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L1[00:00:24] <tterrag> whatever renderer you are calling is probably doing it
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L3[00:00:30] <tterrag> push/pop the gl lighting bit attrib
L4[00:01:10] <Hippocrite> how do I do that?
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L7[00:01:33] <Hippocrite> GL11.glEnable(GL_LIGHTING) ?
L8[00:01:53] <tterrag> GL11.glPushAttrib(GL11.GL_LIGHTING_BIT)
L9[00:01:57] <tterrag> GL11.glPopAttrib();
L10[00:02:18] <tterrag> wrap your code like push/pop matrix call
L11[00:02:20] <tterrag> s
L12[00:02:34] <tterrag> basically that saves the current lighting state, then reverts it afterwards
L13[00:02:47] <Hippocrite> okay
L14[00:02:49] <tterrag> it's a tad expensive (more so than just undoing the flags) but in this case it's probably much less effort
L15[00:02:54] <tterrag> so meh :P
L16[00:03:01] <Hippocrite> cool :P
L17[00:03:30] <Jezza> It's not really that expensive
L18[00:03:32] <Hippocrite> hmm it's still doing it :/
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L20[00:03:39] <Jezza> The performance loss is minimal.
L21[00:03:47] <Jezza> Something you shouldn't really be worrying about.
L22[00:03:59] <Hippocrite> okay
L23[00:04:17] <Zaggy1024> screenshot pls
L24[00:04:17] <tterrag> show code again
L25[00:04:24] <Jezza> Performance optimisation is a tricky topic.
L26[00:04:42] <Hippocrite> http://paste.ubuntu.com/12018713/
L27[00:05:14] <Hippocrite> if it helps, every block that has an index after the rendered item gets screwy
L28[00:05:16] <bob_twinkles> 1) measure 2) change something 3) measure again
L29[00:05:16] <Hippocrite> turns dark
L30[00:05:23] <bob_twinkles> preferably measure on as many platforms as possible =P
L31[00:05:26] <tterrag> hmmm
L32[00:05:42] <tterrag> this is kind of a scorched-earth method, but try pushing GL11.GL_ALL_ATTRIB_BITS
L33[00:05:44] <Zaggy1024> would help to see exactly what it looks like though
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L35[00:06:09] <Hippocrite> Zaggy: oh, sure
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L37[00:07:32] <Hippocrite> tterag: GL_ALL_ATTRIB_BITS fixed it xP
L38[00:07:37] *** Gaz492|Away is now known as Gaz492
L39[00:07:44] <Hippocrite> i'm guessing that might not be the most optimal method however?
L40[00:07:53] <tterrag> correct, but it's not the end of the world
L41[00:08:02] <tterrag> it might be a color being applied in which case I think there is a color bit
L42[00:08:33] <Jezza> Is that a good practice to be doing, or just for debugging?
L43[00:08:37] <Hippocrite> cool, i could test that out first anyways
L44[00:08:42] <Hippocrite> GL_COLOR_BIT?
L45[00:08:50] <tterrag> Jezza: it's kind of bad form, you should be managing your state better, but in the case of MC sometimes there's not much you can do
L46[00:08:53] <Zaggy1024> if that exists, yes :P
L47[00:08:56] ⇨ Joins: Flenix (~Flenix@97e3b562.skybroadband.com)
L48[00:08:56] <tterrag> and finding what fields were modified is a pain
L49[00:09:02] *** Gaz492 is now known as Gaz492|Away
L50[00:09:15] <Hippocrite> there's a GL_COLOR_BUFFER_BIT
L51[00:09:16] <Hippocrite> i'll test it
L52[00:09:22] <tterrag> 1.8 addresses this a bit with GLStateManager
L53[00:09:53] <Jezza> Apparently the attrib stack has been removed it more modern OpenGL versions.
L54[00:09:58] <Jezza> So it's probably not the best form.
L55[00:10:20] <tterrag> OGL is backwards compat though, so these 1.1 methods should still work on any computer iirc
L56[00:10:23] <Hippocrite> well it's not the color bit anyways
L57[00:10:27] <tterrag> I've never had issue with it and I have pretty recent hardware
L58[00:10:43] <bob_twinkles> that's 'cause MC creates a compatibility context and makes driver devs sad =P
L59[00:10:46] <Hippocrite> i'll just leave it with all attribs for now, thanks!
L60[00:10:59] <bob_twinkles> Hippocrite: try _COLOR_BIT?
L61[00:11:00] <Jezza> Can take up to about 4 times longer to execute.
L62[00:11:12] <bob_twinkles> err, _CURRENT_BIT
L63[00:11:15] <bob_twinkles> brain fail there
L64[00:11:17] <tterrag> Jezza: I said it wasn't as performant
L65[00:11:20] <tterrag> quite early on
L66[00:11:35] <Hippocrite> hue ok
L67[00:11:37] <Jezza> Again, in the realm of 30 - 40 microseconds, so you've got nothing you should be worrying about
L68[00:11:42] <tterrag> ^
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L70[00:11:57] <Jezza> tterrag, Yeah, I know, but I just thought I'd make sure it's not computer destroying.
L71[00:12:15] <bob_twinkles> https://www.opengl.org/sdk/docs/man2/xhtml/glPushAttrib.xml has a list of all the things it could possibly be, worse comes to worse you can just go through them all one at a time =P
L72[00:12:15] <Hippocrite> it's not GL_CURRENT_BIT
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L74[00:12:31] <tterrag> bob_twinkles: could be more than one :P
L75[00:12:42] <bob_twinkles> I was about to say something to that effect =P
L76[00:12:55] <tterrag> it could be the ENABLE bit
L77[00:13:01] <HassanS6000> How to make a mod so it's only server side?
L78[00:13:09] <HassanS6000> As in client does not need it.
L79[00:13:10] <tterrag> in fact definitely
L80[00:13:15] <HassanS6000> All it has is an event handler
L81[00:13:17] <tterrag> HassanS6000: acceptableRemoteVersions="*"
L82[00:13:21] <tterrag> in @Mod
L83[00:13:41] <HassanS6000> ty tterrag
L84[00:14:12] <bob_twinkles> Hippocrite: also, a screenshot could help us make some more informed guesses here =P
L85[00:14:50] <Hippocrite> i was hoping to just get by with GL_ALL_ATTRIB_BITs :p
L86[00:15:47] <bob_twinkles> you'll make people using your mod real sad 'cause of the performance hit when your item is on the hotbar
L87[00:16:00] <tterrag> LOL
L88[00:16:06] <Jezza> Well
L89[00:16:06] <tterrag> yeah I'll really miss those microseconds ;(
L90[00:16:10] <tterrag> my game is ruined
L91[00:16:15] <Jezza> What did you say was happening?
L92[00:16:16] <bob_twinkles> though given the amount of terrible things MC does in the GL space I guess it probably won't make much of a difference
L93[00:16:20] <Jezza> Everything was going black?
L94[00:16:26] <bob_twinkles> tterrag: MUH FRAMEZ
L95[00:16:42] <killjoy> he turk mah fremes
L96[00:16:58] <Hippocrite> doesn't hurt to try lol
L97[00:17:00] <Hippocrite> give me a second
L98[00:17:18] <Jezza> Have you enabled lighting at the end of the render?
L99[00:17:27] <tterrag> GL is a state machine, so when you push all attribs it individually does each bit (expensive for no reason)
L100[00:17:30] <tterrag> iirc
L101[00:17:36] <tterrag> when you only need one :P
L102[00:17:56] <Jezza> Screenshot, or code
L103[00:17:59] <tterrag> and as there are quite a few attrib bits, it's better if you find the one that matters
L104[00:18:00] <Jezza> Has he posted the code already?
L105[00:18:06] <Hippocrite> okay
L106[00:18:23] <tterrag> Jezza: the thing is that the lighting changes are done inside an MC Render object
L107[00:18:32] <tterrag> which is...fun to look at, as you probably know
L108[00:18:49] <Jezza> I've stayed away from 1.8
L109[00:18:50] <tterrag> also it's more save to push/pop attrib so you don't enable lighting if it wasn't in the first place
L110[00:18:59] <tterrag> Jezza: ...wut? Render has existed since ever
L111[00:19:07] <Jezza> Oh, Entity rendering
L112[00:19:18] <Jezza> Yeah, that's never a nice place to go.
L113[00:19:32] <Jezza> I thought you meant the new model rendering system thing
L114[00:19:46] <tterrag> heh no
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L116[00:20:23] <Jezza> Dare I ask the stupid question: what happens if you comment out the "renderer.doRender" call
L117[00:20:36] <Jezza> Just to make sure you're not playing with the buffer yourself.
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L121[00:25:41] <Hippocrite> okay my windows explorer just crashed and screwed evertyhingn up
L122[00:25:57] <killjoy> Wouldn't that make it not render?
L123[00:26:12] <Jezza> Yes, in theory.
L124[00:26:21] <Jezza> Bugs can come from stupid things
L125[00:26:27] <Hippocrite> it froze my computer lol
L126[00:26:39] <Jezza> Commenting out that line? O_O
L127[00:26:55] <Hippocrite> not the code, just my computer, it's falling a apart so
L128[00:27:01] <Jezza> Ah
L129[00:27:09] <Jezza> Was about to say, it shouldn't have done that..
L130[00:27:17] <Hippocrite> mm
L131[00:27:24] <Hippocrite> anyways the source code is here if you still needed http://paste.ubuntu.com/12018713/
L132[00:27:40] <Jezza> Yeah, I saw it up top. :)
L133[00:28:02] <Jezza> One question, why are you using a lighting bit attrib?
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L135[00:28:15] <Hippocrite> okay
L136[00:28:23] <Hippocrite> that's the old source, i changed it after
L137[00:28:24] <Hippocrite> http://i.imgur.com/qRnI5Jz.png
L138[00:28:40] <Hippocrite> you can see the sand i'm holding is like black
L139[00:28:40] <Jezza> Ah
L140[00:28:43] <Jezza> Disable blend
L141[00:28:56] <Jezza> GL11.glDisable(GL11.GL_BLEND);
L142[00:29:12] <Hippocrite> alright
L143[00:29:16] <Hippocrite> should i re enable after?
L144[00:29:23] <Jezza> Probably best practice.
L145[00:29:33] <bob_twinkles> huh, COLOR_BUFFER_BIT should have picked that up
L146[00:29:58] <tterrag> bob_twinkles: no, that's under ENABLE_BIT
L147[00:30:05] <bob_twinkles> or maybe you want COLOR_BUFFER_BIT | ENABLE_BIT
L148[00:30:27] <bob_twinkles> seems like the docs list it under both which is real confusing
L149[00:30:41] <Jezza> OpenGL is a weird thing.
L150[00:30:56] <bob_twinkles> well, "GL_BLEND enable bit" and "GL_BLEND flag" (COLOR and ENABLE respectively)
L151[00:31:02] <Hippocrite> hm, it doesn't seem to be doing anything :/
L152[00:31:02] <Jezza> http://docs.gl/
L153[00:31:03] <bob_twinkles> the modern API makes a lot of sense
L154[00:31:08] <Jezza> Hm
L155[00:31:32] <bob_twinkles> the old FF pipeline just sorta went off the deep end
L156[00:31:41] <Jezza> sorta?
L157[00:31:47] <Jezza> It dived in with glee.
L158[00:32:13] <Jezza> Screenshot?
L159[00:32:34] <Jezza> It might be re-enabling the blend with the call..
L160[00:32:47] <Hippocrite> GL11.glPushAttrib(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_ENABLE_BIT); fixed the bug!
L161[00:32:53] <tterrag> interesting
L162[00:33:00] <bob_twinkles> I mean, some of it makes sense if you consider that some of the weird stuff was implemented in hardware (to the extent that some generations of NV hardware literally accepted GL constants at the hardware level)
L163[00:33:03] <Jezza> Now I'm confused.
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L165[00:33:36] <Jezza> That resets basically everything IIRC.
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L167[00:34:18] <Hippocrite> apparently it's only GL_ENABLE_BIT
L168[00:34:24] <tterrag> aha!
L169[00:34:28] * tterrag takes the victory
L170[00:34:31] <Jezza> \o/
L171[00:34:50] <Hippocrite> \o/
L172[00:34:53] <Jezza> Now I'm really confused as to why disabling the blend didn't work...
L173[00:34:53] <Hippocrite> thanks a bunch
L174[00:35:03] <bob_twinkles> tterrag++
L175[00:35:03] <tterrag> now I'm off to fix WAILA Plugins because mods keep breaking stuff *grumble*
L176[00:35:13] <Hippocrite> me too, maybe i just wasn't disabling it correctly
L177[00:35:16] <Jezza> I don't have the Minecraft code with me, so it'll remain mystery for a bit.
L178[00:35:23] <Jezza> Ah well
L179[00:35:27] <Jezza> Problem solved.
L180[00:35:54] <Hippocrite> http://i.imgur.com/wuol4PA.png
L181[00:36:02] <Hippocrite> results of a working code
L182[00:37:36] <Jezza> \o/
L183[00:38:07] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L184[00:38:15] <bob_twinkles> \o\ |o| /o/
L185[00:38:45] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L186[00:38:49] <Hippocrite> thanks again, i'm off now
L187[00:38:56] <Hippocrite> need to eat lunch :o
L188[00:39:07] <Jezza> \
L189[00:39:10] <Jezza> \o/*
L190[00:39:11] <FusionLord> anyone know of a good way to setup my enviroment so I can have one enviroment for all of my mods?
L191[00:39:22] <Jezza> Eclipse or IntelliJ?
L192[00:39:27] <FusionLord> and build only specific mods
L193[00:39:32] <FusionLord> IDEA IntelliJ
L194[00:39:40] <McJty> FusionLord, I just make multiple projects with IntelliJ
L195[00:39:41] <tterrag> use eclipse :>
L196[00:39:46] <Jezza> Eclipse is shit.
L197[00:39:46] <McJty> tterrag, nah
L198[00:40:12] <Jezza> IDEA is a bit more difficult to setup similar to Eclipse because of the differences in how they handle projects
L199[00:40:18] <killjoy> Jezza, s/is/is the
L200[00:40:19] <Jezza> Workspaces and projects, etc
L201[00:40:29] <Jezza> nopes
L202[00:40:45] <Jezza> I used Eclipse for... 4 and a half years, roughly
L203[00:40:58] <Jezza> Switch to IntelliJ, and holy shit...
L204[00:41:11] <FusionLord> so Jezza, you got a plan for me?
L205[00:41:15] <FusionLord> :P
L206[00:41:22] <killjoy> I used intellij once. I lost all my keybinds
L207[00:41:24] <Jezza> Eclipse is ok, but it misses out on sooo many things IntelliJ just does.
L208[00:41:36] <killjoy> Those things can be done via plugins
L209[00:41:41] <Jezza> IntelliJ has an eclipse mode for people from Eclipse
L210[00:41:46] <Jezza> Not really
L211[00:41:56] <Jezza> IntelliJ's indexing is insanely fast and smart
L212[00:42:00] <FusionLord> I use IntelliJ IDEA
L213[00:42:03] <Jezza> No plugin will fix that
L214[00:42:09] <Jezza> Yes, back to you.
L215[00:42:30] <FusionLord> lets just say I am never going back to Eclipse xD
L216[00:42:35] <Jezza> I can't really point you in any direction, but if you understand the structure of the project, you should be able to work it out
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L218[00:42:51] <Jezza> This does come with a side-effect though
L219[00:42:58] <killjoy> I'll switch to IDEA if a company I eventually work for requires it.
L220[00:43:33] <Jezza> As I said, the structure within IntelliJ is different to Eclipse, so the main flaw is you can't launch multiple mods together with chaining.
L221[00:43:39] <Jezza> without*
L222[00:43:51] <tterrag> mezz: you there?
L223[00:43:53] <Jezza> I work for a company that solely uses Eclipse
L224[00:44:15] <Jezza> We're in the process of switching to IntelliJ
L225[00:45:03] <Jezza> FusionLord, The gist of it is: Create a module, do all the stuff necessary to setup the mod
L226[00:45:13] <Jezza> Such as pointing to sources, resources, etc.
L227[00:45:37] <Jezza> And set a dependency to Minecraft
L228[00:46:04] <killjoy> Just use gradle and use whatever ide you want
L229[00:46:10] <Jezza> As I said, you can't really acheive the same thing without chaining.
L230[00:46:17] <Jezza> IntelliJ can also import eclipse projects
L231[00:46:23] <Jezza> Can't do that the other way around
L232[00:46:23] <killjoy> Yes, I saw
L233[00:46:37] <Jezza> Also you can export IntelliJ projects as eclipse projects. :P
L234[00:46:54] <Jezza> Eclipse is good if you're learning or just want a simple way to code
L235[00:47:04] <Jezza> IntelliJ is taking off the training wheels.
L236[00:47:35] <Jezza> The autocomplete is without equal
L237[00:48:03] <killjoy> Eclipse's got pretty good in luna
L238[00:48:10] <Jezza> Mars?
L239[00:48:15] <Jezza> Mars was the recent one
L240[00:48:25] <Jezza> Luna was actually better than Mars
L241[00:48:27] <killjoy> Yes, luna was the one before that
L242[00:48:43] <Jezza> Mars is a bit shitty.
L243[00:48:52] <killjoy> Buildship's pretty nice
L244[00:48:56] <Jezza> Laggy and stuttery.
L245[00:49:05] <Jezza> Which is saying a lot on my work computer
L246[00:49:08] <Jezza> It's a fucking beast
L247[00:49:55] <Jezza> Buildship?
L248[00:50:01] <Jezza> To the Google!
L249[00:50:05] <killjoy> It's eclipse's gradle support
L250[00:50:22] <killjoy> Needs gradle 2.5 for all features
L251[00:50:33] <Jezza> Haven't used it.
L252[00:50:47] <Jezza> Any good?
L253[00:50:51] <killjoy> It's nice.
L254[00:51:05] <killjoy> It's like idea's import gradle project
L255[00:51:13] <Jezza> I was just thinking that
L256[00:51:24] <killjoy> Except I know how to refresh it
L257[00:51:30] <Jezza> Means you could link projects across IDEs a bit easier.
L258[00:51:52] <Jezza> Normally, Eclipse doesn't help with that...
L259[00:51:53] <killjoy> But of course eclipse supports ant out of the box
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L262[00:52:19] <Jezza> Which is a first.
L263[00:52:24] <Elec0> Well. After watching that tutorial I understand TileEntities a bit better, but MC's networking is black magic to me.
L264[00:52:29] <killjoy> It's supported ant forever
L265[00:52:42] <Jezza> MC's networking is just netty
L266[00:52:45] <killjoy> Yup
L267[00:52:53] <Jezza> Netty is insanely awesome and easy to understand
L268[00:53:14] <killjoy> You get an instance of PacketBuffer, which is a ByteBuf, write/read things to it.
L269[00:53:23] <Jezza> I actually didn't know if IDEA supported Ant
L270[00:53:27] <Jezza> Had to google it
L271[00:53:30] <Jezza> (It does... :P)
L272[00:53:48] <Elec0> I guess the thing that's confusing me is understanding which side code is running on. Cause it kinda looks like the class is sending and receiving packets to itself
L273[00:54:00] <Jezza> It kinda is
L274[00:54:09] <Jezza> But not by itself
L275[00:54:15] <McJty> Elec0, the duality of minecraft coding (client/server) can be confusing to begin with.
L276[00:54:24] <McJty> Elec0, you'll get used to it.
L277[00:54:24] <Jezza> There is a lot of inbetween stuff that makes that possible
L278[00:54:38] <Elec0> McJty, I'm sure. Just gotta read more into it and stuff.
L279[00:54:40] <killjoy> It only talks to itself in singleplayer
L280[00:55:18] <Jezza> While I recommend theory over most things, in some cases, it's not the silver bullet.
L281[00:55:32] <Jezza> Sometimes you just need to throw your code at the wall, and see if it sticks
L282[00:55:42] <Jezza> Otherwise it just throws exceptions back at your face.
L283[00:55:50] <Jezza> A learning experience for sure.
L284[00:56:14] <Jezza> Actually, with netty, it's more akin to the wall falling on you.
L285[00:56:24] <Jezza> If it fails, you'll know it failed.
L286[00:56:33] <killjoy> Good thing about networking: a lot of the time if you hit an unhandled exception, it doesn't crash the game.
L287[00:56:53] <Jezza> Because it's ready for them.
L288[00:57:05] <killjoy> But that's not the case if you use the scheduler
L289[00:57:15] <Jezza> Minecraft's network code has a bit of error checking, only doubled by FML
L290[00:57:17] <Elec0> Means it's good networking code in the backend. It's super easy to have your program crash if you're writing the networking yourself
L291[00:57:33] <Jezza> It's easy to be ready for the exception
L292[00:57:51] <Jezza> netty provides a ton of things to help you not break it.
L293[00:57:59] <killjoy> I'm always happy when I get errors in another thread instead of the minecraft thread
L294[00:58:22] <Jezza> I think I only use one other thread.
L295[00:58:37] <killjoy> *One of my own threads*
L296[00:58:53] <Jezza> SearchThread
L297[00:58:59] <Jezza> That's my pride and joy.
L298[00:59:43] <killjoy> Do you do a lot of indexing?
L299[00:59:55] <Jezza> Nope, it's a graph search thread
L300[01:00:01] <Jezza> For in-game networking.
L301[01:00:20] <Jezza> So you just say, "Oi, can I path to this thing?"
L302[01:00:22] <Jezza> And wait
L303[01:00:32] <Jezza> I say wait, not in the usual sense of wait
L304[01:00:56] <Jezza> Just break and check if it's finished.
L305[01:01:15] <Jezza> Generally takes about 0.03 ms
L306[01:01:17] <Jezza> Roughly
L307[01:01:29] <Jezza> To search a graph of 300+ nodes
L308[01:01:40] <killjoy> Do you ever use thread.join()?
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L310[01:02:02] <killjoy> waits until the thread finishe
L311[01:02:08] <Jezza> No
L312[01:02:15] <Jezza> Because I'm in the minecraft thread
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L314[01:02:24] <Jezza> I'd rather not stop the whole game
L315[01:02:33] <killjoy> Well of course not in that context
L316[01:02:39] <Jezza> :P
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L318[01:05:18] <Jezza> Why am I listening to this song?
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L320[01:05:28] <Lex_> https://github.com/MinecraftForge/MinecraftForge/issues/2067 -.- Sonar bitching has moved to github
L321[01:05:29] <Jezza> ...It's actually kinda good....
L322[01:06:12] <Jezza> Sonar was bitching?
L323[01:06:16] <Jezza> Also, who's Sonar?
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L332[01:26:43] <FusionLord> So Jezza, Something like this? http://puu.sh/jstQh/0dac040ef5.png
L333[01:32:51] <Jezza> You can pull them out to the root level if you change the content root to not be the root module, but yes, effectively.
L334[01:34:40] <FusionLord> How would I go about building the mods? Any idea?
L335[01:35:59] <killjoy> gradlew build
L336[01:36:13] <Jezza> You mean running them?
L337[01:36:21] <Jezza> Or just building them
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L339[01:40:05] <kashike> Lex: unrelated to Sonar, it is an issue. does not happen in an environment without the FMLSecurityManager (no security manager set at all), and does not happen when the FMLSecurityManager is removed.
L340[01:40:39] <luacs1998> kashike, debug log care package?
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L343[01:41:22] <kashike> hold on, I'll grab a few logs
L344[01:41:36] <FusionLord> Jezza, Building them so I can upload them
L345[01:42:53] <Jezza> Use gradle
L346[01:43:01] <Jezza> Depends how you've laid out your file structure
L347[01:43:10] <Jezza> If each mod is in it's own little folder
L348[01:43:30] <Jezza> If you've done the weird thing and smoosh them all together.
L349[01:43:41] <killjoy> I think Abrar made a script to build a bunch of mods
L350[01:43:43] <Jezza> sourceSets are your friends.
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L353[01:45:16] <killjoy> https://gist.github.com/AbrarSyed/74565dcf9112f8b8f763
L354[01:45:24] <killjoy> If you have multiple mods
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L358[01:56:32] <kashike> luacs1998: https://gist.github.com/kashike/1065d0cbb6ac047a14bd
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L360[02:03:36] <kashike> and for the record, Lex, the only connection I have with Sonar is trying to help Sonar trace an NPE, and opening that issue with the pastebin Sonar linked
L361[02:04:18] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150807 mappings to Forge Maven.
L362[02:04:22] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150807-1.8.zip (mappings = "snapshot_20150807" in build.gradle).
L363[02:04:32] <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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L369[02:11:13] <capitalthree> hi! I need halps. Anyone know a way to copy a structure from one world to another with a different set of mods?
L370[02:11:17] <capitalthree> worldedit schematics break because the block ids are different, and so mod blocks get swapped around with different mod blocks
L371[02:11:33] <shadekiller666> mcedit?
L372[02:12:07] <capitalthree> ok, I shall try that
L373[02:12:09] <capitalthree> thanks
L374[02:12:17] <shadekiller666> np
L375[02:12:29] <shadekiller666> mcedit generally works better for things anyway
L376[02:13:11] <capitalthree> worldedit is so much more convenient but yeah, a standalone tool is probably better :P
L377[02:13:33] <shadekiller666> they both have their trade-offs
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L379[02:14:35] <capitalthree> yeah... luckily this is just a one-off copy paste... I can still use worldedit for building and editing
L380[02:15:54] <Ordinastie_> RC could probably work too
L381[02:16:09] <shadekiller666> RC?
L382[02:16:34] <Ordinastie_> Recurrent Complex
L383[02:16:38] *** VikeStep|A is now known as VikeStep
L384[02:16:43] <shadekiller666> ok
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L386[02:18:12] <killjoy> I'm half tempted to make a new standard for schematic that uses string ids
L387[02:18:32] <shadekiller666> wouldn't be too hard i don't think
L388[02:18:50] <killjoy> It should've been done when 1.7 first came out
L389[02:19:01] <Ordinastie_> https://xkcd.com/927/
L390[02:19:19] <capitalthree> killjoy: that would be amazing
L391[02:19:22] <killjoy> I knew that was the one
L392[02:19:22] <capitalthree> killjoy: that's what I really need
L393[02:19:23] <FusionLord> killjoy, have you used that multi build script?
L394[02:19:34] <killjoy> Fusion, no
L395[02:19:40] <killjoy> captialthree, ...
L396[02:19:52] <killjoy> I said I'm half tempted
L397[02:20:03] <killjoy> I don't even know the schematic format
L398[02:20:05] <shadekiller666> i wrote a template system for mutliblock structures for a mod of mine, which could easilly be converted to storage of strings and save them in a file format
L399[02:20:18] <capitalthree> Ordinastie_: very interesting. it looks like this isn't really what RC is for but it might do it. I'll try!
L400[02:20:25] <killjoy> All I know is that the file extension should be .structure
L401[02:21:14] <capitalthree> oh, I should note that the complex I need to paste is like 8 million blocks.
L402[02:21:19] <capitalthree> so the new format must be efficient :3
L403[02:21:38] <killjoy> Compression will handle that
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L405[02:22:02] <killjoy> I'm thinking gzip the entire thing
L406[02:22:42] <shadekiller666> i don't know much about binary file writing/reading, but the system i made could read and write a series of characters in matrices and convert them to blocks in the world
L407[02:22:55] <shadekiller666> think crafting recipes, but for layers of blocks in-world
L408[02:22:58] <killjoy> Does it support meta and nbt?
L409[02:23:08] <Ordinastie_> shadekiller666, that's awful
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L411[02:23:17] <shadekiller666> well
L412[02:23:28] <shadekiller666> in its current state kind of
L413[02:23:58] <shadekiller666> not really the nbt at all, but it knows how to rotate the matrix of blocks to face different directions
L414[02:24:34] <capitalthree> by the way do you guys know that the ad-linking site you use for downloads is doing malware scams?
L415[02:24:51] <killjoy> adfoc.us?
L416[02:24:52] <capitalthree> I dunno how many cents adfoc.us pays you but it's probably not worth possibly infecting less savvy users
L417[02:24:59] <shadekiller666> the metadata stuff is a bit blurry, as different blocks handle meta differently
L418[02:25:06] <killjoy> It's better than adf.ly
L419[02:25:18] <capitalthree> it literally tried to push malicious executables on me
L420[02:25:22] <capitalthree> I dunno how the hell that's better than anything
L421[02:25:29] <killjoy> capitalthree, ignore the ad.
L422[02:25:36] <shadekiller666> adblock
L423[02:25:41] <killjoy> mirror
L424[02:25:48] <capitalthree> you're missing the point. I'm smart. other forge users are getting infected with malware because of this
L425[02:25:49] <shadekiller666> thats part of why adblock is a thing
L426[02:25:51] <capitalthree> that makes it bad
L427[02:26:04] <FusionLord> Abrar are you around?
L428[02:26:20] <capitalthree> for fuck's sake, not everybody has adblock. do they just deserve to get viruses?
L429[02:26:30] <killjoy> yes?
L430[02:26:34] <capitalthree> ugh
L431[02:26:43] <killjoy> I mean no
L432[02:27:13] <capitalthree> people who think evangelizing adblock solves the problem are the worst... it's one thing when the ads are just annoying, but this is dangerous...
L433[02:27:21] <shadekiller666> ...
L434[02:27:24] <capitalthree> when all the savvy users put on our blinders and ignore the ads, that just leaves the less savvy users to get totally screwed
L435[02:27:35] <shadekiller666> don't automatcally assume thats what i meant
L436[02:27:45] <killjoy> Well this is one of the reasons I don't monetize my mods
L437[02:28:16] <capitalthree> in concept I have nothing against monetizing, but anytime you're working with advertisers you need to vet them so they're not scamming or infecting people
L438[02:28:35] <shadekiller666> tbh at this point, if you don't expect that kind of thing on the internet then you shouldn't be surprised
L439[02:28:46] <shadekiller666> not to say it should be a thing
L440[02:28:55] <shadekiller666> but it will never not be a thing
L441[02:29:00] <capitalthree> I'm not saying I'm surprised it's on the internet
L442[02:29:12] <shadekiller666> i wasn't talking about YOU
L443[02:29:15] <capitalthree> I'm just trying to make the relevant people aware of the issue so they can stop supporting a malicious advertiser
L444[02:29:30] <capitalthree> this is something that legitimate vendors have to fix individually by being careful who they partner with
L445[02:30:55] <capitalthree> shadekiller666: and I'm not assuming you have ill intent, but suggesting adblock to *me* is silly, because I'm the one who knows how to identify these scams :P many people are not
L446[02:31:29] <shadekiller666> so educate them about how to avoid them
L447[02:32:14] <capitalthree> I do educate as many people as I can. trying to educate the forge team that they are doing business with a malicious advertiser, is part of that.
L448[02:32:23] <shadekiller666> at a certain point the battle stops being "don't supprt X because they're malicious" and becomes "teach people to not fall for X's malicousness"
L449[02:32:42] <capitalthree> pretty sure both battles can and should be fought
L450[02:32:56] <shadekiller666> yes, but the latter is the more important
L451[02:33:07] <capitalthree> are you advocating intentionally supporting scammers and pushing the blame elsewhere?
L452[02:33:15] <shadekiller666> did i say that
L453[02:33:22] <killjoy> I'm jotting down some notes for this new format
L454[02:33:54] <capitalthree> shadekiller666: let's make you own up to an opinion... should the forge team refuse to do business with adfoc.us while they are serving deceptive malware, or does it not concern you?
L455[02:33:55] <shadekiller666> killjoy, i can through my multiblock structure stuff on gist if you want to take a look
L456[02:33:57] <Ordinastie_> killjoy, you should check with Ivorius before doing anything
L457[02:34:08] <killjoy> I'm just writing notes right now
L458[02:34:15] <killjoy> I'll probably never get to it
L459[02:34:30] <killjoy> I've added entities to the things to support
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L463[02:35:46] <FusionLord> killjoy, any idea how to get it to work it just keeps saying unknow command hasPlugin
L464[02:36:02] <shadekiller666> capital: 1. I don't HAVE to own up to anything... 2. there should at least be a notice somewhere that the ads are well, ads... but (un)common sense needs to be first and formost
L465[02:36:32] <killjoy> FusionLord, what do you mean "unknown command"?
L466[02:36:41] <Cazzar> If you have a problem with some of the ads, complaining on IRC doesn't do much, hell, it may have annoyed Lex, though, the best place, would be probably take it up with the site displaying said link.
L467[02:37:02] <FusionLord> killjoy, sorry this is what it says... "Could not find method hasPlugin()"
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L469[02:37:33] <killjoy> I don't know how to help you. You'll have to ask AbrarSyed about it.
L470[02:37:53] <Cazzar> Abrar is probably asleep though.
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L473[02:38:43] <FusionLord> iChun uses his own system I wonder if he is around...
L474[02:39:56] <FusionLord> pig, how do you manage multiple mods in one enviroment?
L475[02:39:56] <capitalthree> shadekiller666: ok... so then you agree that it would be more good than not good if people were warned about the ads... that's the only reason I was bringing it up
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L478[02:40:51] <capitalthree> Cazzar: I seriously doubt if adfoc.us is unaware of the problem. they don't care. it's not their job to care, because they don't use their own reputation, they use the reputations of individual modders who monetize links through them.
L479[02:41:06] <shadekiller666> hes not talking about adfoc.us
L480[02:41:24] <capitalthree> "the site displaying said link" is adfoc.us
L481[02:41:28] <shadekiller666> ...
L482[02:41:39] <killjoy> How is nbt stored on disk?
L483[02:41:41] <capitalthree> the link to the fake firefox downloader?
L484[02:41:43] <shadekiller666> i'm done arguing...
L485[02:41:50] <capitalthree> ok
L486[02:42:24] <Cazzar> shadekiller666: I was saying take it to adfocus, and stop complaining on IRC.
L487[02:42:34] <killjoy> If you see a bad ad, you should report it to adfoc.us
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L489[02:44:31] <capitalthree> adfoc.us will block one ad and it will be immediately reposted. this is how it always works with these sketchy advertisers. it's an automated system that accepts ads with no screening.
L490[02:44:52] <Ordinastie_> and what would be the alternative then ?
L491[02:45:06] <Cazzar> How do you know? Do you actually advertise through them?
L492[02:45:09] <capitalthree> not doing business with adfoc.us until they clean up their act
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L494[02:45:42] <capitalthree> Cazzar: because I have never not seen malicious downloads on adfoc.us and adf.ly
L495[02:45:51] <capitalthree> if they cared, they'd police themselves
L496[02:46:06] <capitalthree> they can't be unaware of the ongoing problem of many years
L497[02:46:34] <Cazzar> Let's see.
L498[02:46:57] <killjoy> I think they used to use adfly
L499[02:46:59] <capitalthree> Ordinastie_: the alternative is to get a website for your mod and put regular ads on it. until there's a vaguely reputable link-ad-loading service. which there probably won't be.
L500[02:47:03] <capitalthree> or ask for donations
L501[02:47:26] <Ordinastie_> first, donations don't really work
L502[02:47:31] <Ordinastie_> like, not at all
L503[02:48:11] <Ordinastie_> second, having you own website is not really an alternative, it's a completely different process
L504[02:48:13] <killjoy> I kind of wish that curse gave the ability to monetize your mod for you, but all we get is curse premium
L505[02:48:26] <Ordinastie_> killjoy, not true
L506[02:48:34] <killjoy> Well I don't know how to do that
L507[02:48:37] <Ordinastie_> there is the reward program
L508[02:49:05] <capitalthree> what if you make a mod that steals your inventory and makes you pay bitcoins to get it back? like a pretend cryptolocker
L509[02:49:26] <Cazzar> GJ AdFocus: http://upload.cazzar.net/images/Ps9Ikxa\
L510[02:49:41] <capitalthree> hopefully whatever that fake firefox installer does is less bad than that
L511[02:50:28] <Ordinastie_> Cazzar, what's wrong?
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L513[02:50:39] <Cazzar> Ordinastie_: that's the first ad it gave me :P
L514[02:50:58] <Ordinastie_> they advertise themselves, so what ?
L515[02:51:18] <Cazzar> And so far only.
L516[02:51:30] <capitalthree> hehe
L517[02:51:43] <capitalthree> all they want to give me is fake firefox executables
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L519[02:51:54] <capitalthree> maybe the nsa just wants to hack my shit
L520[02:52:03] <Cazzar> As probably due to your browsing history
L521[02:52:08] <capitalthree> I doubt it though, I'm not very important
L522[02:52:12] <Cazzar> because, protip: tracking cookies exist.
L523[02:52:22] <Ordinastie_> ^
L524[02:52:28] <capitalthree> well this is more of a user agent thing
L525[02:52:38] <Ordinastie_> basically, the more you hang out on shady sites, the more likely you'll get shady ads
L526[02:52:38] <capitalthree> I don't exactly visit firefox related sites all day
L527[02:52:59] <capitalthree> lol, I don't hang out on shady sites and I run with javascript off
L528[02:53:12] <capitalthree> so usually very few tracking scripts tag me
L529[02:53:20] <Cazzar> Yeah... User Agent specific: http://upload.cazzar.net/images/S1qy7ba
L530[02:53:26] <capitalthree> maybe having javascript off sounds shady.
L531[02:53:43] <Cazzar> JS doesn't help against tracking cookies, since, it isn't the only thing able to set them.
L532[02:53:50] <Cazzar> Just visiting a site can do it.
L533[02:54:00] <capitalthree> Cazzar: it helps against 3rd party cookies set by javascript :P
L534[02:54:02] <shadekiller666> killjoy, in case you're curious: https://gist.github.com/shadekiller666/268effd0c94b1cb85d9d
L535[02:54:13] <capitalthree> which is very often how tracking is done
L536[02:54:16] <shadekiller666> i think its a pretty good basis for a system
L537[02:54:39] <capitalthree> also you can turn off 3rd party cookies
L538[02:54:40] <Ordinastie_> haha : http://puu.sh/jsxut.png
L539[02:54:43] <killjoy> needs more comments
L540[02:55:24] <shadekiller666> focus on MutliBlockTemplate, MultiBlockStructure, MultiBlockManager, and MultiBlockTileEntity has an example of how a structure is currently registered into the system
L541[02:55:29] <killjoy> Yup.
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L544[02:55:47] <shadekiller666> (the lines that look like recipe registration funcitions) :P
L545[02:55:56] <shadekiller666> you should be able to make sense of it
L546[02:55:56] <Ordinastie_> shadekiller666, really? a map contained EVERY structures in the world ? :x
L547[02:56:11] <shadekiller666> not really another way to do it
L548[02:56:35] <shadekiller666> and i'm showing killjoy for a different purpose that wouldn't care about having any in the world at all :P
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L550[02:56:51] <killjoy> I'm thinking of this format right now. http://pastebin.com/5364r0yC
L551[02:57:08] <shadekiller666> killjoy, you'll prob agree that those methods could benefit greatly from lambdas
L552[02:57:17] <killjoy> Or just python
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L554[02:57:33] <killjoy> SHould extend mcedit at first
L555[02:58:12] <shadekiller666> that system i linked shoves all of the data into a very long single dimensional array (at least it used to)
L556[02:58:44] <killjoy> Mine has a few things.
L557[02:59:06] <shadekiller666> so the rotation logic code got very interesting :P having to determine how to convert from 1 dimension to a 3 dimension matrix
L558[02:59:08] <killjoy> dimensions, origin point, array of blocks, then array of entities
L559[02:59:35] <killjoy> block has position, id, blockstate, and some nbt if its a TE.
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L561[03:00:03] <killjoy> entities have similar except no blockstate and has rotation
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L563[03:00:54] <killjoy> I'm not sure how I'm going to do nbt yet
L564[03:01:04] <shadekiller666> but how do you plan on keeping a file that could be several thousand lines long to store all of that data/
L565[03:01:19] <killjoy> gzip
L566[03:01:40] <killjoy> I won't include air in the blocks array
L567[03:02:16] <shadekiller666> due to its nature, mine could be made to write its data into a file in a format similar to how the MultiBlockTileEntity registers the structure
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L569[03:04:56] <killjoy> So yours auto compresses?
L570[03:05:19] <shadekiller666> and it would just need some additional info like dimensions and what each character maps to
L571[03:05:35] <shadekiller666> mine doesn't touch files currently
L572[03:05:39] <killjoy> Well compressors will do that.
L573[03:05:46] <killjoy> (gzip)
L574[03:06:09] <shadekiller666> well by characters i mean how the structure is represented as strings
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L576[03:06:20] <shadekiller666> like the crafting registrations
L577[03:06:23] <killjoy> I want it to be binary
L578[03:06:25] <Ordinastie_> the format you want is first a dictionary of ids => block names
L579[03:06:29] <killjoy> Except for some uft strings
L580[03:06:34] <killjoy> *utf
L581[03:06:56] <Ordinastie_> then a byte array of the ids with the metadata
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L583[03:07:20] <Ordinastie_> do NOT use literal characters
L584[03:07:20] <killjoy> So screw minecraft's ids, make my own
L585[03:07:32] <shadekiller666> killjoy, go ahead and see if you can determine what i've done in that system i think you'll like it
L586[03:07:39] <Ordinastie_> yes, because MC ids are world dependant
L587[03:07:54] <killjoy> And that's the whole point of this format
L588[03:08:01] <shadekiller666> or just use the modid:name convention
L589[03:08:15] <killjoy> He's saying to make a dictionary
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L591[03:09:00] <shadekiller666> ok
L592[03:09:06] <Ordinastie_> and you can optimize by know how many bites to read per position because you know the max size of the ids of the dictionary
L593[03:09:07] <FusionLord> Anyone know the line to set the target Java output?
L594[03:09:20] <shadekiller666> so the ids in this case would only exist within your file reader/writer
L595[03:09:36] <capitalthree> you could also just use the ids and table from the source world
L596[03:09:43] <capitalthree> and translate when pasting
L597[03:09:52] <capitalthree> since you have to translate when pasting anyways
L598[03:09:58] <killjoy> I've added the dictionary to the beginning of the format
L599[03:10:03] <shadekiller666> to do that you need to know what they meant in the first world...
L600[03:10:05] <killjoy> I'll be kind of like the lvt in java
L601[03:10:21] <capitalthree> shadekiller666: you need to know that anyways to read it, no?
L602[03:10:48] <shadekiller666> i would assume so
L603[03:11:47] <killjoy> integer ids are shorts, right?
L604[03:12:04] <shadekiller666> uhh
L605[03:12:08] <shadekiller666> yes?
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L607[03:13:28] <capitalthree> I doubt it
L608[03:13:34] <capitalthree> there aren't enough shorts
L609[03:13:52] <killjoy> 65,536 seems like enough..
L610[03:14:00] <killjoy> If my math is correct
L611[03:14:11] <shadekiller666> 65535*
L612[03:14:16] <capitalthree> oh yeah I was thinking about the amount of crap in NEI, but I guess a lot of mods have things sharing block ids
L613[03:14:21] <shadekiller666> 65536 is the next bit over
L614[03:14:39] <shadekiller666> and block ids != damage values
L615[03:14:55] <capitalthree> I know
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L617[03:15:14] <capitalthree> that's why I caught myself
L618[03:15:35] <Ordinastie_> if you have 16 different blocks saved in your structure, you can optimize by limiting 4 bits per position (+ 4 for meta)
L619[03:15:45] <Ordinastie_> you don't need more
L620[03:15:59] <killjoy> how will I do blockstates?
L621[03:16:06] <Ordinastie_> you don't
L622[03:16:10] <shadekiller666> they map to metadata
L623[03:16:24] <shadekiller666> the block classes themselves handle the conversion back into blockstates
L624[03:18:14] <capitalthree> Ordinastie_: so a schematic format that only works for structures with 16 blocks or less?
L625[03:18:25] <Ordinastie_> no
L626[03:18:49] <Ordinastie_> if you have up to 32, you will have 5 bits etc
L627[03:19:11] <Ordinastie_> the thing is , you know before hand the amount of maximum bits allocated to the ids
L628[03:19:44] <Ordinastie_> so you know how to read the byte array
L629[03:20:08] <capitalthree> so stuff won't be byte-aligned necessarily?
L630[03:20:18] <shadekiller666> why would it
L631[03:20:19] <killjoy> Do entities have string ids now or is it still numbers?
L632[03:20:21] <Ordinastie_> no
L633[03:20:24] <FusionLord> anyone know what i put in my build.gradle to make it compile to Java 8 not 6?
L634[03:20:27] <shadekiller666> not much point in waisting space
L635[03:20:52] <capitalthree> I think the gains from compression if you keep everything byte aligned overshadow saving a few bits
L636[03:20:56] <capitalthree> I could be wrong
L637[03:21:12] <shadekiller666> not really
L638[03:21:44] <shadekiller666> its just "read first byte to obtain your offset" then iterate with a for loop grabbing that many bits
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L641[03:40:06] <killjoy> How many bits should a version be? 16?
L642[03:40:07] <killjoy> 8?
L643[03:40:31] <killjoy> I doubt there'll be more than 256 versions
L644[03:42:25] <killjoy> I guess 6 bits
L645[03:43:45] <pig> FusionLord: modules in the DIEA workspace
L646[03:43:47] <pig> IDEA*
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L648[03:45:01] <FusionLord> and how do you build them?
L649[03:45:13] <FusionLord> seperate build.gradle files?
L650[03:45:47] <shadekiller666> no
L651[03:46:05] <shadekiller666> i think you just give it module to build or something
L652[03:48:42] <pig> yes
L653[03:49:03] <sham1> Gotta love them DIEA workspaces
L654[03:49:05] <pig> i don't use the integrated gradle in idea
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L660[04:11:50] <FusionLord> pig, Thanks, I was able to figure it out had to compile my util and place in the libs folder... found in one of your build.gradle comments...
L661[04:12:51] <pig> heh
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L678[04:56:39] <laci200270> what ere these two argouments in PropertyInteger.create(String str,int i,int i2)?
L679[04:56:43] <laci200270> *are
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L681[04:57:15] <Ordinastie_> min max ?
L682[04:57:25] <kashike> name, min, max
L683[04:57:33] <Tim020> How would I go about making my creative tab show a mixture of icons similar to how CofH florbs are?
L684[04:58:18] <FusionLord> when debugging is it possible to exclude the libs folder?...
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L686[05:00:36] <xaero> ?
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L688[05:01:11] <xaero> let me ask, when debugging, how is "including the libs folder" (?) an issue your case?
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L696[05:08:11] <FusionLord> it is duplicating a mod... source and the deobf jar(used for building)
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L705[05:26:31] <xaero> which location did you put your dependency's sources in your project? src/main/java/ ?
L706[05:29:50] <xaero> I think your IDE should be smart enough to link a -sources jar to a deobf/dev jar without building the contents of -sources..
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L737[06:19:25] <FusionLord> in 1.8 are the new block/item models loaded automatically or do I need to register them?
L738[06:21:36] <McJty> How would it be able to load them automatically if you don't register them?
L739[06:21:57] <Ordinastie_> the blocks need to be registered
L740[06:22:12] <Ordinastie_> the models are registered automatically
L741[06:22:28] <Ordinastie_> from the JSON block state I think
L742[06:23:00] <FusionLord> same for the ItemBlock?
L743[06:23:16] <Ordinastie_> yes
L744[06:30:14] <FusionLord> anyone know the line to make idea include the resourcr dir when debugging?
L745[06:30:29] <Ordinastie_> idea.module.inheritOutputDirs = true
L746[06:30:40] <FusionLord> thanks you
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L748[06:31:22] <FusionLord> don;t know how I lost that :P
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L753[06:39:40] <heldplayer> https://twitter.com/Dinnerbone/status/629616268082053120
L754[06:39:48] <McJty> yes, also saw that. Very nice
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L760[06:55:30] <gigaherz> hah
L761[06:55:57] <gigaherz> anyone remember how I complained about the MC particle implementation being rather bad by game standards?
L762[06:55:58] <gigaherz> https://twitter.com/Dinnerbone/status/629616268082053120
L763[06:56:42] <Ordinastie_> it was linked link 5 lines above -_-
L764[06:56:47] <Ordinastie_> *like
L765[06:57:07] <Ordinastie_> and pretty much everything in MC is bad by game standards
L766[06:57:51] <gigaherz> I just woke up
L767[06:57:58] <gigaherz> I looked at twitter before irc
L768[06:57:59] <gigaherz> ;P
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L774[07:21:15] <Tim020> !gm onBlockActivated 1.7.10
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L792[08:14:09] <gigaherz> :3
L793[08:14:10] <gigaherz> https://twitter.com/Dinnerbone/status/629641294478974976
L794[08:14:21] <gigaherz> Spamming myself with a constant stream of 16,000 particles and I don't get any drops in FPS. That's probably a good thing!
L795[08:14:59] <boni> how in gods name do you connect to a local server without invalid session again?
L796[08:15:20] <gigaherz> configure the server as offline?
L797[08:15:26] <gigaherz> maybe, no idea
L798[08:15:34] <gigaherz> I think that's probably it, though
L799[08:15:53] <McJty> All your stuff will be gone though
L800[08:15:56] <gigaherz> eclipse/server.properties -> change to offline in one of the lines I can't remember the name of
L801[08:16:01] <McJty> As you will essentially be another player
L802[08:16:01] <boni> it is.
L803[08:16:12] <gigaherz> no idea then
L804[08:16:22] <gigaherz> what is your context?
L805[08:16:25] <boni> McJty: that's not an issue for dev stuff ;o
L806[08:16:31] <gigaherz> I mean
L807[08:16:32] <McJty> true
L808[08:16:36] <gigaherz> is it a DEV server also?
L809[08:17:01] <gigaherz> I know I was able to connect to debug server stuff by first using RUN on the debug client
L810[08:17:06] <gigaherz> and then using DEBUG on the server
L811[08:17:10] <gigaherz> all from within IDEA
L812[08:17:14] <boni> yup
L813[08:17:20] <gigaherz> IIRC all I did was set the server to offline
L814[08:17:25] <boni> i used to simply start 2 clients and open up a lan world :P
L815[08:17:31] <boni> but it doesn't work anymore. and it always randomly doesn't work
L816[08:17:34] <gigaherz> oh LAN world
L817[08:17:36] <gigaherz> no idea about that
L818[08:17:42] <boni> doesn't matter which one i use
L819[08:17:45] <gigaherz> never tried lan on dev mode
L820[08:17:48] <gigaherz> weird
L821[08:18:06] <Cazzar> Well that's new...
L822[08:18:44] <boni> it really shouldn't be this hard to have 2 players in a world in dev x_X
L823[08:19:01] <boni> let's see fi i can get a vanilla session going
L824[08:19:03] <Cazzar> boni: I just boot up the client twice?
L825[08:19:12] <boni> on a side note http://www.minecraft.com/
L826[08:19:34] <McJty> boni, woo. That's funny :-)
L827[08:19:49] <McJty> Didn't they even know about the game when they choose that name?
L828[08:20:25] <Cazzar> Hmm
L829[08:20:59] <boni> Cazzar: as i said, that used to work :P
L830[08:21:03] <boni> but it randomly doesn't anymore
L831[08:21:17] <Cazzar> Well, minecraft.com has existed longer than .net
L832[08:21:20] <boni> maybe it doesn't have a valid session cached anymore.. for some reason.. even though i didn't start any non-dev minecraft in ages...
L833[08:22:02] <boni> but i remember that stuff like that always caused problems
L834[08:22:48] <Cazzar> McJty: http://upload.cazzar.net/images/yuDpzOR
L835[08:23:01] <Cazzar> boni: LAN or Server
L836[08:24:51] <boni> nope, only getting invalid session.. sigh
L837[08:24:58] <boni> Cazzar: doesn't matter
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L848[09:01:51] <gigaherz> "There will be a snapshot shortly."
L849[09:01:59] <gigaherz> no snapshots for AGES
L850[09:02:04] <gigaherz> and now ALL THE SNAPSHOTS!
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L853[09:05:59] <williewillus> I'm just curious what particles are now
L854[09:06:10] <williewillus> just shadered "things"?
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L856[09:07:35] <diesieben07> probably like optimized into just an int[] or something
L857[09:07:58] <diesieben07> instead of every single particle being an object
L858[09:11:02] <gigaherz> hopefully something like what diesieben07 said ;P
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L860[09:12:31] <gigaherz> a bunch of "float[] x; float[] y; float[] z;" and orienting them on the fly toward the player ;P
L861[09:12:40] <Kobata> The MCPE team apparently did the 'not an entity' thing as well, but didn't go SoA format yet
L862[09:12:52] <williewillus> gigaherz: but that would require an object to hold them all together, no?
L863[09:12:54] <Kobata> So I somewhat doubt the java team went all the way to that format
L864[09:13:06] <gigaherz> williewillus: yes of course, a Particle Manager
L865[09:13:39] <gigaherz> the particle manager would take care of updating/removing particles
L866[09:13:57] <gigaherz> and when rendering, to calculate the needed matrices so that they are all oriented toward the camera
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L868[09:16:34] <williewillus> aaannd it's out, decompile time :p
L869[09:16:53] <gigaherz> https://twitter.com/Dinnerbone/status/629657179344273408
L870[09:16:57] <gigaherz> if anyone is interested in the link
L871[09:16:58] <gigaherz> ;P
L872[09:17:24] <gigaherz> Changed the beacon block to a bacon block in the End ships.
L873[09:17:25] <gigaherz> what
L874[09:17:25] <gigaherz> XD
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L876[09:24:41] <williewillus> eh they still look like one object per particle
L877[09:24:52] <williewillus> just the base particle class doesn't subclsas entity
L878[09:26:00] <gigaherz> Meh.
L879[09:26:06] <gigaherz> Iguess I expected too much.
L880[09:27:22] <diesieben07> i wonder why that makes them faster
L881[09:27:34] <williewillus> idk, was the overhead of entities that bad?
L882[09:28:32] <diesieben07> thats what i am thinking, maybe they should fix that instead
L883[09:30:09] <Kobata> entities probably do have a lot of overhead for all the tracking and such they do
L884[09:30:37] <gigaherz> it was weird
L885[09:30:53] <gigaherz> in 1.8, it creates one particle instance per particle
L886[09:30:58] <gigaherz> but they are not in the usual entity list
L887[09:31:02] <diesieben07> except that only happens on the server
L888[09:31:05] <diesieben07> the tracking
L889[09:31:09] <gigaherz> there's a client-only thing that renders the particles
L890[09:31:14] <gigaherz> so it was using the whole entity superclass
L891[09:31:19] <gigaherz> ONLY to track position and speed
L892[09:31:26] <diesieben07> exactly
L893[09:31:28] <williewillus> but it still shouldnt be that bad
L894[09:31:31] <diesieben07> and it needs to track that now, too
L895[09:31:33] <williewillus> that's all the base entity class does
L896[09:31:42] <diesieben07> so just that change shouldnt cause this improvement
L897[09:31:58] <gigaherz> yeah but all it needs is "speed += gravity; position += speed"
L898[09:31:59] <gigaherz> ;P
L899[09:32:22] <williewillus> maybe I didn't look close enough lemme look again but at a quick glance it just looks like they just removed the entity superclass
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L905[09:57:14] <Mr_T_T_> Could someone tell me how to edit code and get it to run without restarting the minecraft client?
L906[09:57:21] <sham1> debug
L907[09:57:27] <sham1> Hotswap
L908[09:57:29] <sham1> is the key
L909[10:03:13] <williewillus> in eclipse, just run in debug mode; in idea, run in debug mode and whenever you edit something right click the class's tab and recompile it (or hit make all) and it'll hotswap
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L911[10:03:53] <Mr_T_T_> ok thanks
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L913[10:07:46] <Wilhelm> ... I actually did not know that
L914[10:07:56] <Wilhelm> That you could hot swap code in Eclipse
L915[10:07:58] <sham1> And now you know
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L922[10:25:22] <laci200270> how can i get integer from IBlockState?
L923[10:27:34] <sham1> IBlockstate.get(IProperty) maybe
L924[10:28:18] <laci200270> that returns a comaprable
L925[10:28:22] <laci200270> *comparable
L926[10:28:26] <sham1> So?
L927[10:28:31] <sham1> Integer is comparable
L928[10:28:42] <sham1> Integer is a subclass of Comparable
L929[10:28:57] <laci200270> so I can cast it?
L930[10:29:12] <sham1> If your property is in a way that it actually should be integer, sure
L931[10:29:22] <laci200270> ok
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L937[10:45:30] <temdur> hey, got a dimension register problem. The direwolf20 server is crashing with witcherys dim -19.
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L939[10:46:45] <gigaherz> thne you should probably ask direwolf20 ;P
L940[10:46:45] <temdur> how do i find the mod who registerd -19 before witchery. Found no special folders in /world
L941[10:47:16] <gigaherz> logs?
L942[10:47:34] <gigaherz> questions here should always come with a pastebin of the crash log ;P
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L944[10:48:04] <temdur> no direwolf20, it is a littlebit "special" problem, no changes in the modpack... but hdd was full and now something is messed up
L945[10:48:14] <temdur> i make a pastebin
L946[10:48:44] <gigaherz> aha so you should have started with that
L947[10:48:49] <gigaherz> you got a corrupted world
L948[10:48:51] <gigaherz> ;P
L949[10:50:18] <gigaherz> ntosure how that could be fixed
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L951[10:54:12] <Hippocrite> is reading an NBT in render perfomance needy?
L952[10:54:38] <temdur> with short explanation: http://pastebin.com/GzVXdG95
L953[10:55:47] <temdur> can i seek the forge dim index? to see which other dim register first
L954[10:56:24] <gigaherz> Hippocrite: what do you mean read nbt?
L955[10:56:36] <gigaherz> just do like itemStack.getTagCompound().getSomething?
L956[10:56:43] <Hippocrite> gigaherz: yes exactly
L957[10:56:52] <gigaherz> depends on how many thousands of times it's done
L958[10:56:58] <Hippocrite> once?
L959[10:57:03] <gigaherz> then no it's not needy
L960[10:57:04] <gigaherz> ;p
L961[10:57:07] <Hippocrite> per render
L962[10:57:11] <Hippocrite> :P alright then
L963[10:57:29] <gigaherz> the in-memory representation is just Lists and maps
L964[10:57:40] <Hippocrite> cool, that's what I thought
L965[10:58:07] <Hippocrite> would you say creating a new entity each render tick is performance needy?
L966[10:58:14] <Hippocrite> not to spawn, just for rendering purposes
L967[10:58:23] <gigaherz> that's probably bad, yes
L968[10:58:29] <Hippocrite> alright
L969[10:58:31] <gigaherz> why can't you cache it?
L970[10:58:40] <gigaherz> or not use an entity at all?
L971[10:58:59] <Hippocrite> yeah, it was some old code
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L973[10:59:03] <Hippocrite> i'm caching it right now
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L995[11:48:27] <williewillus> !gm func_180560_a
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L1005[12:21:39] <robotbrain> ok
L1006[12:21:53] <robotbrain> im calling startDrawingQuads on a tesselator and its drawing triangles
L1007[12:22:27] <minecreatr> xD
L1008[12:22:33] <sham1> quad is just 2 triangles tthat share two points
L1009[12:22:45] <robotbrain> well its only rendering one then
L1010[12:23:05] <robotbrain> when I use startDrawingQuads i call addvertexwithuv 4 times per quad, right?
L1011[12:23:09] <sham1> pastebin your tessalator code
L1012[12:23:17] <sham1> yes
L1013[12:23:23] <sham1> but the order matters
L1014[12:23:30] <robotbrain> http://pastebin.com/fXC3yVdf
L1015[12:25:00] <shadekiller666> why are you adding 8 vertices?
L1016[12:25:24] <robotbrain> i use one texture for ends and one for sides
L1017[12:25:28] <sham1> try to reorder the addVertexWithUV-method calls around
L1018[12:25:37] <robotbrain> so 2 quads for the top and bottom and 4 for sides
L1019[12:25:41] <shadekiller666> you're also not drawing them in the right order
L1020[12:25:51] <robotbrain> what is the right order then?
L1021[12:26:01] <sham1> swap around and see
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L1023[12:26:12] <shadekiller666> right, but you're calling startDrawingQuads() then adding 8 vertices, and then calling draw
L1024[12:26:17] <shadekiller666> quads = 4
L1025[12:26:21] <sham1> you can do that
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L1027[12:26:29] <sham1> it adds two seperate quads
L1028[12:26:35] <shadekiller666> really/
L1029[12:26:36] <robotbrain> which is what I want
L1030[12:26:37] <shadekiller666> ?
L1031[12:26:39] <sham1> yes
L1032[12:27:22] <shadekiller666> for the first quad, swap vertices 3 and 4
L1033[12:27:53] <shadekiller666> actually, swap 2 and 3
L1034[12:27:56] <temdur> got it, the hdd overflow has corrupted the config folder
L1035[12:28:00] <shadekiller666> you want them counter-clockwise
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L1037[12:28:33] <shadekiller666> they're currently bottome left, top left, bottom right, top right
L1038[12:28:46] <shadekiller666> wait
L1039[12:29:07] <shadekiller666> BL, BR, TR, TL would be a proper order
L1040[12:29:11] <robotbrain> http://pastebin.com/x44hUL1b
L1041[12:29:18] <robotbrain> new code after some swaps
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L1043[12:29:41] <shadekiller666> ok, now the first quad is backwards
L1044[12:29:47] <robotbrain> 3 of the four render right
L1045[12:29:56] <shadekiller666> if you look at it in-game it should be facing the wrong way
L1046[12:29:57] <robotbrain> oh wait 2
L1047[12:30:00] <robotbrain> yeah
L1048[12:30:02] <temdur> thank for your comment, gigaherz. it helped my search :)
L1049[12:30:19] <shadekiller666> 2nd quad is also backwards
L1050[12:30:35] <shadekiller666> think of the vertex locations on a coordinate grid
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L1052[12:30:58] <shadekiller666> and disregard the coordinate that remains the same :P
L1053[12:32:24] <gigaherz> temdur: heh, glad to see the issue was only corrupted confi, and not the world itself
L1054[12:32:27] <gigaherz> config*
L1055[12:33:07] <robotbrain> woot
L1056[12:33:09] <robotbrain> thanks shadekiller666
L1057[12:33:12] <robotbrain> got it to work
L1058[12:33:43] <temdur> yeah otherwise my little playerbase would have kill me. some of them know where i live
L1059[12:34:43] <temdur> ^^ no serious: had some complete backups. this helped restoring
L1060[12:34:53] <shadekiller666> np
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L1068[12:50:53] <Wuppy_> is Psyconauts a good game?
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L1075[13:05:25] <sham1> Maybe
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L1080[13:14:45] <shadekiller666> i wish the windows file browser worked like the one on mac does
L1081[13:15:09] <shadekiller666> where you can see the different directories for any given location
L1082[13:15:13] <shadekiller666> in columns :P
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L1084[13:15:41] <williewillus> tree view on the side?
L1085[13:16:57] <shadekiller666> well the way that mac does it, instead of refreshing the entire window to whatever is inside of the folder you just opened, it moves the previous directory to the side slightly, and makes a new column with the contents of the selected folder
L1086[13:17:11] <shadekiller666> it makes moving files between directories very easy
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L1088[13:18:47] <williewillus> idk, I haven't used a mac since middle school 5 years ago ;p
L1089[13:19:22] <shadekiller666> so if you're using the List or Details view in windows file explorer, the mac one is the same basic idea, but when you open a folder, it still shows the list of things in the parent directory, as well as the contents of the thing you just opened
L1090[13:19:39] <shadekiller666> so it makes multiple columns of lists in the same window
L1091[13:19:54] <williewillus> so like List and Detail view plus a tree view
L1092[13:20:08] <shadekiller666> kind of ya
L1093[13:21:51] <sham1|LOST> I'd wish windows did a lot of things like mac
L1094[13:22:01] <sham1|LOST> Like for instance to be a unix
L1095[13:24:45] <shadekiller666> i'm sure there are 3rd party programs that do these things
L1096[13:24:48] <shadekiller666> but meh
L1097[13:24:57] <shadekiller666> complain complain complain :P
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L1099[13:27:33] <Giraffestock> out of curiosity: is there any interest in a new clean mod site? Just mods, with support for selecting dependencies, attaching repo's, notifying users of an update, etc
L1100[13:27:46] <Giraffestock> I already wrote it for Space Engineers (for fun, i kept it pretty generic) and could port it to support MC
L1101[13:28:13] <tterrag> that's everythign curseforge does
L1102[13:28:26] <Giraffestock> im against curse d:
L1103[13:28:41] <Giraffestock> and curse mods have always been super messy
L1104[13:29:26] <Giraffestock> not curse forge*, just curse: http://www.curse.com/mc-mods/minecraft/tinkers-construct just seems messy and cluttered
L1105[13:30:09] <illyohs> the only thing curseforge needs now is a maven :P
L1106[13:30:52] <Giraffestock> oh curse still has free premium if you have a mod/plugin with 1000+ downloads?
L1107[13:30:58] <Giraffestock> i should really use mcf more...
L1108[13:31:17] <tterrag> free premium if you have any downloads
L1109[13:31:22] <tterrag> not that premium really does anything atm
L1110[13:31:31] <Giraffestock> oh they changed it
L1111[13:31:38] <tterrag> and "against curse" doesn't mean it already does everything you are planning
L1112[13:31:50] <Giraffestock> didnt say it did
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L1114[13:32:00] MineBot sets mode: +v on CovertJaguar
L1115[13:32:45] <tterrag> I said that backwards
L1116[13:32:50] <tterrag> but you get it
L1117[13:33:03] <Giraffestock> mhm
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L1121[13:48:44] <MattDahEpic> im getting premium and i have basically n odownloads
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L1123[13:51:13] <Giraffestock> back when it was just bukkit it was 1k i thikn
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L1127[13:58:45] <Mimiru> How can I stop my door from being movable by a piston?
L1128[13:59:31] <williewillus> something in its Material I think
L1129[13:59:49] <williewillus> Material.setNoPushMobility I think?
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L1131[14:00:57] <williewillus> oh there we go, setNoPushMobility breaks it when a piston extends into its space
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L1133[14:01:05] <williewillus> setImmovableMobility disallows pistons from even extending
L1134[14:01:20] <Mimiru> setImmovableMobility would be what I need then
L1135[14:01:41] <Mimiru> Thanks
L1136[14:01:49] <Mimiru> Now to try to figure out how to use it, heh
L1137[14:03:21] <williewillus> block constructor takes a material
L1138[14:03:59] <Mimiru> Yeah, atm I'm just doing super(Material.iron)
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L1143[14:28:56] <Mimiru> Heh.. I was kinda hoping material.anvil would work
L1144[14:30:48] <diesieben07> just make a new material if you want...
L1145[14:35:03] <Mimiru> Well, anvil is supposed to have setImmovableMobility set, I wouldm
L1146[14:35:18] <Mimiru> wouldn't even know where to start on making my own material*
L1147[14:35:27] <robotbrain> does anyone have a helper for shaped recipes in scala
L1148[14:35:42] <diesieben07> it should work then with the anvil
L1149[14:35:44] <Mimiru> And all I really need is iron/setImmovableMobility, which the anvil supposedly has.
L1150[14:36:30] <Mimiru> Well, I did super(Material.anvil); in my blocks constructor, placed a piston, and activated it, and it broke the door
L1151[14:36:59] <robotbrain> Mimiru: tile entities arent pushed afaik
L1152[14:37:08] <diesieben07> anvils dont have TEs
L1153[14:37:11] <robotbrain> ahh
L1154[14:37:14] <robotbrain> didnt know tha
L1155[14:37:16] <robotbrain> t
L1156[14:37:23] <Mimiru> My door also implements ITileEntityProvider
L1157[14:37:51] <MattDahEpic> do material.bedrock
L1158[14:37:57] <MattDahEpic> or whatever bedrock is
L1159[14:38:00] <diesieben07> no need to do that Mimiru
L1160[14:38:05] <diesieben07> just override hasTileEntity
L1161[14:39:54] <diesieben07> also you can override getMobilityFlag in your Block
L1162[14:39:59] <diesieben07> if that returns 2, nothing will be pushed
L1163[14:40:10] <Mimiru> Doing that and removing the implements makes my createNewTileEntity complain "The method createNewTileEntity(World, int) of type BlockSecurityDoor must override or implement a supertype method"
L1164[14:40:29] <diesieben07> use createTileEntity
L1165[14:40:30] <diesieben07> no NEw
L1166[14:40:47] <Mimiru> Ahh.
L1167[14:40:57] <Mimiru> That's the entire reason I added the ITEP in the first place ¬_¬
L1168[14:40:58] <Mimiru> Thanks
L1169[14:41:43] <diesieben07> may i introduce you to Source > Override/Implement Methods
L1170[14:41:45] <diesieben07> you're welcome.
L1171[14:42:47] <Mimiru> Oh good... now it crashes when I place my door :P
L1172[14:42:58] <diesieben07> stacktrace.
L1173[14:43:05] <MattDahEpic> its a good way to keep people out of your base, crash them
L1174[14:43:06] <Mimiru> working on it
L1175[14:43:26] <diesieben07> lol
L1176[14:43:29] <Mimiru> http://paste.pc-logix.com/view/raw/78369d63
L1177[14:43:58] <diesieben07> shwo the code
L1178[14:45:05] <Mimiru> The NPE is here http://git.io/vOpAP This is the updated door block http://paste.pc-logix.com/view/raw/8bdf1482
L1179[14:45:55] <diesieben07> the versino of hasTileEntity you are using is deprecated.
L1180[14:46:41] <Mimiru> Eclispe doesn't say anything about it being deprecated
L1181[14:46:45] * Mimiru stabs eclipse
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L1183[14:49:02] <diesieben07> thats the only useful thing to do with it.
L1184[14:49:34] <Lumien> If eclipse doesn't say it's deprecated it probably isn't
L1185[14:49:37] <Mimiru> hasTileEntity(int metadata) fixed it
L1186[14:49:51] <diesieben07> there :D
L1187[14:49:52] <Mimiru> Still breaks when a piston pushes it though
L1188[14:49:59] <Mimiru> I'd rather it... just not break :P
L1189[14:50:06] <williewillus> did you change the material?
L1190[14:50:14] <Mimiru> public BlockSecurityDoor()
L1191[14:50:14] <Mimiru> {
L1192[14:50:14] <Mimiru> super(Material.anvil);
L1193[14:50:45] <williewillus> is it a multiple-block door? it might be breaking because its other halves arent there?
L1194[14:51:08] <Mimiru> Ahh, I didn't even think about that ¬_¬ Yeah it's a standard 2 block door
L1195[14:51:25] <Mimiru> Though, I thought that anvil stopped it from being moved at all
L1196[14:51:32] <Mimiru> which is the intended action.
L1197[14:55:00] <Mimiru> I'm guessing tyhis is because I extended BlockDoor
L1198[14:55:12] <Mimiru> which might have some logic directly for pistons pushing the door.
L1199[14:56:14] <diesieben07> Mimiru, BlockDoor overrides getMobilityFlag
L1200[14:56:21] <diesieben07> hence your material has no effect, override that.
L1201[14:56:23] <Mimiru> Of course.
L1202[14:59:27] <Mimiru> Perfect, returned 2 and it doesn't move or break
L1203[15:13:45] <Zaggy1024> danget, I wanted to debug my AI but the thing I wanted to see isn't synced :(
L1204[15:18:47] <killjoy> Would it be better to do Map<Integer, String> or just String[]?
L1205[15:18:55] <williewillus> for what?
L1206[15:18:58] <diesieben07> depends™
L1207[15:19:05] <killjoy> id to string dictionary
L1208[15:19:13] <diesieben07> are the Ids sparse? Map
L1209[15:19:16] <killjoy> I'm thinking bimap
L1210[15:19:19] <williewillus> map
L1211[15:19:21] <diesieben07> dense? maybe still Map but maybe also array
L1212[15:19:37] <diesieben07> and if you dont want boxing TObjectIntMap
L1213[15:19:45] <diesieben07> wait TIntObjectMapo
L1214[15:20:03] <williewillus> what's the "T" in the name for?
L1215[15:20:06] <diesieben07> trove
L1216[15:20:15] <diesieben07> its a library
L1217[15:20:24] <diesieben07> minecraft comes with it.
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L1223[15:39:10] <TTFTCUTS> anyone worked with custom bows/arrows before? I'm having issues with an arrow not pointing the right way when fired, but it's pretty much a direct copy of EntityArrow and RenderArrow - only the texture is different so far. This is in 1.7.10.
L1224[15:40:29] <diesieben07> arrows must extend EntityArrow to work properly, mojang hardcoding
L1225[15:41:06] <TTFTCUTS> oh, they do
L1226[15:41:10] <TTFTCUTS> sorry, I should have specified
L1227[15:41:22] <TTFTCUTS> it extends EntityArrow and only implements the constructors, which are all direct super calls
L1228[15:42:04] <TTFTCUTS> I haven't done anything special to it at all so far, the renderer extends RenderArrow too, only overriding the texture getting method
L1229[15:42:30] <TTFTCUTS> vanilla arrows in the same situation act fine
L1230[15:45:07] <diesieben07> huh then i have no idea
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L1233[15:49:05] <Mimiru> Thanks for the help guys
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L1239[16:01:43] <Elec0> I've got a question. Gradle seems to only be building from /src/main, but I have a Eclipse project I want to compile in /eclipse/<Mod>/src. Is there a way to do that without copying and linking source files?
L1240[16:02:01] <williewillus> mod code should always be in src/main/ though
L1241[16:02:08] <williewillus> (or src/api)
L1242[16:02:23] <Elec0> So I should put the code there and link it to an eclipse project
L1243[16:02:41] <williewillus> gradle should have made an eclipse project for you when you setup your workspace
L1244[16:03:06] <Elec0> Yeah, I was trying to set up a second project, just to keep things separated
L1245[16:03:29] <diesieben07> a 2nd project would have its own build.gradle
L1246[16:03:45] <Elec0> ah, I see.
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L1248[16:04:33] <TTFTCUTS> even more fun diesieben07 - they work like they should if the player is in creative mode
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L1250[16:04:53] <TTFTCUTS> guessing it's something to do with doing a collision check on the player which fires it
L1251[16:05:15] <diesieben07> no
L1252[16:05:22] <williewillus> arrows ski9p all collisions to invulnerable entities
L1253[16:05:25] <diesieben07> its something to do wiht how entity motion works
L1254[16:05:26] <williewillus> *skip
L1255[16:05:36] <diesieben07> position packets are relative
L1256[16:05:46] <diesieben07> but for some reason arrows need an absolute one all the time or something
L1257[16:05:51] <diesieben07> i forget the excact reason
L1258[16:05:57] <TTFTCUTS> :[
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L1260[16:06:06] <TTFTCUTS> I wonder how ticon gets around this
L1261[16:06:13] <TTFTCUTS> besides having a totally different renderer
L1262[16:06:33] <TTFTCUTS> I wonder if there are other examples - anyone know any?
L1263[16:06:38] <diesieben07> has nothing to do wiht the render
L1264[16:06:47] <diesieben07> and tcon is OS
L1265[16:07:27] <TTFTCUTS> well, it sort of is since their arrows are nothing alike and could be calculating the angle a different way, unaffected by the previous position stuff
L1266[16:07:39] <TTFTCUTS> the renderer for their arrows that is
L1267[16:07:56] <williewillus> it starts here: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/tconstruct/library/entity/ProjectileBase.java#L31
L1268[16:08:42] <Elec0> So, I've stuck the cofh api I'm using into /src/api/java and eclipse is throwing a hissy fit when I try to use it in /src/main/java/elec0
L1269[16:09:11] <diesieben07> you need to add it as a source folder
L1270[16:09:22] <diesieben07> eclipse doesn't really have gradle integration so it doesn't happen automatically
L1271[16:10:28] <Elec0> ah, gotcha
L1272[16:11:09] <Elec0> Yeah, that worked. Thanks.
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L1276[16:18:12] <TTFTCUTS> diesieben07, I just removed the previousPitch and previousYaw from the renderer's rotation calculation, and now it works fine
L1277[16:18:14] * TTFTCUTS shrugs
L1278[16:18:19] <TTFTCUTS> anyway, on to actual functionality
L1279[16:19:19] <diesieben07> well, be happy :D
L1280[16:19:35] <Elec0> is there a way to add a mod jar so gradle includes it onstartup when it complies stuff?
L1281[16:19:53] <williewillus> maven?
L1282[16:20:52] <diesieben07> you mean you want to add stuff to the classpath?
L1283[16:20:55] <diesieben07> put it in /libs/
L1284[16:21:10] <diesieben07> acts the same as src/api/java except for jars with compiled stuff in them
L1285[16:21:34] <Elec0> hmm. More exactly I want to load up mekanism without having to compile it
L1286[16:21:48] <diesieben07> do they have a "dev" jar?
L1287[16:21:51] <diesieben07> if so, put it in libs. done.
L1288[16:22:39] <Elec0> I shall check. What's the difference between the standard release jar for a mod and a dev version you stick in /libs?
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L1290[16:22:48] <williewillus> one's obfuscated, the other isnt'
L1291[16:22:54] <Zlepper> Is there a default json parse library shipped with Forge in 1.7.10?
L1292[16:22:59] <williewillus> Gson
L1293[16:23:12] <Zlepper> Right yeah, thanks
L1294[16:23:42] <Andrey96> (About Forge dev) When I make changes to FML in eclipse project they are ignored by gradle on buildPackages. I think they must be applied to fml/src. Is there any way to do this automatically (make changes to FML in eclipse and normally compile it to test on normal Minecraft)?
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L1296[16:25:33] <smbarbour> All of those relatively basic questions reminded me of this scene: https://www.youtube.com/watch?v=LMq5oNHnvSw
L1297[16:26:11] <Elec0> Heh. Sounds about right
L1298[16:27:14] <Andrey96> After full day this question was on #ForgeGradle, they adviced me to ask here
L1299[16:27:29] <Andrey96> pretty basic one
L1300[16:27:50] <diesieben07> did you run setupFML or setupForge
L1301[16:27:53] <diesieben07> the two are different
L1302[16:28:00] <Andrey96> setupForge
L1303[16:28:03] <diesieben07> you cant make changes to fml in the setupForge workspace
L1304[16:28:17] <diesieben07> the merge of the projects is not complete yet
L1305[16:28:53] <Andrey96> okay, i understand it now. Kinda complicated
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L1309[16:33:38] <Lex_> blame AbrarSyed
L1310[16:34:01] <Lex_> We have the merge waiting for him to finish some things up in fg2
L1311[16:34:03] <Lepidus> If I want to save a List of one of my classes to the world's NBT data, should I just do something like setInteger("list_size",list.size()) and then iterate through the whole list and write each entry as like "list_2_name" "list_2_x"?
L1312[16:34:05] <Lepidus> Seems kinda messy
L1313[16:34:10] <Lepidus> but I don't really know how else to serialize this properly
L1314[16:34:26] <williewillus> isnt there an int array tag
L1315[16:34:32] <gigaherz> Lepidus: look at how the inventory saves TEs
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L1317[16:34:33] <gigaherz> it has
L1318[16:34:35] <gigaherz> Inventory
L1319[16:34:42] <gigaherz> -> tag
L1320[16:34:45] <Lex_> Lepidus, NBT has a list entry...
L1321[16:34:51] <gigaherz> -> -> Index = 1
L1322[16:34:56] <gigaherz> -> -> Value = ItemStack
L1323[16:35:10] <williewillus> gigaherz: he never said it was an inv :p
L1324[16:35:14] <gigaherz> no
L1325[16:35:18] <diesieben07> .dö
L1326[16:35:23] <gigaherz> but ut shows how to save an indexed array
L1327[16:35:25] <diesieben07> whoops.
L1328[16:35:32] <diesieben07> Lepidus, NBTTagList is a thing, you know.
L1329[16:36:24] <gigaherz> hmm actually
L1330[16:36:32] <gigaherz> I guess the reason inventory saves the indices
L1331[16:36:38] <gigaherz> is as a means to know which slots were empty
L1332[16:36:45] <gigaherz> not because the list isn't saved in order
L1333[16:37:09] <diesieben07> yeah they dont use a list to not "waste space" or whatever for empty slots
L1334[16:37:29] <gigaherz> it IS a list, they just include the index in each entry XD
L1335[16:37:32] <Lex_> vanilla is dumb just roll with it
L1336[16:37:40] <diesieben07> wel, yeah
L1337[16:38:40] <Lepidus> diesieben07, so if I'm understanding right NBTTagList is just a list that stores tags of any type
L1338[16:38:53] <diesieben07> yes
L1339[16:39:01] <diesieben07> well, the tags in one list have to be of the same type
L1340[16:39:07] <diesieben07> but it can be any type, even another list
L1341[16:40:46] <Lepidus> diesieben07, so should I serialize each class as an NBTTagList and then put all those lists into one larger list?
L1342[16:40:58] <diesieben07> no.
L1343[16:41:10] <diesieben07> each "class" (wrong word, you mean object) should be most likely an NBTTagCompound
L1344[16:41:21] <diesieben07> but it can really be anything, depending on the data in your class
L1345[16:41:25] <Lex_> why are you trying to shove this all in nbt?
L1346[16:41:58] <Lepidus> well, is there a better alternative for storage? everything I've seen on the forge forums suggests NBT
L1347[16:42:13] <Lex_> What are you storing and where?
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L1349[16:43:00] <Lepidus> I'm storing a list of generated structures (several bits of info about those structures) on a per world basis
L1350[16:43:17] <Lex_> if you're storing it in the world files then use nbt
L1351[16:43:21] <Lex_> else you could use json
L1352[16:46:08] <Elec0> It appears that if you want to load a mod when gradle compiles your stuff, you stick it into (for me) /eclipse/mods. Which does..stuff, but it doesn't actually work. Keeps crashing on me.
L1353[16:46:23] <Elec0> is that actually the right place to put compiled mod jars?
L1354[16:46:49] <Lex_> That doesnt work {again blame abrar} you need to get the dev version of the mods.
L1355[16:47:09] <killjoy> Here's a first working draft of the structure code. https://gist.github.com/killjoy1221/9452c52eae74feb4db06
L1356[16:47:17] <killjoy> I decided to use nbt for simplicity
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L1359[16:52:14] <killjoy> There's another one of those twitch plays
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L1361[16:52:25] <MattDahEpic> twitch plays setblock
L1362[16:52:32] <killjoy> yup
L1363[16:52:48] <Elec0> Hey. Using the dev versions actually worked. Neat. That was complicated.
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L1369[17:00:41] <Lepidus> killjoy, wait was that directed at me or are we just coincidentally working on the same thing o.o
L1370[17:01:20] <killjoy> dunno
L1371[17:01:24] <killjoy> I was talking about this last night
L1372[17:01:40] <Lepidus> I was just asking about how to store structures in NBT :p
L1373[17:02:09] <killjoy> I wanted to make a replacement for schematic that better handles mods
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L1376[17:06:01] <Lepidus> so Lex_, for each structure I would make a NBTTagCompound(), write all the structure data to that object, and then put all the TagCompounds into a TagList and write that to my WorldSavedData?
L1377[17:08:33] <Ivorius> killjoy: https://github.com/Ivorforce/IvToolkit/blob/master/src/main/java/ivorius/ivtoolkit/tools/IvWorldData.java
L1378[17:08:37] <Ivorius> This is my idea of a structure files
L1379[17:08:39] <Ivorius> -s
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L1381[17:09:26] <Ivorius> It saves blocks by allocating exactly as many bits as it needs per position too :P
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L1383[17:11:00] <Ivorius> Anything less than this causes problems
L1384[17:11:03] <Ivorius> Sooner or later
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L1386[17:12:31] <gigaherz> Ivorius: yeah storing LESS bits than strictly necessary is bound to cause issues XD
L1387[17:13:30] <gigaherz> Lepidus: you seem new around here, so I'll direct you to the topic, the bit about not mentioning lex's full nickname unless it's urgent
L1388[17:14:03] <Ivorius> :P
L1389[17:14:06] <gigaherz> he purposefully adds the _ to the end so that you can say "lex" without pinging him
L1390[17:14:09] <Ivorius> I meant in terms of code :P
L1391[17:14:41] <Lepidus> gigaherz, ah, assumed that meant "don't bother him when he's busy with questions"
L1392[17:14:47] <Ivorius> lєx_
L1393[17:14:49] <Ivorius> :P
L1394[17:14:51] <Lepidus> not literally don't use his nick
L1395[17:15:01] <Lepidus> now I know :)
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L1452[18:37:30] <Lepidus> I'm still a little confused about WorldSavedData
L1453[18:38:00] <Lepidus> do I need to call readFromNBT externally when my world loads, or is that done automatically?
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L1455[18:39:21] <diesieben07> You dont call either read nor write
L1456[18:40:09] <Lepidus> Okay, that's all handled internally then
L1457[18:40:23] <Lepidus> so I can just call get(world) and trust that it will read the data automatically?
L1458[18:40:51] <diesieben07> depends on what your get does.
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L1460[18:42:13] <Lepidus> http://pastebin.com/8pndstqx
L1461[18:43:28] <diesieben07> this.world- NO! bad monkey.
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L1463[18:43:42] <diesieben07> also why is that not static?
L1464[18:43:52] <diesieben07> other than that its fine
L1465[18:44:47] <Lepidus> okay I see
L1466[18:46:20] <Lepidus> so if my object that I am reading/writing has a world field, should I just save the world name in NBT? otherwise when I call readFromNBT(), I don't know which world the object belongs to
L1467[18:46:45] <diesieben07> you dont need to know.
L1468[18:46:57] <diesieben07> if you do, you cant use setItemData, etc anyways
L1469[18:47:08] <diesieben07> use world.perWorldStorage then instead of setItemData dn loadItemData
L1470[18:47:10] <diesieben07> it has similar methods
L1471[18:47:59] <Lepidus> okay, I was basing this off your Questology code but I guess that was not on a per-world (per-dimension maybe) basis
L1472[18:48:14] <diesieben07> indeed
L1473[18:48:20] <diesieben07> but the process is similar
L1474[18:49:19] <Lepidus> I changed it to use mapStorage, so how do I get the world when I'm reading/writing?
L1475[18:49:27] <diesieben07> no not mapStroage
L1476[18:49:33] <diesieben07> mapStorage = one thing for ALL the save file
L1477[18:49:40] <diesieben07> perWorldStorage = one thing for each dimension
L1478[18:49:44] <diesieben07> and you dont.
L1479[18:49:46] <Lepidus> oh right, I'm dumb and can't read :p
L1480[18:49:58] <Lepidus> I don't?
L1481[18:50:08] <diesieben07> you cant access the world in read/write
L1482[18:50:11] <diesieben07> why do you need to?
L1483[18:50:26] <Lepidus> I'm saving structures and the structures need to know which dimension they are in
L1484[18:50:52] <diesieben07> make them store the dimensionID then.. but not the worldsaveddata
L1485[18:52:50] <Lepidus> Okay, and as for converting the dimensionID back to a world when I'm reading?
L1486[18:53:09] <Lepidus> nvm I found the method
L1487[18:54:28] <Lepidus> if I save the dimensionID - does my WorldSavedData need to be per-dimension?
L1488[18:55:04] <diesieben07> no
L1489[19:01:12] <Lepidus> hmm, it's not working, would you mind taking a look at my WorldSavedData class? of course it could be an issue in the way that I reference it but I want to make sure the class is designed right first
L1490[19:01:30] <diesieben07> go ahead and post it.
L1491[19:02:31] <Lepidus> http://pastebin.com/y2jVVZeF
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L1493[19:04:38] <diesieben07> that looks fine
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L1496[19:06:30] <Lepidus> then I'm just doing this for saving and loading http://pastebin.com/LUu68hva
L1497[19:06:41] <Lepidus> maybe I should call updateStructures upon world unload just to be sure
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L1499[19:06:52] <Lepidus> but it should be getting called everytime a new structure is added to the world anyawyas
L1500[19:06:58] <Lepidus> *anyways
L1501[19:07:17] <diesieben07> wait wait waht
L1502[19:07:28] <diesieben07> you should always access the structures through the WorldSavedData
L1503[19:07:36] <Lepidus> oh
L1504[19:07:53] <Lepidus> I was just mirroring it between my main class and the WorldSavedData
L1505[19:08:09] <Lepidus> like every time it changes I cloned the list and update WorldSavedData with the new one
L1506[19:08:26] <Lepidus> I guess there's nothing wrong with just putting it all in WorldSavedData though
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L1508[19:11:15] <Lepidus> I'll change my code to just use the list inside of WorldSavedData
L1509[19:11:37] <Lepidus> the only issue is I'll have to make sure it's synchronized between client and server when running on dedicated servers...
L1510[19:12:25] <diesieben07> dedicated server is NO different than SP
L1511[19:12:29] <diesieben07> treat them completely equal.
L1512[19:13:15] <Lepidus> right, I'm still thinking the wrong way about it
L1513[19:13:21] <Lepidus> what I meant was the server in general
L1514[19:13:43] <Lepidus> because my approach is handled entirely on the client it cannot work on MP, I should make it handled by the server so it works on both SP and MP
L1515[19:15:58] <diesieben07> there is no "SP"
L1516[19:16:19] <diesieben07> SP is MP with one player.
L1517[19:18:42] <Lepidus> fair enough
L1518[19:20:51] <Lepidus> so - to sum this up then diesieben07 - I shouldn't be referencing WorldSavedData in a clientside class (like for example GUI) because all the world data is on the server
L1519[19:21:29] <Lepidus> which means that in order to use the WorldSavedData info on the client I need to use SimpleNetworkWrapper
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L1523[19:31:58] <Elec0> So, I'm writing a block that is supposed to (currently) just store a small amount of RF and be able to pass it on. It receives the energy just fine, but it doesn't spit it back out again.
L1524[19:32:30] <Elec0> extractEnergy seems to never be being called
L1525[19:37:00] <HassanS6000> Elec0, you have to call it. RF API isn't going to just magically do stuff for you
L1526[19:37:24] <HassanS6000> Look at how we did it https://github.com/Ri5ux/AliensVsPredator
L1527[19:37:31] <HassanS6000> gigaherz also did it very well.
L1528[19:37:47] <Elec0> I suppose I should add I have an EnderIO energy conduit hooked up to the block as well
L1529[19:40:22] <gigaherz> me what?
L1530[19:40:27] <Elec0> HassanS6000, I see what you're doing, in TileEntityElectrical, but I'm not dealing with the extraction of RF myself, the conduit should be doing it, but it isn't. Given that it's inserting correctly, I'm guessing it's my code that's the problem
L1531[19:40:53] <HassanS6000> Elec0, can't help if we can't see the code :P
L1532[19:40:55] <gigaherz> the only RF I have ever done is on the receiving side XD
L1533[19:41:14] <Elec0> Fair enough: http://pastebin.com/RHXBB5QD
L1534[19:41:27] <gigaherz> Elec0: but yeah HassanS6000 is right, you have to manually PUSH the energy out
L1535[19:41:33] <gigaherz> only certain types of machines are able to suck out of you
L1536[19:41:41] <Elec0> Oh. I see. How do you do that?
L1537[19:41:45] <gigaherz> that means looking at neighbours
L1538[19:41:53] <Elec0> Aaah, I see
L1539[19:42:00] <gigaherz> seeing if they are IEnergyReceiver IEnergyAcceptor or whatever the name was
L1540[19:42:09] <gigaherz> and calling the methods on it
L1541[19:42:20] <Elec0> Gotcha, I know what to look for now, thanks.
L1542[19:42:56] <gigaherz> of ourse with neighbours I mean TileEntities
L1543[19:42:57] <gigaherz> not the blocks
L1544[19:42:58] <gigaherz> XD
L1545[19:43:07] <Elec0> well, yeah, obviously. :p
L1546[19:43:18] <gigaherz> so use world.getTileentityat or whatever the name is these days
L1547[19:43:18] <gigaherz> XD
L1548[19:43:52] <HassanS6000> giga, IEnergyReceiver
L1549[19:44:12] <HassanS6000> world.getTileEntity()
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L1553[19:47:24] <Elec0> What is this 'dirty' I'm seeing occasionally referring to?
L1554[19:47:33] <Elec0> referred*
L1555[19:47:37] <gigaherz> ??
L1556[19:47:50] <Elec0> for example: receptorsDirty=true in a neighboursChanged()
L1557[19:48:09] <gigaherz> ah "dirty" is a word used in caching-related topics
L1558[19:48:25] <gigaherz> a "dirty entry" is one that can't be trusted to contain valid data, and needs to be refreshed
L1559[19:48:46] <Elec0> Ah, okay. That makes sense.
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L1561[19:50:59] <Zaggy1024> I made a giant dragonfly :)
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L1563[19:55:54] <ollieread> Sounds dangerous
L1564[20:00:15] <killjoy> Can someone confirm the validity of this? http://getspigot.org/
L1565[20:01:48] * Cazzar opens it up in a decompiler
L1566[20:02:07] <Cazzar> This download speed: http://upload.cazzar.net/images/fq8VlzD
L1567[20:05:20] <Cazzar> killjoy: Looks kinda Legit, though it's startup class is in bukkit: http://upload.cazzar.net/images/EstxEVz
L1568[20:09:14] <killjoy> Does anyone know if worldedit has been ported to sponge yet? Or does it still use forge impl?
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L1571[20:14:43] <gigaherz> killjoy: I believe their goal was to have both? but no idea, I only use the forge one these days
L1572[20:15:35] <gigaherz> it seems to be WIP
L1573[20:15:35] <gigaherz> http://builds.enginehub.org/job/worldedit?branch=sponge
L1574[20:21:49] <williewillus> is there any docs on how to fire block place events? not relaly sure how snapshots work and all that
L1575[20:21:56] <williewillus> fire them properly, that is
L1576[20:24:41] <Zaggy1024> do the block place events even use block snapshots?
L1577[20:25:04] <williewillus> so they can be restored if it's canceled
L1578[20:25:05] <williewillus> idk
L1579[20:25:05] <Zaggy1024> I can't remember seeing anything in setBlockState that does that, but maybe that's not where it's fired from
L1580[20:25:38] <williewillus> the block is actually set before the event checks and if its canceled the block is reverted
L1581[20:25:56] <williewillus> not sure what led to it being designed that way instead of just "fire event, if canceled dont place"
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L1590[20:50:34] <Zaggy1024> lol, my internet is being so bad I'm surprised I haven't lost connection yet
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L1594[21:11:14] <osum4est> to only allow certain items in an inventory, is it better to use a slot or in inventories isItemValidForSlot?
L1595[21:11:52] <ollieread> isItemValidForSlot
L1596[21:12:08] <osum4est> in that case, what should slots be used for?
L1597[21:13:35] <ollieread> Pardon?
L1598[21:13:50] <ollieread> Slots contain items
L1599[21:14:06] <ollieread> An inventory has 1 or more slots
L1600[21:14:15] <osum4est> so if its not best to blacklist items using a class that extends Slot, what is the best use for those customs slots?
L1601[21:14:17] <ollieread> A slot has 0 or 1 itemstacks
L1602[21:14:31] <ollieread> An itemstack has 0 to 64 items
L1603[21:14:36] <ollieread> Well technically it has 1 and an int
L1604[21:15:25] <osum4est> let me rephrase: is there a point to using different custom Slot classes for different gui's? or can i just use the same one for all my guis?
L1605[21:15:26] <ollieread> Whatever you want them to do
L1606[21:15:37] <ollieread> Only if you want them to do specific things
L1607[21:16:09] <shadekiller666> osum, isItemValidForSlot asks the slot if it accepts the item passed in
L1608[21:16:30] <ollieread> I think it's more, isItemValidForSlot is for interaction between things other than the player
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L1610[21:16:41] <shadekiller666> so you could use one custom slot class for all of your guis, as long as you have a way of determining which items are valid in what guis
L1611[21:16:50] <ollieread> https://github.com/ollieread/TechnoMagi/blob/dev/src/main/java/com/ollieread/technomagi/common/inventory/SlotApplicable.java
L1612[21:16:53] <ollieread> I have this
L1613[21:17:24] <ollieread> Though I need to modify that, it should really be doing inventory.isItemValidForSlot(stack, id)
L1614[21:17:50] <ollieread> https://github.com/ollieread/TechnoMagi/blob/dev/src/main/java/com/ollieread/technomagi/util/helpers/ItemStackHelper.java#L351
L1615[21:17:55] <ollieread> Though that particular code is a bit old
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L1617[21:19:40] <shadekiller666> so i've spent the last few days modelling roller coaster tracks
L1618[21:19:46] <osum4est> alright, i see how you do it. so you implement ISlotApplicable in your inventories, and return true/false there instead of in the inventories inItemValidForSlot
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L1620[21:19:50] <shadekiller666> turns out making loops is really hard...
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L1622[21:20:29] <osum4est> shadekiller666, definitely sounds hard, but if you can do it, it'd be an awesome mod in my opinion
L1623[21:20:36] <ollieread> osum4est: In the example on github yes
L1624[21:20:56] <shadekiller666> i've already got flat, flat corners, banked, and banked corners
L1625[21:21:05] <ollieread> https://gist.github.com/ollieread/32a045ff16a4092988d7#file-componenttileinventory-java-L194
L1626[21:21:26] <shadekiller666> a loop is basically 1 "ring" of a helix, but not perfectly circular
L1627[21:21:29] <ollieread> I actually just add validation to the inventory, and I have a master slot that always checks this in Slot.isItemValid
L1628[21:21:57] <shadekiller666> and theres something wonky about the script that maya has to deform polygonal geometry based on a curve
L1629[21:22:20] <osum4est> that sounds super cool. have you just done the models, or have you started coding them?
L1630[21:22:43] <shadekiller666> what do you mean by "coding them"?
L1631[21:22:52] <shadekiller666> they'll be exported as objs
L1632[21:23:03] <shadekiller666> well, as an obj file
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L1634[21:23:10] <osum4est> making rollercoasters go on them :P
L1635[21:23:17] <shadekiller666> oh
L1636[21:23:33] <shadekiller666> well my codevs and i just started a rewrite
L1637[21:23:55] <shadekiller666> and we're going with 1 block/tile entity for all roller coaster tracks
L1638[21:24:21] <osum4est> wait a second, a rewrite? there's something already out??
L1639[21:24:24] <shadekiller666> and using a json-based system to store information about how to register different variations of that single block
L1640[21:24:36] <osum4est> ah
L1641[21:24:42] <shadekiller666> and i just got the initial part of that json system working a few days ago
L1642[21:25:21] <osum4est> interesting, why'd you chose that over just making them all their own item?
L1643[21:25:25] <shadekiller666> and the next thing i need to test is loading the models from our custom file structure at the same time that the json parser is reading the "style" file
L1644[21:25:31] <shadekiller666> well
L1645[21:25:52] <shadekiller666> the point of the mod is to recreate Roller Coaster Tycoon in minecraft
L1646[21:25:59] <osum4est> :D
L1647[21:26:04] <osum4est> sweeet
L1648[21:26:26] <osum4est> i've played lots and lots of rct2
L1649[21:26:47] <shadekiller666> there are 51 different coasters in RCT3 on its own
L1650[21:27:23] <shadekiller666> and at least 10 different track pieces that can be used in each of those
L1651[21:27:37] <osum4est> ah yes
L1652[21:27:44] <osum4est> i understand now :P
L1653[21:27:45] <shadekiller666> doing 1 actual block class per coaster per piece and things quickly get out of hand
L1654[21:28:00] <shadekiller666> plus, there is a lot of cross over with pieces and coasters
L1655[21:28:28] <shadekiller666> some coasters are the same as other coasters, but have different numbers of available parts and such
L1656[21:28:30] <osum4est> is that what chisel, for example, does?
L1657[21:28:36] <shadekiller666> uhh
L1658[21:28:50] <shadekiller666> most likely, i'm not a chisel dev but i would imagine so
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L1660[21:29:06] <shadekiller666> i think its a similar idea to forge multiblocks as well
L1661[21:29:24] <osum4est> awesome
L1662[21:29:37] <shadekiller666> anything that adds a lot of blocks that are similar to each other is likely to have some sort of auto-generation/registration system in place
L1663[21:30:04] <shadekiller666> now, diferentiating between the behaviors of the different pieces will be interesting
L1664[21:30:27] <osum4est> i can only imagine...
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L1666[21:31:56] <shadekiller666> right now the system has a category (steel, wooden, inverted, or water), a type (like corkscrew coaster, hyper twister coaster, etc...) and a list of valid parts
L1667[21:32:08] <shadekiller666> and a name for the coaster of course
L1668[21:32:24] <FusionLord> so shadekiller666 where can i get you obj loader?
L1669[21:35:58] <shadekiller666> OBJLoader: https://goo.gl/oCFASP OBJModel: https://goo.gl/DvB0RR Example Mod (look at CustomModelBlock2 through whatever the last one is in that file): https://goo.gl/jViC47 and you'll need to register OBJLoader with the ModelLoaderRegistry
L1670[21:36:12] <shadekiller666> jsons and models are on that repo as well
L1671[21:36:33] <shadekiller666> well, they're in the PR
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L1673[21:36:46] <shadekiller666> and on my fork of the repo
L1674[21:36:55] <shadekiller666> they're not on the main forge branch yet
L1675[21:37:02] <ItsANoBrainer> Hello everyone
L1676[21:38:41] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:35e2:ee3e:685c:ac74)
L1677[21:39:58] <shadekiller666> fusion let me know if you have any questions
L1678[21:40:02] <osum4est> Hi :)
L1679[21:43:04] <ItsANoBrainer> Which eventhandler event would be best to use if I want to be able to see if the player killed another entity
L1680[21:45:00] <osum4est> yay! it tells time! http://imgur.com/JFLpTS1 what do you think?
L1681[21:45:58] <shadekiller666> lol osum thats funny
L1682[21:46:04] <shadekiller666> the arm is a bit wonky looking though
L1683[21:46:29] <shadekiller666> its also in the middle of the screen :P
L1684[21:47:21] <osum4est> lol. tried to make it look like you were holding up your watch to look at it. should the gui be in the middle, then ill make a watch model that you see on your wrist? or should i try to render the gui onto the arm somehow?
L1685[21:49:16] <osum4est> i think onto the arm would be super cool, except im not exactly sure how i would go about doing that...
L1686[21:50:58] <shadekiller666> it wouldn't be a gui first of all
L1687[21:51:30] <shadekiller666> and you would catch the event that fires when the player model is rendered
L1688[21:51:34] <osum4est> well right now its extending gui, and is used like an overlay
L1689[21:51:40] <osum4est> such as your exp bar
L1690[21:52:03] <osum4est> im actually already catching that
L1691[21:52:25] <osum4est> because i had to catch the model of the player as well
L1692[21:52:32] <osum4est> to move your arm
L1693[21:52:44] <osum4est> using renderplayerapi
L1694[21:52:52] <shadekiller666> true
L1695[21:54:44] <osum4est> ive never done anything special with rendering though, as this is my first mod :P so i have no idea what to do past cathing that event
L1696[21:55:13] <shadekiller666> GL11
L1697[21:55:22] <shadekiller666> translates and rotations
L1698[21:55:23] <osum4est> i know that much XD
L1699[21:55:29] <shadekiller666> and possibly scaling :P
L1700[21:56:17] <FusionLord> shadekiller666, I have questions just not about that :P... I cannot get the new model system to work for my items
L1701[21:56:19] <FusionLord> xD
L1702[21:56:58] <shadekiller666> i've tested and i know for a fact that item models can be loaded using the OBJLoader
L1703[21:57:12] <osum4est> alright, i think i might be able to, and i've at least done a little bit with gl11 because i had to use it to get the watch hands to move
L1704[21:57:26] <shadekiller666> and i mean models for items that aren't blocks, i know that they work if done right
L1705[21:58:49] <FusionLord> I was talking about the vanilla ones xD
L1706[22:05:24] <FusionLord> is this correct? http://puu.sh/jtv3l/06fd87afc9.txt
L1707[22:10:23] <FusionLord> ...
L1708[22:10:32] <ItsANoBrainer> Hey shade
L1709[22:10:53] <osum4est> shadekiller666, well i guess i might be on the right track? XD http://imgur.com/3YvpxPE
L1710[22:10:58] <shadekiller666> what
L1711[22:11:42] <shadekiller666> why are you returning null to render game overlay?
L1712[22:11:53] <ItsANoBrainer> Im currently trying to use event handlers to do something when the player kills an entity. Any suggestions on which event to use?
L1713[22:12:01] <shadekiller666> and i think you need some GL11.glScalef calls :P
L1714[22:12:15] <unascribed> isn't there an EntityDeathEvent?
L1715[22:12:45] <shadekiller666> i have no idea, i think theres an event for dealing damage, there should be a death event
L1716[22:12:47] <ItsANoBrainer> theres LivingDeathEvent, but I havent found a way to connect the player to it
L1717[22:12:50] <osum4est> my "gui" for my watch extends gui, so i use onRenderGameOverlay to capture that event. here im just forcing it to be called for testing. and yes, some gl11 calls are very neccessary
L1718[22:13:26] <ItsANoBrainer> Theres also AttackEntityEvent, but I havent found a way to detect if it will kill the entity
L1719[22:13:39] <ItsANoBrainer> (Using https://dl.dropboxusercontent.com/s/h777x7ugherqs0w/forgeevents.html)
L1720[22:16:17] <unascribed> ItsANoBrainer, LivingDeathEvent gives you a DamageSource
L1721[22:16:28] <unascribed> if it's an EntityDamageSource, you can get the killing entity from it and check if it's an EntityPlayer
L1722[22:17:13] <FusionLord> any one know about the blockstates json? http://puu.sh/jtv3l/06fd87afc9.txt
L1723[22:19:18] <osum4est> shade, holy crap :O why is it rendering so large? in order to shrink it down to anywhere near a resonable size i have to set the scale all the way down to .025
L1724[22:19:38] <osum4est> or is that just normal?
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L1726[22:19:58] <infinitefoxes_> Is there a way to get all the players in a multiplayer server from the client?
L1727[22:20:18] <infinitefoxes_> I tried getting them from the world object but it only returns all the entities in the current dimension.
L1728[22:20:33] <shadekiller666> things in minecraft are rendered large quite often, but the proper render offsets may not be set correctly
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L1730[22:21:30] <osum4est> yeah that makes sense, a 16x16 image blown up to block size...
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L1732[22:23:00] <unascribed> infinitefoxes_: mc.thePlayer.sendQueue has a method (func_175106_d) that returns a Collection of NetworkPlayerInfo
L1733[22:23:04] <unascribed> it's used to render the tab player list
L1734[22:23:32] <ItsANoBrainer> thanks unascribed you gave me a couple ideas to mess around with
L1735[22:23:40] <unascribed> ItsANoBrainer: welcome
L1736[22:27:01] <osum4est> what is the angle float in GL11.glRotatef?
L1737[22:27:10] <shadekiller666> the first one
L1738[22:27:15] <shadekiller666> angle, x, y, z
L1739[22:27:21] <infinitefoxes_> unascribed: I see that in 1.8, but is the same thing available in 1.7?
L1740[22:27:24] <osum4est> yes, but what does it do?
L1741[22:27:34] <shadekiller666> 90, 0, 1, 0 rotates counter clockwise about the y axis
L1742[22:27:34] <unascribed> probably, just with a different name
L1743[22:27:44] <shadekiller666> 90, 0, -1, 0 would be clockwise
L1744[22:27:50] <osum4est> oohh
L1745[22:27:53] <shadekiller666> as would be -90, 0, 1, 0
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L1747[22:28:20] <osum4est> ok. though it was (angle, angle, angle) like the model
L1748[22:28:21] <unascribed> yes
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L1750[22:28:29] <osum4est> thought*
L1751[22:28:43] <unascribed> infinitefoxes_: mc.thePlayer.sendQueue.playerInfoList
L1752[22:28:47] <unascribed> List of GuiPlayerInfo
L1753[22:29:09] <infinitefoxes_> Is there any way to get a UUID from that?
L1754[22:29:30] <unascribed> no idea
L1755[22:29:34] <unascribed> don't think the 1.7 protocol sends uuids
L1756[22:30:35] <infinitefoxes_> I think I could just use a custom packet to get a UUID, couldn't I?
L1757[22:30:54] <infinitefoxes_> or just change all my code to use usernames and transcribe it to a UUID on the server-side
L1758[22:31:00] <infinitefoxes_> at least until 1.8
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L1762[22:34:41] <voxelv> hello
L1763[22:34:55] <osum4est> hi :)
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L1765[22:44:03] <osum4est> man trying to get gl11 to position my clock on my arm is tedious...
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L1770[22:47:23] MineBot sets mode: +v on RichardG
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L1777[23:00:31] <osum4est> shade, getting there! ;D http://imgur.com/X0AatA6
L1778[23:00:55] <shadekiller666> nice
L1779[23:01:18] <shadekiller666> needs some thickness to it, or at least a wrist band
L1780[23:01:30] <osum4est> i totally agree, ill do that
L1781[23:01:48] <osum4est> and still need to finish positioning it correctly :P
L1782[23:01:58] <osum4est> its kind of on the back of his hand right now
L1783[23:02:01] <shadekiller666> you can look at the item rendering code to see how they turn the item textures into 3D models
L1784[23:02:37] <shadekiller666> what? you wear your watch on your fist?
L1785[23:03:02] <unascribed> who doesn't?
L1786[23:03:27] <osum4est> guess im not cool enough :(
L1787[23:03:36] <osum4est> and yes, thats a good idea
L1788[23:03:55] <shadekiller666> lol
L1789[23:04:25] <osum4est> although now its not moving when i move the arm up... it moves back and forth when i walk, so i probably moved my arm in the wrong spot
L1790[23:05:13] <osum4est> i moved the arm model in setRotationAngles
L1791[23:05:58] <shadekiller666> those aren't gl calls, they're actual rotations on the models
L1792[23:06:04] <shadekiller666> afaik
L1793[23:06:28] <osum4est> when you walk?
L1794[23:06:31] <shadekiller666> the bobbing is GL11 calls
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L1796[23:06:39] <osum4est> ah
L1797[23:06:41] <shadekiller666> the setRotationAngles isn't
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L1799[23:06:44] <osum4est> ok
L1800[23:06:49] <osum4est> hmm
L1801[23:07:37] <osum4est> where is that bobbing code?
L1802[23:07:52] <shadekiller666> good question
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L1805[23:09:00] <osum4est> well i found this: "this.mc.playerController.enableEverythingIsScrewedUpMode()"
L1806[23:09:59] <unascribed> EverythingIsScrewedUpMode is best mode
L1807[23:14:02] <osum4est> man how come every time i finally figure something out, and am about to implement it, i have to go to the bathroom really bad....
L1808[23:14:11] <osum4est> brb
L1809[23:14:19] <shadekiller666> lol
L1810[23:15:29] <Lex_> that flag is old school legacy naming cuz its fucking funny
L1811[23:15:41] <Lex_> its a debug flag but that name is better then 'enableDebug'
L1812[23:16:32] <shadekiller666> is that from when all of the entity models flailed their arms everywhere?
L1813[23:17:55] <shadekiller666> like in very very early indev or whatever
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L1815[23:21:56] <osum4est> are the values you use when rotating a model arbitrary?
L1816[23:22:55] <osum4est> ex. i rotated my model on the z axis by .5, but what is that in degrees?
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L1822[23:40:41] <FusionLord> osum4est, That would be half of a degree...
L1823[23:41:32] <osum4est> my numbers came out to be between 1-2 and theres no way they were only rotated by a degree or two
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