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L58[02:03:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150714 mappings to Forge Maven.
L59[02:04:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150714-1.8.zip (mappings
= "snapshot_20150714" in build.gradle).
L60[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/
L61[02:04:39] <ThePsionic> allo allo
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L64[02:09:04] <Wuppy> mornin
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L71[02:22:21] <sham1> Good morning
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L74[02:34:59] <Dimitriye98> HAHA!!! My
JetBrains student license just got approved. Full license for
noncommercial use of IntelliJ IDEA and all their other IDEs.
:D
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L76[02:35:29] <Dimitriye98> Admittedly, the
community edition is sufficient for MC mod development, but
eh.
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L79[02:39:16] <Wuppy> nice Dimitri, I have
a student license for Visual Studio and office 365
L80[02:39:23] <Wuppy> oh and cryengine
& unreal 4
L82[02:41:12] <Dimitriye98> Does it count
as commercial use if you upgrade to a commercial license before
deployment? E.g. suppose I start a project which I may or may not
finish, and don't even know if I'll sell. If I later upgrade to the
commercial version before I actually start selling it, does that
work?
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L84[02:42:19] <Dimitriye98> Since I mean, I
don't want to buy a commercial license while I'm just
experimenting, but some of the things I'm going to experiment with
are things I think might be viable business ideas.
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L86[02:44:23] <Dimitriye98> I mean,
obviously no one on here is a lawyer, (or maybe someone is) but
hmm...
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L88[02:53:40] <laci200270> Dimitriye98,
there is a problem with the path finding algorith that you
gave
L89[02:53:45] <Dimitriye98> Yes?
L90[02:53:57] <Dimitriye98> What is the
issue?
L91[02:54:07] <laci200270> it not founds
the tanks thatconnected to pipes
L92[02:54:17] <Dimitriye98> Yeah, that
needs to be in isOutput
L93[02:54:27] <Dimitriye98> Like I said,
you'll have to fill out isOutput yourself
L94[02:54:43] <Dimitriye98> It should
return true if the pipe has a tank to output to and false
otherwise
L95[02:55:11] <Dimitriye98> Actually
deciding which tank to output to is up to you
L97[02:57:09] <laci200270> but the most
interesting: it founds the tank when connected direct to the
node
L98[02:57:20] <Dimitriye98> ?
L99[02:57:21] <laci200270> so isOutput
good
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L101[02:57:31] <Dimitriye98> Hmm.
L102[02:58:20] <Dimitriye98> Give me a bit
to check this out, need to play around with breakpoints to see
where the issue is
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L104[02:58:48] <Dimitriye98> BTW, you'll
need to clean up your gitignore, some of the files you have in the
repo really shouldn't be in there
L105[02:59:06] <laci200270> what
files?
L106[02:59:21] <Dimitriye98> Or, better
yet, just remove the forge licensing info. You don't need to have
it in the repo, since by using forge you're agreeing to the license
anyway
L107[02:59:35] <Dimitriye98> If necessary,
link to it in the readme
L108[03:00:04] <Dimitriye98> Here, I'll do
a quick pull request to get rid of the unnecessary files.
L109[03:02:28] <Dimitriye98> Wish either
eclipse or idea had a way to create a temporary workspace for
quickly touching up files without adding all sorts of project
metadata :/
L110[03:04:13] <Dimitriye98> BTW, you're
going to want a gradlew
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L116[03:32:51] <Wuppy> welp.. buying my
own (self build) pc was one of the best decisions I've ever made
:D
L117[03:33:17] <laci200270> Wuppy, what
parts are in your PC?
L118[03:33:40] <Wuppy> GTX 970, i5 4460,
8GB ram, 250GB SSD & 1TB HDD
L119[03:33:49] <Wuppy> msi gaming 4g gtx
970 to be exact :D
L120[03:34:02] <Dimitriye98> NVIDIA POWER
:D
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L123[03:34:15] <Dimitriye98> <3 Intel +
NVidia
L124[03:34:42] <Dimitriye98> Though
personally I'm probably going to go all SSD.
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L127[03:34:56] <Wuppy> I'm a student who
goes out frequently
L128[03:35:02] <Wuppy> one does not have
money for all SSD
L129[03:35:07] <gabizou|laptop> Wuppy, y u
no i7 though
L130[03:35:14] <Wuppy> see above
L131[03:35:17] <laci200270> my motherboard
doesn't support sata 3 :/
L132[03:35:30] <gabizou|laptop> but
but
L133[03:35:35] <gabizou|laptop> well, i
guess
L134[03:35:36] <Dimitriye98> Well, I don't
need 1TB storage though. I don't play that many games and most of
my important data is stored on my personal server
L135[03:35:39] <Wuppy> I wanted to keep
the total price under 1000
L136[03:35:43] <gabizou|laptop> did you
get at least a samsung ssd?
L137[03:35:45] <Wuppy> which I did, 950
euros
L138[03:35:48] <Dimitriye98> All hail the
linux box.
L139[03:35:49] <Wuppy> hahah, no
L140[03:35:53] <gabizou|laptop>
......
L141[03:35:58] <Wuppy> gabizou|laptop,
that Evo is not worth the extra money
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L143[03:36:10] <Dimitriye98> It is. SSDs
are a thing where quality matters
L144[03:36:17] <gabizou|laptop> oh yes it
most definitely is
L145[03:36:31] <laci200270> evos are the
best
L146[03:36:39] <Dimitriye98> Unless you
have a raid setup with parity, you need a quality ssd.
L147[03:37:02] <laci200270> imagine:
raid0+3 ssd
L148[03:37:07] <gabizou|laptop> mmmm
L149[03:37:09] <laci200270> it would super
fast
L150[03:37:19] <gabizou|laptop> insane
disk speeds
L151[03:37:26] <gabizou|laptop> read/write
speeds
L152[03:37:30] <Dimitriye98> No need for
RAID when it comes to speed for SSDs.
L153[03:37:30] <gabizou|laptop> disk no
longer applicable
L154[03:37:31] <laci200270> ftb monster-2
sec loading
L155[03:37:38] <gabizou|laptop> laci200270
wat
L156[03:37:47] <laci200270> just a
tip
L157[03:37:47] <gabizou|laptop> that's
physically impossible
L158[03:37:55] <laci200270> why?
L159[03:37:57] <laci200270> :D
L160[03:37:58] <gabizou|laptop> unless you
harness the power of a blackhole
L161[03:37:58] <Wuppy> I have a BX100
Crucial atm
L162[03:38:03] <Wuppy> which is incredibly
fast
L163[03:38:14] <Dimitriye98> I wonder how
much speed would be necessary to work directly off a disk instead
of RAM
L164[03:38:18] <Wuppy> not as fast as the
evo, but you won't notice that difference
L165[03:38:28] <Dimitriye98> At some point
we'll get there, though I doubt we're there yet.
L166[03:38:32] <sham1> It prolly is 2 secs
if your IO bus is not filled with crap at the time
L167[03:38:32] <Wuppy> plus it got better
reviews and was much cheaper
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L169[03:39:13] <Wuppy> I'm not paying 25
euros extra for a difference you won't notice
L170[03:39:14] <Dimitriye98> We're not
talking about speed. We're talking about failure.
L171[03:39:41] <Dimitriye98> SSDs take a
while to fail. But when they do, they fail quickly, spectacularly,
and irrecoverably.
L172[03:39:50] <Wuppy> it got better
reviews
L173[03:39:51] <laci200270> evos are last
longer
L174[03:40:06] <Wuppy> I've got a good
backup system with 3 pcs I can save stuff on + an external
drive
L175[03:40:07] <Dimitriye98> Unlike
magnetic media where it's generally the movable parts that fail, in
SSDs the memory medium itself fails
L176[03:40:15] <Dimitriye98> = data
loss.
L177[03:40:15] <sham1> "Are last
longer"
L178[03:40:22] <Wuppy> dat english
L179[03:40:26] <Dimitriye98> English isn't
his native language.
L180[03:40:31] <sham1> I know
L181[03:40:36] <Wuppy> same here
Dimitriye98
L182[03:40:45] <sham1> It isn't mine
either
L183[03:41:08] <Wuppy> although I did
write a book in English \o/
L184[03:41:14] <gabizou|laptop>
Dimitriye98, well, it's more of "read only" at that
point
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L186[03:41:36] <sham1> Back up your data
whenever possible
L187[03:41:43] <Dimitriye98> Gabizou:
Until you write and half the cells get written while the other half
fail to write.
L188[03:41:49] <Wuppy> speaking of that,
it's time to continue on the second edition of my book :D
L189[03:41:52] <gabizou|laptop> sure
L190[03:42:04] <sham1> Did you get your
block to work?
L191[03:42:05] <gabizou|laptop>
Dimitriye98, you could tab to complete too
L192[03:42:10] <gabizou|laptop>
ga<tab>
L193[03:42:18] <gabizou|laptop> at least,
your irc client should be able to do that
L194[03:42:20] <Wuppy> sham1, which
block?
L195[03:42:34] <sham1> The one you had
some trouble with sometimes back
L196[03:42:34] <Dimitriye98> I can. I
didn't intend to ping you.
L197[03:42:41] <gabizou|laptop> don't be
afraid
L198[03:42:58] <Dimitriye98> I type it
faster though. Tab is out of my way.
L199[03:43:00] <sham1> Being afraid is the
definition of failure. Wait what?
L200[03:43:03] <gabizou|laptop> oO
L201[03:43:06] <Dimitriye98> The other
keys are in muscle memory
L202[03:43:10] <Wuppy> I've had problems
with several blocks
L203[03:43:21] <Wuppy> 1.8 sometimes
literally breaks your shit
L204[03:43:29] <Dimitriye98> While I'm
getting used to it, still haven't had enough shell experience to
encode tab completion to muscle memory :P
L205[03:43:31] <gabizou|laptop> i type
fully with muscle memory at this point, i love freaking out my
friends when I'm just typing away and staring at them in the
meantime
L206[03:43:44] <Wuppy> watch out with
making classes extending BlockBush, those break rendering on
purpose
L207[03:43:46] <Dimitriye98> I can do that
too :P
L208[03:44:08] <gabizou|laptop> wasn't
there a fix for blockbush at some point a few weeks ago?
L210[03:44:20] <Dimitriye98> Admittedly,
one funny thing that happens is I type too fast, make a mistake,
and correct it without even looking to see that I made a mistake
since I know my key was off.
L211[03:44:51] <Wuppy> gabizou|laptop, it
isn't actually broken
L212[03:45:00] <Wuppy> it's just very
annoying, because it sets the renderType to -1
L213[03:45:06] <Wuppy> which means json
models no longer work
L214[03:45:16] <Wuppy> you have to
overwrite getRenderType
L215[03:45:27] <Dimitriye98> If only I had
$2k to spend, I'd get a 128gb RAM kit and set up a ramdisk :P
L216[03:45:32] <Dimitriye98> OVERKILL!!!
:D
L217[03:46:03] <laci200270> Dimitriye98,
and what you use to copy data to the ramdisk?
L218[03:46:07] <laci200270> :D
L219[03:46:32] <Dimitriye98> There's
probably a utility for it. If not, easy to make a script which uses
rsync to do it
L220[03:46:54] <sham1> Maybe I should
actually start to work on my mod again
L221[03:47:00] <Dimitriye98> Admittedly
that would make the RAM disk only really useful for readonly
applications.
L222[03:47:24] <laci200270> Dimitriye98,
but how you copy the OS to the ramdisk without any OS?
L223[03:47:27] <Dimitriye98> Best would be
a buffered map of a portion of the SSD to the RAM disk
L224[03:47:27] <laci200270> :D
L225[03:47:36] <Dimitriye98> Well, you
don't. You copy programs
L226[03:47:45] <Wuppy> Dimitriye98, if
only I had 2k to spend, I'd have at least a 980Ti in there
now
L227[03:48:12] ⇦
Parts: lclc98 (~lclc98@208.81.180.111) (Leaving))
L228[03:48:27] <Dimitriye98> Wuppy: HOW
DARE YOU BE PRACTICAL. ONLY ABSURD BUT AWESOME WASTES OF MONEY ARE
ALLOWED IN THIS DISCUSSION!!!
L229[03:48:34] <Dimitriye98> :P
L230[03:48:43] <Wuppy> lel
L231[03:48:46] <sham1> :D
L232[03:48:56] <Wuppy> I do kinda wish I
lived in amerika and hadn't just purchased my graphics card
L233[03:49:01] <Wuppy> 980s were sold for
250 dollars
L234[03:49:30] <laci200270> Dimitriye98,
why you not make a raid from floppy drives? I think its absurd
enought :D
L235[03:49:52] <Dimitriye98> "ABSURD
BUT AWESOME" floppy drives are boring
L236[03:49:57] <laci200270> :D
L237[03:50:02] ⇦
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L238[03:50:11] <Dimitriye98> Hmm, Idea
won't import the generated ipr
L239[03:50:35] <laci200270> Imagine: 1 TB
raid from 3,4 mb floppy drives
L240[03:50:41] <Wuppy> that'd be
massive
L241[03:51:24] <laci200270> and noisy
:D
L242[03:51:36] <Dimitriye98> With raid
16
L243[03:51:45] <Dimitriye98> Or better,
raid 116
L244[03:52:04] <laci200270> what is raid
116?
L245[03:52:20] <laci200270> i only know
about raid0 and 1
L246[03:52:25] <Dimitriye98> Since all the
raid numbers are single-digit, you read it 1+1+6
L247[03:52:29] <Dimitriye98> 1 is
duplication
L248[03:52:39] <laci200270> and 6?
L249[03:52:57] <Dimitriye98> Same as 5,
but with two parity blocks instead of one.
L250[03:53:04] <laci200270> oh
L251[03:53:11] <Dimitriye98> It can handle
the failure of two disks instead of just the failure of one
L252[03:53:23] <laci200270> so
speed+incrased stability
L253[03:53:28] <Dimitriye98> So quadruple
replication of a raid 6 array :P
L254[03:54:06]
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L255[03:56:16] <Dimitriye98> Well,
IntelliJ did something really weird when opening the
forge-generated project
L256[03:56:27] <Dimitriye98> The entire
java perspective just went awayt
L258[03:56:45] <Lumien> Would error
everybody but the server owner out of a lan game?
L262[03:57:21] <Dimitriye98> BTW,
laci200270, ask around about why the algorithm doesn't work, I'm
trying to troubleshoot, but I may not be able to
L263[03:57:23] <Lumien> Could it be that
my message is somehow getting mangled together with the entity
spawning packet or is that impossible?
L264[03:57:47] <laci200270> Dimitriye98, I
already posted to forge forums
L265[03:58:02] <laci200270> before you
came to irc
L266[04:03:15] <Dimitriye98> BTW,
laci200270, in the future, commit changes one at a time. I want to
undo all the logging so I can use breakpoints instead, but since
the commit was mixed in with a bunch of other changes I can't do
that
L267[04:03:35] <laci200270> oh sorry
L268[04:03:48] <Dimitriye98> The whole
point of source control instead of just backups is to make it easy
to undo some changes while keeping others
L269[04:03:54] <Dimitriye98> Don't
apologize, you didn't know
L270[04:03:56] <Dimitriye98> not your
fault
L271[04:04:20] <laci200270> i always
forget to commit :D
L272[04:04:21] <Dimitriye98> And arguably,
it's your repo, you can do what you want :P, I'm just a meddling
outsider
L273[04:04:33] <Dimitriye98> If you do,
just don't stage everything
L274[04:04:41] <Dimitriye98> You can stage
only certain changes
L275[04:04:48] <Dimitriye98> Commit
that
L276[04:04:52] <Dimitriye98> Then stage
other changes
L277[04:04:55] <Dimitriye98> Commit
those
L278[04:05:12] <Dimitriye98> In fact, I
almost never stop coding to commit changes, I just stage them
separately
L279[04:08:25] <Dimitriye98> BTW,
laci200270, I made a pull request cleaning up the forgegradle
setup
L280[04:09:12] <Dimitriye98> Now it keeps
the minecraft files in a run directory, so it avoids polluting your
project directory, and I got rid of all the forge readme files,
since you don't need those in the git repo
L281[04:09:39] <Dimitriye98> Lulwut,
started a test world, and lo and behold, spawned next to a jungle
temple
L282[04:09:53] <Dimitriye98> Or more
accurately, on top of
L283[04:10:36] <laci200270> Dimitriye98, i
not found a jungle temple since 1.5
L284[04:10:41] <Dimitriye98> xD
L285[04:10:47] <Dimitriye98> Seed:
9219764238995155340
L286[04:11:00] <laci200270> and I not
found a jungle biome since 1.5 :D
L287[04:11:25] <sham1> Not that you need
to
L288[04:11:26] <Wuppy> everybody should
buy Assasins creed black flag
L289[04:11:29] <Dimitriye98> How do I
spawn in a energy pipe for testing
L290[04:11:46] <sham1> Also, tundra biomes
are so rare nowadays. Makes me sad
L291[04:12:03] <Dimitriye98>
laci200270?
L292[04:12:46] <laci200270> use give
L293[04:12:58] <Dimitriye98> id?
L294[04:13:09] <Dimitriye98> I mean, text
id, obv
L295[04:13:37] <laci200270> type
energymod: and press tab
L296[04:13:38] <Dimitriye98> Though if I
thought it was so obv I wouldn't be clarifying :P
L297[04:13:56] <laci200270> the null
thingy is the tank
L298[04:14:01] <laci200270> that called
null
L299[04:14:14] <Dimitriye98> node or
pipe?
L300[04:14:41] <Dimitriye98>
laci200270?
L301[04:15:00] <laci200270> the node that
uses the path finder you need to put next the pipe and next to the
or top the pipe put the tank
L302[04:15:26] <Dimitriye98> Oh. I know
why the search algorithm doesn't work
L303[04:15:33] <laci200270> why?
L304[04:16:34] <Dimitriye98> When I
designed it, I thought node was a fancy name for pipe. If you put
two nodes next to eachother it'll work. It just won't work with
pipes. :P
L305[04:16:38] <Dimitriye98> Let me fix
it
L306[04:16:51] <Dimitriye98> Fairly easy
to fix hopefully
L307[04:17:28] <Dimitriye98> Now I feel
stupid
L308[04:17:39] <laci200270> but the
console outpu said it searched around the tank
L309[04:17:41] <sham1> Don't feel
L310[04:18:18] <laci200270> ^
L311[04:18:22] <Dimitriye98> laci: I
assumed that all pipes were nodes. The algorithm will only search a
chain of nodes. Should be an easy fix
L312[04:18:28] <Dimitriye98> Let me just
fix it and pull request
L313[04:18:35] <laci200270> thanks
:D
L314[04:18:41] <Dimitriye98> Also, how can
I test it, does the tank work?
L315[04:18:51] <Dimitriye98> So, can I
dump water into it without problem?
L316[04:19:04] <laci200270> no :D
L317[04:19:05] <Dimitriye98> And how can I
tell if it worked?
L318[04:19:11] <Dimitriye98> Then how did
you test?
L319[04:19:13] <laci200270> if you right
click you see
L320[04:19:48] ⇦
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L321[04:19:50] <laci200270> right click to
the node
L322[04:19:53] <Dimitriye98> So I assume
nodes count as "pipe blocks"?
L323[04:20:23] <sham1> Marker interfaces
FTW
L324[04:20:52] <Dimitriye98> sham1: I
would, but in this particular case what I need are default methods,
and those are a Java 8 feature
L325[04:21:08] <Dimitriye98> Also, I don't
want to refactor his code-base too much.
L326[04:21:14] <sham1> You could use
traits :-P
L327[04:21:23] <Dimitriye98> I would, his
code is in scala
L328[04:21:27] <Dimitriye98> java*
L329[04:21:30] <Dimitriye98> I write in
scala
L330[04:21:43] <Dimitriye98> But I don't
want to do that in his code because y'know...
L331[04:21:51] <sham1> Yeh
L332[04:22:17] <laci200270> Dimitriye98,
so the algorith will search for pipes?
L333[04:22:27] <Dimitriye98> I mean,
there's a whole lot of things I'd change if it was my mod, or if it
was a collaboration (to start with I'd go through git and rewrite
history to modularize all the changes :P
L334[04:22:36] <Dimitriye98> As soon as I
fix it yes
L335[04:23:01] <Dimitriye98> I need an
interface, in what package should I put it?
L336[04:24:16] <laci200270> Dimitriye98,
dummypackage
L337[04:24:33] <Dimitriye98> But it's not
a dummy?
L338[04:24:37] <laci200270> :D
L339[04:24:38] <Dimitriye98> It's for the
production code
L340[04:24:52] <laci200270> put
somewhere
L341[04:25:09] ⇦
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L342[04:26:28] <Dimitriye98> In fact, it's
a wonder this code didn't crash when you tried to use it with
pipes
L343[04:26:32] <Dimitriye98> IDK how it
didn't
L344[04:26:35] <Dimitriye98> It should
have
L345[04:26:56] <laci200270> it crashed
first :D
L346[04:27:07] <laci200270> but
fixed
L347[04:27:12] <Dimitriye98> How?
L348[04:27:48] <laci200270> removed
calling isouptut from the cuireent scanning TE to call the node's
TE
L349[04:29:49] <Dimitriye98> What idiot
keeps going to all the IDEs and setting their default indentation
to spaces -.-"
L350[04:30:29] <tmtu> it's the best
:)
L351[04:31:01] <sham1> spaces >
tabs
L352[04:31:15] <Dimitriye98> Tabs for
indentation; spaces for alignment
L353[04:31:20] <sham1> No
L354[04:31:28] <sham1> Spaces for
both
L355[04:31:34] <Dimitriye98> Tabs for
indentation provides a single character with the semantic meaning
of an indent
L356[04:31:49] <Dimitriye98> And everyone
can configure their indent width to their desired size
L357[04:32:21] <tmtu> each to their
own
L358[04:33:06] <Dimitriye98> Also, that
semantic meaning? It makes it much easier for automated analysis.
With spaces for indentation, your IDE can get confused as to
whether you're indenting or just aligning, but tabs provide clear
information that you're indenting, and not just aligning.
L359[04:33:27] <Dimitriye98> I honestly
don't understand why people use spaces for alignment.
L360[04:33:40] <sham1> To align what
L361[04:33:40] <Dimitriye98> There's no
semantic info encoded, just visual info
L362[04:33:44] <Dimitriye98> not
alignment
L363[04:33:48] <Dimitriye98>
indentation
L364[04:33:51] <Dimitriye98> sorry
misspoke
L365[04:34:02] <Dimitriye98> spaces should
always be used for alignment, regardless of what you use for
indentation
L366[04:34:12] <sham1> Still, to align
what
L367[04:34:27] <Dimitriye98> E.g. aligning
a parameter list that stretches multiple lines
L368[04:34:39] <sham1> I just indent
those
L369[04:35:00] <Dimitriye98> Meh, I align,
looks better IMHO, and it's arguably not a semantic indentation
level
L370[04:35:19] <sham1> spaces look nicer
with stuff like github than tabs
L371[04:35:53] <Dimitriye98> No offense,
that's more of an argument that github needs to fix their software
to support half of the programmer community than that spaces are
better.
L372[04:36:18] <Dimitriye98> A bit of a
non sequiter.
L373[04:36:23] <tmtu> hardly, why should
everyone provide variable visual tab size
L374[04:36:27]
⇨ Joins: Termin8or
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L375[04:36:34] <Dimitriye98> Why
not?
L376[04:36:42] <tmtu> that's a luxury of
IDEs/text editors, not something you should rely on
L377[04:37:23] <Dimitriye98> It's not a
luxury of IDEs/text editors, it's a luxury of developer tools. And
an important one. The whole point to indentation is code
readability.
L378[04:37:33] <Dimitriye98> Different
programmers read different indent-widths easier.
L379[04:37:43] <sham1> Emacs still is the
best
L380[04:37:47] <Dimitriye98> I for one
cannot stand 2-char indentation
L381[04:37:50] <sham1> Indents are two
spaces each
L382[04:37:57] <tmtu> hehe
L383[04:38:03] <tmtu> i love 2 space
indent
L384[04:38:10] <laci200270> Dimitriye98,
every program is fingerprint
L385[04:38:32] <Dimitriye98> Admittedly, I
tend to program in a small font-size, so I can fit more code on
screen, which probably contributes to that opinion
L386[04:38:47] <laci200270> a programer
can be identified from few hundred lines from code
L387[04:39:07] <sham1> I program with big
font because I dont need to see the whole picture, I can just focus
on few details
L388[04:39:34] <Dimitriye98> sham1: If
IDEA could open a outline sidebar, I'd be the same way.
L389[04:39:40] <Szernex> when I create a
new thread in a local context (ie only have a reference to it in a
method-local variable) it should get cleaned up by GC after it
finished, right?
L390[04:39:42] <Dimitriye98> But that's
one feature I miss from eclipse
L391[04:40:05] <tmtu> Szernex: some time
after, yes
L392[04:40:08] <Szernex> okay
L393[04:40:24] <Szernex> is there a way I
can force this specific clean-up?
L394[04:40:25] <sham1> al+7 shows you the
structure of a class
L395[04:40:32] <sham1> at+7*
L396[04:40:36] <sham1> alt
L397[04:40:39] <tmtu> what kind of
cleanup?
L398[04:40:39] <sham1> God damn it
L399[04:40:47] <Szernex> removing finished
threads
L400[04:40:51] <Dimitriye98> Anyway, see,
this disagreement only proves my point. You probably press tab to
have your editor put in the indentation using soft tabs
anyway.
L401[04:41:01] <Dimitriye98> What's wrong
with having it be a single character instead of 2?
L402[04:41:11] <tmtu> finished threads
that are not referenced anywhere will eventually be cleaned
up
L403[04:41:28] <Dimitriye98> Which every
programmer on the project can adjust at will for their reading and
writing pleasure.
L404[04:41:34] <SnowDapples> I like
tabs
L405[04:41:52] <sham1> You can turn intent
spaces to tabs with reformat
L406[04:42:05] <Dimitriye98> No, you
can't.
L407[04:42:10] <SnowDapples> I always hate
it when code uses 4 spaces for indents xD
L408[04:42:12] <sham1> Yes, you can.
L409[04:42:13] <Dimitriye98> Because if
the code has alignment
L410[04:42:16] <Dimitriye98> it won't
work
L411[04:42:17] <tmtu> you cannot force the
gc to cleanup a specific instance
L412[04:42:42] <tmtu> should we drop this
discussion now :p?
L413[04:43:06] <sham1> nö
L414[04:43:12] <sham1> Or rather nå
L415[04:43:17] <Dimitriye98> One thing,
sham, *why* do you prefer spaces to tabs, other than aesthetics in
github and such?
L416[04:43:31] <sham1> I'm more used to
it
L417[04:45:43] <tmtu> börka börka
L418[04:45:49] <sham1> :P
L419[04:50:59] <Dimitriye98> laci200270:
The pipes will recognize the tank as an output, right?
L420[04:51:12] <laci200270> yes
L421[04:53:25] ⇦
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L426[04:55:42] <Cazzar> Dimitriye98: You
getting into that argument eh?
L427[04:56:51] <Dimitriye98> Yes :P And as
far as I see, his main argument is tool limitations when working
with tabs, as well as just being used to it.
L428[04:57:49]
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L430[04:57:57] <Dimitriye98> laci200270:
when I right clicked the node it said something about a
dieselengine :/
L431[04:58:49]
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L432[04:59:31] <laci200270> thats
good
L433[04:59:37] <Dimitriye98> ?
L434[04:59:44] <Dimitriye98> but isn't
null supposed to be a tank?
L435[04:59:44] <laci200270> it give the
codrdinates?
L436[04:59:47] <Dimitriye98> No
L437[04:59:53] <laci200270> in the
chat
L438[04:59:58] <laci200270> yeah
L439[04:59:58] <Dimitriye98> No
L440[05:00:06] <laci200270> dieselengine
is a tank
L441[05:00:35] <laci200270> what
cordinates it gave?0 0 0?
L442[05:00:53] <Dimitriye98> yeah
L443[05:01:33] <laci200270> so it didn't
found
L444[05:02:08] <laci200270> when the
engine next to the node it founds?
L445[05:02:33] <Dimitriye98> Yes.
L446[05:02:38] <Dimitriye98> Let me debug
a bit more
L447[05:02:42] ***
tterrag is now known as tterrag|ZZZzzz
L448[05:03:14] <Dimitriye98> Getting
neighbor pipes will get the node, right?
L449[05:03:25]
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L450[05:03:47] <Dimitriye98> Oh, here's
another issue, though this one's your fault, not mine :P; Get
neighbor pipes won't get nodes, only pipes
L451[05:03:47] <laci200270> what?
L452[05:03:58] <laci200270> yes
L453[05:04:10] <Dimitriye98> Yeah, the
algorithm only works if it also finds nodes
L454[05:04:17] <laci200270> oh
L455[05:06:16]
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L456[05:06:23] <laci200270> so node should
be an output tank?
L457[05:06:33] <Dimitriye98> Wait,
fixing
L458[05:07:08] <Dimitriye98> I'm changing
your blockreference into a blockutil btw, since it'll make the fix
much cleaner, tell me if you don't want me to do it
L459[05:07:27] <laci200270> not problem
:D
L460[05:08:08] <Dimitriye98> Hmm, damn,
this would all be much easier in the language that shall not be
named
L461[05:09:23] <Dimitriye98> Or well,
cleaner, it would require more code, but it would be much
better/easier in the long run
L462[05:11:42] <Dimitriye98> Minecraft is
written much more like C/C++ code than java code...
L463[05:12:25] <tmtu> good :)
L464[05:12:31] <Dimitriye98> No,
bad.
L465[05:12:36] <tmtu> less is more
L466[05:12:41] <Dimitriye98> It would be
good if it was in C/C++
L467[05:12:50] <Dimitriye98> But since
it's in Java the style is bad
L468[05:13:17] <Dimitriye98> Not saying it
should be in C/C++, that's a discussion for a different channel.
Banned in here.
L469[05:13:21] <tmtu> well, style doesn't
really matter in a game
L470[05:13:32] <tmtu> as long as it
runs
L471[05:14:08]
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L472[05:14:25] <Dimitriye98> O.o I've
never seen such a horrid statement in my life. That's no different
than saying style doesn't matter in an application as long as it
runs.
L473[05:14:57] <Dimitriye98> Programming
styles exist for a reason, and they're not just for use in
public-facing APIs
L474[05:15:15] <tmtu> "normal"
applications have different requirements than a gmae
L475[05:15:17] <tmtu> game*
L476[05:15:24] <Dimitriye98> ... Not
really.
L477[05:15:30] <tmtu> yes really
L478[05:15:42] <Dimitriye98> In any
project with more than one developer, style is important
L479[05:16:23] <tmtu> we are talking about
code style (idioms etc.) rather than style of code (indentation,
naming etc.) right?
L480[05:16:27] <Dimitriye98> Yeah
L481[05:16:39] <Dimitriye98> Was about to
corroborate that myself :P
L482[05:16:58] <Dimitriye98> But note what
I said.
L483[05:17:06] <Dimitriye98> It applies to
both
L484[05:17:14] <Dimitriye98> Not just
style of code, but code style too.
L485[05:17:24] <Dimitriye98> Though
arguably code style is also important with just one
developer.
L486[05:17:35] <tmtu> for me the only
thing that matters is that it's consistent
L487[05:17:43] <Dimitriye98> But with just
one developer you *can* get by with the "as long as it
works" excuse.
L488[05:17:46] <tmtu> there are valid
reason for avoiding "good" java patterns &
idioms
L489[05:17:58] <Dimitriye98> Such
as?
L490[05:18:19] <Dimitriye98>
"good" patterns & idioms are considered
"good" for a reason
L491[05:18:29] <tmtu> hidden overhead, not
as fast as other methods
L492[05:18:54] <Dimitriye98> Note that the
JVM is optimized for lots of short-lived tiny objects, not for
long-lived giant services.
L493[05:19:05] <Dimitriye98> Minecraft is
*entirely* long-lived giant services.
L494[05:19:34] ⇦
Quits: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Ping
timeout: 186 seconds)
L495[05:19:37] <tmtu> eh? that's where
java excels :p
L496[05:19:48] <tmtu> the jit can actually
do some work
L497[05:19:50] <laci200270> Dimitriye98,
did you found the problem?
L498[05:19:55] <Dimitriye98> Yeah,
testing
L499[05:20:06] <VikeStep> I thought that
was what the metaspace was for
L500[05:21:09] <Dimitriye98> tmtu: I'm not
joking. The reason javabeans are in Oracle defined specification
(though they should really be immutable, a relic of the past that
we're stuck with because of Oracle's refusal to break backwards
compatibility) is because small data objects work better in java
than a giant data transmission service.
L501[05:21:45] <Wuppy> does anyone know at
which time greenmangaming puts up new deals?
L502[05:21:49] <tmtu> i think i've lost
you
L503[05:22:06] <Dimitriye98> tmtu: ?
L504[05:22:11]
⇨ Joins: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L505[05:23:03] <Dimitriye98> I'm not
arguing JavaBeans are a good thing, just that Oracle has (or has
attempted to) optimized java for many small objects rather than
large services
L506[05:23:04] <tmtu> my main points: less
gc is good (object pooling), some java features have hidden
overhead, the jit can't fix everything
L507[05:23:42] <laci200270> I now watching
RAM for my PC
L508[05:23:45] <Dimitriye98> Instantiation
and Garbage Collection are *extremely* lightweight processes in
Java compared to other languages
L509[05:23:48] <laci200270> its a bit
expensive
L510[05:24:12] <tmtu> the gc is still
stop-the-world, and in current version i get a collection every
other second or so
L511[05:24:32] <Dimitriye98> Yeah, that
may be fixed in Java 9
L512[05:24:35] <Dimitriye98> They're
replacing the GC
L513[05:24:46] <laci200270> 8 gb ram
calculated to dollars 355$
L514[05:24:49] <tmtu> it wont benefit
mc
L515[05:24:50] <laci200270> ddr2
L516[05:24:56] <Dimitriye98> tmtu: ?
L517[05:25:05] <Dimitriye98> You run mc on
java 9 you get the java 9 gc
L518[05:25:19] <laci200270> i maybe need a
new ddr3 mothewrboard
L519[05:25:22] <VikeStep> it still has to
collect the same garbage doesn't it? or is the actual garbage
collection faster?
L520[05:25:37] <Dimitriye98> Just because
not everyone will have J9 doesn't mean that those who do won't get
the benefits
L521[05:25:42] <Dimitriye98> VikeStep:
it's faster
L522[05:25:43] <laci200270> java9
released?
L523[05:25:46] <Dimitriye98> No
L524[05:25:47] <Dimitriye98> Next
year
L525[05:25:50] <Dimitriye98> Preview
atm
L526[05:25:53] <sham1> :/
L527[05:26:01] <sham1> Waiting for
java9
L528[05:26:04] <sham1> Painful man
L529[05:26:15] <Dimitriye98>
Modularization of the JVM :D
L530[05:26:17] <boni> what was the roadmap
for j9 again
L531[05:26:36] <Dimitriye98> I never
thought ORACLE of all companies would break backwards
compatibility.
L532[05:26:44] <sham1> lambdas
L533[05:26:45] <tmtu> the j9 gc is
available in j7 as well
L534[05:26:49] <sham1> functional
interfaces
L535[05:26:57] <sham1> Wait no
L536[05:26:59] <VikeStep> wasnt lambdas
part of j8?
L537[05:26:59] <Dimitriye98> ... sham,
those are java8
L538[05:27:03] <Dimitriye98> both of
them
L539[05:27:05] <sham1> Indeed
L540[05:27:11] <sham1> That's how they
have broken backwards comp
L541[05:27:12] <Dimitriye98> I use them
regularly in fact
L542[05:27:44] <VikeStep> There are
portions of my mod I can't wait to replace with lambdas when people
are using j8 :P
L543[05:27:58] <Dimitriye98> VikeStep: do
it now, and direct people to install it
L544[05:27:59] <sham1> Advise people to
use java8
L545[05:28:22] <VikeStep> I'm gonna do it
in my 1.8 version
L546[05:28:23] <Dimitriye98> If I end up
making a mod instead of just helping people with their mods
piecemeal, that's what I intend to do
L547[05:28:39] <tmtu> lambda mod x)?
L548[05:28:44] <Dimitriye98> FUCKING
HELL!!!
L549[05:30:08] <Dimitriye98> OH!!!
L550[05:30:11] <Dimitriye98> I seee
L551[05:30:25] <Dimitriye98> Lol, and that
is why most style guides advise against paren-less ifs
L552[05:30:36] <laci200270> Dimitriye98,
?
L553[05:30:39] <Dimitriye98> I personally
use them, but if you do, everyone on the project needs to know how
they work
L554[05:31:02] <Dimitriye98> laci200270:
when an if doesn't use braces around its block, it can only work
for the first statement. 2 or more and you need braces
L555[05:31:24] <Dimitriye98> When you put
debug messages in, you unknowingly broke the if statements
L556[05:31:36] <VikeStep> I follow
Google's code style guides for all the languages I use
L557[05:32:02] <Dimitriye98> VikeStep:
Don't. There are a variety of articles on why Google's style guides
are horrible
L558[05:32:10]
⇨ Joins: Raga_BM (~K@125.161.82.190)
L559[05:32:24] <VikeStep> link to one? I
went through the features of it and found them all pretty
reasonable
L560[05:32:25]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L561[05:32:39] <VikeStep> and something
thats quick to link to people if they wish to contribute to
software I write
L562[05:32:54] <tmtu> i'd follow oracle's
own guidelines
L563[05:32:56] <Dimitriye98> They look
reasonable to someone who isn't experienced in <insert language
here> but they actually cripple powerful language features
L564[05:33:10] <tmtu> Dimitriye98: ?
L566[05:33:35] ***
Gaz492|Away is now known as Gaz492
L567[05:34:03] <Dimitriye98> Let me find
the good article I saw
L569[05:35:22] <laci200270> Dimitriye98,
what i broked?
L570[05:35:55] <Dimitriye98> laci200270:
Hard to show in irc. Not your fault, just a bad remnant from
C-style languages
L571[05:36:35] <Dimitriye98> You saw where
I used if statements that didn't use {braces} right?
L573[05:38:01] <Dimitriye98> Fuck OS X's
new notification system. The top right corner of the screen is the
most important (run/debug buttons) and they cover it
-.-"
L574[05:38:03] <Dimitriye98> Anyway
L575[05:38:08] <Dimitriye98> Those if
statements
L576[05:38:20] <Dimitriye98> They only
work if the then clause only contains a single statement
L577[05:39:28]
⇨ Joins: cmb_
(~chatzilla@ip-213-49-113-162.dsl.scarlet.be)
L578[05:39:50] <laci200270> oh and I
broked it with the debug stuff
L579[05:39:58] <Dimitriye98> e.g.
L580[05:39:58] <Dimitriye98> if (flag)
//works
L581[05:39:59] <Dimitriye98>
something();
L582[05:40:00] <Dimitriye98> if (flag)
//doesn’t work
L583[05:40:02] <Dimitriye98>
something();
L584[05:40:04] <Dimitriye98>
somethingElse();
L585[05:40:06] <Dimitriye98> if (flag) {
//works
L586[05:40:08] <Dimitriye98>
something();
L587[05:40:10] <Dimitriye98>
somethingElse();
L588[05:40:12] <Dimitriye98> }
L589[05:40:14] <Dimitriye98> Yeah
L590[05:40:16]
⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L591[05:40:23] <laci200270> Yes, I
understand
L592[05:40:49] ⇦
Quits: Slikrick98
(~Slikrick9@2601:19c:4201:c40f:7d92:97d6:281f:a124) (Quit:
restarting comp)
L593[05:40:53] <laci200270> but why worked
for the case when tank was next to the node?
L594[05:41:11] <Dimitriye98> Because it
never got to that
L595[05:41:19] <Dimitriye98> Wait,
no
L596[05:41:21] <Dimitriye98>
Nevermind
L597[05:41:24] <Cazzar> Protip:
pastebin
L598[05:41:51] <VikeStep> I believe braces
should be used where optional, in case you ever want to turn that
one line method into a two line method the braces are already
there
L599[05:42:19] <Dimitriye98> VikeStep: I
don't forget when working on my own code. Admittedly, it plays
nicer with git though
L600[05:42:57] <VikeStep> it's not a
matter of forgetting, it's just nice to have
L601[05:43:16] <Dimitriye98> Hmm, but why
is this issue still here
L602[05:43:53] <VikeStep> its indented
twice?
L603[05:44:24] <Dimitriye98> No
L604[05:45:03] <Dimitriye98> Oh, I ident
my braces-less ifs twice because I consider them oneliners
L605[05:45:09] <Dimitriye98> Not block
level indents
L606[05:45:17] <Dimitriye98> But a
continuation of the previous line
L607[05:45:36] <Dimitriye98> Just a
semantic trick I use mentally to keep track of them
L608[05:45:37] <VikeStep>
interesting
L609[05:46:05] <Dimitriye98> Though his
autoformatter doesn't like that and corrected some of them
L610[05:46:23] ⇦
Quits: Raga_BM (~K@125.161.82.190) (Quit: Raga_BM)
L611[05:46:57] <Dimitriye98> Wait
dafaq?
L612[05:47:05] ⇦
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(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Quit:
this quit message is 100% guaranteed not to contain
obscenity.)
L613[05:47:21] <Dimitriye98> laci200270:
the scanning block at message is only in the search thing,
right?
L614[05:48:01] <laci200270> the
scanninging block is in isOutput
L615[05:48:32] <laci200270> oh and
infindoutput
L616[05:48:37] <Dimitriye98> Oh, ok, let
me remove that to help me with debugging
L617[05:49:02] <Dimitriye98> Since I'm
trying to trace the search path and the duped messages are throwing
me off
L618[05:49:09] ⇦
Parts: ljfa (~ljfa@kurisu.rx14.co.uk) (Leaving))
L619[05:55:37] <Dimitriye98> xD That
message in the gitignore in build
L620[05:56:44] <laci200270> where?
L621[05:56:47] <laci200270> what?
L622[05:56:59] <Dimitriye98> Nothing, just
commenting on something forgegradle does
L623[05:58:01]
⇨ Joins: HewwoThere (~HewloTher@180.200.156.252)
L624[05:58:24] <laci200270> Stop including
this on github?
L625[05:58:25] <laci200270> :D
L626[05:58:32] <Dimitriye98> Yeah
L627[05:58:36] <laci200270> :D
L628[05:59:12] <Dimitriye98> Does IDEA
have a git patch tool?
L629[05:59:25] <Dimitriye98> As in
"git add --patch"
L630[05:59:34] <Dimitriye98> For
committing parts of files?
L631[05:59:53] ⇦
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L632[06:00:30] <laci200270> i not
know
L633[06:00:37] <laci200270> i'm eclipse
user :D
L634[06:01:14] <sham1> whyu
L635[06:02:47] <Dimitriye98> sham1: it
seems it doesn't. Sucks. A blight on what has otherwise completely
eclipsed eclipse, if you'll pardon the pun, for me
L636[06:04:02] <sham1> You can create
patches
L637[06:04:17] <Dimitriye98> As in,
partial staging of files?
L638[06:04:24] <sham1> yes
L639[06:04:27] <Dimitriye98> How?
L640[06:04:36] <sham1> Google is your
friend
L641[06:04:49] <Dimitriye98> -.-" I
tried that
L642[06:05:10] <Dimitriye98> People said
it isn't supported and use "git add --patch"
L643[06:05:20] <Dimitriye98> Hence the
"it seems it doesn't."
L644[06:05:24] <Dimitriye98> I'm not
*that* naive.
L645[06:05:52] <Dimitriye98> Anyway, I'm
not talking about creating patches.
L646[06:06:06] <Dimitriye98> I'm talking
about patched committing
L647[06:06:09] <Dimitriye98> partial
staging
L648[06:06:14] <Dimitriye98> whatever you
want to call it
L649[06:06:16] <Dimitriye98> not the same
thing
L650[06:07:11] <Dimitriye98> Wait, no, I'm
stupid
L651[06:07:27] <Dimitriye98> Damn, why is
documentation for IDEs always so difficult to read
L652[06:07:37] <Dimitriye98> I can read
docs for even the most obscure and undocumented AP
L653[06:07:42] <Dimitriye98> API* with
ease
L654[06:07:47] <sham1> :P
L655[06:07:55] <Dimitriye98> But IDEs are
always annoying to read about
L656[06:08:14]
⇨ Joins: vsg1990
(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L657[06:08:48] <Dimitriye98> Wait, no,
"Create patch" doesn't do what I need
L658[06:08:55] <Dimitriye98> It still
works with whole files
L659[06:10:02] ***
Keridos|away is now known as Keridos
L660[06:10:59] <Dimitriye98> Their diff
tool looks like it has the feature, but instead what it does is it
partially "git reset"s the file. Not the same thing,
albeit useful at different times
L661[06:11:43] <sham1> I'd use eclipse if
it A) had better scalable language support and B) if it was able to
work with git submodules
L662[06:12:30] <Dimitriye98> I use IDEA,
in fact I'm using the full version on a student license ATM
L663[06:12:54] <Dimitriye98> But my
problem is that this one feature is missing, and it's a feature I
make extensive use of.
L664[06:12:57] <gigaherz> ewh git
submodules
L665[06:13:10] <Dimitriye98> Now I'm
trying to figure out if there's a plugin for it
L666[06:13:22] <gigaherz> I believe it's
the worst way I have seen to reference external repositories in
version control system
L667[06:13:24] <gigaherz> s
L668[06:14:09] <Keridos> is there someone
here who can help me with dynamic bounding boxes for
selection?
L669[06:14:10] <Dimitriye98> gigaherz: I
don't care about git submodules :P I don't use them.
L670[06:14:14] <gigaherz> (there may be
worse, I just haven't had the misfortune to come across them)
L671[06:14:30] <Dimitriye98> Don't
actually understand what they do either.
L672[06:14:42] <gigaherz> Dimitriye98: I
*may* have used them, if they worked in a sane way ;P
L673[06:14:48] <Dimitriye98> Dependency
management is done in build tools, not in VCS
L674[06:15:05] <gigaherz> on the topmost
level and in theory
L675[06:15:22] <gigaherz> you link a
folder name to an external repository's commit ID
L676[06:15:41] <gigaherz> so that the
specific code is downloaded whenever you need it
L677[06:15:58] <Dimitriye98> Ah, just
looked it up
L678[06:16:01] <gigaherz> the first
problem is that it's not really integrated, updating the content of
submodules has to be done manually separately from pulling the
code
L679[06:16:09] <Dimitriye98> What's the
point of that though?
L680[06:16:17] <gigaherz> well you may be
used to Java
L681[06:16:26] <gigaherz> where
"getting dependencies" is as simple ad fetching a
jar
L682[06:16:31] <gigaherz> as*
L683[06:16:37] <Dimitriye98> If you need
to share code between two projects, pull it out into another repo
and link it in your build script
L684[06:16:50] <gigaherz> yeah that's even
clunkier than submodules ;P
L685[06:17:22] <gigaherz> imagine a
project with many subprojects
L686[06:17:41] <gigaherz> where each team
works on a subset of the subprojects and has no need to have all of
them available all the time
L687[06:17:59] <gigaherz> well that sounds
nice, but git submodules can't really do that easily either
;P
L688[06:18:18] <Dimitriye98> Well, but the
shared code is arguably now a shared API, not an individual part of
each project.
L689[06:19:00] *
Dimitriye98 googles
L690[06:19:06] *
Dimitriye98 finds submodule alternative
L692[06:19:51] <laci200270> Dimitriye98,
do you found the problem?
L693[06:20:03] <Dimitriye98> laci200270:
no, sorry, got sidetracked
L694[06:20:05] <Keridos> do I really need
to do raytracing for the bounding box stuff?
L695[06:20:18] <laci200270> ok
L696[06:21:02]
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L697[06:23:34]
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L698[06:23:55] <gigaherz> Keridos: what do
you need to achieve?
L700[06:24:15] <Dimitriye98> Damn
L701[06:24:21] <Dimitriye98> sham1:
L702[06:24:27] <sham1> wat
L703[06:24:31] <Dimitriye98> Above
L704[06:24:35] <Dimitriye98> What I was
talking about
L705[06:24:52] <sham1> bleh
L706[06:24:57] <Dimitriye98> Dammit, I
really don't want to go back to eclipse, but this is an essential
feature for my workflow :/
L707[06:25:13] <sham1> I'd go back to
eclipse if Scala worked well with the damn thing
L708[06:25:34] <sham1> plus eclipse has no
night mode
L709[06:25:37] <Dimitriye98> Hmm, though I
guess switching to an external git manager would be a better
alternative
L710[06:25:39] <gigaherz> Dimitriye98: yo
uactually stage partial files as an usual thing?
L711[06:25:49] <gigaherz> I have never
seen the need to do that XD
L712[06:26:11] <Dimitriye98> gigaherz: I
tend to commit at the end of my work session, rather than
committing while working
L713[06:26:20] <gigaherz> I see how it may
be useful, but I just dump all the changes at once
L714[06:26:21] <gigaherz> ;P
L715[06:26:34] <Dimitriye98> Then you're
defeating the purpose of source control
L716[06:26:35] <gigaherz> I don't keep a
tidy version history
L717[06:26:39] <gigaherz> no
L718[06:26:47] <gigaherz> I'm just
repurposing it
L719[06:27:04] <gigaherz> at this point in
time, I'm not using github as a means to have a "tidy"
history
L720[06:27:16] <gigaherz> or an easy way
to regress-test
L721[06:27:20] <gigaherz> or even
collaborative tool
L722[06:27:24] <gigaherz> it's just a
backup of my code
L723[06:27:28] <sham1> Fuck this, I'm just
gonna have a RF dependency on my mod
L724[06:27:49] <gigaherz> sham1: just dump
the rf api into your src/main/
L725[06:27:59] <Dimitriye98> This is
actually a deal-breaker for me, now I need to find a good external
git tool, or I'm stuck with switching back to eclipse :/
L726[06:28:02] <sham1> I'ma make it
submodule
L727[06:28:09] <gigaherz> why, just dump
it into the tree as-is
L728[06:28:10] <gigaherz> XD
L729[06:28:11] <sham1> command line
L730[06:28:30] <sham1> Command line is the
only way
L731[06:28:38] <gigaherz> Dimitriye98: git
cola?
L732[06:28:43] <gigaherz> it's a
"commit manager"
L733[06:29:05] <gigaherz> as in, the app
consists exclusively of a commit window with partial staging
support
L734[06:29:21] <Dimitriye98> sham1 command
line git interactive mode is painful, and I say that as someone who
likes the command line more than guis generally
L735[06:29:23] <gigaherz> for everything
else including looking at commit logs, it uses external tools
L736[06:29:38] <sham1> My mod will still
be about fluids, but now with a much more used power thing than
whatever I was doing
L738[06:29:40] <gigaherz> this
L739[06:29:54] <Dimitriye98> I'm surprised
there's no plugin to fix the issue yet
L740[06:29:58] <gigaherz> is what I use
when I have no other choice than working with git in linux
L741[06:29:58] <gigaherz> XD
L742[06:31:00] <sham1> So gigaherz, should
I put the RF API into my src/main or src/api
L743[06:31:30] <gigaherz> well I'd put it
in src/api, but it's going to get embedded into the jar regardless
so wahtever
L744[06:31:45] <gigaherz> src/api/ is a
bit more organized
L745[06:31:46] ⇦
Quits: Hea3veN (~Hea3veN@181.165.169.102) (Quit:
leaving)
L746[06:32:15] <sham1> so the file
structure would be : src/api/java/cofh/api and whatever
L747[06:32:23] <gigaherz> yeh
L748[06:32:27] <Dimitriye98> I think the
thing that pisses me off more is that they said they're not going
to add it because it doesn't fit their idea of how git should
work
L749[06:32:38] <Dimitriye98> Have they
never heard the phrase "the customer is always
right"?
L750[06:32:41] <sham1> And then I put some
dependencies on @Mod and stuff propably
L751[06:32:55] <gigaherz> ?
L752[06:33:03] <sham1> Wait no
L753[06:33:06] <sham1> It's only a
api
L754[06:33:10] <sham1> Not a mod
dependency
L755[06:33:12] <gigaherz> yeah it's just
an api XD
L756[06:33:38] <gigaherz> basically all
the mods using RF have their own copy of cofh.api.energy
L757[06:33:45] <gigaherz> and the class
loader ignores the dupes
L758[06:34:21] <sham1> Ah ok :P
L759[06:34:26] <Dimitriye98> Dammit,
furthermore, IDEA's plugin doesn't let me stage without
commiting
L760[06:34:32]
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L761[06:34:52] <gigaherz> Dimitriye98:
really, the whole concept of "staging" only makes sense
in commandline
L762[06:34:54] <gigaherz> ;P
L763[06:35:03] <gigaherz> on a GUI
L764[06:35:09] <gigaherz> you just choose
waht to commit, and press commit
L765[06:35:15] <gigaherz> no need to
"stage" anything for later ;P
L766[06:35:26] <Dimitriye98> gigaherz: I
know, but when they're forcing me to go to the commandline to use a
feature of my VCS, it pisses me a tad bit off
L767[06:35:44] <sham1> Ah the RF-API port
for 1.8 still uses some old shit
L768[06:35:50] <tmtu> commandline
masterrace
L770[06:35:59] <gigaherz> oh and I
recently discovered TortoiseGit
L771[06:36:03] <Dimitriye98> Especially
given that I have to go to the command line for the *entire* commit
because they won't let me stage
L772[06:36:06] <gigaherz> which I use as
my git tool
L773[06:36:10] <Dimitriye98> TortoiseGit
sucks IIRC
L774[06:36:11] <gigaherz> DOES allow
partial staging
L775[06:36:19] <gigaherz> it's just
rather... hidden
L776[06:36:21] <Dimitriye98> Well, better
than IDEA :P
L777[06:36:28] <gigaherz> you have to go
to each file you want partially
L778[06:36:38]
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L779[06:36:39] <gigaherz> right-click and
choose "restore after commit"
L780[06:36:43] <Dimitriye98> Most git
tools allow partial staging. JetBrains are just apparently inept at
VCS
L781[06:36:46] <gigaherz> then you can
"revert" the changes you don't want to commit
L782[06:36:54] <Dimitriye98> One thing
that bugs me is the lack of plugins for IDEA.
L783[06:37:04] <Dimitriye98> With eclipse
you could find 5 different plugins for the same thing
L784[06:37:10] <gigaherz> it's totally
backwards from how interactive staging works
L785[06:37:16] <gigaherz> but at least the
feature exists
L786[06:37:24] <Keridos> gigaherz: dynamic
bounding boxes for a TE for different rotations
L787[06:37:44] <Dimitriye98> With IDEA,
this one feature which is requested by tons of people doesn't have
a plugin to add it
L788[06:37:49] <diesieben07> bounding box
= collision box?
L789[06:37:51] <gigaherz> Keridos: so all
you need is to calculate the bounding box based on the current
geometry?
L791[06:38:11] <sham1> And now the fact
that RF-API is on my API directory unstaged is really bothering me
because the names are blue
L792[06:38:13] <sham1> red*
L793[06:38:18] <Keridos> diesieben07: no
just selection box, not collision box
L794[06:38:30] <Keridos> like the thing
you need to click to interact with the block
L795[06:38:31] <diesieben07> and you sync
the getRotationState to the clinet?
L796[06:38:37] <Keridos> yes
L797[06:39:00] ⇦
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L798[06:39:11] <Keridos> i use them for
rendering already
L799[06:39:29] <gigaherz> Keridos: I don't
think what you did makes sense
L800[06:39:43] <gigaherz> to calculate the
rotated bounding box
L801[06:39:53] <gigaherz> you'd have to
rotate each corner of the bounding box separately
L802[06:40:07] <gigaherz> then recalculate
min/max for each rotated vertex position
L803[06:40:33] <Keridos> ah I think i see
my issue
L804[06:40:42] <Keridos> i need to rotate
it around 0.5 0.5 0.5 in the block
L805[06:40:54] <gigaherz> that too
L806[06:41:14] <gigaherz> but the point is
that the bounding box is AXIS-ALIGNED
L807[06:41:22] <gigaherz> you can't just
"rotate" it
L808[06:41:36] <Keridos> hm How would I do
a dynamic bounding box then?
L809[06:41:45] <gigaherz> the box will
simply be larger
L810[06:41:46] <Keridos> did find almost 0
info in the internetz
L811[06:41:57]
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L812[06:41:59] <gigaherz> you'd do
something like this
L813[06:42:11] <gigaherz> assume
originalBox with minX maxX etc
L814[06:42:19] <gigaherz> I mean I don't
know the actual names of the fields
L815[06:42:24] <gigaherz> then you'd
do
L816[06:43:04] <gigaherz> temp = rotate
(original.minX,original.minY,original.minZ) around
(0.5,0.5,0.5)
L817[06:43:32] <gigaherz> actualMinX =
Math.min(temp.posX, actualMinX)
L818[06:43:39] <gigaherz> actualMinY =
Math.min(temp.posY, actualMinY)
L819[06:43:52] <gigaherz> ...
L820[06:43:58] <gigaherz> actualMaxZ =
Math.max(temp.posY, actualMaxZ)
L821[06:44:16] <gigaherz> then do the same
all over for vector (original.minX,original.minY,
original.maxZ)
L822[06:44:16] <Keridos> for rotation i
can simply translate it, rotate then translate it back
L823[06:44:26] <gigaherz> then do the same
all over for vector (original.minX,original.maxY,
original.minZ)
L824[06:44:29] <gigaherz> then do the same
all over for vector (original.minX,original.maxY,
original.maxZ)
L825[06:44:36] <gigaherz> 8 times.
L826[06:45:19] <Keridos> eh why do I need
to do that?
L827[06:45:20] <laci200270> Dimitriye98,
can you make a PR about changes you made?
L828[06:45:25] <gigaherz> because the
bounding box
L829[06:45:34] <gigaherz> has to be large
enough to fit ALL of thebox
L830[06:45:34] <Dimitriye98> laci200270:
Still trying to fix :/
L831[06:45:50] <gigaherz> Keridos: the
bounding box itself CAN'T be rotated
L832[06:45:58] <gigaherz> it will always
remain axis-aligned
L833[06:46:15] <gigaherz> you wont' be
able to show a bounding box that overlaps exactly your cube, when
your cube is rotated
L834[06:46:59] <laci200270> Dimitriye98,
if you will done, please make ap PR
L837[06:47:24] <Keridos> gigaherz: would
the bounding box i set not always be axis aligned, I only rotate by
90 °
L838[06:47:25] <Dimitriye98> ?
L839[06:47:32] <gigaherz> Keridos:
oh
L840[06:47:39] <gigaherz> well still
L841[06:47:49] <Boreeas> But setting the
uniform "direction" throws a 0x501 invalid value
L842[06:47:54] <gigaherz> if you only
rotate 90
L843[06:47:55] <laci200270> if you fixed
please make a PR
L844[06:47:59] <gigaherz> then why
bother?
L845[06:48:02] <gigaherz> just have a
switch()
L846[06:48:05] <gigaherz> and define 4 of
them
L847[06:48:07] <gigaherz> or 6
L848[06:48:09] <sham1> That feeling when a
mod you are trying to use to test your own does not have a
deobfuscated version
L849[06:48:12] <gigaherz> it's easier that
way XD
L850[06:48:36] <laci200270> Dimitriye98,
because after 14:00 I probaly left from the IRC
L851[06:48:52] <laci200270> for me now
13:48
L852[06:48:52] <sham1> So time to just
build.gradle myseld CCC
L853[06:48:56] <gigaherz> switch(facing) {
case UP: return AABB(blah); case WEST: return AABB(bleh); ...
}
L854[06:49:20] ⇦
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L855[06:51:09] <Keridos> gigaherz: the
AABB needs something like this.x + minX, this.y + miny,...)
L856[06:51:11] <Keridos> ?
L857[06:51:20] <Keridos> as the
parameters, correct?
L858[06:52:03] <gigaherz> you know, I have
no idea
L859[06:52:14] <Keridos> ok now i have
bounding boxes
L860[06:52:22] <Keridos> they just are all
over the place and randomly formed
L861[06:52:36] <Keridos> by just
translating before rotating and then placing it back
L862[06:52:53] <gigaherz> just.....
hardcode them XD
L863[06:52:57] <tmtu> Boreeas: invalid
value happens if count is <0
L864[06:53:03] <tmtu> sure it's from the
uniform call?
L865[06:53:04] <gigaherz> it's only 6
tops, better than worry about rotating things ;P
L866[06:55:05] ⇦
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L868[06:57:21] <Dimitriye98> Someone needs
to make a commandline git gui
L869[06:57:52] <Dimitriye98> Like, using
all the cli commands, but with a the visual feedback better
L870[06:57:59] <diesieben07> SourceTree?
:D
L871[06:58:14] <Dimitriye98> diesieben07:
?
L872[06:58:20] <Dimitriye98> Isn't that
just a regular git gui?
L873[06:58:40] <diesieben07> oh so you
want a complete gui-fication of ALL git features?
L874[06:58:43] <diesieben07> glhf.
L875[06:58:50] ⇦
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L876[06:59:28] <diesieben07> seriously, if
you are using git get used to the command line...
L877[06:59:37] <diesieben07> heck, if you
are a *programmer* get used to the command line
L878[06:59:50] <tmtu> Boreeas: right,
you're trying to set a vec3 with a int value
L879[07:01:01] <Keridos> thanks for the
help gigaherz
L880[07:01:14] <Keridos> hardcoding is
boring
L881[07:01:23] <Keridos> i have a
hardcoded and then rotate it accordingly
L882[07:03:00] <sham1> GG CCC
L883[07:03:20] <tmtu> GCC?
L884[07:03:25] <sham1> No
L885[07:03:31] <sham1>
ChickenCodeCore
L886[07:03:45] <diesieben07> i assume mr.
chickenbones was "smart" again
L887[07:03:52] <laci200270> and what the
GG part means?
L888[07:04:05] <laci200270> if CCC means
codechickencore
L889[07:04:07] <laci200270> :D
L890[07:04:10] <sham1> Good Game
L891[07:04:14] <sham1> I used that for
irony
L892[07:04:28] <laci200270> what ccc did
again?! :D
L893[07:04:47] <sham1> In my case it would
deobfuscate mods so I could use them in my dev enbviroment
L894[07:04:53] <laci200270> and?
L895[07:05:05] <laci200270> what is
wrong?
L896[07:05:11] <Dimitriye98> How do you
link to line numbers in github?
L897[07:05:16] <Dimitriye98> Oh
L898[07:05:18] <diesieben07> click on the
number :P
L899[07:05:22] ⇦
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L900[07:05:22] <laci200270> yes
L901[07:05:40] <sham1> Well first off, it
says it cannot find a file named methods.csv on the mcp conf
dir
L902[07:05:43] <sham1> There isnt
one
L903[07:05:56] <Keridos> gigaherz i think
i got it almost
L904[07:05:57] <diesieben07> yeah you need
to point it to it
L905[07:06:07] <diesieben07> even though
its trivial to find with 2 lines o fcode
L907[07:06:36] <sham1> And then, his maven
repo lacks poms so I cannot have his stuff such as CCC and NEI be
downloaded using build.gradle maven thingy
L908[07:06:51] <diesieben07> sham, are you
1.7 or 1.8?
L909[07:07:00] <sham1> 1.8
L910[07:07:06] <Keridos> yay, now just
needs to switch the two hardcoded sets
L912[07:07:21] <diesieben07>
.gradle\caches\minecraft\de\oceanlabs\mcp\mcp_snapshot\<snapshot>
L913[07:07:23] <laci200270> version not
necessary
L914[07:07:47] <sham1> Oh come on
L915[07:08:04] <Dimitriye98> Help please?
The algorithm as I intended it should work, though obviously my
impl was off
L916[07:08:08] <sham1> That reminds me,
time to update my mappings
L917[07:08:39] <sham1> It's like, I am
trying to have Progressive Automation on my dev enviorment, but
there is no deobfs jar for it, so I use CCC
L918[07:08:52] <laci200270> Dimitriye98, i
now need to go away
L919[07:08:54] ⇦
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L920[07:08:54] <sham1> But then CCC does
something like that
L921[07:09:03] <Dimitriye98>
someone?
L922[07:09:11] <sham1> What is it
L923[07:09:11] ⇦
Parts: nekosune (snoonet@suddenly.ricin.us) ())
L924[07:09:13] <Dimitriye98> I'm trying to
help laci with his/her pathfinding
L926[07:09:25] <Dimitriye98> Something
here is broken however
L927[07:09:32] <Dimitriye98> It's not
finding valid paths
L928[07:10:51] <Dimitriye98> The logic
behind it is sound, it expands from the input and grabs the first
output it finds, which should be the closest because of the way the
queue is implemented, but it doesn't work
L929[07:11:19] <sham1> What kind of pipes
are those
L930[07:11:27] <sham1> fluid nodes
eh
L931[07:11:31] <Dimitriye98> laci's custom
pipes
L932[07:12:03] ***
Keridos is now known as Keridos|away
L933[07:12:18] <sham1> Never personally
understood that kind of fluid pipe network
L934[07:12:43] <Dimitriye98> Neither do I,
but laci asked and I delivered
L935[07:12:52] <sham1> Mmmm
L936[07:13:17] <Dimitriye98> The idea is
that the node traverses the pipes in order of distance and outputs
to the closest available output
L937[07:14:31]
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L938[07:14:40] <Dimitriye98> Instead of
traversing however, it's traversing the node that gets clicked 3
times, and then giving up
L939[07:15:01] <sham1> And this is why I
dont like mods that do not give out deobfuscated jars for mod devs
to play with and use in dev enviorment...
L940[07:15:08] <sham1> So tedious
L941[07:15:24] <gigaherz> I'm still
tempted to make some sort of universal pipe
L942[07:15:27] <gigaherz> as in
L943[07:15:31] <Dimitriye98> Which it
shouldn't even be able to do since it checks for dupes before
pushing to the queue
L944[07:15:46] <Dimitriye98> As in item
liquid and energy?
L945[07:15:53] <gigaherz> just like how
tesseracts can now transfer energy, items, and fluids
L946[07:16:03] <gigaherz> but for
pipes
L947[07:16:08] <sham1> And now it is
whining about now finding packaged.srg or joined.srg from that
foldier where the mappings are
L948[07:16:14] <sham1> CCC *shakes
fist*
L949[07:16:15] <Dimitriye98> If you want
to trivialize transport even further than enderio has already done,
sure
L950[07:16:25] <Dimitriye98> Anyway,
gigaherz, can you check it out?
L951[07:17:13] <gigaherz> Dimitriye98:
note that the idea also involved AE2 channels, and a multi-colored
redstone/computercraft bus
L952[07:17:13] <gigaherz> ;P
L953[07:17:25] <gigaherz> but I have been
too lazy to code it XD
L954[07:17:42] <Dimitriye98> My idea when
you mentioned it was a system with
L955[07:17:48] <Boreeas> tmtu: Yeah,
definitely from the uniform call. Strategic commenting of code and
all that. In any case, I'm setting an IntBuffer, not an int. Or
does vec3 need a FloatBuffer?
L956[07:17:49] <Dimitriye98> EU style
pipes and nodes
L957[07:18:07] <Dimitriye98> Where there's
4 types of nodes
L958[07:18:14] <Dimitriye98> redstone,
item, fluid, and power
L959[07:18:20] <Dimitriye98> and 16 colors
of each
L960[07:18:34] <tmtu> Boreeas:
glUniform1i() sets 1 integer in the shader, glUniform1f() sets 1
float, glUniform3f sets 1 vec3
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L962[07:18:35] <Dimitriye98> 17 if
uncolored is also on a unique channel
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L964[07:19:00] <Dimitriye98> Though
obviously OP, it's the idea that came to mind when you mentioned
it
L965[07:19:08] <Dimitriye98> Anyway, mind
checking out the routing logic>
L966[07:20:01] <Boreeas> tmtu: Yeah, but
glUniform1ARB takes an Intbuffer or a Floatbuffer. Does it just
take the first element of the buffer?
L967[07:20:10] <Dimitriye98>
gigaherz?
L968[07:20:13] <tmtu> i'd guess, it's a
lwjgl thing
L969[07:20:18] <tmtu> read the docs
:p?
L970[07:20:36] <tmtu> there should be
identical methods for int/float primitves though
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L972[07:21:56] <Boreeas> tmtu: The thing
is, there doesn't seem to be any docs. No javadoc on the method,
and online there's just legacy.lwjgl.com with the same missing
javadoc
L973[07:22:02] <Boreeas> But yeah, there's
primitive methods too
L974[07:22:07] <Boreeas> Guess I'll use
those, thanks
L975[07:24:51] <gigaherz> Dimitriye98:
sorry no idea
L976[07:25:18] <Dimitriye98> Well, I'm
about to run it step by step from a breakpoint, so hopefully
that'll give some insight
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L978[07:30:15] <Dimitriye98> God, there
are those moments when you wish Java had a nice clean goto. Goto
may be evil, but there are times when the code would be much *more*
clean and structured with a simple goto
L979[07:30:32] <Lumien> Java does have
goto though right?
L980[07:30:37] <Dimitriye98> No
L981[07:30:53] <Dimitriye98> It's a
reserved keyword, but not supported
L982[07:32:20] <Lumien> Oh right, thought
labels were basically goto
L983[07:32:25] ⇦
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L984[07:32:25] <Lumien> but they
aren't
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L986[07:32:59] <Dimitriye98> It has break
to a label and continue to a label for breaking/continuing nested
loops, but no goto
L987[07:33:21] <Dimitriye98> I know goto
is evil, but I'd argue that code replication is more evil
L988[07:33:38]
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L989[07:33:57] <Dimitriye98> E.g. the
perfect thing for me here would be to jump into the middle of the
loop, since the first half needs to be left out on the first
iteration
L990[07:33:58] <Dimitriye98> But
nope
L991[07:34:40]
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L992[07:34:52] <Lumien> Write the class in
bytecode :P, then you can use goto
L993[07:35:07] <Dimitriye98> meh
L994[07:35:11] <Dimitriye98> I'm not that
desperate
L995[07:35:32] <sham1> Yay, NEI works now
and CCC is no longer a bitch
L996[07:35:37] <Dimitriye98> XD Someone
made a compiler plugin that adds goto to the language that shall
not be named
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L1001[07:49:32] <Dimitriye98> Hooray for
step-by-step debug mode
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L1008[08:24:23] <Keridos> how can I
change the localization of a block by metadata?
L1009[08:24:45] <Dimitriye98> Can a
TileEntity get its location?
L1010[08:24:52] <gigaherz> override the
getUnlocalizedName that has an ItemStack
L1011[08:24:59] <gigaherz> no wait that's
for items
L1012[08:25:25] <gigaherz> Keridos: for a
GUI, you draw the title, so just choose yourself
L1013[08:26:19] <gigaherz> for a WAILA
tooltip... there may be a way
L1014[08:26:37] <sham1> I'd imagine there
is
L1015[08:26:59]
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L1016[08:27:01] <gigaherz> WailaProvider
has different methods
L1017[08:27:03] <gigaherz> that can be
overriden
L1018[08:27:26] <gigaherz> which methods
get called depend on what you register
L1019[08:27:59] <Keridos> gigaherz: that
block is a shared block
L1020[08:28:07] <Keridos> like the same
tileentity
L1021[08:28:14] <Keridos> but different
models on different metadata
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L1025[08:33:45] <Keridos> the unlocalized
name is the name of the localization in the lang file?
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L1033[08:41:57] <Keridos> gigaherz: hm,
how can i get access to the metadata in the getunlocalized name
function?
L1034[08:42:58] <gigaherz> you can't, not
on a block
L1035[08:43:08] <diesieben07> you need a
custom ItemBlock
L1036[08:43:12] <gigaherz> the block
doesn't have subitems per se
L1037[08:43:15] <gigaherz> when it's in
block form
L1038[08:43:26] <sham1> Makes sense
L1039[08:43:28] <gigaherz> only has a
tooltip in item form
L1040[08:43:45] <diesieben07> and for
waila you need to use the waila API
L1041[08:44:04] <gigaherz> yeah,
L1042[08:44:29] <gigaherz> if you want to
see a custom name in "item form", you have to override
the ItemBlock for your block, so that it has unlocalized names for
each meta
L1043[08:44:35] <Keridos> diesieben07: i
extend my local block that extends block
L1044[08:44:42] <gigaherz> Keridos:
that's not enough
L1045[08:44:50] <Keridos> so i can just
add a meta data int in there?
L1046[08:44:55] <diesieben07> no you
cannot
L1047[08:44:58] <Keridos> and sync it
when the block gets placed?
L1048[08:44:59] <gigaherz> you don't
understand
L1049[08:45:08] <gigaherz> when the block
is placed, it does NOT have a name
L1050[08:45:10] <diesieben07> as soon as
you pick up the block, it is no longer a block
L1051[08:45:17] <diesieben07> it becomes
an Item.
L1052[08:45:21] <diesieben07> that item
has a name. not your block
L1053[08:45:36] <gigaherz> the
getUnlocalizedName function is used by ItemBlock, to show the name
in the inventory
L1054[08:45:48] <gigaherz> but ItemBlock
does NOT know about sub-blocka
L1055[08:45:49] <Keridos> so for the
block I just "hack" that into the waila tooltip?
L1056[08:45:50] <gigaherz> blocks*
L1058[08:45:54] <gigaherz> no
L1059[08:45:55] <diesieben07> thats not
hacking
L1060[08:46:01] <gigaherz> you have to
override ItemBlock
L1061[08:46:13] <gigaherz> that is, make
your own ItemBlock, that supports your sub-blocks
L1062[08:46:28] <gigaherz> and when you
register the block
L1063[08:46:33] <gigaherz> you give it
the class to use as the ItemBlock
L1064[08:47:00] <gigaherz> the metadata
doesn't carry into the item by default
L1065[08:47:24] <gigaherz> so you'll also
have to override getItemDropped
L1066[08:47:33] <gigaherz> to add the
metadata into the item, yourself
L1067[08:47:52] <Keridos> ah ok thanks
for the info
L1068[08:48:10] <gigaherz> but if you
want data that is specific to the block placed
L1069[08:48:15] <gigaherz> and not when
you break the block
L1070[08:48:23] <gigaherz> then you will
have to override WailaProvider
L1071[08:48:43] <Keridos> I can do that,
have my own wailaprovider already
L1072[08:48:51] <Keridos> so i can just
change stuff in there, correct?
L1073[08:49:08] <gigaherz> register your
block with the Stack provider
L1074[08:49:15] <gigaherz> and return the
right item in getWailaStack
L1075[08:49:24] <Keridos> ah ok
L1076[08:49:44] <gigaherz> the name and
icon are obtained from the ItemStack
L1077[08:51:45] <Keridos> So i just have
to create a custom itemblock for the block and make sure the
metadata is passed from and to it correctly when the block is
placed/broken?
L1078[08:52:28] <Keridos> And then I can
use the itemBlock to do the appropriate stuff for exchanging the
relevant strings?
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L1080[08:54:22] <Keridos> hm in the
getitemdropped how do I get the metadata in there?
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L1084[09:08:10] <diesieben07> Keridos,
use getDrops
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L1090[09:17:43] <Keridos> thx
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L1094[09:28:43] <boni> are you using the
forge json?
L1096[09:29:10] <Keridos> ah ok I think i
understand the metadata based blocks now
L1097[09:29:26] <Keridos> just need to
implement the second model and texture and change the renderer in
the appropriate way
L1098[09:29:51] <EeB> @boni: look at my
last message, I am
L1099[09:31:24] <EeB> And yes: I know the
rendering can be fixed by creating a separate item model file, but
that's what I'm trying to avoid by using
"forge:default-block"
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L1102[09:36:26] <danielhuisman_> @EeB are
you using Forge 1487?
L1103[09:36:58] <EeB> danielhuisman_: Yes
I am
L1104[09:38:16] <boni> might be you need
IPerspectiveAwareModel
L1105[09:38:28] <boni> haven't looked
into it
L1106[09:42:37] <gigaherz> EeB: you said
forge:default-block, but that first has default-item
L1107[09:42:48] <gigaherz> that
gist*
L1108[09:43:19] <EeB> gigaherz: Yeah,
sorry thats a typo on my part, I tried all possible combinations
just to be sure :p
L1109[09:43:23] <EeB> I'll update the
gist
L1110[09:43:44] <gigaherz> by the way if
you have something in defaults, you don't need to repeat it in
variants
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L1112[09:44:11] <EeB> boni: As far as I
can see from the example in the commit it should work on default
models (which I presume are IBakedModelS?), so I very much doubt
that
L1113[09:45:01] <gigaherz> nah
IPerspectiveAwareModel is for when you want to have your own
transforms
L1114[09:45:09] <gigaherz> for custom
model loaders
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L1116[09:51:13] <EeB> gigaherz: I updated
the gist, but I guess you're out of ideas too now?
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L1118[09:51:59] <gigaherz> never had any
idea to begin with, I just noticed the discrepancy
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L1120[09:53:04] <EeB> gigaherz: haha,
well thanks for pointing that out; it could've been the cause of
the problem, but unfortunately that is not the case :p
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L1126[10:07:19] <Dimitriye98> The more I
use IntelliJ the more I fall in love with it...
L1127[10:07:32] <Dimitriye98> Though dat
damn git integration -.-"
L1128[10:07:48] <Dimitriye98> The one
thing that sucks about it just sucks *so* much
L1129[10:08:05] <williewillus> use an
external git client
L1130[10:08:08] <williewillus> or cmdline
lol
L1131[10:08:13] <williewillus> i use
sourcetree
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L1133[10:08:30] <boni> sourcetree is
pretty much the best GUI for git out there
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L1135[10:08:46] <Dimitriye98> Meh,
command line can be accessed from within intellij :P
L1136[10:08:48] <williewillus> is there a
linux version of it yet? :<
L1137[10:09:29] <Dimitriye98> Seriously
though, all they need to do is add sectional staging and it'll be
awesome.
L1138[10:09:35] <Dimitriye98> IDK why
they didn't
L1139[10:09:44] <Dimitriye98> They
already have diff tracking
L1140[10:09:58] <Dimitriye98> But for
some reason they don't have partial staging
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L1143[10:20:31] <OrionOnline> hello
guys
L1144[10:20:37] <sham1> And you cannot
interact with submodules which also sucks. And I dont know if IDEA
works with subtrees or whatever
L1145[10:20:54] <OrionOnline> is there a
way to get the breaking animation on TESR's ?
L1146[10:21:00] <Dimitriye98> Well,
submodules suck in the first place :P
L1147[10:21:36] <Dimitriye98> It sucks if
subtrees don't work, but it's java anyway, so code linking is not
that big an issue
L1148[10:22:02] <sham1> Maybe I want to
seperate my API and rest of my mod code
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L1150[10:22:30] <Ordinastie> OrionOnline,
not without massive hachink
L1151[10:22:33] <Ordinastie>
*hacking
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L1154[10:22:40] <OrionOnline> Hmm sadly
then
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L1157[10:23:16] <OrionOnline> Where are
those values actaully stored, not on the TE right, but on world
level if i remember it correctly?
L1158[10:23:40] <Ordinastie> I do give
the possibility to use them with MalisisCore if you're interested
:p
L1159[10:23:53] <OrionOnline> Can i see
how you did that?
L1160[10:24:27] <Ordinastie> I was
implying "interested in using it" :'(
L1161[10:24:57] <sham1> You wanted him to
have a dependency
L1162[10:25:01] <sham1> Speaking
off
L1164[10:25:34] <sham1> Sucks that there
really is only one public mod ATM for 1.8 that uses RF for
anything
L1165[10:25:54] <sham1> I cant exactly
test my stuff
L1166[10:26:32] <williewillus> three at
least
L1167[10:26:37] <williewillus> fluxducts
and progressive automation
L1168[10:26:43] <williewillus> and one
other mod that updated the RF api on their own
L1169[10:26:44] <sham1> Yeh
L1170[10:27:02] <sham1> I have FLuxducts
and Progressive automation so I can test my stuff
L1171[10:27:55] <Dimitriye98> sham1: if
you want to separate your API put it in a second repo and link via
gradle.
L1172[10:28:02] <OrionOnline> Ordinastie,
hmm ... that is indeed a lot of hacking to get that going, is there
a reason nobody made a PR for that kind of stuf?
L1173[10:28:41] <masa> sham1: isn't there
also unofficial versions of BC ports, probably also on the BD issue
tracker, maybe those would actually work?
L1174[10:28:48] <masa> *BC
L1175[10:29:02] <sham1> Hmm
L1176[10:29:37] <sham1> Also I don't know
if my mod should also include some standalone power gen so if I
have no mods that do not generate RF I can still use my stuff with
RF
L1177[10:29:40] <HassanS6000> How would I
get it so my smelting recipe only works SOMETIMES
L1178[10:29:54] <HassanS6000> Like it
takes multiple blocks before outputting something..
L1179[10:29:59] <Dimitriye98> sham1:
What's the feel of your mod?
L1180[10:30:04] <HassanS6000> Hopefully
random.
L1181[10:30:07] <Dimitriye98> Does a
generator fit?
L1182[10:30:20] <Dimitriye98> Like, what
are you making?
L1183[10:30:38] <OrionOnline> For some
reason A EntityItem of ḿy TE turns white when i pick it up, yet on
the floor when no one is near them they just texture fine
L1184[10:30:44] <sham1> Dimitriye98, my
mod's "theme" is focusing on fluids and just using and
manipulating those for crafting and transport
L1185[10:30:59] <Dimitriye98> So make a
lava-based generator
L1186[10:31:01] <sham1> Also you cannot
have EntityItems of TEs
L1187[10:31:09] <Dimitriye98> Or a
"convection" generator
L1188[10:31:32] <sham1> Looks
interesting
L1189[10:31:44] <sham1> Then the only
thing would be to figure out how to transfer that RF
L1190[10:31:54] <OrionOnline> sham1, why
not? i can have a EntityItem of a Chest
L1191[10:31:55] <masa> HassanS6000: I
think the only non-hacky way would be to make you own machine to
make the item
L1192[10:32:07] <OrionOnline> But i get
what you mean, technically, that is ion that form a block
L1193[10:32:10] <HassanS6000> nvm I
figured it out masa
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L1196[10:32:17] <OrionOnline> but the TE
and the Block are in that case the same to me
L1197[10:32:22] <masa> why do you want it
to be random? can't you make the recipe more expensive if that is
the goal?
L1198[10:32:23] <sham1> But they are
not
L1199[10:32:28] <Dimitriye98> sham1: Do
you have any form of pipes?
L1200[10:32:36] <sham1> I have fluid
pipes
L1201[10:32:39] <masa> HassanS6000: oh?
please do tell
L1202[10:32:43] <Dimitriye98> Hydraulic
pressure? :P
L1203[10:32:51] <sham1> :D
L1204[10:32:56] <sham1> hydraulic
pipes
L1205[10:33:08] <HassanS6000> masa, I
discarded with the random idea just went with new
ItemStack(Items.coal, 32) as the input, that way it takes multiple
to make this item
L1206[10:33:25] <masa> yeah, ok
L1207[10:33:25] <sham1> And that to
transfer RF between places
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L1217[10:44:38] <sham1> God damn it Lex,
your Dropbox links are too popular
L1218[10:44:48] <sham1> Cant see what is
on them
L1219[10:45:08] <diesieben07> wet
asians
L1220[10:45:18] <sham1> :P
L1221[10:45:32] <sham1> Pls
L1222[10:45:32] <diesieben07> no not what
YOU think again
L1223[10:45:35] <diesieben07> fukin
pervert
L1224[10:45:43] <sham1> :D
L1225[10:45:55] <sham1> Sorry but that
just is in my nature
L1226[10:45:59] <diesieben07> :D
L1227[10:46:06] <diesieben07> anyone
would have thought that
L1228[10:46:17] <sham1> :D
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L1237[10:56:57] <sham1> Also, was that
lex's voice there
L1238[10:59:27] <Quetzi> yes
L1239[10:59:39] <sham1> Nicew
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L1243[11:09:01] <Michael_> What would be
the best way to do something only once a second or so in a
tileentity's updateEntity()?
L1244[11:09:23] <Ordinastie>
if(worldObj.getTotalTime() % 20 == 0)
L1245[11:09:51] <Michael_> thx
L1246[11:09:55] <gigaherz> if you want it
to be based on real time, you could use actual real time
instead
L1247[11:10:26] <gigaherz> but it's
generally best to work on ticks because that's what thegame uses
for timing purposes
L1248[11:11:01] <gigaherz> hmm do items
actually despawn after 6000 ticks, or do they measurereal
time?
L1249[11:11:19] <Michael_> Makes more
sense to use ticks in a method that runs every tick
L1250[11:11:44] <gigaherz> yes, unless
you REALLY need it to work based on real time
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L1252[11:12:44] <ThuGie> Sorry but how do
you find what mod is using a lot of cpu and ram ?
L1253[11:13:00] <ThuGie> tried a profiler
that comes with java itself, but it pretty much kicks all players
:p
L1254[11:13:07] <ThuGie> and was not sure
how to properly find the mod itself.
L1255[11:13:08] <diesieben07> gigaherz,
they use ticks
L1256[11:13:14] <diesieben07> ThuGie,
Opis
L1257[11:13:24] <sham1> "When it is
00:00 in UTC, something happens" That would be the best thing
ever'
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L1259[11:13:57] <gigaherz> ThuGie: well a
profiler seems like the right tool, which one is the right
profiler... I suppose diesieben07's mention will do ;P
L1260[11:13:59] <ThuGie> i did have opis
installed, but so far i could see i could only find what block in
the world and or entity was causing a high usage
L1261[11:14:14] <diesieben07> yes
exactly
L1262[11:14:22] <diesieben07> and from
that you can track back to which mod adds that block/entity
L1263[11:14:49] <ThuGie> ah yeah i get
that, and for ram ?
L1264[11:15:00] <ThuGie> was hoping i
could see directly what mod was using a lot of cpu
L1265[11:15:11] <diesieben07> there is no
way to do that.
L1266[11:15:12] <ThuGie> on quad core
server directly on start without players is on 30% cpu :p
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L1268[11:15:25] <ThuGie> i guess the
other % is for garbage cleaning
L1269[11:15:28] <diesieben07> not sure
what you can use for RAM, VisualVM should do fine though
L1270[11:15:48] <ThuGie> visualvm is
there perhaps a tutorial you can recommend ?
L1272[11:16:29] <gigaherz> (for cpu
usage)
L1273[11:16:32] <diesieben07> not sure,
you just start it up :D
L1274[11:18:40] <ThuGie> will readd opis
and perhaps see about using ticketprofiler loved tickthreading that
naller developed before :p
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L1303[11:49:42] <Joban> Oy Gevalt!
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L1305[11:53:43] <EeB> Does anyone know if
and/or how I can run the Debug mods in net.minecraftforge.debug?
Will I need to setup a separate forge dev workspace to do
this?
L1306[11:54:08] <diesieben07> yes
L1307[11:54:17] <diesieben07> clone the
forge repo, run gradlew setupForge
L1308[11:54:51] <EeB> diesieben07: oh, so
is there a separate gradle task to do that?
L1309[11:55:13] <EeB> *to run the debug
mods that is
L1310[11:55:30] <diesieben07> no, you get
them if you run minecraft in the forge dev mode (=clone the repo,
run setupForge)
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L1314[11:59:27] <EeB> diesieben07: So I
did that, any idea how I can start a minecraft with these debug
mods loaded from the command line? Cause I noticed there's not a
lot of support for intelliJ and I don't feel like installing
eclipse
L1315[11:59:41] <diesieben07> i dont
think you can from the command line
L1316[11:59:58] <diesieben07> but
intellij can import eclipse projects, although i never tried it
with the forge dev project
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L1329[12:06:16] <danielhuisman_> @EeB
can't you just put the debug mods in your src/test/java ?
L1330[12:09:28] <EeB> danielhuisman_:
Might try that out, but afaik gradle separates 'test' and 'main'
sourceSets so that test classes are not loaded when you're
executing the code
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L1332[12:10:44] <danielhuisman_> If you
add them as source folder in your IDE you can run them, it's just
that they don't get included in the build by gradle
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L1334[12:14:00] <EeB> danielhuisman_: Jep
you're right, it actually works. Why do it the hard way if I can do
it the simple way :p thx!
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L1339[12:27:16] <Szernex> "warning:
[options] bootstrap class path not set in conjunction with -source
1.6" how do I fix this so it's 1.8?
L1340[12:28:28] <danielhuisman_> It's a
warning, ignore it ;)
L1341[12:28:47] <Szernex> well, I
can't
L1342[12:28:55] <sham1> Why cant
you
L1343[12:28:58] <Szernex> error: diamond
operator is not supported in -source 1.6
L1344[12:28:58] <Szernex> private
Map<String, CommandBase> availableCommands = new
HashMap<>()
L1346[12:29:37] <Szernex> thanks
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L1350[12:34:23] <notapotato> First off:
Hello. Second: I'm trying to add a "custom furnace" of
sorts but whenever I open up the gui and try to take an item out of
the player inventory slots it just rubber bands back in
L1351[12:34:49] <diesieben07> show your
code.
L1352[12:35:25] <notapotato> which
classes
L1353[12:35:50] <diesieben07> Block,
GuiHandler, TE, Gui, Container
L1354[12:36:15] <notapotato> okay. give
be a sec
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L1358[12:40:46] <diesieben07> ah there is
your issue
L1359[12:40:49] <sham1> Why do you have
"if (world.isRemote)"
L1360[12:40:52] <diesieben07> you only
open the GUi on the clinet. should be other way around
L1361[12:41:01] <sham1> Ninja'd
L1362[12:41:25] <sham1> I feel so good of
myself
L1363[12:42:16] <sham1> Yeah,
world.isRemote is true when the logical side is the client
L1364[12:42:45] <sham1> For anything like
this that interacts with inventories, you want to check if the
logical side is server
L1365[12:42:57] <sham1> So, make it
"if (!world.isRemote)"'
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L1367[12:43:31] <notapotato>
alright
L1368[12:44:18] <notapotato> as you
probably expected it worked. thank you so much
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L1373[12:47:50] <shadekiller666> does
anyone have a link to the spec page thing for the forge blockstate
jsons?
L1374[12:48:44] <sham1> Spec as in
L1376[12:49:06] <shadekiller666>
specifying the different ways you can write them
L1377[12:50:03] <shadekiller666> no,
theres an updated one that includes the new camera transform
support
L1378[12:50:06] <sham1> forge blockstates
are wonderful btw and I love Lex and whoever else helped with
them
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L1381[12:51:11] <danielhuisman_> At the
bottom there is an example
L1382[12:52:23] <Mitchellbrine> Is there
a simple way to get rid of that pesky white box in
projectiles?
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L1384[12:55:01] <sham1> I'd really love
to write some documentation, but the only thing I know
half-decently about are fluids and that would be silly to write
docs about
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L1389[13:09:04] <Szernex> " Could
not copy file
'D:\projects\programming\minecraft\YetAnotherBackupMod2\src\main\resources\mcmod.info'
to
'D:\projects\programming\minecraft\YetAnotherBackupMod2\build\resources\main\mcmod.info'."
wat
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L1394[13:17:10] <Szernex> nevermind,
missing properties
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L1397[13:24:56] <minecreatr> is there any
way to get the mod a block belongs to by an instance of the block
class?
L1398[13:26:35] <diesieben07>
GameRegistry.findUniqueIdentifierFor
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L1401[13:35:44] <notapotato> if i had an
inventory with tabs how would i make it so certain slots only show
on one tab and certain other slots only show on the other tab
L1402[13:36:22] <diesieben07> hide the
slots that are invisible by setting their x coordinate to
-999
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L1404[13:40:59] <notapotato> well ive run
into another problem: if i switch from the first tab to the second
tab and back to the first tab my game crashes
L1405[13:41:48] <diesieben07> "it
crashes" means nothing
L1406[13:41:54] <diesieben07> stacktrace
or gtfo
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L1409[13:44:30] <diesieben07> ...
L1410[13:44:53] <notapotato> im new to
this. sorry
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L1412[13:45:38] <sham1> The whole
thing
L1413[13:45:47] <sham1> The exception
that causes the crash as well
L1414[13:45:58] <sham1> So we may help
you
L1416[13:48:53] <PaleoCrafter> OBOE
:P
L1417[13:49:59]
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L1419[13:50:12] <sham1> Better
L1420[13:50:26] <sham1> Next up, show us
your container code
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L1423[13:58:14] <williewillus> geez
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L1425[13:58:38] <sham1> notapotato, mind
running your code through a debugger stp-by-step
L1426[14:01:24] <mathew_653> Quick
question guys, are entity indexes shared between server and
client?
L1427[14:01:34] <notapotato> tell me how
and i can
L1428[14:01:54] <diesieben07> mathew_653,
what do you mean by entity indizes?
L1429[14:02:23] <sham1> indicies
L1430[14:02:29] <diesieben07> shush, i'm
german
L1431[14:02:38] <sham1> Or rather
indices
L1432[14:02:48] <sham1> You at least
speak indo-european
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L1434[14:03:34] <mathew_653> To my
knowledge, minecraft spawns an entity the entity is given an unique
number
L1435[14:03:53] <diesieben07> you mean
the entity id
L1436[14:03:56] <diesieben07>
getEntityId()?
L1437[14:03:58] <mathew_653> Yes
L1438[14:04:27] <diesieben07> those are
the same, yes
L1439[14:04:32] <diesieben07> they are
used ONLY for that :P
L1440[14:04:44] <diesieben07> so that
client/server know which entitiy they are talikina bout
L1441[14:04:49] <mathew_653> Good
L1442[14:04:58] <mathew_653> I can use
that to track players in a map
L1443[14:05:11] <mathew_653> A map object
not item
L1444[14:05:15] <diesieben07> No
L1445[14:05:21] <diesieben07> they will
change when the player unloads
L1446[14:05:28] <sham1> :P
L1447[14:05:38] <mathew_653> Well i will
only need it for when the player exists.
L1448[14:05:45] <mathew_653> Not for any
offline usage.
L1449[14:05:52] <diesieben07> still, just
use the player object
L1450[14:06:04] <diesieben07> and why do
you need to track them in a map anyways
L1451[14:06:10] <diesieben07> IEEP sounds
much more appropriate
L1452[14:06:39] <mathew_653> I am just
used to using maps as a cheap goto dynamic array for number to
information.
L1453[14:07:15] <mathew_653> I have the
player render stuff i was prior working
L1454[14:07:16] <notapotato> sham1 sorry
for the noobiness but how exactly do you run code through a
debugger
L1455[14:07:32] <sham1> *sighs* Eclipse
or IDEA
L1456[14:07:38] <notapotato>
eclipse
L1457[14:07:45] <mathew_653> I just now
am going to make it able to know who we are talking about client
end.
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L1460[14:08:09] <diesieben07> mathew_653,
you want to store information abotu a player, right?
L1461[14:08:23] <mathew_653> Yea but only
during runtime.
L1462[14:09:02] <mathew_653> Remember my
prior thing about the invisable player?
L1463[14:09:20] <williewillus> ieeps
still work for that, you just leave the save/load methods blank?
:p
L1464[14:09:33] <sham1> :D
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L1466[14:10:14] <mathew_653> or use an
isremote check on load/save?
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L1468[14:10:29] <diesieben07> load/save
will onyl be called on the server anyways
L1469[14:12:59] <sham1> That makes
sense
L1470[14:13:09] <sham1> WHy would you
save on the client side
L1471[14:13:12] <mathew_653> So an ieep,
maintained via a packet what sends the players entity ID and the
servers ieep's NBT?
L1472[14:13:45] <mathew_653> Presumablely
you'd wanna save if you where writeing a mod what allowed a blocks
settings to saved to the client.
L1473[14:14:11] <mathew_653> e.g a block
what ran a simple restricted script setup
L1474[14:14:29] <mathew_653> But other
then that I don't see a use
L1475[14:15:08] <mathew_653> And if i
need scripting like that computercraft has it covered(complete with
url parsing)
L1476[14:16:37]
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L1477[14:16:49] <mathew_653> Anyhows,
gonna rewire the bits.
L1478[14:18:21] <mathew_653> It is great
fun playing with this kinda stuff, really shows me some insight
into the engine and at that a relatively bare metal view.
L1479[14:18:50] <sham1> The thing about
MC is that is is the perfect example of what not to do
L1480[14:18:58] <mathew_653> True
L1481[14:19:32]
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L1482[14:20:00] <mathew_653> On a
saperate project i studyied minecraft, arma3, quake and
half-life(quake varriant) for design do and don'ts
L1483[14:25:32] <mathew_653> Kinda fun to
see openGL on java vs c++ and such xD
L1484[14:25:39]
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L1485[14:25:47] <sham1> Pointers ^^
L1486[14:25:58] <mathew_653> Yup c++ has
alot of those
L1487[14:26:12] <sham1> Well because C
has them
L1488[14:26:20] <mathew_653> true
L1489[14:26:28] <williewillus> I like how
c# approaches pointers
L1490[14:26:32] <mathew_653> And C also
don't mangle the names to hell
L1491[14:26:37] <williewillus> you get to
have them but you have to mark it unsafe
L1492[14:26:48] <sham1> extern
"C" makes it so that C++ does not name mangle
L1493[14:26:49] <mathew_653> c# has
pointers?
L1494[14:26:54]
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L1495[14:26:58] <sham1> Wait it
does?
L1496[14:27:24] <williewillus> yeah
lol
L1498[14:27:31] <mathew_653> And yea.. I
know with extern "C"
L1499[14:27:41] <mathew_653> C# also has
pinvoke.
L1500[14:27:41] <mathew_653> xD
L1501[14:27:54] <sham1> News to me
L1502[14:28:04] <sham1> But I've never
Seen Sharp so I dont know
L1503[14:28:24] <williewillus> c# is like
java, but fancier with more shiny things
L1504[14:28:30]
⇨ Joins: ttechr (webchat@206.23.88.2)
L1505[14:28:41] <mathew_653> True
L1506[14:28:42] <sham1> And
platform-dependant unless you use Mono
L1507[14:29:05] <williewillus> delegates,
eventhandlers, partial types, pointers, structs, nullables, null
coalescing operators, etc.
L1508[14:29:08] <williewillus> monos
improved a lot
L1509[14:29:38] <sham1> Only time I've
actually used C# was when I tried XNA
L1510[14:29:38] <mathew_653> in C# you
can still do stuff like getting a class name at run time
right?
L1511[14:29:44] <williewillus> reified
generics too
L1512[14:29:45] <sham1> And then I just
said "nope.avi"
L1513[14:30:00]
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L1514[14:30:12] <mathew_653> I only
breifly looked at C# but that was back in the days i still had a
very strong c++ bias.
L1515[14:30:13] <mathew_653> XD
L1516[14:30:17] <sham1> And you can get
class' name at run time in java as well
L1517[14:30:34] <williewillus> well the
java way of getting paramter types is cheating using metadata
L1518[14:30:34] <mathew_653> That was
kinda why i was asking.
L1519[14:30:52] <williewillus> the C#
param types are truly unerased during runtime
L1520[14:30:59] <sham1> Type erasion is a
bitch
L1521[14:31:11]
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L1522[14:31:14] <mathew_653> Best one is
with native code
L1523[14:31:17] <diesieben07> and so is
the template approach
L1524[14:31:19] <mathew_653> xD
L1525[14:31:22] <diesieben07> both have
their problems
L1526[14:31:30]
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L1527[14:32:02]
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L1530[14:34:22]
MineBot sets mode: +o on LexMobile
L1531[14:35:13] <sham1> Yay, lex is
here
L1532[14:35:37] <PaleoCrafter> the one
who made the tiny Asian wet d:
L1533[14:36:09] <sham1> :P
L1534[14:36:15] <mathew_653> Hah
L1535[14:38:36] <williewillus> what did
Searge's big unicode mess thing mean?
L1536[14:39:14] <sham1> Would that have
been UTF-16 or UTF-8?
L1537[14:39:23] <sham1> I'm curious
L1538[14:39:56] <sham1> Anyway Paleo,
here cometh a stupid question
L1539[14:40:09] <PaleoCrafter> you shalt
ask thy stupid question
L1540[14:40:13] <sham1> Does IDEA debug
hotswap work with scala
L1541[14:40:18] <PaleoCrafter> sure
L1542[14:40:23] <sham1> Ok
L1543[14:40:25] <sham1> Good
L1544[14:41:08] <PaleoCrafter> although
you might have some issues with lambdas and stuff
L1545[14:41:18] <sham1> That sucks
L1546[14:41:37] <PaleoCrafter> well,
they're just syntax sugar for anonymous classes, so changing them
incorporates changing that class :P
L1547[14:41:41] <mathew_653> How do i
hook the player connection event?
L1548[14:41:51] <williewillus> theres an
event for that
L1549[14:42:10] <sham1> Yeah I know
lambdas are syntaxic sugar
L1550[14:42:16] <williewillus>
ServerConnectionFromPlayerEvent or something like that
L1551[14:42:17] <sham1> It just tastes so
good
L1552[14:42:28]
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L1553[14:43:07] <PaleoCrafter> as long as
you're just changing their code without requiring a new local
variable in the closure, you're fine
L1554[14:43:39]
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L1555[14:44:17] <sham1> ok
L1556[14:44:25] <sham1> Will make
debugging certainly easier
L1557[14:45:16] <sham1> Also, I noticed
that there are not many mods that I can use for 1.8 that use
RF
L1558[14:45:21] <sham1> I only have two
installed
L1559[14:46:17] <sham1> That might be
because there are not many mods for 1.8 period
L1560[14:47:30] <PaleoCrafter> well, the
official API isn't updated yet
L1561[14:47:43] <sham1> There is a
working port
L1562[14:47:58] <PaleoCrafter> I know,
but some people might not be aware of that :P
L1563[14:48:37] <sham1> Like the only
mods in my dev enviorment are: CCC (for deobfs and NEI), NEI,
progressive automation and flux ducts
L1564[14:48:47] <sham1> Only two of those
use RF
L1565[14:49:17] <sham1> And WAILA is
still brokeded for 1.8
L1566[14:49:39]
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L1570[14:57:35] <mathew_653> Although i
fixed this bug, this don't feel right..
L1571[14:58:19] <mathew_653> I am sending
a packet inside the OnPlayerLoggedIn event and I am wondering if
this is the best place to sync along side the starttracking
events..
L1572[14:59:00] <Lumien> Does somebody
knwo whether / how a lan server acts different in terms of messages
/ packets in general?
L1573[14:59:13] <diesieben07> pretty much
not at all
L1574[14:59:20]
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L1575[14:59:21] <mathew_653> Yes, there
is no difference
L1576[14:59:31]
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L1577[14:59:43] <mathew_653> Aside the IP
is more easly predicted as the DHCP server is local.
L1579[15:00:17] <mathew_653> That and the
MTU might be slightly different but nothing that should normaly
conern someone.
L1582[15:00:57] <Lumien> Everybody but
the server owner gets kicked with these errors
L1583[15:02:13] <mathew_653> One of them
claims your trying to access an array out of range, it all looks
like a sync error somewhere.
L1584[15:02:49] <diesieben07> it is most
definitely not a good idea to just send the packet to
*everyone*
L1585[15:02:50]
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L1586[15:03:04] <Lumien> Yeah, i guess i
should send it to everyone in tracking range^^
L1587[15:03:13] <Lumien> But that
shouldn't cause that problem right?
L1588[15:03:35] <diesieben07> not
really
L1589[15:04:21] <diesieben07> is this
1.8?
L1590[15:04:25] <Lumien> yeah
L1591[15:04:35] <diesieben07> then your
packet handling is broken
L1592[15:04:47] <Lumien> You mean the
threading thing?
L1593[15:04:49] <diesieben07> yes
L1594[15:04:56] <PaleoCrafter> that is
quite some indentation, Lumien :P
L1595[15:05:00] <diesieben07> that
too
L1596[15:05:03] <Lumien> It's vanilla
:P
L1597[15:05:13] <PaleoCrafter> you should
clean it up :P
L1598[15:05:16] <sham1> Dat indent
:O
L1599[15:05:25] <sham1> TABS
L1600[15:06:14] <Lumien> But diesieben
the errors are happening during reading in netty right?
L1601[15:06:14]
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L1602[15:06:26] <diesieben07> yeah i dont
know why that is
L1604[15:07:23] <diesieben07> on the
server, yes
L1605[15:08:23] <ThePsionic> Hrmm, I'll
be building a computer soon but I don't exactly feel like docking
100 euros for a copy of Windows
L1606[15:08:58] <sham1> LINUX
L1607[15:09:21] <diesieben07> pay 1000€
and get a mac :D
L1608[15:09:31] <diesieben07> (hint: dont
do that)
L1609[15:09:35] <mathew_653> Get windows
10 or linux, if your not famiular with linux try ubuntu if you
don't plan on gaming with directX stuff online.
L1610[15:09:46] <sham1> SteamOS
L1611[15:09:53] <sham1> Gaming is no
longer an argument against linux
L1612[15:10:06] <mathew_653> Linux based
steam has limited support at this time.
L1613[15:10:09] <ThePsionic> mathew_653:
Kind of want Windows 10, but isn't that only free if you
upgrade
L1614[15:10:18] <sham1> They're working
on SteamOS
L1615[15:10:27] <sham1> Because that's
what steam machine is gonna be running
L1616[15:10:27] <diesieben07> its free if
you have Windows 7
L1617[15:10:38] <sham1> Plus it is a
debian so that's always a plus
L1618[15:10:43] <mathew_653> True
L1619[15:10:44] <ThePsionic> Well I have
that on this laptop but obviously not on the new one
L1620[15:10:51] <mathew_653> Apt is a
great package manager
L1621[15:11:29] <sham1> I use Fedora on
my Virtual machine because I like it and it is nice
L1622[15:11:30] <williewillus> pacman
>>
L1623[15:11:37] <sham1> Also pacman
L1624[15:11:41] <ThePsionic> Would it be
possible to rip the license information from my laptop's Windows
and use it to activate it on the new computer
L1625[15:11:51] <williewillus> <-
*arch user tells everyone which one is the best* archetype
L1626[15:11:53] <diesieben07> not
sure
L1627[15:12:04] <diesieben07> the win 10
you get is a real win 10, that you can re-install from
scratch
L1628[15:12:05] <ThePsionic> Can recall
doing something similar to re-install Windows on the laptop
L1629[15:12:08] <mathew_653> Mostly
because directX has yet to be deregulated only developers using
openGL will have an easy time releaseing linux stuff.
L1630[15:12:11] <sham1> I'd love to use
Arch, but for some reason whenever I try to install it to a
virtualbox, it loses my keymappings
L1631[15:12:14] <diesieben07> so as long
as you have it on ONE pc onyl it should be fine
L1632[15:12:23] <sham1> And I cannot
write using english keymap
L1633[15:12:29] <ThePsionic> diesieben07:
re-install from scratch?
L1634[15:12:34] <sham1> I need the Nordic
one to even do anything useful
L1635[15:12:45] <diesieben07> yes, like
you get a real win 10 iso
L1636[15:12:54] <diesieben07> not just a
"you can upgrade from win 7" key
L1637[15:12:56] <williewillus> how do I
get someone else's modcontainer object again?
L1638[15:13:07] <ThePsionic> Oh
really
L1639[15:13:20] <diesieben07> yeah they
changed that apparently
L1640[15:13:27] <ThePsionic> So in theory
I could use that iso and this computer's license information
L1641[15:13:33] <ThePsionic> to install
it on the desktop
L1642[15:13:37] <diesieben07> in
theory
L1643[15:13:47] <diesieben07> as long as
you then no longer use win 7 or win 10 on the laptop
L1644[15:14:00] <sham1> dont you mean
win8
L1645[15:14:07] <diesieben07> no
L1646[15:14:15] <diesieben07> win 7 gets
free upgrade. not win 8
L1647[15:14:23] <ThePsionic> win 8 gets
it too
L1648[15:14:26] <diesieben07>
really
L1649[15:14:28] <sham1> I thought that
win 8 and win8.1 also gets it
L1650[15:14:28] <ThePsionic> yes
L1651[15:14:39] <diesieben07> ok
then
L1652[15:14:41] <ThePsionic> both 7 and 8
as long as it's not Enterprise
L1653[15:15:11] <sham1> My windows 7 on
this desktop is Enterprise
L1655[15:15:21] <PaleoCrafter> well then
you're fucked, sham1 :P
L1656[15:15:25] <sham1> Lucky that the
win8.1 on my laptop is not
L1657[15:15:51] <ThePsionic> But the
problem is I want it on both my laptop and my desktop
L1658[15:15:55] <sham1> I have basically
two computers. This one and my laptop for school
L1659[15:16:01] <sham1> I think you
can
L1660[15:16:04] <ThePsionic> So I guess
I'm gonna have to pay 100 bucks :\
L1661[15:16:15] <sham1> I think you can
use it twice
L1662[15:16:18]
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L1663[15:16:25] <ThePsionic> It better be
possible
L1664[15:16:39] <sham1> Again,
AFAIk
L1665[15:17:36]
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L1666[15:17:43] <Silja899> Hello
L1667[15:17:51] <sham1> hi
L1669[15:18:39] <sham1> Okay?
L1670[15:18:41] <Silja899> I have issue
...and that is Grinder gui
L1671[15:18:43] <Silja899> thing is
L1672[15:18:48] <Silja899> it wont show
progress bar
L1673[15:18:50] <ThePsionic> Hmm, various
sources tell me activation will fail on the new computer if I
try
L1674[15:18:52] <sham1> Also, why do you
have __OBFID there
L1675[15:19:15] <ThePsionic> sham1: inb4
he copy pasted an entire class
L1676[15:19:16] <Silja899> Cuz i
copyied...testing
L1677[15:19:24] <Silja899> yea
L1678[15:19:40] <Silja899> i did
that
L1679[15:20:18] <Silja899> That still
dose not help me...i did copy a class
L1680[15:20:23] <Silja899> i made furnace
to work
L1681[15:20:29] <mathew_653> You might
wanna instead of copying that class just extend it though.
L1682[15:20:39] <Silja899> just not
texture to be drawned
L1683[15:20:54] <williewillus> is the gui
itself showing up?
L1684[15:21:08] <williewillus> or i mean
does the gui window have the correvt texture
L1685[15:21:10] <Silja899> Gui is showing
up...things are getting smelted
L1686[15:21:23]
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L1687[15:21:42] <Silja899> but progress
bar of how much fuel is left and progress bar till is cooking is
done is not shown
L1688[15:21:56]
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L1689[15:21:58] <Silja899> Gui is
working..and it's shown in game
L1690[15:22:05] <Silja899> but progress
bar is not shown
L1691[15:22:14] <Silja899> for
fuel...when you put coal or plank
L1692[15:22:27] <Silja899> it fills up
and slowly(depends on fuel) goes down
L1693[15:22:54] <Silja899> and progress
bar how much time is need for something to be smelted into item is
not shown
L1694[15:23:05] <Silja899> or not drawn
to screen when is cooked
L1695[15:23:19] <Silja899> I do not know
where do i make mistake
L1696[15:23:41]
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L1697[15:24:04] <Silja899> i know that
getBurnTimeProgressScaled is removed and getCookTimeRemainingScaled
is removed as well from 1.8
L1698[15:24:09] <Silja899> since it dose
not exist
L1699[15:24:30] <williewillus> did you
sync it to the client?
L1700[15:24:37] <Silja899> sync?
L1701[15:24:42] <williewillus> client
doesnt have any lcue what the progress is unless you tell it
L1702[15:24:42] <Silja899> huh
L1703[15:24:45] <sham1> Sync
L1704[15:24:45] <ThePsionic> All right,
seems I'll have to pay up to be able to install Windows on my new
computer. Ah well
L1705[15:24:58] <Silja899> where is
that?
L1706[15:25:23] <Silja899> how do i find
sync?
L1707[15:25:36] <sham1> "How do I
find syncW
L1708[15:25:39] <sham1> GG
L1709[15:25:44] <williewillus> gg
spelling sham
L1710[15:25:53] <sham1> Yeh
L1711[15:26:08]
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L1712[15:26:12] <Silja899> I can get into
spelling but right now i feel kinda lazy
L1713[15:26:21] <Silja899> I can get into
spelling,* but right now i feel kinda lazy
L1714[15:26:39] <mathew_653> Spelling
thread is running at a low TPS
L1715[15:27:03] <ThePsionic> Adding
Windows 8.1 to my build literally adds 105 euros
L1716[15:27:04] <ThePsionic> RIP
L1717[15:27:18] <Silja899> So will you
help me?
L1718[15:27:38] <mathew_653> Anyhow, see
you all around gonna procastinate for a bit.
L1719[15:27:55] <williewillus> Silja899:
with syncing your TE to the client?
L1720[15:28:03] <williewillus> look at
how the vanilla furnace does it?
L1721[15:28:06] <Silja899> yes
L1722[15:28:25] <Silja899> i see it...but
i do not see "sync" anywhere
L1723[15:28:36]
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L1724[15:28:39] <williewillus> its not
going to be word for word
L1725[15:28:42] <Silja899> not the
word...im looking for method
L1726[15:28:49] <Silja899> i know
L1727[15:28:49] <williewillus> look for
something that might *mean* syncing or sending info
L1728[15:28:50] <sham1> There is no such
a method
L1729[15:28:56] <williewillus> look for
meaning, not words
L1730[15:28:59] <Silja899> okie
L1731[15:30:36] <ThePsionic>
gpuboss.com/gpus/Radeon-R7-370-vs-Radeon-R7-360 hrm
L1732[15:31:47] <ThePsionic> Probably
want to go for the 370 I think
L1733[15:32:11] ***
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L1734[15:33:27] ***
williewillus is now known as willieaway
L1735[15:38:58] <alekso56> how do i set a
permission level on a command execution?
L1736[15:41:22] <alekso56> like
MinecraftServer.getServer().getCommandManager().executeCommand(customuserhere,"help");
returns "an unknown error occured" because the customuser
doesn't have access to help, even tho canCommandSenderUseCommand
always returns true....
L1737[15:45:04] <Silja899> Desert = no
rain XD
L1738[15:45:13] <Silja899> can't help you
there
L1739[15:45:19] <Silja899> Sorry
L1740[15:47:13] ***
Illy[Zzz] is now known as Illyohs
L1741[15:48:45] <Silja899> Okie
L1742[15:48:54] <Silja899> Found
issue...
L1743[15:49:02] <Silja899> found update
and all
L1744[15:49:04] <Silja899> but!
L1745[15:49:19] <Silja899> Arrow is
gettting to half as soon it starts cooking
L1746[15:49:34] <Silja899> and fuel
remaining is filling ..to end of screen
L1747[15:49:43] <Silja899> and it dose
not decrease
L1748[15:50:45]
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(~Michael_@93-173-154-44.bb.netvision.net.il) (Ping timeout: 180
seconds)
L1749[15:53:18] <Silja899> Help?
L1750[15:57:42] <Ordinastie> Silja899,
use your debugger
L1751[15:58:08] <Silja899> I do use that
offten
L1752[15:58:13] <Silja899> And it
works
L1753[15:58:18] <Silja899> Just bit
off
L1754[15:58:21] <Ordinastie> then why do
you ask ?
L1755[15:58:34] <Silja899> Cuz progrss
bar is drawn to much
L1756[15:58:39] <Silja899> i do not know
why
L1757[15:58:52] <Ordinastie> and that's
what a debugger is used for
L1758[15:58:53] <Silja899> and cooking
progress is drawn half + no decrease
L1759[15:58:55]
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L1763[16:01:41] <Silja899> Where is
getCookTimeRemaningScaled?
L1764[16:01:54] <Silja899> It dose not
exist in 1.8
L1765[16:01:54] <Silja899> ?
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L1768[16:06:52] <shadekiller666> !gm
getCookTimeRemainingScaled
L1769[16:07:14] <shadekiller666> assuming
that was a vanilla function, it doesn't exist
L1770[16:07:14] <Silja899> Shade
L1771[16:07:24] <Silja899> You don't say
D
L1772[16:07:25] <Silja899> xD
L1773[16:14:44]
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(Ping timeout: 378 seconds)
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L1775[16:17:46]
⇨ Joins: pibx10
(uid86836@id-86836.highgate.irccloud.com)
L1776[16:18:00] <pibx10> Hey anyone know
where I can find a tutorial on nbt and using it with items
L1777[16:18:04]
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(uid93719@id-93719.charlton.irccloud.com)
L1778[16:19:39] <tterrag> pibx10: every
mod ever :P
L1779[16:19:41] <tterrag> NBT is not
hard
L1780[16:19:44] <tterrag> what are you
trying to do?
L1781[16:19:56]
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L1782[16:21:16] <pibx10> Well just
generally I need to know how to use it but specifically I am trying
to make an item that holds certain modules that are stored within
the item. Need to be able to know what modules are stored within to
give the effect change the texture and determine if more modules of
the same or different type can be added
L1783[16:23:25] ***
PaleoCrafter is now known as PaleOff
L1784[16:24:10] <tterrag> NBT is just a
map of values
L1785[16:24:22] <tterrag> you create a
tag which can hold either other tags, or primitive values
L1786[16:24:35] <tterrag> i.e.
tag.setString("myKey", "myString")
L1787[16:24:43] <tterrag> which you can
retrieve with tag.getString("myKey")
L1788[16:25:35] <Silja899> This dose not
make any sence
L1789[16:25:36]
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we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L1790[16:25:41] <Silja899> i'm
confused
L1791[16:26:12] <pibx10> What methods do
I put this in?
L1792[16:26:13]
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L1793[16:26:16] <tterrag> Silja899: that
method never existed
L1794[16:26:24] <Silja899> what is
.getField(3)?
L1795[16:26:38] <tterrag> Silja899:
reflection
L1796[16:26:45] <Silja899> ok..
L1797[16:26:46] <tterrag> gets the Field
object for the index 3 field
L1798[16:26:55] <tterrag> (the 4th field
defined in the class)
L1799[16:27:04] <tterrag> pibx10: that's
a vague question
L1800[16:27:24] <tterrag> you need to
first figure out how you will be implementing these modules, how
will the player be adding them?
L1801[16:27:38] <pibx10> Crafting the
module with the item
L1802[16:27:46]
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L1803[16:27:57] <pibx10> I meant where
would I put the get and set
L1804[16:28:39] <tterrag> well then in
your crafting recipe, I would guess
L1805[16:29:04]
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L1809[16:45:47] <Silja899> Help
L1810[16:46:12] <pibx10> Alright I have
got basic thing to determine the owner straight from forge
wiki.
L1812[16:46:50] <Silja899> That is Custom
Furnace Gui
L1813[16:47:06] <Silja899> And gui is
working
L1814[16:47:21] <Silja899> Great...but
why dose animation goes nuts?
L1815[16:47:27] <williewillus> Silja899:
1.7 or 1.8 again?
L1816[16:47:31] <Silja899> 1.8
L1817[16:47:49] <Silja899> I got it to
smelt...animation is kinda funky
L1818[16:47:53] <williewillus> yah
tterrag he was talking about 1.8 IInventory getField not refletion
getfield xD
L1819[16:48:20] <Silja899> well i need
help with drawing GUI
L1820[16:48:32] <Silja899> Or parts of
rectalge of gui
L1821[16:48:42] <Silja899>
*Rectangle
L1822[16:48:57] <Silja899> Like in valina
fire and arrow progress bar
L1823[16:48:57]
⇦ Parts: pibx10 (uid86836@id-86836.highgate.irccloud.com)
())
L1824[16:49:08] <Silja899> those 2 are
funky..
L1825[16:49:14] <williewillus>
drawTexturedModalRect
L1827[16:49:33] <Silja899> i did sent all
corectly
L1828[16:49:46] <Silja899> cuz i copied
form nealGaming
L1829[16:49:54] <Silja899> hes texture
and he makes sence
L1830[16:49:56] <Silja899> for
1.7.10
L1831[16:50:05] <Silja899> but 1.8....im
all confused
L1832[16:50:09] <williewillus> don't
copy
L1833[16:50:11] <williewillus>
understand
L1834[16:50:15] <Silja899> i know
L1835[16:50:18] <Silja899> i do
understand
L1836[16:50:23] <williewillus> so what's
not working?
L1837[16:50:30] <Silja899> just can't
make animation to work
L1838[16:50:40] <Silja899> you know
L1839[16:50:50] <Silja899> arrow bar and
fire for fuel
L1841[16:51:17] <Silja899> using vanila
texture to figure out how dose everything works
L1842[16:51:33] <Silja899> at the moment
...animation dose not make ANY sence to me
L1843[16:52:06] <williewillus> so it
doesn't show up or shows up incorrectly?
L1844[16:52:11] <Silja899> it gets to
max, then it draws like entire width +
L1845[16:52:18] <Silja899> it dose not
show correcly
L1846[16:52:40] <Silja899> Arrow is when
it's burning half full or partialy full at all times untill it's
new cooked
L1847[16:52:47] <tterrag> williewillus:
not my fault his question was incredibly vague
L1848[16:52:55]
⇨ Joins: pibx10
(uid86836@id-86836.highgate.irccloud.com)
L1849[16:53:01] <Silja899> and fuel bar
is going full...and going All the way to end of left side
L1850[16:53:11] <Silja899> including from
left to right
L1851[16:53:20] <pibx10> How can I make a
recipe that returns the same item with an nbt tag compound added to
it
L1852[16:53:20] <williewillus> well
first, do you understand what the params to drawTexturedModalRect
mean?
L1853[16:53:22] <Silja899> and that
starts at centar of scren
L1854[16:53:41] <williewillus> pibx10:
custom IRecipe?
L1855[16:53:52] <Silja899> it
drawstexture rectangle, part or texture or entire texture
L1856[16:54:08] <Silja899> depending on
paramiters given
L1857[16:54:08] <pibx10> I don't know how
to do that sorry can you help me figure out how to lol
L1858[16:54:34] <williewillus> just make
a clsas that implements IRecipe and register it with he
GameRegistry
L1859[16:54:53] <Silja899> Will
L1860[16:55:00] <Silja899> any
tips?
L1861[16:55:01]
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(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1862[16:55:41] <williewillus> Silja899:
recheck that your client data is sane (printlns everywhere), then
just look over your code again and try to see why its drawing all
the way to the edge when the progress is full
L1863[16:56:25] <pibx10> So there's 4
methods which ones do I use to determine what I am trying to do
lol
L1864[16:57:05] <Silja899> that is what
you have to figure out by yourself >.>
L1865[16:57:19] <pibx10> Lol
L1866[16:57:20] <williewillus> line 58
and 59 of your paste
L1867[16:57:21] <pibx10> Aleight
L1868[16:57:23] <Silja899> And i know how
that feels xD
L1869[16:57:34] <williewillus> you
subtract the progress from 40
L1870[16:57:39] <williewillus> but then
you subtract from 40 again when drawing
L1871[16:59:32] <Silja899> *confused* i
did that by saying int j = 40 -k ?
L1872[16:59:36] <pibx10> Ugh lol what am
I doing
L1873[17:00:00] <williewillus> Silja899:
yes but then you do 40 - j
L1874[17:00:02] <williewillus> you
substract twice
L1875[17:00:08] <williewillus> i don't
think that's what you want to do
L1876[17:00:45] <Silja899> why would i
subtract int j = 40 - j?
L1877[17:00:53] <Silja899> are you trying
to do that?
L1878[17:00:59] <Silja899> saying*
L1879[17:01:17] <Silja899>
nevermind
L1880[17:01:19] <Silja899> i see
that
L1881[17:01:25] <Silja899> I see 40 -
j
L1882[17:01:30] <Silja899> What about
it?
L1883[17:02:07] <williewillus> well?
you're doing 40-(40-scaledprogress)
L1884[17:02:12] <williewillus> does that
make sense to you?
L1885[17:02:15] <williewillus> it
shouldnt
L1886[17:02:52] <Silja899> it
dosen't
L1887[17:04:12] <williewillus> good
L1888[17:04:14] <williewillus> then
change it
L1889[17:04:53] <Silja899> second
one?
L1890[17:05:00] <williewillus> yes
L1891[17:05:42] ***
heldplayer is now known as heldplayer|off
L1892[17:05:45] <Silja899> to what?
L1893[17:05:50] <williewillus>
>.>
L1894[17:06:01] <Silja899> I know
>.<
L1895[17:06:06] <williewillus> I'm not
going to walk you through the logic you need to think about
it
L1896[17:06:08] <Silja899> I'm
confused
L1897[17:06:18] <Silja899> Fine :(
L1898[17:06:33] <williewillus> you learn
more when people don't step you through everything
L1899[17:06:51] <williewillus> besides
you have a perfectly functioning example (vanilla furnace) to look
at
L1900[17:07:05] <Silja899> i'm looking at
it
L1901[17:08:02] <williewillus> then all
you need to know is there
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L1903[17:10:21] <pibx10> How do I
register it? Gameregistry.addrecipe(class of the custom
irecipe);?
L1904[17:11:31] <williewillus> yes
L1905[17:14:02] <pibx10> That didn't
work. I created an object for it but that had a constructor since I
extended shapeless ore recipe so it didn't work
L1906[17:16:27] <williewillus> just
implement IRecipe
L1907[17:17:19] <pibx10> I will show you
my code lol sorry I don't know what I'm doing
L1908[17:17:29] <Laceh> x8086 vs z80 vs
ARM (Might not even attempt to implement it); which assembly
language should I implement for my computer mod?
L1909[17:18:04] <pibx10>
Pastebin.com/u9ef2vys
L1910[17:18:39] <williewillus> lol
x86
L1911[17:18:41] <pibx10>
Pastebin.com/zuvczil1
L1912[17:18:41] <williewillus> have
fun
L1913[17:18:53] <Laceh> williewillus: Ive
got a few instructions working already
L1914[17:19:20] <williewillus> your goal:
a working JVM
L1915[17:19:22] <williewillus> ITS
BEGINNING
L1916[17:19:39] <Laceh> williewillus: Ive
already written a working VM
L1917[17:19:42] <Laceh> from
scratch
L1918[17:19:53] <Laceh> right down to the
collection library I used
L1919[17:19:56] <williewillus> a VM on
top of your x86?
L1920[17:20:03] <Laceh> no
L1921[17:20:08] <Laceh> in C++
L1922[17:20:41] <williewillus> pibx10: of
course that recipe doesnt work, matches always returns false
lol
L1923[17:21:07] <williewillus> matches is
what the workbench calls and it passes you the contents of the
crafting matrix and you decide if it fits your recipe or not
L1924[17:21:27] <pibx10> So what do you
return true if what
L1925[17:21:59] <williewillus> thats your
condition to decide
L1926[17:22:14]
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L1927[17:22:28] <Laceh> hmmm guess its
z80
L1928[17:22:29] <williewillus> so for
ProjectE the covalence dust can be crafted with tools to repair
them so in that method I'd check the tool type for how much dust is
needed, what tier, etc.
L1929[17:22:43] <williewillus> any logic
you need to see if the matrix you're passed is eligible
L1930[17:23:17] <williewillus> in your
case it would probably be "if all slots except one are empty
and the non-empty itemstack is the correct item/nbt/meta
L1931[17:23:23] <williewillus> or
something like that
L1932[17:25:07] <pibx10> Ok
L1933[17:27:11]
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L1934[17:29:33] <shadekiller666> do guis
not count as game overlays with regards to a
RenderGameOverlayEvent?
L1935[17:30:30] <Silja899> I give up
:
L1936[17:30:33] <Silja899> :(
L1937[17:31:23]
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L1938[17:31:45] <killjoy> shadekiller666,
no they don't. An overlay is like your hotbar.
L1939[17:31:54] <killjoy> or a
minimap
L1940[17:33:07]
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L1941[17:33:21] <williewillus> Silja899:
pm me in like 15 minutes I'll help you after I eat :p
L1942[17:33:57] <Ordinastie> or you know
actually use that damn debugger as you said you were using
L1943[17:35:15] <Silja899> Okie
L1944[17:35:21] <Silja899> Thanks
L1945[17:36:51]
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L1946[17:40:21] <Dimitriye98> Anyone know
what a good cli ftp client is so I don't have to switch between the
cli and gui worlds when I need to transfer files to my test
server?
L1947[17:40:33] <gigaherz>
"ftp"?
L1948[17:40:37] <gigaherz> I mean the app
called ftp? ;P
L1949[17:40:39]
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L1950[17:40:58] <gigaherz> but you may
want sftp instead
L1951[17:41:04] <Dimitriye98> Yeah
L1952[17:41:05] <gigaherz> or maybe just
use plain scp
L1953[17:41:17] <Dimitriye98> scp is
dicking me around -.-"
L1954[17:41:18] <gigaherz> but probably
sftp is the best option
L1955[17:41:19] <ThePsionic> just use
Filezilla tbh
L1956[17:41:52] <Dimitriye98> So far I've
had to ssh into the server and run scp from there to copy files
from my laptop. Because for some reason scp can't connect even
though ssh can
L1957[17:42:18] <Dimitriye98> ThePsionic:
Command line master race :P
L1958[17:42:26] <ThePsionic> pls
L1959[17:42:30] <ThePsionic> I am a man
of GUIs
L1960[17:43:05] <gigaherz> same
here
L1961[17:43:16] <Silja899> My gui is
issue
L1962[17:43:17] <gigaherz> anything I do
on cli, counts as as loss
L1963[17:43:36] <gigaherz> I don't have
any issue scripting things
L1964[17:43:46] <gigaherz> I'll write a
.cmd script whenever I need some automation
L1965[17:43:53] <gigaherz> but otherwise,
I prefer to work with GUI apps
L1966[17:44:02] <Silja899> umm
L1967[17:44:13] <Dimitriye98> Eh,
depends. Generic file management is faster in a command line
L1968[17:44:15] <Silja899> ThePsionic can
you help me?
L1969[17:44:29] <Dimitriye98> Like
copying/moving stuff around
L1970[17:44:36] <ThePsionic> I was
talking about using GUIs for things like FTP and Git :P
L1971[17:44:41] <ThePsionic> Not actual
modding GUIs
L1972[17:44:53] <Silja899> Ow
>.>
L1973[17:44:55] <Dimitriye98> ?
L1974[17:44:58] <TTFTCUTS> ok, so,
slightly unusual question here... how might I get details of the
lighting that would be used at a location for the sake of using
them in a shader? :[
L1975[17:44:58] <gigaherz> Dimitriye98:
eh, I prefer drag&drop ;P
L1976[17:45:05] <Silja899>
<williewillus> you thre?
L1977[17:45:07]
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L1978[17:45:07] <killjoy> I need a gui
for git, too :p
L1979[17:45:12] <Silja899> williewillus
you there?
L1980[17:45:13] <gigaherz>
TortoiseGit!
L1981[17:45:14] <gigaherz> ;P
L1982[17:45:25] <gigaherz> Silja899: if
you have an issue
L1983[17:45:29] <gigaherz> just explain
it
L1984[17:45:29] <ThePsionic> I don't like
TortoiseGit
L1985[17:45:32] <gigaherz> don't ask
random people
L1986[17:45:45] <Silja899> Okie
L1987[17:45:46] <ThePsionic> I expected a
TortoiseHG-style interface
L1988[17:45:52] <ThePsionic> Was gravely
disappointed
L1989[17:45:57] <Dimitriye98> Oh, I far
prefer git GUIs. But I can't use IDEAs because of a lack of partial
file staging support
L1990[17:46:01] <ThePsionic> So using
SourceTree now
L1991[17:46:05] <gigaherz> hmm isn't
TortoiseHG a lot like gitk?
L1992[17:46:15] <gigaherz> I don't like
that gui at all
L1993[17:46:28] <gigaherz> I come from
the TortoiseSVN world
L1994[17:46:35] <Silja899> Umm i got my
fuel bar to be full..and it's not updating once its getting
used.Basicly i used sticks to check dose it update...and thig is it
goes down before timer is correct
L1995[17:46:38] <gigaherz> and
TortoiseGit is the only reason I got to like git
L1996[17:46:44] <gigaherz> without it,
I'd still be a git hater
L1997[17:47:01] <Dimitriye98> SVN
:O
L1998[17:47:12] <Silja899> So sticks are
200 ticks and timer goes for 125 or so
L1999[17:47:15] <Dimitriye98> Admittedly,
I've been looking at Mercurial, and it looks mighty shiny.
L2001[17:47:27] <ThePsionic> O
L2002[17:47:27] <Silja899> Cook timer is
not on place and it's broken
L2003[17:47:50] <ThePsionic> I like that
a lot, it's simple but it tells you everything you need to
kno
L2004[17:47:51] <ThePsionic> w
L2005[17:47:54] <gigaherz>
The_Lone_Devil: yeah that looks a lot like a gitk dialog embedded
into a win32 window ;P
L2006[17:48:05] <ThePsionic> Wrong ping
but ok
L2008[17:48:20] <gigaherz> ehh
L2009[17:48:23] <Silja899> sooo
guys?
L2010[17:48:24] <gigaherz> right
L2011[17:48:33] <gigaherz> Silja899:
sorry never done furnace recipes
L2012[17:48:37] <gigaherz> assuming you
speak about furnace
L2013[17:48:52] <Silja899> gigaherz its
not furnace recepie its furnace itself
L2014[17:48:56] <gigaherz> or are you
speakin about your OWN furnace?
L2015[17:48:59] <Silja899> custom furnace
to be exact
L2016[17:49:06] <Silja899> yes my own
furnace
L2017[17:49:11] <gigaherz> do you send
progressbar updates?
L2018[17:49:16] <gigaherz> (custom
packets)
L2019[17:49:16] <Silja899> yes
L2020[17:49:17] <Termin8or> So is the
problem with the fuel progress bar?
L2021[17:49:20] <Ordinastie> Silja899,
just to be sure, what do you think IS a debugger ?
L2022[17:49:32] <ThePsionic> I wish there
was a TortoiseHg-looking interface for Git but I guess SourceTree
will have to do gigaherz
L2023[17:49:34] <Silja899> It show
nothing
L2024[17:50:00] <Termin8or> Are you using
the progress packets when rendering the gui?
L2025[17:50:09] <Silja899> Debug Client =
debugger?
L2026[17:50:16] <Silja899> No
L2027[17:50:22] <Ordinastie> no
L2028[17:50:32] <gigaherz> ThePsionic:
yeah -- I'll keep using TortoiseGit ;P
L2029[17:50:38] <Ordinastie> Debug client
allows the use of a debugger
L2030[17:50:43] <Termin8or> Pastebin the
progress bar gui code
L2031[17:50:45]
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L2032[17:50:55] <Ordinastie> and I
strongly suggest you google what is and how to use a debugger
L2034[17:51:11] <gigaherz> Silja899: the
debugger lets you put breakpoints, and run the code line by line,
so that you can see how each line changes the variables
L2035[17:51:28] <Silja899> Oh i used
that
L2036[17:51:55] <Silja899> Elipse EE dose
not have debugger
L2037[17:51:58] <Termin8or> That's the
vanilla furnace container
L2038[17:52:19] <Termin8or> And I'm
pretty sure eclipse lets you put break points
L2039[17:52:35] <Termin8or> What's
eclipse ee, is that just the normal one?
L2040[17:52:36] <gigaherz> Eclipse EE?
why EE?
L2041[17:52:48] <Ordinastie> pretty sure
it still has the debugger
L2042[17:52:56] <gigaherz> no EE means
it's designed for Java EE
L2043[17:53:24] <gigaherz> really
L2044[17:53:29] <gigaherz> without a
debugger
L2045[17:53:29]
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L2046[17:53:31] <gigaherz> it's not an
IDE
L2047[17:53:34] <gigaherz> it's just a
code editor
L2048[17:53:34] <Termin8or> Silja899: the
code you sent is the vanilla furnace container, I need to see the
gui code for your furnace
L2049[17:53:59] <Termin8or> And why are
you using eclipse for Java EE to make mods?
L2050[17:54:05] <Sandstone> I was gonna
say, I step through code all the time in eclipse, that's how I made
it through college lol
L2051[17:54:14] <gigaherz> Sandstone: yes
of course
L2052[17:54:27] <gigaherz> an IDE needs
at least 3 things: code editing, building, and debugging
L2053[17:54:28] <Silja899> my ba
L2054[17:54:29] <Silja899> bad
L2055[17:54:37] <gigaherz> if it lacks
any of those, it's not an IDE ;P
L2056[17:54:59] <Sandstone> And as to the
git: I like sourcetree also. Not that I was involved or asked
>.> *returns to corner*
L2058[17:55:04] <Termin8or> Yeah, just
download eclipse mars
L2059[17:55:33] <Silja899> That is
GrinderContainer
L2060[17:55:39] <Sandstone> kepler was
such a better name
L2061[17:55:57] <gigaherz> hmmm
L2062[17:56:05] <gigaherz> does
sendProgressbarUpdate work with non-Minecraft TEs?
L2063[17:56:09] <Termin8or> I can already
tell this is just copy and pasted from vanilla :p, variable names
aren't the best, can you also send the gui code
L2064[17:56:12] <gigaherz> wasn't it
hardcoded to the furnace and such?
L2065[17:56:22] <Termin8or> No send
L2066[17:56:27] <Termin8or> N
L2067[17:56:47] <Termin8or> *no
sendProgressBarUpdate works with modes tes
L2068[17:56:56] <gigaherz> ah
L2069[17:57:06] <gigaherz> maybe it has
changed since back in 1.4.7 when I started my mod
L2070[17:57:06] <gigaherz> XD
L2071[17:57:16] <Termin8or> Hahaha
yeah
L2072[17:57:27] <Termin8or> My bets are
the problem is in the GUI code
L2073[17:57:39] <Silja899> Here is Gui
Code
L2075[17:58:53] <Silja899>
this.drawTexturedModalRect(guiLeft + 29, guiTop + 65, 176, 0 , 40 -
k, 10);
L2076[17:59:26] <Silja899> when i set 40
..without -k it just shows full bar ...no movment and when it ends
it goes back to no fuel
L2077[17:59:53] <Silja899> when it's - k
...it goes full bar and across screen with entire texutre
L2078[18:00:00] <Silja899> from 0 to max
texture size
L2079[18:00:03] <Termin8or> You aren't
setting the burn time fields in the container class, go to the
update code you're only setting one field the slot
L2080[18:00:08]
⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L2081[18:00:50] ***
Zidane is now known as Zidane|Away
L2082[18:00:52] <Termin8or> You didn't
copy and paste vanilla properly :p
L2083[18:01:03] <Silja899>
@SideOnly(Side.CLIENT)
L2084[18:01:03] <Silja899> public void
updateProgressBar(int id, int data)
L2085[18:01:03] <Silja899> {
L2086[18:01:03] <Silja899>
this.tileFurnace.setField(id, data);
L2087[18:01:03] <Silja899> }
L2088[18:01:08] <tterrag> PASTEBIN
L2089[18:01:09] <Silja899> That is
same
L2090[18:01:12] <Silja899> Sorry
L2091[18:01:13] ***
Zidane|Away is now known as Zidane
L2092[18:01:22]
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(~stuntmani@modemcable035.208-82-70.mc.videotron.ca)
L2093[18:01:33] <Silja899> slot = as
vanila ID
L2094[18:01:39] <Silja899> id*
L2095[18:01:56] <Silja899> and it's
custom texture
L2096[18:02:02] <Silja899> i mean custom
gui
L2097[18:02:16] <stuntmania> Hey guys, I
was wondering if there was a way to load a model from
MisterCrayfish's model creator into forge 1.7.10
L2098[18:02:18]
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L2100[18:02:20] <stuntmania> It's a
.json
L2101[18:02:40] <gigaherz> no those json
are for 1.8
L2102[18:02:43] <Termin8or> Somewhere
your not updating the burn time so the guy doesn't change
L2103[18:03:02] <stuntmania> Urgh.. crap
:/
L2104[18:03:07] <tterrag> stuntmania: in
1.7 you can use any model maker there is...
L2105[18:03:12] <tterrag> that one was
made SPECIFICALLY for 1.8
L2106[18:03:32] <stuntmania> Yeah it's
just that someone made a model for me using MistercrayFish's
L2107[18:03:39] <gigaherz> or you can
implement 1.8 json loading into 1.7.10 XD
L2108[18:03:51]
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L2109[18:03:54] <stuntmania> I think I'm
gonna pass :P
L2110[18:03:54] <Termin8or> Silja899:
follow a tutorial online you'll probs find your problem
L2111[18:03:58] <gigaherz> which would be
highly ironic
L2112[18:04:12] <gigaherz> or you
know
L2113[18:04:19] <gigaherz> port your mod
over to 1.8 and make everyone here happy
L2114[18:04:19] <gigaherz> ;P
L2115[18:04:25] <Termin8or> stuntmania:
why not just make a 1.8 mod?
L2116[18:04:26] <Silja899> temin8or i
used 1.7 tutorial and i can't find one for 1.8
L2117[18:04:36] <Silja899> there is no
1.8 tutorial for furnace
L2118[18:04:46] <Termin8or> Well the 1.7
way works for 1.8
L2119[18:05:00]
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()
L2120[18:05:05] <Silja899> they are not
the same
L2121[18:05:07] <Termin8or> You
technically don't have to use the set field and get field :p
L2122[18:05:10] <tterrag> stuntmania:
well why did they do that
L2123[18:05:11] <tterrag> ._.
L2124[18:05:15] <gigaherz> yeah my
machine was made on 1.4.7, and I didn't have to change THAT much to
get it to work on 1.8
L2125[18:05:16] <gigaherz> ;P
L2126[18:05:17] <Silja899> realy?
L2127[18:05:20] <stuntmania> Multiple
reasons, I'm using tons of .obj models and I'm too lazy to convert
them. Even though I know shadekiller was working on it some time
ago. Got caught up working on bukkit lately :P
L2128[18:05:34] <gigaherz> he had to
start over
L2129[18:05:38] <gigaherz> but he's still
working on it
L2130[18:05:59] <stuntmania> The .obj
loader giga?
L2131[18:06:03] <gigaherz> Yes
L2132[18:06:06] <gigaherz> or was until
recently
L2133[18:06:14] <stuntmania> Eh, I'm in
no rush
L2134[18:06:24]
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L2135[18:06:39] <stuntmania> As I said, I
got caught up working on bukkit lately, didn't find time for my mod
:/
L2136[18:06:49] <masa> working on bukkit,
wat
L2137[18:07:05] <stuntmania> Well not on
bukkit
L2138[18:07:11] <stuntmania> On
plugins*
L2139[18:07:16] <gigaherz> although, I
made my own back in january, which I have been eavily refactoring
lately
L2141[18:07:20] <masa> for bukkit?
L2142[18:07:29] <masa> why not
sponge?
L2143[18:07:32] <gigaherz> masa: bukkit
api doesn't mean craftbukkit
L2144[18:07:33] <gigaherz> ;P
L2145[18:07:42] <masa> well
L2146[18:07:50] <masa> is bukkit api
still in use somewhere?
L2147[18:07:56] <Termin8or> Yeah
L2148[18:08:09] <gigaherz> yup
L2149[18:08:14] <stuntmania> Spigot,
sportbukkit
L2150[18:08:16]
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(~Sandstone@96-35-84-240.dhcp.bycy.mi.charter.com) (Quit:
Leaving)
L2151[18:08:57] <masa> how is spigot
nowadays, is it still in the grey area or have they rewritten stuff
or something?
L2152[18:09:01] <gigaherz> stuntmania: my
obj loader is designed around items though, it's not meant for
block models -- they may work, but it may not do the fancy things
you can do with the b3d loader ;P
L2153[18:09:08] <stuntmania> It's still
pretty grey
L2154[18:09:36] <Termin8or> stuntmania:
why not convert the models to b3d?
L2155[18:09:42] <stuntmania> Well thanks
gigaherz I'll consider it
L2156[18:10:08] <gigaherz> yeah it's out
there and BSD license, so feel freeto take a look if you want
;P
L2157[18:10:10] <stuntmania> Termin8or,
"I'm too lazy to convert them" :P
L2158[18:10:27] <stuntmania> I don't know
if people are ready to switch over to 1.8 anyways
L2159[18:10:33] <Termin8or> Hahaha fair
play, but blender does it super quick
L2160[18:10:46] <Termin8or> Well we all
need to do it eventually
L2161[18:10:50] <gigaherz> does blender
have a batch convert system?
L2162[18:11:05] <gigaherz> stuntmania:
people won't switch to 1.8, because mods aren't switching to
1.8
L2163[18:11:17] <stuntmania> Which is why
I won't switch to 1.8 ^^
L2164[18:11:27] <gigaherz> the sooner
modders port their shit over to 1.8, the sooner modpacks will be
released using 1.8
L2165[18:11:32] <gigaherz> which will
give people more interest in porting
L2166[18:11:33] <Termin8or> Yeah
L2167[18:11:34] <stuntmania> I'm waiting
for the mass to go towards 1.8
L2168[18:11:39] <Termin8or> Why?
L2169[18:11:53] <Termin8or> Everyone is
doing that, so we're in a stalemate
L2170[18:12:00] <stuntmania> Yep
L2171[18:12:02] <gigaherz> well
thaumcraft for 1.8 is being worked on
L2172[18:12:10] <gigaherz> so at least
one of the big guys isn't that stupid ;P
L2173[18:12:19] <stuntmania> Everyone has
done that since modding has appeared, no big deal
L2174[18:12:20] <Termin8or> Everyone was
complaint about the lack of forge for 1.8, it came out and then no
one uses it :p
L2175[18:12:34] <gigaherz> people were
scared by the json system
L2176[18:12:35] <stuntmania> I guess if
1.9 pops up some day, we'll start working on 1.8 :P
L2177[18:12:42] <Termin8or> Haha
yeah
L2178[18:12:54] <gigaherz> I felt sad
when I started a 1.7.10 modpack
L2179[18:13:01] <stuntmania> fuck. I'm
scared with the json system
L2180[18:13:01] <gigaherz> and I saw
granite, diorite and andseite all over the place
L2181[18:13:09] <Termin8or> That's the
thing, mojang could release a modding Api. But no one would use it
for years
L2182[18:13:19] <stuntmania> You know I'd
use it
L2183[18:13:39] <Termin8or> The json
system isn't too bad, especially when there's tools to auto make
them for you
L2184[18:13:45]
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L2185[18:13:51] <gigaherz> well it's
limited
L2186[18:14:00] <gigaherz> mostly in that
you can only define axis-aligned planes
L2187[18:14:04] <Termin8or> Yeah but for
simple blocks and items
L2188[18:14:30] <Termin8or> But if you
had custom models before than you can still use them
L2189[18:14:36] <shadekiller666> giga,
but MY obj loader can do the fancy things that the b3d can
L2190[18:14:44] <shadekiller666> except
for animations of course ;P
L2191[18:14:56] <gigaherz>
shadekiller666: hence why I only ever advertise mine as an
alternative
L2192[18:14:57] <gigaherz> ;P
L2193[18:15:04] <shadekiller666>
lol
L2194[18:15:14] <gigaherz> by the
way
L2195[18:15:25] <gigaherz> do you know
how to use the forge model loading stuff to load ITEM models?
L2196[18:15:54] <gigaherz> because I
wanted to switch to it, but I couldn't figure out how to tell it to
load a .obj/.b3d for an item
L2197[18:16:20] <shadekiller666> same way
you'd use it for block models, minus the block registration
L2199[18:16:42] <gigaherz> xcept in block
models you have the blockstates json, and this json just refers to
a .b3d resource :/
L2200[18:16:57] <gigaherz> stuntmania:
TESRs exist in 1.8
L2201[18:17:03] <gigaherz> only the
IItemRenderer stuff does not
L2202[18:17:04] <Termin8or> Ah
L2203[18:17:09] <shadekiller666> so make
a "blockstate" json in the forge blockstate format for
the item
L2204[18:17:09] <Termin8or> Yea
L2205[18:17:25] <stuntmania> It's just to
show the amount of stuff I'd have to port
L2206[18:17:31] <Termin8or> I was gonna
say that tesr is in 1.8
L2207[18:17:32] <stuntmania> Nobody got
time for that :P
L2208[18:17:51] <gigaherz> yeah it's just
that
L2209[18:17:54] <Termin8or> You wouldn't
be porting much, it's all the same
L2210[18:17:58] <gigaherz> I think it's
not as much work as you think
L2211[18:17:59] <gigaherz> ;P
L2212[18:18:01] <gigaherz> the biggest
change
L2213[18:18:05] <shadekiller666> the game
will load whatever jsons you put in that folder, and the forge
blockstate parser doesn't care if its a block or an item, as long
as the format is correct and the name is what it wants you're
fine
L2214[18:18:13] <gigaherz> is switching
over the Block/TE code to using BlockPos and IBlockState
L2215[18:18:13] <gigaherz> ;P
L2216[18:18:36] <Termin8or> Yeah
L2217[18:19:01] <Termin8or> I like
blockpos and block state is alright, just a bit of a pain to add to
everything
L2218[18:19:03] <shadekiller666> whatever
resourcelocation you point the "model:" tag to in the
json will get shoved into the custom model loaders
L2219[18:19:39] <shadekiller666> oh giga,
for the time being you'll have to copy OBJLoader.java and
OBJModel.java from my PR, as they aren't in forge yet
L2220[18:19:58] <gigaherz> oh sure, I was
trying out the b3d file format
L2221[18:19:59] <gigaherz> ;P
L2222[18:20:12] <gigaherz> I got stumped
by not finding ANY example of using b3d for an item
L2223[18:20:13] <gigaherz> XD
L2224[18:20:33] <shadekiller666> thats
cuz it works exactly the same way as it does for blocks :P
L2225[18:20:40] <gigaherz> well
L2226[18:20:47] <shadekiller666> which
can't be said about vanilla's system :P
L2227[18:20:48] <gigaherz> since items
don't have "blockstates"
L2228[18:20:49] <gigaherz> ...
L2229[18:20:56] <gigaherz> I couldn't
possibly guess ;p
L2230[18:21:00] <shadekiller666>
lol
L2231[18:21:21] <shadekiller666> it is
strange
L2232[18:21:28] <gigaherz> IMO
L2233[18:21:43] <gigaherz> items should
have a "variants" file which automatically maps to
subitems
L2234[18:21:52] <gigaherz> but...
L2235[18:21:54] *
gigaherz shrugs
L2236[18:21:59] <shadekiller666>
subitems?
L2237[18:22:14] <gigaherz> items which
use damage numbers as metadata
L2238[18:22:16] <Termin8or> I
L2239[18:22:21] <gigaherz> like
dyes
L2240[18:22:23] <gigaherz> XD
L2241[18:22:33] <Termin8or> Yeah dyes
should have it
L2242[18:22:39] <shadekiller666> oh, you
should be able to do that with the forge blockstate format
L2243[18:22:48] <shadekiller666> aren't
dyes hardcoded though?
L2244[18:22:56] <gigaherz> sure
L2245[18:22:57] <Termin8or> They
shouldn't be tho
L2246[18:23:01] <gigaherz> but each dye
has its own item json
L2247[18:23:18] <gigaherz> and each json
is registered separately
L2248[18:23:25] <Termin8or> Wow
L2249[18:23:37] <gigaherz> to replicate
what dyes do with other items
L2250[18:23:40] <gigaherz> you basically
have to
L2251[18:23:42] <tterrag> I wish just
once someone could mention 1.7 without getting hounded by half the
channel
L2252[18:23:46] <gigaherz>
ModelLoader.setcustomblahblah
L2253[18:23:51] <gigaherz>
ModelBakery.addVariant
L2254[18:23:52] <shadekiller666> no
L2255[18:23:54] <gigaherz> for EACH
subitem
L2256[18:23:57] <shadekiller666>
well
L2257[18:24:00] <shadekiller666>
hmm
L2258[18:24:08] <Termin8or> tterrag: what
do you mean?
L2259[18:24:49] <tterrag> you cannot
mention making/updating a 1.7 mod in here without everyone going
"WHY AREN'T YOU DOING 1.8?!?!"
L2260[18:24:52] <tterrag> it's getting
annoying
L2261[18:24:58] <tterrag> just let people
do what they want, it doesn't matter
L2262[18:25:04]
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L2263[18:25:06] <shadekiller666> forge
blockstate format has "variants", which could combine all
of those dye jsons together, but i'm not sure how you would pair a
variant to a subitem
L2264[18:25:14] <tterrag> if you like
1.8, great, use it
L2265[18:25:27] <Termin8or> Yeah that's
fair enough
L2266[18:25:34] <tterrag> it's as
pointless as arguing over what version of windows to use, or what
linux distro to use, etc
L2267[18:25:39] <tterrag> just let people
do what they want
L2268[18:26:13]
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L2269[18:26:17] <Termin8or> Tho, it does
help if everyone is on the same version
L2270[18:26:24]
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L2271[18:26:29] <tterrag> sure, in an
ideal world, it would be great
L2272[18:26:33] <tterrag> but it's not
gonna happen
L2273[18:26:37] <Termin8or> Yeah
L2274[18:27:17]
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L2275[18:27:40] <gigaherz> tterrag: well
I tried to help first, suggested porting to 1.8 afterward ;P
L2276[18:27:54] <Termin8or> :p
L2277[18:28:08] <tterrag> not
really
L2278[18:28:21] <gigaherz> ?
L2279[18:28:42]
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L2280[18:28:55] <tterrag> the first thing
you said, that was non-sarcasm
L2281[18:28:56] <tterrag>
<gigaherz> or you know
L2282[18:28:56] <tterrag>
<gigaherz> port your mod over to 1.8 and make everyone here
happy
L2283[18:29:03]
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L2284[18:29:12] <gigaherz> yeah that was
a joke referring to the same thing you are complaining about
now
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L2290[18:32:06] <Termin8or> To be fair
the initial question was about json models, so the why 1.7 not 1.8
was a valid question
L2291[18:32:17] <tterrag> if lex was here
I'd probably be banned by now *sigh*
L2292[18:32:23]
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L2294[18:32:25] <tterrag> fair
point
L2295[18:32:31] <tterrag> it was strange
for them to make you a json model :l
L2296[18:32:56]
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L2298[18:33:15] <Termin8or> I'm not sure
people should be banned for voicing opinions, that's seems
extreme
L2299[18:33:28] <tterrag> hahahaha, good
one
L2300[18:33:53] <Stygander> Termin8or:
extreme is lex's middle name
L2301[18:33:54] <gigaherz> nah it's not
about the opinions, it's about the drama attached to certain
"touchy" subjects, and it would appear that 1.7 vs 1.8 is
one of them
L2302[18:34:00] <Termin8or> Lol
L2303[18:34:09] <Termin8or> Yeah I
guess
L2304[18:34:39] <tterrag> gigaherz: yeah
that's definitely not it
L2305[18:34:43] <Termin8or> Tho there
shouldn't be 1.7 vs 1.8, it should be 1.7, 1.8
L2306[18:34:44] <Stygander> i mean, for
the most part he bans pretty much at will, but it is his channel
and such
L2307[18:34:48] <tterrag> lex just hates
opposition to anything he believes
L2308[18:35:03] <Termin8or> Yeah
L2309[18:35:25] <Termin8or> Tho to be
fair, if you've got power might aswell use it :p
L2310[18:35:56] <gigaherz> sure you get a
nuclear detonator, may as well push the button whenever you see a
spider in your room
L2311[18:35:59] <gigaherz> ;P
L2312[18:36:18] ***
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L2313[18:36:19] <Termin8or> Ofc, haha
that reminds me of a meme i saw
L2315[18:37:58] ***
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L2316[18:38:37] <Termin8or> Wow, just
wow
L2317[18:38:52] <Termin8or> Why doesn't
he go give king lemming a load of shit?
L2318[18:39:28] <Termin8or> Or anyone
else who isn't updating
L2319[18:39:33] <tterrag> because KL
doesn't hang out in here
L2320[18:39:36] <tterrag> probably
because of stuff like that
L2321[18:39:40] <Termin8or> Haha ah
L2322[18:39:54] <tterrag> I like helping
people though, so I do so in between bans
L2323[18:41:12] <Termin8or> Yeah
L2324[18:41:42] <Termin8or> It's always
good helping people, cause most of the time it's simple things but
hard to work out
L2325[18:41:45]
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L2326[18:43:55]
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L2328[18:46:56] <tterrag> willieaway:
what are you planning?
L2329[18:47:34] <Termin8or> Haha
L2332[18:48:01] <gigaherz> lol
L2333[18:48:06] <Lumien> "Update to
1.8"
L2334[18:48:16] <tterrag> lol glhf
L2335[18:48:22] <Termin8or> Hahaha
lol
L2336[18:48:46] <gigaherz> someone needs
to make a mod called NetherIO and let the games begin
L2337[18:48:47] <gigaherz> ;P
L2338[18:48:51] <Termin8or> He's got to
do it 24hours max :p
L2340[18:49:28] <tterrag> so he has a
week
L2341[18:49:32] <Termin8or> Hahaha, yeah
I'll make NetherIO and Nether Core with the exact same funtionality
but orange machines instead of green
L2342[18:49:56] <tterrag> he afterwards
extended the ban to a week
L2343[18:50:31] <Termin8or> Ah ok
L2344[18:50:37] <Termin8or> Hahaha wow
gg
L2345[18:50:48] <gigaherz> heh I was
imagining lava pipes
L2346[18:50:49] <gigaherz> as in
L2347[18:50:56] <gigaherz> intead of
ender pipes that transfer instantaneously
L2348[18:51:03] <gigaherz> using lava
hwich is rather sluggish
L2349[18:51:03] <gigaherz> ;P
L2350[18:51:11]
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L2351[18:51:17] <Termin8or> Oh yeah, when
I say exact,y the same I mean nether themed
L2352[18:51:32] <Termin8or> Haha, we need
to make this a thing
L2353[18:51:37] <tterrag> go right
ahead
L2354[18:51:40] <gigaherz> Soul
Ghaster
L2355[18:51:42] <tterrag> you could even
steal the whole mod and just retexture it
L2356[18:51:46] <tterrag> I don't
care
L2357[18:52:10] <Termin8or> Hahaha lol,
nah I'll rewrite it for 1.8 won't take too long ;)
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L2359[18:52:18] <gigaherz> glhf ;P
L2360[18:52:59] <Termin8or> Lol
L2361[18:54:00] <pibx10> Alright lol I
used some stuff from draconian evolution to do this and I get a
stack overflow error
L2362[18:54:04] <pibx10> Code
coming
L2363[18:54:29] <Termin8or> Pastebin pls
be paste bin :p
L2364[18:54:45] <pibx10>
Pastebin.com/c54cgqah
L2365[18:54:46] <TehNut> Nah take
screenshots of it
L2366[18:54:53] <pibx10> Line 31 is where
it errors
L2367[18:55:00] <pibx10> Will post
error
L2368[18:55:02] <TehNut> upload to
imageshack, then screenshot that with Gyazo
L2369[18:55:27] <shadekiller666> so
apparently the font renderer isn't affected by
GlStateManager.translate when rendering inside of
GuiScreenEvent.DrawScreenEvent.Post?
L2370[18:55:39] <Termin8or> Hmm stack
overflow with an item stack?
L2371[18:55:40] <pibx10>
Pastebin.com/t6bsr9fx
L2372[18:55:53] <pibx10> Does that a
bunch more times lol
L2373[18:55:59] <pibx10> Show you the
recipe registry
L2374[18:56:36] <pibx10>
Pastebin.com/jquatfbv
L2375[18:56:43] <Lumien> ehh
L2376[18:56:43] <pibx10> And the item
this is for
L2377[18:56:45] <tterrag> O.o
L2378[18:56:49] <tterrag> do you not see
the problem here??
L2379[18:56:50] <Lumien> Do you not see
your error with that?^^
L2380[18:56:52] <tterrag> ItemStack
result = this.getCraftingResult(inventory);
L2381[18:56:56] <tterrag> ._.
L2382[18:57:08] <pibx10> Lol I literally
copied code
L2383[18:57:19] <tterrag> well now you
know why not to do that
L2384[18:57:19] <Termin8or> I'm not
familiar with this code and Its 1am here to be fair
L2385[18:57:26] <tterrag> especially not
from draconic evolutoin -.-
L2386[18:57:38] <pibx10> Why lol coded
badly or something?
L2387[18:58:01] <Termin8or> Oh lol I've
just we
L2388[18:58:04] <Termin8or> Seen it
L2389[18:58:25] <Termin8or> Hahaha,
calling the method from within the method, that's a good one
L2390[18:58:43] <pibx10> Well I'm
basically trying to return the same item stack used to create it
but add a tag to it
L2391[18:58:50] <pibx10> So how would i
do that
L2392[18:58:54] <tterrag> from what I've
seen, yes
L2393[18:59:06] <tterrag> pibx10: copy
the original stack, add the tag, return it
L2394[18:59:09] <tterrag> not
hard...
L2395[18:59:12] <pibx10> Lol
L2396[18:59:15] <pibx10> Alright
L2397[18:59:31] <Lumien> Go through the
InventoryCrafting and find the stack used to craft it
L2398[18:59:57] <pibx10>
Getstackinslot?
L2399[19:00:16] <Termin8or> Lol, the
second stack isn't neccasery you could just call the original stack
and amend tags to it surely
L2400[19:00:34] <pibx10> I've never done
nbt before lol sorry
L2401[19:00:35] <tterrag> Termin8or: if
you use the same object you'll corrupt the initial state
L2402[19:00:42] <tterrag> you need to
copy the stack first
L2403[19:00:56] <Termin8or> Ohh ok
yeah
L2404[19:02:00] <pibx10> What inside
inventory crafting is used to get the stack all I see is
getstackinslot that could be used
L2405[19:03:13] <Termin8or> I'm sorry I'm
not familiar with inventory code
L2406[19:03:24] <pibx10> Alright
L2407[19:04:16] <Termin8or> Perhaps
tterrag can help
L2408[19:05:33]
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L2410[19:06:41] <tterrag> pibx10: does
the original recipe not store the initial stack?
L2411[19:11:06] <gigaherz> pibx10: IIRC
you need a custom recipe type to be able to handle meta/nbt from
crafting, and then you just simply override a method to return the
output based on the actual inputs
L2412[19:11:32] <gigaherz> check like,
RecipeMapClone
L2413[19:12:15] <gigaherz> sorry
RecipesMapCloning
L2414[19:15:12] <tterrag> gigaherz: he's
already doing that
L2415[19:15:42] <gigaherz> oh sorry then
;P
L2416[19:16:13] <gigaherz> oh I see
L2417[19:16:49] <gigaherz> -- yeah just
getSizeInventory() and getStackInSlot(i) ;P
L2418[19:17:41] <gigaherz> note that the
slot WILL be null if it's empty
L2419[19:20:08] <pibx10> Lol I got it to
work simply using super.getCraftingResult(inventory)
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L2422[19:24:11] <pibx10> But currently it
just adds all of the tags at once I need to make it so it adds
certain tags with certain recipes
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L2425[19:27:55] <pibx10> Does anyone know
how lol
L2426[19:28:14] <pibx10> What it
currently is is one recipe that you can do multiple times to add
new tags
L2427[19:28:26] <pibx10> It needs to be
different recipes that add different tags
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L2429[19:31:07] <gigaherz> you'll have to
either dynamically detect the output based on the inputs, or
register different recipes with different effects
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L2431[19:34:21] <pibx10> Yes I intend to
do the different recipes the problem is your using the item with
all of the tags in each recipe. So if in my recipes every recipe
used the item it would add all of the effects regardless of what
recipe I use
L2432[19:34:47] <pibx10> Is there a way
to add in the constructor like an I'd and say I'd is this and check
stuff to add to the nbt
L2433[19:35:53] <gigaherz> nono I
mean
L2434[19:35:57] <gigaherz> from your
custom recipe
L2435[19:36:07] <gigaherz> you can use
getStackInSlot to detect which item you put into the recipe
L2436[19:36:18] <gigaherz> and return the
right ItemStack
L2437[19:37:11] <gigaherz> note that you
should always return a copy of the ItemStack, not just modify the
one from the slot, otherwise the tag would be applied as soon as it
"previews" the recipe ;P
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L2439[19:38:34] <gigaherz> hmm or wait,
that may just be getRecipeOutput()
L2440[19:38:38] <gigaherz> nevermind if
so ;p
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L2443[19:39:31] <pibx10> Km confused lol
could you give me an example or something
L2444[19:39:37]
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L2445[19:40:18] <gigaherz> nah because I
don't really know what I'm talking about
L2446[19:40:19] <gigaherz> ;p
L2447[19:40:41] <pibx10> Lol
L2448[19:40:45] <pibx10> Alright
L2449[19:40:47] <gigaherz> but
L2450[19:40:57] <gigaherz> you want to
add new NBT data to an input item, based on the recipe
L2451[19:41:01] <gigaherz> ... that's how
banners work!
L2452[19:41:02] <gigaherz> ;P
L2453[19:41:09] <gigaherz> just look at
the implementation of the banner recipe ;P
L2454[19:41:19] <pibx10> Wait banners was
in 1.7? Lol
L2455[19:41:23] <gigaherz> no
L2456[19:41:28] <gigaherz> you can just
look at the 1.8 banner recipe
L2457[19:41:36] <gigaherz> and
"backport" it ;P
L2458[19:41:42] <shadekiller666> its also
how leather armor works isn't it?
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L2460[19:41:47] <gigaherz> hmm
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L2462[19:41:52] <gigaherz> well it
changes the color
L2463[19:42:02] <gigaherz> is the color
an NBT tag?
L2464[19:42:11] <shadekiller666> also
potions, though those are probably hardcoded somewhere...
L2465[19:42:13] <gigaherz> hmm it must
be
L2466[19:42:16] <gigaherz> it uses the
damage for damage
L2467[19:42:16] <gigaherz> XD
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L2469[19:42:29] <gigaherz> potions don't
use the workbench recipe system
L2470[19:46:22] <pibx10> Alright can't
find it in armor
L2472[19:47:51] <shadekiller666> what is
the size of each slot in the player's inventory?
L2473[19:48:11] <gigaherz> size?
L2474[19:48:18] <shadekiller666> png
dimensions
L2475[19:48:23] <gigaherz> item icons are
16x16
L2476[19:48:27] <MattDahEpic> 16x16
L2477[19:48:31] <MattDahEpic> when making
gui textures
L2478[19:48:41] <gigaherz> + 1 pixel
border each side = 18px, + 1 px separation between slots =
19px
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L2480[19:48:53] <MattDahEpic> blah blah
blah
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L2482[19:49:25] <gigaherz> (not certain
onthe 1px separation)
L2483[19:49:40] <gigaherz> ah nope
L2484[19:49:41] <gigaherz> only
18px
L2485[19:49:45] <gigaherz> just checked
my gui ;P
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L2487[19:58:29] <Laceh> am I crazy? Im
writing an 6502 assembler in java to assemble 6502 assembler code
in my computer mod and then Im going to write an 6502 emulator so
people can run the compiled objects in game...
L2488[19:59:36] <gigaherz> yes.
L2489[19:59:38] <pibx10> Lol this is to
complicated for me
L2490[19:59:48] <masa> nothing wrong with
that if you are having fun doing it
L2491[19:59:49] <pibx10> I dont know how
to do this
L2492[20:00:27] <pibx10>
Pastebin.com/qdmkzkn7
L2493[20:00:33] <pibx10> That's what I
have so far
L2494[20:00:38] <gigaherz> note that
doesn't mean you shouldn't be doing it, but it still makes you a
bit crazy ;P
L2495[20:00:48] <Laceh> gigaherz:
lol
L2496[20:00:53] <Laceh> I am still doing
it no matter what XD
L2497[20:00:58] <Laceh> this is fricken
interestingly fun
L2498[20:02:18]
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L2499[20:02:29] <gigaherz> by the
way
L2500[20:02:29]
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L2501[20:02:36] <gigaherz> I'd have gone
one step further
L2502[20:02:40] <gigaherz> and used MY
OWN cpu design
L2503[20:02:41] <gigaherz> ;P
L2504[20:03:46] <gigaherz> I'm trying to
imagine an assembler using redstone
L2505[20:03:54] <gigaherz> you'd have one
button for each of the basic opcodes
L2506[20:04:32] <gigaherz> a set of
levers for the immediates/addresses
L2507[20:04:54] <gigaherz> and then a
"program" button that wouldcompute the hex digits needed
to encode the requested opcode ;P
L2508[20:05:36] <gigaherz> anyhow,
getting late, and my computer is asking me to reboot to install
updates, so I'll take this chance to jump into bed ;P
L2509[20:05:44]
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L2510[20:14:38] <Stygander> debating on
restarting work on the mod ive kinda let sit
L2511[20:15:00] <Stygander> but i may
just go work on these books ive been neglecting to read/go
through
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L2517[20:34:25] <shadekiller666> giga,
have you gotten the obj to work for you?
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L2522[20:43:40] <masa> Stygander: but
but... so many other people have probably read those books already,
but nobody has finished that mod of yours yet!
L2523[20:44:18] <Stygander> masa: they
are programming tutorial books
L2524[20:44:34] <Stygander> due to the
scale/scope of the mod, i may wanna read them first
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L2526[20:46:09] <masa> ah
L2527[20:46:47] <masa> but does anyone
actually learn anything other than some pieces of syntax from
reading books?
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L2529[20:49:16] <Stygander> masa: it may
help, cause i know jackshit about programming
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L2540[21:14:43] <Keridos> when doing
multiple subblocks in one metablock
L2541[21:15:01] <Keridos> when i need
different renderers, shall I seperate the classes or can I do that
all in one class
L2542[21:15:06] <Keridos> like detecting
the metadata
L2543[21:15:25] <Keridos> and then render
accordingly or does that lead to bad performance?
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L2545[21:16:50] <shadekiller666> i can't
imagine using more than 1 renderer would be faster than reading a 4
bit number and changing what you're doing based on that
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L2548[21:19:29] <Keridos> and I need to
figure out how to get my item renderer to reflect the changes
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L2551[21:20:02] <shadekiller666> ?
L2552[21:21:23] <Keridos> I have a custom
itemrenderer to render the TE
L2553[21:23:09] <shadekiller666>
mhmm
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L2555[21:25:55] <tterrag> Keridos:
just...check the damage value on the stack?
L2556[21:26:21] <shadekiller666>
uhh
L2557[21:26:41] <shadekiller666> you
could get the block from the item stack and check its
metadata?
L2558[21:30:39] <tterrag> ....
L2559[21:30:43] <tterrag> what
L2560[21:31:38] <Mimiru> Anyone have any
idea why I get Caused by: java.lang.SecurityException: Cannot
replace the FML security manager when I try to run
GradleStartServer from eclipse?
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L2562[21:32:57] <killjoy> Is something
trying to replace the security manager?
L2563[21:33:14] <Mimiru> Not that I know
of, it's my mod, which was working moments ago..
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L2566[21:34:50] <simon816> duplicate
forge in the classpath?
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L2570[21:37:17] <Mimiru> Ahh, nope
--tweakClass cpw.mods.fml.common.launcher.FMLTweaker in the server
launch args, I forgot I switched workspaces a few minutes ago
¬_¬
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L2572[21:41:54] <Laceh> 1000+ lines of
code for my java assembler already :o
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L2577[21:46:45] <pibx15> i know i am
doing this wrong lol but any way i could change it without totally
starting over and make it work
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L2583[21:54:13] <Lapiman> Any reason why
Item.getItemFromBlock on a slab wouldn't work?
L2584[21:59:42] <tterrag> topslabs don't
have an item
L2585[22:00:06] <Lapiman> I'm calling it
on a bottom slab
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L2588[22:01:49] <tterrag> Lapiman: then
what do you mean "wouldn't work"
L2589[22:02:07] <pibx15> tterrag lol
anything i can do with this? my thought was i could just use a
value i add to a constructor to define what tag to add then i could
have multiple recipes
L2590[22:02:14] <pibx15> that add
different tags to the same item
L2591[22:02:21] <pibx15> but it crashes
every time i craft it
L2592[22:02:32] <tterrag> log
L2593[22:02:34] <tterrag> and code
L2594[22:02:37] <Lapiman> tterag: I'm
trying to register an item model for a custom slab
L2595[22:03:09] <Lapiman>
.register(Item.getItemFromBlock(myHalfSlab), 0...
L2596[22:03:21] <Ordinastie> Lapiman, you
realise that Item.getItemFromBlock() get you an item already
registered ?
L2597[22:03:41] <pibx15> i posted that
will do again though
L2598[22:03:47] <Lapiman> Ordinastie:
What do you mean?
L2600[22:03:49] <pibx15> code
L2601[22:03:56] <Keridos> when rendering
a tesr, shouldnt getting the metadata of the block be always in
sync?
L2603[22:04:30] <Ordinastie>
getItemFromBlock() query the registry
L2604[22:04:32] <pibx15> log
L2605[22:05:36] <Ordinastie> pibx15, did
you even read the crash?
L2606[22:05:36] <tterrag> Keridos:
should, yes
L2607[22:05:41] <tterrag> unless someone
is doing something bad
L2608[22:05:51] <pibx15> yes?
L2609[22:05:52] <Mitchellbrine> pibx15,
why do you query a stackcompound if it doesn't exist?
L2610[22:05:59] <pibx15> it should
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L2612[22:06:06] <pibx15> i thought i
created it lol
L2613[22:06:13] <tterrag> if
((this.result.hasTagCompound() ||
!this.result.hasTagCompound())
L2614[22:06:13] <Mitchellbrine>
(this.result.hasTagCompound() ||
!this.result.hasTagCompound())
L2615[22:06:14] <Ordinastie>
(this.result.hasTagCompound() ||
!this.result.hasTagCompound())
L2616[22:06:15] <tterrag> all of my
wat
L2617[22:06:27] <Mitchellbrine> That will
ALWAYS be true
L2618[22:06:27] <tterrag> wow is there an
echo in here?
L2619[22:06:29] <tterrag> ECHO
L2620[22:06:32] <Mitchellbrine>
ECHO
L2621[22:06:37] <Ordinastie> ECHO
L2622[22:06:37] <Keridos> in my TESR I
use this: int metadata =
te.getWorldObj().getBlockMetadata(truncateDoubleToInt(x),
truncateDoubleToInt(y), truncateDoubleToInt(z)); but it seems to
always give 0
L2623[22:06:49] <Ordinastie> but that's a
whole new level of stupid
L2624[22:07:18] <pibx15> lol yea forgot
to remove that that wasent intended to be there
L2625[22:07:18] <Ordinastie> Keridos,
te.getBlockMetadata()
L2626[22:07:19] <tterrag> Keridos: you
could also use te.getBlockMetadata() :P
L2627[22:07:35] <tterrag> if it always
gives 0 then that's what it is
L2628[22:07:38] <pibx15> let me try
something quickly
L2629[22:07:42] <tterrag> maybe the
problem is in truncateDoubleToInt?
L2630[22:07:44] <Keridos> Ordinastie:
tterrag: testing that now
L2631[22:07:46] <tterrag> regardless, use
the TEmethod
L2632[22:07:55] <Ordinastie> also,
truncateDoubleToInt() what?
L2633[22:08:09] <Mitchellbrine> I assume
that floors it?
L2634[22:08:43] <Keridos> that one
works
L2635[22:08:45] <tterrag> Ordinastie: int
truncateDoubleToInt(double d) { return (int) d; }
L2636[22:08:47] <Keridos> thanks
L2637[22:08:52] <tterrag> if it's named
correctly that is :P
L2638[22:08:55] <Ordinastie> tterrag,
yeah :x
L2639[22:09:02] <Ordinastie> but that's
dumb
L2640[22:09:12] <tterrag> quite
L2641[22:09:13] <Keridos> it is the
minecraft/forge mathhelper method just copied because cauldron for
some weird reason does not have that in its sourcecode
anymore
L2642[22:09:18] <tterrag> I assume it's a
floor function
L2643[22:09:22] <tterrag> not just a
cast...
L2644[22:09:33] <Mitchellbrine>
MathHelper.floor_double
L2645[22:09:40] <tterrag> ^
L2646[22:09:42] <tterrag> screw
cauldron
L2647[22:09:43] <pibx15> alright got it
to sort of work, fixed the stupid mistake but thats not really what
i needed help with. first i need it to not work if it already has
the compound, right now i can do the recipe as many times as i want
and it will jsut add nothing
L2648[22:09:48] <Keridos> so using that
function does not crash the server when using cauldron
L2649[22:09:49] <tterrag> if it's
deleting that method it deserves to crash
L2650[22:09:50] <tterrag> but I doubt it
is
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L2654[22:10:10] <Mitchellbrine> pibx15,
are you shift-clicking?
L2655[22:10:16] <pibx15> no
L2656[22:10:21] <pibx15> just regular
clicking
L2657[22:10:21] <Mitchellbrine>
okay
L2658[22:10:34] <pibx15> i though the !
check would have fixed that
L2659[22:10:37] <Keridos> i have a weird
issue now left, when I place a new TE with a custom bounding box
using nbt data, sometimes i need to walk away from it, look away
from it to make the bounding box appear
L2660[22:10:37] <pibx15> but i guess it
didnt
L2661[22:10:40] <Lapiman> Ordinastie:
then how would I get an item from the slab to register the item
model?
L2662[22:10:46] <Keridos> sometimes it
works fine when placing the TE
L2663[22:11:04] <Mitchellbrine> if
compound doesn't exist or the key doesn't exist, then set the
compound (if it doesn't exist) and set the key pibx15
L2664[22:11:06] <tterrag> Lapiman:
Lapiman getItemFromBlock shoudl work
L2665[22:11:08] <tterrag> when are you
calling it?
L2666[22:11:24] <Lapiman> During
load()
L2667[22:11:28] <tterrag> Keridos:
description packets?
L2668[22:11:32] <Lapiman> (preInit()
crashes)
L2669[22:11:34] <tterrag> Lapiman: make
sure it's not BEFORE you register teh slab
L2672[22:12:18] <Lapiman>
(GrimcraftBlocks.register() is called during load())
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L2674[22:13:01] <Lapiman> tterag: so
yeah, it's after the slab is registered
L2676[22:13:19] <Mitchellbrine> xD
L2677[22:13:20] <Keridos> tterrag: yeah
all sent
L2678[22:13:37] <pig> he might have had a
tad bit too much to drink
L2679[22:13:42] <pig> partially my
fault
L2680[22:13:43] <Keridos> does that
happen always when using description packets?
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L2682[22:14:31] <Mitchellbrine> pibx15,
looks fine to me, unless setting the tag to the same as the key was
not intended
L2683[22:15:08] <pibx15> i want that to
happen but the intention was to make it so that if the item already
had the key, ie the recipe had already been done before, doing the
recipe again would not return anything
L2684[22:15:11] <Lapiman> tterag: I've
verified that the blockstates, models, all that jazz are correct,
since I can apply the halfslab model to other blocks
L2685[22:15:12] <pibx15> which doesent
work
L2686[22:15:21] <Mitchellbrine> the
result may be null though
L2687[22:15:26] <Mitchellbrine> looks
fine to me though
L2688[22:15:43] <tterrag> Lapiman: where
do you register renderers though?
L2689[22:16:01] <tterrag> last 3 lines
all end with thoughn
L2690[22:16:08] <Lapiman> Register
renderers? What do you mean?
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L2692[22:16:27] <tterrag> isn't that the
whole thing you are trying to do?
L2693[22:16:28] <Lapiman> I just use
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register()
L2694[22:17:01] <tterrag> oh this is
1.8
L2695[22:17:14] <Lapiman> Oops, shoulda
specified, sorry :P
L2696[22:17:29] <tterrag> well, I dunno,
the getItemFroMBlock should work
L2697[22:18:05] <Lapiman> It gives me the
pink and black cube
L2698[22:18:58] <tterrag> no idea
L2699[22:19:04] <tterrag> don't do
1.8
L2700[22:19:22] <Mitchellbrine> xD
L2701[22:19:25] <Lapiman> haha
L2702[22:19:27] <Lapiman> i wish
L2703[22:19:39] <tterrag> was a
statement
L2704[22:19:41]
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Orwell))
L2705[22:19:42] <tterrag> *I* don't do
1.8
L2706[22:19:48] <tterrag> do whatever you
want, I just can't help :P
L2707[22:19:52] <Lapiman> lol
L2708[22:19:57]
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L2709[22:20:09] <Lapiman> actually, real
talk with the advent of 1.9 near: is modding just going to stay in
1.7?
L2710[22:20:18] <tterrag> for some
L2711[22:20:28] <Mitchellbrine> I might
migrate to 1.9
L2712[22:20:45] <Mitchellbrine> see how
different rendering is
L2713[22:20:55] <Mitchellbrine> that's
the backbone of most people's reasons for not porting to 1.8
L2714[22:20:58] <Lapiman> what are some
good example mods on github?
L2715[22:21:37] <pibx15> ugh lol what do
you use to return nothing when a recipe is not valid just
null?
L2716[22:21:52] <MattDahEpic> Lapiman, my
mods are updated to 1.8
L2717[22:21:57] <pibx15> because i now
have everything working except for the recipes still work
regardless of the nbt
L2718[22:22:19] <Mitchellbrine> if it's
null, return null
L2719[22:22:29] <Mitchellbrine> and make
sure you do a null check
L2720[22:22:31] <Lapiman> MattDahEpic:
oooh cool do you have working slabs? // do you have anything on
github?
L2721[22:22:35] <Ordinastie> maybe it
shouldn't tryin to get the result in the first place ?
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L2723[22:22:44] <Mitchellbrine> xD
L2724[22:22:45] <pibx15> what do you
mean
L2725[22:22:45] <tterrag> <Lapiman>
i wish
L2727[22:22:54] <tterrag> if you wish,
then why not? :P
L2728[22:23:01] <MattDahEpic> the 1.8
repos end in 1.8
L2729[22:23:45] <Lapiman> tterag, like a
dumbass, I didn't put my 1.7 / 1.8 work in separate branches
L2730[22:23:58] <Lapiman> i doubt that i
have a copy of my old ass 1.7 code still lying around
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L2732[22:24:11] <tterrag> Lapiman: if you
have git history, then you do
L2733[22:24:15] <tterrag> you can just
branch off of any point in the history
L2734[22:24:25] <pibx15> yea doesent work
lol
L2735[22:24:52] <pibx15> my null check
isnt working
L2736[22:25:28] <Mitchellbrine> wat
L2737[22:25:46] <pibx15> shouldnt
if(!result.stackTagCompound.hasKey(tag) make is so that if the item
already has the tag dont return anything
L2738[22:26:07] <Mitchellbrine> um,
no?
L2739[22:26:10] <tterrag> the
opposite
L2740[22:26:10] <Lapiman> MattDahEpic:
Are there any slabs hanging around in any of the repos?
L2741[22:26:22] <Mitchellbrine> remove
the !
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L2743[22:26:29] <MattDahEpic> no i havent
done much with slabs
L2744[22:26:51] <pibx15> im try to say
only run the code when the item doesent have the compound key
L2745[22:26:52] <Lapiman> drat
L2746[22:26:59] <MattDahEpic> im working
on a mod that adds dirt/slabs stairs atm
L2747[22:28:15] <pibx15> yea what you
said doesent work
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L2751[22:33:13] <tterrag> afaict that's
the last commit you made before starting 1.8
L2752[22:33:23] <Lapiman> Wow, thank
you
L2753[22:33:24]
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L2754[22:33:37] <Ordinastie> are the
bounding boxes supposed to come from the JSON too?
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L2756[22:33:39] <Lapiman> Is releasing
mods for 1.7 still a thing?
L2757[22:33:54] <tterrag> lol
L2758[22:33:55] <tterrag> yes
L2759[22:34:03] <Lapiman> ...wow
L2760[22:34:15] <Lapiman> to think i
wasted all that time :(
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L2762[22:34:53] <tterrag> CoFH just
updated all their mods on 1.7 like...yesterday
L2763[22:34:55] <tterrag> big
updates
L2764[22:35:13] <Lapiman> lol, I trust
you tterrag
L2765[22:37:30] <Lapiman> MattDahEpic: if
you ever get slabs working in 1.8, please give me a ping
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L2775[22:54:49] <Lapiman> now building a
fresh new 1.7 workspace...
L2776[22:54:51] <Lapiman> I'm excited.
Fresh start.
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L2797[23:50:20] <Darkevilmac> I'm
assuming this is happening because from what I hear networking is
threaded now?
L2798[23:50:50] <Darkevilmac> So I guess
the question is more or less how to make a packet happen on the
main thread instead of the networking thread.
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L2801[23:54:42] <Darkevilmac> tterrag,
I'll give that a try thanks.
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L2806[23:57:14] <Darkevilmac> tterrag,
I'm assuming I can just cast world to worldserver if it's not
remote?
L2807[23:57:25] <tterrag> correct