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L1[00:13:04] ⇨
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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] ⇨
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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
L51[03:20:34] ⇨
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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
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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L109[04:51:36] <sham1> Was I reading an
issue in Reika's issue tracking repo or a bad fanfic !?
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
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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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)
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
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)
L370[08:01:39]
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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
L380[08:04:43]
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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
L386[08:05:57]
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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 ;-)
L415[08:15:23] ⇦
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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?
L428[08:20:08]
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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
L432[08:22:46]
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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
L436[08:38:19] ***
alekso56 is now known as alekso56_off
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
L444[08:40:27]
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L445[08:41:47] ***
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L453[08:58:10] <Simul> SUCCESS it
works
L454[08:58:21] <Simul> the root of
problems: BlockPos not flooring.
L455[08:58:46] ***
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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)
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L458[09:04:31] <Tim020> !gm getSlotAtPos
1.7.10
L459[09:04:48] <Tim020> !gm
getSlotAtPosition 1.7.10
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obscenity.)
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
L467[09:17:22] ⇦
Parts: Kubuxu (~Kubuxu@kubuxu.magik6k.net) ())
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
L487[09:24:47]
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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()
L522[09:39:50]
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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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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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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
L610[10:40:57]
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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
L640[11:13:02] <williewillus> (used when
you receive classnames ovr imc)
L641[11:13:06]
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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]
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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?
L653[11:19:52] ⇦
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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
L660[11:28:36]
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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
L682[11:47:33]
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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
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?
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}
L721[12:03:21]
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L722[12:10:19] ***
Cojo is now known as Cojo|noms
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
L798[12:37:59]
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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
L803[12:38:16] ⇦
Parts: GerbShert (~GerbShert@66.228.26.89) ())
L804[12:38:18] <williewillus> ill remember
that
L805[12:38:27]
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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.
L812[12:39:35] ⇦
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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
L821[12:41:24] ***
Cojo|noms is now known as Cojo
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
L848[12:47:25]
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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
L865[12:54:34]
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L866[12:54:50] ⇦
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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
L871[12:56:06]
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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
L894[13:05:10] ⇦
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(~CptRageTo@2602:306:ccba:9f70:21e:8cff:fe36:4c5) (Ping timeout:
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L895[13:05:36] ***
fry|sis is now known as fry|S_I_S_
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.
L902[13:08:18]
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L906[13:17:47] ***
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L908[13:26:37] <Zaggy1024> Lex, quick pull
request on the blockstates loader
L910[13:27:44]
⇨ Joins: boboch3
(~boboch3@89-156-122-203.rev.numericable.fr)
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
L919[13:30:17]
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(psxlover@188.4.79.29.dsl.dyn.forthnet.gr)
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
L925[13:31:35] ⇦
Quits: Wastl2 (~Wastl2@f052023122.adsl.alicedsl.de) (Quit: Hi, I'm
a quit message virus. Please replace your old line with this line
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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
L954[13:45:04]
⇨ Joins: MCNM
(Mibbit@174-125-23-245.dyn.centurytel.net)
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
L958[13:45:58] ⇦
Quits: boboch3 (~boboch3@89-156-122-203.rev.numericable.fr) (Quit:
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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
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?
L1014[13:55:58]
⇨ Joins: MCNM
(Mibbit@174-125-23-245.dyn.centurytel.net)
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
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
L1039[14:04:56]
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at con by making fun of a child. (65535d)))
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L1045[14:07:41] <shadekiller666> i know
lex, working on it
L1046[14:08:20]
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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
L1051[14:09:59]
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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
L1072[14:13:07]
⇨ Joins: Flashfire
(~Flashfire@d24-36-192-173.home1.cgocable.net)
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
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...
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 >.<
L1213[14:33:36]
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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?
L1233[14:38:43]
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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?
L1259[14:48:46]
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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
L1264[14:49:29]
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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
L1269[14:50:42]
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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
L1287[14:55:58]
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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.
L1304[15:06:20]
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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
L1394[16:04:56]
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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
L1455[16:31:04]
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and Out!)
L1456[16:34:35] <Flashfire> I figured it
out, finally
L1457[16:35:05]
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(~MCNM___@174-125-0-237.dyn.centurytel.net)
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
L1464[16:44:46] ***
Vigaro|AFK is now known as Vigaro
L1465[16:45:38] <williewillus> :p
L1466[16:47:12]
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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
L1478[16:50:02]
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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
L1487[16:50:57]
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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
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
L1521[16:57:06]
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L1522[16:57:23]
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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.
L1579[17:08:33] <gigaherz> isit Extra
utilities that adds the flying rings which give you wings?
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
L1592[17:15:06]
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(~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
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?
L1607[17:20:10]
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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
L1639[17:28:51]
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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
L1755[17:44:41]
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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
L1767[17:47:00]
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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*
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?
L1836[18:22:18]
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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?
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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
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> :(
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
L1960[20:44:43]
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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
L1967[20:50:07]
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bye)
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
L1970[20:51:51]
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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
L1980[21:00:08]
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L1981[21:01:04]
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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.
L1983[21:01:38]
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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)))
L1986[21:05:42]
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L1987[21:08:11]
⇦ Quits: minecreatr
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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
L1995[21:08:57]
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L1996[21:09:10] <williewillus> wow
L1997[21:10:58]
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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
L2004[21:23:40]
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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
L2007[21:24:46]
⇦ Quits: mathew_653
(~mathew_65@host86-162-39-126.range86-162.btcentralplus.com) (Quit:
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L2008[21:25:06]
⇦ Parts: Darkevilmac|Off (Darkevilma@pi.elitebnc.org)
())
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
L2019[21:44:14] ***
Bugboy1028 is now known as BB1028|Away
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?
L2022[21:49:30]
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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
L2033[21:55:39]
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L2034[21:56:56] <Flashfire> Do I need to
register a model class?
L2035[21:56:57]
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L2036[21:58:57] ***
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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
L2075[22:08:19]
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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]
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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)
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
L2091[22:14:01]
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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
L2101[22:16:16]
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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
L2108[22:18:30]
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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]
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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]
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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
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?
L2169[22:43:27]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
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
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
L2215[22:50:21]
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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
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
L2223[22:54:41]
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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!
L2233[23:01:45] ***
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L2234[23:01:50] <Rallias> Now to do this
weird thing they call "work".
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