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L1[00:18:39] ⇨ Joins: Flamegoat (sid89996@id-89996.ealing.irccloud.com)
L2[00:22:56] <Kolatra> Why is onBlockActivated always run twice...?
L3[00:24:45] <Kolatra> Nevermind. I realized why.
L4[00:26:54] <npe|office> why?
L5[00:27:04] * npe|office would be interested in the answer
L6[00:27:33] <Corosus> *sings* the client side is connected to the..... server side
L7[00:27:41] <npe|office> oh
L8[00:27:47] <npe|office> *derp*
L9[00:27:54] <Kolatra> It's run on the client and the server world. Checking for isRemote fixes that.
L10[00:28:23] <npe|office> now I have weird song in my head... thanks Corosus...
L11[00:28:29] <Corosus> :D
L12[00:28:34] <Kolatra> x)
L13[00:30:28] <npe|office> *singing* the cliiiiiii-eeeeent side, dudududu, is connected to the seeeeer-veeer side, dudududu
L14[00:31:05] <Corosus> *sings* the pre phase is connected to the... post phase
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L16[00:32:32] <Corosus> we may have discovered a way thats more annoying to learn things than watching youtube videos about coding
L17[00:34:11] <xaero> when can we get an mp3 of your choons? :3
L18[00:34:23] <Corosus> after i get 200 patreons
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L22[00:38:14] <xaero> fair 'nuff, though I sadly can't help kickstart your venture
L23[00:38:52] <Corosus> :P
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L25[00:39:18] * Corosus releases a half finished jingle as early access and dissapears for a year
L26[00:39:58] * unascribed remembers he has a voice recording mode for his sharing service
L27[00:40:10] <unascribed> well I'll be leaving for the night everyone have fun making mods and not singing
L28[00:41:20] <Corosus> o7
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L30[00:45:47] <killjoy> Anyone want to break into a merry banter?
L31[00:47:23] <killjoy> [drunken indecipherable lyrics]
L32[00:47:51] * Corosus gestures his cider wildly into the air
L33[00:48:11] <killjoy> heidy heidy heidy heidy heidy heidy ho
L34[00:49:37] <killjoy> once ther wa ah [drunken rambling]
L35[00:49:46] <killjoy> i love ya man
L36[00:49:55] <Corosus> :P
L37[00:50:22] * killjoy belches
L38[00:51:04] <killjoy> nothing like late night shenanigans
L39[00:51:13] <Corosus> hueuhehue
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L44[01:13:41] MineBot sets mode: +o on LexManos
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L51[01:28:12] <LexManos> First thing I do when I get back in the states: http://www.minecraftforge.net/forum/index.php/topic,32122.0.html
L52[01:28:19] <LexManos> Feels good to be home ;)
L53[01:29:18] <tterrag> deja vu on that last reply
L54[01:29:24] <tterrag> I swear you've said the same exact thing before :P
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L57[01:32:39] <Corosus> xD
L58[01:33:44] <ThePsionic> that thread lol
L59[01:34:30] <Corosus> pretty close tterrag http://www.minecraftforge.net/forum/index.php?topic=15007.0
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L64[01:54:34] <boni> bwahahaha
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L67[02:04:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150716 mappings to Forge Maven.
L68[02:04:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150716-1.8.zip (mappings = "snapshot_20150716" in build.gradle).
L69[02:04:14] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L78[02:18:10] <Wuppy> :< my pc turns on so fast that I have to wait for my lan to connect to the internet xD
L79[02:18:30] <shadekiller666> #firstworldproblems
L80[02:19:59] <Cazzar> Wuppy: my LAN is always awake, so the connection is instant :P
L81[02:20:28] <Wuppy> Cazzar, my pc takes about 5 seconds to start up and then another 5 for me to have internet
L82[02:21:04] <Cazzar> Enable Wake On Lan, then disable it at a network level :P
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L84[02:21:19] <shadekiller666> wuppy, i'm on WLAN, on desktop, so that is the least of my problems :P
L85[02:21:48] <Wuppy> Cazzar, will that make a difference?
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L87[02:22:13] <Cazzar> Well, maybe, though I won't suggest it, since WoL can be a pain
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L93[02:25:35] <unascribed> I'm back against my will
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L102[02:39:10] <sham1> Mornin'
L103[02:41:09] <unascribed> o/
L104[02:41:24] <unascribed> so apparently LWJGL3 has a font loader and a Vorbis decoder in it by default
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L109[03:07:24] <Kaiyouka> WHAT
L110[03:07:34] <Kaiyouka> ....
L111[03:07:42] <Kaiyouka> maybe I'll have to update my engine to LWJGL3
L112[03:07:43] <unascribed> yes, the STB stuff
L113[03:08:11] <unascribed> STBTruetype and STBVorbis
L114[03:08:16] <Kaiyouka> that would be a lot easier than trying to work with my font loader bullshit
L115[03:08:41] <unascribed> there's also STBEasyFont, which is "extremely inefficient" and "ASCII-only"
L116[03:09:04] <unascribed> not to mention "crappy-looking"
L117[03:09:19] <Kaiyouka> well, actually, I guess the question is if LWJGL3 facilitates working with unicode
L118[03:09:26] <Kaiyouka> because that's still one thing I have yet to figure out
L119[03:09:35] <unascribed> STBTruetype seems to act like it supports unicode
L120[03:09:44] <Kaiyouka> hmm
L121[03:09:51] <Kaiyouka> I'll look into it
L122[03:10:02] <Kaiyouka> branch off my opengl blackbox for LWJGL3
L123[03:10:14] <unascribed> do you know if it's possible to mix GL1 and GL3?
L124[03:10:18] <unascribed> i.e. GL1 for UI, GL3 for game world
L125[03:10:29] <unascribed> a GL3 UI sounds really painful
L126[03:10:49] <ThePsionic> What was that GitHub repo with all kinds of monospace fonts
L127[03:10:49] <Kaiyouka> Um, not sure
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L129[03:11:08] <unascribed> https://github.com/whistler/monospace-fonts
L130[03:11:11] <Kaiyouka> I know that most legacy GL is deprecated in a 3+ context
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L132[03:11:38] <Kaiyouka> but I'm not sure what specifically is "deprecated but usable" or "GL will throw a hissy fit and crash if you try it"
L133[03:11:47] <unascribed> http://lmddgtfy.net/?q=github%20monospace%20fonts
L134[03:12:00] <Kaiyouka> a GL3 UI isn't painful at all, really
L135[03:12:25] <ThePsionic> What was not the one that I meant
L136[03:12:28] <ThePsionic> That*
L137[03:12:30] <unascribed> lol, they updated LMDDGTFY
L138[03:12:33] <unascribed> it makes typos now
L139[03:14:12] <ThePsionic> I saw :P
L140[03:14:26] <Kaiyouka> hmm, maybe I'll take a break from art to work on updating my OpenGL blackbox
L141[03:14:32] <Kaiyouka> still working on getting true batch rendering added
L142[03:14:56] <Kaiyouka> which is proving a pain in the ASS because I have to rewrite a metric Roseanne of code
L143[03:16:14] <tterrag> rocket league pls http://puu.sh/j16Yw.jpg
L144[03:17:18] <Kaiyouka> Honestly, I need to refactor a lot of my code and unify some projects.
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L154[03:27:54] <unascribed> a metric Roseanne?
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L156[03:27:58] <unascribed> that's a new measurement.
L157[03:28:56] <Kaiyouka> and my favorite
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L159[03:30:50] <Kaiyouka> it doesn't help that VBOs are still partially voodoo to me, lol
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L162[03:32:59] <Kaiyouka> VAOs and VBOs both, I guess
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L164[03:34:45] <tmtu> unascribed: https://www.opengl.org/wiki/Core_And_Compatibility_in_Contexts
L165[03:35:16] <tmtu> there's no real reason to mix them unless you're lazy, and even then it's a bad one, since it's not portable
L166[03:37:35] <unascribed> coding UI with shaders and VBOs sounds intensely painful, which is why I asked
L167[03:37:57] <tmtu> write abstractions around it
L168[03:37:58] <unascribed> or do I misunderstand what GL3 is
L169[03:38:04] <tmtu> you can perfectly emulate the old way with vbos
L170[03:38:33] <Kaiyouka> It's not really painful. It's just a little more tedious
L171[03:38:39] <Kaiyouka> in terms of setting up
L172[03:38:49] <tmtu> isn't that like, what painful is?
L173[03:38:57] <Kaiyouka> painful would be a LOT more tedious
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L175[03:39:17] <Kaiyouka> you can pretty much google how to GL3.0 and get the code served to you on a platter
L176[03:39:30] <Kaiyouka> hell, I know that's true for the most basic 2 shaders you need
L177[03:39:51] <Kaiyouka> since you can pretty much copy-pasta, I'd hardly call it painful
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L180[03:43:33] <unascribed> game is taking 630ms to initialize
L181[03:43:36] <unascribed> unacceptable
L182[03:43:42] <Kaiyouka> xD
L183[03:44:01] <Kaiyouka> I'm having fun with "game is spontaneously lagging out because fuck the GPU"
L184[03:44:24] <unascribed> My game so far is just a cyan screen
L185[03:44:26] <tmtu> write betterer code
L186[03:44:33] <unascribed> and I'm already optimizing the hell out of the init code
L187[03:44:38] <unascribed> I think I have a disease
L188[03:44:40] <Kaiyouka> I don't even have real games
L189[03:44:46] <Kaiyouka> I just keep working on engine shit
L190[03:45:03] <tmtu> the best kind of shit
L191[03:45:03] <unascribed> I shaved off a WHOLE 30MS by not positioning the window
L192[03:45:27] <tmtu> unascribed: there are better ways to hide startup latency
L193[03:45:41] <unascribed> like blinkenlights and progress bars?
L194[03:45:53] <tmtu> like not showing the window at all
L195[03:45:56] <Kaiyouka> Latest thing I got finished in my engine is camera shenanigans http://gfycat.com/FoolishSleepyIberianlynx
L196[03:45:59] <unascribed> well it's not showing :P
L197[03:46:05] <tmtu> after positioning etc. show it
L198[03:46:18] <unascribed> It's taking 600ms to create the window and show it
L199[03:46:30] <tmtu> how is that a problem if the user can't notice?
L200[03:46:35] <unascribed> because numbers
L201[03:46:41] <tmtu> creating a window is slow
L202[03:46:44] <tmtu> no way around that
L203[03:46:48] <unascribed> I WILL FIND A WAY
L204[03:46:54] <unascribed> after I change the cyan to a slightly different color
L205[03:47:09] * unascribed spends 3 hours deciding on the new shade of cyan
L206[03:47:18] <Kaiyouka> lol
L207[03:50:26] <Kaiyouka> Nah, I'm not gonna code right now
L208[03:50:30] * Kaiyouka goes back to drawing
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L210[03:51:00] <unascribed> I accidentally committed the music to the repo
L211[03:51:02] <unascribed> oops
L212[03:51:08] <unascribed> RIP git
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L214[03:52:41] <Kaiyouka> I need to get the lineart done for at least one panel of this page before I go to bed = n =;
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L245[05:48:48] <Pennyw95> hi, need a little help...I want my TE to be able to hold 1 bucket of fluid and it seems i kinda succeded as i can fill it and empty it with golems or thirsty tanks (haven't tried pipes yet). The thing is, I can't fill or empty it manually with buckets! Is a special implementation needed?
L246[05:49:00] *** kroeser is now known as kroeser|away
L247[05:51:25] <danielhuisman_> Yes, you need to detect that either in the bucket item class (which is vanilla so you can't) or in the block's right click event and check for a bucket
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L249[05:52:00] <VikeStep> what's the difference between EntityPlayer.getCurrentEquippedItem and getHeldItem?
L250[05:52:23] <Pennyw95> so in the block class (not TE) i have a check inside onblockactivated?
L251[05:52:50] <danielhuisman_> @VikeStep nothing, the code is exactly the same
L252[05:52:59] <danielhuisman_> @Pennyw95 yes
L253[05:53:04] <Pennyw95> thanks :)
L254[05:53:25] <VikeStep> I'm aware the code is the same, but is the intentional use behind them the same?
L255[05:53:32] <VikeStep> there must be a reason two exist
L256[05:54:06] <danielhuisman_> Might be something Forge patched?
L257[05:55:03] <unascribed> getHeldItem is from EntityLiving
L258[05:55:10] <unascribed> getCurrentEquippedItem is player-specific
L259[05:55:21] <VikeStep> oh, so like when zombies hold items
L260[05:55:23] <unascribed> probably legacy code before living entities gained the ability to equip stuff
L261[05:55:28] <unascribed> from before*
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L270[06:31:02] <Wuppy> I believe I've made the best possible park in rollercoaster tycoon :P
L271[06:31:10] <Wuppy> park rating can't go above 1000 can it?
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L274[06:35:27] <Ivorius> Did you call your park North Korea?
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L277[06:35:42] <Wuppy> nop, it's the third mission with the big lake
L278[06:35:44] <Wuppy> leafy lake
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L283[06:37:48] <Pennyw95> eww I'm stuck again...my guess is that inside onblockactivated I should have a method get the item in the player's hand and if it's a bucket do fill() or drain() but how the heck do I get that item?
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L286[06:38:21] <Ivorius> Look at BlockFluid? o.0
L287[06:38:34] <Ivorius> There's more than enough vanilla sample code
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L294[07:00:13] *** PaleOff is now known as PaleoCrafter
L295[07:08:35] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L296[07:09:50] <Unh0ly_Tigg> Is it possible for me to define a model in json, without a texture set (like how the cross model works, in vanilla), and define the child models that use that model and define the texture, in code?
L297[07:10:58] <PaleoCrafter> Yes :P
L298[07:11:29] <Unh0ly_Tigg> and what interface/class should I implement/extend for that, and how should I register it>
L299[07:11:32] <Unh0ly_Tigg> ?*
L300[07:12:39] <boni> Unh0ly_Tigg: you can also define the textures in blockstates, which should be easier
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L302[07:13:15] <Unh0ly_Tigg> boni, not with this one, as the textures would be based off other blocks textures...
L303[07:13:16] <PaleoCrafter> Yeah, try the forge stuff first
L304[07:13:43] <PaleoCrafter> Hmm... Then, have a look at ISmartBlockModel
L305[07:14:00] <PaleoCrafter> The forge repo has an example
L306[07:14:05] <Wuppy> is there an enum for the sound effects in MC?
L307[07:14:20] <Unh0ly_Tigg> I'm basically trying to do microblocks in 1.8
L308[07:15:40] <boni> have fun ;o
L309[07:15:52] <PaleoCrafter> Wuppy, yes, it's sounds.json :P
L310[07:15:58] <Wuppy> :<
L311[07:16:08] <Wuppy> MC y u no EnumSoundEffects
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L313[07:16:47] <PaleoCrafter> Probably because there are way too many :P
L314[07:16:59] <boni> probably because resourcepacks.
L315[07:17:32] <Wuppy> anyway, my book is finished :D
L316[07:17:42] <Unh0ly_Tigg> also, is there a way to combine models (like have 2+ models render for the same block) based on nbt data?
L317[07:17:44] <PaleoCrafter> Well, you can just use the enum for constants, boni :P
L318[07:17:53] <tmtu> what's a good linux distro, ubuntu?
L319[07:18:00] <PaleoCrafter> So the sound methods would still accept strings
L320[07:18:10] <Unh0ly_Tigg> the best linux distro I used was arch.
L321[07:18:12] <PaleoCrafter> Subjective, tmtu :P
L322[07:18:29] <tmtu> ok, i'm not a masochist, so all those hardcore distros are ruled out :)
L323[07:18:43] <unascribed> yes, ubuntu is fine if you don't feel like having to etch the distro onto the silicon yourself
L324[07:19:06] <boni> Unh0ly_Tigg: yes. you create a smartmodel that combines 2 models.
L325[07:19:06] <Unh0ly_Tigg> heh, besides having to build the wifi driver myself, installing arch was as simple as following their installation guide
L326[07:19:38] <unascribed> it goes from "useful OS" to "cool thing" once the install process requires an in-depth guide
L327[07:19:38] <Unh0ly_Tigg> boni, but how exactly would you combine the models, to return 1 over arching model?
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L329[07:20:03] <boni> ..quads from model A + quads from model B = quads from model A+B
L330[07:20:06] <PaleoCrafter> You return the faces of both on your baked models
L331[07:20:30] <tmtu> not tris?
L332[07:20:40] <Unh0ly_Tigg> BakedQuads
L333[07:20:56] <boni> easiest done via a collection that allows you to access both without copying
L334[07:21:16] <boni> that reminds me, i really wanted to look into the the guava collection view stuff
L335[07:21:18] <Unh0ly_Tigg> does anyone remember how redpower microblocks handled faces existing in the same space?
L336[07:21:19] <PaleoCrafter> Even on the lowest level in MC code, Mojang uses quads, tmtu
L337[07:21:35] <tmtu> the horror
L338[07:21:38] <PaleoCrafter> Yeah
L339[07:21:58] <Unh0ly_Tigg> they let opengl do the quad to triangle transformation
L340[07:22:43] <boni> tmtu: quads are plain vertex data. the gpu doesn't care, you only shove in vertices.
L341[07:22:49] *** bilde2910|away is now known as bilde2910
L342[07:22:58] <heldplayer> Unh0ly_Tigg: I'm assuming splitting up the faces and then culling those that shouldn't show
L343[07:23:02] <tmtu> the gpu only cares about triangles
L344[07:23:16] <PaleoCrafter> Tris are the most versatile
L345[07:23:18] <heldplayer> I did that once, I cried for days as I tried to make it work
L346[07:23:39] <Unh0ly_Tigg> heldplayer, I get that, but how it chooses which microblock dominates that portion of the model?
L347[07:23:56] <heldplayer> First one placed?
L348[07:24:11] <boni> tmtu: the gpu only cares about vertices, interpreted as triangles. you shove the same data in no matter if you use quads or tris at a higher level.
L349[07:25:01] <tmtu> but mc uses quads at the lower level as well, according to PaleoCrafter
L350[07:25:13] <boni> ...aaand?
L351[07:25:14] <tmtu> i'm assuming GL_QUADS
L352[07:25:18] <PaleoCrafter> Yeah
L353[07:25:21] <Unh0ly_Tigg> it mainly just matters on how you order the verticies, and what drawing mode you choose.
L354[07:25:21] <tmtu> aaand it's bad :D
L355[07:25:22] <boni> ...aaand?
L356[07:25:28] <boni> why is it bad?
L357[07:25:45] <tmtu> because the driver has to do overhead to handle them as triangles
L358[07:25:48] <Unh0ly_Tigg> technically, GL_QUADS is deprecated in newer gl versions, iirc
L359[07:26:11] <boni> sooo. you either convert it to 2 tris beforehand or afterward
L360[07:26:13] <boni> where's the difference?
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L362[07:26:19] <boni> also MCs rendering stuff is incredibly old
L363[07:26:24] <ThePsionic> Try GL_ADOS
L364[07:26:30] <ThePsionic> :3
L365[07:26:30] <PaleoCrafter> Handling triangled is easier in general
L366[07:26:38] <boni> PaleoCrafter: in a world consisting of cubes?
L367[07:26:54] <heldplayer> Unh0ly_Tigg: *cries as old memories come back* http://puu.sh/j1gWr.jpg
L368[07:27:00] <PaleoCrafter> That doesn't matter at render time :P
L369[07:27:12] <PaleoCrafter> At least with their model stuff
L370[07:27:25] <boni> PaleoCrafter: at render time that stuff is at the GPU anyway and it doesn't matter if it was a quad or a triangle beforehand
L371[07:27:30] <boni> it's plain vertex data on the gpu.
L372[07:27:35] <Unh0ly_Tigg> I'm just wondering when they'll make all the rendering done completely via shaders, instead of model jsons, and Tessellator/WorldRenderers
L373[07:27:51] <PaleoCrafter> I'm speaking of the level MC code is at, not the GPU :P
L374[07:28:11] <boni> PaleoCrafter: you're not making sense o_O
L375[07:28:15] <PaleoCrafter> ...
L376[07:28:28] <tmtu> stop trying to concatenate messages, PaleoCrafter
L377[07:29:10] <PaleoCrafter> I'm on my phone, I'll concatenate messages as much as I want :P
L378[07:29:53] <boni> and i'm on a horse
L379[07:30:25] <PaleoCrafter> But boni, MC calculates all transformations itself and that should happen with the most primitive shape it has access to
L380[07:31:12] <tmtu> let's all agree on that GL_QUADS is bad
L381[07:31:20] <tmtu> \:D/
L382[07:31:29] <heldplayer> I'll agree that anything but triangles is bad
L383[07:31:35] <PaleoCrafter> Exactly
L384[07:31:45] <Unh0ly_Tigg> ok, apparently, RP microblocks ordered it based on placement, but only if 1 part doesn't dominate the side.
L385[07:31:46] <heldplayer> Simply because it doesn't allow you to make use of triangles
L386[07:31:47] <tmtu> i prefer GL_OCTAGON personally
L387[07:32:40] <boni> PaleoCrafter: it does. on vertex basis
L388[07:32:43] <Unh0ly_Tigg> you can make any polygon with triangles
L389[07:32:50] <boni> you have a vertex. you put it into a matrix. that's a transformation.
L390[07:32:53] <Unh0ly_Tigg> heck, there's even GL_POLYGON
L391[07:32:54] <boni> it doesn't matter if you have 3 or 4 vertices
L392[07:33:04] <tmtu> Unh0ly_Tigg: which you shouldn't use
L393[07:33:05] *** Keridos|away is now known as Keridos
L394[07:33:20] <tmtu> they are tainted with blasphemy
L395[07:33:20] <PaleoCrafter> The vertices are encapsulated in BakedQuads though
L396[07:33:21] <Unh0ly_Tigg> tmtu, I know, I only used it once, and it was in testing code
L397[07:33:29] <Pennyw95> is there a way I can compare a Fluid to a FluidStack? it's driving me crazy
L398[07:33:36] <Pennyw95> I mean in a condition
L399[07:33:42] <Unh0ly_Tigg> stack.getFluid() ?
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L401[07:33:54] <boni> PaleoCrafter: yes. and they're static. all other transforms are done through GL?
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L403[07:34:05] <boni> iirc
L404[07:34:18] <PaleoCrafter> Nah, they're baked in :P
L405[07:34:22] <tmtu> wat
L406[07:34:30] <boni> PaleoCrafter: how would you bake in view-transforms
L407[07:34:36] <sham1> if (stack.getFluid() == fluid) works
L408[07:34:40] <tmtu> is there a bakedquad for every block in mc?
L409[07:34:50] <boni> you'd have to have one baked state for every possiblo position and angle the player can look at
L410[07:35:02] <boni> tmtu: no, for every model
L411[07:35:07] <tmtu> ah
L412[07:35:15] <Unh0ly_Tigg> oh god, I loaded up 1.4.7 to test some redpower things, and 1.4.7 was before the click and drag stuff with inventory slots...
L413[07:35:15] <boni> you have bakedmodels, which are simply drawn where they're needed
L414[07:35:18] <boni> but the vanilla baked models are static
L415[07:35:25] <PaleoCrafter> Well, camera stuff is done at a GL level, yes
L416[07:35:30] <boni> the forge ones also, but allow you to return a different model
L417[07:36:09] <boni> PaleoCrafter: so.. you have a block. in the world. you have static rendering information for it. you draw it in the world as needed. where's the problem again?
L418[07:36:13] *** Gaz492 is now known as Gaz492|Away
L419[07:36:29] <boni> ALSO WHY IN GODS NAME IS EVERY PAPER HIDDEN BEHIND A PAYWALL >:C
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L422[07:36:41] <tmtu> which ones
L423[07:37:09] <Pennyw95> nto working ... http://pastebin.com/Jiy6rE6G
L424[07:37:27] <boni> tmtu: all the ones i need for my test instances :(
L425[07:37:40] <tmtu> what area :p
L426[07:37:48] <boni> CS
L427[07:37:59] <tmtu> CS is big
L428[07:38:14] <Pennyw95> oh wait maybe i got it
L429[07:38:21] <boni> 2d bin packing problems
L430[07:38:47] ⇦ Parts: Dimitriye98|sleep (~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) ())
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L432[07:38:55] <PaleoCrafter> The fact that MC is handling quads for its baked models instead of triangles like everybody else, boni :P
L433[07:39:02] <Dimitriye98> test
L434[07:39:04] <tmtu> guessing you've read that one finnish guys paper?
L435[07:39:18] <tmtu> jykka
L436[07:39:24] <tmtu> http://clb.demon.fi/files/RectangleBinPack.pdf
L437[07:39:58] <boni> PaleoCrafter: and MC only has quads in the world, so it makes sense for models to consist of quads. it's plain vertex data. why is that bad again...?
L438[07:40:29] <Keridos> when I have a non opaque block, how can i prevent this shadow from happening near it: http://imgur.com/1FH8hUu
L439[07:40:45] <Cazzar> Heh, YouTube autoplay chucks me to the Music Video for the video I use as my new tab page background.
L440[07:40:58] <boni> tmtu: doesn't seem to contain any test instances
L441[07:40:58] <Cazzar> For those curious: https://www.youtube.com/watch?v=UGG7tUMg77A
L442[07:41:34] <tmtu> test instance?
L443[07:41:39] <tmtu> (sorry, not native english)
L444[07:42:11] <boni> instances you test the algorithm on to see if the results are correct and can compare speed
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L446[07:42:56] <tmtu> there are some in the bottom of the paper
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L449[07:44:11] <boni> it seems to only use generated instances through distributions though
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L451[07:44:46] <Wuppy> woop woop, vacation :D
L452[07:44:55] *** PaleoCrafter is now known as PaleOff
L453[07:45:03] <Keridos> mmh this shadow on the wall irritates me
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L456[07:46:09] <boni> hrm
L457[07:47:11] <ThePsionic> Wuppy: I've had it for like 3 weeks wtf have you been doing
L458[07:48:05] <Keridos> nvm was not my mod causing that
L459[07:49:18] <Wuppy> ThePsionic, writing the second edition of my book
L460[07:49:24] <Wuppy> now I've got 15 days of vacation
L461[07:49:29] <Wuppy> and then I've got a 4 week full-time job
L462[07:49:33] <ThePsionic> ouch
L463[07:49:37] <ThePsionic> well "ouch"
L464[07:49:46] <ThePsionic> more like "I have no reaction"
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L469[07:54:11] <Wuppy> I am earnign a lot of money from it though :P
L470[07:54:22] * sham1 looks at closed PRs on Forge's github and grabs popcorn
L471[07:54:36] <Wuppy> sham1, "popcorn tastes good"
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L473[07:55:07] <sham1> People are still trying to put UNKNOWN into EnumFacing :P
L474[07:55:35] <sham1> But introducing it would have many problems such as putting compatibility through hell
L475[07:56:15] <gigaherz> :/
L476[07:56:21] <sham1> Especially when certain people just do not give any reasons why it should exist
L477[07:56:33] <gigaherz> yeah WHY would it exist?
L478[07:57:29] <sham1> Indeed
L479[07:57:39] <sham1> If they just explained why it was so convenient then maybe
L480[07:57:57] <sham1> But as far as it goes, if they need it, they could make their own Enum for that
L481[07:58:19] <sham1> For stuff like internal calculations
L482[07:58:26] <tmtu> and just do TheirOwnEnum.from(EnumFacing)
L483[07:58:34] <tmtu> and handle null => unknown there
L484[07:58:39] <sham1> Mmm
L485[07:58:41] <yueh> AE2 needs it to address the center of a block, but we will probably use our own
L486[07:58:41] <gigaherz> yeh
L487[07:59:01] <gigaherz> yueh: call it ForgeDirection.fromFacing() ;P
L488[07:59:06] <sham1> CoFH needs it for something
L489[07:59:14] <sham1> :P
L490[07:59:26] <yueh> and dealing with null sucks
L491[07:59:36] <sham1> Optional...
L492[07:59:45] <yueh> still sucks, as the semantic is completely wrong
L493[08:00:02] <sham1> Understandable
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L495[08:00:09] <yueh> we basically use it as ForgeDirection.SELF
L496[08:00:12] <yueh> not unknown
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L498[08:00:29] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L499[08:00:42] <yueh> and it's easier to just iterate over an EnumSet, than EnumSet + special handling of null/absent
L500[08:01:22] <sham1> Admitedly yes
L501[08:01:36] <yueh> cofh is probably doing something similar
L502[08:02:05] <yueh> and null is really wrong, as it can mean so many things
L503[08:02:06] <sham1> They could make something like CoFHDirectionEnum or something
L504[08:02:26] <sham1> In this case it could for instance mean a direction that does not exist
L505[08:02:29] <yueh> some mods can use null as center, some other as wildcard and the next will simply crash
L506[08:03:23] <sham1> But having a standard like that shoved down our troats when Vanilla already has a solution is just silly in my mind
L507[08:03:43] <sham1> I respect the notion of wanting it
L508[08:03:48] <yueh> patching EnumFacing is probably bad, but still having something like a common structure for adjacent blocks (including self) in forge would probably make it easier
L509[08:03:56] <sham1> mm
L510[08:04:02] <tmtu> americans beware https://www.youtube.com/watch?v=xqHrTtvFFIs
L511[08:04:19] <sham1> What would that pistol be
L512[08:04:20] <yueh> and not everyone needs to write their own wrapper from AEDirection to CofhDirection to StuffDirection
L513[08:05:25] <sham1> And then we get to the trouble of if Forge introduced something like that, then we would have two enums that basically do the same thing, with the only difference of one having an extra ordinal
L514[08:06:43] <yueh> i doubt it will stop at just 2 different Enums for the same thing, probably most mods needing to address their own block will need one
L515[08:07:50] <sham1> Mmm
L516[08:08:08] <yueh> maybe some mods does even need to address not their direct neighbors but also diagonally placed ones
L517[08:08:28] <yueh> so basically every permuation for the x/y/z coordinates
L518[08:08:39] <sham1> so you could have ordinals such as "North-east" and "North-west"
L519[08:08:53] <yueh> or north-west-top
L520[08:08:57] <sham1> Mmmm
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L522[08:10:49] <yueh> and then the troubles starts if some mods just need direct neighbors, the next one edges (north-west) and the third also the corners (north-west-top)
L523[08:11:34] <sham1> At that point I would just check via polling every x ticks my block's neighbors
L524[08:11:41] <sham1> And stuff
L525[08:12:13] <yueh> more something like BlockOffset
L526[08:14:06] <yueh> but AE is really abusing it as it uses all ForgeDirection inside a block as well as neighbors
L527[08:17:30] *** ThuGie|off is now known as ThuGie
L528[08:24:42] <Unh0ly_Tigg> Does anyone know what this item was in RedPower? http://i.imgur.com/PH1moEr.png
L529[08:25:31] <heldplayer> Where did you find it?
L530[08:26:11] <Unh0ly_Tigg> the eloraam/base/items1.png resource in the redpowercore.zip file.
L531[08:26:22] <heldplayer> Also, fair warning that if don't want a severe backlash from everyone, don't poke around inside the source code of RP
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L533[08:27:38] <Unh0ly_Tigg> Eloraam released the mod to the public, she can't dictate what people do with said mod. If she had wanted to dictate that, then she wouldn't have publicly released it. the minecraft eula is on my side with this.
L534[08:28:12] <Unh0ly_Tigg> I'm merely creating a 1.8 port of RP2 pr 6.
L535[08:28:20] * Quetzi sighs
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L537[08:28:42] <Unh0ly_Tigg> Quetzi, I'm probably not going to even release this.
L538[08:28:55] <Quetzi> history says that really doesn't matter
L539[08:28:55] <heldplayer> This was mentioned yesterday in a different channel
L540[08:29:14] <sham1> Even if the EULA says something, she still has the copyright to his mod
L541[08:29:17] <Quetzi> her license forbids decompilation
L542[08:29:24] <heldplayer> Ask Briman what happened
L543[08:29:27] <tmtu> sham1: she + he?
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L545[08:29:29] <Quetzi> you can disagree with it, but that doesn't make it invalid
L546[08:29:30] <sham1> Just because you can use it, does not mean you can tamper it
L547[08:29:32] <sham1> I dont know
L548[08:29:36] <sham1> He/she/it
L549[08:29:59] <Quetzi> and even if it is invalid, doing so is clearly against her wishes, ergo dick move
L550[08:30:18] <tmtu> is reading the bytecode also against the license?
L551[08:30:47] <heldplayer> Technically, it's not decompiling if you're reading the bytecode, but I still wouldn't do it
L552[08:30:55] <sham1> neither would I
L553[08:30:56] <gigaherz> my question is, why bother messing with RP2 when we already have ProjectRed to replace it?
L554[08:31:07] <Unh0ly_Tigg> because I want a more direct port.
L555[08:31:28] <sham1> why
L556[08:31:37] <Quetzi> this is why bluepower came about
L557[08:31:40] <sham1> ProjectRed is a good port as-is
L558[08:32:24] <Quetzi> ProjectRed was actually moving quite far away from where Red Power was before BluePower was a thing
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L561[08:32:46] <Unh0ly_Tigg> also, I'm using it as a learning experience. I'm doing this more for myself than anything else. Also, there are somethings in both PR and BP that I'm not too fond of.
L562[08:32:52] <Dimitriye98> test
L563[08:32:57] <gigaherz> tast answer
L564[08:32:59] <Unh0ly_Tigg> test passed.
L565[08:33:03] <gigaherz> test*
L566[08:33:12] <sham1> tesr
L567[08:33:14] <tmtu> häst
L568[08:33:15] <sham1> oh wait
L569[08:33:20] <sham1> börk
L570[08:33:24] <heldplayer> hurk
L571[08:33:34] <Quetzi> why learn if the process of doing so will get you excluded?
L572[08:33:53] <Unh0ly_Tigg> I don't care about being accepted.
L573[08:33:56] * Dimitriye98 leaves on conclusion of test because ban evasion = bad ("Dimitriye98|sleep" was banned for some reason while afk, so until I get a ban reason, not chatting further)
L574[08:34:10] <tmtu> long nick
L575[08:34:18] <Dimitriye98> Oh
L576[08:34:25] <Unh0ly_Tigg> or the nick wasn't registered.
L577[08:34:28] <tmtu> silly, yes
L578[08:34:31] <Dimitriye98> It was nickserv grouped
L579[08:34:34] <sham1> yeah, this channel has some issues with long nicks
L580[08:34:38] <Dimitriye98> limit?
L581[08:34:38] <Quetzi> 15 char nick limit afaik
L582[08:34:41] *** PaleOff is now known as PaleoCrafter
L583[08:34:44] <gigaherz> yes but 15 chars and up get you muted
L584[08:34:45] <sham1> It is too long for the channel to handle
L585[08:34:46] <Dimitriye98> Ok, let me go fix that then
L586[08:34:50] <Dimitriye98> Actually
L587[08:35:02] <sham1> ( ͡° ͜ʖ ͡°)
L588[08:35:02] <Dimitriye98> Meh, my sleep name doesn't need to be able to speak :P
L589[08:35:27] <gigaherz> just irc can't differentiate muting from banning ;P
L590[08:35:36] <Dimitriye98> Though it's annoying since it won't let me change back until I disconnect and reconnect, so yeah, fixing
L591[08:35:53] <gigaherz> yeh spam prevention
L592[08:36:08] <gigaherz> people going /nick youareanidiot /nick Ihateyou /nick suckmyballs
L593[08:36:14] *** Dimitriye98 is now known as Dimitriye98|sleep
L594[08:36:16] <gigaherz> after being banned
L595[08:36:34] ⇦ Parts: Dimitriye98|sleep (~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) ())
L596[08:36:43] ⇨ Joins: Dimitriye98 (~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L597[08:36:46] <Dimitriye98> back
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L602[08:38:02] <Dimitri|sleep> Ok, is this one finally valid?
L603[08:38:13] *** Dimitri|sleep is now known as Dimitriye98
L604[08:38:16] <Dimitriye98> Ok, yeah
L605[08:38:19] <sham1> Was able to see
L606[08:38:21] <sham1> So yeh
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L608[08:38:34] *** Dimitri|sleep is now known as Dimitriye98
L609[08:38:44] <Quetzi> just /away sleeping ;)
L610[08:38:59] <Dimitriye98> DAMMIT, people told me you have to actually /nick it manually
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L612[08:39:19] *** Dimitri|sleep is now known as Dimitriye98
L613[08:39:27] <Dimitriye98> There, removed from my nickerv
L614[08:39:32] <tmtu> Dimitriye98: is it Dimitriy?
L615[08:39:39] <tmtu> i've seen so many varitations of it
L616[08:39:48] <heldplayer> If you have ZNC, you can make it change your nick automatically
L617[08:39:55] <tmtu> dzmitry, dimitriy, dmitri dmitriy
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L619[08:41:03] <Dimitriye98> Dimitriye, or well, Dimitrije traditionally, but my parents registered it as Dimitriye in hopes of avoiding mispronunciation. It didn't work. :P
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L621[08:41:33] <Dimitriye98> Since I was born in the US but they wanted a traditional name
L622[08:43:12] <Dimitriye98> test
L623[08:43:18] <sham1> börk
L624[08:43:27] <Dimitriye98> Hmm, what does /away actually do?
L625[08:43:35] <sham1> Marks you away
L626[08:43:46] <Dimitriye98> Yeah, but does that do anything?
L627[08:44:02] <tmtu> not really
L628[08:44:06] <Dimitriye98> xD
L629[08:44:18] <Dimitriye98> What's the point then?
L630[08:44:18] <sham1> you can have a custom "away-message"
L631[08:44:27] <sham1> For instance /away sleeping
L632[08:44:27] <Dimitriye98> Yeah, but how will people see it?
L633[08:44:35] <sham1> By using /whois
L634[08:44:43] <PaleoCrafter> Nick gets greyed out on a lot of clients as well
L635[08:44:58] <Dimitriye98> Ah, I should get a better client then ;P
L636[08:45:16] <Unh0ly_Tigg> hexchat allows you to see the away message, when you right click on their name and hover over the top element in the list.
L637[08:46:21] <Dimitriye98> Does anyone bother with away messages? I imagine if you can set your client to autoset it after a while, but IDK if I'd remember to set/unset it. Pipe names are easy since you see it immediately if you forget
L638[08:47:19] <Unh0ly_Tigg> a bouncer can be set to auto-away after a given idle time, and it will unset it when you send a message.
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L640[08:49:05] <gigaherz> XD
L641[08:49:15] <gigaherz> Icome from the EFnet world, where 9 chars is the limit
L642[08:49:26] <gigaherz> I shorten my away nick to ghz|afk, even here
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L648[09:00:09] <Szernex> anyone ever heard of an issue with mystcraft crashing when you manually change the weather in an age?
L649[09:00:23] <Szernex> http://pastebin.com/ZzteCnCi throwing this exception
L650[09:03:06] <gigaherz> I don't think I ever changed the weather of a mystcraft age
L651[09:03:09] <gigaherz> but that sounds like a bug
L652[09:03:14] <gigaherz> so you may want to tell the author
L653[09:03:25] <heldplayer> Szernex: that looks like a different bug
L654[09:03:38] <Szernex> yea
L655[09:03:41] <Szernex> something is off
L656[09:03:55] <Szernex> when I do cofh tps
L657[09:04:05] <Szernex> one dimension that's actually been named is now "null"
L658[09:04:10] <heldplayer> I think there was a different issue with entities linking through portals or star fissures when the entity can't be saved
L659[09:04:28] <Szernex> hrm
L660[09:05:18] <heldplayer> Actually, comparing the crash logs, you might have a different issue on your hands
L661[09:05:49] <heldplayer> I suggest making an issue here: https://github.com/XCompWiz/Mystcraft-Issues/issues
L662[09:06:59] <Szernex> yeah it might have been in conjunction with the server running out of disk space at some point...
L663[09:07:21] <heldplayer> That might be an issue :P
L664[09:07:45] <Szernex> probably couldn't save some world data properly at some point and bam everything is fudged
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L698[10:18:44] <FR^2> Hmm. Not sure if this is on-topic, so please be gentle. I want to use dynmap to only render the web map in the early morning hours. Is there any way to a) issue a command from outside to the server or b) issue a command from a crontab-like mod from within the server?
L699[10:19:23] <tterrag|away> yesterday I heard of this rcon thing, which apparently might be able to do that
L700[10:19:29] <tterrag|away> or you could write a tiny serverside mod :P
L701[10:19:56] <diesieben07> yep, rcon can do that. http://wiki.vg/Rcon
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L703[10:20:21] <diesieben07> but a tiny serverside mod is probably easier to set up
L704[10:20:30] <gigaherz> also safer
L705[10:20:44] <gigaherz> since the mod will only accept commands that you specify
L706[10:20:52] <gigaherz> instead of being full access to a remote console
L707[10:21:15] <diesieben07> if you want i'll hack you something together real quick, I'm bored anyways :P
L708[10:21:51] <gigaherz> if you do it right, you'd only accept like "ENABLE" and "DISABLE" as packet contents, so worst thing that could happen is someone hacking your server would get access to turn on/off the map creation XD
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L710[10:22:26] <FR^2> diesieben07: hehe :)
L711[10:22:53] <tterrag|away> or just have a config file with two times
L712[10:22:55] <diesieben07> what is that supposed to mean? :D
L713[10:22:56] <tterrag|away> on/off
L714[10:24:03] <FR^2> Or that rcon thing with a whitelist
L715[10:24:16] <FR^2> and of course a listening port (127.0.0.1 is quite enough)
L716[10:24:30] <gigaherz> you can whitelist specific command on the rcon thing
L717[10:24:31] <gigaherz> ?
L718[10:25:55] <FR^2> Hmm. Have to look through it more deeply, sry.
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L720[10:30:20] <Unh0ly_Tigg> http://i.imgur.com/J5mU54g.gif
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L722[10:38:11] <Unh0ly_Tigg> http://imgur.com/gallery/ZCnkm0g oh god, someone did it...
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L726[10:42:36] <smbarbour> Regarding executing commands from cron jobs: If you have your server running via something like this: https://github.com/pahimar/ForgeCraft-Script/blob/master/script/minecraft it's pretty trivial to have cron perform commands on the server.
L727[10:43:02] <Unh0ly_Tigg> they disconnected from a ping timeout...
L728[10:43:08] <Unh0ly_Tigg> wait
L729[10:43:15] <Unh0ly_Tigg> didn't see the reconnect. sorry
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L731[10:44:28] <smbarbour> On another note, I use rcon on my own server for issuing arbitrary commands when I ssh in.
L732[10:45:13] <smbarbour> Doing "service minecraft exec <command>" is fine if I don't need to see the response to the command.
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L734[10:48:15] <FR^2> smbarbour: currently I've got the server running in a screen session ;)
L735[10:48:34] <smbarbour> I have a simple Perl script that uses the Minecraft::RCON module from CPAN.
L736[10:49:10] <Quetzi> i run my servers inside screens and run commands on them regularly via crontab
L737[10:49:41] <Quetzi> for backup purposes mainly
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L740[10:49:54] <FR^2> smbarbour: Ah, that script _is_ using screen to issue commands. Neat.
L741[10:50:32] <FR^2> so I just have to name the screen session in order to issue commands via e.g. cronjob
L742[10:50:40] <smbarbour> I use a modified version of the ForgeCraft script for mine, with backups running every 10 minutes (rdiff-backup is really efficient with that)
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L744[10:51:14] <Quetzi> i keep hourly on a rolling 2 weeks
L745[10:54:37] <Pennyw95> Hi, need a little tip..in the en_US I want some words to be colored and used the § as this link says...however MC doesn't recognize the § and puts a ? instead, followed by the color number
L746[10:54:39] <Pennyw95> http://minecraft.gamepedia.com/Formatting_codes
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L748[10:55:02] <Quetzi> use EnumChatFormatting
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L750[10:56:16] <Pennyw95> in the .lang file?
L751[10:56:38] <Quetzi> no, in your code
L752[10:56:40] <gigaherz> you probably shouldn't be using formatting in the lang file
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L754[10:56:49] <gigaherz> you should get the raw text "parts", and assemble them in code
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L757[10:58:54] <Pennyw95> this can't work...I'm doing a thaumcraft addon and I need colors for the research texts, and those are quite long
L758[10:59:13] <Pennyw95> the vanilla Tc lang file has those § and they work...
L759[10:59:23] <diesieben07> your encoding is broken
L760[10:59:28] <diesieben07> use UTF8 and utf8 only
L761[10:59:39] <diesieben07> and you shoudl still not put formatting in lang files
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L765[11:00:37] <smbarbour> Make sure that the section symbol in your files is \u00A7 and not something that looks like it.
L766[11:01:08] <diesieben07> or get a keyboard that has that symbol on it :p
L767[11:01:27] <unascribed> Compose, S, O
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L769[11:01:49] <diesieben07> shift-3: §
L770[11:02:41] <sham1> is that three or something else
L771[11:03:02] <diesieben07> thats a three
L772[11:03:16] <sham1> That's the number sign
L773[11:03:18] <sham1> #
L774[11:03:29] <diesieben07> you don't have german keyboard :P
L775[11:03:36] <sham1> True :P
L776[11:03:37] <diesieben07> the number sign is a separate key
L777[11:03:49] <Pennyw95> \u00A70 doesn't work either..uff
L778[11:03:57] <diesieben07> of course it doesn't.
L779[11:04:00] <sham1> nordic key layout is very retarded
L780[11:04:00] <gigaherz> shift-3 is a "·" for me
L781[11:04:06] <gigaherz> altgr-3 is #
L782[11:04:08] <tmtu> sham1: don't hate
L783[11:04:14] <tmtu> ö_ö
L784[11:04:16] <sham1> Well sorry
L785[11:04:19] <FR^2> smbarbour: thanks for the hint with the script ;)
L786[11:04:22] <gigaherz> the § symbol doesn't exist in the spanish keymap at all
L787[11:04:22] <gigaherz> ;P
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L789[11:04:27] <diesieben07> tmtu, he is right.
L790[11:04:37] <tmtu> §_§ nuh uh
L791[11:04:43] <diesieben07> having to do AltGr-7 for { is retarded
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L793[11:04:55] <gigaherz> in the spanish one, {}are altgr too
L794[11:05:04] <gigaherz> just to the reight of jkl
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L796[11:05:18] <tmtu> i do alt+shift+8 for {
L797[11:05:20] <gigaherz> jklñ´ç, the "´" key has { the ç key has }
L798[11:05:32] <gigaherz> above it are ` and +, which have altgr codes for [] respectively
L799[11:05:47] <diesieben07> alt-shift? wow
L800[11:05:52] <diesieben07> that doesn't do anything for me :D
L801[11:05:59] <gigaherz> ewl alt-shift is one of the worst possible combinations
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L803[11:06:19] <tmtu> it's so ingrained in my muscle memory i wont be able to switch to anything else
L804[11:06:25] <gigaherz> alt-shift-8 changes my active channel to the 8th window on mirc
L805[11:06:30] <diesieben07> ha
L806[11:06:31] <gigaherz> alt-shift-9 changes to the 9th window
L807[11:06:31] <gigaherz> XD
L808[11:06:44] <diesieben07> intellij find references is ctrl-shift-alt-7
L809[11:06:44] <tmtu> swedish keyboard ruined my life
L810[11:06:47] <diesieben07> eat that .P
L811[11:07:09] <sham1> I also have a swedish keyboard layout, but that being because it is identical to the finnish one
L812[11:07:33] <Pennyw95> so there's not a way to change the colors inside the .lang?
L813[11:07:40] <gigaherz> Pennyw95: yes
L814[11:07:49] <gigaherz> they just told you that you must save the file as utf-8
L815[11:07:55] <gigaherz> which means you can't edit it with notepad ;p
L816[11:08:03] <smbarbour> At least you're not using one of these: https://en.wikipedia.org/wiki/Space-cadet_keyboard#/media/File:Space-cadet.jpg
L817[11:08:05] <Pennyw95> is wordpad ok?
L818[11:08:06] <gigaherz> use the IDE or Notepad++ or similar to do it
L819[11:08:08] <gigaherz> no
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L821[11:08:09] <diesieben07> wordpad
L822[11:08:11] <diesieben07> what the fuck man
L823[11:08:11] <gigaherz> wordpad is never ok.
L824[11:08:15] <Pennyw95> lol ok
L825[11:08:17] <gigaherz> get Notepad++
L826[11:08:17] <diesieben07> seriously
L827[11:08:22] <diesieben07> become a programmer :P
L828[11:08:29] <diesieben07> use your IDE.
L829[11:08:33] <diesieben07> no need for notepad++
L830[11:08:38] <Pennyw95> lol sorry
L831[11:08:40] <gigaherz> yeah just edit it within eclipse or idea
L832[11:08:46] <gigaherz> ;P
L833[11:08:49] <Pennyw95> i even used wordpad to make q3a configs xD
L834[11:08:49] <sham1> In other news, I can walk through my pipe block connections...
L835[11:08:56] <gigaherz> ewh ;P
L836[11:09:08] <gigaherz> sham1: so your collision boxes are wrong? ;P
L837[11:09:13] <sham1> Yes
L838[11:09:27] <sham1> But I tried also to use the addCollisionsToList thingy but it didnt work as planned
L839[11:09:31] <gigaherz> well then you know what your problem is! ;P
L840[11:09:38] <sham1> yes
L841[11:09:47] <sham1> I've even tried to solve it but...
L842[11:09:55] <sham1> Just didnt work
L843[11:10:25] <gigaherz> I just used setBlockBoundsBasedOnState (1.8)
L844[11:10:37] <gigaherz> and used thedefault implementation for collision, which uses the block bounds
L845[11:10:51] <gigaherz> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/java/gigaherz/nattrees/BlockBranch.java#L227
L846[11:10:56] <gigaherz> although don't trust that code
L847[11:11:02] <gigaherz> I was ableto walk into the block and get stuck
L848[11:11:02] <gigaherz> XD
L849[11:11:27] <diesieben07> show code :P
L850[11:13:28] <sham1> I was frusturated enough to just vipe that part of my code, but basically in addCollisionBoxesToList I first called the supermethod to set the core collisions, and then I just had property.getValue for all my connection directions
L851[11:14:08] <sham1> But I still was able to phase through through the connections in my pipes
L852[11:15:18] <gigaherz> well don't blame it all on you, Minecraft is sometimes glitchy when it comes to uneven sized collision boxes
L853[11:15:19] <gigaherz> ;P
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L855[11:18:43] <Pennyw95> It works now! thanks guys :)
L856[11:20:14] <sham1> I tried to add collisionList.add(new AxisAlignedBB(pos.getX + 0.3125, pos.getY + 0.6875, pos.getZ + 0.3125,
L857[11:20:14] <sham1> pos.getX + 0.6875, pos.getY + 1, pos.getZ + 0.687)) to test the collisions, but it became all derpy
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L859[11:20:58] <sham1> I was floating almost two blocks above my pipe
L860[11:21:14] <sham1> Trying to go down but I was stuck
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L863[11:22:24] <sham1> From what corner is the blockpos that you are given in these methods
L864[11:22:39] <williewillus> probably lowerst x/z
L865[11:22:42] <williewillus> *lowest
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L871[11:25:25] <sham1> Here I am trying to sprint and run at the block while having that code there: http://imgur.com/8NLpd7I
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L877[11:35:45] <ThePsionic> Never mind it ws not me
L878[11:35:51] <ThePsionic> wc
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L901[12:13:36] <Termin8or> Hi
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L912[12:40:07] <shadekiller666> gah mah face is nurm!
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L922[13:04:10] <Unh0ly_Tigg> where does vanilla define the blockstate json for the active furnace?
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L926[13:08:46] <twick> Is the appropriate channel to ask for forge mod development help?
L927[13:08:52] <diesieben07> yes
L928[13:09:00] <twick> Thanks
L929[13:10:21] <twick> I am currently trying to create a mod for 1.7.10 and following this tutorial. However when I get to this page that goes through setting the Texture of items and name. It doesn't appear to work. I'm sure I am missing something. http://www.orangetutorial.com/blockitem-texture-and-name/
L930[13:10:35] <twick> Im gonna grab a couple shots of my actual mod setup and project layout
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L932[13:11:27] <Unh0ly_Tigg> what ide are you using?
L933[13:12:27] <twick> intelliJIdea
L934[13:12:29] <twick> http://i.imgur.com/fzWd2Wr.jpg
L935[13:12:56] <Unh0ly_Tigg> can you show me your build.gradle file?
L936[13:13:03] <twick> The item itself does get into the game fine. I can see in creative tab and add tot he world
L937[13:13:06] <diesieben07> did you add the fix to your build.gradle?
L938[13:14:40] <HassanS6000> Is there a method called when an Entity hits a Block in the Entity?
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L940[13:14:55] <twick> Here is my gradle file http://hastebin.com/esutavariv.cs
L941[13:15:16] <diesieben07> that doesn'
L942[13:15:17] <diesieben07> work
L943[13:15:21] <diesieben07> do you have this in there: idea { module { inheritOutputDirs = true } }
L944[13:15:22] <diesieben07> ?
L945[13:16:25] <twick> No, I don't I went through this setup for IntelliJ. Doesnt appear to have that. http://www.orangetutorial.com/setting-up-intellij-idea/#sthash.uiMDuImy.dpbs
L946[13:17:12] <twick> Where would I put that?
L947[13:17:19] <diesieben07> just at the end of the file
L948[13:17:21] <twick> k
L949[13:17:29] <diesieben07> and then click the blue refresh arrow thingy in the gradle sidebar
L950[13:19:30] <twick> Cool, Im testing
L951[13:20:03] <twick> Nice! That did the trick. Thanks diesieben07!
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L953[13:20:52] <twick> This is my first mod. Only java I have really done is android so going through the various tutorials with some dieas that I want in my server
L954[13:21:01] <twick> ideas
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L959[13:38:38] <Andrey96> Hi all. I'm getting "Already tessalating" exception pretty often (and my friends too) with this mods installed http://pastebin.com/2DFvmHpA But I don't know what exactly mod causes the problem. Because every new crash-report contains info about another tile or entity rendering from different mods and from vanilla. And no render modifications displayed in stack trace
L960[13:39:34] <Andrey96> Maybe somebody faced with this problem too
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L962[13:40:06] <tterrag|away> the problem with tessellator state crashes is that the modification which caused the problem isn't what actually crashes
L963[13:40:12] <tmtu> some mod screwed up, try uninstalling one by one :)
L964[13:40:14] <tterrag|away> so, you're kinda screwed
L965[13:40:19] <tterrag|away> tmtu: heck no, that's a horrible idea
L966[13:40:22] <tterrag|away> binary search :P
L967[13:40:25] <tterrag|away> remove half at a time
L968[13:40:46] <tmtu> or that
L969[13:41:01] <Andrey96> crashes are happening more often when there's working project red timer nearby
L970[13:41:20] <tterrag|away> Andrey96: guessing game won't help
L971[13:41:20] <PaleoCrafter> I'd expect *you* to propose the more efficient approach, tmtu :P
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L973[13:41:22] <twick> Can anyone recommend a tutorial for adding mobs thats not outdated?
L974[13:41:36] <tmtu> how so?
L975[13:42:14] <PaleoCrafter> You care a lot about performance, don't you?
L976[13:42:33] <tmtu> in a specific area, yeah :p
L977[13:42:49] <tmtu> i'm below average on a lot of things
L978[13:43:00] <tmtu> i can't even remember how a bubble sort works
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L981[13:52:05] <gigaherz> tmtu: doesn't matter, bubble sort is crappy ;p
L982[13:52:36] <heldplayer> But muh bubbles sorts
L983[13:53:09] <heldplayer> Look what you did http://puu.sh/j1CzO.jpg
L984[13:53:42] <heldplayer> http://puu.sh/j1CC2.jpg
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L986[13:55:29] * gigaherz facepalms
L987[13:55:38] <gigaherz> 15 minutes wondering why the reflection instantiation wasn't working
L988[13:55:47] <gigaherz> and I simply forgot to remove "abstract" from the class
L989[13:56:44] <Andrey96> merge sort is kinda interesting :D
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L996[14:15:02] <D3add3d> Question: why don't minecarts move in chunkloader loaded chunks?
L997[14:16:26] <diesieben07> answer: they do.
L998[14:16:34] <Laceh> XD
L999[14:16:36] <Laceh> good answer
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L1002[14:18:44] <D3add3d> diesieben07: I measured how long it takes for the minecart to loop around on the other end of the track, it should take 2 minutes and 16 second, I'm standing at the other end like 5 minutes now. I made sure the chunks are reallz loaded
L1003[14:18:46] <D3add3d> http://imgur.com/x3lpH4z
L1004[14:19:01] <HassanS6000> Does anyone know how to get a TRSRTransformation that is rotated/rotating on the X-axis
L1005[14:19:01] <D3add3d> but still, the minecart did not return
L1006[14:19:12] <diesieben07> then there is something wrong with your chunkloader setup
L1007[14:19:59] <D3add3d> i'm using Chickenbones's ChickenChunks
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L1009[14:20:37] MineBot sets mode: +v on RichardG
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L1011[14:22:09] <diesieben07> i know that.
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L1013[14:23:13] <D3add3d> yep... I went to check the other end, only then the minecart started moving
L1014[14:23:20] <D3add3d> weird
L1015[14:23:32] <D3add3d> I will try using dim anchors
L1016[14:24:34] <killjoy> I don't know at least half of my followers
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L1018[14:24:54] <killjoy> I'm being followed by @gameinformer
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L1024[14:32:03] <kilo> Okay
L1025[14:32:13] <kilo> So I'm back, but now it's an issue with installing
L1026[14:32:36] <kilo> So I open up 1.7 because the mods aren't for 1.8
L1027[14:32:46] <kilo> And when I click install
L1028[14:32:50] <kilo> It can't get some libraries
L1029[14:32:57] <kilo> I turned off my antivirus
L1030[14:33:09] <kilo> And it got like 5 more, but it couldn't get like 3 libraries.
L1031[14:34:23] <D3add3d> ok, anchors work, I will ask ChickenBones about that
L1032[14:37:19] <twick> Are minecraft enitiy models similar to the player skins?
L1033[14:37:36] <kilo> ChickenBones loves to make mods that crash
L1034[14:39:49] <sham1> Well that's chickenbones for ya
L1035[14:39:53] <D3add3d> kilo: yeah... I know that :D
L1036[14:39:54] <kilo> Yeah
L1037[14:40:08] <kilo> With DW20 pack I had to disable his mods
L1038[14:40:17] <kilo> And then I couldn't run the DW20 world
L1039[14:41:37] <kilo> Pretty much every time FTB would crash
L1040[14:41:50] <kilo> It was chickenchunks
L1041[14:44:29] <D3add3d> We had server back in 1.4.7 and every other crash was chickenchunks and required downloading the map, deleting the problematic chunkloader and reuploading the map to the server... not a big deal with small maps but the server map was about 40GB
L1042[14:44:41] <kilo> Yeah
L1043[14:45:03] <kilo> Well do you know what's blocking the installer
L1044[14:45:13] <kilo> Because I turned off my antivirus
L1045[14:45:23] <Laceh> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2476543-kpcomputers-programmable-computers-in-minecraft :D
L1046[14:45:24] <diesieben07> i just installed forge like 20 minutes ago
L1047[14:45:27] <diesieben07> it works just fine.
L1048[14:45:33] <kilo> 1.8?
L1049[14:45:40] <diesieben07> 1.7.10
L1050[14:45:43] <kilo> Okay
L1051[14:45:48] <kilo> I'll check my firewall then
L1052[14:46:00] <kilo> I turned off my anti-virus firewall
L1053[14:46:33] <D3add3d> turn off Windows firewall if you are on Windows
L1054[14:46:37] <kilo> Okay
L1055[14:46:43] <kilo> Windows defender?
L1056[14:46:59] <kilo> I can't download com.typesafe.akka
L1057[14:47:08] <kilo> org.scala-lang:compiler
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L1059[14:47:13] <kilo> org.scala-lang:reflect
L1060[14:47:33] <kilo> Oh great
L1061[14:47:36] <kilo> I don't have admin
L1062[14:47:38] <D3add3d> just the windows firewall
L1063[14:47:45] <kilo> I can download universal
L1064[14:48:00] <kilo> But I'm not sure what to do with that
L1065[14:48:20] <D3add3d> maybe you could try downloading the libraries manually
L1066[14:48:40] <kilo> Okay
L1067[14:48:46] <kilo> But when i have them
L1068[14:48:52] <kilo> What do I do with them
L1069[14:50:03] <D3add3d> well... depends... I've never installed Forge the "normal" way after 1.4.7
L1070[14:50:28] <diesieben07> its not straightforward where you have to put them
L1071[14:50:32] <diesieben07> thats why the installer exists
L1072[14:50:36] <kilo> Well
L1073[14:50:41] <kilo> I can't download Akka and Scala
L1074[14:50:47] <kilo> But I can go to their website
L1075[14:50:48] <diesieben07> then your internet is broken :p
L1076[14:51:01] <kilo> ...
L1077[14:51:17] <kilo> So I can't do anything?
L1078[14:51:18] <diesieben07> did you tell windows firewall to allow the installer access?
L1079[14:51:32] <kilo> I can't change stuff
L1080[14:51:35] <kilo> I don't have admin
L1081[14:51:50] <diesieben07> if you cant allow the installer through the firewall tehn of course you cannot use it
L1082[14:51:59] <kilo> It worked before
L1083[14:52:06] <kilo> And I had this same crappy OS before
L1084[14:52:21] <kilo> My anti-virus is off
L1085[14:52:24] <D3add3d> I use ATLauncher to do it for me or just gradlew.bat when I'm making a mod
L1086[14:52:25] <kilo> Now what
L1087[14:52:50] <kilo> I guess I'll try that
L1088[14:52:53] <diesieben07> you can always just use MultiMC
L1089[14:52:58] <diesieben07> its superior anyways
L1090[14:53:04] <D3add3d> zeah or that
L1091[14:53:09] <D3add3d> *yeah
L1092[14:53:19] <D3add3d> sorry, another kb layout
L1093[14:53:23] <kilo> Yeah
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L1097[14:54:28] <kilo> So MultiMC downloads Forge for you?
L1098[14:54:39] <diesieben07> it does
L1099[14:54:45] <D3add3d> I use ATL because that's where I host my modpack
L1100[14:55:02] <kilo> k
L1101[14:56:01] <kilo> Why are webchats banned?
L1102[14:56:15] <diesieben07> to keep idiots out.
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L1106[14:56:47] <kilo> So webchat is for idiots?
L1107[14:57:01] <kilo> I just consider mIRC's shenanigans a pain
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L1109[14:57:25] <kilo> Okay, so it cancels authentication like 75&
L1110[14:57:25] <diesieben07> no, webchat is not for idiots
L1111[14:57:27] <kilo> 75%
L1112[14:57:35] <diesieben07> but many idiots use it
L1113[14:57:45] <kilo> I guess
L1114[14:57:48] <diesieben07> if you wnat a nice client use hexchat
L1115[14:57:52] <tterrag|away> webchat is low effort
L1116[14:58:01] <kilo> Yeah
L1117[14:58:07] <kilo> If there was a zip
L1118[14:58:13] <tterrag|away> setting up a client is usually deterrent enough to keep morons out
L1119[14:58:18] <tterrag|away> that's the thought, anyways
L1120[14:58:27] <kilo> But also
L1121[14:58:35] <kilo> You need like 50 other programs
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L1123[14:58:41] <diesieben07> no you dont
L1124[14:58:44] <kilo> Okay
L1125[14:58:56] <diesieben07> but that repo is still cluttered as fuck :P
L1126[14:59:04] <diesieben07> fuck wrong channel
L1127[14:59:30] <kilo> Well multimc refuses to sign in
L1128[15:00:00] <D3add3d> kilo: just reboot your pc
L1129[15:00:05] <diesieben07> it just sounds like your internet connectino is messed up
L1130[15:00:10] <D3add3d> maybe it will fix it
L1131[15:00:41] <kilo> my internet is messed up
L1132[15:00:48] <D3add3d> and/or restart your rourer/modem
L1133[15:00:52] <D3add3d> *router
L1134[15:00:56] <kilo> k
L1135[15:01:19] <kilo> HexChat does not support Windows Crap
L1136[15:01:36] <kilo> Well I guess all programs shouldn't support it
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L1139[15:01:53] <D3add3d> kilo: what?
L1140[15:02:04] <D3add3d> https://hexchat.github.io/downloads.html
L1141[15:02:06] <kilo> Windows Crap Edition = Vista
L1142[15:02:11] <D3add3d> oh...
L1143[15:02:20] <diesieben07> why the fuck are you on vista .D
L1144[15:02:26] <kilo> I'm broke
L1145[15:02:28] <D3add3d> That's zour problem
L1146[15:02:34] <D3add3d> damn it again :D
L1147[15:02:35] <diesieben07> linux :P
L1148[15:02:39] <kilo> Yeah
L1149[15:02:47] <kilo> If I knew how to install linux
L1150[15:02:53] <diesieben07> download iso
L1151[15:02:55] <diesieben07> burn disk
L1152[15:02:59] <diesieben07> start computer
L1153[15:03:08] <kilo> Why can't you just run the iso?
L1154[15:03:18] <diesieben07> because you need a boot medium
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L1156[15:03:26] <diesieben07> you can use an usb stick as well btu that requires additional software
L1157[15:03:30] <D3add3d> simply: download iso, bur it to USB stick, reboot, choose the USB stick when booting, install
L1158[15:03:41] <kilo> Yeah okay
L1159[15:03:50] <D3add3d> I really need new keyboard -_-
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L1162[15:04:10] <kilo> My mom would probably delete system32 tho
L1163[15:04:17] <Flashfire> Is there a way to store a variable with an instance for each individual player (or something to the same effect)?
L1164[15:04:41] <D3add3d> Flashfire: like array?
L1165[15:04:48] <Flashfire> If that's the best way
L1166[15:04:48] <diesieben07> IExtendedEntityProperties
L1167[15:05:00] <kilo> Oh wait
L1168[15:05:05] <kilo> system32 wouldnt exist
L1169[15:05:11] <kilo> nvm
L1170[15:05:45] <D3add3d> this might also help: http://www.minecraftforge.net/forum/index.php?topic=4111.0
L1171[15:05:52] <Flashfire> Is IExtendedEntityProperties the best way even if it's just a single boolean?
L1172[15:05:57] <diesieben07> yes
L1173[15:06:00] <Flashfire> Thanks
L1174[15:08:22] <gigaherz> hmm how do I sync an entity with the client?
L1175[15:08:55] <gigaherz> do I have to send custom packets if my entity requires anything other than velocity updates?
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L1183[15:14:00] <minecreatr> how can I get a minecraft username from email?
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L1185[15:15:20] <D3add3d> minecreatr: I don't think you can... you can however get UUID from name if that helps
L1186[15:15:35] <Kolatra> UUID is better to get it from anyways.
L1187[15:16:10] <williewillus> gigaherz: what do you need to send?
L1188[15:17:21] <gigaherz> williewillus: well it's a beam spell, so at the very least I'd need the entity to know the target direction
L1189[15:17:37] <gigaherz> if I have to do packets for it, I'm ok with that
L1190[15:18:06] <williewillus> like so the beam knows where to render client side? send the entity ID
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L1193[15:19:58] <gigaherz> williewillus: uh?
L1194[15:20:08] <williewillus> wat
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L1196[15:20:25] <gigaherz> that wasn't my question at all
L1197[15:20:26] <gigaherz> XD
L1198[15:20:48] <gigaherz> my question was if I need to send my own packets, or the entities have their own system for it that I just don't know how to use
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L1200[15:21:06] <williewillus> what's "it" :p
L1201[15:21:35] <diesieben07> there is the data watcher but it can only do a limited amount of things
L1202[15:21:40] <tterrag|away> gigaherz: why not just do the datawatcher?
L1203[15:22:25] <gigaherz> wtf is a datawatcher? XD
L1204[15:22:34] <williewillus> vanilla thing
L1205[15:22:35] <williewillus> www.minecraftforge.net/wiki/Datawatcher
L1206[15:22:50] <gigaherz> williewillus: GAH, "it" == synchronizing the state of the beam with the client
L1207[15:22:55] <gigaherz> I thought that was clear ;P
L1208[15:23:27] <williewillus> yeah store the entity ID of the target in the beam entity's datawatcher
L1209[15:23:51] <gigaherz> yeah that issue with that is that I wasn't aware that there was a "thing" called Datawatchers
L1210[15:23:52] <gigaherz> ;p
L1211[15:24:20] <tterrag|away> it's used in EVERY entity
L1212[15:24:30] <tterrag|away> and the vanilla guardian already does exactly what you want...
L1213[15:25:11] <gigaherz> hmmm, I actually didn't think of the guardian at all
L1214[15:25:19] <williewillus> the guardian beam isn't a separate entity like your beam though
L1215[15:25:39] <gigaherz> no matter, now I know about Datawatchers, I'll figure the rest out ;P
L1216[15:25:39] <williewillus> anyways, the guardian does do the same thing- it sends the entity id of the target so the client knows where to render it
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L1222[15:35:01] <Zlepper> I seem to be having issues with using the accesstransformer. My project is here: https://github.com/zlepper/itlt and the build.gradle is here: https://gist.github.com/zlepper/d0c607e34bf9294a864a For some reason the specified field never seems to become public. Did i mess up something?
L1223[15:35:37] <diesieben07> don't use ATs :P
L1224[15:36:12] <Zlepper> How would i otherwise get access to the field I need? ASM seems a bit more advanced than what I can do at my level
L1225[15:36:25] <shadekiller666> if i make a copy of a LinkedHashSet by doing <object containing a LinkedHashSet>.getSet() and then i modify the set that is contained in the object, will the copy of the set that i made reflect the changes/
L1226[15:36:33] <diesieben07> reflection
L1227[15:36:46] <diesieben07> shadekiller666, that is not a copy.
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L1229[15:36:48] <Zlepper> Problem is I need that field a lot
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L1231[15:36:55] <diesieben07> define "a lot"
L1232[15:37:06] <Zlepper> It's the inputField in the chat GUI
L1233[15:37:11] <shadekiller666> its just another reference to the same LinkedHashSet right?
L1234[15:37:15] <diesieben07> yes shade
L1235[15:37:18] <Zlepper> And unless i do ASM i don't think i can do what i want
L1236[15:37:25] <shadekiller666> ok so that means that it would change
L1237[15:37:26] <diesieben07> what do you want then? :d
L1238[15:37:48] <Zlepper> I want to make it remember the input when it's closed
L1239[15:38:01] <diesieben07> you do not need ASM for that.
L1240[15:38:12] <Zlepper> Then teach me master?
L1241[15:38:24] <diesieben07> as i said, use reflection to access the field
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L1243[15:39:58] <Zlepper> Wouldn't that kill performance if done every frame the chat GUI is open?
L1244[15:40:25] <diesieben07> a) why would you do it every frame? b) even if you did: no.
L1245[15:41:01] <Flashfire> Is it possible to prevent individual sounds from playing for individual players?
L1246[15:41:06] <diesieben07> Yes
L1247[15:41:14] <Zlepper> I have no idea how otherwise to check if the chat is open, there doesn't seem to be any event for it, so i'm checking if minecraft has a gui open, and if it is an instance of the chatGUI, then interacting with it
L1248[15:41:34] <Flashfire> What does it use? I assume it's not onPlaySound
L1249[15:41:43] <diesieben07> Flashfire, there are sound events
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L1251[15:42:38] <diesieben07> Zlepper, OpenGuiEvent
L1252[15:42:45] <tterrag|away> GuiOpenEvent
L1253[15:42:46] <tterrag|away> but yeah
L1254[15:42:55] <Flashfire> But how do I get the player(s) from a sound event?
L1255[15:44:00] <diesieben07> the sound events are clientside
L1256[15:44:05] <diesieben07> so it is always Minecraft#thePlayer
L1257[15:44:17] <Flashfire> Hmm, good point
L1258[15:44:31] <Flashfire> That makes things a lot easier than I thought, thanks again
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L1267[15:50:56] <micdoodle> So the item renderer class says 'Modders should speak up if needed'... http://i.imgur.com/ebnGLTU.jpg
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L1269[15:51:08] <micdoodle> Is spending a week on converting models like this my only option?
L1270[15:51:29] <tterrag|away> what format is the model currently in?
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L1272[15:51:51] <micdoodle> Well that one subclasses ModelBase, but most of mine are objs
L1273[15:51:57] <micdoodle> I have an updated obj loader working
L1274[15:52:13] <micdoodle> But no hook into item renders
L1275[15:52:30] <Lumien> ?
L1276[15:52:37] <Lumien> You can register custom mode loader with forge
L1277[15:52:44] <Lumien> there is a b3d one integrated
L1278[15:53:14] <tterrag|away> if you have an obj loader for block models, item models are the same system
L1279[15:54:14] <SonarBeserk> Is asking a question about a sponge plugin that is seemingly conflicting with forge's security manager allowed?
L1280[15:54:41] <SonarBeserk> Trying to use jedis and trying to figure out if forge is why it is breaking
L1281[15:54:43] <micdoodle> I have an obj loader for entities mostly, since that is unchanged. I can use objs with a TESR, but I'm not sure about any way other than jsons to do item renders in 1.8
L1282[15:55:47] <Lumien> IBakedModel
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L1284[15:55:53] <Lumien> You can specify the quads yourself
L1285[15:56:07] <Lumien> & ISmartItemModel
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L1287[15:57:38] <micdoodle> Right, thanks. Looking at it again this should work
L1288[15:57:39] <williewillus> how do you "make" a bakedmodel though?
L1289[15:58:32] <Lumien> What do you mean with make?
L1290[15:59:02] <Lumien> You implement the interface and set it for an item
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L1292[16:03:00] <tterrag|away> micdoodle: there is no built-in loader for obj to json
L1293[16:03:03] <tterrag|away> there IS one for b3d
L1294[16:03:08] <tterrag|away> which it should be fairly easy to convert obj models to
L1295[16:03:09] <tterrag|away> (blender)
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L1297[16:04:54] <micdoodle> Oh okay, that should be helpful I wasn't aware there was a b3d->json loader. I'm using the obj loader for other stuff, not for json files.
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L1299[16:13:39] <Zlepper> I'm looking at using reflection for what i mentioned previously. Now i get an IllegalAccessException. So it didn't really help, unless i need to do something extra to access the protected field
L1300[16:14:37] <shadekiller666> you have to set the access permissions before accessing a field or method that isn't already public
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L1303[16:16:13] <williewillus> Zlepper: do whateverObj.setAccessible(true) before you invoke or read it
L1304[16:16:52] <Zlepper> Yeah thanks
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L1311[16:43:19] <Zlepper> Is there an event that happens when the user sends a message to the server? Either a chat message or a command?
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L1313[16:46:21] <Lumien> On the client?
L1314[16:46:35] <Zlepper> Yes
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L1316[16:47:04] <Flashfire> I'm having an issue with ExtendedEntityProperties
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L1318[16:47:27] <Lumien> For commands there's CommandEvent, i don't think there is one for chat messages in general
L1319[16:47:50] <tterrag|away> there is ServerChatEvent
L1320[16:47:51] <Flashfire> My set method sets a variable but it doesn't seem to have any effect as the get always returns false
L1321[16:48:18] <tterrag|away> Flashfire: get returns...false?
L1322[16:48:25] <tterrag|away> get returns an Object so...what?
L1323[16:48:55] <Flashfire> My get method, not "get"
L1324[16:49:01] <Flashfire> It's for the boolean property
L1325[16:49:10] <tterrag|away> oh, I see
L1326[16:49:14] <tterrag|away> sorry, I got questions mixed upo
L1327[16:49:25] <tterrag|away> you are registering the properties to the entity right?
L1328[16:49:29] <Lumien> tterrag wants one client side
L1329[16:49:30] <Flashfire> I set it to true and when I get it it's false even though the set method wasn't used in between to make it false
L1330[16:49:34] <Flashfire> Yes I am
L1331[16:49:36] <tterrag|away> Lumien: there isn't one
L1332[16:49:37] <tterrag|away> so packets
L1333[16:49:44] <Lumien> :P
L1334[16:49:47] <tterrag|away> Flashfire: post code
L1335[16:50:02] <Flashfire> https://gist.github.com/Flashfyre/b45fb18cca2b6f9881f1
L1336[16:50:21] <Flashfire> getBgmPlaying always returns false
L1337[16:50:43] <Flashfire> Or at least when it's supposed to be true
L1338[16:51:27] <tterrag|away> sure it's not a client/server thing?
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L1342[16:52:09] <Flashfire> How would client/server make it false again?
L1343[16:52:32] <Lumien> They aren't automatically synced to client
L1344[16:52:33] <Flashfire> I know the sound tries to play but the boolean for playing returns false when it should be true
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L1346[16:52:56] <tterrag|away> it wouldn't
L1347[16:52:56] <Flashfire> How would it cause it to sync then?
L1348[16:52:59] <tterrag|away> but if you set the value on the server
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L1350[16:53:03] <tterrag|away> then call get on the client
L1351[16:53:05] <tterrag|away> it won't be true
L1352[16:53:06] <Flashfire> Ah
L1353[16:53:13] <Flashfire> That could be it, yeah
L1354[16:53:35] <Lumien> Make your own message and sync it yourself
L1355[16:53:52] <tterrag|away> IF you need the data clientside at all
L1356[16:53:58] <Flashfire> Yeah I set it on the server side so I guess that's probably it
L1357[16:55:04] <Flashfire> Let me see if it works now
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L1360[16:56:21] <Flashfire> Yep works just fine now, thanks a lot
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L1363[17:01:53] <benny-> hi, can i use the current forgegradle release to compile mods for mc 1.5.2?
L1364[17:02:44] <gigaherz> no each release of forge is for a specific version
L1365[17:03:13] <benny-> thanks. just noticed the files subdomain in the topic, i guess i can get the release i need there?!
L1366[17:03:24] <gigaherz> http://files.minecraftforge.net/
L1367[17:03:28] <gigaherz> yes it has a nice version selector
L1368[17:03:43] <benny-> yes, loading. 8kb/sec downloadspeed is bugging me :P
L1369[17:03:50] <gigaherz> ahh that must suck
L1370[17:03:53] <ThePsionic> ouch
L1371[17:04:06] <Flashfire> 8kb/sec?? I thought my internet was bad
L1372[17:04:28] <benny-> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.5.2.html can you tell me which includes gradle?
L1373[17:04:50] <williewillus> i thought gradle was a 1.6 thing
L1374[17:05:01] <tterrag|away> benny-: forgegradle did not exist then
L1375[17:05:06] <tterrag|away> use the batch scripts
L1376[17:05:14] <benny-> i have no idea what i'm doing. i want to compile a mod for 1.5.2 where i got the source from github xD
L1377[17:05:25] <tterrag|away> use the batch scripts taht come with the download
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L1379[17:05:37] <benny-> got this file "forge-1.5.2-7.8.1.738-installer.jar" and choosed extract, but it has no scripts included
L1380[17:05:52] <tterrag|away> you downloaded the installer -.-
L1381[17:06:02] <benny-> yea i got from the readme that i have to patch mcp with the script, hope thats the way to go. now i need to get the script xD
L1382[17:06:19] <williewillus> download the -src
L1383[17:06:21] <benny-> should i download src?
L1384[17:06:26] <gigaherz> nono, just get the src package and run the script
L1385[17:06:41] <benny-> thank you \o/
L1386[17:06:52] <gigaherz> hmm although my memories of the 1.4.7 days are rather vague
L1387[17:06:52] <benny-> 6mb, that might take a while :>
L1388[17:06:52] <gigaherz> XD
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L1390[17:06:57] <gigaherz> yeah...
L1391[17:06:58] <gigaherz> XD
L1392[17:07:09] <gigaherz> gradle-based versions are smaller BUT
L1393[17:07:25] <gigaherz> they download the rest afterward when you run gradlew setupDEcompWorkspace
L1394[17:07:31] <tterrag|away> you have to download the same stuff in the end
L1395[17:07:56] <benny-> i like to use wget at my connection, so i can resume... :D
L1396[17:08:47] <gigaherz> I.. am lucky enough to have a 100mbps fiber connection
L1397[17:09:06] <gigaherz> well, in theory they were supposed to upgrade them to 300mbps, but it doesn't seem to have happened so I'll have to call and complain
L1398[17:09:06] <gigaherz> ;P
L1399[17:09:09] <williewillus> im so glad we have gradle now
L1400[17:09:32] <benny-> n1, better connection than some servers have :D
L1401[17:09:43] <williewillus> hated when every mod had their own specific setup for compilation/dev
L1402[17:09:54] <williewillus> and to think people complained about it then too lol
L1403[17:10:13] <ThePsionic> I finally understand this song https://www.youtube.com/watch?v=NNEZz8qifsg
L1404[17:11:01] <gigaherz> ThePsionic: I have to reread the lyrics in order to actually understyand them
L1405[17:11:06] <gigaherz> the voice confuses the words that I'm reading
L1406[17:11:07] <gigaherz> XD
L1407[17:11:10] <ThePsionic> kek
L1408[17:11:44] <gigaherz> williewillus: yeah the gradle system is really nice
L1409[17:12:03] <benny-> for a newb like me its hard to understand where to start
L1410[17:12:15] <williewillus> easier than before gradle lol
L1411[17:12:25] <gigaherz> benny-: well gradle manages everything for you
L1412[17:12:34] <gigaherz> you only change a couple lines in the build.gradle
L1413[17:12:41] <gigaherz> to tell it what to name the jar
L1414[17:12:44] <gigaherz> and that's about it
L1415[17:12:58] <gigaherz> "gradlew setupDecompWorkspace" takes care of downloading all the files and decompiling them
L1416[17:13:20] <benny-> allready messed around for 2hours with mcp to get minecraft decompiled
L1417[17:13:23] <gigaherz> "gradlew build" compiles and creates the "proper" jar
L1418[17:13:31] <benny-> gotting that to work motivated me to keep on xD
L1419[17:13:35] <gigaherz> "gradlew runClient"/"runServer" for testing
L1420[17:13:43] <gigaherz> "gradlew debugClient/Server"
L1421[17:13:48] <gigaherz> but even those aren't necessary
L1422[17:13:52] <gigaherz> because they come configured with the IDE
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L1424[17:14:11] <williewillus> well if you're doing purely forge dev you don't even need mcp
L1425[17:14:12] <gigaherz> (with IDEA you just run "gradlew genIntellijRuns" and it adds them to the list ofthe IDE)
L1426[17:14:25] <williewillus> gradle/forgegradle decompiles and patches everything for you
L1427[17:14:28] <gigaherz> so it's all easy to do ;P
L1428[17:14:34] <benny-> never worked with eclipse or something like that, last IDE i used was visualstudio 2004 or something like that
L1429[17:14:45] <gigaherz> either 2003 or 2005 ;P
L1430[17:14:52] <gigaherz> if it was 2003
L1431[17:14:54] <benny-> 2003 then
L1432[17:14:58] <gigaherz> that'dexplain why you didn't use any IDE afterward
L1433[17:14:59] <benny-> was over 10 years ago
L1434[17:15:02] <gigaherz> it was rather bad back then ;P
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L1436[17:16:07] <shadekiller666> hmmm
L1437[17:16:25] <shadekiller666> so i have 2 maps that store Materials for the OBJ Loader
L1438[17:17:14] <shadekiller666> one is a String to Material map, for finding materials by name, the other is a Face to Material map for getting the material assigned to each face in a model
L1439[17:17:53] <tterrag|away> seems reasonable
L1440[17:18:22] <shadekiller666> I'm trying to do somethings that require either syncing the instances of Material in both maps, or changing the key for the Face to Material map so that i can allow Groups to change their transforms
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L1442[17:19:07] <tterrag|away> maybe a table?
L1443[17:19:13] <tterrag|away> String -> Material -> Face
L1444[17:19:14] <shadekiller666> i'm wondering if i should make them BiMaps or some structure that would allow me to have Strings and Faces point to the same Materials or something
L1445[17:19:32] <tterrag|away> oh
L1446[17:19:43] <tterrag|away> tbh I'd just have two maps
L1447[17:19:49] <shadekiller666> well, the Face to Material map can have the same material in it for different faces
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L1449[17:20:40] <shadekiller666> but the String to Material map only has each material once
L1450[17:20:54] <benny-> as c-dev i'm wondering whats going on there xD cant you point to the material on each face?
L1451[17:21:26] <shadekiller666> java doesn't have pointers
L1452[17:21:39] <benny-> well, that explains the high ramusage of mc
L1453[17:22:02] <shadekiller666> well, i'm sure thats a part of it
L1454[17:22:06] <shadekiller666> but not all of it
L1455[17:22:12] <killjoy> java has no pointers, but they can be null
L1456[17:22:19] <shadekiller666> minecraft isn't very optimized
L1457[17:22:29] <tterrag|away> references are pointers for the most part
L1458[17:22:33] <tterrag|away> you just can't manipulate them as much
L1459[17:22:41] <tterrag|away> you cannot pass by value in java
L1460[17:22:41] <killjoy> Everything is byVal, not byRef
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L1462[17:22:46] <tterrag|away> no...
L1463[17:22:52] <tterrag|away> only primitives are by value
L1464[17:23:08] <killjoy> Then I must not understand what byRef is.
L1465[17:23:15] <shadekiller666> wait a minute
L1466[17:23:28] <williewillus> killjoy: i think you mean that references themselves are copied and passed
L1467[17:23:35] <killjoy> Ok, Objects are byRef, primitives are byVal
L1468[17:23:42] <williewillus> i.e. you couldn't assign null to a param to null out where it came from
L1469[17:23:52] <tterrag|away> "java has no pointers" is patently false
L1470[17:23:57] <tterrag|away> they just aren't called pointers because they are abstracted
L1471[17:24:04] <tterrag|away> but in essence, it's the same idea
L1472[17:24:09] <shadekiller666> if i'm filling the Face/Material map with the instances that are returned from the get method from the String/Material map, does that mean that the maps contain the same references?
L1473[17:24:11] * ThePsionic pointers to tterrag|away
L1474[17:24:23] <tterrag|away> shadekiller666: depends on your implementation
L1475[17:24:24] <tterrag|away> but probably yes
L1476[17:24:30] <williewillus> (void *) ThePsionic
L1477[17:24:35] <ThePsionic> rude
L1478[17:24:38] <shadekiller666> they're just straight up HashMaps
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L1480[17:25:19] <tterrag|away> not what I meant
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L1484[17:29:42] <shadekiller666> ok
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L1486[17:31:03] <benny-> oh dear... the forgeinstaller also downloads stuff -.-
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L1488[17:31:53] <tterrag|away> why are you running the installer?
L1489[17:31:57] <tterrag|away> didn't we already go over this?
L1490[17:32:06] <benny-> i mean the install.sh script from the src package
L1491[17:32:55] <benny-> or do i have to run the install.sh from the fml subdir?
L1492[17:32:56] <williewillus> well yeah the forge dev environment needs mcp so it grabs that and installs it
L1493[17:33:04] <williewillus> no the main one
L1494[17:33:10] <benny-> mcp it found, now it downloads argo-3.2-src.jar
L1495[17:33:17] <williewillus> yay all the libs
L1496[17:33:24] <benny-> maybe some dependency to build
L1497[17:33:48] <tterrag|away> oh there are a lot of those
L1498[17:33:49] <tterrag|away> enjoy
L1499[17:33:56] <benny-> totaly :D
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L1501[17:35:55] <mathew_653> Is there a way to get a IExtendedEntityProperties from PlayerEvent.PlayerLoggedInEvent?
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L1504[17:36:29] <mathew_653> Or more to the point the NBT written by a IExtendedEntityProperties
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L1506[17:36:47] <tterrag|away> mathew_653: same as always?
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L1510[17:41:06] <williewillus> mathew_653: player.getExtendedProperties(<name>)?
L1511[17:41:13] <calclavia> Anyone has an example of using CustomModLoadingErrorDisplayException?
L1512[17:41:41] <gigaherz> never heard of it sorry ;P
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L1516[17:43:08] <calclavia> from Forge
L1517[17:43:11] <gigaherz> it does have a comment in the header, though
L1518[17:43:11] <gigaherz> https://github.com/MinecraftForkage/MinecraftForkage/blob/master/new-src/cpw/mods/fml/client/CustomModLoadingErrorDisplayException.java#L28
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L1520[17:43:30] <gigaherz> eh that's not even the Forge repo XD
L1521[17:44:03] <williewillus> first one on github: https://github.com/odininon/EnchantingPlus/search?utf8=%E2%9C%93&q=FingerprintException
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L1523[17:44:31] <gigaherz> ah look, an example ... that williewillus already linked you to
L1524[17:44:32] <gigaherz> ;P
L1525[17:47:11] <tterrag|away> calclavia: I do yeah
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L1527[17:47:33] <tterrag|away> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/client/EnderCoreModConflictException.java
L1528[17:47:35] <tterrag|away> not exactly complicated
L1529[17:48:19] <calclavia> tterrag|away: oh, ok thanks
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L1531[17:50:21] <shadekiller666> is it possible to have a BiMap that has multiple of the same value? since BiMaps can be inverted
L1532[17:50:38] <tterrag|away> read the docs? idk
L1533[17:51:21] <gigaherz> shadekiller666: hmm no that wouldn't make sense
L1534[17:51:52] <gigaherz> since BiMap's purpose is to ensure that both "keys" and "values" are unique
L1535[17:52:14] <killjoy> A bimap is essentiall Map<K, V> and Map<V, K>
L1536[17:52:15] <gigaherz> if you allow multiple values, you'd be unable to invert it
L1537[17:52:32] <gigaherz> bimap.getKey(value) or whatever it's called wouldn't work
L1538[17:52:47] <tterrag|away> * @throws IllegalArgumentException if the given value is already bound to a * different key in this bimap. The bimap will remain unmodified in this * event. To avoid this exception, call {@link #forcePut} instead.
L1539[17:52:54] <shadekiller666> is there any Map-type Collection that would allow multiple keys to point to the same value?
L1540[17:52:55] <tterrag|away> answers that
L1541[17:52:59] <tterrag|away> seriously, read docs
L1542[17:53:15] <killjoy> keys and values must be unique
L1543[17:53:27] <gigaherz> tterrag|away: that wouldn't work: " An alternate form of put that silently removes any existing entry with the value value before proceeding with the put(K, V) operation."
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L1545[17:53:49] <gigaherz> it doesn't allow multiple values, it's simply the equivalent of normal "put", where the previous value is removed
L1546[17:53:56] <gigaherz> just it removes the previous key instead
L1547[17:54:06] <tterrag|away> ...what are you even saying?
L1548[17:54:15] <tterrag|away> he asked if a BiMap could have duplicate values
L1549[17:54:22] <gigaherz> yes and that doesn't solve the issue
L1550[17:54:22] <tterrag|away> that javadoc clearly answers that question
L1551[17:54:25] <gigaherz> no
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L1553[17:54:45] <tterrag|away> forcePut will just override the key for that value
L1554[17:54:46] <AbrarSyed> no bimaps cant have duplicate values, even if the keys are different
L1555[17:54:54] <gigaherz> sure
L1556[17:55:02] <gigaherz> that javadoc added 0 value to the conversation
L1557[17:55:10] <killjoy> What you want is a HashMap
L1558[17:55:18] <tterrag|away> -.-
L1559[17:55:27] <Ordinastie> gigaherz, "answering the question" doesn't imply the answer is affirmative
L1560[17:55:36] <killjoy> HashMaps allow multiple values
L1561[17:55:54] <gigaherz> Ordinastie: no but out of context as it was, it seemed that it was giving a positive answer
L1562[17:55:56] <killjoy> er, multiple keys with the same value
L1563[17:56:06] <gigaherz> but if you read forcePut, it does not allow multiple keys, hence it was "false hope"
L1564[17:56:15] <mathew_653> I am trying to send an IEEP via a packet and so far the values are't initalized from my attempts(I will be adding more vars what is why i am trying this) : http://pastebin.com/K0QXkMid
L1565[17:56:34] <gigaherz> I had to look it up becauseit surprised me that there would be a method that would break the constraint
L1566[17:56:35] <Ordinastie> gigaherz, only you saw hope there
L1567[17:56:58] <Ordinastie> his argument was merely "read the fucking docs"
L1568[17:57:00] <gigaherz> "To avoid this exception, call {@link #forcePut} instead."
L1569[17:57:08] <gigaherz> that's what I'm referring to
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L1571[17:57:30] <gigaherz> "avoiding the exception" sounds like it would allow the duplicate to be inserted, while that's not what it does at all
L1572[17:57:43] <gigaherz> maybe I just read it different, in that case whatever
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L1576[17:58:45] <tterrag|away> no it doesn't
L1577[17:58:50] <tterrag|away> but it doesn't matter
L1578[17:58:53] <gigaherz> what do you mean "send an IEEP"?
L1579[17:59:38] <williewillus> probably writing it to nbt and sending the nbt
L1580[18:00:21] <Sandstone> Okay guys, I'm sure this is a dumb question but I'm apparently just not getting it: how can I use space as a bind without making jump not work?
L1581[18:00:43] <mathew_653> I am trying to send the NBT i get from a IExtendedEntityProperties via a packet
L1582[18:00:59] <mathew_653> So that i don't have the modify the packet class each time i add a var.
L1583[18:01:21] <williewillus> what error are you getting?
L1584[18:01:51] <mathew_653> It is a logic error, the var what should be true is assigned false, as if it is not changed.
L1585[18:01:58] <mathew_653> Yet server side this is set true
L1586[18:02:07] <gigaherz> I'm not sure that keeping the nbt that you got on load is the right thing to do
L1587[18:02:23] <gigaherz> but hm
L1588[18:02:44] <TehNut> tterrag|away: Are you actually away or client derping on your name again?
L1589[18:03:04] <killjoy> shadekiller666, This is the basics of how a BiMap works. http://pastebin.com/BuAqEb0z
L1590[18:03:25] <shadekiller666> ya
L1591[18:03:25] <tterrag|away> again
L1592[18:03:28] <tterrag|away> I need to reboot my PC or something
L1593[18:03:30] <tterrag|away> this is obnoxious
L1594[18:03:37] <tterrag|away> does quassel ever do that to you?
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L1596[18:03:47] <TehNut> For the nick to the left of the input field, yes
L1597[18:03:53] <TehNut> For the nick in the actual chat, no
L1598[18:03:58] <mathew_653> If i address the var directly, It does work but this'd mean adding the vars to the packet class every time also.
L1599[18:04:08] <williewillus> well your nbt is getting read clientside
L1600[18:04:10] <TehNut> What Quassel version are you on?
L1601[18:04:12] <williewillus> but you arent doing anything with it
L1602[18:04:23] <williewillus> dont you want it to go to the client ieep?
L1603[18:04:28] <tterrag> 0.10
L1604[18:04:50] <williewillus> also, don't do that on line 8, do player.getExtendedProperties(PROP_NAME)
L1605[18:05:07] <williewillus> nvm
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L1607[18:05:09] <williewillus> i derped
L1608[18:05:11] <TehNut> Try updating to this http://quassel-irc.org/pub/quassel-x86-setup-0.11.0.exe
L1609[18:05:24] <TehNut> 12.2 is latest, but it crashes on startup on Windows
L1610[18:05:30] <TehNut> 11.0 is what i use
L1611[18:07:29] <mathew_653> I am handling the NBT inside my handler via a line what says UPD_DisguiseVars.get(playerEnt).SyncVarsFromTag(UPD_ShareDisguiseInfo.TagData);
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L1613[18:08:30] <mathew_653> and all sync vars does is call loadNBTData
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L1616[18:12:21] <williewillus> do you have it on github or something?
L1617[18:12:34] <tterrag> TehNut: it's fixed now, but unsure if that's just from the update :P
L1618[18:12:37] <tterrag> we'll see if it returns
L1619[18:12:41] <mathew_653> I can put the code up on a github
L1620[18:13:43] <mathew_653> infact let me do that
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L1623[18:22:13] <mathew_653> Alright got it up, the parts that should be relivant are in FMLHooks, ShareDisguiseInfo and DisguiseVars git is @ https://github.com/mathew653/UniversalPlayerDisguise
L1624[18:24:51] <williewillus> why are your packet fields static
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L1627[18:25:14] <williewillus> they need to be instance members so they can actually differ per-packet :p
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L1630[18:26:19] <shadekiller666> unfortunately my implementation of String/Material and Face/Material HashMaps does not ensure that they both contain references to the same materials
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L1632[18:26:58] <mathew_653> I was in the process of tidying up the code and i forgot to change those.
L1633[18:28:08] <williewillus> thats not something you forget....its broken if you use static lol. And I found your problem.
L1634[18:28:33] <mathew_653> Glad i just being a derp
L1635[18:28:45] <mathew_653> Guessing the static vars are doing it?
L1636[18:29:00] <williewillus> yes that and
L1637[18:29:01] <williewillus> https://github.com/mathew653/UniversalPlayerDisguise/blob/master/UPD_FMLHooks.java#L15
L1638[18:29:08] <williewillus> you get the property tag to send in the packet
L1639[18:29:22] <williewillus> but in the IEEP's SyncDataFromPacket you try to read a prop tag again
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L1641[18:30:14] <williewillus> in other words, that: https://github.com/mathew653/UniversalPlayerDisguise/blob/master/UPD_DisguiseVars.java#L51 is doing again what was already done when the packet was being created
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L1643[18:30:41] <williewillus> also, please remove "UPD_" from all your member names T-T
L1644[18:32:06] <mathew_653> Thanks.
L1645[18:32:31] <D3add3d> Question: are there any javadocs I can download and read offline for 10.13.4.1448?
L1646[18:32:46] <williewillus> idk if separate javadocs are a thing anymore
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L1648[18:34:26] <Schwowsers> I think you'll have to get the javadoc from the gradle cache
L1649[18:34:57] <D3add3d> damn... I just wanted to find something without turning on my PC and searching for it in Eclipse
L1650[18:35:23] <mathew_653> Hah willie, I just spotted the derp i made for why i made those vars static.
L1651[18:35:46] <mathew_653> Oh god I blame the fact it is like 12:35pm here
L1652[18:36:02] <williewillus> 12pm :p
L1653[18:36:09] <williewillus> had lunch yet?
L1654[18:36:22] <D3add3d> 01:35AM here
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L1656[18:36:27] <D3add3d> :-D
L1657[18:36:32] <mathew_653> Wait
L1658[18:36:34] <jamierocks> 12am for me :P
L1659[18:36:40] <mathew_653> Dubble derp for me
L1660[18:36:47] <williewillus> 18:36 here
L1661[18:37:10] <mathew_653> I said pm and just realised eh
L1662[18:37:14] <mathew_653> it is 00:37
L1663[18:37:28] <williewillus> (thats why am/pm sucks)
L1664[18:37:29] <jamierocks> i guess your british then?
L1665[18:37:34] <mathew_653> Yup
L1666[18:37:43] <jamierocks> :)
L1667[18:39:01] <D3add3d> 12-hour clock messes with my brain every time... why don't just use 24-hour worldwide?
L1668[18:39:27] <williewillus> same reason why people still use fahrenheit and imperial >.>
L1669[18:40:12] <tmtu> america is the root of all evil?
L1670[18:40:19] <williewillus> lol
L1671[18:40:59] <mathew_653> I am glad i am not the only one
L1672[18:41:14] <mathew_653> 12-hour feels like some weird legacy thing.
L1673[18:41:20] <williewillus> I'm American, but I just think those systems are stupid
L1674[18:41:25] <williewillus> SI units for everything
L1675[18:41:59] <D3add3d> yeah... I have to shout Ok Google how much °C is somenumber°F every time I'm watching some cooking videos on YouTube :-D
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L1677[18:42:42] <williewillus> kelvin master race
L1678[18:42:57] <D3add3d> eeh... nope
L1679[18:43:03] <williewillus> kidding lol
L1680[18:44:37] <mathew_653> Thanks for pointing out that static thing, man it was kinda driving me nuts.
L1681[18:44:47] <mathew_653> (Yet to test it)
L1682[18:44:56] <D3add3d> I just like when water is freezing at 0°, not 273.15°
L1683[18:45:12] <mathew_653> I don't get why the world just don't use float values?
L1684[18:45:14] <mathew_653> xD
L1685[18:45:20] <williewillus> ?
L1686[18:45:29] <williewillus> for temperature?
L1687[18:45:32] <mathew_653> Poor attempt at a joke.
L1688[18:45:35] <williewillus> oh lol
L1689[18:45:37] <benny-> ok i got my mcp patched with forge, what do i have to do now to compile the mod source?
L1690[18:45:45] <benny-> it's a client only mod
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L1692[18:45:56] <williewillus> benny-: usually the mod will have docs saying what to do
L1693[18:46:22] <benny-> https://github.com/xurei/forge_world_downloader
L1694[18:46:24] <benny-> thats the mod
L1695[18:46:48] <Lex_> why are you doing that?
L1696[18:46:49] <Lex_> the fuck?
L1697[18:47:09] <benny-> https://github.com/dslake/WorldDownloader/tree/master/mcp and this is the original mod
L1698[18:47:19] <williewillus> before he's trying to recompile an ancient mod
L1699[18:47:23] <benny-> but no info about how to recompile it
L1700[18:47:24] <williewillus> *-before
L1701[18:47:30] <benny-> i need it for 1.5.2
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L1703[18:47:51] <Lex_> No
L1704[18:48:04] <Lex_> No support for old shit in here for that, update.
L1705[18:48:17] <benny-> -.-
L1706[18:48:31] <Lex_> you dont need to use MCP anymore
L1707[18:48:39] <Lex_> he shouldnt be shipping mojangs code
L1708[18:48:44] <Lex_> 1) its illegal
L1709[18:48:48] <Lex_> 2) Its old as shit
L1710[18:49:03] <Lex_> 3) THere are far better more comptible ways to do this
L1711[18:49:07] <williewillus> benny-: are you updating or you need to use a binary? :p
L1712[18:49:20] <williewillus> im sure there's binaries of this floating around
L1713[18:49:37] <Lex_> Side note: that wont work...
L1714[18:49:46] <Lex_> 1) it wont get all the chunks
L1715[18:49:48] <benny-> lex_ i need this plugin to get my builds from a hexxit server which uses 1.5.2
L1716[18:49:51] <Lex_> 2) it wont get all the nessasary TE data
L1717[18:49:55] <benny-> i cant update the server, cause i'm no admin
L1718[18:50:05] <Lex_> sucks to be you, dont get your builds.
L1719[18:50:28] <williewillus> cant you just pester the admin?
L1720[18:50:32] <williewillus> for a world dl
L1721[18:50:55] <Lex_> yopu best bet if you want anything functional
L1722[18:50:59] <benny-> no
L1723[18:51:06] <Lex_> the client isnt told enough information for your builds to be useful
L1724[18:51:14] <benny-> lex_ why shouldnt it work, the plugin is for 1.5.2 as the server and my client are
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L1727[18:51:47] <benny-> see. admin of the server is same kind of person. thanks lex -.-
L1728[18:52:09] <D3add3d> ouch... don't say his full name
L1729[18:52:09] <Lex_> And simple, THE FUCKING SERVER DOES NOT TELL THE CLIENT EVERYTHING ABOUT THE WORLD. It's missing, biomes, te data, structure data, anything.
L1730[18:52:11] <williewillus> his point is that that mod probably wouldn't work
L1731[18:52:16] <Lex_> and rules are rules
L1732[18:52:28] <Lex_> Dont bitch at me when you break them, I let the first one slide.
L1733[18:52:32] *** kroeser|away is now known as kroeser
L1734[18:53:01] <benny-> idc about biome, worldseed, chestcontent
L1735[18:53:37] <Lex_> but the games do
L1736[18:53:51] <Lex_> Either do it on your own
L1737[18:53:57] <Lex_> or ask the server admin for a world download
L1738[18:54:06] <Lex_> We do not support modding on such old shit.
L1739[18:54:57] <Lex_> Beyond that, you're on your own its not exactly hard to do what you want if you dont care about things actually you know, being useful.
L1740[18:56:27] <Gaz492> i should remove the word support from my words to highlight list
L1741[18:57:14] <williewillus> why was it there in the first place haha
L1742[18:57:39] <Gaz492> ftb stuff
L1743[18:58:51] <Lex_> I cant help those who add common words to their lists
L1744[18:58:58] <Lex_> Thats on you ;)
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L1746[19:00:01] <mathew_653> Gotta give compliments where its due you guys are definately cleaning up the API every update, keep the good work up.
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L1748[19:01:35] <williewillus> that worlddownloader mod completely overrides base classes even in the latest 1.7 version >.>
L1749[19:01:38] <Lex_> Minecraft is a ever evolving POS codebase. We do the best we can and working with Mojang to make it better. But, it's how it's going.
L1750[19:01:41] <williewillus> painful nostalgia amirite
L1751[19:01:49] <Lex_> really? POS shit
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L1753[19:04:17] <mathew_653> Right, i'm gonna go off for now, seems like i broke what i was working on more.
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L1755[19:05:02] <shadekiller666> hmm, i really don't want to have to iterate through the entryset for this Face/Material map... but i don't think i have much of a choice
L1756[19:05:55] <gigaherz> java maps don't have their own reverse lookup?
L1757[19:07:01] <williewillus> what do you mean gigaherz :p
L1758[19:07:07] <williewillus> if you want value->key you need a bimap
L1759[19:08:50] <mathew_653> Are server and client side entity ID's ment to differ?
L1760[19:10:05] <williewillus> no
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L1762[19:10:23] <williewillus> the whole reason they exist is so client/server and coordinate what to do to what entity :p
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L1764[19:11:08] <mathew_653> Then something is broken in the way i'm obtaining the entity ID
L1765[19:11:42] <williewillus> code?
L1766[19:11:55] <williewillus> also make sure that that's the issue and not something else :p
L1767[19:12:05] <mathew_653> i am tracing right now
L1768[19:12:11] <shadekiller666> willie, problem is BiMaps don't support duplicate values
L1769[19:12:24] <williewillus> yeah you cant have BiMultiMaps
L1770[19:12:50] <gigaherz> [02:06] (williewillus): if you want value->key you need a bimap
L1771[19:12:59] <gigaherz> nah I meant the equivalent of array.indexOf
L1772[19:13:04] <gigaherz> but for a map ;P
L1773[19:13:11] <shadekiller666> nope
L1774[19:13:12] <benny-> once i got the src compiled i've to reobfuscate the class files to make it usable, right? how is the next step done? just put files from reob in a jar-file?
L1775[19:13:24] <williewillus> no idea :p
L1776[19:13:37] <williewillus> no one's used that old system in years, so try doing that
L1777[19:13:39] <williewillus> and hope it works
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L1779[19:14:30] <mathew_653> Right gonna update the git
L1780[19:14:43] <mathew_653> Might as well fix this tonight, suspecting it is a simple issue.
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L1783[19:16:59] <mathew_653> Alright https://github.com/mathew653/UniversalPlayerDisguise heres the updated bits.
L1784[19:17:03] <shadekiller666> i wish there was a map where you could have 2 types as keys, and use either one to obtain the value
L1785[19:17:28] <williewillus> then you'd just have two maps :p
L1786[19:17:45] <mathew_653> Excuse the horrid lines i added for traceing the var.
L1787[19:17:50] <shadekiller666> true lol
L1788[19:17:54] <killjoy> Map<K, List<V>>?
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L1791[19:19:03] <mathew_653> Shaderkiller666 you could use two types with a common base class?
L1792[19:19:11] <killjoy> Why don't you extend HashMap and implement that?
L1793[19:19:22] <shadekiller666> i was thinking maybe Map<String, Pair<Material, Face>> or Map<String, Multimap<Material, Face>> but with the way that things get parsed having two maps is pretty much essential
L1794[19:20:18] <williewillus> mathew_653: what was the problem you were having again?
L1795[19:21:43] <benny-> yay it works
L1796[19:21:44] <mathew_653> The player entity ID being sent from FMLHooks.OnPlayerLoggedIn is not the same as the one being obtained by UPD_ShareDisguiseInfo.Handler.OnMessage
L1797[19:21:49] <benny-> thanks to everyone who gave tips
L1798[19:22:09] <mathew_653> Good luck benny with your endevors.
L1799[19:22:57] <benny-> well, less time wasted than rebuilding my builds =)
L1800[19:23:03] <benny-> and learned something
L1801[19:23:06] <mathew_653> If i recall hexxit uses biomes 'o' plenty right?
L1802[19:23:10] <williewillus> i think its being written/read from the packet wrong
L1803[19:23:13] <williewillus> maybe
L1804[19:23:36] <mathew_653> eh.. strange it is always spitting out 36 i think
L1805[19:23:52] <mathew_653> Gonna fire it again
L1806[19:23:54] <benny-> yes, but i can get my stuff to the biome i want by renaming the region files
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L1808[19:24:15] <mathew_653> Just a word of warning when working with mod blocks and updatign stuff through versions
L1809[19:24:17] <benny-> and the seed, well i can rebuild the terrain around the builds with worldedit fast
L1810[19:24:18] <williewillus> mathew_653: also...you do know you can buf.readBoolean() and buf.writeBoolean
L1811[19:24:22] <williewillus> lol
L1812[19:24:34] <williewillus> none of that c-style FALSE = 0 shit ;p
L1813[19:24:37] <mathew_653> You will get scrambled blocks.
L1814[19:24:43] <benny-> so i will run in trouble when using the 1.5.2 with 1.7 for example?
L1815[19:24:48] <benny-> +map
L1816[19:24:49] <williewillus> oh yes
L1817[19:25:13] <williewillus> because 1.7 has auto-assign ID's
L1818[19:25:22] <williewillus> so your modded blocks will get scrambled
L1819[19:25:24] <benny-> well, i can live with 1.5.2 so far. maybe i try feedthebeast next, which uses same version
L1820[19:25:44] <mathew_653> Yea because all non vanilla blocks will be jumbled, I had this issue when trying to port a world for a friend, all the bop dirt turned into machine blocks.
L1821[19:25:53] <benny-> it's a pitty that worldedit cant export microblocks ;/
L1822[19:26:26] <williewillus> you actually can port the world but it's a lot of work and might not work
L1823[19:26:33] <williewillus> by manually editing the idmap
L1824[19:26:51] <mathew_653> One thing i am going to say, I know you proberly spent ages on some things but if you do need to leave it behind take it as inspiration to work better from the ground up.
L1825[19:26:58] <benny-> i will stay on modded 1.5.2 so far
L1826[19:27:22] <benny-> but the server which i'm playing on is reseting buildingworld from time to time
L1827[19:27:22] <benny-> which scared me xD
L1828[19:27:36] <benny-> so now i can keep local backup
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L1830[19:28:46] <mathew_653> And yea willie, i proberly will
L1831[19:29:15] <mathew_653> My C style thinking should proberly be left behind a bit when using java xD
L1832[19:29:47] <williewillus> idk why its not transmitting the id properly maybe put printlns everywhere in your fromBytes and toBytes
L1833[19:29:49] <williewillus> just to see
L1834[19:30:08] <mathew_653> From what i can work out the boolean var
L1835[19:30:13] <mathew_653> is being sent correctly
L1836[19:30:35] <mathew_653> Is it possiable i am trying to treat a short as an int?
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L1838[19:31:27] <mathew_653> (is the int returned from Entity.getEntityId() 4 bytes or 2 bytes?)
L1839[19:32:10] <williewillus> wait why are you casting readVarInt to a byte?
L1840[19:32:40] <mathew_653> OH
L1841[19:32:42] <mathew_653> I am
L1842[19:32:43] <mathew_653> lol
L1843[19:32:59] <mathew_653> I did't notice that i must've quick copyied the line and forgot to remove it
L1844[19:33:09] <mathew_653> That'd explain everything
L1845[19:33:22] <williewillus> i personally dont bother with the varint stuff and just use the ByteBuf read/write Byte methods directly
L1846[19:33:44] <williewillus> but if someone is really starved for bandwidth i guess using those is good
L1847[19:34:26] <mathew_653> Mostly just using it to be able to see exactly how many bytes i am sending, I consider it good practise for my self to try my best to send/store the most info in the least space
L1848[19:34:39] <mathew_653> I do understand we no longer own 386's and such though
L1849[19:34:51] <benny-> mathew_653, if i got you right, this means "Just a word of warning when working with mod blocks and updatign stuff through versions" that blockid 42 can get 69 in a new version of a mod?
L1850[19:35:01] <TTFTCUTS> I made a fancy thing :E https://twitter.com/TTFTCUTS/status/621828416099217408
L1851[19:35:09] <benny-> just random number examples :P
L1852[19:35:22] <mathew_653> benny- mind takign this quickly to PM?
L1853[19:35:27] <williewillus> benny-: yes, since in 1.7 string->ID is autogenerated
L1854[19:35:33] <gigaherz> mathew_653: well variable-length numbers can also take more space than strictly necessary ;P
L1855[19:35:55] <williewillus> so the 1.7 doesn't know that your old map's ID 456 was X block from X mod. It reassigns numbers and then attempts to load
L1856[19:35:59] <gigaherz> benny-: not just a new version
L1857[19:36:01] <gigaherz> on a new install
L1858[19:36:01] <mathew_653> I thought varint literally took the number of bytes you told it to?
L1859[19:36:21] <gigaherz> hmmm
L1860[19:36:30] <gigaherz> if so, then varint is not what I thought it is
L1861[19:36:55] <williewillus> varint uses what you tell it to
L1862[19:37:04] <williewillus> if you look at the fml source of bytebufutils it converts it to bytes
L1863[19:37:07] <gigaherz> ah so it's not really a "varint" ;P
L1864[19:37:42] <gigaherz> I dismissed the method assuming it used a variable-length encoding
L1865[19:37:53] <williewillus> it also maxes out at 7 bits
L1866[19:37:54] <gigaherz> so that it would use only 1 byte for small numbers
L1867[19:37:56] <gigaherz> like utf-8
L1868[19:38:05] <williewillus> it does
L1869[19:38:09] <williewillus> but you have to tell it to use 1 byte
L1870[19:38:11] <williewillus> :p
L1871[19:38:16] <gigaherz> yeah then it's not automatic
L1872[19:38:27] <gigaherz> it's more like "arbitraryInt"
L1873[19:38:32] <gigaherz> ;P
L1874[19:39:04] <gigaherz> as I said, I just misinterpreted the meaning of "var"
L1875[19:39:14] <gigaherz> so I wrongly dismissed the method because ofthe crappy name ;p
L1876[19:42:12] <williewillus> is there a way to disable the mapwriter part of opis?
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L1878[19:43:24] <mathew_653> Thanks willie for your help and removign that misplaced cast fixed it xD
L1879[19:43:33] <williewillus> np
L1880[19:43:41] <mathew_653> This made me think of the glow stone issue under 1.6.4 but in reverse.
L1881[19:43:42] <mathew_653> xD
L1882[19:44:12] <mathew_653> Nighty night all!
L1883[19:45:49] <williewillus> night
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L1887[19:46:53] <williewillus> err wot deobf opis is crashing in dev workspace with CNF Error org/jfree/data/xy/XYDataset
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L1891[19:52:31] <tterrag> williewillus: he does not ship the libs
L1892[19:52:35] <tterrag> juts use BON on the regular version
L1893[19:52:39] <tterrag> I have bugged him about it
L1894[19:52:44] <williewillus> kk
L1895[19:52:49] <tterrag> the shade task is not running on the deobf jar
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L1899[20:13:18] <williewillus> whats the method in block to handle block updates?
L1900[20:13:50] <williewillus> nvm got it onneighborblockchange
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L1903[20:24:48] <tterrag> williewillus: there's two, onNeighborChange is for TE neighbor updates
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L1906[20:28:32] <williewillus> thx
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L1911[20:31:32] <Laceh> woooo optimized the computer typing, its not slow asf anymore XD
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L1913[20:33:30] <williewillus> Laceh: which one did you decide on? :p
L1914[20:33:42] <williewillus> inb4 all of them
L1915[20:34:02] <Laceh> ?
L1916[20:34:27] <williewillus> for your vm emulator thing you said you were making? :p
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L1918[20:35:55] <Laceh> its a cpu architecture emulator XD
L1919[20:35:58] <Laceh> not a vm XD
L1920[20:36:06] <Laceh> and I decided to go with 6502 assembly
L1921[20:36:15] <unascribed> I'm pretty sure that's what a VM is
L1922[20:36:17] <unascribed> but okay
L1923[20:36:21] <williewillus> lol
L1924[20:36:34] <gigaherz> well a VM requires more than just a cpu
L1925[20:36:36] <gigaherz> ;P
L1926[20:36:47] <Laceh> a VM emulates an entire machine
L1927[20:36:48] <gigaherz> but then again a cpu alone is rather useless
L1928[20:37:02] <gigaherz> if you add I/O devices and memory
L1929[20:37:05] <Laceh> a VM is a tad different from an emualator
L1930[20:37:07] <gigaherz> then it's already a machine
L1931[20:37:11] <Laceh> just a tad
L1932[20:37:17] <Laceh> Ive written both now
L1933[20:37:18] <gigaherz> so it can already be called a VM
L1934[20:37:21] <gigaherz> ;P
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L1975[22:31:42] <tterrag> so, the clientside player's UUID, is that guaranteed to be the same as the matching serverside UUID?
L1976[22:31:47] <tterrag> (1.7)
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L1980[22:36:22] <tterrag> appears so
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L1986[22:51:29] <Ri5ux> http://i.imgur.com/wVvZy2A.png
L1987[22:51:32] * Ri5ux waits.
L1988[22:52:19] <Ri5ux> 1.8 avefront model loader comparisons^
L1989[22:52:21] * HassanS6000 waits..
L1990[22:52:28] <Ri5ux> wavefront*
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L1994[22:56:28] <Ri5ux> For the record, XLib did that in less than 10 lines, and forges current loader did it in more than 40.
L1995[22:57:44] <dangranos> what's xlib?
L1996[22:57:56] <Ri5ux> A modding library im currently working on for 1.8.
L1997[22:58:06] <Ri5ux> https://github.com/Ri5ux/XLib
L1998[22:58:24] <dangranos> hm
L1999[22:58:42] <dangranos> there already is a xlib, X11 one
L2000[22:59:03] <Ri5ux> Someone already named their modding library XLib?
L2001[22:59:08] <dangranos> no
L2002[22:59:10] <dangranos> not modding
L2003[22:59:19] <dangranos> https://en.wikipedia.org/wiki/Xlib
L2004[22:59:20] <Ri5ux> Are you referring to DirectX...
L2005[22:59:22] <Ri5ux> Oh
L2006[22:59:25] <Ri5ux> >.>
L2007[22:59:29] <dangranos> no
L2008[22:59:32] <dangranos> not DirectX
L2009[22:59:34] <Ri5ux> Ik
L2010[22:59:36] <Ri5ux> I see now.
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L2012[22:59:52] <dangranos> #suchwin #muchfail
L2013[22:59:59] <dangranos> win as in windows :P
L2014[23:00:07] <Ri5ux> I understood...
L2015[23:01:48] <Ri5ux> Well, I like the name so..
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L2027[23:14:30] <VikeStep> trying to figure out how the boat code works... is interesting
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L2029[23:16:22] <unascribed> It doesn't
L2030[23:16:33] <VikeStep> heh
L2031[23:16:54] <VikeStep> got a request to see if I can increase the maximum speed of the boat
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L2034[23:21:53] <VikeStep> there are some really weird constants in there
L2035[23:22:00] <VikeStep> I wonder how they came up with them
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L2040[23:44:37] <Unh0ly_Tigg> is there a method in World that does the same as blockExists(int,int,int) did? (check y for validity, and check if chunk for coordinates exists)
L2041[23:45:50] <Kobata> VikeStep, a bunch of those like 0.9499999.... etc just look like float precision issues
L2042[23:46:14] <Kobata> Since 1/10 and 1/100 aren't exactly representable in binary floating-point (they act like 1/3, 1/7 in decimal)
L2043[23:46:47] <VikeStep> so they found the floating point number which approximates to the value they intended?
L2044[23:46:53] <Kobata> The compiler did
L2045[23:47:01] <VikeStep> oh yeah, thats right
L2046[23:47:05] <Kobata> I'd bet the 0.94999 was written as 0.95f in source
L2047[23:47:19] <Kobata> (or 0.95D)
L2048[23:47:36] <VikeStep> makes sense
L2049[23:48:30] <VikeStep> I understand the boat code now, but it doesnt seem like there is a way for me to increase the boats speed cap so I just told the pack dev to use an alternative boat mod and disable the vanilla boay
L2050[23:48:31] <VikeStep> boat*
L2051[23:49:20] <Unh0ly_Tigg> VikeStep, what mc version?
L2052[23:49:30] <VikeStep> it was for a 1.7 pack
L2053[23:49:54] <Unh0ly_Tigg> 1.8 EntityBoat has (private double speedMultiplier) in it
L2054[23:50:03] <VikeStep> yeah, that doesnt do what you think it does
L2055[23:50:07] <VikeStep> thats in 1.7 as well
L2056[23:50:43] <VikeStep> it also has a cap and I tested changing it, but vanilla changed it back :P
L2057[23:51:17] <DemoXin> There are a million and a half problems with the vanilla boat anyways.
L2058[23:51:39] <DemoXin> Speed is just one of them.
L2059[23:51:52] <VikeStep> the way they do it is quite... interesting, and I found a mathematical problem in their code as well which gives off a possibly unnoticeable but undesired effect
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L2061[23:52:35] <VikeStep> I haven't checked if it still exists on 1.8 though, but if it does I'll see about reporting it
L2062[23:52:57] <Unh0ly_Tigg> is the cap ~33.25?
L2063[23:53:19] <VikeStep> 0.35D
L2064[23:54:28] <Unh0ly_Tigg> "if ((d2 > d10) && (speedMultiplier < 0.35D))" is that what you are refering to? (1.7 source)
L2065[23:54:45] <VikeStep> correct
L2066[23:54:57] <Unh0ly_Tigg> look at the else, it has a different cap
L2067[23:55:04] <VikeStep> thats a minimum
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L2069[23:56:20] <Unh0ly_Tigg> basically, the if statement is "if ((original speed) > (new speed) && (speedMultiplier < 0.35D))"
L2070[23:56:49] <Unh0ly_Tigg> so, if the boat slowed down, and the speed multiplier is less than half the original value.
L2071[23:57:58] <Unh0ly_Tigg> so, in the else code, if speedMultiplier is 1.0D, it gets subtracted by 0.93 / 35.0D...
L2072[23:58:29] <VikeStep> thats actually new speed > old speed
L2073[23:58:46] <Unh0ly_Tigg> oh, derp, I mixed up d2 and d10
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