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L2[00:18:45] <Cazzar> Welp, I sometimes should look through some game files more often
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L17[01:00:53] <shadekiller666> interwebs being abnormally slow D:
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L30[02:04:06] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150724 mappings to Forge Maven.
L31[02:04:10] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150724-1.8.zip (mappings = "snapshot_20150724" in build.gradle).
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L33[02:04:21] <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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L48[03:14:29] ⇨ Joins: Kubuxu (~Kubuxu@kubuxu.magik6k.net)
L49[03:17:16] <Kubuxu> Hello, I have small problem: I would love to use @ItemStackHolder but fact that it causes class loading makes it impossible for me. I was using it in compat classes which shouldn't get loaded unless a mod is persent. Unfortunetly @ItemStackHolder causes class loading which thorws ClassNotFoundException. Is there anything that can be done or maybe should I report an issue.
L50[03:17:36] <sham1> Error please
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L52[03:22:55] <tterrag> Kubuxu: what do you mean it causes classloading? @ItemStackHolder is for fields
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L56[03:29:26] <Kubuxu> tterrag: yes but to inject fields it triggers loading of class.
L57[03:29:47] <Kubuxu> which as some classes that this class depends on are unavalible it crashes.
L58[03:29:56] <tterrag> again, post log
L59[03:30:29] <Kubuxu> http://paste.ee/p/mtyqh
L60[03:30:45] <Kubuxu> Line 54
L61[03:31:34] <tterrag> Kubuxu: you are registering your class with addHolder yes? of course that will classload
L62[03:31:40] <tterrag> directly referencing a class will load it
L63[03:31:43] <tterrag> regardless
L64[03:31:55] <tterrag> you should NOT register the holder if your compat is missing
L65[03:32:12] <Kubuxu> No we are not. addHolder is registered basing on ASMData of @ItemStackHolder
L66[03:32:41] <tterrag> oh, I see
L67[03:32:46] <tterrag> I hadn't used this before
L68[03:33:06] <tterrag> in that case, you will need to separate your holders
L69[03:33:19] <tterrag> FML cannot possibly get any metadata from the annotations without loading the class
L70[03:33:30] <tterrag> so being able to conditionally load the class is impossible
L71[03:35:16] <Kubuxu> FML can get data and it gets with use of ASM (every mod class is processed by it). In theory instead of loading the class to inject holders it could append code into <cinit> block and there inject the fields. It wouldn't trigger class loading.
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L73[03:36:19] <Kubuxu> Or watch classloading (which is also already done in FML, as for custom classloader) and inject those fields there.
L74[03:36:40] <Kubuxu> I'm not saying that it is citical, just showing few solutions.
L75[03:36:51] <ThePsionic> Ordered a new computer :D
L76[03:36:51] <tterrag> ASM is done during classload...
L77[03:37:30] <Kubuxu> No, ASMData is collected while scanning mod jars.
L78[03:37:45] <Kubuxu> Every class in loaded by ClassReaded and annotations data collected.
L79[03:38:44] <Kubuxu> Then ASMData is used for Holders by loading classes that have fields containing annotated fields.
L80[03:39:35] <tterrag> free to bug cpw, this is not my area of expertise
L81[03:39:56] <Kubuxu> Should I use FML's issue tracker or Forges?
L82[03:40:36] <tterrag> FML is deprecated
L83[03:40:37] <tterrag> so, forge
L84[03:40:53] <tterrag> I would assume
L85[03:42:06] <tterrag> tbh I don't really see the point of @ItemStackHolder
L86[03:42:26] <sham1> What does it even do
L87[03:42:27] <tterrag> you could just as easily say = GameRegistry.findItemStack(...)
L88[03:42:33] <ThePsionic> Man, who knew spending so much money could feel so good
L89[03:43:05] <Kubuxu> It is just nice thing to use. You don't have 30 GameRegistry.findItemStack(...) just a field.
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L91[03:43:20] <tterrag> but...the annotation contains the same data
L92[03:43:26] <tterrag> you aren't saving anything
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L94[03:44:53] <McJty> tterrag, more compact way to write?
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L96[03:45:01] <tterrag> but HOW is it more compact
L97[03:45:03] <tterrag> it ADDS an extra line
L98[03:45:06] <tterrag> with the same exact data
L99[03:45:11] <tterrag> I dun get it
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L108[04:49:11] <dangranos> https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/166 wat is that
L109[04:51:36] <sham1> Was I reading an issue in Reika's issue tracking repo or a bad fanfic !?
L110[04:53:05] <dangranos> http://i.imgur.com/IP73r.gif
L111[04:55:11] <tmtu> not sure reika knows how git works at all
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L113[04:56:10] <Ashlee> he does not need to know
L114[04:56:16] <Ashlee> he just packages all API in a package called Dragon API
L115[04:56:51] <tmtu> and names commits "update n"
L116[04:56:54] <dangranos> ^
L117[04:56:58] <dangranos> or just "update"
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L119[04:57:22] <dangranos> and he has dragon player model *nod nod*
L120[04:57:55] <dangranos> i thiink that should be posted somewhere
L121[04:58:01] <dangranos> big and free for all
L122[04:59:56] <dangranos> it's also hilarious that reika's issue tracker even has "@&#%?!" tag
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L127[05:10:12] <iceman11a> Is there a way to control the number of enities in my world.
L128[05:10:39] <iceman11a> I relate this to cows, chickens and sheep and so on
L129[05:11:46] <sham1> Techniclly you could cancel entityjoinworldevent if you have certain treshold
L130[05:11:48] <sham1> but why
L131[05:20:48] <iceman11a> lag, I just setup a 5x ore processing with MEK! and I'm getting a lot of lag from that all so. That's another story.
L132[05:21:19] <iceman11a> I was hoping for a easy fix. Some thing that could only put so many animals in my world.
L133[05:22:05] <iceman11a> I was going to one of my bases when I went over a area full of cows.
L134[05:22:28] <iceman11a> Just in that one area there had to be like 100 cows
L135[05:24:09] <sham1> Well that ore processing might be causing the lag
L136[05:24:15] <sham1> But yeah
L137[05:24:33] <sham1> You can make your own mod for that
L138[05:25:26] <iceman11a> I won't even know where to start on some thing like that. How ever I am making a fuels mod. It's a small mod.
L139[05:25:32] <iceman11a> Not a lot of code
L140[05:26:34] <iceman11a> any way thanks
L141[05:26:44] <sham1> No problem
L142[05:26:45] <iceman11a> gn
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L157[06:05:23] <Tim020> If I want to call a method in a container from a gui, would the best way to do it to be to send packets?
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L160[06:05:56] <sham1> packets
L161[06:06:05] <zerotheliger> lex dude please tell me your here
L162[06:06:14] <zerotheliger> you are going to love this
L163[06:06:22] <sham1> I doubt it
L164[06:06:29] <Tim020> sham1, can I send packets to a container?
L165[06:06:35] <zerotheliger> its not drama its a fan fiction
L166[06:06:36] <zerotheliger> https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/166
L167[06:06:39] <sham1> Of course you can
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L169[06:06:55] <zerotheliger> coolsquid
L170[06:07:30] <Tim020> As opposed to sending them to the TE?
L171[06:09:05] <sham1> You could try that
L172[06:09:28] <Tim020> So basically I have a scroll bar in the GUI (which works, scrolls just fine) and when it moves I need to update what slots are shown in the container.
L173[06:09:45] <sham1> I dont know anbout that
L174[06:09:51] <sham1> look at the creative inventory
L175[06:10:41] <Tim020> I'm trying, but it's a whole obfuscated mess :P
L176[06:10:48] <McJty> Tim020, that's actually pretty easy. Hold on
L177[06:11:13] <McJty> Tim020, override: public Slot getSlotAtPosition(int x, int y) {
L178[06:11:21] <McJty> Then you define which slot is at which position.
L179[06:11:30] <McJty> Your scrollbar will change which slot is returned
L180[06:12:10] <Tim020> Where does that method originate from?
L181[06:12:24] <McJty> GuiContainer
L182[06:13:06] <Tim020> It's a private method
L183[06:13:18] <McJty> Not for me
L184[06:13:32] <McJty> public Slot getSlotAtPosition(int p_146975_1_, int p_146975_2_)
L185[06:13:58] <Tim020> private Slot getSlotAtPosition(int p_146975_1_, int p_146975_2_) :P
L186[06:14:23] <McJty> I'm on 1.7.10. Maybe that changed?
L187[06:14:34] <McJty> and if it did then I don't know how to do this (and that will be a serious problem for my mod)
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L189[06:14:48] <Tim020> I'm on 1.7.10 too...
L190[06:15:02] <McJty> Tim020, are you sure you're looking at the right place?
L191[06:15:11] <Tim020> In GuiContainer right?
L192[06:15:11] <McJty> net.minecraft.client.gui.inventory.GuiContainer
L193[06:15:22] <McJty> What version of forge?
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L195[06:15:57] <Tim020> 1.7.10-10.13.3.1420
L196[06:16:19] <McJty> i have 13.3.1395 but I don't think that would have changed so much.
L197[06:16:26] <McJty> Anyone else here can confirm if that method should be public or private?
L198[06:16:31] <McJty> It is public for me but private for Tim020
L199[06:16:36] <sham1> !gm getSlotAtPosition 1.8
L200[06:16:42] <McJty> sham1, 1.7.10
L201[06:16:46] <sham1> Yes
L202[06:16:47] <McJty> !gm getSlotAtPosition 1.7.10
L203[06:16:56] <McJty> !gm getSlotAtPosition 1.8
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L205[06:17:00] <sham1> But just to inform you, it is public
L206[06:17:08] <McJty> sham1, public according to that command
L207[06:17:15] <McJty> sham1, not sure what's up with your minecraft sources :-/
L208[06:17:28] <Tim020> !gm getSlotAtPosition 1.7.10
L209[06:17:29] <sham1> Umn
L210[06:17:31] <sham1> Wrong person
L211[06:17:38] <McJty> Sorry I mean Tim020
L212[06:17:58] <Tim020> Huh.... How bizzare!
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L214[06:19:11] <Tim020> I'll try updating to forge 10.13.4.1492
L215[06:25:58] <Tim020> JAVA_HOME is a system variable isn't it?
L216[06:29:03] <gigaherz> environment variable
L217[06:29:09] <gigaherz> doesn't matter if you add it as system or user
L218[06:29:25] <gigaherz> Idon't even define it
L219[06:30:13] <Tim020> My gradle is saying it cannot find a javac compiler :O
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L221[06:30:35] <Tim020> And JAVA_HOME is currently pointed to the JRE not JDK
L222[06:31:22] <Tim020> Yay, updating jdk version worked :P
L223[06:32:04] <gigaherz> well that'd explain why ;P
L224[06:32:17] <gigaherz> actually I do set up the JAVA_HOME
L225[06:32:18] <gigaherz> but
L226[06:32:22] <gigaherz> not globally
L227[06:32:25] <gigaherz> I have a .cmd script
L228[06:32:35] <gigaherz> that sets up the PATH and JAVA_HOME, then calls gradle
L229[06:32:35] <gigaherz> XD
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L231[06:33:22] <gigaherz> disregard the inappropriate name: https://github.com/gigaherz/ElementsOfPower/blob/master/setup-dependencies.cmd
L232[06:33:31] <gigaherz> I created the script before I understood exactly what the command does ;P
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L239[06:48:33] <Tim020> So McJty, using that method I don't need to do anything in the container other than add the slots like usual in the constructor?
L240[06:48:52] <McJty> Tim020, yep, I use it for a big storage container in my mod where you can scroll to see all the slots
L241[06:49:05] <McJty> Tim020, I even have slots that are bigger then the normal 16x16 that way
L242[06:49:20] <Tim020> That's what I'm creating :P Though updating forge version didn't fix the privateness of it :/
L243[06:49:20] <McJty> You can use it on a normal container. It is a purely gui thing. Works really great
L244[06:49:38] <McJty> Tim020, it is extremely weird. Did you do a gradlew setupDecompWorkspace again?
L245[06:49:42] <McJty> Perhaps something went wrong there
L246[06:50:15] <Tim020> Yea I did do that
L247[06:50:27] <gigaherz> try setupDecompWorkspace --refrewh-dependencies
L248[06:50:33] <gigaherz> it will take longer, though
L249[06:50:37] <gigaherz> refresh*
L250[06:51:35] <Tim020> Will try that... If not I could always run clean and start again
L251[06:54:25] <sham1> If you start over, we have cookies here in 1.8 land :P
L252[06:54:50] <Tim020> Still saying it's private :@
L253[06:55:25] <Tim020> sham1, I'm thinking about 1.8 :P
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L258[07:05:16] <boboch3> hello guys. I'm using getRenderBoundingBox to avoid my model desapears. But what refered the coords passed to AxisAlignedBB.getBoundingBox? Is xmin ymin zin xmax.... ok but xyz of what? The block? A specific point of the bloc (top left corner or something like that)? Thanks in advance for any help
L259[07:06:55] <boboch3> my question is for when i'm facing the north
L260[07:07:30] <dangranos> uh
L261[07:07:38] <dangranos> isn't it's xzy?
L262[07:08:21] <McJty> It will be the minimum x, y, z of the block
L263[07:09:04] <boboch3> of the block itself, the same coord used when a block is placed?
L264[07:09:11] <McJty> yes
L265[07:09:21] <boboch3> are you sure? Because it's doubles, not ints
L266[07:09:27] <McJty> yes I'm sure
L267[07:09:39] <sham1> of course it is doubles
L268[07:09:41] <boboch3> ok thanks, I try right now
L269[07:09:48] <boboch3> generally coords are ints
L270[07:09:59] <McJty> Not when working with bounding boxes and rendering
L271[07:10:00] <sham1> Except when you can have sub-block coords
L272[07:10:08] <sham1> and that
L273[07:10:20] <boboch3> oh ok
L274[07:10:44] <tmtu> floating point masterrace
L275[07:18:40] <boboch3> My models desapears then a look left. I explain. I've got a 3x3 block on the ground and 10 y height. I place it at 0 4 0 coord. I have a metadata on my block to indicate in wich direction watched the player when he placed the block. I use this meta to determine the orientation of my sub block and here the boundingbox points. So I did xMin = (double)this.xCoord-1, yMin = (double)this.yCoord; zMin = (double)this.zCoord; x
L276[07:18:40] <boboch3> Max = (double)this.xCoord + 1; yMax = (double)this.yCoord + 10; zMax = (double)this.zCoord -2; but my model still desapears when i look lefter than the primary block. Why? I gave x-1 for the xmin point.
L277[07:19:59] <McJty> boboch3, show us your real code (pastebin)
L278[07:20:38] <boboch3> http://pastebin.com/qktGeiU0 only the north case might be good on the sample
L279[07:20:54] <boboch3> the case 2
L280[07:21:20] <boboch3> I try xmin = -2 to test....
L281[07:21:35] <boboch3> ok I got this
L282[07:21:37] <McJty> boboch3, note that xMax = xCoord+1 only goes to the right side of the block.
L283[07:21:46] <McJty> boboch3, i.e. that gives you a 2x2 area
L284[07:22:27] <McJty> i.e. from xCoord-1 to xCoord+1 is only 2 blocks and not 3
L285[07:23:01] <boboch3> no because my "primary" block is in the center, facing the player
L286[07:23:14] <boboch3> so I always have one block left and one right of it
L287[07:23:25] <McJty> yes, but to get to that right of it you need xCoord+2
L288[07:23:36] <McJty> Because xCoord+1 only covers your current block
L289[07:23:43] <McJty> i.e. from xCoord to xCoord+1 is your block
L290[07:23:52] <McJty> xCoor-1 to xCoord is the block left from it
L291[07:23:57] <McJty> xCoord+1 to xCoord+2 is the block right of it
L292[07:24:15] <McJty> Don't think of this as block coordinates.
L293[07:24:21] <McJty> You are working with 3D world coordinates now
L294[07:24:36] <boboch3> that was my previous question :)
L295[07:24:47] <boboch3> about "wich point referencing the coords"
L296[07:24:57] <McJty> yes, and we answered that
L297[07:25:00] <boboch3> so Ok I better understand now
L298[07:25:25] <boboch3> THen I misunderstand your answere
L299[07:26:50] <boboch3> so for a north case, I should do http://pastebin.com/hUKZxjf0 ?
L300[07:28:19] <McJty> No that's wrong because your zMin is bigger then your zMax
L301[07:28:27] <McJty> The min coordinates should always be lower
L302[07:29:25] <boboch3> oh ok. only the min values refers to real in world coord
L303[07:29:40] <McJty> No, you're still confused
L304[07:29:46] <McJty> Both min and max refer to 3D coordinates in the world
L305[07:29:48] <boboch3> after that is a "vector" coords refered to the mins values
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L307[07:30:13] <boboch3> when I said "reald world coords" I mean coord of the primary block
L308[07:30:33] <McJty> One corner of your block is xCoord,yCoord,zCoord and the opposite corner is xCoord+1,yCoord+1,zCoord+1
L309[07:30:42] <McJty> And usually min corresponds with xCoord,yCoord,zCoord
L310[07:30:43] <boboch3> yes
L311[07:30:46] <McJty> And max with the other corner.
L312[07:31:17] <boboch3> yes I know that but is that still right is me changed the orientation of the block?
L313[07:31:27] <McJty> hmm?
L314[07:31:28] <boboch3> if we*
L315[07:31:37] <McJty> Yes because you cannot really rotate blocks in minecraft
L316[07:31:42] <McJty> You can only rotate the textures
L317[07:31:57] <McJty> i.e. show a different texture on a side depending on 'orientation'
L318[07:32:34] <sham1> but if you do that cleverly it looks like the block is rotating
L319[07:32:38] <boboch3> I rotate my model yes, but i need to rotate my ounds too
L320[07:32:48] <boboch3> my bounds*
L321[07:33:29] <boboch3> so my question is now, of wich direction (north west...) we are to refered to?
L322[07:33:45] <McJty> boboch3, in what situation?
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L324[07:34:43] <boboch3> for my bouningbox. I can't only do xmin = x-1 and xmax = x+2 all the time, because the x become the z when i'm facing the west instead of the north
L325[07:35:05] <McJty> I guess that depends on how you represent rotation for your model
L326[07:35:29] <boboch3> glmatrxrotation something like that, I don't remember ^
L327[07:35:50] <boboch3> based on my metadata
L328[07:36:20] <McJty> So yes, it would depend on your metadata.
L329[07:36:25] <McJty> But I think I don't understand your question.
L330[07:36:43] <boboch3> and I think I don't understand how to explain my question :p
L331[07:37:21] <boboch3> english is not my mother language as you can see, so it's hard for me to find some "technical" words sometimes
L332[07:37:34] <McJty> yes, it isn't mine either :-)
L333[07:37:50] <boboch3> then you're better than me, ahaha
L334[07:38:43] <boboch3> so I'm going to explain in details
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L337[07:39:58] <boboch3> My rotation is based on a metadata I apply to my block depending of wich direction the player watched when he placed the block. If he watched the north, my meta value will be 2. If he watched the west, meta = 1
L338[07:40:24] <boboch3> For my question, we suppose the player watched the north, so the meta = 2
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L344[07:49:23] <boboch3> McJty, I need to know the xmin zmin xmax zmax for my boundingBox for my block. It is like this http://i.imgur.com/V0Mw6TC.jpg where netherhack is the player looking on the north direction, brick is the primary block and dirt the blocks made to avoid going throuth my model. Is that more plear?
L345[07:50:05] <McJty> boboch3, sure I understood that. But that seems easy enough. I don't get what the problem is you are having with that?
L346[07:50:31] <Tim020> What the fuck... I ran a gradlew clean, then gradlew setupDecompWorkspace --refresh-dependencies and then gradlew idea.... The method is still private
L347[07:51:17] <boboch3> If I do xMin = (double)this.xCoord-1;
L348[07:51:17] <boboch3> zMin = (double)this.zCoord;
L349[07:51:17] <boboch3> xMax = (double)this.xCoord + 2;
L350[07:51:17] <boboch3> zMax = (double)this.zCoord -2; my model disapears when I looked lefter than he primary block. I did what you said (I think)
L351[07:51:46] <McJty> boboch3, well as I told you before zMax should always be bigger then zMin
L352[07:51:52] <McJty> boboch3, that's not the case in what you just pasted
L353[07:52:25] <McJty> boboch3, so just sawp zMin and zMax
L354[07:53:34] <boboch3> lol.... I finally understood. I was focused on the bottom left of my model...
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L356[07:54:19] <Tim020> where does gradle download the forge source to?
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L358[07:55:14] <boboch3> McJty, now I have xMin = (double)this.xCoord-1;
L359[07:55:14] <boboch3> yMin = (double)this.yCoord;
L360[07:55:14] <boboch3> zMin = (double)this.zCoord-2;
L361[07:55:14] <boboch3> xMax = (double)this.xCoord + 2;
L362[07:55:14] <boboch3> yMax = (double)this.yCoord + 10;
L363[07:55:15] <boboch3> zMax = (double)this.zCoord; but I still have the same issue :(
L364[07:55:36] <boboch3> I think i'm still confusing somewhere
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L366[08:00:57] <boboch3> McJty, I tryed to increase the box size but it's not working neither :(
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L368[08:01:08] <McJty> I have no clue then...
L369[08:01:18] <McJty> Maybe something else is wrong (with the model or something)
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L372[08:02:18] <boboch3> but if I do a box with xmin -1000 xmax 1000 same with Z it's work
L373[08:02:23] <boboch3> so my model is good xD
L374[08:02:53] <McJty> Hmm you may want to do zMax = zCoord+1
L375[08:02:57] <McJty> You are missing one side
L376[08:03:14] <dangranos> hey, who remembers when eloraam disappeared because of dota?
L377[08:03:41] <boboch3> I do xMax = Zcoord+2 to be sure but still disapears
L378[08:04:03] <McJty> boboch3, then no clue sorry
L379[08:04:39] <boboch3> and hat if I do -1000 1000
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L381[08:04:46] <Simulac> hey guys
L382[08:04:48] <boboch3> it will cause some issue?
L383[08:04:56] <boboch3> and what*
L384[08:04:59] <McJty> boboch3, well performance might suffer
L385[08:05:19] <boboch3> ok
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L388[08:06:32] <Ivorius> boboch3: A block cannot be larger than 1x1x1
L389[08:06:56] <Ivorius> xMin, xMax etc. are only allowed within [0, 1]
L390[08:07:05] <McJty> Ivorius, not for this
L391[08:07:32] <Ivorius> If he is still talking about the bounding box of the block
L392[08:07:34] <Ivorius> Then yes, for this :P
L393[08:07:57] <boboch3> McJty, OMG what an idiot I am.... My meta value is 3, not 2!!!! thats why my modifications didn't be applyed
L394[08:08:21] <McJty> Ivorius, I have succesfully used this for displaying bigger then 1x1x1 blocks in rftools.
L395[08:08:25] <McJty> Ivorius, seems to work pretty fine
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L397[08:08:52] <Ivorius> You can have blocks that display bigger than 1x1x1, yes
L398[08:08:55] <Ivorius> With some trickery
L399[08:08:56] <McJty> Ivorius, we're talking about public AxisAlignedBB getRenderBoundingBox()
L400[08:08:56] <McJty> btw in TileEntity
L401[08:08:57] <Ivorius> But not the bounds
L402[08:09:13] <Ivorius> Ah, that one
L403[08:09:17] <boboch3> yes, it's my shortcut speaking lol
L404[08:09:17] <Ivorius> Yeah, for that one it works :P
L405[08:09:28] <Ivorius> bounding box != render bounds
L406[08:09:32] <boboch3> yes
L407[08:09:42] <McJty> Well Ivorius this is both :-)
L408[08:09:43] <McJty> getRenderBoundingBox
L409[08:10:07] <Ivorius> Technically, bounding box is a very broad term, yes
L410[08:10:10] <Ivorius> More of a concept
L411[08:10:26] <Ivorius> But usually, it gets used for collision, and thus the connotation is very present :P
L412[08:10:43] <Ivorius> But okay, should have read more closely I guess
L413[08:13:43] <boboch3> McJty, thanks for all and sorry for my lose of your time. It works now
L414[08:13:57] <McJty> ok ;-)
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L417[08:16:08] <Simul> why tf does player.getPosition() round up
L418[08:16:18] <Simul> round properly*
L419[08:16:43] <Simul> why doesn't it just floor the position doubles
L420[08:18:48] <Ivorius> Because if you're standing on the far edge of a block
L421[08:19:10] <Ivorius> You're standing closer to the other coord
L422[08:19:19] <Ivorius> At least for some calculations
L423[08:19:35] <Ivorius> Although I'd agree flooring is more common :P
L424[08:19:35] <Simul> yeah but that means you're getting the other BlockPos
L425[08:19:53] <Ivorius> new BlockPos(entity) floors
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L427[08:20:00] <Simul> Wait does it?
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L429[08:20:10] <Simul> Nice!
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L431[08:21:39] <Simul> that saved me having to write a bunch of code
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L434[08:32:45] <Simul> hmm I think new BlockPos(entity) floors all the time
L435[08:35:13] <Simul> It'd be better if it ceils when the value is negative
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L437[08:38:29] <Ivorius> wat?
L438[08:38:30] <Ivorius> No?
L439[08:38:45] <Ivorius> That would be highly inconsistent
L440[08:38:54] <Simul> No I've done something wrong
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L442[08:40:00] <Simul> Yeah sorry, I made a mistake
L443[08:40:22] <Simul> I had the wrong idea of how something works in minecraft
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L453[08:58:10] <Simul> SUCCESS it works
L454[08:58:21] <Simul> the root of problems: BlockPos not flooring.
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L456[09:02:02] <williewillus> are IMC messages delivered as they're sent or are they all queued up and sent at the same time (and when is that)
L457[09:02:29] ⇨ Joins: Tim020 (~Tim0@cpc25-farn7-2-0-cust147.6-2.cable.virginm.net)
L458[09:04:31] <Tim020> !gm getSlotAtPos 1.7.10
L459[09:04:48] <Tim020> !gm getSlotAtPosition 1.7.10
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L461[09:12:38] <Tim020> Is there a way I can gain access to a private method from a child class?
L462[09:13:21] <williewillus> reflection :p
L463[09:14:36] <Tim020> I dunno how to do that ;) Time to read the google then :P
L464[09:16:12] <Tim020> williewillus, how easy is it to implement? :P
L465[09:16:30] <williewillus> depends, whatre you trying to do?
L466[09:17:22] <Tim020> I need to be able to override a method in GuiContainer from one of my containers, however said method is private
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L468[09:18:29] <Tim020> Is that at all possible?
L469[09:19:19] <williewillus> according to google you can't
L470[09:19:24] <williewillus> override private methods that is
L471[09:19:59] <williewillus> they're hidden completely from derived types
L472[09:20:13] <Tim020> That's annoying
L473[09:22:25] <williewillus> in normal java that's good because encapsulation butttt minecraft :p
L474[09:22:27] <williewillus> which method?
L475[09:22:49] <gigaherz> that's the thing of thing where you need to inject an ASM call and an abstract method that you get to override afterward
L476[09:22:49] <gigaherz> ;p
L477[09:22:52] <gigaherz> kind ofthing*
L478[09:22:59] <gigaherz> but it's best to avoid that as mucha s possible
L479[09:23:12] <gigaherz> or actually
L480[09:23:14] <gigaherz> hmm
L481[09:23:24] <gigaherz> you could just access-transform the method into protected?
L482[09:23:34] <gigaherz> as a worst-case, that is
L483[09:23:46] <gigaherz> Tim020: what do you need to do that requires overriding?
L484[09:23:57] <Tim020> I need to override the getSlotAtPosition() method in GuiContainer
L485[09:24:08] <gigaherz> why?
L486[09:24:37] <williewillus> well you could find where said private method is called and if that site is overrideable you could override those
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L488[09:24:51] <williewillus> and it looks like it's called from 3 other protected methods
L489[09:25:22] <gigaherz> I'd say whatyou want to override is isMouseOverSlot instead?
L490[09:25:23] <gigaherz> ;p
L491[09:25:33] <Tim020> Not for what I'm trying to do no :P
L492[09:25:43] <Tim020> I need the getSlotAtPosition ;)
L493[09:25:49] <gigaherz> that sounds hacky ;P
L494[09:26:02] <unascribed> you still haven't answered why you need to override that method
L495[09:26:07] <Tim020> And according to sham, the method should be public (so says MCP-Bot)
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L497[09:26:57] <Tim020> I need to override it because one of my custom guis has a scroll bar which needs to offset the y coordinate relative to how much has been scrolled
L498[09:27:01] <gigaherz> mouseClicked, mouseClickMove, mouseReleased -- you can always copypaste those into your own code ;P
L499[09:27:42] <gigaherz> althoug hthat'd be ugly, but since it only affects your own gui... ;P
L500[09:30:00] <williewillus> i think an AT would be a better choice
L501[09:30:01] <williewillus> in this case
L502[09:31:17] <williewillus> hm
L503[09:31:22] <williewillus> there seems to already be an AT on it
L504[09:31:32] <williewillus> probably in a newer build of forge
L505[09:31:38] <Tim020> I possibly have another way to go about this which would be to send updates from the gui to the container and simply refresh what slots are being displayed
L506[09:32:05] <Tim020> I'm using the latest 1.7.10 forge build :P
L507[09:34:00] <williewillus> check forge_at.cfg and fml_at.cfg and see if they have the method
L508[09:34:10] <williewillus> in the root of the forgeSrc jar
L509[09:35:01] <FR^2> Is there any way to make the server load a dimension with a command?
L510[09:35:23] <Tim020> Nope, not in either williewillus
L511[09:35:34] <williewillus> strange
L512[09:35:55] <Tim020> :/
L513[09:36:35] <williewillus> not in my 1.8 one either, then why is it marked as AT'ed on the bot I wonder
L514[09:38:11] <Tim020> Are the slots added to a container client or server side?
L515[09:38:25] <gigaherz> both
L516[09:38:32] <gigaherz> there's a container on both sides
L517[09:38:39] <gigaherz> each one adds its own set of slots
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L519[09:38:46] <gigaherz> and the game syncs them
L520[09:39:08] <Tim020> So if I make a change to the client container how do I get that to sync to the server container?
L521[09:39:37] <gigaherz> detectAndSendChanges()
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L523[09:40:34] <williewillus> thats server -> client :p
L524[09:41:19] <Tim020> Basically the scroll bar tells the container to clear all the slots from the list, then re-adds them... How do I sync that change to the server then?
L525[09:41:45] <williewillus> probably when the scrollbar is clicked or something
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L527[09:41:49] <gigaherz> no?
L528[09:42:12] <gigaherz> net.minecraft.client.gui.inventory.GuiContainerCreative calls it from handleMouseClick
L529[09:43:34] <williewillus> don't use the creative menu as an example for anything lol
L530[09:43:44] <williewillus> creative menu is completely client controlled (?!)
L531[09:44:27] <williewillus> when you click something out of the creative menu, the client actually creates a dummy item, the server doesnt create it until its told by the client you put it into your inventory
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L533[09:45:23] <williewillus> are IMC messages sent in init or postinit?
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L535[09:46:04] <Tim020> williewillus, the scroll bar: https://github.com/Tim020/Tiny-Storage/blob/Dev/src/main/java/com/timthebrick/tinystorage/client/gui/widgets/GuiScrollBar.java
L536[09:46:13] <Tim020> the gui that uses it: https://github.com/Tim020/Tiny-Storage/blob/Dev/src/main/java/com/timthebrick/tinystorage/client/gui/inventory/implementations/GuiImpossibleChest.java
L537[09:46:20] <Tim020> the container: https://github.com/Tim020/Tiny-Storage/blob/Dev/src/main/java/com/timthebrick/tinystorage/inventory/implementations/ContainerImpossibleChest.java
L538[09:49:06] <Tim020> I think I just need to sync the changes made in the handleWidgetInteraction() method in the container to the sever
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L545[10:10:10] <williewillus> okay so I'm making an actual api for projecte instead of the kludgefuck that it is right now, and I have this: https://github.com/williewillus/ProjectE/blob/api/src/main/java/moze_intel/projecte/api/proxy/IBlacklistProxy.java
L546[10:10:28] <williewillus> but I was wondering if I should move those to IMC, or keep them there, or have both
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L551[10:19:33] <yueh> if you don't accept null, you should throw an exception and not handle it xD
L552[10:21:03] <unascribed> if you're in Java 7, Objects.requireNotNull
L553[10:21:22] <unascribed> Objects.requireNonNull*
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L555[10:23:31] <yueh> or just guava Preconditions
L556[10:24:03] <Ivorius> Validate.nonNull()
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L558[10:25:15] <yueh> are apache commons still a thing?
L559[10:25:22] <unascribed> in Minceraft, yes
L560[10:28:01] <williewillus> but design wise, you think those should go to imc?
L561[10:29:32] <yueh> good question. if we had an actually working dependency resolution.. it would be fine without IMC
L562[10:29:49] <unascribed> dependencies="after:ProjectE"
L563[10:30:08] <yueh> does it download it?
L564[10:30:11] <unascribed> no
L565[10:30:15] <unascribed> I thought you mean classpath stuff
L566[10:30:21] <unascribed> Isn't ProjectE a mod in and of itself?
L567[10:30:25] <Simul> What's IMC??
L568[10:30:29] <unascribed> Inter-Mod Communication
L569[10:30:29] <yueh> then it's not really a good one xD
L570[10:30:48] <Simul> oh
L571[10:31:06] <unascribed> It's a mechanism for passing messages between mods without direct dependencies
L572[10:31:15] <unascribed> and if your send an IMC to a mod that isn't installed, it's silently ignored
L573[10:31:33] <unascribed> so you could add an opportunistic Pulverizer recipe for example
L574[10:31:55] <unascribed> rather than declaring a dependency on ThermalExpansion
L575[10:32:20] <williewillus> hm, i don't want to fragment the api into the interfaces and imc, and no one ever knows what imc messages to send a mod...might just stick with interfaces then
L576[10:32:42] <unascribed> I'd say if your API is for affecting the mod with e.g. addons it should be classpath
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L578[10:32:50] <unascribed> but if it's to e.g. add EMC to an item, it's better suited as IMC
L579[10:32:57] <unascribed> so that it can be opportunistic without hacky messes
L580[10:33:29] <yueh> the API looks like it supports both cases
L581[10:33:57] <unascribed> yeah, an addon should be able to add EMC values without hopping through IMC
L582[10:34:02] <yueh> (addon and just EMC values)
L583[10:34:10] <unascribed> but non-addons should be able to add EMC without a hard dependency
L584[10:34:37] <unascribed> what does EMC even stand for? I've never bothered to check
L585[10:34:49] <yueh> you can always add an @see and point to the IMCHandler/other direction
L586[10:34:50] <Tim020> Energy-Matter-Conversion ;)
L587[10:35:10] <unascribed> figured it was something like that
L588[10:35:11] <williewillus> no one knows lol I always referred to it as Energy-Matter-Currency
L589[10:35:37] <unascribed> EMC Monolithic Currency
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L592[10:36:43] <yueh> extremely mature cheating
L593[10:36:57] <unascribed> :D
L594[10:36:59] <Tim020> everything made cheaty :P
L595[10:37:02] <unascribed> better
L596[10:37:03] <Simul> Minecraft's pitch and yaw confuse me
L597[10:37:17] <unascribed> Simul: they're in a strange wraparound degrees notation
L598[10:37:22] <unascribed> pitch is easy
L599[10:37:26] <unascribed> -90 is straight up
L600[10:37:28] <unascribed> 90 is straight down
L601[10:37:28] <Simul> pitch up is -90
L602[10:37:30] <Simul> yeah
L603[10:37:30] <unascribed> 0 is straight ahead
L604[10:37:37] <Simul> What's with yaw?
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L606[10:37:43] <unascribed> yaw is slightly more complicated but there's a utility in MathHelper to convert it to 0-360
L607[10:38:05] <Simul> I see
L608[10:38:06] <Simul> thanks
L609[10:38:48] <unascribed> http://wiki.vg/Protocol#Player_Look
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L611[10:41:08] <Simul> that explains things
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L613[10:42:03] <sham1> The reason they could not use radians is inexplainable
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L615[10:42:31] <Simul> RADIANS
L616[10:42:42] <Simul> wtf I forgot to convert it to degrees
L617[10:42:56] <unascribed> GL1 uses degrees
L618[10:43:04] <unascribed> It's easier to not have to marshall between degrees and radians all the time
L619[10:43:20] <sham1> That is why you only use radians
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L621[10:43:48] <Tim020> Radians, Degrees, Taus... all the same thing :P
L622[10:43:57] <fry|sis> degrees don't have fp rounding artifacts near small fractions of PI, so there's that :P
L623[10:44:12] <sham1> Tau is 2pi
L624[10:44:16] <sham1> Also hi there fry
L625[10:46:12] <Tim020> Well you could always go to using minutes and seconds to solve that fry :P
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L637[11:05:50] MineBot sets mode: +o on LexLap
L638[11:12:03] <Simul> haha I messed up the yaw so bad, my player is invisible xd
L639[11:12:50] <williewillus> is this a proper way of checking a class? http://pastebin.com/c2SL0S2a
L640[11:13:02] <williewillus> (used when you receive classnames ovr imc)
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L643[11:14:37] <Neon> !help
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L645[11:16:07] <pig> williewillus: looks good
L646[11:16:15] <williewillus> kk
L647[11:16:35] <pig> i'm a pig through
L648[11:16:36] <pig> though*
L649[11:16:37] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L650[11:16:39] <pig> so what would I know
L651[11:17:14] <williewillus> everything, obviously
L652[11:17:35] <shadekiller666> do you have a brother named bacon?
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L657[11:27:50] <Simul> wait wtf is rotationYawHEad
L658[11:28:05] <shadekiller666> its what it sounds like
L659[11:28:28] <shadekiller666> as opossed to rotationYaw which is your body
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L661[11:28:45] <Simul> *$()"£Q
L662[11:28:55] <Simul> I think I've been rotating the wrong thing
L663[11:29:40] <shadekiller666> mind you, rotationYaw is generally better for rotating the whole player
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L665[11:30:36] <Simul> Yeah, I probably made a mistake in calculating my yaw
L666[11:33:06] <Simul> *did make a mistake in calculating my yaw
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L670[11:42:59] <LexLap> mm pempto bismol you are magic.. was actually able to sleep last night u.u
L671[11:43:19] <shadekiller666> yay
L672[11:43:23] <shadekiller666> feeling better?
L673[11:43:50] <LexLap> slightly
L674[11:44:05] <shadekiller666> thats good
L675[11:44:15] <LexLap> anyays, hows things going?
L676[11:45:02] <shadekiller666> fine, i couldn't manage to get git to cooperate, which is why there isn't a PR for the fix yet
L677[11:45:59] <williewillus> lol git is your eternal nemesis it seems
L678[11:46:09] <shadekiller666> ya
L679[11:46:46] <shadekiller666> but this is how you learn things... by not doing them correctly the first time
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L681[11:47:23] <williewillus> git reset --hard origin/HEAD amirite ;p
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L683[11:47:51] <LexLap> anyone remember when fry said he'd be back?
L684[11:48:08] <shadekiller666> some time next week?
L685[11:48:26] <williewillus> he was just here an hour or so ago, only said one thing
L686[11:49:27] <LexLap> alright so relativly soon. Maybe by the time i recover hell be back
L687[11:50:57] <shadekiller666> ya
L688[11:51:22] <shadekiller666> and i can finally pick his brain about how to do the matrix rotation math for the obj loader
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L690[11:53:19] <LexLap> ug i want to just chillout the rest of the day but noo i got shit to do u,u server shit and con shit {fuck cons why do they have to be packed so close together and leave like 5 months with nothing}
L691[11:53:51] <shadekiller666> :/
L692[11:53:55] <Tim020> games con lex?
L693[11:54:17] <LexLap> pax
L694[11:54:19] <LexLap> then kumo
L695[11:54:46] <Tim020> Ah cool
L696[11:55:10] <Tim020> Wish flights to the US weren't so dang expensive :(
L697[11:55:18] <dangranos> hm?
L698[11:55:36] <LexLap> that is one thing im glad about, not many cons abroad
L699[11:55:51] <Tim020> See for me in the UK, everything is abroad :D
L700[11:56:02] <gigaherz> xcept minecon
L701[11:56:03] <gigaherz> XD
L702[11:56:11] <gigaherz> it was right there ;P
L703[11:56:29] <Tim020> This is very true, but I was away... abroad XD
L704[11:58:05] <LexLap> dont think ill go to another abroad minecon
L705[11:58:11] <LexLap> if its in the states then sure
L706[11:58:22] <LexLap> but... the con itself definitly wasnt worth it
L707[11:58:49] <williewillus> was it as badly organized as people said?
L708[11:58:51] <pig> :(
L709[11:58:54] <pig> yes.
L710[11:59:06] <gigaherz> I just don't go to cons. It would have to be at walking distance XD
L711[11:59:14] <unascribed> well, nice to know I'm not missing anything... I went to Minecon '11 and it was also disappointing
L712[11:59:47] <gigaherz> my personality requires me to be home by night, and I don't have a driving license so yeah...
L713[12:00:02] <gigaherz> (also I have a strong fear of flying)
L714[12:00:24] <minecreatr> I enjoyed minecon
L715[12:00:42] <LexLap> the pig lives!
L716[12:00:48] <LexLap> Best part of the trip
L717[12:00:53] <LexLap> Learning that pigs indeed can swim
L718[12:00:59] <minecreatr> saw that video xD
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L720[12:02:05] <LexLap> but ya trying to book a house for pax prime u.u had a nice one but someone not related to con took it. {i can tell because they didnt book the weekend just wed-fri}
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L723[12:10:34] <Tim020> Aw that's sucky!
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L728[12:26:31] <HewloThere> Does anyone have a formula to calculate required RAM for Forge servers?
L729[12:26:44] <williewillus> formula?
L730[12:26:45] ⇨ Joins: Galvas (~Galvas@179.235.7.66)
L731[12:26:46] <williewillus> there is none
L732[12:27:03] <williewillus> all depends on what mods you have, how many players you want to support, and how said players use said mods
L733[12:29:40] <HewloThere> That's what I mean, to calculate how much RAM you need with x players and y mods
L734[12:29:50] <williewillus> that's not predictable
L735[12:30:07] <williewillus> how do you know the play styles of each of those x players? or how much each of those y mods needs?
L736[12:30:10] <smbarbour> How many mods do you have and how many players?
L737[12:30:12] <HewloThere> Right. Okay. Would you say 4 gigs of RAM is appropriate for 150 mods, 30 players?
L738[12:30:16] <williewillus> no
L739[12:30:21] <smbarbour> Absolutely not
L740[12:30:23] <HewloThere> I'm trying to make a formula, I can estimate myself =P
L741[12:30:29] <HewloThere> What would you say for that then?
L742[12:30:44] <smbarbour> If you want 30 players, I'd say a minimum of 8 GB.
L743[12:30:53] <HewloThere> For 150 mods? Resonant Rise?
L744[12:31:09] <Tim020> There is no way to apply a formula to that data set, it all depends on what mods, how many players, how they each play, whether you allow chunk-loading...
L745[12:31:10] <HewloThere> I'm not sure about that
L746[12:31:21] <HewloThere> I agree, Tim
L747[12:31:32] <Lex_> there is no formula
L748[12:31:42] <Lex_> because those things dont equate to ram
L749[12:32:05] <HewloThere> I work for a host and am seeing if there's a way to calculate a ROUGH estimate of how much RAM someone should go for, mind you, these people have never played Minecraft
L750[12:32:17] <diesieben07> There is no way
L751[12:32:17] <Lex_> No, there isn't
L752[12:32:23] <diesieben07> RAM also is not everything
L753[12:32:25] <diesieben07> CPU speed matters
L754[12:32:40] <HewloThere> Presuming that nothing is bottlenecking the RAM
L755[12:32:46] <Lex_> CPU is everything in MC modding, not sure how the fuck RAM became the standard...
L756[12:33:02] <manmaed> HewloThere Look at what other MC hosts offer
L757[12:33:07] <diesieben07> well, if you have too little RAM you choke, too
L758[12:33:17] <diesieben07> but if you have lag, adding more ram will not always fix it
L759[12:33:23] <HewloThere> manmaed, look for what at other hosts?
L760[12:33:28] <Lex_> well ya, but thats the world dies and its obvious you are out of ram
L761[12:33:30] <Tim020> It's a balancing act ;)
L762[12:33:32] <smbarbour> For the number of players, RAM can be a major factor (more chunks loaded = more data in RAM)
L763[12:33:35] <Lex_> its usually the cpu that causes the issues
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L766[12:33:59] <smbarbour> The number of things actively doing stuff is CPU dependent.
L767[12:34:11] <gigaherz> HewloThere: keep in mind that the biggest memory usage is from the chunk data, and the number of chunks loadedad at once varies greatly depending on theviewing distance of each player, where they are in the world, and how many chunkloaders are keeping extra chunks in memory
L768[12:34:14] <manmaed> what ram thay offer
L769[12:34:17] <Lex_> lets see
L770[12:34:21] <manmaed> and stuff like that
L771[12:34:24] <williewillus> more chunks loaded usually causes "more lag" because more chunks loaded -> more mods' machines and entities are running ticking
L772[12:34:24] <Lex_> the only thing that can equate to ram
L773[12:34:26] <williewillus> not really ram
L774[12:34:47] *** helinus|off is now known as helinus
L775[12:35:06] <Lex_> is what? 16x16x16x16x4x4 + 16x16x4 bytes of memory for just the chunk world data.
L776[12:35:08] <HewloThere> I propose this is a -> ROUGH <- formula to calculate RAM, although I will get yelled at. 1024+mods*players*1.2
L777[12:35:15] <williewillus> theres no formula
L778[12:35:18] <williewillus> :p
L779[12:35:26] <HewloThere> As I said, I will get yelled at
L780[12:35:38] <Lex_> There is no formula. Simple as that
L781[12:35:42] <williewillus> no you won't, you'll just get told that that is no formula
L782[12:35:48] <Lex_> and we are not stupid enough to encourage you by giving you one
L783[12:35:54] <williewillus> as youve been told 5? times now :P
L784[12:36:17] <HewloThere> :P
L785[12:36:22] * Lex_ has no love for hosting companies -.-
L786[12:36:34] <Lex_> Making money off hard work of modders.
L787[12:36:45] <HewloThere> They don't really do that
L788[12:36:55] <Lex_> Except, they do...
L789[12:37:03] <HewloThere> They simply host the files
L790[12:37:05] <smbarbour> Bottom line... you can run the server on pretty much anything. It'll do its best to work with what it has.
L791[12:37:08] <HewloThere> and provide a good connection
L792[12:37:14] <HewloThere> Would you say it's possible to calculate RAM for designated PACKS based on players?
L793[12:37:22] <williewillus> already said no
L794[12:37:26] <williewillus> how do you know how each player plays?
L795[12:37:44] <williewillus> some might just go for the normal have a "few machines" or "dablle with a little of every mod"
L796[12:37:46] *** HewloThere was kicked by MineBot (Banned: Bye bye mr no respect for modders. (31d)))
L797[12:37:56] <williewillus> or you have players who build giant things
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L799[12:38:05] <gigaherz> williewillus: too late
L800[12:38:05] <gigaherz> ;P
L801[12:38:11] <smbarbour> He's gone for a month, willie. ;P
L802[12:38:12] <williewillus> oops
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L804[12:38:18] <williewillus> ill remember that
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L806[12:38:49] <Tim020> So what's your problem with hosting companies Lex?
L807[12:38:59] <Lex_> they sell forge
L808[12:39:02] <Lex_> simple as that
L809[12:39:20] <williewillus> they sell the hardware and bandwidth?
L810[12:39:29] <diesieben07> so... web hosting providers sell apache and PHP? wut?
L811[12:39:32] <Lex_> and they have no idea how servers or mods/programs actually work.
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L814[12:39:51] <Lex_> the content they are selling
L815[12:39:56] <Lex_> is minecraft + mods
L816[12:40:10] <diesieben07> actually yeah i get where you are coming from
L817[12:40:11] <Lex_> the content web hosts are selling is nothing
L818[12:40:14] <shobu> o/ lex
L819[12:40:34] <Lex_> whatever the client uploads, which in theory is what they create.
L820[12:40:50] <Lex_> If its PHP/apache they fall under php/apaches commerical licensing
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L822[12:41:47] <Tim020> So how would you have people run servers then Lex?
L823[12:42:03] <Lex_> Through hosting companies who know what they are doing.
L824[12:42:14] <Tim020> Eg..?
L825[12:42:33] <Lex_> And who have the respect to at least acknowledge that the mods are the reason they have a company.
L826[12:42:48] <Lex_> If they sell mc servers based on ram, they are dumb
L827[12:43:08] <Tim020> I'll agree to that :P
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L829[12:43:48] <manmaed> how else would you beable to sell them?
L830[12:43:51] <Tim020> It just seems like an arbitrary aspect they have chosen to fiddle to change their prices
L831[12:44:10] <Lex_> Its harder to control CPU cycles
L832[12:44:16] <gigaherz> well it's how cloud services like to charge people
L833[12:44:24] <gigaherz> ram * cores * hdd space
L834[12:44:41] <gigaherz> it's a bullshit measure, but they do it regardless
L835[12:44:59] <smbarbour> What would you measure?
L836[12:45:07] <Lex_> including cores and hdd space would be better
L837[12:45:16] <Lex_> but mc hosts dont do that
L838[12:45:20] <Lex_> they JUST say its ram
L839[12:45:24] <gigaherz> smbarbour: well depends
L840[12:45:32] <gigaherz> if it IS a dedicated server, then that makes sense
L841[12:45:43] <manmaed> CreeperHost dosnt
L842[12:45:43] <Lex_> and then they shove a million fucking servers on the same CPU and wonder why everythign is laggy
L843[12:45:52] <gigaherz> but for a VM-based host, only the actual used cpu time, and the average ram usage over time matters
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L845[12:46:00] <gigaherz> hddspace is meaningless these days
L846[12:46:11] <gigaherz> although billing for SSD space would make sense I suppose
L847[12:46:32] <Lex_> ssds are a bit expensive these days. But ya
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L850[12:48:18] <smbarbour> If you are selling based on those three values, chances are you know what you are doing and have VM-based machines that actually do dedicate resources to those VMs.
L851[12:48:35] <Lex_> which is about 5% of the mc hosts
L852[12:50:46] <smbarbour> I run my own server at home. Perhaps I'm not the norm since I have years of sysadmin experience and know how to do port forwarding. The server can run fairly decently on a potato (as long as said potato isn't doing much else)
L853[12:51:07] <gigaherz> you dont' even need a beast for it
L854[12:51:23] <gigaherz> well depends on the modpack
L855[12:51:45] <gigaherz> sme packs are so ridiculous that they require a beast just to start the server
L856[12:51:48] <Lex_> Mods are getting more and more efficient these days
L857[12:51:53] <Lex_> but they are also getting bigger and bigger
L858[12:52:05] <Lex_> the thing is its nowhere near comparable cpu wise to minecraft.
L859[12:52:13] <Lex_> Because vanilla has like 2 active tile entities.
L860[12:52:25] <gigaherz> yeah
L861[12:52:29] <gigaherz> one hopper you can't notice
L862[12:52:52] <gigaherz> a 48x48 grid of hoppers below a guardian spawner, lags.
L863[12:53:17] <gigaherz> and half the mod blocks are TEs in comparison so...
L864[12:53:25] <Lex_> exactly
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L867[12:54:50] <gigaherz> in contrast* -- I knew I wrote the wrong word, but the right one didn't want to come out
L868[12:55:36] <Lex_> its been a while that we've had support for non-ticking TEs. Vanilla just added them in 1.8
L869[12:55:56] <smbarbour> My server has an AMD Athlon(tm) Dual Core Processor 4450B, and it runs pretty well for up to about 10 users.
L870[12:56:00] <Lex_> They are moving twards some data with non-logic so thats a thing
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L872[12:56:56] * fry|sis will be back in 3.5 weeks
L873[12:57:04] <Lex_> twat!
L874[12:57:36] <gigaherz> smbarbour: i don't have my own dedicated server machine, but I have played many packs with my flatmates and such, and I just run both client + server on this desktop machine
L875[12:57:40] <shadekiller666> 3 weeks?
L876[12:58:26] <fry|sis> notice the .5 part :P
L877[12:58:38] <gigaherz> |sis?
L878[12:58:41] <Lex_> you should go faster
L879[12:58:53] <Lex_> nobody can really stand being with their sister for 3 weeks
L880[12:59:06] <gigaherz> ah sister
L881[12:59:31] <fry|sis> sis has nothing to do with my sister :P
L882[12:59:44] <Lex_> thought you said you were visiting your sister?
L883[13:00:22] <gigaherz> :/ then i'm back to having no idea what the |sis part means XD
L884[13:00:41] <jamierocks> sis = secret inteligence service
L885[13:00:52] <fry|sis> What did we learn about MC community and and rumors over and over again? :P
L886[13:00:53] <Illyohs> Software Is Stupid? :p
L887[13:01:11] <Lex_> it wasnt a rumor, could of thought you told me.
L888[13:02:04] <fry|sis> summer informatics school
L889[13:02:29] <gigaherz> ahh
L890[13:02:57] <Lex_> Lies, took to long to think of that acronym.
L891[13:03:27] * fry|sis is typing with 2-second ping
L892[13:03:51] <jamierocks> fry|sis: sis does mean that :P
L893[13:04:22] <jamierocks> https://www.sis.gov.uk/
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L896[13:06:21] <Lex_> You're missing an I
L897[13:06:42] <Illyohs> Is fry archer? :P
L898[13:06:58] <fry|S_I_S_> Your face is missing an eye :P
L899[13:07:45] <Lex_> anyways, i can actually think somewhat straight today.
L900[13:07:50] <Lex_> Time to do a run through MCP'
L901[13:07:57] <Lex_> s update and see what happens.
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L908[13:26:37] <Zaggy1024> Lex, quick pull request on the blockstates loader
L909[13:26:38] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/pull/2047
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L911[13:29:21] <boboch3> Hello guys. I'm facing a weir dproblem. My mod runs for 1 year now. I made a new build today and when I put my mod in the server mod folder I've got an error "Exception in server tick loop
L912[13:29:21] <boboch3> java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP". Gradlew say everything is good during build. In eclipse I can launch the game without problem. Any idea please? Thanks in advance
L913[13:29:57] <williewillus> you refer to client classes on the server
L914[13:30:02] <ollieread> ^
L915[13:30:06] <NPException> ^
L916[13:30:10] <Zaggy1024> ^?
L917[13:30:10] <ollieread> The clue is in the name
L918[13:30:12] <williewillus> use the stacktrace to find out where exactly in your code
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L920[13:30:18] <NPException> EntityClientPlayerMP is ClientSide only
L921[13:30:42] <NPException> it will compile, but the class will not be available to a server
L922[13:30:50] <NPException> iirc
L923[13:30:51] <williewillus> hell it'll run fine in SP
L924[13:30:57] <williewillus> but on the dedicated server itll crash
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L928[13:36:49] <boboch3> oh ok thanks
L929[13:36:52] <boboch3> i will search :p
L930[13:37:06] <Zaggy1024> what are you doing with that class?
L931[13:37:25] <williewillus> im surprised you survived for a year without running into that 0.o
L932[13:37:31] <williewillus> unless no one's ever attempted to run it on a sevrer
L933[13:38:56] <Boreeas> Can entities provide light to their surrounding area?
L934[13:39:09] <diesieben07> No
L935[13:39:19] <diesieben07> you can fake it, but they really cant
L936[13:39:48] <Boreeas> How would I fake it?
L937[13:39:56] <williewillus> see dynamiclights
L938[13:39:57] <diesieben07> place blocks
L939[13:40:04] <Boreeas> ew
L940[13:41:47] <boboch3> williewillus, this error came from a new dev ;)
L941[13:42:37] <Boreeas> Oh god I was afraid I'd have to asm patch stuff :|
L942[13:42:45] <williewillus> dont lol
L943[13:43:24] <Boreeas> That
L944[13:43:35] <Boreeas> That's what dynamic lights is doing though
L945[13:43:37] <diesieben07> use dynamic lights
L946[13:43:39] <diesieben07> it has an API
L947[13:44:27] <Zaggy1024> placing blocks is probably the laggiest thing ever
L948[13:44:29] <Zaggy1024> sadly
L949[13:44:39] <gigaherz> yeah but mc only has block light + skylight
L950[13:44:45] <williewillus> blame mc for having a shitty lighting engine :p
L951[13:44:49] <Zaggy1024> I do :)
L952[13:44:51] <gigaherz> you'd have to patch the game's lighting system to have an extra value
L953[13:44:52] <gigaherz> XD
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L955[13:45:26] <gigaherz> which would be amazing btw
L956[13:45:37] <McJty> Does anyone know how/if I can get my mod dependency (jar file) hosted on the forge maven?
L957[13:45:38] <gigaherz> even if it was limited to like, 10 entities on screen
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L959[13:46:32] <gigaherz> maybe after 1.9 or whenever mc switches to drawing things using shaders instead of precalculating everything
L960[13:46:58] <williewillus> you "precalculating everything" you mean immediate mode? :p
L961[13:47:09] <williewillus> baked models are basically "precalculating everything"
L962[13:47:12] <gigaherz> no I mean fixed-function
L963[13:47:13] <williewillus> and they're a performance boost
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L965[13:47:36] <gigaherz> although hmm
L966[13:47:37] <gigaherz> wait
L967[13:47:40] <gigaherz> couldn't you just like
L968[13:47:45] <gigaherz> glEnable(GL_LIGHT)
L969[13:47:54] <gigaherz> and have the X closest light sources using point lights?
L970[13:48:02] <williewillus> i doubt it works that way
L971[13:48:13] <gigaherz> for fixed-function ogl, it does
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L973[13:48:59] <gigaherz> although that wouldn't include the light sources for spawn conditions
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L979[13:51:27] <Simul> Guys when I set the motionX/motionY to 0.455 it moves about one block
L980[13:51:48] <Simul> is there a more precise figure which makes it move EXACTLY 1 block
L981[13:51:50] <williewillus> one block a sec? a tick?
L982[13:51:59] <Simul> just once
L983[13:52:08] <Simul> I set it once, it occurs once
L984[13:52:25] <Simul> What resets it though ?
L985[13:52:31] <Simul> Does it get reset the next tick
L986[13:52:36] <williewillus> no :p
L987[13:52:49] <williewillus> there's friction constant multiplied in somewhere
L988[13:52:51] <Simul> I thought so, other it would be freeze mid second
L989[13:52:53] <williewillus> in Entity probably
L990[13:53:03] <Simul> otherwise*
L991[13:53:47] <Simul> using 0.455 works okay
L992[13:53:56] <shadekiller666> damn it
L993[13:54:01] <shadekiller666> :/
L994[13:54:02] <Simul> but my player gets stuck around corners
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L996[13:54:18] <Simul> I wish there was method to move exactly 1 block to the centre
L997[13:54:28] <williewillus> to the center of the block?
L998[13:54:38] <williewillus> setPosition(x + 0.5, y + 0.5, z + 0.5) lol
L999[13:54:39] <Simul> Yeah
L1000[13:54:45] <shadekiller666> lex, the pr for the ExtendedBlockStates fix is up on the repo, but for some reason my OBJ loader stuff is included in the PR...
L1001[13:54:53] <Simul> But that wouldn't work on a server would it?
L1002[13:54:56] <Szernex> would a name like "DeathPenalty" be a bit too risque for a mod that penalizes players for dying too much?
L1003[13:55:08] <williewillus> well it does what it says
L1004[13:55:17] <gigaherz> Simul: instead of that
L1005[13:55:18] <williewillus> but I'm sure that someone somewhere will get pissed
L1006[13:55:25] <Szernex> welp
L1007[13:55:27] <Szernex> yolo I guess
L1008[13:55:29] <gigaherz> why don't you program it to keep giving it forward motion until you reach the target position
L1009[13:55:32] <McJty> Szernex, you can also call it 'StayAlive' :-)
L1010[13:55:32] <gigaherz> and then set the motion to 0?
L1011[13:55:41] <Szernex> I guess
L1012[13:55:49] <Szernex> DontDie
L1013[13:55:50] <williewillus> shadekiller666: you probably used the same working copy/branch as your obj stuff?
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L1015[13:56:08] <shadekiller666> i think their branched off the same copy...
L1016[13:56:09] <Simul> hmm that could work
L1017[13:56:14] <shadekiller666> :/
L1018[13:56:24] <Simul> I could detect the direction of the target, slowly move until target is reached
L1019[13:56:34] <williewillus> just see how the mobs move
L1020[13:56:35] <Simul> then set motion to 0
L1021[13:56:55] <shadekiller666> if i remove the commit for that from the branch for the ExtendedBlockStates fix will that delete it for the other PR?
L1022[13:56:57] <williewillus> even if you aren't using the mob AI you cna refer to how they implement the "move here"
L1023[13:57:01] <shadekiller666> for the OBJ pr i mean
L1024[13:57:08] <Simul> I've been looking but I can't find where they move
L1025[13:57:14] <williewillus> in the ai classes probably
L1026[13:57:16] <Simul> It's something to with MoveHelper
L1027[13:57:25] <Simul> there's class called something like that
L1028[13:57:42] <diesieben07> shadekiller666, PR = branch. everythign you do on one branch happens in the PR
L1029[13:58:01] <shadekiller666> i want them to be separate... :/
L1030[13:58:11] <williewillus> your OBJ pr was made off your fork's master branch
L1031[13:58:14] <williewillus> which was a bad idea ;p
L1032[13:58:20] <Lex_> Serriously
L1033[13:58:21] <Lex_> https://github.com/MinecraftForge/MinecraftForge/pull/2046#issuecomment-124390065
L1034[13:58:28] <Lex_> he was DOING SO FUCKING WELL
L1035[13:58:40] <Lex_> but then he pulled the 'DO THIS OR ILL HACK YOUR SHIT WITH ASM BECAUSE FUCK YOU'
L1036[13:58:44] <Lex_> Seriously...
L1037[14:04:26] <williewillus> okay seeing the Forgery stuff pop up in the MinecraftForge issue tracker every is starting to annoy me :p
L1038[14:04:31] <williewillus> *everywhere
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L1043[14:06:39] <Lex_> shadekiller666, https://github.com/MinecraftForge/MinecraftForge/pull/2048 your pr is borked
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L1045[14:07:41] <shadekiller666> i know lex, working on it
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L1047[14:09:01] <SatanicSanta> I am currently having a couple issues. First of all, https://github.com/elifoster/SantasMods/blob/toys-spicedsand/src/main/java/santa/toys/blocks/SpicedSand.java straight up doesn't work. It seems as though onEntityCollidedWithBlock never gets either called or something. My second issue is described https://github.com/elifoster/SantasMods/issues/9 there.
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L1049[14:09:15] <SatanicSanta> Thirdly, is there actually a logical reason behind "WebChats are muted."
L1050[14:09:55] <williewillus> because acquiring a real client weeds out a lot of people
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L1052[14:10:17] <Ivorius> SatanicSanta: 'Idiot filter', to put it in words Lex would use :P
L1053[14:10:27] <gigaherz> SatanicSanta: this channel is primarily about modding,
L1054[14:10:53] <gigaherz> so if we you can't be arsed to get a proper client, how can we even trust that you will make a proper mod? ;P
L1055[14:10:54] <SatanicSanta> I figured that was it, but it makes a lot more sense to mute people that arent registered with nickserv
L1056[14:10:55] <sham1> Idiot filter still lets idiots through though
L1057[14:11:05] <gigaherz> it does that too
L1058[14:11:08] <gigaherz> well
L1059[14:11:11] <gigaherz> it's a redirect
L1060[14:11:24] <gigaherz> if you try to join without registering, you get sent to a channel rudely explaining what you did wrong
L1061[14:11:34] <williewillus> its not that rude lol
L1062[14:11:34] <SatanicSanta> oh right, forgot about that
L1063[14:11:40] <Lex_> SatanicSanta, people who arnt registered with nickserv can't enter the channel.
L1064[14:11:55] <Ivorius> In related news, I still haven't found a way to register my name-moron
L1065[14:12:29] <williewillus> wat
L1066[14:12:35] <gigaherz> sham1: sure, but at least they are idiots who made the effort to get a proper client AND register a nickname, not a random spammer trying to annoy people anonymously
L1067[14:12:44] <minecreatr> I hate it when my internet hiccups, and my connection restarts and I have to redo nickserv
L1068[14:12:53] <minecreatr> and I get put in RegisterYourNameMoron
L1069[14:12:54] <sham1> Huh, true
L1070[14:13:02] <williewillus> get a bouncer
L1071[14:13:05] <williewillus> minecreatr
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L1073[14:13:12] <Flashfire> I have a problem where, since I set my sound's stream to true, *sometimes* it doesn't repeat like it's supposed to. After debugging I have confirmed that the cause has nothing to do with setDonePlaying, weather effects, or stopSounds
L1074[14:13:16] <sham1> Bouncers are great
L1075[14:13:19] <minecreatr> bouncer williewillus?
L1076[14:13:20] <gigaherz> minecreatr: I use SASL
L1077[14:13:29] <williewillus> it stays logged into the irc network for you
L1078[14:13:30] <gigaherz> so it logs in to nickserv during the connection process itself
L1079[14:13:32] <williewillus> and you log into it
L1080[14:13:41] <sham1> I also would use SASL if I didnt use a bouncer
L1081[14:13:45] <Lex_> anyways
L1082[14:13:54] <gigaherz> yeah a BNC will let you remain logged in, AND see what happened while you were out
L1083[14:14:02] *** sham1 is now known as sham1|Lost
L1084[14:14:13] *** sham1|Lost is now known as sham1|LOST
L1085[14:14:14] <williewillus> SatanicSanta: have you tried putting printlns in that method to see?
L1086[14:14:27] <SatanicSanta> No, that was going to be the next thing I do
L1087[14:14:27] <Lex_> lets see if I remember how to update mcp y.y its been a while. I even have a nifty readme.txt telling me how to do it..
L1088[14:14:36] <Flashfire> Has anyone else had any past problems of repeating isounds not repeating sometimes but not others?
L1089[14:14:37] <Lex_> also need to take into account generics...
L1090[14:14:42] <williewillus> woohoo generics
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L1092[14:15:04] <sham1|LOST> Yay for generics
L1093[14:15:22] <sham1|LOST> And before you ask, no, the villager test mod is still not ready
L1094[14:15:32] <gigaherz> generics :D
L1095[14:15:42] <sham1|LOST> I'll propably get it ready with some fixes tomorrow
L1096[14:16:44] <sham1|LOST> Speaking of that, when Iget it ready, do I just PR it or what do I do with it
L1097[14:16:45] <williewillus> and yay finally on the latest minor release so we cna get some mods rolling
L1098[14:16:50] <SatanicSanta> williewillus: Added some printlns and am going to test now. It might take a bit because my computer is a piece of shit, and having to have KVIRC open doesnt help
L1099[14:17:06] <sham1|LOST> Hexchzt m8
L1100[14:17:18] <williewillus> ^
L1101[14:17:23] <SatanicSanta> sham1|LOST: That would A) be no better, and B) not work because of my OS
L1102[14:17:25] <SatanicSanta> iirc
L1103[14:17:48] <SatanicSanta> also its not worth it at this point. i rarely use anything but webcaht anymore because my computer cant handle shit
L1104[14:17:48] <sham1|LOST> Hexchat is for all the usual platforms
L1105[14:17:53] <sham1|LOST> What os
L1106[14:17:56] <SatanicSanta> osx
L1107[14:17:59] <williewillus> hexchat is cross platform
L1108[14:18:00] <williewillus> :p
L1109[14:18:03] <SatanicSanta> I swear it wasnt last time I checked
L1110[14:18:17] ⇨ Joins: MCNM (~Kids@174-125-23-245.dyn.centurytel.net)
L1111[14:18:21] <sham1|LOST> You could even install Irssi and not worry about it
L1112[14:18:30] <yueh> if that thing does not handle a simple irc client, i doubt it can handle a browser xD
L1113[14:18:39] <gigaherz> use TELNET? ;P
L1114[14:18:51] <SatanicSanta> I dont think yalls understand the level of shit that my computer is
L1115[14:18:54] <gigaherz> PRIVMSG #minecraftforge :Well it would work, but it would be annoying
L1116[14:18:54] <gigaherz> XD
L1117[14:19:17] <SatanicSanta> The fan runs so shitty, my omptuer is default running at 60+ C with the fan spinning at the max of around 6200 rpm
L1118[14:19:19] <SatanicSanta> it doesnt have a battery
L1119[14:19:26] <williewillus> how does it not explode when running mc?
L1120[14:19:33] <williewillus> yet manage to struggle on irc lol
L1121[14:19:49] <sham1|LOST> I should wirte a IRC client for shits and giggles
L1122[14:19:53] <SatanicSanta> it struggles with everything
L1123[14:20:01] <SatanicSanta> except terminal lmao
L1124[14:20:08] <sham1|LOST> You should really update
L1125[14:20:26] <gigaherz> I started writing an IRC client, using C# WinForms with a lib for VS-style docking panels
L1126[14:20:26] <sham1|LOST> Build a nice desktop and Linux it up
L1127[14:20:41] <SatanicSanta> sham1|LOST: I'd do that if I could afford literally anything computer related
L1128[14:20:41] <gigaherz> I couldn't manage a working formatted textlist
L1129[14:20:48] <gigaherz> itwas either too crappy, or too slow
L1130[14:20:49] <gigaherz> XD
L1131[14:20:54] <MCNM> When you first start modding, what forge are you suppose to extract? I've tried and it looks nothing like any of the tutorials I've seen.
L1132[14:21:07] <sham1|LOST> A gaming PC with linux would be a beast because so much ram unused by linux
L1133[14:21:10] <gigaherz> MCM: you get the latest "src" zip from the files.minecraftforge.net wrbsite
L1134[14:21:19] <williewillus> the src jar provides you a base tutorial mod environment
L1135[14:21:21] <gigaherz> unpack it in a nice folder without spaces and such
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L1137[14:21:31] <gigaherz> open a cmd window, navigate to the folder
L1138[14:21:33] <sham1|LOST> MCNM 1.7 or 1.8
L1139[14:21:37] <williewillus> in actuality, you really only need a gradle wrapper, and a build.gradle you stole from another mod
L1140[14:21:38] <gigaherz> and run "gradlew setupDecompWorkspace"
L1141[14:21:39] <sham1|LOST> Eugh cmd
L1142[14:21:55] <SatanicSanta> sham1|LOST: I am poor and live in the ghetto. I dont want to be seen with a $1000+ computer, and I cant afford one anyway.
L1143[14:21:56] <sham1|LOST> Bash m8
L1144[14:22:12] <gigaherz> MCNM: do you plan on using Eclipse or IDEA?
L1145[14:22:37] <MCNM> Eclipse.
L1146[14:22:40] <gigaherz> okay then
L1147[14:22:45] <sham1|LOST> I unerstand
L1148[14:22:46] <gigaherz> after decomp is done running
L1149[14:22:50] <gigaherz> you do "gradlew eclipse"
L1150[14:23:00] <gigaherz> and then load the folder as an eclipse workspace
L1151[14:23:06] <gigaherz> that's all.
L1152[14:23:08] <sham1|LOST> Or just graldew setupDecompWorkspace eclipse
L1153[14:23:30] <gigaherz> if you used idea, there's a couple more steps
L1154[14:23:32] <gigaherz> but nothing major
L1155[14:23:40] <gigaherz> the first thing you want to do
L1156[14:23:48] <gigaherz> is rename the package from generic to your own
L1157[14:23:58] <gigaherz> and GenericMod to something more meaningful ;p
L1158[14:24:21] <gigaherz> then get coding
L1159[14:24:50] <williewillus> isnt the readthedocs repo suppossed to have these kind s of stuff :p
L1160[14:25:12] <Boreeas> There's more to idea? I can't remember doing much more than setupDecompWorkspace and idea
L1161[14:25:26] <MCNM> Thanks. Also, is it possible for a mod to feature 100 new dimmensions? I'm trying to do an Ainclad Castle.
L1162[14:25:31] <diesieben07> Boreeas, don't use idea :p
L1163[14:25:43] <diesieben07> (the idea task that is)
L1164[14:26:07] <sham1|LOST> the idea-task is not for idea 14
L1165[14:26:10] <williewillus> MCNM: sure, if you can find content for 100 dimensions lol
L1166[14:26:12] <McJty> MCNM, possible yes. Desirable, not so sure.
L1167[14:26:13] <yueh> i have an ae testworld with 1.5k dimensions or so
L1168[14:26:18] <diesieben07> the idea task is not for anything
L1169[14:26:27] <williewillus> someone should edit the readthedocs then
L1170[14:26:32] <williewillus> it still tells you to use idea task
L1171[14:26:35] <diesieben07> wut
L1172[14:26:36] <diesieben07> why...
L1173[14:26:41] <williewillus> https://mcforge.readthedocs.org/en/latest/gettingstarted/
L1174[14:26:49] <SatanicSanta> What the fuck
L1175[14:27:01] <williewillus> SatanicSanta: is your cactus thing working?
L1176[14:27:04] <MCNM> McJty, what do you mean by that?
L1177[14:27:08] <SatanicSanta> "EntitySmokeFX cannot be cast to EntityLivingBase"
L1178[14:27:10] <SatanicSanta> I literally dont do that
L1179[14:27:16] <williewillus> well read the stacktrace
L1180[14:27:19] <McJty> MCNM, 100 dimensions really does some like overkill and pretty heavy
L1181[14:27:21] <williewillus> look for your own code
L1182[14:27:42] <williewillus> 100 dimensions of obviously possible, but can you *really* fill 100 whole dimensions with unique and interesting content?
L1183[14:27:47] <Flashfire> Does a streamed sound need a repeatDelay of 1 or greater to repeat?
L1184[14:28:17] <McJty> My mod can make dimensions on demand. But I have yet to see many people make that many
L1185[14:28:22] <sham1|LOST> Sometimes it feels that the three vanilla dimensions are too much for MC to handle :P
L1186[14:28:24] <McJty> Some do but that's mostly throwaway dimensions
L1187[14:28:32] <Boreeas> Oh right I ran genIntellijRuns too
L1188[14:28:40] <SatanicSanta> williewillus: It crashes on "((EntityLivingBase) entity).addPotionEffect(potion);" allegedly. Though thats strange because it never deals 1 point of damage, which should happen before the potion effect
L1189[14:28:44] <sham1|LOST> You and your RFtools
L1190[14:28:49] <MCNM> McJty, doesn't minecraft only load the dimension you are in? So it shouldn't be to hard on a computer, right?
L1191[14:28:49] <McJty> sham1|LOST, :-)
L1192[14:29:09] <McJty> MCNM, it loads all dimensions that have players in them or chunkloaders.
L1193[14:29:25] <williewillus> MCNM: yeah, technical-wise it's not a problem really, but for design's-sake...
L1194[14:29:25] <sham1|LOST> Players also acting like chunkloaders
L1195[14:29:28] <SatanicSanta> Although, through this debugging, I have found a potential bug which I am going to fix.
L1196[14:29:32] <williewillus> 100 dimensions' content is massive
L1197[14:29:41] <williewillus> if you want fleshed out content and not just repetitive stock stuff
L1198[14:30:31] <MCNM> williewillus, what do you mean by design's sake? Wouldn't have enough content to keep it from being repetitive?
L1199[14:30:38] <williewillus> yes
L1200[14:31:31] <williewillus> SatanicSanta: of course you're going to crash on that, your method doesn't even type check 0.o
L1201[14:31:40] <MCNM> My overall goal is a downloadedable file that features the mod and a map.. I'd have some friends go on and build the dimensions.
L1202[14:32:02] <MCNM> It's suppose to be a dunngeon-like role playing game.
L1203[14:32:10] <TheShadowzz_> SatanicSanta: it's trying to add the potion effect to smoke lol
L1204[14:32:15] <williewillus> that just sounds like a map, you cna just make the dimensions with another mod
L1205[14:32:32] <williewillus> and yes, I know what you're trying to make ;p
L1206[14:32:34] <MCNM> Also, I typed "gradlew setupDecompWorkspace" and my build failed?
L1207[14:32:53] <williewillus> error message?
L1208[14:33:08] <MCNM> williewillus, are you a fan of minecraft? Yeah, error message.
L1209[14:33:16] <williewillus> you mean SAO lol
L1210[14:33:18] <williewillus> it's alright
L1211[14:33:25] <williewillus> MCNM: i mean what's the error you get?
L1212[14:33:33] <MCNM> I can't multitask well >.<
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L1215[14:34:40] <MCNM> Failure: Build failed with an exception. *What went wrong: Execution failed for task ':decompile'.
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L1217[14:34:42] <sham1|LOST> Halp, im bore
L1218[14:34:42] <Flashfire> I found that SoundManger stops my looping sound when if (i <= this.playTime) is true but it only happens sometimes, does anyone know why?
L1219[14:35:02] <killjoy> The textures on my entity seem stretched.
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L1221[14:35:13] <sham1|LOST> What was the exception
L1222[14:35:23] <SatanicSanta> williewillus: Yeah thatd be a good idea. I added one, as well as split up the method to make it so onBlockActivated slowness is not given
L1223[14:35:46] <williewillus> Flashfire: what class is that if check in?
L1224[14:35:46] <sham1|LOST> Try to run gradlew setupDecompWorkspace --verbose
L1225[14:35:59] <williewillus> nvm found it
L1226[14:36:00] <Flashfire> It's in SoundManager
L1227[14:36:07] <Flashfire> Not a custom one, the default
L1228[14:36:33] <Flashfire> But it didn't happen when my sound wasn't set to stream
L1229[14:37:07] <MCNM> >Process 'command 'C:\Program Files\Java\jdk1.8.0_51\bin\java.exe'' finished with the non-zero exit value 1
L1230[14:37:24] <SatanicSanta> williewillus: Well, I've got it working in that onBlockActivated works. However, onEntityCollidedWithBlock still does not do what is desired. hmmm
L1231[14:38:22] <williewillus> what do you want it to do?
L1232[14:38:28] <williewillus> just dmaage anything touching?
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L1234[14:38:59] <MCNM> * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Build failed. Total time: 2 mins 41.361 secs
L1235[14:39:00] <williewillus> Flashfire: thats weird, the only thing you changed was stream: true?
L1236[14:40:11] <SatanicSanta> williewillus: damage any instance of entitylivingbase that touches it
L1237[14:40:22] <Flashfire> The only thing that should affect it
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L1241[14:41:46] <williewillus> SatanicSanta: whats currently happening instead of what you want?
L1242[14:41:52] <MCNM> sham1|LOST, I tried that and it said it was an unknown command.
L1243[14:41:55] <williewillus> also just so youre aware you're damaging on both sides
L1244[14:42:02] <Flashfire> Should my repeat delay be 1 instead of 0?
L1245[14:42:11] <williewillus> shohuldnt hurt to try
L1246[14:42:23] <williewillus> yeah
L1247[14:42:32] <williewillus> it checks if repeatdelay > 0 readd the sound
L1248[14:42:52] <Flashfire> Will that be noticeable in the loop?
L1249[14:44:02] <SatanicSanta> williewillus: it just prints while in onEntityCollidedWithBlock, then prints while in damgeEntity, then prints while in poisonEntity
L1250[14:44:11] <SatanicSanta> but it doesnt damage the entity or poison the entity
L1251[14:44:25] <williewillus> Flashfire: i don't think so, if I'm not mistaken it's in ticks
L1252[14:44:32] <Flashfire> Ok, good
L1253[14:44:37] <Flashfire> Weird that streaming caused that
L1254[14:45:20] <Flashfire> Does it only rely on a delay if it streams? That would explain it
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L1257[14:47:17] <williewillus> SatanicSanta: thats weird, I cant think of anything...besides the fact that youre doing it on both sides
L1258[14:48:30] <SatanicSanta> both sides?
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L1260[14:48:52] <williewillus> client and server
L1261[14:48:55] <williewillus> you're doing it on both
L1262[14:48:58] <SatanicSanta> ah
L1263[14:48:59] <williewillus> do it only on the server
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L1265[14:49:51] <SatanicSanta> williewillus: i can never remember; isRemote = true means that it is on the server, yes?
L1266[14:49:58] <williewillus> other way around
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L1268[14:50:25] <diesieben07> isRemote = isClient
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L1271[14:50:55] <Flashfire> Yeah repeatDelay = 1 fixed it
L1272[14:51:05] <Flashfire> Thanks willie
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L1274[14:51:54] <williewillus> np
L1275[14:52:45] <shadekiller666> Lex, i think i fixed the PR
L1276[14:54:14] <SatanicSanta> williewillus: Wait, only do what on the server? damage it or poison it? or both?
L1277[14:54:27] <williewillus> all "logic" stuff you want on the server
L1278[14:54:31] <williewillus> in general
L1279[14:54:32] <williewillus> so both
L1280[14:54:45] <SatanicSanta> and particle spawning should be both client and server i imagine
L1281[14:54:53] <williewillus> particles are client only
L1282[14:55:07] <SatanicSanta> even though they are technically an entity?
L1283[14:55:09] <williewillus> yes
L1284[14:55:13] <SatanicSanta> entitysmokefx
L1285[14:55:41] <williewillus> (that's how in 1.2.5 you used to be able to get smoke entities to press pressure plates)
L1286[14:55:43] <williewillus> in SSP
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L1288[14:57:40] <SatanicSanta> alright, added some isRemote checks and stuff, going to test
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L1295[15:02:19] <TheShadowzz_> vanilla particles are client and server
L1296[15:02:22] <TheShadowzz_> custom are just client
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L1298[15:03:14] <Neon> How can I find out the internal item names of a closed-source mod?
L1299[15:03:31] <Neon> I want to access them to add new recipes.
L1300[15:04:54] <Skuli> can't nei dump internal item names
L1301[15:05:34] <Neon> I don't know. I have NEI installed, but I couldn't find an internal name yet.
L1302[15:05:53] <SatanicSanta> williewillus: So, adding those checks to damageEntity and poisonEntity somehow made it so that none of the text is printed, not even during onEntityCollidedWithBlock, which I didnt even touch.
L1303[15:05:55] <SatanicSanta> very strange.
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L1305[15:06:29] <williewillus> TheShadowzz_: false, particle entities are clientside :p
L1306[15:07:11] <Neon> Oh cool, I found it. Thanks for the tip, Skuli. :D
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L1308[15:07:28] <TheShadowzz_> well the entities don't exist server side but you spawn them with a server side method
L1309[15:08:13] <williewillus> the method is "universal", but does nothing on the server and spawns the particles on client
L1310[15:08:17] <williewillus> IWorldAccess.spawnParticle
L1311[15:09:00] <williewillus> SatanicSanta: hmm, im out of ideas then. push your latest code to github maybe?
L1312[15:09:45] <SatanicSanta> williewillus: It has been pushed.
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L1314[15:14:13] <TheShadowzz_> right, when you call World.spawnParticle on the server side it tells every client to call IWorldAccess.spawnParticle, iirc
L1315[15:14:29] <williewillus> it doesnt :p
L1316[15:14:32] <williewillus> youre thinking of sounds
L1317[15:14:37] <williewillus> which are (half) serverside
L1318[15:14:42] <williewillus> in conclusion: it's a mess XD
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L1324[15:17:59] <SatanicSanta> williewillus: Have you happened to take a look at the code I pushed?
L1325[15:18:08] <williewillus> yeah just cloned
L1326[15:18:17] <williewillus> i have an idea what might be happening but havent tested yet
L1327[15:18:49] <SatanicSanta> what is this idea?
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L1329[15:20:05] <TheShadowzz_> Yeah you're right, I swear it worked like that at one point though for vanilla particles, maybe I am thinking of sounds
L1330[15:20:29] <williewillus> it might have to be honest lol. vanilla is a mess
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L1333[15:26:30] <Flashfire> Is it possible to stop all sounds in only certain categories?
L1334[15:27:15] <williewillus> yeah, i recall seeing a method in one of the sound classes that does exactly that
L1335[15:27:27] <Flashfire> Hmm really? I haven't found it
L1336[15:29:24] <Flashfire> Is it accessible from Minecraft.getMinecraft()? I don't see it in the SoundHandler
L1337[15:30:55] <Flashfire> Were you possibly thinking of setSoundLevel?
L1338[15:31:46] <williewillus> yeah i think i was
L1339[15:32:00] <killjoy> hmm...
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L1341[15:32:11] <killjoy> ClassCastException: Double cannot be cat to Boolean
L1342[15:32:16] <killjoy> I wonder how that happened.
L1343[15:32:28] <Flashfire> Yeah I don't want volume but to stop the sound altogether
L1344[15:33:33] <Flashfire> I want to play a sound in the music category but stop other music so if I set music to 0 that one won't play either
L1345[15:35:56] <SatanicSanta> williewillus: Whats your idea about what might be happening?
L1346[15:36:22] <williewillus> Flashfire: you could probbaly do it manually wiht a bit of reflection
L1347[15:36:33] <williewillus> SatanicSanta: the bounding boxes are somehow desynced
L1348[15:36:35] <williewillus> I think
L1349[15:36:38] <Flashfire> But I don't know what to even access with reflection
L1350[15:36:48] <Flashfire> A list of currently playing sounds would be nice
L1351[15:37:14] <williewillus> thats in soundmanager im pretty sure
L1352[15:37:23] <Flashfire> I'll look again then
L1353[15:38:01] <williewillus> SoundManager.playingSounds
L1354[15:38:23] <williewillus> or playingSoundPoolEntries
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L1356[15:38:37] <Flashfire> So I want to access SoundManager field from SoundHandler?
L1357[15:40:02] <Flashfire> I guess I have to access both that and invPlayingSounds
L1358[15:41:45] <SatanicSanta> williewillus: ...
L1359[15:43:13] <williewillus> what
L1360[15:43:17] <SatanicSanta> what does that even mean
L1361[15:43:43] <williewillus> oh got it
L1362[15:44:14] <williewillus> onEntityCoolidewithBlock only happens if the entity actually moves inside that block space
L1363[15:44:22] <williewillus> since your collision bounding box is fully sized
L1364[15:44:24] <williewillus> that never happens
L1365[15:44:27] <SatanicSanta> OH
L1366[15:44:36] <williewillus> look at the cactus one
L1367[15:44:51] <williewillus> it shrinks the collision bb by .06 or something just a little so it registers
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L1369[15:51:33] <Flashfire> How can I reflect a private field from a reflected object?
L1370[15:52:24] <gigaherz> theClass.getDeclaredField("name");
L1371[15:52:26] <sham1|LOST> You need to get a Field instance
L1372[15:52:30] <gigaherz> theField.setAccessible
L1373[15:52:33] <sham1|LOST> And then field.setAccessable (true)
L1374[15:52:33] <Flashfire> I did that
L1375[15:52:40] <Flashfire> Will this work? playingSounds.get(soundManager.get(Minecraft.getMinecraft().getSoundHandler()))
L1376[15:52:41] <gigaherz> theField.get(instance)
L1377[15:53:48] <sham1|LOST> I got an idea for a pipe type for FluidCraft
L1378[15:54:07] <sham1|LOST> Instant transmission pipes
L1379[15:55:07] <SatanicSanta> williewillus: yup, that fixeed it. thanks homie
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L1388[16:00:27] <Flashfire> I didn't realize I couldn't get a soundcategory directly from a sound
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L1390[16:02:22] <Flashfire> How do I get the SoundCategory from a sound location or name?
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L1392[16:04:14] <Flashfire> Ok I think I figured it out
L1393[16:04:54] <gigaherz> [22:54] (sham1|LOST): Instant transmission pipes
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L1395[16:05:00] <gigaherz> like, "ender" pipes? ;P
L1396[16:05:22] <sham1|LOST> More like the warp ducts
L1397[16:05:37] <sham1|LOST> They have to be connected to each other
L1398[16:06:08] <sham1|LOST> But they would act as if there was no space between them
L1399[16:06:14] <gigaherz> yeah I mean like EnderIO Ender conduits, which send directly to the destination and can transfer multiple fuids at once since there's never any liquid stored
L1400[16:06:28] <sham1|LOST> Mmm
L1401[16:06:55] <sham1|LOST> I will have them store that stuff
L1402[16:07:18] <gigaherz> so you'd act like thewhole network is a single buffer
L1403[16:07:24] <gigaherz> not a fully unbuffered transfer?
L1404[16:07:55] <Lex_> sham1 how goes?
L1405[16:08:04] <sham1|LOST> Every pipe has its own fluid storage except for these warp pipes
L1406[16:08:18] <sham1|LOST> I tell when I am ready with it
L1407[16:08:26] <Lex_> also good news! Just a pounding headake that make my eyes hurt today! So getting better!
L1408[16:08:40] <sham1|LOST> I am not at my computer atm and it is past midnight here :P
L1409[16:09:05] <Lex_> :/
L1410[16:09:05] <gigaherz> well, if oyu are |lost, maybe you should ask for help instead of char on irc ;P
L1411[16:09:06] <sham1|LOST> I'll work at it this weekend
L1412[16:10:50] <sham1|LOST> I am not lost per say
L1413[16:11:01] <gigaherz> chat*
L1414[16:11:04] <sham1|LOST> I am sitting in a car
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L1418[16:17:01] <Simulac> I wish BlockPlos would ceil negative values
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L1420[16:18:45] <minecreatr> is there an easy way to turn an IModel into json, or would I have to write that?
L1421[16:19:08] <gigaherz> not that I know of
L1422[16:19:11] <williewillus> probably have to remake it...until pig adds json export support to tabula ;p
L1423[16:19:25] <SatanicSanta> williewillus: That thing you suggested on the Resources issue did not work.
L1424[16:19:39] <minecreatr> actually, I am making a pr for json export for tabula williewillus
L1425[16:19:42] <minecreatr> thats why I need it
L1426[16:19:53] <minecreatr> but I can make it myself :P
L1427[16:19:54] <williewillus> awesome
L1428[16:20:16] <williewillus> you should pr json export to tabula
L1429[16:20:22] <williewillus> people would be very grateful lol
L1430[16:20:41] <minecreatr> yes I am
L1431[16:21:10] <williewillus> SatanicSanta: which assets are the "new resources" youre talking about ?
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L1433[16:22:08] <SatanicSanta> williewillus: Things that I added recently, eg the Spiced Sand. Shit that was added a while ago, eg Heavy Light, work fine
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L1438[16:25:13] <williewillus> the spiced sand was fine
L1439[16:25:14] <williewillus> for me
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L1441[16:25:58] <williewillus> lemme check all of them
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L1443[16:27:29] <williewillus> all assets work except for sapling blaster having no texture or name
L1444[16:27:38] <williewillus> textures and lang
L1445[16:28:16] <SatanicSanta> then its definitely something wrong with my dev environment
L1446[16:28:44] <SatanicSanta> williewillus: Do you have src/main/resources marked as the Resources Root?
L1447[16:29:00] <williewillus> i setup my dev env from your build.gradle with all the normal steps lol
L1448[16:29:02] <williewillus> yes
L1449[16:29:06] <williewillus> its marked for you
L1450[16:29:20] <williewillus> id just reset
L1451[16:29:58] <SatanicSanta> okay
L1452[16:30:12] <SatanicSanta> williewillus: I should be safe to build, yes?
L1453[16:30:20] <williewillus> yeah
L1454[16:30:24] <SatanicSanta> okay, sweet
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L1456[16:34:35] <Flashfire> I figured it out, finally
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L1461[16:41:10] <Lex_> http://www.minecraftforge.net/forum/index.php/topic,32351.msg168926.html#new morons
L1462[16:42:41] <williewillus> ugh need a forum bot that automatically looks up for cracked launchers and bans them :p
L1463[16:44:05] <diesieben07> williewillus, it's called diesieben07
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L1465[16:45:38] <williewillus> :p
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L1467[16:48:26] <MCNM> williewillus, do you know any mods that would allow me to have 100 dimensions?
L1468[16:48:39] <williewillus> any dimension-adding mod?
L1469[16:48:47] <williewillus> mystcraft, rftools
L1470[16:49:15] <MCNM> Which one do you think would be better for Ainclad?
L1471[16:49:24] <gigaherz> RFTools are powered
L1472[16:49:26] <gigaherz> require a generator
L1473[16:49:30] <gigaherz> Mystcraft are books
L1474[16:49:35] <yueh> AE
L1475[16:49:38] <williewillus> ^
L1476[16:49:56] <gigaherz> so if all you want
L1477[16:50:02] <gigaherz> is to let players teleport to different dimensions
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L1479[16:50:07] <gigaherz> Mystcraft is a better choice
L1480[16:50:13] <yueh> yeah
L1481[16:50:14] <gigaherz> you can make crystal portals
L1482[16:50:18] <gigaherz> put a book in them
L1483[16:50:23] <gigaherz> and then they look like nether portals
L1484[16:50:39] <gigaherz> or you can just simply put the book in a bookstand
L1485[16:50:54] <gigaherz> one thing i have never figured out
L1486[16:50:56] <williewillus> rftools fits more with your theme though, and since you're building a creative map energy shouldnt be aproblem
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L1488[16:51:21] <gigaherz> MCNM: is your backstory tech-related or magic-related?
L1489[16:51:24] <gigaherz> XD
L1490[16:51:29] <williewillus> its scifi
L1491[16:51:31] <gigaherz> RFTools uses a dialer and such
L1492[16:51:33] <MCNM> Using Myst, could I set it up so it's a gate?
L1493[16:51:46] <williewillus> also, isnt it spelled "Aincrad" with an r? lol
L1494[16:52:01] <gigaherz> Oh
L1495[16:52:05] <gigaherz> SAO
L1496[16:52:33] <gigaherz> MCNM yes it can look like a portal
L1497[16:52:39] <gigaherz> you can make them round-ish IIRC
L1498[16:52:40] <gigaherz> as in
L1499[16:52:49] <gigaherz> they don't need to be rectangles like a nether portal
L1500[16:53:02] <gigaherz> http://technicpack.wikia.com/wiki/Portals
L1501[16:53:04] <gigaherz> can be on the ground
L1502[16:53:06] <gigaherz> or standing up
L1503[16:53:15] <gigaherz> hasthe book receptacle things
L1504[16:53:18] <MCNM> Yeah.. I had memorized it wrong.. so it's hard for me to spell Aincrad right.. have to really think about it XD :P
L1505[16:53:20] <gigaherz> which hold the destination
L1506[16:53:28] <gigaherz> well to a japanese, it's the same
L1507[16:53:33] <gigaherz> "l" and "r" are the same thing
L1508[16:53:40] <gigaherz> so the official spelling is purely arbitrary
L1509[16:53:58] <williewillus> yeah i guess :p
L1510[16:55:18] <MCNM> With either Mod.. could I set it up so they could travel to any dimension of their choice? Or do they have to go through everey portal?
L1511[16:55:30] <MCNM> *every
L1512[16:56:01] <gigaherz> hmm
L1513[16:56:05] <gigaherz> RFtools would be best for that
L1514[16:56:09] <gigaherz> you have a dialing device
L1515[16:56:12] <gigaherz> with a list of destinations
L1516[16:56:23] <Vigaro> `mcstatus
L1517[16:56:31] <Vigaro> #mcstatus
L1518[16:56:39] <Vigaro> Err, this isn't #FTB
L1519[16:56:40] <gigaherz> while Mystcraft relies on books
L1520[16:56:42] <gigaherz> although
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L1523[16:57:29] <gigaherz> MCNM: you can mix it with Draconic Evolution's "Enchanced Charm of Dislocation" which lets you teleport from anywhere, to any location you have visited previously and stored in the item
L1524[16:58:08] <MCNM> Will that let you teleport across dimensions?
L1525[16:58:08] <HassanS6000> Wassup! Just got back from a trip to the UK.
L1526[16:58:11] <gigaherz> yes.
L1527[16:58:45] <gigaherz> normally it uses up ender pearls, but I don't know if you can turn that off, or if the ender pealrs are needed in creative mode
L1528[16:58:50] <gigaherz> pearls*
L1529[16:59:13] <MCNM> And Myst won't limit the amount of dimensions?
L1530[16:59:19] <gigaherz> not as far as I know
L1531[16:59:32] <MCNM> Cool, thanks :)
L1532[16:59:40] <gigaherz> note however, that the dimensions are "configurable"
L1533[16:59:41] <gigaherz> as in
L1534[16:59:44] <gigaherz> you create a book
L1535[16:59:47] <gigaherz> based on a series of pages
L1536[16:59:56] <gigaherz> if your books are 100% random, the dimension is 100% random and can be unstable
L1537[17:00:01] <gigaherz> causing negative effects and such
L1538[17:00:14] <Simulac> YEAAAAAAAAAAAAAH
L1539[17:00:15] <gigaherz> RFTools is the same in that regard
L1540[17:00:22] <Simulac> my pathfinding + stepping works
L1541[17:00:25] <Simulac> (sort of)
L1542[17:00:38] <MCNM> So, I can pair those two Mods, and a SAO mod.. and make a cool Aincrad map :)
L1543[17:00:48] <gigaherz> but on top of that, RFTools generates theSAME dimension if using the SAME pages, while in Mystcraft every book is a new dimension
L1544[17:01:08] <MCNM> Can I rename the dimensions?
L1545[17:01:11] <gigaherz> yes
L1546[17:01:30] <gigaherz> the same table block you use to create dimensions
L1547[17:01:35] <gigaherz> also lets you name the books
L1548[17:02:01] <MCNM> So, I name the book.. and that'll be the name of the dimension?
L1549[17:02:05] <gigaherz> yup
L1550[17:02:49] <MCNM> Do I sign it like a normal journal, or are these books different?
L1551[17:02:57] <gigaherz> they are created in a special table
L1552[17:03:12] <gigaherz> you use leather + special mystcraft pages
L1553[17:03:19] <gigaherz> to create a dimension book
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L1555[17:03:25] <gigaherz> normally
L1556[17:03:34] <gigaherz> you need Linking Books to return home
L1557[17:03:43] <gigaherz> but if you have an Enchanced Charm of Dislocation,
L1558[17:03:53] <gigaherz> you can just teleport back and forth with that
L1559[17:04:12] <gigaherz> so I recommend spawning one and configuring your home location asap
L1560[17:04:19] <gigaherz> or you'll end up making use of the /TPX command often XD
L1561[17:05:14] <MCNM> So, I could set it up that the "Boss" could drop the book to the next dimension.. and the players will rely on the Charm to get them home?
L1562[17:05:16] <gigaherz> (tpx is added by mystcraft so a server admin can rescue people from the dimensions XD)
L1563[17:05:23] <gigaherz> hmmm
L1564[17:05:27] <gigaherz> I suppose
L1565[17:05:43] <MCNM> What would you rather do?
L1566[17:05:51] <gigaherz> that's up to you, really
L1567[17:06:07] <mathew_653> Got a small bug with my mod, when connecting on a dedicated server if another player teleports with the hange their info is not synced, i'm gonna upload the code soon to github.
L1568[17:06:10] <williewillus> MCNM: look at dynamic sword skills (a spearate component of the zelda sword skills mod). not quite as impressive as the real sword skills but it still adds a cool mechanic
L1569[17:06:18] <gigaherz> there are mods that add Lockable chests
L1570[17:06:24] <gigaherz> that require a special key
L1571[17:06:38] <gigaherz> so you coulddrop a key, and use it to open a treasure chest
L1572[17:06:51] <williewillus> you can lock on to entities and execute combos and eventually you learn extra skills like dodging, ground pounding, and I forget what else. just remember that it was super cool
L1573[17:07:07] <gigaherz> williewillus: that sounds interesting
L1574[17:07:11] <MCNM> gigaherz, can you name one of those Mods?
L1575[17:07:23] <gigaherz> MCNM: not right now, I'd have to look it up on google
L1576[17:07:26] <gigaherz> and then you can do that yourself XD
L1577[17:07:52] <MCNM> williewillus, I'll look into it. Sounds really neat.
L1578[17:08:18] <williewillus> https://youtu.be/z4wabsnC6jY skip to 1:55 ish mini spotlight
L1579[17:08:33] <gigaherz> isit Extra utilities that adds the flying rings which give you wings?
L1580[17:08:34] <Boreeas> I have an issue with writing a shader. http://pastebin.com/5KqHWuBp is the rendering code, and http://pastebin.com/vxYPRcLs is my shader program (which should be doing nothing the way it is right now)
L1581[17:08:52] <gigaherz> those could also be interesting ;P
L1582[17:08:58] <Boreeas> But if I enable the shader, the sphere I'm drawing doesn'T show up
L1583[17:09:05] <Boreeas> If I disable it, the sphere shows
L1584[17:09:08] <gigaherz> coupled with Baubles
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L1586[17:11:17] <mathew_653> if a player teleports to me from a remote location is the event PlayerEvent.StartTracking fired?
L1587[17:12:22] <williewillus> yes
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L1590[17:14:29] <gigaherz> oh he left
L1591[17:14:35] <gigaherz> I was about to point him to: http://www.curse.com/mc-mods/minecraft/224440-travellers-gear
L1592[17:15:06] ⇨ Joins: MCNM (~MCNM___@174-125-0-237.dyn.centurytel.net)
L1593[17:15:32] <MCNM> Internet went out.. sorry guys.
L1594[17:15:38] <mathew_653> So if i do something like UPD_ForgeEntry.network.sendTo(new ShareDisguiseInfo(bInvis), (EntityPlayerMP)event.entityPlayer); on the start tracking event it'll send the information about the player appearing to the correct client?
L1595[17:16:31] <diesieben07> yes
L1596[17:16:52] <mathew_653> Thanks.
L1597[17:17:44] <mathew_653> event.entityPlayer is the player that the event is being fired for aka the one about to track?
L1598[17:18:35] <gigaherz> MCNM: np,
L1599[17:18:47] <gigaherz> btw if you want an RPGish feel
L1600[17:18:52] <gigaherz> this may help http://www.curse.com/mc-mods/minecraft/224440-travellers-gear
L1601[17:19:06] <gigaherz> it doesn't do much on its own
L1602[17:19:13] <gigaherz> other than allow other mods to provide items for those slots
L1603[17:19:24] <gigaherz> includes support for baubles slots
L1604[17:19:36] <gigaherz> (necklace, rings, and belt)
L1605[17:19:50] <gigaherz> n owait belt is Tinker's
L1606[17:19:56] <gigaherz> earrings?
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L1608[17:20:18] <gigaherz> anyhow, Baubles + Traveller's Gear, Tinker's Construct
L1609[17:20:32] <gigaherz> which also adds Heart canisters which can icnrease the max health of the player
L1610[17:20:46] <gigaherz> and provides very customizable tools
L1611[17:22:06] <williewillus> is there a simple way I can alter the transparency a certain vanilla entity renders at?
L1612[17:22:13] <williewillus> presumably using RenderLivingEvent
L1613[17:22:16] <williewillus> but not sure where to do it
L1614[17:22:28] <gigaherz> I'm pointing at those mods as tools from which you can build the Aincrad mod
L1615[17:22:29] <gigaherz> ;P
L1616[17:22:41] <gigaherz> they all have APIs that you can make use of
L1617[17:23:32] <gigaherz> you could also make use of HQM (Hardcore Questing Mode)
L1618[17:23:34] <gigaherz> this adds two things
L1619[17:23:51] <gigaherz> 1. the ability to define quests inside the game, that can have different types of objectives
L1620[17:24:06] <gigaherz> such as craft X, visit locatrion Y, kill N monsters of type M
L1621[17:24:11] <gigaherz> location*
L1622[17:24:27] <gigaherz> 2. a life counter that can give you "second chances" in hardcore mode
L1623[17:24:40] <gigaherz> and lets you earn new lives as part of quests
L1624[17:24:46] <MCNM> Okay.. Myst, DragonCharm, Baubles, Traveller's Gear, Tinker, SAO mod, HQM, and maybe a sword skill one (didn't like the showcase I saw, but I like the concept).. anything else I should look into? Oh, and lockable chest with keys.
L1625[17:25:09] <gigaherz> ah yes let me see if I find which one I wasthinking og
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L1627[17:26:12] <gigaherz> MCNM: check out BetterStorage, it has Reinforced Chests, which can be locked
L1628[17:26:23] <gigaherz> and keys that you can use to open them
L1629[17:27:11] <MCNM> Are all those compatible with 1.7.10?
L1630[17:27:16] <gigaherz> yes.
L1631[17:27:24] <MCNM> Okay.
L1632[17:27:30] <gigaherz> all of them I have seen inside the FTB Infinity modpack
L1633[17:27:31] <gigaherz> XD
L1634[17:27:41] <MCNM> What's that?
L1635[17:27:51] <gigaherz> a modpack in the FTB launcher
L1636[17:28:07] <gigaherz> it doens't have a story or anything
L1637[17:28:12] <gigaherz> it's just a bunch of mods put together
L1638[17:28:26] <gigaherz> I just gaveit as an example of a 1.7.10 pack ;P
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L1640[17:29:17] <MCNM> Oh, haha :P
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L1643[17:29:43] <gigaherz> MCNM: if you want to eventually give players the ability to fly, you can check the Angel Ring from Extra Utilities
L1644[17:29:55] <gigaherz> there are variants wit different types of wings
L1645[17:29:56] <gigaherz> ,P
L1646[17:30:00] <gigaherz> with
L1647[17:30:26] <MCNM> Cool, might use that for a ALO follow up map :D
L1648[17:30:36] <gigaherz> XD
L1649[17:31:35] <MCNM> What's with that face? :P
L1650[17:31:41] <gigaherz> when you say "DragonCharm", I assume it's a mnemonic for the "Enhanced Charm of Dislocation" from "Draconic Evolution"?
L1651[17:32:00] <MCNM> Yeah.. wasn't sure how to shorten that one :P
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L1653[17:32:49] <gigaherz> yeah just checking XD
L1654[17:33:06] <benny-> hey, someone familiar with mod development, immibis (microblocks) or better said tileentities
L1655[17:33:12] <gigaherz> and the "XD", I'm just cheerful
L1656[17:33:26] <gigaherz> benny-: most of us here are familiar with it
L1657[17:33:32] <gigaherz> since this channel is oriented at mod development.
L1658[17:33:32] <gigaherz> XD
L1659[17:33:37] <benny-> i want to add support for them in some mod, but we have to talk private as the mods dont want me to talk about the stuff in main... (mc 1.5.2)
L1660[17:33:55] <gigaherz> ah no idea about that
L1661[17:34:03] <MCNM> If I made this map.. and had it on a server.. Would the server have to load all 100 dimensions?
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L1663[17:34:08] <Simulac> I don't know much about OpenGL(hoping to learn!) but why has the GL 3+ deprecated all the matrix methods?
L1664[17:34:18] <Simulac> Is it faster or something?
L1665[17:34:30] <gigaherz> MCNM: no, the server only keeps loaded the spawn dimension (0)
L1666[17:34:36] <gigaherz> ando nly the spawn chunks
L1667[17:34:43] <gigaherz> (the are where players start)
L1668[17:34:50] <gigaherz> everything else unloads when not in use
L1669[17:35:11] <yueh> fixed function pipeline is deprecated
L1670[17:35:22] <gigaherz> Simulac: those were fixed-function features
L1671[17:35:26] <MCNM> If there was a person on every floor (dimension).. would it load it all then?
L1672[17:35:30] <gigaherz> in shader-based graphics
L1673[17:35:36] <gigaherz> the matrixis just a shader parameter
L1674[17:35:54] <gigaherz> soyou calculate it manually and send the matrix or matrices to the shader
L1675[17:36:18] <Simulac> O
L1676[17:36:19] <Simulac> I see
L1677[17:36:27] <gigaherz> opengl still often uses a premultiplied MVP matrix, but it's also common to give them separately
L1678[17:36:34] <yueh> how i wished minecraft would use shaders
L1679[17:36:35] <Simulac> Damn that's more work on this end
L1680[17:36:38] <williewillus> graphics makesmy head hurt :/
L1681[17:36:46] <Simulac> But it allows greater flexibility I suppose
L1682[17:36:48] <gigaherz> yueh: supposedly they are working toward it
L1683[17:36:54] <gigaherz> yup
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L1686[17:37:07] <gigaherz> specially when you move forward andadd objectized parameters
L1687[17:37:22] <gigaherz> so that you can upload different sets of shader parameters
L1688[17:37:31] <gigaherz> and just refer to which set of parameters you want indirectly
L1689[17:37:45] <gigaherz> "Uniform buffer objects"
L1690[17:37:51] <yueh> would be so awesome for all the AE rendering stuff
L1691[17:38:11] <Simulac> btw, with the new opengl do I have to make write a shader to render a 2D square?
L1692[17:38:12] <gigaherz> add indirect draws
L1693[17:38:15] <gigaherz> and multi-indirect
L1694[17:38:21] <gigaherz> things become really fancy
L1695[17:38:27] <gigaherz> with modern ogl,
L1696[17:38:28] <williewillus> but would they get more complicated in code?
L1697[17:38:31] <gigaherz> you can setup a command chain
L1698[17:38:41] <Ivorius> Mojang using OGL would do little good for us
L1699[17:38:44] <Ivorius> *Shaders
L1700[17:39:03] <williewillus> i.e. would graphics-dumb people like me be able to scrape by on shaders in mc mods :p
L1701[17:39:04] <Ivorius> We'd just be restricted in use of OGL because we have less of the default pipeline stuff left to use
L1702[17:39:10] <gigaherz> where each command in the chain refers to different sets of VBOs, UBOs, texture arrays and all the shit you need
L1703[17:39:11] <yueh> just the easy stuff, like passing the import stuff to the shader and stitch the texture together on the gpu vs the cpu..
L1704[17:39:14] <gigaherz> and basically ONE draw command
L1705[17:39:19] <gigaherz> can draw ALL the graphics in a scene
L1706[17:39:26] <gigaherz> it's really amazing, but extremely annoying to set up XD
L1707[17:39:29] <benny-> NBTTagList tileEntitiesNBT = levelNBT.getTagList( "TileEntities" );
L1708[17:39:29] <benny-> for( int i = 0; i < tileEntitiesNBT.tagCount(); i++ )
L1709[17:39:35] <benny-> i guess this makes the trouble
L1710[17:39:41] <benny-> any other way to get all tileentities?
L1711[17:39:47] <yueh> and there will probably alawys that one mod which breaks the rendering xD
L1712[17:39:47] <benny-> from chunkdata
L1713[17:39:53] <Ivorius> williewillus: It won't get harder than GlStateManager
L1714[17:40:01] <Ivorius> It was introduced to make the change to shaders seamless
L1715[17:40:01] <williewillus> okay good lol
L1716[17:40:04] <gigaherz> if you feel like getting your brain blown up, read about AZDO
L1717[17:40:05] <Simulac> That sounds really cool
L1718[17:40:20] <Simulac> But the learning curve seems quite steep
L1719[17:40:24] <gigaherz> (Approaching-Zero Driver Overhead)
L1720[17:40:26] <benny-> or how could i get a list of all blocks and check them with => if (worldObj.getTileEntity(x, y, z) != null) { FOOBAR }
L1721[17:40:49] <Ivorius> benny-: What exactly do you want
L1722[17:40:59] <Ivorius> I guarantee you, 99% you don't want to touch the chunkdata stuff
L1723[17:41:04] <williewillus> benny-: loaded or unloaded?
L1724[17:41:10] <benny-> i want to get tileentities which are microblocks
L1725[17:41:16] <benny-> thats loaded data
L1726[17:41:20] <Ivorius> Impossible
L1727[17:41:29] <Ivorius> Microblocks aren't identified by any specific means
L1728[17:41:42] <williewillus> microblocks are TE's :p
L1729[17:41:47] <Ivorius> Unless you want to hardcode it to like, FMP microblocks
L1730[17:41:49] <benny-> they are tileentitie
L1731[17:42:01] <williewillus> (also he wants to test for immibis microblocks, so it is a specific check)
L1732[17:42:02] <Ivorius> Microblocks are a subset of TEs
L1733[17:42:08] <benny-> i want to extend worlddownloader with microblock support
L1734[17:42:10] <Ivorius> Thus, you can't identify them by being a TE
L1735[17:42:17] <benny-> nah, i dont really want only microblocks
L1736[17:42:25] <benny-> would be ok to get all tileentities i guess
L1737[17:42:32] <Ivorius> wat
L1738[17:42:37] <williewillus> Ivorius: getTileEntity(x, y, z) instanceof <whatever immibis' microblock class is called> :p
L1739[17:42:43] <Simulac> Anyway, I'm off for tonight guys!
L1740[17:42:47] <Simulac> See you tomorrow
L1741[17:42:49] <Ivorius> Yes, that's hardcoding
L1742[17:42:51] <benny-> but it seems they aren't in chunkNBT.getCompoundTag( "Level" ).getTagList( "TileEntities" );
L1743[17:42:55] <williewillus> that's what he wants
L1744[17:42:55] <williewillus> so
L1745[17:43:11] <Ivorius> world.loadedTileEntities
L1746[17:43:15] <Ivorius> Don't touch the chunk NBT
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L1748[17:43:37] <williewillus> benny-: if you're still working on that silly world downloader thing, bingo you just stumbled on hurdle 1
L1749[17:43:46] <Ivorius> Or chunk.loadedTileEntities, whatever
L1750[17:43:50] <gigaherz> he just said he is XD
L1751[17:43:52] <benny-> i'm doing it again, as i have time now
L1752[17:43:56] <gigaherz> "[00:42] (benny-): i want to extend worlddownloader with microblock support"
L1753[17:43:57] <gigaherz> XD
L1754[17:44:14] <benny-> and btw. willie i got the stuff compiled and working, but it doesnt save the microblocks
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L1756[17:44:46] <williewillus> well good luck lol
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L1758[17:45:21] <williewillus> though theoretically for microblocks if you have enough info to render them properly, that's enough to save them. you should be able to do it
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L1760[17:46:01] <benny-> well ivorius the whole mod works with nbt data, so i want to keep it like this
L1761[17:46:13] <Ivorius> lol
L1762[17:46:24] <benny-> i just need to know how to get a list of all blocks where i can check each block if it has TE data
L1763[17:46:30] <williewillus> lol
L1764[17:46:38] <gigaherz> benny-: wait, can't you just blindly use "writeToNBT" on ALL TEs?
L1765[17:46:47] <gigaherz> or did that ancient MC version not have that?
L1766[17:47:00] <williewillus> that's presumably what it does
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L1768[17:47:04] <benny-> i do know exactly nothing about the mc-internals xD
L1769[17:47:20] <williewillus> benny-: you can iterate through every single blockpos of the world and check for a TE, or you could ues World.loadedTileEntityList :p
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L1772[17:51:56] <benny-> thanks i will try with loadedTileEntities()
L1773[17:52:17] <benny-> seems to compile without error, so i guess its supported xD
L1774[17:56:21] <gigaherz> ho whoops
L1775[17:56:22] <gigaherz> [00:35] (MCNM): If there was a person on every floor (dimension).. would it load it all then?
L1776[17:56:24] <gigaherz> I forgot to answer
L1777[17:56:25] <gigaherz> XD
L1778[17:56:33] <gigaherz> it will only load the bits around each player
L1779[17:56:38] <gigaherz> anything out of sight isn't loaded
L1780[17:56:58] <gigaherz> so it's the same as if each player was in a different place of the same dimension
L1781[17:57:40] <MCNM> Okay. Thanks for all the help.. even though my questions weren't really mod developement XD :P Is there a chatroom for map making?
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L1784[17:59:57] <gigaherz> no idea ;P
L1785[18:02:41] <MCNM> Would I get in trouble for using this one?
L1786[18:03:34] <gigaherz> dunno i'm just a visitor ;P
L1787[18:03:52] <gigaherz> it's ok with me but I can't speak for the rest ;P
L1788[18:04:02] <gigaherz> but since no one complained tonight ;P
L1789[18:05:49] <Zaggy1024> what's the difference between getLightFromNeighbors and getLight?
L1790[18:06:39] <gigaherz> I assume one checks for own light instead of neighbours?
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L1792[18:07:38] <Zaggy1024> I'm trying to figure out the reasoning behind choosing between the different methods of getting light level
L1793[18:10:04] <gigaherz> !gm getLight
L1794[18:11:32] <gigaherz> getLight seems rather poorly named
L1795[18:12:12] <gigaherz> ah no
L1796[18:12:27] <gigaherz> it calls chunk.setLight(pos, 0) which means "change by 0" so it leaves it as-is
L1797[18:12:34] <gigaherz> so getLight just simply returns the EXISTING light value
L1798[18:13:02] <Boreeas> "setLight(pos, 0) which means "change by 0""
L1799[18:13:04] <Boreeas> great
L1800[18:13:21] <gigaherz> yeah it does light -= param
L1801[18:13:22] <gigaherz> XD
L1802[18:13:28] <Boreeas> whaat
L1803[18:13:46] <gigaherz> Chunk.java:845
L1804[18:13:47] <gigaherz> XD
L1805[18:14:27] <gigaherz> it gets the light
L1806[18:14:29] <gigaherz> offset by that param
L1807[18:14:32] <gigaherz> doesn't actually STORE the result
L1808[18:14:50] <gigaherz> just simply returns light-param, which if 0, simply returns "light"
L1809[18:15:27] <gigaherz> meanwhile, getLightFromNeighbours does EXACTLY the same, if the block returnsfalse from "getUseNeighborBrightness()"
L1810[18:15:53] <gigaherz> and if getUseNeighborBrightness() returns true, it takes the max value from the neighbours and returns that
L1811[18:16:02] <gigaherz> so
L1812[18:16:13] <gigaherz> unless you want explicitly the blocks EXACT light value
L1813[18:16:19] <williewillus> yay mc
L1814[18:16:22] <gigaherz> you want either getLight(pos, true)
L1815[18:16:36] <gigaherz> or getLightFromNeighbours which forwards to getLight(pos, true) in 1.8
L1816[18:16:37] <gigaherz> XD
L1817[18:17:11] <gigaherz> also
L1818[18:17:20] <Zaggy1024> ah, okay
L1819[18:17:24] <Zaggy1024> thanks for your help :)
L1820[18:17:26] <gigaherz> getLight(pos, checkNeighbors) checks for the world bounds
L1821[18:17:32] <gigaherz> ar 30 million on each direction
L1822[18:17:38] <gigaherz> while getLight(pos) won't do the check
L1823[18:18:14] <gigaherz> funny fact: any position outside the 60 million bounding area, has light level 15
L1824[18:18:33] <gigaherz> a block below build limit is 0
L1825[18:18:44] <gigaherz> while a pos above build limit uses the same light level as the build limit one
L1826[18:18:56] <gigaherz> eh below the void*
L1827[18:19:21] <Boreeas> So, about my shader. I have this rendering code http://pastebin.com/0Cb9K1Rd and this shader program http://pastebin.com/vxYPRcLs, but when enabling the shader, my sphere disappears. Even though this shader shouldn't even modify anything?
L1828[18:19:22] <williewillus> these methods are probably just terribly named
L1829[18:19:24] <williewillus> and no one bothered
L1830[18:19:33] <Zaggy1024> yoloswag
L1831[18:19:37] <gigaherz> yeah calling "setLight a method that just gets the light with offset...
L1832[18:19:38] <gigaherz> XD
L1833[18:19:47] <Zaggy1024> yup, that makes sense
L1834[18:20:05] <Zaggy1024> reminds me of some other method I can't remember the name of
L1835[18:20:17] <gigaherz> because it was so appropriately named?
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L1839[18:24:34] <williewillus> what, IUpdatePlayerListBox?
L1840[18:24:52] <williewillus> that's my favorite example of "terrible mcp names no one's bothered to fix or are too proliferate to fix"
L1841[18:24:52] <MCNM> Iternet keeps going out >.<
L1842[18:25:19] <williewillus> I wonder what the longest mcp class name is, lemme see...
L1843[18:27:22] <williewillus> GuiClickableScrolledSelectionListProxy is pretty close
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L1845[18:29:59] <williewillus> ChatComponentTranslationFormatException
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L1853[18:52:09] <NPException> question: how can I accept an item with any damage in a custom recipe?
L1854[18:52:25] <diesieben07> OreDicitionary.WILDCARD_VALUE as the damage value
L1855[18:52:32] <NPException> I assume I have to set the damage of the itemstack in the recipe to a certain value?
L1856[18:52:38] <NPException> okay, thanks!
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L1880[19:42:13] <Lapiman> Hey, anyone know how to detect when a furnace smelts an item?
L1881[19:54:17] <Vigaro> There is an event for when the player takes the item out of the furnace
L1882[19:54:30] <Vigaro> ItemSmeltedEvent
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L1885[19:54:56] <theredcon2> hello!
L1886[19:55:09] <theredcon2> i'm having some trouble with my first mod
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L1888[19:55:21] <Lapiman> theredcon2: What's up?
L1889[19:55:28] <Lapiman> theredcon2: 1.7 or 1.8?
L1890[19:55:29] <theredcon2> what's happening is I have 2 items
L1891[19:55:31] <theredcon2> 1.8
L1892[19:55:39] <theredcon2> the problem is that they have the same texture
L1893[19:55:44] <benny-> someone knows if immibis microblocks use own netcode to transfer the microblock data?
L1894[19:56:01] <benny-> or is it all packed in the metadata of tileentities?
L1895[19:56:19] <theredcon2> i have my code on pastebin http://pastebin.com/Qsg2mqzB
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L1897[19:57:00] <theredcon2> before i typed registerrender(item2) item 2 was using item 1's texture
L1898[19:57:14] <theredcon2> now that i've typed that item 1 is using item 2's texture
L1899[19:57:16] <Lapiman> theredcon2: My suspicion is your blockstate / model files, not your code
L1900[19:57:25] <Lapiman> Would you please post those?
L1901[19:57:28] <theredcon2> okay
L1902[19:57:45] <Lapiman> Vigaro: thx btw
L1903[19:57:51] <Vigaro> np
L1904[19:58:10] <Vigaro> Btw, https://github.com/MinecraftForge/MinecraftForge/issues/1684
L1905[19:58:24] <Lapiman> Actually nope that's not what I'm looking for...
L1906[19:58:28] <Lapiman> Ah, so it's missing.
L1907[19:58:29] <Lapiman> :(
L1908[19:58:48] <theredcon2> http://pastebin.com/YeSzudE3
L1909[20:00:55] <theredcon2> i have no blockstates because when I made a new block I just rage quit on it because there was no texture and I don't plan on including any blocks anyway
L1910[20:02:20] <theredcon2> i really have no clue why its doing this
L1911[20:03:11] <Lapiman> Yeah, I'm stumped, sorry
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L1923[20:30:50] <minecreatr> does anyone know how to convert rotation x y, and z into axis and rotation angle?
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L1926[20:33:01] <minecreatr> it looks almost like minecraft has 2 different types of models...
L1927[20:33:07] <minecreatr> one for entities and one for blocks
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L1929[20:34:06] <benny-> you want polarangle from rad?
L1930[20:34:07] <mathew_653> 1.8 has 2 classes of models, entityies are inline(array?) and blocks controlled by the bakery(is there a means to have a jsonless block?) are json
L1931[20:34:24] <williewillus> minecreatr: if youre in 1.8, yes. the entity model system is what the old block system used to be
L1932[20:34:41] <williewillus> jsonless blocks are tesr, which are like the entity ones
L1933[20:34:49] <minecreatr> Im trying to convert between the 2
L1934[20:34:55] <minecreatr> mostly jsonless to json
L1935[20:35:13] <minecreatr> the uv's dont really seem to work the same
L1936[20:35:18] <minecreatr> json ones have a min and max u and v
L1937[20:35:29] <minecreatr> but the other type just have a texture offset
L1938[20:35:43] <williewillus> uv is basically a texture offeset?
L1939[20:36:00] <minecreatr> yeah
L1940[20:36:08] <minecreatr> but json models haev 4
L1941[20:36:10] <minecreatr> min and max
L1942[20:36:16] <minecreatr> but the other type just has 2
L1943[20:36:53] <Lex_> wtf is going on?
L1944[20:36:53] <williewillus> i forget but there's some other variable that declares how much it should draw
L1945[20:37:11] <williewillus> he's trying to convert from the old (java) model format to json
L1946[20:37:33] <minecreatr> well its for a tabula pr but yeah
L1947[20:37:50] <minecreatr> so it can export to json
L1948[20:38:02] <Lex_> the json isnt hard...
L1949[20:38:08] <mathew_653> Got a quick question about player rendering if anyone has got a second.
L1950[20:38:16] <Lex_> each corner has a position in 3d space, and a texture uv in 2d space
L1951[20:38:26] <minecreatr> I understand the json part
L1952[20:38:29] <minecreatr> just not the entity model part
L1953[20:39:17] <Lex_> entity models havent changed in 1.8
L1954[20:39:27] <minecreatr> I know, but I didn't mess with them too much before
L1955[20:39:36] <williewillus> mathew_653: yeah?
L1956[20:40:55] <minecreatr> also entity models dont have face uv, but 1 uv per component
L1957[20:41:23] *** tterrag|ZZZzzz is now known as tterrag
L1958[20:42:06] <Lex_> they should have one uv per vertex per face
L1959[20:42:12] <mathew_653> On my player render event i have two strange bugs(logic errors) relating to multiplayer one is when another player is diguised they appear above my players head instead of at their location the second is apprently(unconfirmed) undisguised players are invisible to players in third person my code is here : http://pastebin.com/r2m7skpW
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L1961[20:45:21] <williewillus> first one is because in 1.7 and under entities are referred by eye height on client, and by feet on the server
L1962[20:45:35] <williewillus> I'm pretty sure
L1963[20:46:42] <mathew_653> Yea if there is more then one player on screen the non local one appears where the local one is though.
L1964[20:48:54] <williewillus> well thats because your event catches all the players
L1965[20:49:00] <williewillus> then translates them too your position
L1966[20:49:23] <williewillus> wait hm
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L1968[20:50:23] <benny-> willie, any idea why i've to struggle with this worlddownload mod? xD basicly it seems to fetch the chunk data from the chunkloader queue and saves it to local disk
L1969[20:51:13] <benny-> !seen immibis
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L1971[20:53:26] <williewillus> 1. I have no clue how to mod 1.5 and 2. what's wrong with it?
L1972[20:54:05] <benny-> it saves normal "vanillablocks", but not the immibis microblock ones
L1973[20:55:29] <benny-> which are, as far as i understood just some blocks set to id 2021, and store their data in the metadata of this block
L1974[20:55:39] <benny-> so i thought they are part of the chunkdata
L1975[20:57:28] <Lex_> he back for 1.5 support again?
L1976[20:58:14] <benny-> is this really related to the version? thought the chunk format didn't really change since then
L1977[20:58:54] <mathew_653> As far as i know 1.5 is preanvil
L1978[20:59:08] <benny-> no, its post
L1979[20:59:20] <mathew_653> Ah 1.5 release not beta xD
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L1982[21:01:26] <Lex_> if you're modding for old versions you get no help. Simple as that. Its not like what you're doing is hard if you do your research. The network protocol is very well defined.
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L1984[21:01:56] <Lex_> But as you insist on bothering us with outdated crap that you could easily research yourself. I will defer to one of the rules of the channel.
L1985[21:02:03] *** benny- was kicked by MineBot (Banned: Update. (1w)))
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L1988[21:08:13] <Lex_> <benny-> the plugin is basicly working...
L1989[21:08:13] <Lex_> <benny-> how did such dumbasses like you got on irc?
L1990[21:08:13] <Lex_> <benny-> i will come back when you are afk -.- not that i'm too stupid to change my hostmask...
L1991[21:08:13] <Lex_> <benny-> and btw add my nick to the banmask, my provider is using NAT so you banned a whole pool of clients...
L1992[21:08:14] <Lex_> <Lex_> Im fine with that. now stop being a twat and do your own fucking research on shit that HEAVILY DOCUMENTED instead of bitching in the channel about shit that would take you 10 mins to figure out yourself if you had semblance of intelligence.
L1993[21:08:18] <Lex_> benny-!*@* added to ignore list.
L1994[21:08:20] <Lex_> Twat face
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L1996[21:09:10] <williewillus> wow
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L1998[21:16:55] <Lex_> Seriously it isnt that hard to understand, minecraft sends a 'prepare this chunk'
L1999[21:17:13] <Lex_> then a 'here is the basic chunk data with lighting, blocks, meta, and height value
L2000[21:17:25] <Lex_> Then it sends a slue of 'this is the tile entity data for this location'
L2001[21:17:32] <Lex_> this is WELL FUCKING DOCUMENTED
L2002[21:19:12] <pig> anyone knows why some things rendering will disappear as you look at it and reappear as you start to look away?
L2003[21:22:36] <williewillus> ? most of the problems I hear are the opposite :p the entity culling in 1.8 being too aggressive and things on the edge disappearing
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L2005[21:23:49] <mathew_653> i'm gonna disappear off for tonight.
L2006[21:24:22] <mathew_653> Nighty night
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L2009[21:28:43] <Zaggy1024> is it normal to get micro stutter when walking around a world?
L2010[21:29:00] <Zaggy1024> I'm worried something in my mod's world gen might be too slow
L2011[21:29:35] <williewillus> not sure, it might be a gc thing (constant microstutter vs less frequent but bigger lagspikes)
L2012[21:30:00] <williewillus> ive heard complaints about more microstutter on 1.8 but i dont get it myself in either 1.7 or 1.8
L2013[21:30:40] <Zaggy1024> hm
L2014[21:31:02] <Zaggy1024> yeah it seems to be pretty consistent, but it only does it some of the time
L2015[21:31:17] <Lex_> pig remove fastcraft
L2016[21:31:24] <Zaggy1024> not sure if it's because of the updates to our block which is similar to vanilla grass or worldgen
L2017[21:36:41] <Zaggy1024> if I run a dedicated server, the worldgen shouldn't be able to cause microstutter, right?
L2018[21:38:26] <Lex_> actually due to mcs shitty lighting yes it would
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L2020[21:48:34] <Flashfire> How can I make a renderer for a chest tile entity use my model instead of modelchest?
L2021[21:48:59] <Flashfire> Do I need a model class or is there a way to make it use the json model?
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L2025[21:50:25] <tterrag> Flashfire: why are you overriding the rendering of vanilla TEs
L2026[21:51:08] <Flashfire> I want a slightly altered chest model because it has a lock on it
L2027[21:51:28] <tterrag> so extend ModelChest and use that...
L2028[21:51:32] <tterrag> in YOUR OWN renderer
L2029[21:51:37] <tterrag> you shouldn't be screwing with vanilla renders
L2030[21:51:53] <Flashfire> I wasn't sure if there was a way to use the json so that's why I asked
L2031[21:52:48] <MattDahEpic> !gm func_77960_j
L2032[21:53:31] <MattDahEpic> !gm func_77960_j 1.7.10
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L2034[21:56:56] <Flashfire> Do I need to register a model class?
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L2037[21:59:05] <williewillus> there's probably a better way, but you could overwrite the model field of the chest tesr
L2038[21:59:16] <williewillus> idk how it works when you're trying to modify vanilla
L2039[21:59:29] <Flashfire> I'm not modifying vanilla, it's my own custom chest
L2040[22:00:08] <williewillus> oh thats easy that
L2041[22:00:23] <williewillus> make your own tesr that uses your own model
L2042[22:00:26] <williewillus> then register that
L2043[22:00:51] <Flashfire> Yeah I did but it's not using the model for some reason
L2044[22:00:58] <gigaherz> I have never touched chests
L2045[22:01:06] <gigaherz> but there's plenty of mods that implement chests
L2046[22:01:13] <williewillus> did you do ClientRegistry.bindTileEntitySpecialRenderer?
L2047[22:01:23] <williewillus> or whatever that method is called
L2048[22:01:25] <Flashfire> Yes my chest is already made, I just want to change the model
L2049[22:01:41] <williewillus> well in your tesr, switch out the model :p
L2050[22:01:55] <Flashfire> I did
L2051[22:01:59] <Flashfire> That's the weird thing
L2052[22:02:10] <williewillus> you have a java/entity style model right?
L2053[22:02:23] <Flashfire> Yeah I just altered one box in the constructor
L2054[22:02:37] <williewillus> does your tesr extend the chest one or is it independent
L2055[22:02:58] <Flashfire> Extends
L2056[22:03:02] <Flashfire> I mean independent sorry
L2057[22:03:21] <williewillus> hm
L2058[22:03:40] <williewillus> so it still shows up as vanilla chest model? or nothing at all?
L2059[22:04:31] <Flashfire> Should my model class be independent too?
L2060[22:04:33] <Flashfire> yeah vanilla
L2061[22:04:53] <Flashfire> It has my texture and everything, just not the model
L2062[22:05:32] <williewillus> hm maybe recheck or play around with whatever you added (just a cube for a latch?) to see if it can show up
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L2064[22:06:05] <Flashfire> Should my model not extend modelChest?
L2065[22:06:29] <williewillus> it should be fine extending it, if all you're doing is adding on to it
L2066[22:07:00] <Flashfire> I'll try it independent and see if it works
L2067[22:07:10] <gigaherz> what are you adding to the model, though?
L2068[22:07:15] <williewillus> ah if you're adding another separate ModelRenderer you need to override renderAll to render it too, so
L2069[22:07:16] <gigaherz> couldn't you just change the texture?
L2070[22:07:27] <Flashfire> Ahhhh I see
L2071[22:07:32] <williewillus> its better to just be independent then
L2072[22:07:33] <Flashfire> The model field was ModelChest type
L2073[22:07:47] <Flashfire> It showed up when I made it independent
L2074[22:07:50] <williewillus> oh haha
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L2078[22:09:27] <MattDahEpic> are there any 1.8 shader mods out yet/ever will be out?
L2079[22:10:07] <gigaherz> depends on how brave the shader-modders are ;p
L2080[22:10:17] <gigaherz> but yes there are shaders
L2081[22:10:22] ⇨ Joins: Lathanael|Away (~Lathanael@p54970D12.dip0.t-ipconnect.de)
L2082[22:10:25] <gigaherz> I have seen some youtubers using shaders in 1.8 videos
L2083[22:11:11] <williewillus> shaders mod is out for 1.8
L2084[22:11:45] <williewillus> its the base-edit version though
L2085[22:11:51] <williewillus> the forge-version is waiting for 1.8.7
L2086[22:12:27] <williewillus> oh nvm its fml-loadable and a jarmod (kinda like optifine)
L2087[22:12:58] <gigaherz> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286604-shaders-mod-updated-by-karyonix
L2088[22:13:17] <gigaherz> it was annoyingly hard to actually SEE the forum link instead of crapsites
L2089[22:13:44] <williewillus> i can't stand mc with shaders to be honest .-..
L2090[22:13:48] <Flashfire> My model works now, cool
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L2092[22:14:06] <williewillus> besides the fact that just looking at them makes my computer feel like exploding, they just don't fit in
L2093[22:14:16] <williewillus> unless youre doing a cinematic or something
L2094[22:14:43] <gigaherz> i'd like certain things
L2095[22:14:46] <gigaherz> others don't fit
L2096[22:15:28] <gigaherz> fully dynamic lighting and shadows would be nice (with the blocks and such being lit in the direction of the sun, as it moves)
L2097[22:15:41] <williewillus> one of the reasons I don't like terasology. besides being incomplete, and laggy as shit, all the shaders make it look terrible
L2098[22:15:50] <williewillus> i get a headache just looking at Terasology screenshots
L2099[22:15:58] <gigaherz> never heard of it
L2100[22:16:03] <williewillus> its a java mc clone
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L2102[22:17:05] <gigaherz> mc clones never work
L2103[22:17:19] <gigaherz> more often than not
L2104[22:17:30] <gigaherz> they try too hard to be the same, but still feel odd
L2105[22:18:12] <williewillus> minetest is the other kinda-known one. written c++ and a gl3/4 engine, so it's fast, lua modding api, but it still feels incredibly weird
L2106[22:18:20] <gigaherz> I tried minetest the other day
L2107[22:18:25] <gigaherz> it felt... clunky
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L2109[22:18:54] <williewillus> it performs well though, I get like 60fps ish
L2110[22:19:01] <gigaherz> itwould be intersting with 100 or 200 hours of a decent developer
L2111[22:19:02] <gigaherz> ;P
L2112[22:19:06] <williewillus> (vs terasology, which runs worse than modded 1.7)
L2113[22:19:27] <gigaherz> I have considered creating a voxel game
L2114[22:19:44] <williewillus> i get about 5 fps from terasology's shaders. modded 1.7 35ish without fastcraft's async culling, 50-60 with
L2115[22:19:58] <williewillus> vanilla 1.8 I get 60ish without optifine, 90 with
L2116[22:20:01] <gigaherz> the main reason I didn't do it was becasue even if it was perfect, it would still "not be Minecraft"
L2117[22:20:05] <williewillus> yeah
L2118[22:20:29] <gigaherz> there's a lot of ideas dancing around in my head, but I still don't think it's a good idea xD
L2119[22:21:10] <gigaherz> although in my head, it wouldn't really be like minecraft
L2120[22:22:04] <gigaherz> there are certain things I'd like to explore, such as a better entity system that would allow trees and such to be entities and not blocks
L2121[22:22:21] <pig> Lex_: I'm in dev env. I don't have fastcraft
L2122[22:22:52] <gigaherz> don't ping lex ;p
L2123[22:23:01] <gigaherz> read the topic
L2124[22:23:34] <pig> he pinged me earlier you twat
L2125[22:23:50] * pig grumbles
L2126[22:23:55] * gigaherz shrugs
L2127[22:24:17] ⇨ Joins: Rallias (~Rallias@sadmin.starasaservice.com)
L2128[22:24:29] <Rallias> Hallo
L2129[22:24:42] <Mitchellbrine> xD
L2130[22:25:46] <Rallias> Now to make a mod.
L2131[22:25:57] <Rallias> ... that made it sound a helluvalot easier than it is.
L2132[22:26:10] <gigaherz> well "making a mod" is easy
L2133[22:26:20] <gigaherz> they put a lot of effort into making that as easy as possible
L2134[22:26:27] <gigaherz> it will still be an empty mod that won't do anything
L2135[22:26:33] <gigaherz> but creating it is easy ;P
L2136[22:26:47] <Rallias> I don't want to make the empty mod.
L2137[22:26:56] <gigaherz> yeah
L2138[22:27:04] <gigaherz> then you make a simple block, which is still easy
L2139[22:27:07] <Rallias> I want to make my own mod, with blackjack, blowjob-giving cheerleaders, and candy corn.
L2140[22:27:09] <gigaherz> and a simple item, which is still easy
L2141[22:27:19] <gigaherz> and then you think "okay now I have to make them DO something"
L2142[22:27:24] <gigaherz> and that's when the fun begins :D
L2143[22:28:28] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L2144[22:31:01] <Rallias> Is there a guide somewhere to making a custom model without techne?
L2145[22:31:20] <gigaherz> 1.8 json?
L2146[22:31:28] <Rallias> 1.7
L2147[22:31:47] <gigaherz> ah there should be many, then, but I never looked for one ;p
L2148[22:32:42] <Rallias> Every guide I'm finding says "Use techne, use techne" well techne ain't working for me.
L2149[22:33:53] <MattDahEpic> use ichuns in game modeler thing
L2150[22:34:08] <pig> ^
L2151[22:34:48] <Rallias> Because I've already pen-paper'ed it to the pixel.
L2152[22:35:46] <Corosus> ^
L2153[22:36:32] <gigaherz> yo ucan always do it in blender and export to obj
L2154[22:37:44] <tterrag> ^
L2155[22:38:56] <Rallias> The thing is, I know the pixel offsets for each feature. I don't want to go thru the process of learning a modeling tool when I should be able to just use code.
L2156[22:39:45] <gigaherz> oh then just extend a Model class and write the boxes yourself
L2157[22:39:58] <tterrag> and be forced to use a TESR?
L2158[22:40:17] <gigaherz> well
L2159[22:40:37] <gigaherz> Rallias: yo ucan export a simple model from techne, and look at the xml file inside the zip
L2160[22:40:40] <gigaherz> then edit it manually ;P
L2161[22:40:46] <gigaherz> or edit the .obj from notepad
L2162[22:41:04] <gigaherz> or probably, Blender can do numeric input
L2163[22:41:08] <gigaherz> instead of just mouse-based
L2164[22:41:14] <gigaherz> there's a lot of ways to enter exact pixel counts
L2165[22:41:24] <MattDahEpic> TESR=The Elder Scrolls: Rendering
L2166[22:41:28] <gigaherz> XD
L2167[22:43:00] <Lex_> pig then no idea.. unless you have some other coremod in there fucking things up.
L2168[22:43:26] <pig> does it help to mention what i'm rendering is really far off?
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L2170[22:43:40] <pig> but like i said, only disappears when i look at it. I look slightly away it reappears
L2171[22:44:16] <gigaherz> wait
L2172[22:44:21] <gigaherz> that's simply the far plane
L2173[22:44:26] <Lex_> really far off?
L2174[22:44:31] <gigaherz> the depth calculation has that side-effect
L2175[22:44:32] <pig> bout 200 blocks
L2176[22:44:35] <gigaherz> it happens in most big games
L2177[22:44:36] <pig> ah
L2178[22:44:38] <pig> the far plane
L2179[22:44:38] <pig> right
L2180[22:44:42] <Rallias> So, 12 chunks away?
L2181[22:44:44] <pig> urgh
L2182[22:44:48] <gigaherz> if oyu want to render something "far away"
L2183[22:44:53] <pig> any way to overcome that?
L2184[22:44:59] <gigaherz> you can change the near/far planes
L2185[22:45:00] <gigaherz> BUT
L2186[22:45:05] <gigaherz> that will interfer with depth buffering
L2187[22:45:11] <gigaherz> so you should do so after the skybox
L2188[22:45:14] <gigaherz> but before the world draws
L2189[22:45:17] <pig> thing is I'm rendering them with depth disabled though
L2190[22:45:20] <gigaherz> so you can reset the depth buffer in between
L2191[22:45:21] <pig> doesn't change anything does it?
L2192[22:45:29] <gigaherz> oh if you don't enable z writes
L2193[22:45:30] <gigaherz> that's ok
L2194[22:45:32] <Rallias> Could render it on the eyelids.
L2195[22:45:47] <pig> well it's still vanishing on me
L2196[22:45:50] <gigaherz> pushmatrix,
L2197[22:45:57] <gigaherz> loadidentity
L2198[22:46:03] <gigaherz> set new perspective camera
L2199[22:46:03] <Lex_> what are you rendering that far away 0.o
L2200[22:46:04] <gigaherz> draw
L2201[22:46:06] <gigaherz> popmatrix
L2202[22:46:22] <pig> a label? >_>
L2203[22:46:35] <gigaherz> minimap waypoint?
L2204[22:46:44] <pig> heh >_> yeah
L2205[22:46:58] <gigaherz> you may want to do that in 2D coords
L2206[22:47:06] <pig> i was
L2207[22:47:10] <pig> or, at least I thought it was
L2208[22:47:16] <pig> just the label
L2209[22:47:27] <pig> that's the only important bit but that's the one vanishing on me
L2210[22:47:53] <gigaherz> you'd want to take the current transform matrix, apply it to the "center point" of the waypoint
L2211[22:48:22] <gigaherz> then take the resulting normalized view coords and fix them up to pixel coords
L2212[22:48:38] <gigaherz> and draw the text around that point
L2213[22:48:55] <pig> err.. you lost me.
L2214[22:50:20] <gigaherz> you can use opengl calls to fetch the transformation matrix that would be applied to the 3d vertices
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L2216[22:50:38] <gigaherz> then apply that matrix to the position of the waypoint label as it would be in the 3D world
L2217[22:51:12] <gigaherz> which would give you in return a 3D vector with the X and Y between -1..1
L2218[22:54:02] <gigaherz> it's nearly 6am here so I'm not going to write the code for you -- in fact, I'll be leaving ;P
L2219[22:54:23] <gigaherz> after this: https://www.opengl.org/wiki/Viewing_and_Transformations#How_do_I_get_the_active_MODELVIEW_or_PROJECTION_matrices.3F
L2220[22:54:25] <gigaherz> night
L2221[22:54:29] <pig> I'm headed off soonish as well
L2222[22:54:34] <pig> will look into tomorrow
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L2224[22:54:47] <Rallias> I wish I didn't have work tonight
L2225[22:54:55] <Rallias> And that I could stay up and make this mod happen right now.
L2226[22:55:59] * Lex_ waves magic wand *done*
L2227[22:56:07] <Lex_> Thats how modding works right? I read that on reddit.
L2228[22:56:25] <tterrag> missed chance to say read it on reddit :<
L2229[22:56:46] <Lex_> I have an iq over 20, I don't make that dumb pun.
L2230[22:58:54] <tterrag> a good pun is one that is painful to all who see/hear it
L2231[23:00:02] <MattDahEpic> we need pahimar in here for the dad jokes
L2232[23:00:28] <flappyy> remember kids, dad jokes ain't bad jokes!
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L2234[23:01:50] <Rallias> Now to do this weird thing they call "work".
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