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L1[00:00:24] <tterrag> whatever renderer you
are calling is probably doing it
L2[00:00:25] ⇦
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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?
L5[00:01:28] ⇨
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L6[00:01:32] ⇦
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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 :/
L19[00:03:34] ⇦
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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.
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
L34[00:05:53] ⇦
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L35[00:06:09] <Hippocrite> Zaggy: oh,
sure
L36[00:07:18] ⇨
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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] ⇨
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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> ^
L69[00:11:45] ⇨
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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.
L72[00:12:15] <Hippocrite> it's not
GL_CURRENT_BIT
L73[00:12:22] ⇦
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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
L115[00:20:17]
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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.
L118[00:21:34] ⇦
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L119[00:25:02]
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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
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?
L134[00:28:09] ⇦
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L135[00:28:15] <Hippocrite> okay
L136[00:28:23] <Hippocrite> that's the old
source, i changed it after
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 :/
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.
L164[00:33:33] ⇦
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L165[00:33:36] <Jezza> That resets
basically everything IIRC.
L166[00:33:56]
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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.
L181[00:36:02] <Hippocrite> results of a
working code
L182[00:37:36] <Jezza> \o/
L183[00:38:07]
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L184[00:38:15] <bob_twinkles> \o\ |o|
/o/
L185[00:38:45]
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L186[00:38:49] <Hippocrite> thanks again,
i'm off now
L187[00:38:56] <Hippocrite> need to eat
lunch :o
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
L217[00:42:50] ⇦
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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
L260[00:52:03]
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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()?
L309[01:01:48]
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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
L313[01:02:23]
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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
L317[01:05:11] ⇦
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L318[01:05:18] <Jezza> Why am I listening
to this song?
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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?
L324[01:07:29] ⇦
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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?
L341[01:41:10]
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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.
L351[01:44:46] ⇦
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L354[01:45:24] <killjoy> If you have
multiple mods
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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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L368[02:11:09]
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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] ***
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L384[02:16:43] <shadekiller666> ok
L385[02:17:01] ***
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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
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
L404[02:21:46]
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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
L410[02:23:10] ⇦
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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()"
L468[02:37:09] ⇦
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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.
L471[02:38:32] ***
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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
L488[02:42:49]
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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
L493[02:45:26]
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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
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?
L512[02:50:38]
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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
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
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
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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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
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...
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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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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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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?
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
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?
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
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!
L851[09:03:15] ⇦
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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
L859[09:11:27]
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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
L867[09:16:24] ⇦
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L868[09:16:34] <williewillus> aaannd it's
out, decompile time :p
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
L875[09:19:09] ⇦
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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
L910[10:03:15] ⇦
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L911[10:03:53] <Mr_T_T_> ok thanks
L912[10:05:42]
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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?
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
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
L1026[12:26:22]
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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
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
L1061[12:36:37]
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L1068[12:50:53] <Wuppy_> is Psyconauts a
good game?
L1069[12:54:31]
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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
L1087[13:17:46]
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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
L1098[13:26:57]
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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
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)
L1139[14:09:57]
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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
L1177[14:43:58] <diesieben07> shwo the
code
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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L1222[15:38:30] ***
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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
L1234[15:49:18]
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L1238[15:59:06] ***
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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
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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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.
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?
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.
L1459[18:41:31]
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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.
L1492[19:03:52]
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L1493[19:04:38] <diesieben07> that looks
fine
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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
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
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()
L1550[19:46:33]
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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.
L1560[19:49:33] ***
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L1561[19:50:59] <Zaggy1024> I made a
giant dragonfly :)
L1562[19:55:26]
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L1563[19:55:54] <ollieread> Sounds
dangerous
L1565[20:01:48] *
Cazzar opens it up in a decompiler
L1568[20:09:14] <killjoy> Does anyone
know if worldedit has been ported to sponge yet? Or does it still
use forge impl?
L1569[20:11:22] ***
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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
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"
L1582[20:31:41]
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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
L1609[21:16:38]
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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
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)
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
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?
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
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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
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
L1707[22:10:23] <FusionLord> ...
L1708[22:10:32] <ItsANoBrainer> Hey
shade
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
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
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?
L1725[22:19:41]
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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
L1746[22:28:14]
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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
L1749[22:28:28]
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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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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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