55:53] <sham1> ARM ^^
L1542[08:55:58] <sham1> I can use RPI
L1543[08:56:03] <ThePsionic> It assembles new limbs?
L1544[08:56:05] <sham1> In-game RPI
L1545[08:56:24] <gigaherz> make an ARM cpu using redstone :D
L1546[08:56:38] <laci200270> in MC? :D
L1547[08:56:40] <gigaherz> yes :D
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L1549[08:57:02] <Laceh> sham1: lol
L1550[08:57:03] <laci200270> give me worldedit mcedit and lot of years :D
L1551[08:57:22] <gigaherz> i'll give you ProjectRed too
L1552[08:57:27] <gigaherz> so you can make compact gates
L1553[08:57:28] <gigaherz> ;P
L1554[08:57:32] <sham1> Yay
L1555[08:57:37] <sham1> Oh and microblocks
L1556[08:57:50] <Laceh> but yes it will have an ARM emulator
L1557[08:58:14] <gigaherz> yeah forge multipart, projectred, and rednet cables
L1558[08:58:20] <gigaherz> whatever mod those were
L1559[08:58:20] <laci200270> give me Computercraft :D
L1560[08:58:21] <gigaherz> ;p
L1561[08:58:26] <gigaherz> n othat'd be cheating ;P
L1562[08:58:41] <gigaherz> rednet blocks are the most I'd accept ;P
L1563[08:58:42] <sham1> even though LUA is so inpotent that it would not be
L1564[08:59:00] <gigaherz> well you could write a computer emulator using LUA
L1565[08:59:06] <laci200270> or give RP2 computers
L1566[08:59:07] <gigaherz> you have logic expressions, and can do input and output
L1567[08:59:16] <gigaherz> that's enough for the task
L1568[08:59:19] <gigaherz> not optimal, sure, but enough
L1569[08:59:40] <laci200270> there is a man building a 8 bit cpu from logic gates
L1570[08:59:54] <laci200270> :D
L1571[08:59:57] <gigaherz> but really
L1572[08:59:59] <laci200270> its a bit crazy
L1573[09:00:02] <laci200270> yes
L1574[09:00:04] <gigaherz> a turing machine
L1575[09:00:10] <gigaherz> using sand as a tape
L1576[09:00:17] <gigaherz> normal sand = 0, red sand = 1
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L1578[09:00:30] <laci200270> not in minecraft
L1579[09:00:30] <Parker8283> man, this computer I'm using right now was basically built to run Microsoft Office...I really need a new computer...
L1580[09:00:33] <gigaherz> with pistons to move the sand around
L1581[09:00:33] <laci200270> in real life
L1582[09:00:34] <gigaherz> XD
L1583[09:00:56] <gigaherz> laci200270: building a cpu with logic gates is annoying, but it has been done before
L1584[09:01:01] <gigaherz> heck, that's how the original computers were made
L1585[09:01:02] <gigaherz> XD
L1586[09:01:09] <gigaherz> people designed the vacuum tube circuits
L1587[09:01:10] <gigaherz> XD
L1588[09:01:33] <gigaherz> you basically assemble building blocks
L1589[09:01:38] <gigaherz> from a few gates, you get a half-adder
L1590[09:01:41] <gigaherz> then a full adder
L1591[09:02:00] <gigaherz> from other gates, you get multiplexers and demultiplexers
L1592[09:02:02] <gigaherz> shift registers
L1593[09:02:02] <gigaherz> etc
L1594[09:02:08] <sham1> Yay
L1595[09:02:10] <sham1> EAX
L1596[09:02:14] <sham1> wait no
L1597[09:02:19] <gigaherz> and adders, (de)multiplexers, and shift registers are the most basic elements of a cpu
L1598[09:02:25] <sham1> How would memory work
L1599[09:02:35] <gigaherz> RS latch for SRAM
L1600[09:02:55] <gigaherz> well
L1601[09:02:57] <gigaherz> D latches
L1602[09:03:08] <gigaherz> a register is a group of D latches in parallel
L1603[09:03:22] <gigaherz> connected to the data bus, and a "write" pulse
L1604[09:03:29] <gigaherz> for SRAM
L1605[09:03:37] <gigaherz> it's a bank of registers
L1606[09:03:51] <gigaherz> there's 6 transistors in a SRAM bit
L1607[09:03:58] <gigaherz> which is why SRAM is so expensive
L1608[09:04:00] <laci200270> http://www.techspot.com/news/60926-stanford-researchers-develop-water-droplet-computer-manipulates-physical.html
L1609[09:04:10] <gigaherz> compared to DRAM, which uses 1 transistor, and 1 capacitor
L1610[09:04:21] <gigaherz> there were attempts at making single-transistor RAM
L1611[09:04:31] <gigaherz> but so far they haven't resulted into useful products
L1612[09:05:08] <gigaherz> the capacitance side-effect of the SoI process isn't as easy to harness as they hoped for ;P
L1613[09:05:21] <gigaherz> but anyhow
L1614[09:05:25] <gigaherz> building blocks.
L1615[09:05:38] <Flashfire> Hey gigaherz
L1616[09:05:55] <gigaherz> an ALU is basically two register inputs, a muxer to choose between the available operations, and a register output
L1617[09:06:13] <gigaherz> you can reuse one of the inputs as the output
L1618[09:06:13] <Flashfire> You've helped me a lot recently so can I ask you what makes readFromNBT get called in a worldSavedData class?
L1619[09:06:16] <gigaherz> so you end up with
L1620[09:06:39] <Flashfire> It's not being executed for me for some reason :/
L1621[09:06:45] <gigaherz> with an accumulator register (A), and a second register (B)
L1622[09:06:52] <gigaherz> A <= op(A,B)
L1623[09:07:32] <gigaherz> the execution engine can simply use a temp register where the opcode is stored, and if oyu make it simple enough
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L1625[09:07:45] <gigaherz> that opcode's bits would almost directly map into other functions
L1626[09:08:06] <gigaherz> you'll then need a little block for the program counter management
L1627[09:08:30] <gigaherz> which would have the "PC" register, with data input from the A register of the alu
L1628[09:08:51] <gigaherz> and an incrementer circuit
L1629[09:09:10] <gigaherz> so like PC <= jump ? A : PC+1
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L1631[09:09:42] <PaleoCrafter> Flashfire, it gets called on demand, I think
L1632[09:09:49] <gigaherz> anyhow, you get the idea
L1633[09:09:53] <gigaherz> I won't go on with the rest of the CPU
L1634[09:09:54] <gigaherz> ;P
L1635[09:10:19] <Flashfire> Paleo: As in it's supposed to get executed automatically? It writes fine but it never reads the data when I load the world
L1636[09:10:48] <PaleoCrafter> yeah, it only gets executed when you request the data
L1637[09:10:49] <gigaherz> Flashfire: sorry I never used worldSaveData, so I can't help with that
L1638[09:11:01] <Flashfire> Gigaherz: That's alright : )
L1639[09:12:18] <Flashfire> Paleo: Does that mean using the NBTCompound in the worldSaveData class?
L1640[09:12:40] <PaleoCrafter> wut
L1641[09:13:13] <Flashfire> How do I request the data?
L1642[09:13:26] <PaleoCrafter> loadItemData
L1643[09:13:28] <Flashfire> I have a get method for an int array
L1644[09:13:36] <Flashfire> Oh I see, so it's not perWorldStorage?
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L1646[09:13:51] <PaleoCrafter> or well, if you use perWorldStorage it's perWorldStorage.loadData
L1647[09:14:06] <Flashfire> Yeah that's what isn't working for me
L1648[09:14:09] <Flashfire> It just comes out null
L1649[09:14:16] <Flashfire> Even though I write to it
L1650[09:14:38] <Flashfire> My line is: this.ChaosLabyrinthData = (ChaosLabyrinthData) world.getPerWorldStorage().loadData(ChaosLabyrinthData.class, "ChaosLabyrinth");
L1651[09:14:55] <Flashfire> And I save the data under the same tag name and it writes to nbt
L1652[09:15:17] <PaleoCrafter> well, do you have a corresponding perWorldStorage.setData? :P
L1653[09:15:45] <Flashfire> That's my problem ^^'
L1654[09:15:49] <Flashfire> Thank you
L1655[09:15:56] <PaleoCrafter> https://goo.gl/DrwCWR
L1656[09:15:58] <Flashfire> I thought writeToNBT did that
L1657[09:16:08] <Flashfire> I assumed*
L1658[09:16:22] <sham1> never assume anything
L1659[09:16:47] <Flashfire> Oh sorry, I missed it but I actually do have a corresponding setData
L1660[09:17:01] <Flashfire> Am I supposed to use it every time I save data?
L1661[09:17:06] <PaleoCrafter> no
L1662[09:17:12] <Flashfire> I only use it currently after I instantiate the class
L1663[09:17:16] <PaleoCrafter> are you calling writeToNBT yourself?
L1664[09:17:36] <Flashfire> Nope
L1665[09:17:46] <PaleoCrafter> good, and on which side are you calling getData?
L1666[09:17:54] <Flashfire> It gets called on chunk saving after I mark the data instance dirty
L1667[09:18:12] <sham1> That does not answer the question
L1668[09:18:28] <Flashfire> Let me check, I didn't think about that
L1669[09:18:42] <Flashfire> Looks like both
L1670[09:18:58] <PaleoCrafter> it will return null on the client
L1671[09:19:02] <PaleoCrafter> as that doesn't know about the NBT data
L1672[09:19:27] <Flashfire> I haven't seen any world.isRemote on any worldSavedData examples
L1673[09:19:38] <Flashfire> !world.isRemote*
L1674[09:20:07] <PaleoCrafter> well, you usually have something like this https://goo.gl/DrwCWR and don't care about nulls :P
L1675[09:20:39] <Flashfire> Yeah that's what I'm doing except with perWorldStorage
L1676[09:20:43] <Parker8283> rebasing a PR against Forge is a pain, mostly due to the patches :/
L1677[09:21:01] <PaleoCrafter> then check whether it's null on the server side as well
L1678[09:21:24] <Flashfire> But regardless of sides, readFromNBT isn't being called
L1679[09:22:00] <PaleoCrafter> you seem to always have the weirdest issues...
L1680[09:22:12] <Flashfire> I know, right?
L1681[09:22:28] <Flashfire> I'm relatively new to modding is probably why
L1682[09:22:46] <Flashfire> Shouldn't this call readFromNBT? this.ChaosLabyrinthData = (ChaosLabyrinthData) world.getPerWorldStorage().loadData(ChaosLabyrinthData.class, "ChaosLabyrinth");
L1683[09:23:00] <PaleoCrafter> it should if you've properly written data beforehand
L1684[09:23:16] <PaleoCrafter> make sure that ids you write with match
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L1686[09:23:31] <Flashfire> I have a method in the world saved data class that does this: public void setSpawnPoint(int spawnX, int spawnY, int spawnZ) {
L1687[09:23:31] <Flashfire> spawnPoint = new int[]{spawnX, spawnY, spawnZ};
L1688[09:23:31] <Flashfire> this.markDirty();
L1689[09:23:31] <Flashfire> }
L1690[09:23:42] <Flashfire> (Sorry I didn't think it would go across multiple lines)
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L1692[09:24:27] <Flashfire> So if that's incorrectly writing the data then that's probably my problem
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L1694[09:24:45] <PaleoCrafter> no, that seems alright
L1695[09:25:02] <Flashfire> Then writeToNBT is: compound.setIntArray("ChaosLabyrinth", spawnPoint);
L1696[09:25:28] <Flashfire> But readFromNBT doesn't get called when I create the instance of the worldSavedData class
L1697[09:26:10] <diesieben07> can you pastebin your code please=?
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L1699[09:26:15] <Flashfire> Sure can
L1700[09:26:29] <Flashfire> I would give a git repo but it won't sync because of a conflict
L1701[09:26:59] <Flashfire> http://pastebin.com/HdHmNhJb
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L1703[09:27:14] <diesieben07> remove the NBTTagCompound there
L1704[09:27:18] <diesieben07> thats not how this works
L1705[09:27:37] <diesieben07> and why on earth are you using an int[]
L1706[09:27:50] <Flashfire> What should I use instead?
L1707[09:28:00] <diesieben07> BlockPos, of course
L1708[09:28:08] <Flashfire> I didn't think that worked with nbt
L1709[09:28:16] <sham1> ...
L1710[09:28:19] <sham1> Of course it works
L1711[09:28:28] <diesieben07> you can write anything to NBT
L1712[09:28:46] <Flashfire> You know since there's no compound.setBlockPos
L1713[09:28:56] <diesieben07> ...
L1714[09:29:04] <diesieben07> there is also no compound.setItemStack
L1715[09:29:12] <diesieben07> yet - oh wonder - chests do save their inventory to NBT
L1716[09:29:28] <laci200270> you can save you blockpos's x yz to nbt as int
L1717[09:29:36] <Flashfire> That's what I did ^
L1718[09:29:36] * sham1 grabs popcorn
L1719[09:29:42] <sham1> No, you saved an array
L1720[09:30:02] <diesieben07> nbt.setInt("x", pos.getX()); and so on
L1721[09:30:08] <Flashfire> Oh ok
L1722[09:30:27] <Flashfire> I get that, I thought you meant saving a BlockPos type
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L1724[09:32:04] <sham1> BLOCKPOS IS A WRAPPER...
L1725[09:32:35] <simon816> You can even store BlockPos as a single long value
L1726[09:32:53] <sham1> wait wat
L1727[09:32:54] <simon816> toLong() and fromLong(long)
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L1729[09:32:59] <sham1> Oh
L1730[09:33:03] <diesieben07> true that
L1731[09:33:08] <diesieben07> bit-trickery ftw
L1732[09:33:10] <PaleoCrafter> due to vanilla restrictions on its size only though :P
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L1734[09:33:35] <diesieben07> anything in the world follows those restrictions though
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L1736[09:33:43] <PaleoCrafter> yeah
L1737[09:34:00] <PaleoCrafter> somebody might be naughty though and transform World.isValid :P
L1738[09:34:09] <sham1> Evil people
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L1740[09:36:08] <Flashfire> So this is what I want? http://pastebin.com/gW4mw1PB
L1741[09:36:25] <PaleoCrafter> store a BlockPos at runtime ...
L1742[09:36:26] <Flashfire> Except with the writeToNBT typos fixed
L1743[09:36:35] <PaleoCrafter> and you don't need that getCompoundTag shit
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L1745[09:36:39] <diesieben07> yeah, just make a BlockPos field
L1746[09:36:44] <Flashfire> Alright
L1747[09:36:49] <PaleoCrafter> that compound is specific to your data
L1748[09:38:31] <diesieben07> who the fuck renamed "hasCustomInventoryName" to "isCustomInventoryName" in the latest 1.7 mappings?
L1749[09:38:35] <diesieben07> seriously what the fuck is that.
L1750[09:38:44] <Flashfire> if i'm not using compoundTag then what do I use to get the data?
L1751[09:38:58] <diesieben07> compound.getInteger
L1752[09:39:05] <Flashfire> Ok, I get it
L1753[09:39:27] <PaleoCrafter> last change by xaer.o, diesieben07 :P
L1754[09:39:30] <sham1> "isCustomInventoryName"
L1755[09:39:33] <sham1> Le hell
L1756[09:39:34] <diesieben07> yeah i just checked, too
L1757[09:39:38] <diesieben07> its hasName now
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L1759[09:42:22] <Cazzar> Yeah... hastCustomInventoryName is better gramatically.
L1760[09:42:58] <Flashfire> It still doesn't read so I guess I'm still doing something wrong http://pastebin.com/snwcEehM
L1761[09:42:59] <PaleoCrafter> nah, grammatically they both are fine, the has version is correct though :P
L1762[09:43:20] <PaleoCrafter> semantically, that is
L1763[09:43:26] <diesieben07> jesus christ flash
L1764[09:43:30] <sham1> Flashfire, what the hell is this
L1765[09:43:31] <diesieben07> ONE field
L1766[09:43:34] <diesieben07> BlockPos
L1767[09:43:37] <diesieben07> NO OTHER FIELD.
L1768[09:43:52] <Cazzar> PaleoCrafter: I didn't say is was invalid grammatically it's just I find the has as better.
L1769[09:43:58] <sham1> Picard may have something to say for this: https://www.youtube.com/watch?v=BNsrK6P9QvI
L1770[09:44:14] <Flashfire> Alright
L1771[09:44:20] <PaleoCrafter> you can't really rate grammatic correctness
L1772[09:44:27] <sham1> 5 stars
L1773[09:44:29] <PaleoCrafter> either something's correct or it isn't
L1774[09:44:37] <diesieben07> isCustomInventoryName makes sense gramatically
L1775[09:44:47] <diesieben07> but it is contextually completely wrong
L1776[09:44:51] <sham1> ^
L1777[09:44:56] <diesieben07> an inventory IS not a name
L1778[09:44:57] <diesieben07> it HAS a name.
L1779[09:46:24] <simon816> isInventoryCustomNamed
L1780[09:46:39] <diesieben07> hasName
L1781[09:46:41] <PaleoCrafter> that just sounds awful :P
L1782[09:47:11] <sham1> HastName
L1783[09:47:58] <PaleoCrafter> canHasCustomNamePliss
L1784[09:48:09] <sham1> J2EE naming ^^
L1785[09:48:29] <Parker8283> *plz
L1786[09:48:33] <PaleoCrafter> yeah, plz
L1787[09:48:45] <PaleoCrafter> sham1, I was more aiming for LOLCODE :P
L1788[09:49:17] <sham1> Who the hell would make a language like this
L1789[09:49:40] <PaleoCrafter> people from the internet :P
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L1792[09:51:14] <sham1> It is so painful to read LOLCODE
L1793[09:51:37] <laci200270> I found what was the problem: i forgot to add !world.isremote
L1794[09:51:45] <Flashfire> It's still not reading and I have only the blockpos field now converted to and from long >.>
L1795[09:52:02] <sham1> pastebin
L1796[09:52:32] <PaleoCrafter> your data thing is okay, the problem lies within how you get and set the data :P
L1797[09:52:37] <Flashfire> http://pastebin.com/PaYyvVzK
L1798[09:52:53] <Flashfire> I use the set and get methods in that class ^
L1799[09:53:09] <diesieben07> no, how you get to the WorldSavedData instance
L1800[09:53:29] <Flashfire> I talked about that earlier and it seems fine
L1801[09:53:41] <diesieben07> show it.
L1802[09:54:18] <Flashfire> http://pastebin.com/jKsYndR7
L1803[09:54:48] <diesieben07> do NOT store the WorldSavedData in a field.
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L1805[09:55:05] <Flashfire> I got that from someone else's example :\
L1806[09:55:12] <diesieben07> you want something like this: https://goo.gl/DrwCWR
L1807[09:55:32] <gigaherz> hmmm I wrote a minicpu in circuit-logic pseudocode :D
L1808[09:55:37] <Flashfire> Alright
L1809[09:56:27] <Flashfire> I have to check it every single time the compass gets the pos though
L1810[09:56:33] <sham1> Questomology
L1811[09:56:36] <Flashfire> So it has to create a new instance every time
L1812[09:56:56] <diesieben07> no it doesn't.
L1813[09:57:08] <diesieben07> world.loadItemData will cache it for you
L1814[09:57:27] <Flashfire> Oh, I thought that was just an alternative to perWorldDatra
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L1816[09:57:52] <diesieben07> no, the two do different things
L1817[09:58:00] <diesieben07> perWorldData is actually per-dimension
L1818[09:58:15] <Flashfire> Oh, good to know
L1819[09:58:16] <diesieben07> world.loadItemData (or world.mapStorage, same thign) is shared across all dimensions
L1820[09:58:20] <sham1> "perWorldDatra"
L1821[09:58:31] <Flashfire> A clear typo, yes
L1822[09:58:36] <sham1> No wonder it does not work
L1823[09:58:46] <Flashfire> That's not actually in my code
L1824[09:59:13] <Flashfire> Anyway, I have to start work now, thanks everyone for your help
L1825[10:00:49] <gigaherz> if anyone's interested: https://gist.github.com/gigaherz/e9b6d4022628e611ade6
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L1829[10:13:18] <Pennyw95> Hi, just passing by
L1830[10:13:28] <gigaherz> hello o/
L1831[10:14:03] <Pennyw95> I mean I'm looking for a tutorial on packets can someone point me one? I read diesieben07's already but I think I'm lacking some base knowlegde...
L1832[10:14:36] <diesieben07> what exactly is your question? My tutorial covers the basics :D
L1833[10:15:45] <gigaherz> http://mcforge.readthedocs.org/en/latest/networking/
L1834[10:16:02] <gigaherz> specifically: http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L1835[10:16:15] <Pennyw95> Well the thing is I don't get when the SNW is needed and when it is not...
L1836[10:16:22] <gigaherz> it's never needed
L1837[10:16:25] <gigaherz> it's there for convenience
L1838[10:16:25] <Pennyw95> I mean most TE syncing doesn't require custom packets right?
L1839[10:16:39] <gigaherz> Minecraft is happy enough to transfer ALL THE INFO on demand
L1840[10:16:46] <gigaherz> but it can also mean lots of unnecessary data
L1841[10:16:52] <gigaherz> so you can reduce it by sending "partial updates"
L1842[10:16:56] <gigaherz> of only the modified data
L1843[10:17:03] <Pennyw95> and that's SNW does?
L1844[10:17:05] *** willieaway is now known as williewillus
L1845[10:17:10] <Pennyw95> that's what*
L1846[10:17:14] <gigaherz> SNW is a tool that makes implementing packets easy
L1847[10:17:24] <gigaherz> it doesn't do the partial information for you
L1848[10:17:30] <gigaherz> only helps you avoid the low-level stuff
L1849[10:17:44] <gigaherz> but like, suppose you have a furnace
L1850[10:17:48] <gigaherz> it has two input slots
L1851[10:17:52] <gigaherz> and an output slot
L1852[10:18:00] <gigaherz> the inputs and outputs change only rarely
L1853[10:18:03] <gigaherz> compared to the progressbar
L1854[10:18:07] <Pennyw95> For example I'm working on a TE that should store some Thaumcraft essentia, which is pretty similar to a fluid, and I'm getting quite lost in the nbt and packets, that why I'm here
L1855[10:18:08] <gigaherz> so instead of packing all the info
L1856[10:18:17] <gigaherz> the furnace sends progressbar updates when it's active
L1857[10:18:22] <diesieben07> NBT is completely unrelated to NBT
L1858[10:18:25] <Pennyw95> sure I get that
L1859[10:18:25] <diesieben07> *to Packets
L1860[10:18:28] <gigaherz> and ONLY updates the whole TE when it's done
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L1862[10:18:58] <Pennyw95> but in most mods' sources I see writing and reading the values that change in the TE
L1863[10:19:09] <gigaherz> that's unrelated
L1864[10:19:14] <gigaherz> the way minecraft works is that
L1865[10:19:17] <Pennyw95> what's the point then?
L1866[10:19:23] <gigaherz> in the World object is only stored the block state info
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L1868[10:19:40] <gigaherz> in 1.7 and older, this was 12bit block ID + 4bit metadata
L1869[10:19:54] <diesieben07> it still is that :P
L1870[10:19:56] <gigaherz> in 1.8, there are IBlockState objects assigned to the in-memory structure (still 12+4 on saved files)
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L1872[10:20:05] <diesieben07> it's still 16 bits in memory
L1873[10:20:09] <gigaherz> it is?
L1874[10:20:13] <gigaherz> oh well
L1875[10:20:15] <gigaherz> regardless
L1876[10:20:17] <diesieben07> it is only translated to the IBlcokState when you call getBlcokState on world
L1877[10:20:18] <laci200270> anyone can help with this? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java the node founds the neighbour thanks but the things next to the pipe isn't
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L1879[10:20:18] <sham1> yes
L1880[10:20:20] <gigaherz> you work with IBlockStates
L1881[10:20:26] <gigaherz> but it's 12+4 bits
L1882[10:20:32] <gigaherz> this is very limiting
L1883[10:20:33] <gigaherz> so
L1884[10:20:39] <gigaherz> when your block needs extra data
L1885[10:20:45] <gigaherz> such as chests, furnaces, or similar things
L1886[10:20:47] <PaleoCrafter> don't forget about getActualState :P
L1887[10:20:52] <gigaherz> you need a TileEntity
L1888[10:20:56] <sham1> Laci, what the hell is that
L1889[10:21:08] <gigaherz> the TileEntity lets you manage extra data linked to one specific block
L1890[10:21:11] <Pennyw95> and this that gets written to nbt and then packets are sent?
L1891[10:21:14] <Pennyw95> this data*
L1892[10:21:17] <gigaherz> as opposite to the Block class, which is shared by ALL the blocks of one type
L1893[10:21:21] <gigaherz> now
L1894[10:21:24] <diesieben07> Pennyw95, NBT is for writing to disk.
L1895[10:21:25] <diesieben07> nothing else
L1896[10:21:30] <gigaherz> when Minecraft saves the data to disk
L1897[10:21:36] <gigaherz> it will call TE.writeToNbt
L1898[10:21:45] <gigaherz> and when it loads from disk, it willcall TE.readfromNbt
L1899[10:21:49] <Pennyw95> so it's like saving the TE's state?
L1900[10:21:51] <laci200270> sham1: the algorithm itself is here: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L120-L188
L1901[10:21:52] <gigaherz> yup
L1902[10:21:57] <Pennyw95> oh
L1903[10:22:04] <gigaherz> now there's another system
L1904[10:22:06] <sham1> Why are you extending IFluidTank on a TE?
L1905[10:22:08] <gigaherz> that's getDescriptionPacket
L1906[10:22:22] <gigaherz> this system lets you encode your TE into a packet that can be decoded on the other side
L1907[10:22:25] <gigaherz> for syncing purposes
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L1909[10:22:33] <gigaherz> the most common way to implement the description packet
L1910[10:22:36] <laci200270> sham1: what should I use?
L1911[10:22:45] <gigaherz> is through the binary data encoded through NBT
L1912[10:22:45] <sham1> You have IFluidHandler for a reasonm
L1913[10:22:58] <Pennyw95> but this way unnecessary data is sent as well, right?
L1914[10:22:59] <gigaherz> which is why you'll see writeToNbt used from within getDescriptionPacket
L1915[10:23:06] <gigaherz> but of course, this contains ALL THE DATA
L1916[10:23:13] <laci200270> ok,'ll fix it but for now the is with the algrotihm
L1917[10:23:15] <gigaherz> hence why it can be wasteful
L1918[10:23:21] <gigaherz> so
L1919[10:23:29] <gigaherz> instead of using world.markBlockForUpdate
L1920[10:23:36] <gigaherz> which causes the data to be transferred
L1921[10:23:54] <gigaherz> you can instead send a custom packet
L1922[10:23:59] <gigaherz> with only a small amount ofdata
L1923[10:24:07] <sham1> what about the algorithm
L1924[10:24:21] <gigaherz> this is when the SNW comes in
L1925[10:24:30] <gigaherz> because writing custom packets can be slightly annoying
L1926[10:24:35] <gigaherz> the SNW does the hard work for you
L1927[10:24:50] <Pennyw95> so basically this is not a good way to do it (also cause it's not working) http://pastebin.com/khczKpbe
L1928[10:24:53] <laci200270> sham1: it only founds tanks that directlly connects to the node
L1929[10:24:55] <Pennyw95> oh i see, cool
L1930[10:24:59] <PaleoCrafter> the SNW doesn't do a lot of hard work tbh :P
L1931[10:25:09] <PaleoCrafter> it's called 'simple' for a reason :P
L1932[10:25:13] <sham1> Well because you are not querying outside of that range
L1933[10:25:36] <laci200270> what should i do?
L1934[10:27:34] <laci200270> sham1: the console says it searches around the cables
L1935[10:28:06] <sham1> Well if only in a one block radius of course you are not going to find anything meaningful
L1936[10:28:11] <Ordinastie> Pennyw95, writeCustomNBT ?
L1937[10:29:03] <diesieben07> basically, don't use NBT for packets.
L1938[10:29:12] <Pennyw95> Thaumcraft API
L1939[10:29:23] <laci200270> sham1:the tank is on the top of the cable
L1940[10:29:26] <Pennyw95> I'm doing the SNW thing right now :)
L1941[10:29:30] <laci200270> so it could find it
L1942[10:29:36] <Ordinastie> Pennyw95, is that's what's supposed to be send with the description packet? because you don't call that method
L1943[10:30:21] <Pennyw95> Now maybe that is the problem...
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L1946[10:34:01] <Pennyw95> @Ordinastie would replacing writetonbt readfromnbt with the custom methods make it work?
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L1948[10:34:21] <Ordinastie> Pennyw95, I don't know what you are doing
L1949[10:35:14] <Ordinastie> but that's a question you should be able to answer by yourself if you know any programming at all
L1950[10:36:02] <Pennyw95> well my TE is supposed to keep an amount of fluid but it just sucks in from the pipes and it's gone, not stored in it..hence my questions on packets
L1951[10:36:14] <Pennyw95> uhm yeah that was kind od a stupid question, sorry xD
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L1954[10:43:54] <Xman657483> hello
L1955[10:44:43] <Xman657483> I just did some updating of the mods of a server of mine and it yet again is being dificult
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L1958[10:45:07] <diesieben07> define "difficult"
L1959[10:45:14] <Xman657483> it crashes
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L1961[10:45:22] <diesieben07> post logs
L1962[10:45:24] <Xman657483> and i cannot seem tio find out why
L1963[10:45:25] <Xman657483> http://pastebin.com/ESxSuShd
L1964[10:45:54] <diesieben07> DynamicLights is a client-only mod
L1965[10:45:59] <diesieben07> do you not read the instructions for the mods you use?
L1966[10:46:04] <Xman657483> thats the crash report getting logs now
L1967[10:46:20] <Xman657483> its not in the mods folder
L1968[10:46:31] <diesieben07> yes it is :D
L1969[10:46:32] <Xman657483> let me look again
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L1971[10:46:57] <Xman657483> well dang
L1972[10:47:01] <Xman657483> thanks!
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L1977[10:48:09] <Xman657483> by the way does anybody know of a mod that allows you to hide/change players names in server
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L1984[10:55:49] <Xman657483> Bubye
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L2023[12:08:09] <Szernex> hmm
L2024[12:08:19] <Szernex> PathMatchers are weird...
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L2027[12:11:02] <Szernex> for instace I create a PathMatcher with "glob:*logs*", but it still doesn't match against ".\logs\fml-server-2.log" or anything in the logs directory
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L2029[12:13:23] <diesieben07> you create it with FileSystem#getPathMatcher, right?
L2030[12:13:27] <Szernex> https://gist.github.com/anonymous/cf1c5d78ab41eeba3a81 can anyone tell me what I'm doing wrong here?
L2031[12:13:30] <Szernex> yea
L2032[12:13:40] <Szernex> FileSystems.getDefault().getPathMatcher
L2033[12:15:01] <diesieben07> not sure
L2034[12:15:14] <diesieben07> but it does say that its not specified how it behaves
L2035[12:15:22] <Szernex> great
L2036[12:15:28] <diesieben07> read the javadocs man :P
L2037[12:15:46] <Szernex> how what behaves actually?
L2038[12:15:48] <Szernex> globs?
L2039[12:16:08] <diesieben07> read the javadocs on getPathMatcher
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L2041[12:17:10] <Szernex> awesome
L2042[12:17:12] <Szernex> -.-
L2043[12:18:17] <Szernex> well, with regex it works
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L2045[12:20:47] <shadekiller666> how would one determine what the current camera transform type is
L2046[12:21:13] <shadekiller666> like first_person or third_person 1 or third_person 2
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L2049[12:22:48] <diesieben07> Minecraft.getMinecraft().gameSettings.thirdPersonView
L2050[12:23:02] <diesieben07> 0-2
L2051[12:23:34] <shadekiller666> 0 is 1st person?
L2052[12:24:46] <diesieben07> yes
L2053[12:25:35] <shadekiller666> and 1-2 are both third
L2054[12:25:38] <diesieben07> yes
L2055[12:26:01] <shadekiller666> thanks
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L2058[12:28:25] <shadekiller666> damn you forge dev env and your <1.7 langauge level!
L2059[12:28:43] <shadekiller666> and why the hell did it take them so long to add string support to switches
L2060[12:29:02] <killjoy> In 1.5, it was still java 5
L2061[12:29:12] <minecreatr> how can I get if a certain coordinate for rendering text is off the visible screen on client side
L2062[12:29:35] <killjoy> use a negative?
L2063[12:30:21] <minecreatr> well I just want to know if a certain coordinate is off the visible screen
L2064[12:30:22] <diesieben07> shadekiller666, because it's not trivial :D and they should support it for everything.
L2065[12:30:49] <diesieben07> check if it's >= 0 and <= width
L2066[12:31:00] <minecreatr> how do I get the width?
L2067[12:31:10] <diesieben07> Minecraft#displayWidth
L2068[12:31:25] <shadekiller666> diesie, wouldn't it be better to use ScaledWidth
L2069[12:31:27] <killjoy> mc.displayHeight/displayWidth
L2070[12:31:32] <diesieben07> no, why?
L2071[12:31:50] <diesieben07> since your text is also scaled...
L2072[12:31:58] <shadekiller666> do displayWidth/Height factor in the size of the window?
L2073[12:32:03] <killjoy> Gui's draw method automatically compensate for ScaledResolution
L2074[12:32:09] <shadekiller666> oh ok
L2075[12:32:11] <killjoy> You only need to use that if you're using a Tessallator
L2076[12:32:27] <killjoy> Are you?
L2077[12:32:53] <shadekiller666> i was asking regarding minecreatr
L2078[12:32:59] <shadekiller666> i'm doing command stuff atm
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L2087[12:54:36] <shadekiller666> O.o why can the game all of a sudden not find minecraft:textures/font/ascii.png...
L2088[12:56:43] <gigaherz> you broke the resource pack list?
L2089[12:58:44] <shadekiller666> i didn't touch the resource pack list
L2090[12:59:19] <gigaherz> no idea then
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L2092[13:01:56] <shadekiller666> all i did was comment out a function call that was calling to my own code from my own code and saved the changes and all of a sudden the game didn't know how to find the font texture sheet, nor the widgets texture sheet that it uses for buttons and things...
L2093[13:02:41] <shadekiller666> and all that function did was grab a modelresourcelocation from the item currently held and copied the file to a different folder
L2094[13:03:15] <shadekiller666> a relaunch seems to have fixed it for some reason...
L2095[13:04:04] <gigaherz> heh
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L2102[13:19:31] <Flenix> Hey all, trying to use ray tracing to detect entities that the player is looking at. Found some stuff on the web so using that, but it only works for targetting blocks, not entities. I'm assuming this line is probably the culprit for that; is there some sort of entity alternative?
L2103[13:19:32] <Flenix> MovingObjectPosition movingObjPos = world.rayTraceBlocks(vec3, addedVector, true);
L2104[13:20:17] <Lumien> Look at the Minecraft class
L2105[13:20:37] <diesieben07> Minecraft has specific code for it but its client only
L2106[13:20:42] <diesieben07> look at EntityRenderer.getMouseOver
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L2111[13:26:42] <Flenix> Client only? No way to do it server-side? It's for PvP based stuff so don't want to trust the client really
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L2113[13:27:05] <diesieben07> you can do it serverside, you just have to copy the code
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L2115[13:28:53] <HassanS6000> How would I make my entity search for other entities/enemies in a big radius?
L2116[13:28:56] <HassanS6000> Greater than 32 blox
L2117[13:29:07] <HassanS6000> 32 I think is Vanilla's radius
L2118[13:29:18] <PaleoCrafter> uhm... what
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L2120[13:31:24] <Ivorius> 1) look for the AI responsible for searching targets
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L2122[13:31:28] <Ivorius> 2) modify the values
L2123[13:31:34] <Ivorius> Welcome to programming :P
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L2125[13:31:52] <minecreatr> in the OnConfigChangeEvent how do I get the changes to the config?
L2126[13:32:32] <Laceh> http://i.imgur.com/WHjtX2f.png :D
L2127[13:32:43] <PaleoCrafter> still no likey the font :P
L2128[13:32:48] <diesieben07> minecreatr, you don't, i think.
L2129[13:33:00] <minecreatr> then how do I act upon it?
L2130[13:33:03] <Laceh> PaleoCrafter: I told you if you have a better suggestion Im all ears XD
L2131[13:33:09] <diesieben07> you just refresh whatever you have in your config.
L2132[13:33:16] <PaleoCrafter> something pixely :P
L2133[13:33:20] <Ivorius> minecreatr: Look at Configuration.hasChanged
L2134[13:33:37] <Ivorius> Every option keeps its own dirty boolean
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L2136[13:36:09] <Laceh> how does this look PaleoCrafter? http://www.fonts2u.com/free-monospaced.font
L2137[13:36:20] <PaleoCrafter> that looks nice
L2138[13:36:31] <PaleoCrafter> have to see it on a minecraft scale though :PÜ
L2139[13:36:45] <Laceh> >.>
L2140[13:39:06] <SnowDapples> püpüpüpü
L2141[13:40:58] <HassanS6000> Ivorius, I've tried that.
L2142[13:41:06] <HassanS6000> I'm not THAT much of a dumbass
L2143[13:41:36] <diesieben07> HassanS6000, SharedMonsterAttributes.followRange
L2144[13:41:40] <PaleoCrafter> you're enough of a dumbass to not be able to change a value :P
L2145[13:41:53] <HassanS6000> :(
L2146[13:41:57] <HassanS6000> ty diesieben07
L2147[13:42:21] <minecreatr> for some reason the OnConfigChange event isn't firing, even though the parent gui isn't a GuiConfig and the configID isn't null
L2148[13:44:03] <Laceh> PaleoCrafter: http://i.imgur.com/9TccpM9.png better?
L2149[13:44:10] <PaleoCrafter> mh
L2150[13:44:20] <PaleoCrafter> looks a lot better :P
L2151[13:44:56] <Laceh> need to adjust the terminal background colour
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L2154[13:46:37] <Laceh> how about this? http://i.imgur.com/MToKtIo.png
L2155[13:46:44] <Laceh> (and yes you can change the background colour)
L2156[13:46:49] <Laceh> (and foreground)
L2157[13:46:50] <PaleoCrafter> is that pitch black? :P
L2158[13:46:55] <Laceh> yeah XD
L2159[13:46:58] <PaleoCrafter> meh
L2160[13:47:08] <PaleoCrafter> well, it fits the terminal style, I suppose
L2161[13:47:15] <Laceh> yeah XD
L2162[13:47:16] <diesieben07> a middle ground would be good
L2163[13:47:23] <diesieben07> not same gray as the border but not pitch black
L2164[13:47:25] <Laceh> plus you can change it on demand
L2165[13:47:35] <Laceh> diesieben07: got a colour suggestion?
L2166[13:47:37] <PaleoCrafter> yeah, you generally don't want to use 100% black or white
L2167[13:47:42] <diesieben07> darker :P
L2168[13:48:21] <PaleoCrafter> #111111 would be enough
L2169[13:49:07] <Laceh> okay
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L2171[13:49:20] <diesieben07> yeah thats good
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L2177[13:55:09] <Laceh> PaleoCrafter / diesieben07: hows this? http://i.imgur.com/ow0f28H.png
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L2179[13:55:22] <diesieben07> pretty =)
L2180[13:55:25] <PaleoCrafter> yep
L2181[13:55:37] <Laceh> lol
L2182[13:55:48] <PaleoCrafter> although the top edge of the background is a little off, isn't it?
L2183[13:56:00] <PaleoCrafter> and why is there blue/green along the border? :P
L2184[13:56:07] <mathew_653> Hey guys, its me again, got a minor server to client sync issue, anyone got a bit of time to help out?
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L2186[13:56:24] <PaleoCrafter> and why's there such a large gap between the top border and the text? :P
L2187[13:56:40] <laci200270> Lace this font us very nice
L2188[13:56:46] <diesieben07> mathew, describe your problem :P
L2189[13:56:53] <laci200270> *laceh
L2190[13:57:03] <laci200270> *is
L2191[13:57:50] <Mitchellbrine> Quick yes or no question: Do you HAVE to register a dimension while loading (pre-init, init, post-init)?
L2192[13:57:59] <laci200270> No
L2193[13:58:02] <mathew_653> I am using an IExtendedEntityProperties to store infomation on the player but when i run the command to set a var the client side event handlers cannot see it, the server sees it as i did a var dump on the load.
L2194[13:58:35] <Mitchellbrine> Sweet
L2195[13:58:35] <mathew_653> The events are onRenderPlayer and onRenderHand
L2196[13:58:39] <laci200270> Mitchellbrine like mystraft or rftools
L2197[13:58:40] <diesieben07> yes of course, things don't get synced by magic
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L2200[13:58:48] <diesieben07> you need to send a packet when things change
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L2202[13:58:59] <Mitchellbrine> Yeah, I thought so, laci, but I wanted to make sure that they weren't doing hackery to do it
L2203[13:59:15] <diesieben07> do you need it for the player only or for everyone in view distance?
L2204[13:59:16] <Szernex> is there a new way of doing foreach loops ala "for (String s : strings) { }" now?
L2205[13:59:25] <mathew_653> Everyone who sees it
L2206[13:59:26] <diesieben07> no.
L2207[13:59:46] <mathew_653> The goal will be to make the player invisable or appear as something else
L2208[14:00:02] <diesieben07> ok mathew, you need to send a packet to all tracking entities then, you get them via world.getEntityTracker().getTrackingPlayers(<entity>)
L2209[14:00:15] <diesieben07> and you also need to send the packe twhne someone *starts* tracking (= starts seeing) the player
L2210[14:00:18] <laci200270> Mitchellbrine decomp and see it . :D
L2211[14:00:25] <diesieben07> you do that via PlayerEvent.StartTracking
L2212[14:01:52] <mathew_653> StartTracking is the server side one or is it 'common' aka shared
L2213[14:02:03] <diesieben07> its serverside of course
L2214[14:02:11] <diesieben07> the client doesn't know about tracking
L2215[14:02:11] <mathew_653> Server only though?
L2216[14:02:19] <diesieben07> what do you mean by that?
L2217[14:02:19] <mathew_653> Thanks
L2218[14:02:42] <mathew_653> Well i noticed some events need me to do world.isRemote to find out what side we are operating on
L2219[14:03:10] <diesieben07> ah, yeha
L2220[14:03:11] <diesieben07> not this one
L2221[14:03:31] <diesieben07> client doesn't knwo abotu tracking, it just gets told "spawn this entity" and "delete this entity"
L2222[14:04:17] <mathew_653> Nice very simple protocol, though i always through NBT was shared, aka like a send NBT delta packet.
L2223[14:05:21] <diesieben07> NBT is for saving to disk
L2224[14:05:22] <diesieben07> thats all
L2225[14:06:05] <mathew_653> Lastly while it is at mind, how easy is it to controll the clients camera? An idea i had was to fiddle around for a bit of fun making an entity that i can mind control.
L2226[14:06:23] <mathew_653> But i wanted to be able to see from its eyes while it was under the influance.
L2227[14:06:26] <Laceh> mathew_653: theres an example on www.github.com/s0cks/exoskeleton look at the Camo stuff
L2228[14:06:48] <Laceh> for making the player appear as something else that is
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L2230[14:07:11] <mathew_653> I managed to find out from morph mods code.
L2231[14:08:28] <Boreeas> does anyone know why glBlendFunc(GL_ALPHA, GL_ONE_MINUS_SRC_ALPHA) throws 0x500 Invalid enums?
L2232[14:08:54] <Laceh> mathew_653: yeah
L2233[14:09:01] <mathew_653> Thanks for the information though
L2234[14:09:07] <diesieben07> Boreeas, because GL_ALPHA is not valid there.
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L2237[14:09:45] <Boreeas> derp, right, needs to be GL_ONE
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L2241[14:14:13] <Mitchellbrine> Is registering a dimension a one-time thing? (Do I have to re-register it on restart?)
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L2244[14:15:30] <mathew_653> Mitchellbrine it is a one time event.
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L2246[14:16:03] <Mitchellbrine> I meant: Do I have to re-register every time the game starts?
L2247[14:16:29] <mathew_653> No, when you register in preinit or init it is there for all sessions.
L2248[14:16:40] <Mitchellbrine> great
L2249[14:16:45] <mathew_653> Unless another mod does something to remove it.
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L2252[14:23:51] <shadekiller666> !gc ForgeVariant
L2253[14:24:17] <shadekiller666> !gc BlockStateLoader.ForgeVariant
L2254[14:24:36] <diesieben07> thats not how this works shadekiller666
L2255[14:24:39] <diesieben07> and YOU should know that.
L2256[14:25:15] <shadekiller666> ok
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L2258[14:25:33] <diesieben07> (as in: MCPBot is for vanilla stuff only)
L2259[14:25:33] <HassanS6000> diesieben07, chill lol
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L2292[14:30:16] <laci200270> Another netsplit
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L2294[14:30:43] <diesieben07> come at me HassanS6000 !
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L2327[14:31:19] <Joban> AYE LMAO!
L2328[14:31:29] <laci200270> Netspli endef
L2329[14:31:34] <laci200270> *ended
L2330[14:31:54] * Joban died of dysentery
L2331[14:32:02] <unascribed> it was Calamity again
L2332[14:32:28] <mathew_653> xD
L2333[14:32:46] <laci200270> It seems there is a problem with the espernet network
L2334[14:32:59] <mathew_653> Creeper in the server room likely
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L2336[14:34:21] <laci200270> Or someone forgot to feed the BR with yellorium ?
L2337[14:35:54] <PaleoCrafter> how dare you use an emoji in IRC
L2338[14:36:04] <Kolatra> I can't even see it. \o/
L2339[14:36:09] <Joban> =)
L2340[14:36:20] <PaleoCrafter> me neither, that's the problem :P
L2341[14:36:20] <unascribed> It's a white/gray smudge for me
L2342[14:36:23] <flappyy> how the hell
L2343[14:36:31] <flappyy> does profont have that
L2344[14:36:42] <laci200270> AndroIRC in phone
L2345[14:36:50] <Joban> What irc clients y'all using?
L2346[14:36:53] <flappyy> laci200270: no
L2347[14:36:59] <Joban> mIRC here
L2348[14:37:00] <flappyy> as in the font I sue
L2349[14:37:01] <unascribed> Konversation on KDE 5 here
L2350[14:37:03] <flappyy> use*
L2351[14:37:18] <sham1> Hexchat
L2352[14:37:18] <flappyy> irssi via screen
L2353[14:37:32] <laci200270> On android AndroIRC in pc Pidgin
L2354[14:37:37] <Kolatra> Hexchat
L2355[14:37:38] <diesieben07> raw telnet client
L2356[14:37:41] <diesieben07> you go die now
L2357[14:37:52] <sham1> Never ask a bot..
L2358[14:37:53] <unascribed> assuming you're on Linux, it probably fell back to a different font that did have the emoji, like DejaVu Sans
L2359[14:38:00] <unascribed> I'm using Terminus and that's what happened for me
L2360[14:39:29] <mathew_653> HexChat atm
L2361[14:39:32] <laci200270> what ykur irc client displayed?
L2362[14:40:12] <flappyy> unascribed: oh yeah probs
L2363[14:40:23] <mathew_653> Mine displayed an unknown character under windows 7
L2364[14:40:34] <flappyy> diesieben07: PRIVMSG #minecraftforge you too
L2365[14:41:26] <diesieben07> ?
L2366[14:42:00] <PaleoCrafter> inb4 diesieben07 doesn't get his own joke
L2367[14:42:23] <diesieben07> inb4 diesieben07 doesn't know that much about irc
L2368[14:42:59] <sham1> Telnet connection to IRC is possible, but it is also obnoxous
L2369[14:43:07] <diesieben07> of course it is :D
L2370[14:43:10] <sham1> :P
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L2372[14:43:23] <sham1> Biach pls, I use UNIX sockets to connect
L2373[14:43:35] <Vigaro> I've used it before to ask for help when I couldn't open a client
L2374[14:43:42] <Vigaro> But netcat instead of telnet
L2375[14:43:51] <PaleoCrafter> u wat m8
L2376[14:44:16] <PaleoCrafter> *wot
L2377[14:44:18] <mathew_653> Oh god telnet.
L2378[14:44:19] <mathew_653> xD
L2379[14:44:24] <smbarbour> I use a battery and needles to send messages directly over the twisted pair ethernet. :P
L2380[14:44:33] <Vigaro> Telnet sucks :P
L2381[14:44:39] <Vigaro> Like you press a key and it sends it instantly
L2382[14:44:47] <Vigaro> Netcat waits for an enter
L2383[14:45:02] <mathew_653> Or you redirect the wrong devnode to your keyboard input
L2384[14:45:08] <Vigaro> (Telnet may be better for use with scripts)
L2385[14:45:10] <mathew_653> and end up kicked for spam for moving the mouse
L2386[14:45:11] <mathew_653> xD
L2387[14:46:35] <mathew_653> All this talk about telnet reminds me
L2388[14:46:41] <laci200270> Telnet isn't outdated?
L2389[14:46:57] <mathew_653> Telnet is the father of all plain text
L2390[14:47:17] <laci200270> SSH isn't newer?
L2391[14:47:42] <Joban> Telnet is disabled by default on windows machines.
L2392[14:47:51] <laci200270> Yes
L2393[14:47:52] <Vigaro> Telnet and SSH have different uses
L2394[14:48:00] <mathew_653> SSH is used on alot of linux systems but embeded hardware uses telnet often.
L2395[14:48:09] <mathew_653> If it is not using TTL serial
L2396[14:48:24] <laci200270> Abd ssh will be included in win10
L2397[14:48:25] <Vigaro> mathew_653: They actually use unix sockets
L2398[14:48:29] <Vigaro> wut
L2399[14:48:31] <laci200270> *and
L2400[14:48:32] <Vigaro> SSH in windows?
L2401[14:48:38] <mathew_653> It exists.
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L2403[14:48:39] <Vigaro> Client and/or server?
L2404[14:48:44] <Vigaro> I know it exists
L2405[14:48:49] <laci200270> Both
L2406[14:48:51] <Vigaro> But I wouldn't expect it on stock
L2407[14:49:18] <mathew_653> All this talk about ssh makes me think, how does one use a ssh server under linux without using linux users?
L2408[14:49:48] <diesieben07> putty?
L2409[14:50:09] <Vigaro> I think he means on the server side
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L2411[14:50:32] <mathew_653> Putty is a client, i was referenceing the server end but this was more just a brain spark as i've not really had that much means to fixup the nas firmware i once built.
L2412[14:51:30] <williewillus> okay so one of my server admin friends had a player who basically wrote a self-recursing folder creator, so he gets directories like this and he can't delete them with 7z or explorer, or even rmdir/del. whats a good solution? :p
L2413[14:51:31] <williewillus> http://pastebin.com/7TDcGpsY
L2414[14:51:46] <Vigaro> mathew_653: I don't see anything related to that in ssh's config file
L2415[14:51:58] <mathew_653> Yea, that is what i thought.
L2416[14:51:59] <Vigaro> But I'm pretty sure it can be done using 3rd party software or custom scripts
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L2418[14:52:02] <diesieben07> williewillus, unlocker
L2419[14:52:11] <laci200270> http://arstechnica.com/information-technology/2015/06/microsoft-bringing-ssh-to-windows-and-powershell/
L2420[14:52:57] <mathew_653> Yea Vigaro, Nore did I while researching drop bear.
L2421[14:53:33] <Vigaro> Are you typping from mobile?
L2422[14:53:41] <mathew_653> Me?
L2423[14:53:43] <Vigaro> Yeah
L2424[14:53:48] <mathew_653> Nah desktop
L2425[14:53:57] <Vigaro> Because I can't understand what you meant with that phrase :P
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L2427[14:54:09] <Vigaro> Well, I can understand whant you meant
L2428[14:54:16] <mathew_653> ah dropbear is a ssh server
L2429[14:54:20] <Vigaro> Ah
L2430[14:54:29] <Vigaro> Also, "Nore" :P
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L2432[14:55:00] <mathew_653> Either my terrible dictionary skills or it is just another way of saying Neither
L2433[14:55:14] <PaleoCrafter> you wanted "nor" :P
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L2435[14:55:22] <mathew_653> Ah thank you.
L2436[14:56:17] <Vigaro> Speaking of SSH, my server's SSH server isn't running
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L2438[14:56:26] <PaleoCrafter> "nore" apparently is "daughter-in-law" in Friualian
L2439[14:56:32] <Vigaro> Looks like it died when an upgrade failed
L2440[14:56:38] <Vigaro> PaleoCrafter: Or crazy in slovenian
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L2442[14:56:44] <mathew_653> Hey diesieben07, I cannot find the methord getEntityTracker in the world object or Entity objects
L2443[14:56:46] <PaleoCrafter> really?
L2444[14:56:50] <PaleoCrafter> wiktionary didn't spit that out
L2445[14:56:53] <Vigaro> According to translate.google.com
L2446[14:56:54] <diesieben07> mathew_653, WorldServer
L2447[14:56:59] <mathew_653> Thanks
L2448[14:57:03] <diesieben07> you can cast any World to WorldServer on the ser5ver
L2449[14:57:10] <PaleoCrafter> oh, wouldn't rely on that, Vigaro :P
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L2452[14:58:56] <shadekiller666> hey, diesie, if i wanted to do a check for (<object> instanceof BlockStateLoader.ForgeVariant), which is a private static class, how would i do so?
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L2455[14:59:28] <diesieben07> get the class using Class.forName and then do clazz.isInstance
L2456[15:00:06] <mathew_653> Gonna be off for now true detective is on, catch you all some other time
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L2461[15:05:33] <shadekiller666> would the name be "BlockStateLoader.ForgeVariant"?
L2462[15:05:55] <diesieben07> no, you need the package of course
L2463[15:06:02] <diesieben07> and inner classes are separated with a $
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L2468[15:17:39] <shadekiller666> ok, now if i want to get in instance of ForgeVariant, what would it be?
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L2470[15:18:01] <diesieben07> like make a new instance?
L2471[15:18:46] <diesieben07> oh you said "get in"...
L2472[15:18:48] <diesieben07> what do you mean then?
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L2474[15:19:29] <shadekiller666> an
L2475[15:19:35] <diesieben07> so make a new instance
L2476[15:19:50] <diesieben07> also... what on earth are you doing? :D
L2477[15:19:57] <shadekiller666> basically, making a new instance by casting <v>
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L2479[15:20:14] <diesieben07> by casting? wat
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L2483[15:29:40] <shadekiller666> the rendering tool needs an instance
L2484[15:29:59] <shadekiller666> for getting a resourcelocation that points to the blockstate location i think
L2485[15:30:17] <shadekiller666> by casting the same object that i did clazz.isInstance(v)
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L2487[15:31:21] <diesieben07> i have NO idea what you are talking about
L2488[15:33:27] <shadekiller666> diesie: https://gist.github.com/shadekiller666/a4e802c751a0f193433a
L2489[15:34:36] <diesieben07> where does that getState method come from? I dont see it anywhere
L2490[15:35:29] <shadekiller666> its an override to ModelBlockDefinition.Variant that i put into ForgeVariant
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L2492[15:35:54] <diesieben07> that class (MBD.Variant) doesn't have a getState either
L2493[15:36:46] <shadekiller666> i think i added that too, by default it returns modelRotation
L2494[15:36:59] <diesieben07> so since you are modifying those thigns anyways
L2495[15:37:05] <diesieben07> why not make the class non-private?
L2496[15:37:37] <shadekiller666> ok then
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L2498[15:37:44] <shadekiller666> thats what i was doing originally :p
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L2505[15:50:00] <shadekiller666> and now it can't find GradleStart...
L2506[15:51:23] <Subaraki> anyone worked with biomes in dimension here ? our's arent working and vanilla biomes are the ones detected !
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L2508[15:54:09] <Michael_> Can anyone help me? When I deobf computercraft with CC it crashes, saying getUnlocalizedName doesnt exist, probably as a result of deobf not working. When I try to deobf with BON2, computercraft computers dont work, saying Error Mounting Computercraft/lua/rom
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L2511[15:56:54] <Subaraki> why do you de obf them ?
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L2513[15:57:02] <Subaraki> or use jd gui
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L2518[15:59:32] <Michael_> I cant run obfuscated computercraft in a deobfuscated enviroment
L2519[15:59:54] <shadekiller666> put CodeChickenCore in your mods folder
L2520[15:59:55] <gudenau> I have an NEI problem: http://i.imgur.com/TzNEs4N.png
L2521[16:00:00] <gudenau> How could I fix this?
L2522[16:00:52] <Michael_> Yeah I tried. In my Original message I meant CCC not CC
L2523[16:01:06] <sham1> Colour correction mod HYPE
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L2529[16:03:59] <sham1> Also I am sad that Waila for 1.8 is just so buggy...
L2530[16:04:08] <gudenau> You OK killjoy?
L2531[16:04:09] <Szernex> jesus christ java Paths are confusing me...
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L2533[16:04:48] <gudenau> What do you mean by the Szernex?
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L2535[16:05:07] <Szernex> I don't understand how exactly they work
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L2537[16:05:23] <gudenau> It looks for the needed files in order of the path.
L2538[16:05:32] <Szernex> wat
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L2540[16:06:06] <Szernex> diesieben07 you don't happen to be well versed using the nio stuff?
L2541[16:06:06] <Michael_> Anyone here know how to get CCC deobfuscation to work. I gave it the MCP conf folder from the MCP website
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L2543[16:06:16] <gudenau> If your path is "forge:minecraft:javaLibs" it looks in forge first, then minecraft, then javaLibs.
L2544[16:06:23] <Szernex> I'm not talking about that
L2545[16:06:36] <gudenau> Ah, then what are you talking about?
L2546[16:06:48] <Szernex> I'm talking about everything in the java.nio.file package
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L2548[16:07:07] <gudenau> Oh, like "./file.txt"?
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L2550[16:07:23] <Szernex> kinda
L2551[16:07:28] <Szernex> using Path objects instead of File
L2552[16:07:41] <gudenau> Oh, so "method://file"
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L2560[16:15:39] <mathew_653> Hey guys
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L2569[16:21:04] <mathew_653> Anyone know a good way to create a second connection on a server on loopback for server testing?
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L2571[16:21:31] <bob_twinkles> you can use the runClient task to start another client
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L2575[16:23:15] <mathew_653> Hmm just got a cast exception, this line casued it EntityPlayer[] players = (EntityPlayer[]) WorldServ.getEntityTracker().getTrackingPlayers(player).toArray();
L2576[16:23:40] <mathew_653> That is casting a Set<EntityPlayer> to an array.
L2577[16:23:52] <gigaherz_d> are you sure the array would be of EntityPlayer and not EntityPlayerMP?
L2578[16:24:01] <williewillus> that should still work tho
L2579[16:24:06] <williewillus> because java arrays are covariant
L2580[16:24:10] <gigaherz_d> ah?
L2581[16:24:11] <gigaherz_d> nice
L2582[16:24:13] <gigaherz_d> didn't know
L2583[16:24:18] <Ordinastie> the error tells you what cast is wrong
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L2586[16:24:30] <gigaherz_d> really mathew_653, best way to fix this
L2587[16:24:35] <gigaherz_d> save the return value to a variable
L2588[16:24:40] <gigaherz_d> then put a breakpoint right AT the cast
L2589[16:24:41] <williewillus> yep, (Object[]) subclass[] is a valid thing
L2590[16:24:45] <gigaherz_d> so you can see the type of the origin
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L2592[16:25:00] <gigaherz_d> williewillus: yeah I read about covariance and contravariance, C# also support some of that
L2593[16:25:02] <mathew_653> i've seen another methord in the java doc
L2594[16:25:12] <mathew_653> Gonna swap it out for that
L2595[16:25:23] <gigaherz_d> mathew_653: really, just store it in a variable first, and see what type it is
L2596[16:25:30] <gigaherz_d> maybe you simply got the wrong type
L2597[16:25:43] <gigaherz_d> maybe it's EntityLiving instead of EntityPlayer and you are upcasting instead of downcasting
L2598[16:25:56] <gigaherz_d> takes a minute to check ;P
L2599[16:25:57] <mathew_653> Nah i know it is i looked at the function i am calling
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L2603[16:32:52] <mathew_653> Ah that fixed it xD
L2604[16:33:19] <mathew_653> Not pretty but it seems using EntityPlayer[] players=WorldServ.getEntityTracker().getTrackingPlayers(player).toArray(new EntityPlayer[WorldServ.getEntityTracker().getTrackingPlayers(player).size()]);
L2605[16:33:22] <mathew_653> fixed it
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L2608[16:34:09] <gigaherz_d> that looks wrong
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L2610[16:34:14] <gigaherz_d> or at least redundant
L2611[16:34:31] <gigaherz_d> pleasecan you store "WorldServ.getEntityTracker().getTrackingPlayers(player)" in a variable and reuse it? XD
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L2614[16:35:26] <mathew_653> I will now I have no errors
L2615[16:35:27] <mathew_653> xD
L2616[16:35:49] <mathew_653> I fully agree it is not tidy
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L2620[16:40:58] <Szernex> is there a difference between Paths.get and FileSystems.getDefault().getPath ?
L2621[16:41:39] <Szernex> okay nevermind
L2622[16:41:43] <Szernex> it's identical
L2623[16:41:49] <Ivorius> I was about to say
L2624[16:41:52] <Ivorius> Can you read code
L2625[16:42:11] <Szernex> no, but I can read documentation if I'm not too lazy
L2626[16:42:21] <gigaherz_d> yeah google confirms Paths.get is just a convenience wrapper for the other one
L2627[16:42:34] <Michael_> Does anyone have any idea why CCC deobf isn't working for me?
L2628[16:47:37] <gigaherz_d> well given that no one seems to be interested in hacking your computer and looking for themselves,
L2629[16:47:39] <gigaherz_d> what is your issue?
L2630[16:47:51] <gigaherz_d> can you pastebin/gist the logs?
L2631[16:48:02] <gigaherz_d> does it show any error message?
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L2635[16:51:48] <Ordinastie> mathew_653, new EntityPlayer[0] would work too
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L2640[17:02:35] <shadekiller666> what the fuck
L2641[17:03:01] <shadekiller666> eclipse keeps forgetting where GradleStart is...
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L2645[17:06:32] <ThePsionic> shadekiller666: I see what your problem is
L2646[17:06:46] <ThePsionic> You're using eclipse
L2647[17:06:56] <shadekiller666> tell that to forgegradle
L2648[17:07:11] <shadekiller666> i'm in the forge dev env, so i don't have much of a damn choice do i
L2649[17:09:23] <Lex_> For your viewing pleasure: https://www.dropbox.com/s/0umlqqpz27zsa31/2015-07-13%2021.27.23.mp4?dl=0
L2650[17:10:08] <heldplayer> iChun being pushed in a canal by Lex ^
L2651[17:10:09] <pig> y u do dis
L2652[17:10:12] <pig> y u do dis lex
L2653[17:10:23] <Illyohs> ok now kith
L2654[17:10:37] <ThePsionic> lex pls
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L2657[17:11:34] <mathew_653> Nice one lex!
L2658[17:12:01] <Jake_Evans> lmao pig, you were so dramatic
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L2660[17:12:34] <pig> shh
L2661[17:12:35] <Kolatra> LOL that yelp!
L2662[17:12:37] <Flashfire> Can someone tell me whether or not NBTCompounds can hold different kinds of values with multiple types?
L2663[17:12:40] <pig> its for the twatters
L2664[17:12:59] <gigaherz_d> Flashfire: what?
L2665[17:13:12] <Flashfire> My worldSavedData seemed to be working but I added another field and readFromNBT no longer got called when I joined the world
L2666[17:13:38] <mathew_653> It is all starting to work yay!
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L2668[17:14:03] <mathew_653> Now for a multiplayer test
L2669[17:14:16] <mathew_653> Dedicated servers are awesome :D
L2670[17:14:35] <Flashfire> Can I only store data in one key of an NBTCompound?
L2671[17:15:04] <mathew_653> Nah
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L2673[17:15:49] <mathew_653> Look here at around line 98 https://github.com/coolAlias/Forge_Tutorials/blob/master/IExtendedEntityPropertiesTutorial.java
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L2675[17:16:28] <Flashfire> Not sure why adding another field makes it stop working then
L2676[17:16:38] <Flashfire> Unless they have to be of the same type
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L2678[17:16:41] <mathew_653> What is breaking?
L2679[17:17:03] <Flashfire> My worldSavedData class saves but never loads since I added a second field
L2680[17:17:22] <mathew_653> Are you loading your var after saving?
L2681[17:17:45] <Flashfire> No, it should read automatically when I start the world
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L2683[17:18:11] <mathew_653> Usally when handling NBT there is usally a save and load methord.
L2684[17:18:33] <Flashfire> I have writeToNBT and readFromNBT and the set and get methods
L2685[17:18:55] <mathew_653> readfrom and write to reflect each other key wise?
L2686[17:19:11] <Flashfire> Yes
L2687[17:19:22] <Flashfire> It worked fine until I added a boolean field
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L2689[17:20:08] <mathew_653> You should post your source, it will help us see what your doing.
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L2691[17:20:55] <Flashfire> http://pastebin.com/YUYNXuhB
L2692[17:22:21] <mathew_653> This might be something
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L2694[17:23:09] <mathew_653> Cross referenceing some code here it looks like the compound tag is passed an NBTTagCompound class
L2695[17:23:56] <Flashfire> You mean that's what it's doing or what I should do?
L2696[17:23:59] <mathew_653> http://pastebin.com/xNQYd9w5
L2697[17:24:09] <mathew_653> What you should do.
L2698[17:24:16] <Flashfire> Ah
L2699[17:24:41] <Flashfire> Makes sense
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L2701[17:25:35] <Flashfire> Why are you using a compound for only one field though?
L2702[17:25:50] <mathew_653> Because it is partially implemented
L2703[17:25:54] <Flashfire> Ah, I see
L2704[17:26:11] <mathew_653> There will be some more parts to this including what we want the player to look like etc.
L2705[17:26:16] <Flashfire> So I can set multiple fields in an NBTTagCompound but not NBTCompound?
L2706[17:26:53] <Flashfire> Wait sorry I misread something
L2707[17:26:56] <mathew_653> Not cirtain NBT classes are't my strong point.
L2708[17:26:57] <Flashfire> Now I'm just confused
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L2710[17:28:35] <mathew_653> NBTTagCompound is a class what makes a NBT tag what contains a set of sub keys, simular to the software key in the registry for example.
L2711[17:29:26] <Flashfire> But why does putting a tagcompound within another one make it possible to store multiple values?
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L2713[17:32:33] <mathew_653> I don't know but you could use tostring on a NBTTagCompount to see what it is doing.
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L2715[17:33:00] <mathew_653> Looks like its just pushing it all onto a hashmap
L2716[17:33:13] <mathew_653> I mean a map
L2717[17:33:31] <mathew_653> Sorry brains stuck between two places.
L2718[17:33:46] <Flashfire> Ah, so it only stores values of one type?
L2719[17:34:07] <Flashfire> I have a boolean and a long which would explain why if that's what it does
L2720[17:36:06] <mathew_653> The map contains a bunch of NBTBase entryies.
L2721[17:37:23] <mathew_653> So the map only Stores NBTBase entryies but in reality an NBTBase entry could be any type what can be stored as NBT
L2722[17:38:10] <Flashfire> Then I don't get why two different fields with different types prevents my class from loading
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L2724[17:38:55] <Lex_> fuck are you doing?
L2725[17:38:59] <Lex_> code and logs
L2726[17:39:03] <Lex_> repeate that mantra
L2727[17:39:28] <primetoxinz> anyone know of a mod that let's you open other players inventories?
L2728[17:39:44] <mathew_653> PlumaticCraft i think
L2729[17:39:55] <mathew_653> Through that player inventory block.
L2730[17:39:59] <Flashfire> I don't even know how to post stuff to the log because what I've tried hasn't worked
L2731[17:40:10] <primetoxinz> I mean OP commands
L2732[17:40:31] <primetoxinz> servertools has it but only if the player is online
L2733[17:40:58] <mathew_653> I don't think there are any but if you need offline access you could use NBTexplorer and open up their player.dat
L2734[17:41:02] <williewillus> ^
L2735[17:41:20] <primetoxinz> ahh, ok
L2736[17:41:41] <primetoxinz> I wonder, could something like that be made?
L2737[17:42:02] <primetoxinz> a gui with the persons player.day
L2738[17:42:13] <primetoxinz> dat*
L2739[17:42:15] <williewillus> sure, but unless youre planning to modify it why would you need a gui
L2740[17:42:26] <mathew_653> Yes, because if the server can see it, so can any mod.
L2741[17:42:31] <williewillus> and modifying it offline is meh
L2742[17:42:47] <primetoxinz> well, the person who has the item was banned
L2743[17:42:50] <primetoxinz> so :/
L2744[17:43:09] <williewillus> open the player.dat then?
L2745[17:43:10] <primetoxinz> might have the item*
L2746[17:43:27] <primetoxinz> doesn't really matter, I just wondered if it existed
L2747[17:43:55] <mathew_653> What client you targeitng also?
L2748[17:44:03] <mathew_653> *targeting
L2749[17:44:13] <primetoxinz> what do you mean?
L2750[17:44:42] <mathew_653> if your targeting a 1.7.10 server you will have different options to say a 1.8
L2751[17:45:08] <primetoxinz> oh, yeah 1.7.10
L2752[17:46:46] <mathew_653> I've not seen anything knocking around for 1.7.10
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L2755[17:50:24] <smbarbour> If you just need to access a banned player's inventory and you don't want to muck with NBT editing, just make a backup of your own player.dat and rename the other player's player.dat to your own UUID
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L2758[17:53:30] <mathew_653> I'm off for now guys, see you around.
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L2766[18:13:37] <shadekiller666> ok
L2767[18:14:11] <shadekiller666> is there something wrong with calling Minecraft.getMinecraft().reloadResources() or whatever the actual method is from within a command?
L2768[18:14:55] <shadekiller666> every third time i call it from a command the game forgets where the texture sheets are, crashes, and then can't find GradleStart the next time i try to launch...
L2769[18:15:54] <Ordinastie> well, if it's realiably the third time, it should be fairly easy to debug
L2770[18:18:01] <Laceh> lol Ive decided to take a break from the filesystem, (will work on it later tonight maybe) to write a 8086 emulator :D
L2771[18:18:32] <ThePsionic> Laceh: make a Java interpreter with Forge
L2772[18:18:33] <shadekiller666> its not
L2773[18:18:43] <ThePsionic> So you can mod while playing a mod
L2774[18:18:50] <gigaherz_d> lol
L2775[18:18:53] <Laceh> lol
L2776[18:19:00] <gigaherz_d> program mods using mc redstone
L2777[18:19:04] <gigaherz_d> then compile them to .class files
L2778[18:19:05] <gigaherz_d> XD
L2779[18:19:08] <Laceh> Im putting java in the poll for what language I should add next to KPC
L2780[18:19:49] <ThePsionic> write binary using a 32x32 field that you can put redstone in
L2781[18:20:02] <gigaherz_d> ThePsionic: no wait
L2782[18:20:06] <gigaherz_d> that'd be perfect for a logic matrix!
L2783[18:20:17] <ThePsionic> yes
L2784[18:20:19] <ThePsionic> yesss
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L2786[18:20:59] <gigaherz_d> an in-world PLA controller: https://en.wikipedia.org/wiki/Programmable_logic_array
L2787[18:22:08] <gigaherz_d> hmm actually can't that already be achieved using plain old redstone? ;P
L2788[18:22:55] <gigaherz_d> hmmm but not in a optimally compact way
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L2791[18:23:43] <gigaherz_d> we'd need a redstone block that has in/out sides, emits the highest input to all the sides, BUT emits a NEGATED output on the top
L2792[18:27:10] <shadekiller666> does anyone have an example of how to build the list to return from addTabCompletionOptions for a complex command? do you just have to do a crap ton of if/else?
L2793[18:27:48] <shadekiller666> giga, yes, PLAs can be built with vanilla redstone
L2794[18:27:52] <shadekiller666> i've built a couple
L2795[18:28:21] <shadekiller666> ALUs/CPUs are fun
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L2797[18:28:53] <tmtu> Laceh: KPC?
L2798[18:29:12] <Laceh> tmtu: the computer mod Ive been developing for the past 3 days
L2799[18:29:49] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/master/src/main/java/net/malisis/core/MalisisCommand.java#L134-L142
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L2802[18:47:04] <Flashfire> I finally found out what was causing my worldSaveData reading problem
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L2816[19:16:13] <Lex_> For anyone who didnt see before dropbox nuked it: forgedevelop.com/BigAmericanMakesTinyAsianWet.mp4
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L2818[19:17:12] <TehNut> That was wonderful.
L2819[19:17:25] <Illyohs> 0.o dat name is soo... I LOVE IT!
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L2824[19:18:58] <shadekiller666> diesie, could i get some help with git real quick?
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L2828[19:28:11] <Thisguy_> Heyo
L2829[19:28:51] <Thisguy_> Is there anyone here?
L2830[19:29:55] <williewillus> nope
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L2832[19:30:02] <Thisguy_> Heh
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L2834[19:30:43] <Thisguy_> How would you like to help an idiot?
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L2837[19:32:12] <williewillus> what with?
L2838[19:32:21] <williewillus> just ask and if someone has a solution theyll answer
L2839[19:32:44] <Thisguy_> Alright, well, I'm trying to get Forge 1448 on a buddy's headless
L2840[19:33:16] <Thisguy_> I've got forge, minecraft 1.7.10 with the correct name, and the mods, I need the libraries, but I never know where to find 'em.
L2841[19:33:37] <williewillus> you have the forge jar and the vnanilla jar together in the same dir?
L2842[19:33:42] <Thisguy_> Yes
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L2846[19:45:03] <killjoy> I just got an idea for an atlas mod, but I'm afraid nobody would use it because they're all using minimaps
L2847[19:46:11] <gigaherz_d> there's an atlas book
L2848[19:46:16] <Thisguy_> I love the sound of that, actually, I know a couple of people who would like the flavor.
L2849[19:46:18] <gigaherz_d> used it in Regrowth
L2850[19:46:24] <gigaherz_d> it uses empty maps
L2851[19:46:33] <gigaherz_d> and manages multiple maps including different size layers
L2852[19:46:38] <Thisguy_> Oh, nice
L2853[19:46:52] <gigaherz_d> and you can "pin" locations
L2854[19:46:56] <gigaherz_d> (waypoints)
L2855[19:47:03] <gigaherz_d> they draw as actual pins on the map ;P
L2856[19:47:20] <gigaherz_d> it was nice enough
L2857[19:47:25] <gigaherz_d> but I still prefer a proper minimap XD
L2858[19:47:27] <killjoy> Do the pins change angles as you scroll?
L2859[19:47:38] <gigaherz_d> you can't "scroll" per se
L2860[19:47:49] <gigaherz_d> it's like the real-life atlas books
L2861[19:47:49] <killjoy> move the map around?
L2862[19:47:54] <killjoy> Or is it just a book of maps?
L2863[19:47:55] <gigaherz_d> they have one map "page" per page
L2864[19:48:05] <gigaherz_d> butit can show the right map automatically
L2865[19:48:06] <killjoy> They can't fold out?
L2866[19:48:39] <gigaherz_d> sec let me boot regrowth so I can tell which mod it's from and find you a spotlight
L2867[19:48:40] <gigaherz_d> XD
L2868[19:49:02] <killjoy> Antique Atlas?
L2869[19:49:26] <gigaherz_d> no I think it was called just "Atlas"
L2870[19:49:39] <gigaherz_d> it looked like a blue book with an emerald-colored icon in the center
L2871[19:50:05] <gigaherz_d> oh wait it's bibliocraft?
L2872[19:50:10] <killjoy> I found a mod review for antique atlas, but the linked to the 9minecraft page
L2873[19:50:34] <gigaherz_d> nah not that one
L2874[19:50:34] <gigaherz_d> http://www.bibliocraftmod.com/wp-content/uploads/2014/11/atlas_gui.png
L2875[19:50:36] <gigaherz_d> looks like this
L2876[19:50:42] <killjoy> Antique Atlas makes it look like an old rpg
L2877[19:50:48] <gigaherz_d> sorta
L2878[19:50:51] <killjoy> http://i.imgur.com/0Gm7ST1.png
L2879[19:50:51] <gigaherz_d> that looks like an older version
L2880[19:51:01] <gigaherz_d> yeah that's cool
L2881[19:51:46] <gigaherz_d> yep Atlas, from Bibliocraft
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L2883[19:53:34] <gigaherz_d> killjoy: this is the pin: https://dl.dropboxusercontent.com/u/743491/2015-07-14_02.51.17.png
L2884[19:53:47] <gigaherz_d> it's a 3D pin
L2885[19:53:51] <gigaherz_d> it actually sticks out
L2886[19:54:58] <killjoy> Oh, it's actually an in hand item, not a gui
L2887[19:55:05] <gigaherz_d> yup, like the map
L2888[19:55:09] <gigaherz_d> https://dl.dropboxusercontent.com/u/743491/2015-07-14_02.53.19.png
L2889[19:55:37] <killjoy> How does it look in an item frame?
L2890[19:56:05] <gigaherz_d> let me build an item frame XD
L2891[19:56:19] <killjoy> It probably just renders as an item
L2892[19:56:27] <gigaherz_d> shows the hotbar icon
L2893[19:56:32] <gigaherz_d> doesn't draw as a map
L2894[19:56:39] <gigaherz_d> you'd have to remove the map item from inside it
L2895[19:56:39] <Thisguy_> I found those libraries, actually
L2896[19:56:45] <gigaherz_d> and yes, it uses the actual maps
L2897[19:57:02] <gigaherz_d> it's "just" a map holder which automatically "uses" a map when none exists for the chosen location+zoom level
L2898[19:58:31] <killjoy> I'm going to have to play around with that and see if I can improve upon it
L2899[19:58:35] <gigaherz_d> heh
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L2902[19:59:18] <gigaherz_d> I like the idea for "pure" survivalists
L2903[19:59:30] <gigaherz_d> but I'd rather have an item-free minimap
L2904[19:59:34] <gigaherz_d> or maybe rather
L2905[19:59:41] <gigaherz_d> I'd probably prefer a tech-based minimap
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L2914[20:12:40] <voxelv> can anyone help me with RFTools?
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L2916[20:16:57] <alekso56> i want to do string out = MinecraftServer.getServer().handleRConCommand("commandhere"); is there a method to do this without horribly crashing?
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L2920[20:20:36] <alekso56> nvm, made my own class
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L2933[20:36:40] <pibx10> hello
L2934[20:36:51] <shadekiller666> anyone in here good with quaternions?
L2935[20:37:14] <pibx10> so how do i make a new egg that drops items rather than a chicken?
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L2937[20:37:25] <gigaherz> the egg is an entity
L2938[20:37:27] <gigaherz> so
L2939[20:37:29] <williewillus> extend the egg item/entity?
L2940[20:37:32] <gigaherz> make a new EntityThrowable
L2941[20:37:33] <pibx10> currently i got it to spawn the entity item at the players position
L2942[20:37:45] <gigaherz> then handle onImpact
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L2944[20:37:59] <pibx10> i just need to figure out how to get the position that the projectile hits
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L2946[20:38:27] <Joban> I am the walrus!
L2947[20:38:27] <gigaherz> oh
L2948[20:38:30] <gigaherz> onImpact
L2949[20:38:34] <gigaherz> has MovingObjectPosition
L2950[20:38:59] <gigaherz> which contains the exact position, along with a way to obtain the BlockPos+Side
L2951[20:39:34] <gigaherz> not the best example but: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entities/EntityBallBase.java#L63
L2952[20:40:02] <gigaherz> just look at entities inheriting EntityThrowable
L2953[20:40:08] <gigaherz> there's bound to be a good example of it ;P
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L2956[20:45:04] <pibx10> how do i get the metadata of an entity item
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L2960[20:45:23] <gigaherz> pibx10: what?
L2961[20:45:35] <gigaherz> oh you mean of the actual "entityitem"
L2962[20:45:42] <gigaherz> from an item that's on the ground
L2963[20:45:55] <pibx10> yea so if i throw an egg with metadata 0 spawn this item, etc
L2964[20:46:23] <gigaherz> uh when you *throw* the egg
L2965[20:46:28] <gigaherz> it's en EntityEgg
L2966[20:46:31] <gigaherz> not the EntityItem
L2967[20:46:55] <pibx10> but its the item that you right click to spawn the egg
L2968[20:46:58] <pibx10> entity egg
L2969[20:47:04] <gigaherz> yes but it's an EntityEgg
L2970[20:47:13] <gigaherz> it doesn't have any knowledge of the ITEM it used to spawn
L2971[20:47:19] <pibx10> hmm
L2972[20:47:23] <gigaherz> it's *just* an EntityEgg
L2973[20:47:29] <pibx10> alright
L2974[20:47:29] <gigaherz> if you want to throw something else that spawn another thing
L2975[20:47:36] <gigaherz> you'll need you OWN EntityThrowable
L2976[20:47:42] <pibx10> alright
L2977[20:47:43] <gigaherz> which is not EntityEgg
L2978[20:47:45] <gigaherz> ;P
L2979[20:48:40] <pibx10> pastebin for images
L2980[20:48:48] <gigaherz> tinypic
L2981[20:48:52] <pibx10> http://pastebin.com/t4M7jzR9
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L2983[20:49:04] <pibx10> thats what i have so far
L2984[20:49:20] <gigaherz> you need the other constructors too
L2985[20:49:22] <pibx10> i just want to spawn an entity with the metadata of the item used to spawn it
L2986[20:49:24] <gigaherz> for syncing with client
L2987[20:49:31] <gigaherz> look at EntityEgg
L2988[20:49:35] <gigaherz> you need all 3 constructors
L2989[20:50:24] <gigaherz> what's "this.g"?
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L2991[20:51:18] <pibx10> ignore that, i was just trying to do something like this.getDamage but that obviously doesent work
L2992[20:51:25] <gigaherz> ah
L2993[20:51:29] <gigaherz> okay here is how you want to do this
L2994[20:51:31] <pibx10> just to show you where i would put a variable int that is the metadata
L2995[20:51:33] <gigaherz> see your existing constructor?
L2996[20:51:39] <pibx10> yes
L2997[20:51:54] <gigaherz> add "int metadata" at the end
L2998[20:51:58] <gigaherz> and save it ;P
L2999[20:52:07] <gigaherz> (to a field)
L3000[20:52:15] <gigaherz> then
L3001[20:52:37] <gigaherz> when creating the endity, use new EntityParasiteEgg(........, stack.getItemDamage())
L3002[20:53:08] <gigaherz> entity*
L3003[20:54:18] <pibx10> http://pastebin.com/gktw42jE
L3004[20:54:42] <pibx10> thats obviously wrong let me fix it a littl
L3005[20:55:24] <gigaherz> use gist, then you can edit and make new revisions of the code ;p
L3006[20:55:38] <pibx10> i think i just need to get the position again
L3007[20:55:44] <pibx10> the posX etc
L3008[20:56:00] <pibx10> and then just us stack.getItemDamage instead of the new itemstack thing
L3009[20:56:48] <gigaherz> hmmm
L3010[20:57:04] <gigaherz> actually I don't use that constructor version
L3011[20:57:10] <gigaherz> I use the one that takes an EntityLiving
L3012[20:57:24] <gigaherz> which is stored in the entity for later use in ".getThrower()"
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L3014[20:57:37] <gigaherz> the EntityThrowable takes care of computing direction and speed for you
L3015[20:57:48] <pibx10> alright so store the metadata value in the entityliving constructor and use that?
L3016[20:57:59] <gigaherz> nonono
L3017[20:58:03] <pibx10> lol
L3018[20:58:16] <gigaherz> the EntityThrowable has more than one constructor
L3019[20:58:22] <pibx10> yea i know
L3020[20:58:31] <pibx10> i was saying the one with the EntityLiving in it
L3021[20:58:48] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entities/EntityBallBase.java#L38
L3022[20:58:52] <gigaherz> ah
L3023[20:58:53] <gigaherz> yes ;:p
L3024[20:59:27] <gigaherz> hmmmm
L3025[20:59:37] <gigaherz> I'm actually wondering how this works at all
L3026[20:59:38] <gigaherz> XD
L3027[20:59:42] <gigaherz> oh wait I remember
L3028[20:59:52] <gigaherz> the "stackForRendering is only abstract
L3029[21:01:19] <gigaherz> (I mean, it's used internally on the subclasses only)
L3030[21:01:36] <gigaherz> there made them protected
L3031[21:02:12] <pibx10> alright it works lol, now i need to figure out how to get a custom render
L3032[21:02:18] <pibx10> so it shows it throwing
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L3034[21:03:52] <gigaherz> use RenderSnowball, it lets oyu pass an Item to render as ;P
L3035[21:04:20] <Corosus> yeah its nice, should be renamed to something more generically awesome
L3036[21:04:37] <Vigaro> RenderItemAsEntity?
L3037[21:04:46] <Corosus> totally
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L3040[21:07:25] <gigaherz> I don't use it currently but: https://github.com/gigaherz/ElementsOfPower/blob/10ac9e1f9a3d45fe6a143baebf85b4feb3003070/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L118-125
L3041[21:07:30] <gigaherz> here's how I did use it in the past ;P
L3042[21:08:16] <pibx10> can i just add new RenderSnowball(ItemRegistry.baseEgg, metadata); to the on impact method?
L3043[21:08:34] <gigaherz> no
L3044[21:08:47] <gigaherz> you register the entity renderer on your clientproxy
L3045[21:09:00] <gigaherz> BUT
L3046[21:09:13] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/render/RenderEntityProvidedStack.java
L3047[21:09:22] <gigaherz> I did write one that obtains the stack used to render from the entity
L3048[21:09:23] <gigaherz> although
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L3051[21:09:45] <gigaherz> this only works because I have an entity subclass for each actual entity
L3052[21:09:50] <gigaherz> so it's probably not useful to you
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L3054[21:11:40] <pibx10> sorry im not really sure how to register the renderer
L3055[21:11:48] <pibx10> i need to get the metadata
L3056[21:12:00] <pibx10> right to determine the item to show, but i cant in the client proxy
L3057[21:12:08] <gigaherz> I'm trying to think if the metadata exists AT ALL in the client
L3058[21:12:12] <gigaherz> it may be that the client doesn't know
L3059[21:12:20] <gigaherz> so if that's the case, it wouldn't matter
L3060[21:12:33] <gigaherz> nono pibx10
L3061[21:12:51] <gigaherz> if you can't have one Entity class for each different "meta"
L3062[21:12:59] <williewillus> what are yall trying to do?
L3063[21:13:00] <gigaherz> thne RenderSnowball isn't fit for you
L3064[21:13:12] <pibx10> alright lol that sucks i will have hundreds
L3065[21:13:22] <gigaherz> williewillus: pibx10 wants to make an EntityThrowable that changes icon depending on which subitem has been used to throw
L3066[21:13:40] <williewillus> roll your own renderer that rips off the rendersnowball
L3067[21:13:44] <williewillus> but change it too lookup meta
L3068[21:14:44] <gigaherz> that's the issue
L3069[21:15:03] <williewillus> wait
L3070[21:15:07] <gigaherz> I believe the client version of the entity is constructed WITHOUT that info
L3071[21:15:14] <gigaherz> and the renderer uses the client version
L3072[21:15:16] <williewillus> ???
L3073[21:15:36] <williewillus> also rendersnowball takes a meta argument
L3074[21:15:41] <williewillus> in 1.7 at least lemme check 1.8
L3075[21:16:01] <gigaherz> williewillus: he needs to know things about the entity at runtime, not when registering ;P
L3076[21:16:14] <pibx10> im on 1.7
L3077[21:16:24] <williewillus> you don't need to know anything about the entity..
L3078[21:16:38] <williewillus> if you're using rendersnowball all you need to tell the renderer is what item to use and what meta to use
L3079[21:16:47] <gigaherz> that's why RenderSnowball isn't fit for him
L3080[21:16:57] <gigaherz> because he doesn't know in advance which meta to use
L3081[21:16:59] <pibx10> but i was told to register it in the client proxy which doesent have meta lol
L3082[21:17:01] <williewillus> different subitems launch different entities right?
L3083[21:17:04] <gigaherz> nope
L3084[21:17:05] <gigaherz> same one
L3085[21:17:08] <gigaherz> or that's the idea
L3086[21:17:16] <gigaherz> same entity, with a "meta" value in it
L3087[21:17:30] <williewillus> well then store something in the entity's nbt
L3088[21:17:37] <williewillus> and retrieve it out during rendering
L3089[21:17:39] <gigaherz> entitites can have NBT?
L3090[21:17:39] <gigaherz> XD
L3091[21:17:43] <williewillus> ....yes
L3092[21:17:47] <gigaherz> I mean
L3093[21:17:55] <gigaherz> is the NBT sent from the server to the client when creating the client-side entity?
L3094[21:17:57] <williewillus> or datawatcher it, or something
L3095[21:18:01] <williewillus> datawatcher is synced
L3096[21:18:25] <williewillus> if your meta value is just a number then use datawatcher, its like the builtin solution to syncing those kinds of things
L3097[21:19:16] <pibx10> yea dont know what datawatcher is or how to use it :P
L3098[21:19:35] <williewillus> google
L3099[21:19:35] <williewillus> http://www.minecraftforge.net/wiki/Datawatcher
L3100[21:20:30] <williewillus> actually nvm about that you want nbt
L3101[21:20:40] <williewillus> bc you want that meta vlaue to persist across save/reload
L3102[21:21:24] <pibx10> lol
L3103[21:21:26] <gigaherz> throwables persist? ;P
L3104[21:22:01] <gigaherz> oh they do!
L3105[21:22:06] <gigaherz> somehow I had the idea that they do not
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L3107[21:22:22] <williewillus> all entities do lol
L3108[21:22:26] <williewillus> besides particles
L3109[21:22:35] <gigaherz> particles shouldn't be entities though
L3110[21:22:50] <gigaherz> they should be client-only graphical sprites
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L3112[21:24:58] <gigaherz_t> meh
L3113[21:25:05] <gigaherz_t> what's the last thing I said? ;p
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L3115[21:25:48] <williewillus> what do you mean shouldnt
L3116[21:25:54] <williewillus> take a look at the source code
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L3118[21:26:28] <Dark> anyone know how to setup access transformers in IDEA without rebuilding the workspace with gradle?
L3119[21:26:30] <williewillus> net.minecraft.client.particle.Entity<whatever>FX :p
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L3122[21:26:50] <killjoy> I think you have to re-setupWorkspace
L3123[21:27:05] <gigaherz_t> [04:21] (gigaherz): particles shouldn't be entities though
L3124[21:27:05] <gigaherz_t> [04:21] (gigaherz): they should be client-only graphical sprites
L3125[21:27:05] <gigaherz_t> [04:22] (gigaherz): although given how Minecraft is with things that "should be" a specific way...
L3126[21:27:06] <Dark> I have 67 mods in my workspace so rather not :/
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L3128[21:27:35] <killjoy> You only have to do it with 1 mod
L3129[21:27:38] <gigaherz_t> williewillus: I meant that in game engines, particles are usually very specialized constructs, treated in very optimized ways to avoid overhead and allow thousands ofp oarticles to be renderer
L3130[21:27:39] <gigaherz_t> ;P
L3131[21:27:49] <gigaherz_t> of particles*
L3132[21:27:51] <gigaherz_t> rendered*
L3133[21:28:09] <williewillus> i think entities are suitable for what's required of them in mc :p
L3134[21:28:35] <gigaherz_t> yeah most entities spawn the amazing amount of 8 particles
L3135[21:28:58] <killjoy> less if particles:reduced is on
L3136[21:29:15] <killjoy> I mean decreased
L3137[21:29:34] <gigaherz_t> nah that code still spawns 8 particles
L3138[21:29:34] <gigaherz_t> XD
L3139[21:29:36] <Dark> if you don't like MC's particle system you can create your own and render them using RenderWorld events
L3140[21:29:42] <gigaherz_t> it's a hardcoded for(i=0;i<8)
L3141[21:29:51] <gigaherz_t> Dark: oh I don't care
L3142[21:30:12] <gigaherz_t> it's not like if mc had giant particle trails or particle fog
L3143[21:30:27] <gigaherz_t> although particle fog may looks amazing in swamps
L3144[21:30:31] <gigaherz_t> look*
L3145[21:30:52] <Dark> then why the talk about MC particles as if they are bad?
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L3147[21:32:59] <gigaherz_t> oh wiat
L3148[21:33:06] <gigaherz_t> they aren't ACTUAL entities
L3149[21:33:35] <gigaherz_t> it uses an actual proper particle factory thingy, it just calls them "EntityFX" because naming.
L3150[21:33:51] <gigaherz_t> no wait nevermind
L3151[21:33:57] <gigaherz_t> it DOES inherit from Entity
L3152[21:34:12] <gigaherz_t> oh well at least it's client-only XD
L3153[21:34:51] <gigaherz_t> Dark: jsut because I think something in MC is bad, or could be done better
L3154[21:34:54] <shadekiller666> but they're spawned server-side...
L3155[21:34:55] <gigaherz_t> doesn't mean I'm going to replace it ;P
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L3158[21:36:04] <gigaherz_t> nah shadekiller666, IWorldAccess is implemented by the server world, and RenderGlobal, ando nly RenderGlobal handles spawnParticle
L3159[21:36:08] <gigaherz_t> the server side ignores it
L3160[21:36:20] <shadekiller666> mmmm
L3161[21:36:40] <gigaherz_t> it's managed by EffectRenderer
L3162[21:36:50] ⇦ Parts: Dark (~MrDark@cpe-76-181-157-113.columbus.res.rr.com) (Be back with mo' weapons))
L3163[21:36:52] <shadekiller666> but yes, the mc particle system is woefully under-featured
L3164[21:36:56] <gigaherz_t> which even though it uses the Entity base class,
L3165[21:37:07] <gigaherz_t> it doesn't actually do the whole server-sync thing
L3166[21:37:22] <gigaherz_t> heck imagine ALL THE PLAYERS' entities
L3167[21:37:23] <gigaherz_t> at once
L3168[21:37:24] <gigaherz_t> on the server
L3169[21:37:43] <gigaherz_t> a few hundred mobs lag the server horribly, XD
L3170[21:38:33] <shadekiller666> having created particle systems in computer animation classes, minecraft's particles are sad
L3171[21:38:41] <gigaherz_t> yup XD
L3172[21:38:45] <gigaherz_t> but well
L3173[21:38:57] <gigaherz_t> they aren't used too extensively either
L3174[21:39:05] <gigaherz_t> a few smoke sprites
L3175[21:39:24] <gigaherz_t> a few block-breaking sprites, a few entity impact sprites
L3176[21:39:26] <shadekiller666> and water, and landing splat thing
L3177[21:40:12] <gigaherz_t> yeah but if you compare them to like, dynamic volumetric fog in some horror games
L3178[21:40:45] <gigaherz_t> oh there's another big particle source in mc we didn't mention: rain!
L3179[21:40:51] <shadekiller666> to anything that has a particle simulation system, which is almost everything
L3180[21:41:03] <shadekiller666> and snow yes
L3181[21:41:13] <shadekiller666> and portal
L3182[21:41:14] <shadekiller666> s
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L3189[21:49:52] <williewillus> rain has so little, scratch that, no gameplay value that whenever possible i just get rid of the particles or the effect altogether
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L3191[21:52:22] <gigaherz_t> night ppl
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L3204[22:24:45] <pibx10> ok new question lol. i am trying to create a system where when you use an item it will give a player an ability that stays with them forever
L3205[22:25:02] <pibx10> would be stored on the player and not if a player had something in their inventory etc
L3206[22:25:18] <pibx10> how would i start something like this
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L3218[22:38:37] <Kaiyouka> pibx10: look at Entity#getEntityData( ) which returns a custom NBTTagCompound that you can store stuff in that saves to the entity. OR if you don't want to go through NBT all the time, you can look at IExtendedEntityAttributes (I think that's what that's called?)
L3219[22:39:06] <Kaiyouka> IExtendedEntityProperties maybe?
L3220[22:39:10] <Kaiyouka> lemme look that up
L3221[22:39:45] <Kaiyouka> IExtendedEntityProperties, yes
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L3223[22:41:02] <Kaiyouka> the former's the "easiest" (requires less overall work because no registry and event gubbins) but the latter probably makes it semantically easier because you can keep info in-game in a not NBT format.
L3224[22:42:03] <Kaiyouka> Use that to store your ability info stuffs and then I guess forge events to check for those stuffs and do whatever to the player whenver the stuffs come into play
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L3226[22:42:35] <williewillus> IEEPs are better
L3227[22:43:08] <Kaiyouka> Subjective, really
L3228[22:43:10] <williewillus> you get more control over how the data access is structured and stuff
L3229[22:44:38] <Kaiyouka> depends on how complicated your data is, really.
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L3231[22:45:03] <Kaiyouka> if you're storing a few bits (not literally) of simple data, an IEEP is probably more work than useful benefit.
L3232[22:46:12] <Kaiyouka> But if you've got a whole complicated system like, say, an entirely separate health/food system for another dimension (*cough*mycode*cough), an IEEP is probably more beneficial because you can lay it out nicely and legibly.
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L3237[23:01:09] <pibx10> wouldnt it be easier to add the affect if the player has an achievement? lol
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L3240[23:05:47] <TehNut> Aren't Achievements clientside, though?
L3241[23:11:13] <Kaiyouka> Achievements are server-side
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L3243[23:11:34] <Kaiyouka> and I suppose that's also a way of checking for if a player should have a thing or not
L3244[23:12:09] <Kaiyouka> but really, I feel like that's not any easier than just literally grabbing the entity data NBTTagCompound for the player and jamming stuff in and reading from it
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L3246[23:14:03] <TehNut> Oh right, 1.7 moved them didn't it?
L3247[23:14:29] <pibx10> i guess your right lol
L3248[23:14:35] <williewillus> yeah achivements are now statistics
L3249[23:14:36] <pibx10> alright thank you
L3250[23:14:39] <williewillus> and stats are tracked serverside
L3251[23:14:45] <TehNut> Yeah forgot about that
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L3254[23:19:14] <killjoy> I made a mod that makes it possible to earn an achievement when you earn an achievement.
L3255[23:19:25] <Kaiyouka> lol
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