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L1[00:00:16] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:c957:b01c:8a1b:5f9f)
L2[00:01:12] ⇨ Joins: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net)
L3[00:01:32] * netz thinks forge should switch to a linux-kernel style way of accepting prs to keep tards away :P
L4[00:02:07] *** Clank is now known as Clank[Away]
L5[00:02:14] <shadekiller666> "tards"?
L6[00:02:30] <shadekiller666> so anyone who doesn't know linux is a "tard"
L7[00:02:31] <shadekiller666> ?
L8[00:02:47] <MrGrouch> Safe to assume that its soon(tm) on being accepted?
L9[00:02:57] <shadekiller666> well
L10[00:03:06] <netz> shadekiller666: no, anyone who can't write relevant commit messages is a tard :P
L11[00:03:15] <Cazzar> Have you seen the PR structure of linux?
L12[00:03:31] <netz> Cazzar: yeah, I'm looking to submit to it myself.
L13[00:04:20] <netz> thats one fucking huge git repo, 2gb for a full clone @_@
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L15[00:04:55] <shadekiller666> yes mrgrouch, fry wants to understand how the code works before pulling it in, he hasn't had the chance to dig through it enough, but since i'm the author of the loader, feel free to copy OBJLoader and OBJModel and register OBJLoader with ModelLoaderRegistry.registerLoader(), that will allow you to use obj models
L16[00:05:04] <shadekiller666> then remove them when forge has them pulled in
L17[00:05:23] <MrGrouch> Yeah fuck it why not
L18[00:05:25] <MrGrouch> ty
L19[00:05:34] <shadekiller666> hmmm
L20[00:05:37] <shadekiller666> that reminds me...
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L22[00:05:42] <unascribed> put it in a mod-specific package so it doesn't implode if another mod (or Forge, in the future) includes it
L23[00:06:01] <shadekiller666> unascribed, that might not fix implosions
L24[00:06:07] <shadekiller666> one second, checking something
L25[00:06:13] <MrGrouch> Ill wait then
L26[00:06:59] <netz> ok, 1.4gb it seems.
L27[00:07:45] <shadekiller666> hmm
L28[00:09:21] <shadekiller666> the way that its currently set up, is that when getModel() is called in ModelLoaderRegistry, if there is more than 1 loader registered for the model type, it throws an IllegalStateException
L29[00:09:21] <netz> shadekiller666: for the record there are a large amount of tards that know linux :P
L30[00:09:28] <netz> or at least think they do.
L31[00:09:48] <shadekiller666> yet theres no way to detect if a loader has already been registered for any given model type...
L32[00:10:31] <shadekiller666> wonder if that would crash or just error
L33[00:10:46] <netz> shadekiller666: try it and see, could be fun to watch :P
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L35[00:11:04] <gigaherz> shadekiller666: uh
L36[00:11:08] * netz imagines lovecraftian horrors spawned because of the above
L37[00:11:11] <gigaherz> the model loader just calls accept on each loader
L38[00:11:17] <gigaherz> the first one that takes the model wins
L39[00:11:23] <shadekiller666> no
L40[00:11:26] <gigaherz> no?
L41[00:11:38] <shadekiller666> look at ModelLoaderRegistry.getModel()
L42[00:11:50] <gigaherz> I don't have the code with me atm
L43[00:12:25] <shadekiller666> it iterates over the list of loaders, and sets a boolean when it finds one that accepts the type
L44[00:12:31] <shadekiller666> but it keeps looping
L45[00:12:49] <gigaherz> it's not type though? I mean it calls accept for each possible resource
L46[00:12:50] <shadekiller666> and if it finds another whilst that boolean is true, it throws an IllegalStateException
L47[00:12:56] <gigaherz> ah
L48[00:14:35] <shadekiller666> wow... i left the constructor for OBJLoader() public...
L49[00:16:27] <shadekiller666> huh
L50[00:17:04] <shadekiller666> i added a second registration call of the objloader in my own mod and nothing happend
L51[00:17:15] <shadekiller666> didn't even log an error...
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L53[00:18:38] <shadekiller666> mrgrouch, you're clear to use the objloader for the time being
L54[00:18:47] <MrGrouch> awesome
L55[00:18:58] <shadekiller666> if someone gets a crash, then we'll know :P
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L57[00:19:15] <shadekiller666> just make sure you remove it when it gets pulled in, just in case
L58[00:19:24] <MrGrouch> On that note
L59[00:20:17] <gigaherz> you could make it future-proof, rename the package so it won't conflict, then use reflection (Class.fromName) to find the original package name. if it exists, use it instead of your own
L60[00:20:18] <gigaherz> XD
L61[00:20:31] <shadekiller666> lol
L62[00:20:32] <MrGrouch> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/obj/OBJModel.java#L1136 results in https://gist.github.com/disconsented/5eba059e4c73d82e607c
L63[00:20:46] <gigaherz> ofc after it gets merged, you remove it
L64[00:20:50] <killjoy> I found this while googling. http://www.sonatype.org/nexus/2015/02/24/improved-minecraft-forge-modding-with-nexus-part-2/
L65[00:20:56] <gigaherz> but for people using old versions of the mod, it would still work :D
L66[00:21:01] <MrGrouch> Did I goof?
L67[00:21:02] <netz> and now I have trailing whitespace removed from files on :w :D
L68[00:21:25] <shadekiller666> no mrgrouch
L69[00:21:42] <netz> shadekiller666: mrg<tab> :P
L70[00:21:44] <shadekiller666> thats java complaining that things are in use but are marked as @Depricated
L71[00:22:00] <MrGrouch> Hang on Ill cut out the warnings
L72[00:22:12] <shadekiller666> netz, what makes you think i have permission to merge things into forge?
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L74[00:22:39] <shadekiller666> oh
L75[00:22:42] <Cypher121> gigaherz: isn't that what shading is for?
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L77[00:22:47] <shadekiller666> mrgrouch, i know what the problem there is
L78[00:22:50] <shadekiller666> :/
L79[00:22:50] <gigaherz> Cypher121: what's shading?
L80[00:22:51] <gigaherz> XD
L81[00:22:54] <Cypher121> lol
L82[00:22:55] <shadekiller666> stupid fry
L83[00:23:03] <MrGrouch> Wasn't me \o/
L84[00:23:09] <shadekiller666> why did you not include that as a constructor in the first place
L85[00:23:28] <netz> hah, I think shadekiller666 ignored me XD
L86[00:23:39] <gigaherz> netz: more like misunderstood you
L87[00:23:40] <shadekiller666> netz, what makes you think i have permission to merge things into forge?
L88[00:23:59] <netz> shadekiller666: where did that question come from?
L89[00:23:59] <shadekiller666> hmmm
L90[00:24:07] <gigaherz> shadekiller666: he means if you type a tab after "mrg", it would auto-complete the rest of hte nickname, including caps
L91[00:24:16] <shadekiller666> ok
L92[00:24:18] <MrGrouch> Tab autocomplete is your friend. Type the first few characters of a user's name, hit Tab, then watch the magic happen.
L93[00:24:27] <gigaherz> it can cause issues though
L94[00:24:27] <MrGrouch> Yeay client commands :D
L95[00:24:30] <netz> MrGrouch: its very nifty in vim with YouCompleteMe :D
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L97[00:24:32] <shadekiller666> hmmm
L98[00:24:46] <gigaherz> if you are too used to autocomplete, you may mistakingly autocomplete lex's nickname ;P
L99[00:25:00] <netz> gigaherz: true, but I tend to be careful with that :P
L100[00:25:02] <shadekiller666> mrgrouch, thats my fault, as part of the PR i add a constructor to TRSRTransformation
L101[00:25:14] <shadekiller666> trying to think how to work around that
L102[00:25:38] <MrGrouch> Okay Ill be around for a few (6) hours so ping me if you come up with somthing
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L104[00:28:02] <shadekiller666> mrgrouch, you up for adding an additional method?
L105[00:28:08] <MrGrouch> Sure
L106[00:29:13] <shadekiller666> put this method somewhere, right under that apply() method in OBJState is finehttps://gist.github.com/shadekiller666/5bb45a3aad5eb7982892
L107[00:29:16] <shadekiller666> oops
L108[00:29:21] <shadekiller666> put this method somewhere, right under that apply() method in OBJState is fine https://gist.github.com/shadekiller666/5bb45a3aad5eb7982892
L109[00:30:06] <shadekiller666> then, replace the "new TRSRTransformation(EnumFacing.NORTH)" line with "new TRSRTransformation(getMatrix(EnumFacing.NORTH))
L110[00:30:08] <shadekiller666> "
L111[00:30:32] <shadekiller666> thats basically adding what i added to TRSRTransformation but without actually doing so :P
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L115[00:31:18] <MrGrouch> So https://gist.github.com/disconsented/98e184c1a5532a210059 ?
L116[00:31:39] <shadekiller666> yep, that should work
L117[00:31:46] <MrGrouch> Well that error has disapeared now
L118[00:31:55] <MrGrouch> Just gotta squash the other two
L119[00:32:15] <shadekiller666> other two?
L120[00:32:46] <MrGrouch> https://gist.github.com/disconsented/5eba059e4c73d82e607c
L121[00:32:50] <MrGrouch> Line's 8 and 12
L122[00:33:06] <MrGrouch> Copy the IPerspectiveState class across?
L123[00:33:13] <netz> gigaherz: and some people simply don't like being ping'd, and that's rather derpy.
L124[00:33:38] <netz> how else are you going to know I'm talking to you considering the amount of chatter in an active irc channel?
L125[00:34:13] <MrGrouch> I would have said that most people don't like being pinged when they're not active
L126[00:34:25] <shadekiller666> mrgrouch, what are those pointing at?
L127[00:34:51] <MrGrouch> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/obj/OBJModel.java#L1575-L1577
L128[00:35:30] <MrGrouch> Wait hang on a second I may have goofed
L129[00:36:03] <shadekiller666> what version of forge are you on...
L130[00:36:10] <shadekiller666> that should not be an error
L131[00:36:34] <MrGrouch> Well kinda I had commented out https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/obj/OBJModel.java#L43 due to that class being missing
L132[00:36:48] <MrGrouch> 11.14.3.1450
L133[00:37:00] <shadekiller666> thats you're problem
L134[00:37:08] <shadekiller666> update forge :P
L135[00:37:16] <MrGrouch> Latest it is then
L136[00:37:33] <shadekiller666> thats not a problem that can be fixed as easily :P
L137[00:38:06] <shadekiller666> you're usually ok with running the latest version of forge anyway
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L139[00:38:10] MineBot sets mode: +o on Lex_
L140[00:38:24] <shadekiller666> recommended just means that someone took the time to label it as such
L141[00:38:26] <netz> howdy o/
L142[00:39:02] <netz> MrGrouch: I've seen people who just ping'd someone to ask a question bitch when they ping'd them back XD
L143[00:39:29] <MrGrouch> In the 50 or so channels I am in.. Never seen that :<
L144[00:40:19] <netz> MrGrouch: was one of the freenode channels I hang out in
L145[00:40:35] <shadekiller666> giga, remind me to talk to fry about that IllegalStateException thing
L146[00:40:50] <netz> nekosune: and apparently I evoke 'pro' in freenode, somehow or another o.0
L147[00:40:55] <netz> erm, MrGrouch
L148[00:40:57] <netz> shit.
L149[00:41:08] <MrGrouch> :)
L150[00:41:31] <shadekiller666> what was that about tab completion?
L151[00:42:21] <netz> shadekiller666: stay on your home row ;)
L152[00:42:29] <shadekiller666> lol
L153[00:42:34] <shadekiller666> will do
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L157[00:57:57] <Cazzar> I barely stay on my home row for typing
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L159[00:58:06] <Cazzar> Just, how I learned to touch type really.
L160[00:58:25] <Cazzar> because
L161[00:58:35] <Cazzar> "Normal" touch typing to me is just slow.
L162[00:59:14] <netz> I stick more or less to the home row, but I do wander at times when I have to do something other than type lower case letters
L163[00:59:48] <shadekiller666> why doesn't the number pad have a comman?
L164[00:59:51] <shadekiller666> comma*
L165[01:00:19] <netz> because its not logically needed in numeric operations?
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L167[01:00:58] <Cazzar> Unless you are in the EU :P
L168[01:01:19] <Cazzar> Because, 1,000.83 is actually 1.000,83
L169[01:01:35] <Cazzar> Well, a few cases in the EU actually, I won't say all
L170[01:04:19] <netz> achk.
L171[01:04:25] <netz> then remap it :P
L172[01:04:47] <Cazzar> I don't use it myself, I'm in AU :P
L173[01:04:54] <Cazzar> I just know of the case.
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L175[01:11:51] <netz> yeah.
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L197[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151026 mappings to Forge Maven.
L198[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151026-1.8.zip (mappings = "snapshot_20151026" in build.gradle).
L199[02:00:17] <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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L206[02:28:38] <MrGrouch> shadekiller666: Okay finally got updated (Was a pain having to figure out how to update to fg2.0 manualy), so I can expect it to work like in 1.7 besides using the instructions given?
L207[02:29:00] <shadekiller666> what?
L208[02:29:10] <shadekiller666> 1.7?
L209[02:29:31] <MrGrouch> For working with the .obj files, should I expect it to work the same as in 1.7.10?
L210[02:29:37] <shadekiller666> oh
L211[02:29:42] <shadekiller666> uhh
L212[02:29:45] <MrGrouch> Nope?
L213[02:29:45] <shadekiller666> no
L214[02:29:55] <shadekiller666> its actually easier with this one :p
L215[02:30:00] <shadekiller666> (you're welcome) :D
L216[02:30:08] <MrGrouch> Woo :D
L217[02:30:22] <MrGrouch> So what do I do? Get a stick and poke at it?
L218[02:30:25] <shadekiller666> for each block/item you need a forge-blockstate-style json
L219[02:30:42] <shadekiller666> a .obj file, and a .mtl file
L220[02:30:58] <tterrag> what information do you grab from the .mtl?
L221[02:31:07] <shadekiller666> the .mtl should be created by the modeling program when you export the .obju
L222[02:31:18] <shadekiller666> tterrag, the texture location and color data
L223[02:31:56] <shadekiller666> if there is no texture location provided in the .mtl, it substitutes a white texture as it assumes you're trying to use vertex coloring
L224[02:32:08] <MrGrouch> Will need to do the blockstate json but I have the .obj and .mtl from blender
L225[02:32:15] <shadekiller666> ok
L226[02:33:19] <shadekiller666> make sure the texture path in the .mtl (the "map_Kd/s/a" key) is pointing to "<modid>:blocks/<texture>" or "items/" if its just an item
L227[02:33:35] <shadekiller666> oh, and btw, this objloader actually supports proper quads...
L228[02:33:40] <shadekiller666> unlike the 1.7 one
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L232[02:36:54] <shadekiller666> MrGrouch, and once you have the blockstate json, just put the obj and mtl in either models/block or models/item (depending on where you point the blockstate json) and then do the calls to ModelLoader.setCustomModelResourceLocation() as shown in ModelLoaderRegistryDebug
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L234[02:39:01] <MrGrouch> What about for blocks?
L235[02:39:09] <MrGrouch> Well TileEntity's rather
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L238[02:54:12] <MrGrouch> shadekiller666: ^
L239[02:56:02] <shadekiller666> theres examples in ModelLoaderRegistryDebug
L240[02:56:21] <shadekiller666> the system will load the model automatically regardless of the fact that a TE exists
L241[02:56:47] <shadekiller666> but my loader can do more than load models, which is what the examples are there for
L242[02:57:07] <MrGrouch> Oh dhur
L243[02:57:13] <MrGrouch> I am just blind'
L244[02:57:15] <MrGrouch> Cheers
L245[03:00:02] <Qwyll> hmm, you only need the two methods for an entity render correct? (EntityRegistry.registerModEntity and RenderingRegistry.registerEntityRenderingHandler)
L246[03:06:22] <Qwyll> nvm forgot to override a method :/
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L248[03:07:10] <Poppy> stryker ain't around, is he?
L249[03:07:24] <tterrag> doesn't seem so
L250[03:08:03] <Poppy> oh wel, how are you doing TT?
L251[03:08:09] <tterrag> tired
L252[03:08:12] <tterrag> just finished HW for the night
L253[03:08:15] <tterrag> and I'm off to bed
L254[03:08:18] <Cazzar> That time you start writing up a powershell set of cmdlets that modify $env:Path
L255[03:08:33] *** tterrag is now known as tterrag|ZZZzzz
L256[03:08:35] <Poppy> ah, homework xD good night mate
L257[03:08:48] <tterrag|ZZZzzz> yes, annoying physics homework
L258[03:08:52] <tterrag|ZZZzzz> know how to do it, still takes forever
L259[03:09:01] <Cazzar> tterrag|ZZZzzz: what level of physics?
L260[03:09:06] <Poppy> is that uni level?
L261[03:09:13] <Poppy> cause that shit is whack
L262[03:09:15] <tterrag|ZZZzzz> 121 lol...doing it for the lab
L263[03:09:47] <tterrag|ZZZzzz> it's basically a repeat of my HS physics
L264[03:09:57] <tterrag|ZZZzzz> sooo...pretty easy. just time consuming
L265[03:10:00] <Poppy> yeah\
L266[03:10:01] <tterrag|ZZZzzz> anyways, nn
L267[03:10:05] <Poppy> nn
L268[03:10:28] <netz> fun stuff... got a good contact email for logitech :D
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L273[03:20:14] <Cazzar> netz: try Razer :P
L274[03:20:16] <Cazzar> "Oh, you submitted a ticket through the wrong one of our systems, here's how to do it correctly, just go do it"
L275[03:20:16] <Cazzar> They have like... 5
L276[03:20:45] <netz> hah.
L277[03:21:03] <Cazzar> \o/ http://upload.cazzar.net/u/1445847661
L278[03:21:30] <netz> Cazzar: I've sent two emails to logitech, one to the generic dev support, and another to the specific email in the G-Keys SDK
L279[03:21:31] <Cazzar> I got annoyed at typing $Env:Path += ';C:\Whatever'
L280[03:21:38] <Cazzar> netz: I'
L281[03:22:01] <Cazzar> I've been in converse with razer for about 3 months about synapse being buggy as FUCK
L282[03:22:07] <Wuppy> o/
L283[03:22:09] <netz> bah, powershell eww
L284[03:22:13] <netz> Wuppy: sup wup o/
L285[03:22:19] <Wuppy> howdy
L286[03:22:22] <Cazzar> netz: Powershell is actually quite nice of a shell, for windows.
L287[03:22:40] <netz> yeah, but how does it compare to bash? :P
L288[03:22:42] <Cazzar> I prefer it over cmd
L289[03:22:45] <Wuppy> Cazzar, while you're on the subject of powershell, do you know why it clamps to such a narrow window all the time?
L290[03:23:16] <Cazzar> Wuppy: because, you're not running new console in Windows 10: http://upload.cazzar.net/u/1445847782
L291[03:23:22] <Cypher121> git bash for life
L292[03:23:31] <Wuppy> Cazzar, I'm on Windows 8 atm
L293[03:23:35] <Cazzar> netz: zsh masterrace
L294[03:23:47] <Wuppy> cmder is also nice :)
L295[03:24:35] <Cazzar> Wuppy: it's namely because, the default windows conhost actually limits the size to properties -> layout -> window size
L296[03:25:17] <Cazzar> Windows 10 allows you to have dynamically sized console windows, as well as some extra features with the legacy console disabled in properties.
L297[03:26:44] <netz> Cazzar: zsh is pretty nice. I'll probably install it on this machine again now that I've learned how to overcome one of its limits.
L298[03:26:53] <Cazzar> oh?
L299[03:26:56] <netz> currently I'm using a customized bash prompt.
L300[03:27:07] ⇨ Joins: Jezza (~Jezza@92.206.13.233)
L301[03:27:15] <Cazzar> I have an overcustomized zsh prompt
L302[03:27:37] <netz> yeah. with zprezto, when you install a new package that drops another executable in $PATH, it doesn't let you complete it until you open a new prompt. apparently you have to set rehash :P
L303[03:27:43] <Qwyll> can anyone think of a reason that the constructor of a render would be called but no its onUpdate?
L304[03:29:00] <Cazzar> also, netz the Param settings in powershell functions, are nicer than most other shells I have worked with.
L305[03:29:41] <Cazzar> http://upload.cazzar.net/u/1445848162 just implicitly from the code before, as well as proper internal restrictions
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L309[03:33:59] <Wuppy> has anyone played Minecraft story mode already?
L310[03:34:08] <Cazzar> Yep
L311[03:34:12] <Wuppy> how is it?
L312[03:35:21] <Cazzar> I don't mind it, though others seem to have not liked it
L313[03:35:50] <Wuppy> it's not a good game or just not as good as Minecraft?
L314[03:36:22] <Cazzar> I barely play minecraft anymore, so I dunno
L315[03:36:29] <Cazzar> Also, it plays like any other TTG
L316[03:36:51] <Cazzar> As in, mostly sitting there watching, the rest is sometimes choosing something or doing a QTW
L317[03:36:55] <Cazzar> QTE*
L318[03:37:30] <netz> Cazzar: busy, found a static library with relatively simple asm output to decompile :D
L319[03:38:12] <Cazzar> ahh, asm netz x86 or x64? :P
L320[03:38:22] ⇨ Joins: BubbleTrouble (~BubbleTro@193-83-220-49.adsl.highway.telekom.at)
L321[03:39:28] <BubbleTrouble> IS it possible to open a overlay thorugh the mouse event, so fo instance if you left click, that it opens a texture on the screen, which covers everything, and you can look thourgh the middel, like a scope ?
L322[03:39:45] <netz> Cazzar: I have both :P
L323[03:40:18] <Cazzar> netz: namely because, I have actually recently been dabbling with ASM inbetween things
L324[03:40:56] <Cypher121> what the hell
L325[03:41:45] <Cazzar> hmm?\
L326[03:42:20] <netz> almost time for work :<
L327[03:42:29] <netz> I hate work that's not fun :<
L328[03:43:17] <Poppy> show me one person that doesn't
L329[03:43:31] <Wuppy> I've finally got a vacation \o/
L330[03:43:41] <Cazzar> I need more money
L331[03:43:50] <Poppy> show me one person that doesn't
L332[03:43:53] <Poppy> :D
L333[03:43:57] <Wuppy> wuuuut? no munnie?
L334[03:44:08] <Cypher121> I call markBlockForUpdate on server and clients don't get the update packet it seems
L335[03:44:25] <Wuppy> https://www.youtube.com/watch?v=oYFFChvQwwo
L336[03:44:26] <Cazzar> Poppy: one of my friends, who doesn't spend money, but works a IT helpdesk job at the local uni
L337[03:44:57] <Cazzar> Wuppy: I have <$100 AU in my bank
L338[03:44:58] <Wuppy> this is one of the most terrible dutch videos ever made :P
L339[03:45:01] <Poppy> Cazzar: tell him >I< need his money and to send some my way
L340[03:45:03] <Wuppy> :c
L341[03:45:12] <Cazzar> Poppy: lolno
L342[03:45:13] <Poppy> :D
L343[03:45:24] <Wuppy> I just finished my second book so I've earned a vacation :D
L344[03:45:32] <Poppy> book? O_o
L345[03:45:32] <netz> I just got payed some bitcoins lol
L346[03:45:45] <netz> Poppy: yeah, he writes modding books, they're on amazon :P
L347[03:45:49] <Poppy> ah
L348[03:45:50] <Poppy> neat
L349[03:45:52] <Wuppy> http://www.amazon.com/gp/product/0672337630?gwSec=1&redirect=true&ref_=s9_simh_gw_p14_d0_i6
L350[03:45:58] <netz> Wuppy: how are sales?
L351[03:46:12] <Wuppy> I haven't looked in ages... good idea :P
L352[03:46:20] <Cypher121> oh wait. it DOES get the update packet, but doesn't do shit to it
L353[03:46:25] <Cypher121> -_-
L354[03:46:35] <Poppy> lol
L355[03:46:47] <Poppy> anyway, is anyong using TT's endercore simple block render?
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L357[03:46:57] <Wuppy> the sales are low at this point, because the first edition is old by now :P
L358[03:47:22] <Wuppy> I can also only see 75% of paperbacks sold in america
L359[03:48:11] <Cypher121> !gf field_148859_d
L360[03:50:15] <netz> Wuppy: but, is it paying your bills?
L361[03:50:29] <Wuppy> I got more than enough money up front
L362[03:50:38] <Wuppy> also, I don't have huge bills because I'm a dutch studnet :D
L363[03:51:19] <Cypher121> I can't even work part-time T_T
L364[03:51:26] <Wuppy> why not?
L365[03:53:03] <Cypher121> I'm an internation student in US and law prohibits it because apparently it would strip some Proud American of his job and leave him and his family starving.
L366[03:53:09] <Cypher121> international*
L367[03:53:55] ⇨ Joins: Lex_ (~Lex@172.76.2.58)
L368[03:53:55] MineBot sets mode: +o on Lex_
L369[03:53:58] <netz> Cypher121: bah, that's bs. that may be the case, but its still bs.
L370[03:55:38] <Wuppy> that's bullshit :<
L371[03:55:46] <Cypher121> so I can't work until 10th month and then only if I get an internship related to my major and only after getting a shitload of different permissions
L372[03:55:48] <netz> Cypher121: this nation was founded on 'international' folks, ffs
L373[03:56:14] <Qwyll> can anyone think of a reason that the constructor of a render would be called but no its onUpdate?
L374[03:56:31] <netz> Cazzar: and now I have the disassembly of each section header in separate nice little files :P
L375[03:56:35] <Cypher121> well, not that I am in dire need of money, but that sweet work experience would look really good anywhere
L376[03:56:46] <netz> Cypher121: where you living?
L377[03:57:05] <netz> gererally, I don't need enough info to come hunt you down :P
L378[03:57:12] <Cypher121> California
L379[03:58:44] *** Crystal|AFK is now known as CrystalMare
L380[04:00:00] <Cazzar> Trust me, someone found my address with a picture of my dog, my name, and the whitepages...
L381[04:00:07] <Cypher121> lol
L382[04:00:26] <Cypher121> really, you can probably find me just by my username
L383[04:01:41] ⇨ Joins: Zerot (~Zerot@wordtango.net)
L384[04:02:06] <netz> Cypher121: hey, what irc client do you use/
L385[04:02:07] <netz> ?
L386[04:02:16] <Cypher121> mozilla thunderbird
L387[04:02:35] <netz> Cypher121: ah... so someone with that irc client has been trying to login to me :P
L388[04:02:40] <netz> on freenode
L389[04:02:44] <Cazzar> \o/ http://upload.cazzar.net/u/1445850161
L390[04:02:46] <Cypher121> really, just the first thing that came to mind when I realized I needed a client
L391[04:03:10] <Cazzar> I usually change irc clients once everyy 6 months.
L392[04:03:43] <Cypher121> I haven't even used irc for that long
L393[04:03:55] ⇨ Joins: Szernex (~Szernex@194-166-253-24.adsl.highway.telekom.at)
L394[04:05:17] <netz> heh. weechat ftfw :P
L395[04:05:44] <netz> man I'm glad I switched to e-cigs :P
L396[04:06:40] <Ivorius> man I'm glad I never started smoking :P
L397[04:06:41] <netz> cheaper, and I can smoke in my room and not stank it up. Hell when I smoke menthol it freshens the place up \o/
L398[04:06:51] <netz> Ivorius: yep, never start :þ
L399[04:09:53] <Cypher121> the fuck
L400[04:10:07] <Cypher121> I have a TE
L401[04:10:17] <Cypher121> TileShelvingUnit extends TileBase
L402[04:10:47] <Cypher121> when I mark it for update, onDataPacket that is called is that of TileBase
L403[04:11:22] <Ivorius> Add @Override
L404[04:11:30] <Cypher121> it's all there
L405[04:11:44] <Cypher121> apparently I fucked up coordinates for update
L406[04:12:17] <Cypher121> and you guys are the best rubber duck ^_^
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L409[04:19:36] <netz> Cypher121: hehe. yeah, we tend to be ok for that.
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L414[04:30:19] <Qwyll> Would anyone be willing to look through my block/entity renderer and see if you can find any obvious mistakes? I can get the entity to spawn but it doesn't draw. Source: https://github.com/kwill1429/EPDProj
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L425[04:53:09] <MageProtocol> Good morning everyone!
L426[04:54:31] <Zaggy1024> Qwyll, did you check whether hte renderer was being called?
L427[04:55:16] <Ivorius> You need to remove private static final String __OBFID = "CL_00001030";
L428[04:55:26] <Ivorius> This is unrelated, but critical nonetheless
L429[04:56:35] <Qwyll> Zaggy1024, I put breakpoints in every method and the only one that ever triggered was the one in the constructor
L430[04:56:41] <Ivorius> You don't need a global entity ID either
L431[04:56:54] <Qwyll> Ivorius, sounsd good
L432[04:57:34] <Ivorius> Make sure your entities are where you think they are
L433[04:57:49] <Ivorius> Just debug it by outputting relevant values, man
L434[04:57:50] <Qwyll> I had read about not using the global entity id butI was all out of ideas so I tried it.
L435[04:57:53] <Ivorius> The renderer looks okay
L436[04:58:15] <Ivorius> Considering you fact you just copied it especially so...
L437[04:58:48] <LexManos> WTB standard Java Annotation that allows for an unlimited Key,Value pairs!
L438[04:59:06] <LexManos> Anyways fun fun, weekend is over. Tomarrow more work on Fernflower So close !
L439[05:01:15] <fry> 1 ao bug left: http://i.imgur.com/kUG0l4c.png
L440[05:02:41] <Zaggy1024> oh, you're making your new AO algorithm work?
L441[05:03:01] <fry> it's not just ao, it's smooth lighting
L442[05:03:04] <LexManos> spheres in minecraft? what the fux?
L443[05:03:08] <Zaggy1024> lol
L444[05:03:17] <fry> blame shade for that :P
L445[05:03:17] <Zaggy1024> it's a good way to test it lex :)
L446[05:03:19] <Poppy> the impossible object! HERECY!
L447[05:03:22] <fry> it's his example obj model
L448[05:03:39] <fry> (also, compasses and clocks are circular, get over it :P)
L449[05:03:41] <LexManos> ah
L450[05:03:50] <Zaggy1024> so are the normal cubes in that screenshot also using your method of ao?
L451[05:03:58] <LexManos> so how close are you to pulling the obj shit in?
L452[05:04:11] <fry> yup, everything passes through the same code
L453[05:04:21] <Zaggy1024> sweet, lookin' good
L454[05:04:22] <fry> idk lex, still need to go through it
L455[05:04:30] <Ivorius> fry: Untrue
L456[05:04:33] <fry> it works though :P
L457[05:04:38] <Ivorius> It might be hard to see with the mere human eye
L458[05:04:44] * LexManos mutters soemthing about tomarrow he will be doing the final ff fix.
L459[05:04:49] <Ivorius> But they're actually made of 16 tiny pixels
L460[05:04:50] <Zaggy1024> ooooo
L461[05:04:54] * LexManos mutters something about wanting to do a RB for 1.8 wendsday
L462[05:05:07] * LexManos mutters something about wanting to get to work on the .8 uptake after that...
L463[05:05:15] <fry> Ivorius: if you look haed enough you can see that the whole screenshot is composed of square pixels :P
L464[05:05:49] <Ivorius> Don't tell me you didn't render the scene as a vector graphic
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L466[05:06:04] <Ivorius> As well as render the spheres as actual spheres using shaders
L467[05:06:08] <Zaggy1024> hey man, those squares are vectors
L468[05:06:12] <Zaggy1024> square vectors :P
L469[05:06:25] <Zaggy1024> there ain't no curves in Minecraft
L470[05:06:34] <fry> even with shaders there's rasterization :P
L471[05:06:41] <Ivorius> Real Minecrafts have curves
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L473[05:07:22] <Ivorius> Pft rasterization
L474[05:07:30] <Zaggy1024> fry, do you even remember why it was I wished you would implement better AO?
L475[05:07:32] <Zaggy1024> I don't :P
L476[05:07:33] <Ivorius> Don't be a pleb and just render directly to the vector graphic
L477[05:07:51] <Zaggy1024> something about it borking up the vertices?
L478[05:08:37] <Zaggy1024> so how much faster is this method of AO? :D
L479[05:08:50] <Zaggy1024> we need numbers!
L480[05:09:05] <Ivorius> 3
L481[05:09:05] <Zaggy1024> actually just a guess is fine :P
L482[05:09:13] <Zaggy1024> oh, that's a number, I'll take it
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L484[05:11:45] <fry> about the same speed
L485[05:11:52] <fry> but it actually works :P
L486[05:12:13] <fry> vanilla method doesn't work at all for non-axis-aligned faces
L487[05:12:26] <Poppy> crap, I've made a big mistake
L488[05:12:43] <Poppy> bought fallout new vegas ultimate
L489[05:15:07] <Qwyll> Ivorius, can you explain what you meant by debugging by outputting relevant values?
L490[05:16:43] <sham1> \o
L491[05:18:16] <Zaggy1024> I think he meant print out your entity's location to make sure the client and server both know where it's actually supposed to be
L492[05:18:22] <Zaggy1024> ...maybe
L493[05:19:42] <sham1> Also, spheres in MC? This cannot be
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L495[05:21:57] <Zaggy1024> ikr, so evil
L496[05:22:22] <Zaggy1024> but I think I'll survive a spherical debug model :P
L497[05:22:25] <sham1> It really does not fit
L498[05:22:30] <sham1> Yeh
L499[05:22:45] <Zaggy1024> especially if it helps find bugs in a new system
L500[05:23:56] <sham1> But sphere is only the beginning
L501[05:24:34] <sham1> If this atrocity continues too much, we may get something even more vile
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L506[05:39:08] <Poppy> soft player and mob models?
L507[05:39:11] <Poppy> I'd like that
L508[05:39:52] <Poppy> heck, wouldn't mind if the blocks themselves were neighbour aware models or voxels
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L510[05:43:55] <sham1> How would that work on JSON?
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L513[05:44:39] <Samario> Black magic?
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L516[05:55:26] <Zaggy1024> there isn't a forge class that contains constants for the different NBT data types, is there?
L517[05:55:56] <Zaggy1024> Poppy, models can be neighbor aware if they're programmed to be
L518[05:56:06] <Zaggy1024> i.e. glass, fences
L519[05:56:18] <Zaggy1024> and they can be smarter than glass and fences if you really want to go crazy :P
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L528[06:29:14] <Mossyblog> i herby coin the term POZ... Plain Old Zombie vs Zombie Villager :)
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L538[07:02:23] <sham1> "POZ"
L539[07:02:29] <sham1> First POJO, now this
L540[07:03:17] <Cypher121> boolean isPOZ(Entity e)
L541[07:03:30] <Cypher121> better written as ISPOZ
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L549[07:27:03] <gigaherz> Cypher121: may as well just call those zombies
L550[07:27:09] <gigaherz> and rename theothers ZomVis
L551[07:27:26] <gigaherz> boolean isZomVi() getZomViClass()
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L553[07:29:05] <Cypher121> btw, who set this channel up?
L554[07:29:40] <Cypher121> I want to get that registration check for my channel
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L556[07:30:45] <gigaherz> just add the modes to chanserv
L557[07:30:56] <Cypher121> which?
L558[07:31:01] <gigaherz> no idea
L559[07:31:02] <gigaherz> XD
L560[07:31:14] <gigaherz> Cc are to remove color codes and remove ctcps
L561[07:31:20] <gigaherz> (no idea which is which)
L562[07:31:33] <gigaherz> nt = no external messages, and only ops set topic, respectively
L563[07:31:51] <gigaherz> fQr no idea what they mean
L564[07:32:14] <gigaherz> http://www.esper.net/ircd.php#ircd-channelmodes
L565[07:32:15] <gigaherz> there
L566[07:32:31] <gigaherz> +r NickServ Registered users only. Only users identified to services may join
L567[07:32:43] <gigaherz> +Q Disable forward: Channels may not forward users to this channel.
L568[07:32:59] <gigaherz> +f <#channel2> Forward. Forwards users who cannot join
L569[07:33:13] <gigaherz> so you want
L570[07:33:27] <gigaherz> +rf #howtoregisteryournickname or similar
L571[07:33:28] <gigaherz> XD
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L573[07:34:31] <gigaherz> I'll leave learning how to use that in chanserv to you ;p
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L578[07:45:50] <Cypher121> test
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L590[08:15:44] <Cazzar> gigaherz channel modes != chanserv
L591[08:17:12] * HassanS6000 tired
L592[08:18:36] <gigaherz> Cazzar: unless espernet is different than the other networks I have used that have services,
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L594[08:18:53] <gigaherz> chanserv also manages keeping the channel modes
L595[08:19:30] <Cazzar> gigaherz, chanserv has functions to keep modes on or off, but my point is, they are different things, just one can interact with the other.
L596[08:19:47] <gigaherz> ofc
L597[08:21:01] <gigaherz> I mean, I was assuming that Cypher121 already knows about /mode ;P
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L614[08:57:31] <sham1> God damn it
L615[08:59:56] <sham1> hGetContents closes a file handler when it reads from a file for some god damn unexplainable reason
L616[09:02:29] <GraphicH> atomic operation? openfile -> readall -> closefile ?
L617[09:02:53] <sham1> I think so
L618[09:03:08] <GraphicH> If you need to stream the file there's got to be a function for that somewhere
L619[09:03:59] <sham1> I was trying to practice using the bind - operator defined for monads that let's you pass stuff inside them to others by making a program that reads and writes that read data + something else
L620[09:04:31] * GraphicH eyes glaze over at the mention of monad
L621[09:04:32] <Hunterz> is there any reason why many of major mods (ic2, thaumcraft, applied energistics, buildcraft...) still only on 1.7.10? Modders wait for 1.9 or mods need be hard rewritten in the 1.8 or something else?
L622[09:04:46] <sham1> But because hGetContents closes the file handle, I obviously could not write to the handle anymore
L623[09:05:01] <GraphicH> @Hunterz its because 1.7 -> 1.8 is not trivial for most mods
L624[09:05:23] <sham1> They are at 1.7.10 Because someone maybe does not like it, someone may not have time to update etc..
L625[09:05:40] <Hunterz> 1.7 to 1.9 will be better ?
L626[09:05:45] <GraphicH> lol no
L627[09:05:47] <GraphicH> worse
L628[09:05:57] <sham1> Thaumcraft will propably be the most high - profile mod that will see porting propably
L629[09:06:00] <GraphicH> The longer they go without updating the harder it will be to get them up to speed
L630[09:06:39] <sham1> We already have baubles on 1.8
L631[09:06:48] <GraphicH> baubless?
L632[09:07:00] <sham1> Yes
L633[09:07:05] <GraphicH> your mod? yeah mine will be super to get on 1.8
L634[09:07:12] <GraphicH> but I don't do anything especially complex
L635[09:07:48] <sham1> Also, talking about my "problem", the monads really are not that hard, it just is they way to have side effects while remaining pure
L636[09:07:51] <GraphicH> super easy*
L637[09:07:59] <Cypher121> GraphicH: http://www.curse.com/mc-mods/minecraft/227083-baubles
L638[09:08:16] <GraphicH> Oh kick ass
L639[09:08:20] <GraphicH> Have to grab that
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L641[09:08:37] <Cypher121> if you have thaumcraft, it's already included
L642[09:09:06] <GraphicH> I imagine a lot of mods use it to make like enchanted baubles and shit
L643[09:09:24] <Cypher121> I know 3, lol
L644[09:09:32] <Hunterz> what part of migration to 1.8 is hardest ?
L645[09:09:33] <Cypher121> s/3/4
L646[09:09:57] <Cypher121> Hunterz: blockstates and models
L647[09:10:01] <gigaherz> Hunterz: redoing the models ;P
L648[09:10:13] <gigaherz> specially if you use crappy hardcoded ones
L649[09:10:18] <sham1> Hardest would propably be getting the will go update
L650[09:10:18] <GraphicH> ^
L651[09:10:24] <Hunterz> in the 1.8 is in the jso file right?
L652[09:10:26] <Hunterz> json
L653[09:10:39] <Cypher121> without forge - yes
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L657[09:11:33] <Cypher121> forge adds a workaround of sorts, I think, that helps to avoid multi-terabyte JSONs
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L660[09:12:21] <GraphicH> lol really are the JSONs that fat?
L661[09:12:32] <GraphicH> Obviously that's an exaggeration
L662[09:12:45] <GraphicH> but are most converted seriously like MBs in size?
L663[09:12:52] <Cypher121> that's not
L664[09:13:22] <GraphicH> then it seems like a questionable format to force on everyone
L665[09:13:44] <Cypher121> mojang doesn't care
L666[09:13:50] <GraphicH> I love JSON but its not right for _Everything_
L667[09:13:53] <Cypher121> https://www.reddit.com/r/feedthebeast/comments/2ni6av/eli5_the_18_block_model_change/cmdvu02
L668[09:14:01] <GraphicH> especially anything that informationally dence
L669[09:14:04] <GraphicH> dense*
L670[09:14:05] <Cypher121> that's what we had when 1.8 came out
L671[09:14:53] <Cypher121> now forge adds some shady shit to avoid that, but I don't know anything except few names I hear here
L672[09:15:32] <GraphicH> Oh I see the problem now
L673[09:15:44] <GraphicH> before you could programtically modify the model, sounds like you cant do that anymore?
L674[09:15:55] <GraphicH> So in their case the number of models they have to have basically explodes
L675[09:15:55] <sham1> You can
L676[09:16:03] <sham1> It just is so much more difficult
L677[09:16:13] <GraphicH> Yeah and laggy it sounds like
L678[09:16:18] <GraphicH> cause you need TESRs?
L679[09:16:25] <sham1> You could implement ISmartBlockModel
L680[09:16:28] <Lumien> Yeah
L681[09:16:30] <Lumien> Forge fixed that issue
L682[09:16:40] <Lumien> Pretty sure it was fixed at the first non beta 1.8 release
L683[09:16:54] <Cypher121> if you use TESRs you don't have to worry about it, but it's so much more laggy
L684[09:17:02] <sham1> ISmartModel is not TESR, it is still a seperate thing
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L686[09:17:07] <GraphicH> Yeah no wonder so many people are behind then
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L688[09:17:21] * Cypher121 wishes there was a way to set TESR update frequency for specific renderer
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L690[09:18:22] <GraphicH> Yeah I imagine this would be a crit feature to reduce shitty lag
L691[09:18:23] <gigaherz> TESRs draw every frame, they are not cached
L692[09:19:11] <Cypher121> yeah, so you either use TESR or SimpleBlock/SmartModel
L693[09:19:21] <gigaherz> if you want to avoid the jsons
L694[09:19:25] <gigaherz> you can implement a custom state tracker
L695[09:19:32] <gigaherz> and an ISmartBlockModel
L696[09:19:34] <gigaherz> Or
L697[09:19:38] <Cypher121> would be nice to use one thing for everything, imo
L698[09:19:38] <gigaherz> you can use a b3d model ;P
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L700[09:20:05] <gigaherz> or if fry ever finishes reviewing shade's obj loader...
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L702[09:20:35] <Cypher121> something like setCacheLifespan(long ticks)
L703[09:20:42] <fry> anyone know of any modpack launchers that have 1.8 packs and work on linux? :P
L704[09:22:38] <Lumien> Cypher how would you "save" what a tesr renders ?
L705[09:22:49] <Cypher121> no idea
L706[09:22:57] <Lumien> exactly :P
L707[09:23:16] <Hunterz> vanilla launcher works with mods
L708[09:23:31] <Hunterz> no need any third party launcher
L709[09:23:36] <Cypher121> !calc (2^63)/20
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L711[09:24:01] <sham1> Are there 1.8 packs?
L712[09:24:24] <Hunterz> no mods, no packs
L713[09:24:25] <sham1> Like at all
L714[09:24:38] <gigaherz> not on like, FTB launcher
L715[09:24:43] <sham1> There ARE mods on 1.8 though
L716[09:24:48] <Cypher121> FTB has one
L717[09:24:58] <Cypher121> 3rd party -> Vanilla
L718[09:25:03] <gigaherz> that doesn't count
L719[09:25:03] <gigaherz> XD
L720[09:25:06] <IoP> "pack"
L721[09:25:07] <Hunterz> i know https://bot.notenoughmods.com/1.8.html
L722[09:25:08] <gigaherz> it's just the vanilla jar
L723[09:25:24] <Hunterz> but see diff between 1.7.10 and 1.8
L724[09:25:44] <Cypher121> oh shit, I'm going to be late -_-
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L726[09:25:53] * gigaherz waves
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L729[09:32:37] <sham1> Lol
L730[09:32:46] <sham1> Quit message is literally SHIT
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L749[10:13:14] <BubbleTrouble> HEy, has anyone done stuff with rendering the mc Model arms, cause i want the item to also be hel with the left arm. So far i got this, but all it does sofar is rase the left arm. https://onedrive.live.com/redir?resid=48a1c40521b4fd64!8926&authkey=!ALcRoLYkdr0bHRk&ithint=file%2ctxt
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L790[11:48:07] <fry> Who wants a shiny new forge with the obj loader? :P
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L794[11:53:19] <sham1> if it is committed ;9
L795[11:53:45] <fry> https://github.com/MinecraftForge/MinecraftForge/commit/d1b220f6a375c64c0172137b8e08b4827450298d
L796[11:54:11] <sham1> Took only a long time
L797[11:54:12] <blood|wrk> fry: is there currently any reason why a mod would not be able to update to 1.8 now?
L798[11:54:44] <fry> lack of time? :P
L799[11:54:55] <blood|wrk> were they all waiting for this obj loader?
L800[11:54:55] <sham1> Because the modder is like this: https://www.google.fi/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCEQyCkwAGoVChMIyrqejc3gyAIVh38sCh0mmQk7&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D5AvrBFlJeMs&usg=AFQjCNEDZYZGBXQ7SM1gzJuhc1-FZfZjzg&sig2=5tkMLRlpSpi6cEWVAXOW7w
L801[11:54:58] <sham1> Or lack of time
L802[11:55:06] <fry> that's basically the only valid reason for the past year
L803[11:55:18] <blood|wrk> good work! =)
L804[11:55:34] <fry> thank shadekiller666 for the obj :P
L805[11:55:36] <sham1> MFW I cannot paste links from google without having them look like shit
L806[11:55:42] <shadekiller666> hmm?
L807[11:55:44] <sham1> shadekiller666, thank you kind sir
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L809[11:55:48] <gigaherz> ohoh, obj loader is merged?
L810[11:55:51] <sham1> Yes
L811[11:55:55] <shadekiller666> :O
L812[11:56:00] <blood|wrk> why do i not see closed tickets with this commit?
L813[11:56:00] <shadekiller666> is it finally time?
L814[11:56:09] <sham1> IT IS TIME
L815[11:56:09] <gigaherz> yep :D
L816[11:56:15] <gigaherz> it's in :D
L817[11:56:20] <shadekiller666> and you're welcome :D
L818[11:56:28] <gigaherz> blood|wrk: hm? https://github.com/MinecraftForge/MinecraftForge/pull/2054
L819[11:56:42] <sham1> Time to learn blender
L820[11:56:55] <blood|wrk> gigaherz: i mean issues, not PRs
L821[11:57:05] <fry> aaaand now I notice that the colors are slightly broken; oh well :P
L822[11:57:18] <sham1> If I have time from my studies in Haskell that is
L823[11:58:03] <gigaherz> blood|wrk: I don't see any OBJ-related issues still open: https://github.com/MinecraftForge/MinecraftForge/issues?utf8=%E2%9C%93&q=is%3Aissue+is%3Aopen+OBJ
L824[11:58:19] <shadekiller666> fry, i told you item colors have been broken from day 1 :P
L825[11:58:22] <blood|wrk> ok was just a question =)
L826[11:58:30] <shadekiller666> its not on me though
L827[11:58:34] <fry> they're broken in a different way now :P
L828[11:58:49] <sham1> Lighting
L829[11:58:52] <shadekiller666> ?
L830[11:59:03] <shadekiller666> oh with your new lighting patch?
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L832[11:59:53] <sham1> Lets see if I can make hGetContents to actually behave
L833[12:00:20] <shadekiller666> fry, could you also take a look at my other PR thats related to ExtendedBlockStates: https://github.com/MinecraftForge/MinecraftForge/pull/2091
L834[12:00:33] <fry> give me a minute, geez
L835[12:00:47] <gigaherz> XD
L836[12:00:47] <sham1> :p
L837[12:00:57] <sham1> Lets not overwork fry here
L838[12:01:22] <shadekiller666> oh i also have a question
L839[12:01:45] <shadekiller666> relating to what happens if more than 1 loader accepts a model type
L840[12:02:00] <fry> only the first one gets it
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L844[12:07:06] <sham1> Aaaand I cannot get it to behave
L845[12:08:47] <shadekiller666> so it doesn't actually throw an IllegalStateException?
L846[12:09:00] <shadekiller666> can't get what to behave?
L847[12:09:08] <sham1> hGetContents
L848[12:09:13] <shadekiller666> ?
L849[12:09:19] <sham1> Because for some reason it closes the file handler
L850[12:09:24] <sham1> #JustHaskellThings
L851[12:09:45] <sham1> My journey of getting better at Scala involves using other functional languages
L852[12:10:05] <sham1> Because they are interesting
L853[12:10:37] <fry> they sure are
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L855[12:11:59] <fry> shadekiller666: normals are broken for some objs; it's either the problem with the models, or with the way you compute normals
L856[12:12:00] <tterrag|away> I wish I had the time/motivation to try out other languages
L857[12:12:22] <shadekiller666> which ones?
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L859[12:12:44] <shadekiller666> it would help to provide an obj that has those broken normals
L860[12:12:44] <fry> eye is fine, multicolored cube and tesserract are not
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L863[12:12:49] <shadekiller666> ok
L864[12:13:00] <fry> you can look at the latest forge you know :P
L865[12:13:04] <shadekiller666> lol
L866[12:13:08] <shadekiller666> i know :P
L867[12:13:15] <shadekiller666> i still have the dev env :P
L868[12:14:03] <shadekiller666> oh, i should probably pull that into my local clone :P
L869[12:14:32] <fry> btw, if anyone wants to test the new forge in production, and see if any mods break, it'll be very appreciated :P
L870[12:14:41] <shadekiller666> ^
L871[12:14:42] <fry> (if anyone is actually playing 1.8 :P)
L872[12:14:52] <shadekiller666> ^^
L873[12:15:05] <shadekiller666> that is the exact reason why we need to encourage 1.8 mods
L874[12:15:08] <fry> BetterFoilage is broken btw, there are some asm hooks they'll need to update
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L877[12:17:08] <shadekiller666> aaaaand now github is angry that there are conflicts...
L878[12:17:09] <shadekiller666> :/
L879[12:17:14] <fry> btw, shade, that issue with color interpolation for items is due to glShadeModel being GL_FLAT for items; I didn't change that yet, not sure if it's worth it
L880[12:17:48] <shadekiller666> i think it would be cool, but i also don't know what hidden things it might break
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L882[12:18:50] <shadekiller666> how do i tell git to just forget my local changes and grab everything from the actual repo?
L883[12:19:24] <fry> git reset checkout master; git reset --hard origin/master
L884[12:19:29] <fry> or smth like that
L885[12:19:39] <fry> (it will override all your files too, be careful)
L886[12:19:47] <shadekiller666> i have the master branch updated, but the OBJLoader branch that i've been pushing everything with doesn't want to rebase origin/master because of the fact that those files actually exist in forge now
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L888[12:20:15] <fry> reset, not rebase :P
L889[12:20:47] <shadekiller666> but would that also reset all the other branches too?
L890[12:20:54] <shadekiller666> i just want to reset the OBJLoader branch
L891[12:21:04] <fry> are you using the command line?
L892[12:21:23] <shadekiller666> sourcetree + cmd line
L893[12:21:49] <fry> git checkout OBJLoader; git reset --hard origin/master
L894[12:22:01] <fry> will only affect the OBJLoader branch
L895[12:22:05] <shadekiller666> ok
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L900[12:30:48] <shadekiller666> fry, so do you feel that you now have a better understanding of OBJ models? :P
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L902[12:30:58] <fry> not really :P
L903[12:31:48] <shadekiller666> about the normals, do both blocks that use the multi-colored cube have problems with their normals?
L904[12:32:30] <fry> yup
L905[12:32:34] <shadekiller666> hmm
L906[12:32:46] <shadekiller666> i just noticed that the constructor for OBJLoader is still public...
L907[12:32:56] <shadekiller666> should i change it?
L908[12:33:08] <fry> too late :P
L909[12:33:16] <sham1> Never is too late
L910[12:33:35] <shadekiller666> well, if theres going to be something that i need to change to fix the normals, i will have to make a PR anyway
L911[12:34:12] <fry> yup, both are wrong
L912[12:35:01] <fry> also, change d * v.getMaterial().getColor().w to v.getMaterial().getColor().w in that new PR :P
L913[12:35:38] <shadekiller666> ?
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L916[12:36:15] <shadekiller666> ok, so my guess as to why the eye model has proper normal values is because the .obj actually has the data for that defined
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L918[12:36:21] <fry> yup
L919[12:36:27] <shadekiller666> the tesseract and vertex_coloring don't
L920[12:36:37] <shadekiller666> so i'm calculating wrong
L921[12:36:44] <fry> that was my guess too
L922[12:37:28] <shadekiller666> is that v.getMaterial().getColor().w line in getGeneralQuads()?
L923[12:37:51] <fry> it's in putVertexData
L924[12:37:55] <shadekiller666> ok
L925[12:38:24] <fry> also, you can remove the put method
L926[12:39:05] <shadekiller666> ok so i can get rid of "float d = LightUtil.diffuseLight()"
L927[12:39:12] <fry> nope, keep that
L928[12:39:20] <fry> only remove it from the .w
L929[12:39:24] <shadekiller666> oh ok
L930[12:39:42] <shadekiller666> thats to preserve alpha i assume?
L931[12:39:46] <fry> yup
L932[12:40:00] <fry> otherwize obj models are slightly transparent from the bottom :P
L933[12:40:10] <shadekiller666> and i can get rid of put() because i'm now using UnpackedBakedQuad.Builder?
L934[12:40:51] <fry> yup
L935[12:41:10] <shadekiller666> also, is it bad that half of the model/pipeline package has errors? :P
L936[12:41:59] <fry> of course
L937[12:42:11] <fry> did you rerun setupForge? :P
L938[12:42:18] <fry> (patches changed)
L939[12:42:23] <shadekiller666> oh...
L940[12:42:37] <shadekiller666> thats probably why half the obj model blocks are black now...
L941[12:42:38] <shadekiller666> lol
L942[12:42:52] <fry> that would be the incorrect normals
L943[12:43:16] <shadekiller666> they were fine the last time i commited
L944[12:43:32] <shadekiller666> did you change something with the lighting in the last couple of days?
L945[12:44:04] <fry> yes, it now uses normals :P
L946[12:44:08] <shadekiller666> lol
L947[12:44:38] <fry> and I was too determined to get the eye working that I ignored the other models :P
L948[12:44:48] <shadekiller666> lol
L949[12:44:54] <fry> (eye is a great model to test all the possible face directions btw)
L950[12:45:02] <shadekiller666> mhmm
L951[12:45:33] <shadekiller666> it also says "hey 1.7 obj loader that was crap, mine can load spheres, suck it!"
L952[12:45:35] <shadekiller666> lol
L953[12:45:57] <shadekiller666> that was a lot of the driving force for me when writing this, putting the 1.7 obj loader to shame
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L955[12:48:18] <sham1> But it is a sphere
L956[12:48:21] <sham1> IT DOES NOT BELONG
L957[12:48:34] <fry> COMPASS IS A CIRCLE
L958[12:48:37] <fry> get over it :P
L959[12:48:44] <illy[ZZz]> its not a sphere just alot of faces :P
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L961[12:49:01] <sham1> All these squares make a circle
L962[12:49:19] <shadekiller666> the 1.7 obj loader didn't understand quads
L963[12:49:26] <illyohs> ok there mr popo
L964[12:49:52] <sham1> Yay
L965[12:49:58] <sham1> Someone got the reference
L966[12:50:14] <gigaherz> shadekiller666: it did
L967[12:50:18] <gigaherz> but it was extremist
L968[12:50:20] <gigaherz> either ALL quads
L969[12:50:22] <gigaherz> or ALL triangles
L970[12:50:26] <shadekiller666> mhmm
L971[12:50:39] <shadekiller666> which does not equate to good topology
L972[12:50:49] <gigaherz> you can do triangles using degenerate quads
L973[12:50:53] <gigaherz> or quadrangulate all triangles
L974[12:50:54] <shadekiller666> and it was also very picky of the layout of the commands too
L975[12:50:56] <gigaherz> both methods work
L976[12:51:01] <gigaherz> yeah
L977[12:51:04] <gigaherz> in the 1.7.10 recommended
L978[12:51:08] <gigaherz> you can't use "0"
L979[12:51:17] <gigaherz> it requires a decimal point
L980[12:51:23] <sham1> That feeling when you have a counter loop that ends when certain number is reached, yet you never actually update the value
L981[12:51:27] <shadekiller666> mine makes tris into quads by duplicating the last vertex
L982[12:51:36] <gigaherz> same
L983[12:51:47] <sham1> That's how quads are made
L984[12:52:19] <shadekiller666> i think most of the cause of its pickiness was that it used Patterns instead of straight-up string parsing like i do
L985[12:53:58] <sham1> Finally
L986[12:54:08] <sham1> Now my program does not murder Atom.io anymore
L987[12:54:41] <shadekiller666> fry, i ran setupForge
L988[12:55:09] <shadekiller666> and ForgeBlockModelRenderer, LightUtil, UnpackedBakedQuad, and WorldRendererConsumer are still angry
L989[12:55:31] <fry> what are the errors?
L990[12:55:59] <shadekiller666> ForgeDebugModelRenderer is complaining that BakedQuad doesn't have a method called "pipe()"
L991[12:56:11] <shadekiller666> lines 86 and 100
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L993[12:56:34] <shadekiller666> same complaint from LightUtil, line 255
L994[12:57:33] <shadekiller666> UnpackedBakedQuad is erroring on line 41, complaining that pipe(IVertexConsumer consumer) needs to override a super-type method
L995[12:58:10] <shadekiller666> and WorldRendererConsumer is complaining that WorldRenderer doesn't have a "checkAndGrow()" method
L996[12:59:26] <fry> then you didn't use the patches
L997[12:59:59] <shadekiller666> :/
L998[13:00:29] <shadekiller666> maybe i should close this branch and make a new one
L999[13:00:41] <shadekiller666> clone the repo in the current state
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L1005[13:19:30] <shadekiller666> damn it
L1006[13:19:37] <shadekiller666> should i gradlew clean
L1007[13:19:54] <shadekiller666> even deleting and re-cloning the repo didn't fix it
L1008[13:23:41] <shadekiller666> AbrarSyed, what is the proper way of setting up a forge dev env with FG2.0?
L1009[13:23:55] <shadekiller666> setupForge doesn't seem to be applying patches
L1010[13:24:00] <Poppy> so, for some reason, my two new items don't accept language localization, and the rest of my items vanished from NEI, when I search by mod name
L1011[13:25:37] <AbrarSyed> shadekiller666, what do you mean doesnt seem to be applying patches?
L1012[13:25:50] <AbrarSyed> also, gimme a log of gradle setupFore
L1013[13:25:55] <AbrarSyed> *setupForge
L1014[13:26:41] <shadekiller666> is that setupForge --debug?
L1015[13:27:12] <AbrarSyed> nope
L1016[13:27:21] <shadekiller666> i'm trying to pull the current state of the forge repo into the dev env i was using for the OBJ loader, as it is now in forge
L1017[13:27:22] <AbrarSyed> just the standard log.. same place as always.. .gradle/gradle.log
L1018[13:28:04] <LexManos> https://twitter.com/LexManos/status/658710783015129088
L1019[13:28:17] <LexManos> GOGO GUYS! TEST DAT SHYT!
L1020[13:28:35] <shadekiller666> and i made a new branch based on the commit that was just pulled, but there are errors due to some missing methods that fry added via .patch files
L1021[13:28:42] <sham1> What bug would that be :P
L1022[13:28:57] <sham1> that you want to fix with FF
L1023[13:29:11] <LexManos> decompile difference in RCon between J6/7 and J8
L1024[13:29:25] <AbrarSyed> shadekiller666, logs or it didnt happen
L1025[13:29:31] <sham1> Ah
L1026[13:29:35] <LexManos> Sorting issues happen when java changes hashmap's hashing algo and you use a hashset as a itterator
L1027[13:29:44] <LexManos> been tracking a few of those down. Got all but one.
L1028[13:29:50] <LexManos> Gunna take care of the last one tonight
L1029[13:29:52] <shadekiller666> AbrarSyed, workin on it
L1030[13:30:07] <sham1> Sounds good
L1031[13:30:14] <AbrarSyed> also, if tis an issue with the patches.. that is out of my domain.. honestly there should be no issues...
L1032[13:30:28] <sham1> Anyway, time to gradle setupDecompWorkspace and hope that CCC and NEI do not break
L1033[13:30:55] <shadekiller666> AbrarSyed, https://gist.github.com/shadekiller666/3acb09e7c5af40af86f1
L1034[13:30:56] <fry> I think I've tested a modpack with NEI
L1035[13:31:03] <sham1> Did it work?
L1036[13:31:24] <fry> I think so
L1037[13:31:34] <sham1> Okay then
L1038[13:33:01] <masa> what about NEI?
L1039[13:33:06] <shadekiller666> AbrarSyed, should i gradlew clean and run setupForge again?
L1040[13:34:17] <sham1> Masa, I was just wondering if grabbing the new version of Forge will break NEI in my dev instance
L1041[13:34:29] <Poppy> god damn, will my language file break every time I make changes to it? =\
L1042[13:36:30] <tterrag|away> poppy: what?
L1043[13:36:56] <AbrarSyed> shadekiller666, looks like everything is working fine.. whats your issue exactly?
L1044[13:36:59] <masa> depends if you breal stuff... :D
L1045[13:37:07] <masa> *break
L1046[13:38:52] <shadekiller666> fry just pulled in my PR for the OBJ loader, we then found a bug with it, so i'm now trying to update the local copy that i had been using to dev the obj loader so that it has the changes fry made in the last couple of days
L1047[13:39:05] <Poppy> tterrag|away: dunno, something odd's happenening. I've added 4 new blocks, I forgot to add the .name to two of them to the language file. So those were named Localized Name.name, the other two were called by their unloc name. So I fixed the first two, double checked the other two and those seemed fine, ran the thang and now everything's got an unloc name =\
L1048[13:39:43] <shadekiller666> there are 4 classes complaining in eclipse atm, because BakedQuad and WorldRenderer haven't had the new .patch files applied to them yet
L1049[13:39:45] <Poppy> "I can't even"
L1050[13:39:56] <tterrag|away> Poppy: something isn't matching up then
L1051[13:40:08] <tterrag|away> MC doesn't "partially" match unloc names
L1052[13:40:16] *** tterrag|away is now known as tterrag
L1053[13:40:34] <Poppy> tterrag: all or nothing?
L1054[13:40:43] <shadekiller666> the .patch files for them are in my local copy, and from what i can tell they have the proper patch code in them, but they don't seem to be getting applied to my dev env
L1055[13:40:47] <Poppy> thats' actually kinda good news
L1056[13:40:49] <Poppy> hah
L1057[13:41:02] <LexManos> nuke the site form orbit
L1058[13:41:03] <LexManos> repull
L1059[13:41:04] <LexManos> resetup
L1060[13:41:44] <shadekiller666> how do i do that without breaking the other PR i have
L1061[13:42:06] <shadekiller666> i have 3 branches: master, OBJ_Loader, and ItemModelLoadingFix
L1062[13:42:07] <LexManos> branches
L1063[13:42:31] <LexManos> remove OBJ_Loader, and refork to OBJ_Loader
L1064[13:42:36] <shadekiller666> ok
L1065[13:43:21] <tterrag> how would that break your PR?
L1066[13:43:23] <tterrag> push the branch to remote
L1067[13:43:28] <tterrag> Poppy: you should be doing something like setUnlocalizedName("mydomain.myblock")
L1068[13:43:32] <tterrag> and then have tile.mydomain.myblock.name=Foo
L1069[13:43:47] <tterrag> for items its the same idea
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L1071[13:45:03] <Poppy> why can't setName also do setUnlocalizedName -_-
L1072[13:45:12] <tterrag> what is setName?
L1073[13:45:22] <tterrag> !gm setName
L1074[13:45:31] <tterrag> oh god
L1075[13:45:37] <Poppy> uuuuh
L1076[13:45:38] <tterrag> there's a lot of those
L1077[13:45:40] <LexManos> !gm setName
L1078[13:45:44] <tterrag> I wouldn't do that, lol
L1079[13:45:46] <tterrag> enjoy your notices
L1080[13:45:47] <LexManos> also
L1081[13:45:49] <shadekiller666> oh i see
L1082[13:46:10] <shadekiller666> my fork of the main repo is desynced
L1083[13:46:21] <Poppy> I'm an idiot setBlockName
L1084[13:46:27] <LexManos> interesting so many names.
L1085[13:46:31] <tterrag> that's 1.7...oh sorry I'm in 1.8
L1086[13:46:36] <Poppy> and the method just does setUnlocalizedName
L1087[13:46:43] <tterrag> yeah setBlockName == setUnlocalizedName
L1088[13:46:44] <sham1> Yay
L1089[13:46:46] <tterrag> it was renamed in 1.8
L1090[13:46:47] <Poppy> yeah
L1091[13:46:53] <Poppy> oh
L1092[13:46:55] <tterrag> !mh setUnlocalizedName
L1093[13:46:57] <Poppy> I'm doing 1.7.10
L1094[13:47:18] <tterrag> I knew that, just forgot I had my 1.8 workspace up lol
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L1096[13:49:09] <shadekiller666> how do i update my fork of the forge repo?
L1097[13:49:33] <sham1> In github you can do that by making a PR to your own forked repo
L1098[13:49:37] <tterrag> add the base repo as a remote
L1099[13:49:43] <sham1> Or that
L1100[13:49:43] <tterrag> then pull from the base repo and push to the fork
L1101[13:49:49] <tterrag> sham1: pls don't do that
L1102[13:49:54] <tterrag> it's ugly and pointless >.>
L1103[13:50:00] <sham1> >>=
L1104[13:50:02] <sham1> *
L1105[13:50:21] <sham1> Lets see if everything is alright
L1106[13:51:27] <Poppy> tterrag: is there a simple way I can find which line's in my EN_us.lang is causing the issue?
L1107[13:51:46] <tterrag> what?
L1108[13:51:49] <sham1> Wat
L1109[13:51:50] <tterrag> one line wouldn't break the whole thing
L1110[13:51:53] <tterrag> ain'
L1111[13:51:55] <Poppy> but
L1112[13:51:56] <tterrag> ain't how it works
L1113[13:52:03] <sham1> No buts
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L1115[13:52:20] <Poppy> god damn it, then why isn't any of my items localised all of a sudden
L1116[13:52:32] <Poppy> *localized
L1117[13:53:56] <Poppy> the only thing I monkeyd with is the stupid lang file
L1118[13:55:05] <shadekiller666> ok, all i had to do was pull from origin/master, and push to upstream/master
L1119[13:55:24] <tterrag> yes
L1120[13:59:04] <shadekiller666> wait a minute, should i be pointing eclipse at the projects/ folder now instead of the eclipse folder?
L1121[14:02:07] <tterrag> pretty sure yes
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L1125[14:05:17] <LexManos> no
L1126[14:05:27] <LexManos> there is no eclipse folder you should be pointing at
L1127[14:05:38] <LexManos> you should IMPORTING the projects into whatever fucking workspace you want
L1128[14:05:55] <GraphicH> ^ what he said except with less fucking
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L1130[14:10:37] <Poppy> or more fucking, depends on if you're into fucking
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L1133[14:13:14] <Nitrodev> what has happened to this chat
L1134[14:13:29] <sham1> Everything
L1135[14:16:41] <tterrag> Poppy: your problem must be in what MC thinks your unloc name is
L1136[14:16:55] <tterrag> or maybe your lang file is in the wrong spot, or not being refreshed by your IDE
L1137[14:17:11] <Poppy> I'm guessing it's the last one
L1138[14:17:14] <Poppy> hm
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L1146[14:32:00] <Wuppy> time to write myself a world generator like minecraft in Unity :P
L1147[14:32:53] <GraphicH> Perpare to learn a fuck ton about noise generating functions
L1148[14:35:04] <Wuppy> I'm going to start with generating it from an image
L1149[14:37:26] <GraphicH> even still, you're still going to need random noise for elevation stuff
L1150[14:37:40] <Wuppy> hmmm I feel that unity isn't really the tool for the job :P
L1151[14:38:10] <Wuppy> I seem to have broken it a bit already
L1152[14:38:23] <GraphicH> when I say random noise you undstand I mean actual mathematical noise right? not _sound_ noise
L1153[14:38:46] <Wuppy> yep
L1154[14:38:50] <GraphicH> ok good
L1155[14:38:53] <Wuppy> but I'm busy looking at a Unity slideshow
L1156[14:38:56] <fry> same thing :P
L1157[14:39:11] <GraphicH> well yeah I mean technically
L1158[14:39:13] <Wuppy> it's a powerpoint presentation already :<
L1159[14:39:15] <Lumien> fry my model is suddenly dark in the latest forge version
L1160[14:39:32] <fry> what is "your model"? obj?
L1161[14:39:36] <Lumien> Does that mean it's not written correctly?
L1162[14:39:39] <Lumien> No ISmartBlockModel
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L1164[14:39:55] <fry> make sure you're putting in the normals when baking
L1165[14:40:10] <sham1> Because those are a thing no
L1166[14:40:12] <sham1> now*
L1167[14:40:26] <fry> they were half a thing before
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L1169[14:41:23] <Wuppy> I take back the fact that Minecraft is poorly optimized :c http://puu.sh/kYAmh/18769f71db.png
L1170[14:41:32] <Wuppy> just about 2 chunks gets me 2 fps :P
L1171[14:41:59] <fry> MC rendering performance is okish
L1172[14:42:04] <Lumien> Where exactly do you define the normals?
L1173[14:42:09] <sham1> the problem is that there is so much rendering
L1174[14:42:17] <GraphicH> @Wuppy you're probably rendering _All_ blocks
L1175[14:42:18] <Poppy> tterrag: so I've tried removing and re-adding idea { module { inheritOutputDirs = true } }, this time it didn't refresh the file it seems, so I've built it, tried it in an actuall install and it works fine
L1176[14:42:19] <sham1> And other fluff like updating things
L1177[14:42:20] <fry> how are you creating the quads for your model, Lumien?
L1178[14:42:23] <Poppy> tterrag: it's the darnest thang
L1179[14:42:26] <GraphicH> which, in bird culture, is considered a dick move
L1180[14:42:34] <tterrag> idea problems :p
L1181[14:42:34] <GraphicH> (for your gpu)
L1182[14:42:41] <Wuppy> GraphicH, doesn't unity automatically handle stuff like that>
L1183[14:42:43] <sham1> #JustIDEAthings
L1184[14:42:50] <GraphicH> lol I doubt it
L1185[14:43:03] <Lumien> I create BakedQuad that i then return in getGeneralQuads & getFaceQuads
L1186[14:43:19] <Lumien> I used your createSidedBakedQuad as a base
L1187[14:43:36] <Poppy> yeah, probably
L1188[14:43:41] <fry> well, that part changed and hopefully got better
L1189[14:43:59] <sham1> BTW. how long did getting the OBJ loader in actually last?
L1190[14:44:05] <sham1> half a year?
L1191[14:45:14] <fry> Lumien: if you want a quick fix - last 0 in the vertexToInts is the normal info; but I'd suggest looking at UnpackedBakedQuad.Builder for what everything now uses
L1192[14:46:19] <fry> sham1: PR opened on july 29
L1193[14:46:32] <sham1> Wasnt too far off
L1194[14:46:39] <fry> and I wasn't here until late qugust
L1195[14:46:42] <fry> *august
L1196[14:46:50] <sham1> Oh yeah
L1197[14:46:56] <fry> so, 2 months :P
L1198[14:46:57] <sham1> There was that period of Sister Fry
L1199[14:49:30] <Wuppy> woop, optimized my game to a smooth 2.5 fps
L1200[14:54:16] <Lumien> fry what is the third dimension of UnpackedBakedQuad.unpackedData ?
L1201[14:54:35] <GraphicH> Wuppy its got to be that it's rendering all dem faces instead of culling
L1202[14:55:05] <shadekiller666> fry, i'm looking at the normal handling code, and realising A: half of this stuff could be more concise and easier to read, B: i think i managed to entirely bypass any TRSRTransformations that may be applied to faces in the model if the normals weren't defined in the .obj file
L1203[14:55:11] <Poppy> so there's going to be a forge wavefront obj loader or something?
L1204[14:55:24] <shadekiller666> poppy, it just got pulled in today
L1205[14:55:35] <fry> [vertex][element][element index]
L1206[14:55:43] <Poppy> for 1.7.10?
L1207[14:55:50] <fry> element being "normal", element index being "x", for example
L1208[14:55:59] <shadekiller666> theres been one for 1.7 for a long time
L1209[14:56:10] <Poppy> ... ah
L1210[14:56:20] <fry> shadekiller666: and that's why I didn't want to pull the PR yet, but here we are :P
L1211[14:56:24] <fry> fix it! :P
L1212[14:56:25] <Poppy> which bings me to my next question, how do I use it? :D
L1213[14:56:28] <shadekiller666> lol
L1214[14:58:27] <Wuppy> GraphicH, I checked and Occlusion culling is on
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L1216[14:58:38] <minecreatr> if I want a custom world class do I need to extend WorldServer, or can I just extend World directly?
L1217[14:58:38] <Wuppy> ram usage is also 3.2GB :o
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L1219[14:59:00] <Lumien> So are for example x,y,z seperate elements with 1 element index or is there like element 0 which has the 3 element indexes x,y,z ?
L1220[15:00:50] <Ordinastie> !gm func_145838_q
L1221[15:01:08] <LexManos> Whats the iossue?
L1222[15:01:17] <fry> Lumien: here's an example of how to use it: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/ModelFluid.java#L233-L261
L1223[15:01:22] <LexManos> ugh
L1224[15:01:57] <LexManos> Thats the thing to, fry can fix the shit now, fucking tired of waiting for you to get your shit together.
L1225[15:02:05] <LexManos> The amount of people harping on obj shit is fucking annoying
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L1228[15:04:42] <Lumien> Ok so for the easy fix i put the normal of the quad in the last index of vertexToInts
L1229[15:04:49] <Lumien> How exactly is that normal "formatted" ?
L1230[15:06:10] <fry> the advantage of using the builder is that you don't need to worry about formatting, but here you go: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/ForgeHooksClient.java#L716-L725
L1231[15:07:11] <sham1> I can see you just filling faceData with 0
L1232[15:08:06] <fry> me? where?
L1233[15:08:15] <sham1> Not you
L1234[15:08:29] <sham1> But the one who wants to use the fillNormal-method
L1235[15:08:34] <Lumien> me?
L1236[15:08:35] <sham1> Wait no
L1237[15:08:40] <sham1> Yes you
L1238[15:08:49] <sham1> The one who suplies the quad data
L1239[15:08:54] <Lumien> Yeah it worked like that in the last forge version
L1240[15:08:55] <sham1> Which in this case is you
L1241[15:09:13] <Lumien> I might be missing something but don't i have to pack the normal data in 1 int? Your method puts it in an int array right?
L1242[15:09:20] <Wuppy> 60 fps, it's something :P http://puu.sh/kYCwP/62fd1f043a.png
L1243[15:09:36] <alex_6611> oh god
L1244[15:09:40] <alex_6611> what's that :D
L1245[15:09:59] <Poppy> a waveform, in the form of a dick wave
L1246[15:10:06] <Wuppy> only having the top block active
L1247[15:10:18] <fry> it puts the normal data for 4 vertices, hence the cycle
L1248[15:10:28] <fry> only 1 int per vertex though
L1249[15:10:35] <minecreatr> do a lot of mods reference WorldServer directly instead of just World?
L1250[15:10:44] <Lumien> oh right
L1251[15:10:57] <sham1> Wuppy, do you have backface culling enabled
L1252[15:11:04] <Wuppy> think so
L1253[15:11:21] <minecreatr> because I want to have my own custom World implementation for the server, but WorldServer has too much stuff that I dont want
L1254[15:11:27] <Wuppy> occlusion culling should already take care of 99% of the rendering in this case though
L1255[15:11:29] <Wuppy> and it doesnt seem to
L1256[15:12:41] <Wuppy> actually, even if I disable rendering on all cubes inside, it still runs at just 3fps
L1257[15:13:07] <barteks2x> minecreatr: Even my mod doesn't attempt to change THAT. I have no idea what you are trying to do, but this way probably won't work
L1258[15:13:55] <minecreatr> barteks2x, well I am not ovveriding an existing world, I am doing something with "Pocket" dimensions
L1259[15:15:43] <Lumien> Did something also change about fluids in the latest forge?
L1260[15:16:15] <fry> what do you see? :P
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L1262[15:17:18] <Lumien> Nothing, but i'm getting fluid textures for my block and they are solid black
L1263[15:18:16] <fry> textures themselves, or the model?
L1264[15:18:29] <fry> model might be black due to the incorrect normal
L1265[15:18:39] <Lumien> Well the model is a cube^^, but it works fine with the "default" texture
L1266[15:18:45] <heldplayer> fry: Question about the loading screen, seeing as it transfers the GL context to a different thread, does it also get its own local scope on the state of OpenGL? (For example, the depth test function)
L1267[15:18:48] <Lumien> But once i apply the fluid texture to it it turns black
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L1269[15:19:29] <heldplayer> Because I've noticed that (at least on my computer) the loading screen thread seems to get its own version of the state variables.
L1270[15:19:31] <fry> heldplayer: only 1 thread has the access to that GL state, from what I know; other threads can't do everything, one thing that's possible is resource loading
L1271[15:19:54] <heldplayer> Aren't you transferring the GL context to draw the loading screen?
L1272[15:20:01] <fry> I am
L1273[15:20:21] <heldplayer> I'll make a sketch
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L1275[15:21:06] <fry> from what I gathered stuff like depth test function should carry over
L1276[15:23:34] <Lumien> Ok i had to enable ambient occlusion to get the fluid texture back
L1277[15:23:50] <heldplayer> From what I've seen happen: http://puu.sh/kYDJG.png
L1278[15:25:06] <fry> what os are you on?
L1279[15:25:09] <heldplayer> Windows 8
L1280[15:25:13] <fry> hmm
L1281[15:25:15] <heldplayer> 8.1 *
L1282[15:25:21] <fry> well, shared contexts are tricky
L1283[15:25:34] <fry> not much info on them, and all implementations are buggy
L1284[15:25:47] <fry> I'm surprized loading screen works as well as it does :P
L1285[15:26:11] <Wuppy> woohoo, found an open source project which has basically made the basics of minecraft world generation + rendering in unity at a decent framerate
L1286[15:26:14] <fry> depth func shouldn't be really relevant for it though
L1287[15:26:15] <heldplayer> Just tried using glGet and confirmed that the transferred context seems to have its own local view of the world
L1288[15:26:46] <Wuppy> now to read all of the code, understand it and then get to the stuff I actually want to do, world generation :P
L1289[15:27:01] <heldplayer> Important stuff for me as I transform GL calls and this was causing a bit of an issue on my end :p
L1290[15:27:20] <fry> what calls? :P
L1291[15:27:54] <fry> and when? :P
L1292[15:28:01] * fry is curious
L1293[15:28:04] <heldplayer> A lot of them, so that it runs a mild version of the State Manager MC1.8 has
L1294[15:28:29] <heldplayer> Having to figure out bugs with GL isn't fun though, and I'm fairly certain Mojang had to do the same :p
L1295[15:28:49] <fry> well, you can just use 1.8 nowadays :P
L1296[15:28:59] <fry> we even have the obj loader! :P
L1297[15:29:15] <Lumien> Ok so i changed some numbers and now my models work again \o/
L1298[15:29:17] <heldplayer> Well my most important is an NEI addon for Mystcraft, and Mystcraft is still 1.7.10, so I can't update that :p
L1299[15:29:40] <heldplayer> My other mods I've updated to 1.8 as best as possible though, though they're not the main development branch
L1300[15:30:37] <fry> fair enough :P
L1301[15:30:45] <heldplayer> Hmmm, fry, how much effort would it be to do a glPushAttribute and glPopAttribute before transferring context to the loading screen thread?
L1302[15:31:03] <heldplayer> Talking about 1.8 only, as I know 1.7.10 is frozen by now
L1303[15:31:10] <fry> well, you can manually transfer the context back if you need it
L1304[15:31:19] <heldplayer> Ouch, so not easy
L1305[15:31:22] * fry envisioned some mods needing that
L1306[15:31:33] <fry> wouldn't that help? :P
L1307[15:31:34] <heldplayer> Do you have a method they can call to do that?
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L1311[15:32:33] <fry> SplashProgress.pause, resume
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L1314[15:32:46] <fry> those even have javadocs! :P
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L1316[15:33:24] <heldplayer> They do! :o
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L1318[15:34:52] <heldplayer> Noted for future reference, cheers :D
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L1322[15:41:16] <Poppy> #shitscalaletsyoudo
L1323[15:41:17] <Poppy> val blockGlowTorch = new BlockTorch {setStepSound(Block.soundTypeWood) setBlockName("orion.glowtorch") setBlockTextureName("orion:glowtorchlit"); override def randomDisplayTick(w: World, x: Int, y: Int, z: Int, r: java.util.Random) = null}
L1324[15:41:45] <fry> well, that you can do in java too :P
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L1326[15:42:26] <heldplayer> Indeed, but you don't want to create anonymous classes just to call some member methods in its constructor
L1327[15:42:39] <shadekiller666> fry, if your vertices don't have normal data, do you just use the vertex positions instead?
L1328[15:42:57] <fry> what do you mean? :P
L1329[15:43:10] <fry> heldplayer: why not? :P
L1330[15:43:19] <fry> {{ }} is a "pattern" in java :P
L1331[15:43:33] <shadekiller666> well, there is no guarantee that the .obj file will contain vertex normal data
L1332[15:43:39] <heldplayer> Yeah, and it's bad practice to use it to initialize some stuff or add values :p
L1333[15:43:42] <fry> then generate it from the face
L1334[15:44:03] <shadekiller666> ok, that means using vertex positions then :P
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L1336[15:44:11] <fry> yup yup
L1337[15:45:14] <fry> shadekiller666: here's a good way that doesn't need a lot of special casing for quads that are triangles: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/pipeline/VertexLighterFlat.java#L93-L100
L1338[15:45:17] <Poppy> neat, didn't know that
L1339[15:46:14] <shadekiller666> fry, that only calculates for half of the face
L1340[15:46:31] <fry> look again :P
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L1342[15:47:48] <shadekiller666> aren't you supposed to calc the normals of both triangles then average them?
L1343[15:48:11] <fry> why?
L1344[15:48:30] <fry> I assume quads are planar
L1345[15:48:32] <shadekiller666> if the face is not planar
L1346[15:48:55] <fry> if the quad is not planar, then it should be split before this stage :P
L1347[15:49:31] <fry> and this method should still get the sane value for a non-planar quad too, I think
L1348[15:49:43] <shadekiller666> so are you using 2d arrays so that each index returns an array of data that makes up the position?
L1349[15:50:20] <fry> 3d actually
L1350[15:50:41] <fry> it's surprisingly nice to work with them :P
L1351[15:53:55] <shadekiller666> good god how the hell did i manage to make this work... everything is just bandaged together >.<
L1352[15:54:28] <fry> hahaha
L1353[15:54:47] <gigaherz> XD
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L1355[15:58:02] <shadekiller666> one thing that i've been thinking about is how to support faces > quads
L1356[15:58:20] <shadekiller666> though i don't think its entirely possible
L1357[15:59:11] <fry> you mean faces with >4 vertices?
L1358[15:59:18] <shadekiller666> mhmm
L1359[15:59:28] <fry> triangulation is a thing :P
L1360[15:59:34] <shadekiller666> true
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L1363[16:05:05] <LexManos> fry http://www.minecraftforge.net/forum/index.php/topic,34668.0.html
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L1366[16:06:33] <fry> fells like BakedQuad patch isn't applied
L1367[16:07:11] <fry> ah, there we go, classic lighting is a bit broken :P
L1368[16:08:10] <LexManos> ?
L1369[16:08:23] <LexManos> Patch succeeded: net/minecraft/client/renderer/block/model/BakedQuad.java.
L1370[16:08:25] <fry> if you disable the smooth lighting in the menu this happens
L1371[16:08:34] * fry is looking into it now
L1372[16:08:38] <LexManos> ah, well then
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L1374[16:09:29] <LexManos> https://s-media-cache-ak0.pinimg.com/originals/d5/86/c5/d586c5f898287597dc01facc77d7a8a4.jpg
L1375[16:10:31] <fry> http://www.youtube.com/watch?v=pFRFRwkDsog
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L1379[16:14:59] <LexManos> ugh i feel like crap. bad night sleep combined with waking up startled by what I thought was a person at the door :/
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L1382[16:15:45] <kebbanalex_> Tell us more Lex
L1383[16:16:35] <kebbanalex_> Happened to me like a week ago
L1384[16:17:23] <shadekiller666> fry, i'm going to push enough changes to fix the normals, to get a fix out quicker, but this is bugging me enough that i want to rework how some of this works now lol
L1385[16:17:37] <kebbanalex_> anyways, Is there a way to run a command on the client(forge) it's sent from and not on the server(vanilla)?
L1386[16:18:25] <Ordinastie> register the command client side
L1387[16:18:46] <Ordinastie> ClientCommandHandler.instance.registerCommand()
L1388[16:18:54] <kebbanalex_> Ordinastie: Ah, Thanks
L1389[16:19:31] <kebbanalex_> Totaly not gonna make a whois command for clients to use on vanilla servers...
L1390[16:20:30] <fry> fixed :P
L1391[16:22:21] <fry> Lex: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1525/console
L1392[16:25:00] <AbrarSyed> my god that spam...
L1393[16:25:38] <AbrarSyed> yal need to start running that without --info...
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L1395[16:26:27] <LexManos> why? rather have info then not have it
L1396[16:26:48] <LexManos> also fixed, config issue some reason it skippe dthe wrapper in the first two tasks.
L1397[16:27:08] <AbrarSyed> because its not helpful info.. spamming out the list of patches and exceptor output?
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L1400[16:31:54] <fry> Still broken, Lex
L1401[16:32:04] <LexManos> ...
L1402[16:32:17] <fry> Caused by: java.lang.NoClassDefFoundError: Could not initialize class hudson.util.ProcessTree$UnixReflection
L1403[16:32:47] <LexManos> ya thats weird
L1404[16:33:03] <fry> httpd died? :P
L1405[16:33:11] <LexManos> build is finished but its trying to do something afterwords
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L1407[16:34:20] <LexManos> eww jenkins has 1.8 errors wonder why the last few builds didnt error
L1408[16:35:53] <LexManos> Ah yes its having issues on 1.559-
L1409[16:36:19] <shadekiller666> fry, when the .b3d file does not include vertex normal data, do you pass in the "face normal" value for all of the vertices?
L1410[16:37:26] <fry> yup
L1411[16:37:34] <shadekiller666> ok
L1412[16:38:00] <shadekiller666> the obj loader was/is set up to always input a face normal
L1413[16:38:33] <fry> hmm? it does pass the vertex normals if they're present
L1414[16:38:42] <fry> that's why eye looks as smooth as it does
L1415[16:39:02] <shadekiller666> oh right
L1416[16:42:53] <kebbanalex_> Can't get MC server from client command?
L1417[16:43:28] <MrGrouch> Nope the whole point of a client command is that its only run on the client
L1418[16:43:34] <kebbanalex_> hmm
L1419[16:43:35] <shadekiller666> wait a minute, then what the hell is the point of having code that uses vertex normals to calculate the face normal...
L1420[16:44:05] <kebbanalex_> I am trying to run a command on the client that has forge and then fetch data from the server that's vanilla
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L1422[16:44:46] <kebbanalex_> example: All playerentitys
L1423[16:44:57] <kebbanalex_> EntityPlayerMP's*
L1424[16:46:01] <MrGrouch> Yeah thats not really possible clientside only unless vanilla can already do that (if it does I don't know how)
L1425[16:48:34] <kebbanalex_> What I currently have is this http://pastebin.com/DWHUikEA with error http://pastebin.com/9XEH8tfq
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L1427[16:49:27] <LexManos> hehe
L1428[16:49:41] <kebbanalex_> It's just an example
L1429[16:49:50] <kebbanalex_> trying to fetch the players ip
L1430[16:50:01] <MrGrouch> So you're trying to access the server directly from the client..
L1431[16:50:04] <LexManos> blood|wrk, broke jenkins. It has issues with J8, Blood wanted J8, forcing jenkins to J7, gradle will run on J8 still tho.
L1432[16:50:07] <kebbanalex_> yup
L1433[16:50:17] <MrGrouch> Yeah that won't work
L1434[16:50:29] <kebbanalex_> Ok...
L1435[16:50:59] <kebbanalex_> anyother way?
L1436[16:51:05] <kebbanalex_> that you might know?
L1437[16:51:06] <MrGrouch> Put a mod on the server
L1438[16:51:13] <fry> shadekiller666: obj issue: java.lang.NumberFormatException: empty String inside Parser.parse; you're not handling the whitespace correctly
L1439[16:51:15] <barteks2x> Does vanilla have some command to make creative flying faster?
L1440[16:51:38] <shadekiller666> fry, i need a log
L1441[16:51:43] <kebbanalex_> The point is to not have a mod on the server
L1442[16:51:48] <shadekiller666> theres a lot of handling in parser ;P
L1443[16:51:53] <fry> I'm telling you what's the errors :P
L1444[16:51:56] <fry> *error
L1445[16:52:06] <fry> .split(" ") is incorrect
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L1447[16:52:16] <MrGrouch> Well then you'll need to look into what vanilla provides and its doubtful at best that you will achieve what you want
L1448[16:52:16] <kebbanalex_> basicly only client side, almost like a cheat
L1449[16:52:18] <shadekiller666> ?
L1450[16:52:25] <fry> you'll get a lot of empty strings if there are multiple spaces
L1451[16:52:35] <shadekiller666> i shouldn't
L1452[16:53:00] <kebbanalex_> MrGrouch: Thanks for your help so far. I'll tell you if I've made progress or if I need help/tips
L1453[16:53:12] <shadekiller666> split() removes what ever is passed in and makes the stuff between that from the original the next index
L1454[16:53:45] <shadekiller666> hmm
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L1456[16:54:16] <fry> look at the javadoc example :P
L1457[16:54:19] <shadekiller666> fry, do you have an example of the .obj thats causing that error?
L1458[16:54:33] <fry> "v 1 2 3"
L1459[16:54:39] <shadekiller666> ...
L1460[16:55:01] <fry> you probably should handle all whitespace, not only " " :P
L1461[16:55:03] <shadekiller666> stupid edge cases
L1462[16:55:06] <barteks2x> Why are these damn oceans so big... I need trees to actually see if skylight works
L1463[16:55:12] <fry> those are not edge cases :P
L1464[16:55:30] <shadekiller666> what modeling program spits out "v ..."
L1465[16:55:45] <fry> 3ds max exports with 2 spaces apparently
L1466[16:55:52] <shadekiller666> ...
L1467[16:55:56] <shadekiller666> of course it does
L1468[16:56:02] <fry> also, I have a couple of models that I made by hand where I use tabs
L1469[16:56:02] <shadekiller666> gg Autodesk
L1470[16:56:28] <shadekiller666> for the record, these are violations of the obj spec :P
L1471[16:56:32] <fry> there's nothing about the whitespace in the spec that I can see, so we must assume everything is allowed
L1472[16:56:35] <shadekiller666> but i'll see what i can do
L1473[16:56:59] <fry> even the spec has multiple-space examples
L1474[16:57:04] <fry> v -5.000000 5.000000 0.000000
L1475[16:59:53] <fry> this is the issue with text-based formats - need to write an intelligent lexer :P
L1476[17:00:04] <fry> (b3d was simpler that way :P)
L1477[17:04:44] <MrGrouch> shadekiller666: You intended to load in .obj models with OBJLoader.instance.loadModel() correct?
L1478[17:05:11] <shadekiller666> mrgrouch, the game should call that for you, but yes, why
L1479[17:05:29] <shadekiller666> oh, and you can remove it from your mod now, its in forge :P
L1480[17:05:36] <MrGrouch> Woo
L1481[17:05:54] <shadekiller666> though its ever so slightly broken cuz of an oversight on my part
L1482[17:06:09] <shadekiller666> it will still work, but the models look funny
L1483[17:06:26] <fry> some models :P
L1484[17:06:38] <shadekiller666> damn it eclipse, why you no has auto-decompile for java sources
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L1486[17:06:48] <MrGrouch> Use 1525?
L1487[17:06:58] <shadekiller666> whatever the latest is
L1488[17:07:15] <shadekiller666> anything including and past 1524 i believe
L1489[17:07:25] <kebbanalex_> MrGrouch: What about hijacking PlayerControllerMP playerController in Minecraft.class or EntityClientPlayerMP thePlayer also in Minecraft.class
L1490[17:07:26] <fry> yup
L1491[17:07:27] <kebbanalex_> ?
L1492[17:07:50] <MrGrouch> kebbanalex_: If its MP you can't touch it from the client
L1493[17:08:09] <kebbanalex_> hmm.
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L1497[17:09:01] <kebbanalex_> I meant basicly to send some packets and trying to f*ck with the server to see if I can find a hole
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L1499[17:10:35] <LexManos> hehe protip in the last 15 mins there have been 9 1525 builds ;)
L1500[17:12:47] <kebbanalex_> Lex, Do you know a way on top of your head how to access information from a vanilla server on a forge client? Or do I have to test my self to success?
L1501[17:13:08] <fry> what information? :P
L1502[17:13:24] <kebbanalex_> players on the server
L1503[17:13:49] <kebbanalex_> a list of all EntityPlayer/EntityPlayerMP
L1504[17:14:48] <MrGrouch> shade, Same instructions to get it up and running?
L1505[17:15:10] <LexManos> fry ;) http://puu.sh/kYMdF/ad6773ee25.png Fixed artifacts in jenkins
L1506[17:15:17] <fry> \o/
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L1508[17:15:36] <LexManos> kebb: The vanilla server doesnt expose that information except in the ping packet IIRC
L1509[17:15:45] <LexManos> and no way to get the entities
L1510[17:15:46] <shadekiller666> all you need to do now is register your items/blocks and models with ModelLoader.setCustomModelResourceLocation()
L1511[17:15:48] <shadekiller666> oh
L1512[17:16:24] <shadekiller666> and you also need to register your modid with OBJLoader.instance.addDomain()
L1513[17:16:40] <shadekiller666> do that first, before registering the items and models
L1514[17:16:44] <kebbanalex_> Oh, okay! Thanks Lex
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L1516[17:17:17] <shadekiller666> mrgrouch, you can pretty much follow ModelLoaderRegistryDebug
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L1520[17:18:04] <shadekiller666> as long as the game can find a forge blockstate json for the item/block, and as long as that points to the model file, it will parse the model
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L1522[17:21:44] <LexManos> fry? this you? http://www.minecraftforge.net/forum/index.php/topic,34670.msg182591.html#new
L1523[17:22:14] <fry> he fixed it
L1524[17:22:34] <LexManos> Also, tip: when you say to try a build, please state the number not 'latest'
L1525[17:22:45] <LexManos> Ya I saw that but just curious any idea why its infinite?
L1526[17:23:10] <fry> idk, it's indeed strange
L1527[17:23:20] <fry> and I wasn't sure what the build numberwould be :P
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L1529[17:25:33] <LexManos> Wll heres a tip, unless you fuck up. Its last build + 1 ;)
L1530[17:26:57] <fry> I didn't know you fixing the jeknins issues wouldn't've generated more builds :P
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L1532[17:27:01] <barteks2x> WTF did I do? Intellij keeps scrolling down.
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L1540[17:37:55] <shadekiller666> barteks, did you middle click, you might have activated the weird mouse scrolling mode thing
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L1542[17:39:37] <MageProtocol> Hello, does anyone in here know how to retrieve all of the components of a crafting recipe which make a certain item?
L1543[17:45:10] <smbarbour> Find the IRecipe instance in CraftingManager.getRecipeList() that matches the item and get the components from it.
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L1548[17:48:03] <smbarbour> You'd probably need to check if it is an instance of ShapedRecipes or ShapelessRecipes. Both have a field called recipeItems
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L1550[17:48:35] <MageProtocol> https://gist.github.com/MageProtocol/b2b302d4b7d77449c3a2
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L1553[17:49:01] <MageProtocol> that's what I have
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L1556[17:51:18] <smbarbour> So you would need to have checks after matching the recipe output for tmpRecipe instanceof ShapedRecipes and tmpRecipe instanceof ShapelessRecipes with appropriate code to get the recipeItems field and display it appropriately.
L1557[17:53:06] <smbarbour> ShapelessRecipes has a simple List<ItemStack> as recipeItems, while ShapedRecipes uses an ItemStack[] with specific slot numbers assigned based on the recipeWidth and recipeHeight fields.
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L1559[17:54:23] <MageProtocol> Do you have an example of how to do it? I haven't done much at all on this
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L1561[17:57:44] <smbarbour> I've told you all of the key bits of information. I don't have a specific example to look at. I'd recommend experimenting.
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L1604[19:25:57] <MrGrouch> Hey shadekiller666 any ideas what I goofed up here https://gist.github.com/disconsented/11307ce59ebed1bcab59 ?
L1605[19:25:59] <MrGrouch> https://github.com/disconsented/Cristalllum
L1606[19:27:55] <tterrag> why is it using the vanilla loader?
L1607[19:27:57] <tterrag> that seems wrong
L1608[19:28:19] <shadekiller666> for one thing, your folder layout is wrong
L1609[19:29:17] <shadekiller666> should have blockstates/, models/, and textures/
L1610[19:29:34] <shadekiller666> another thing, your crystal.obj has .json attached to it
L1611[19:29:51] <shadekiller666> which is probably why vanilla tried loading it
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L1613[19:30:16] <tterrag> bingo
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L1615[19:31:09] <MrGrouch> Ah there we go
L1616[19:31:10] <shadekiller666> also
L1617[19:31:10] <MrGrouch> ty
L1618[19:31:28] <shadekiller666> you don't need "clientPreInit()" to be a method inside your main mod class
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L1620[19:31:57] <shadekiller666> you can just put those in registerRenderers() in your ClientProxy, after the addDomain() call
L1621[19:32:51] <shadekiller666> the example on the forge repo did it that way because it was trying to stay in one file and didn't want to make a ClientProxy
L1622[19:33:11] <MrGrouch> Ah okay
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L1624[19:35:53] <GraphicH> weird is binarymage.com down for anyone else
L1625[19:35:59] <GraphicH> @keybounce?
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L1629[19:47:13] <Cazzar> http://isup.me/binarymage.com
L1630[19:47:29] <GraphicH> Booo
L1631[19:47:45] <GraphicH> Hope nothing funkies going on, I love mystcraft
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L1633[19:53:14] <Nucleria> Hi.
L1634[19:56:13] <GraphicH> meh why is FMLPostInitializationEvent.side not what I think it is
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L1638[19:59:47] <tterrag> what would it be?
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L1642[20:00:28] <GraphicH> Side.CLIENT versus Side.SERVER ?
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L1645[20:01:05] <tterrag> right
L1646[20:01:07] <tterrag> what were you expecting?
L1647[20:01:15] <GraphicH> That's what I expect
L1648[20:01:22] <GraphicH> however
L1649[20:01:31] <GraphicH> if(!event.getSide().equals(Side.CLIENT)) {
L1650[20:01:31] <GraphicH> Ambiotic.logger().error("This mod only runs on the client, running it on a server will have no effect.");
L1651[20:01:31] <GraphicH> return;
L1652[20:01:31] <GraphicH> }
L1653[20:01:45] <GraphicH> that code doesn't produce the expected result
L1654[20:01:51] <tterrag> what happens instead?
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L1656[20:02:04] <GraphicH> everything below that if executes
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L1660[20:02:13] <GraphicH> and that message is never displayed
L1661[20:02:24] <GraphicH> when I'm running a server
L1662[20:02:29] <tterrag> a dedicated server?
L1663[20:02:33] <GraphicH> yup
L1664[20:02:35] <tterrag> uhh
L1665[20:02:45] <tterrag> your logic is a bit weird
L1666[20:02:50] <tterrag> try event.getSide().isServer()
L1667[20:02:54] <tterrag> I mean, it SHOULD be the same
L1668[20:02:58] <tterrag> but you are using a double negative
L1669[20:03:02] <tterrag> for no reason
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L1672[20:04:34] <GraphicH> hmmm
L1673[20:04:56] <tterrag> all event getSide() methods just proxy to FMLCommonHandler.instance().getSide()
L1674[20:05:00] <tterrag> so I see no reason why it would be wrong
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L1676[20:09:40] <GraphicH> Oh its not wrong, I'm just stupid and its throwing a class not found exception before it hits that code
L1677[20:10:13] <GraphicH> I basically want to display a message to the user that their dumb for installing my mod on the server, right now it just crashes the server
L1678[20:10:15] <tterrag> https://i.imgur.com/3EomqJI.jpg
L1679[20:10:28] <tterrag> you need to get rid of client references inside your @Mod methods then
L1680[20:10:39] <tterrag> sorry bad link https://i.imgur.com/3EomqJI.gifv
L1681[20:10:58] <GraphicH> ^ lol what is that?!
L1682[20:11:01] <killjoy> Put a sideonly on an eventhandler method
L1683[20:11:19] <tterrag> villagers + elytra
L1684[20:11:26] <tterrag> killjoy: -.-
L1685[20:11:55] <GraphicH> Well whats weird is this
L1686[20:12:11] <GraphicH> Caused by: java.lang.ClassNotFoundException: graphich.ambiotic.main.Ambiotic
L1687[20:12:16] <tterrag> read further
L1688[20:12:31] <GraphicH> That's my main mod class, and its definitely in the jar
L1689[20:12:33] <tterrag> transitive classloading
L1690[20:12:37] <GraphicH> ?
L1691[20:12:43] <tterrag> there is more to the error than that
L1692[20:12:48] <tterrag> read *all* of the stacktraces
L1693[20:12:55] <GraphicH> ah
L1694[20:13:01] <tterrag> your class failed to classload because it failed to classload something inside it
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L1697[20:15:20] <GraphicH> http://pastebin.com/sB9j9b0D
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L1699[20:15:27] <Gil> anyone know how to set the default world type for my modpack?
L1700[20:16:00] <tterrag> credit to the gif btw https://www.reddit.com/r/Minecraft/comments/3qabwr/with_elytra_and_tnt_the_villagers_have_begun/
L1701[20:16:01] <Gil> I made a super duper world type, but no one is using it, as it's not the default
L1702[20:16:14] <tterrag> GraphicH: so you have the problem class
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L1704[20:16:48] <GraphicH> Right is resource manager correct? Oh I see the import failed because that code doesn't exist on the server ....
L1705[20:16:58] <tterrag> imports don't exist
L1706[20:17:40] <tterrag> but if you declare a field of type IResourceManagerReloadListener (or a decendant)
L1707[20:17:46] <tterrag> that will be classloaded at static init
L1708[20:18:01] <GraphicH> and doesn't exists so bricks are shat
L1709[20:18:07] <tterrag> correct
L1710[20:18:16] <tterrag> could you post your entire @Mod class?
L1711[20:18:23] <GraphicH> yeah hang on
L1712[20:18:47] <GraphicH> https://github.com/Ambiotic/Ambiotic/blob/master/src/main/java/graphich/ambiotic/main/Ambiotic.java
L1713[20:18:54] <Gil> tterrag: did you change the json format or anything about Kitchencraft btw? It's not registering my custom recipes anymore
L1714[20:19:11] <tterrag> Gil: kitchencraft doesn't do recipes
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L1716[20:19:21] <tterrag> you can use CustomThings for that, I didn't want to dupe the code between the mods
L1717[20:19:27] <Gil> oh okay
L1718[20:19:30] <tterrag> yeah, sorry
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L1720[20:19:34] <tterrag> that change was a while back though :P
L1721[20:19:35] <Gil> no prob
L1722[20:19:40] <Gil> yuuup
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L1724[20:19:47] <Gil> haven't been working on my pack for a year
L1725[20:19:49] <tterrag> GraphicH: that class is reeeallly bloated
L1726[20:20:07] <GraphicH> Meh 200 lines? not that big really
L1727[20:20:10] <tterrag> I'd move the reload listener onto the classes that care
L1728[20:20:22] <tterrag> your main mod file isn't what needs the reload event
L1729[20:20:45] <tterrag> I'd separate out the resource loading stuff to somewhere else
L1730[20:20:50] <tterrag> you'd need to if you want to support server loading
L1731[20:20:57] <tterrag> or if you are lazy you could use @SideOnly
L1732[20:20:58] <tterrag> but don't
L1733[20:21:10] <GraphicH> No I'd rather do it the right way
L1734[20:22:16] <tterrag> Gil: format is identical except you can't use raw food names anymore (obviously)
L1735[20:22:24] <Gil> hmm
L1736[20:22:30] <tterrag> but all foods get oredict, so it would just be itemFood instead of just food
L1737[20:23:14] <Gil> foodMeat and such, is that oredict, I forgot
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L1739[20:24:15] <tterrag> sorry it'd be foodName
L1740[20:24:15] <tterrag> yeah
L1741[20:24:20] <tterrag> https://github.com/wyldmods/KitchenCraft/blob/master/Foods/src/main/java/org/wyldmods/kitchencraft/foods/common/item/KCItems.java#L65
L1742[20:24:27] <Gil> k, thanks
L1743[20:24:53] <Gil> you don't happen to know if there's a way for me to change the default world type if a player just creates a new world without changing anything?
L1744[20:25:03] <tterrag> nope
L1745[20:25:03] <Gil> my modpack users aren't using my lovely custom world type
L1746[20:25:14] <tterrag> how do you even change the world type?
L1747[20:25:22] <tterrag> is that like flat/amplified?
L1748[20:25:25] <Gil> yeah
L1749[20:25:31] <tterrag> it could be done with a small mod
L1750[20:25:48] <Gil> I guess, but the code seems very... vanilla, if you catch my drift
L1751[20:26:05] <Gil> maybe there's a forge hook somewhere, I'll have to look
L1752[20:26:10] <tterrag> you'd just catch the InitGuiEvent
L1753[20:26:13] <tterrag> and edit the button state
L1754[20:26:21] <Gil> hmm, not sure if that'd work
L1755[20:26:27] <tterrag> why wouldn't it?
L1756[20:26:31] <Gil> because it's in a sub menu, right?
L1757[20:26:38] <tterrag> what is a "sub menu"
L1758[20:26:54] <Gil> so they can gen a world without actually opening the gui where the flat/amplified/etc options are
L1759[20:27:28] <Gil> easiest would be a hook that fires right after they click generate world
L1760[20:27:31] <tterrag> ah, yeah
L1761[20:27:52] <Gil> I don't mind locking them into this world type
L1762[20:28:05] <Gil> there's not a lot of sense in playing the others
L1763[20:28:21] <Gil> it'd be like a skyblock pack and you not selecting the skyblock world type
L1764[20:29:03] <tterrag> actually no, the sub menu is not a separate GUI
L1765[20:29:17] <tterrag> the GuiCreateWorld just edits the layout
L1766[20:29:19] <tterrag> it's the same GUI
L1767[20:29:24] <tterrag> so the button is still there, just not visible
L1768[20:29:25] <Gil> ooooh
L1769[20:29:27] <tterrag> you could edit it all the same
L1770[20:29:32] <Gil> that's great
L1771[20:29:49] <Gil> I'll try the initgui then
L1772[20:29:53] <Gil> thanks
L1773[20:30:59] <Gil> where's the documentation on that event, can't seem to find it
L1774[20:31:51] <tterrag> err there's javadocs on the class
L1775[20:31:59] <Gil> yeah, sure, that'll work
L1776[20:32:00] <tterrag> Pre/Post
L1777[20:32:03] <Gil> thanks again, life saver
L1778[20:32:05] <tterrag> you would want Post
L1779[20:33:05] <GraphicH> Ugh do I really have to make a whole proxy just to tell the user their stupid for installing my mod on a server
L1780[20:36:03] <GraphicH> So I'm still doing
L1781[20:36:03] <GraphicH> ((IReloadableResourceManager)Minecraft.getMinecraft().getResourceManager()).registerReloadListener(new EngineLoader());
L1782[20:36:20] <GraphicH> if I move out in the main class
L1783[20:36:28] <tterrag> why shouldn't the EngineLoader register itself?
L1784[20:36:30] <Kobata> GraphicH, https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/Mod.java#L96
L1785[20:36:43] <GraphicH> Oh
L1786[20:36:44] <GraphicH> derp
L1787[20:36:46] <Kobata> I forget when that was added so it MIGHT be a 1.8 thing
L1788[20:36:48] <GraphicH> gewd idea
L1789[20:36:48] <tterrag> huh
L1790[20:36:52] <tterrag> I did not know that was a thing
L1791[20:37:03] <netz> I'm not afraid of dieing, everyone has their time, I've never favored weakness welcome to the pride!
L1792[20:37:07] <netz> \m/
L1793[20:37:18] <GraphicH> Oh sweet
L1794[20:37:27] <GraphicH> I was just gonna suggest there should be such a thing
L1795[20:37:31] <GraphicH> thanks Kobata!
L1796[20:38:10] *** AbrarSyed is now known as Abrar|gone
L1797[20:41:04] <GraphicH> Weird when was that added?
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L1801[20:42:48] <Kobata> sometime before the fml/forge merge since that's all the log there says
L1802[20:43:00] <Kobata> Would need to pull up the old separate repo to figure it out
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L1804[20:43:10] <GraphicH> It's not in my version
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L1806[20:43:12] <GraphicH> weirdly
L1807[20:43:47] <Kobata> https://github.com/MinecraftForge/FML/commit/c9cf3136c265b2e8e46eab102b2310a9312b8cfb is what intoduced it
L1808[20:44:17] <GraphicH> Back in Feb
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L1810[20:45:16] ⇨ Joins: Lunatrius (~Lunatrius@77.38.103.182)
L1811[20:45:17] <Kobata> Looking around context, certainly after 1.8, so it's probably not in 1.7.10 versions
L1812[20:45:27] <GraphicH> Oh balls
L1813[20:45:33] <GraphicH> that's the version I'm targeting
L1814[20:46:06] <GraphicH> I wonder how hard it would be to back port
L1815[20:55:53] *** TehNut|Gone is now known as TehNut
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L1820[21:00:50] *** Abrar|gone is now known as AbrarSyed
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L1822[21:08:26] <tterrag> I just had to tell someone how to use NEI
L1823[21:08:28] <tterrag> that's a first
L1824[21:15:19] <PrinceCat> Oh god, where tterrag?
L1825[21:15:47] <tterrag> heh, turned out he was trolling lol
L1826[21:15:49] <tterrag> modpack IRC channel
L1827[21:16:02] <PrinceCat> He was probably a youngin'..
L1828[21:16:24] <Gil> those damn youngin's
L1829[21:16:31] <Gil> should get off my lawn
L1830[21:16:42] <PrinceCat> Yeah, don't make me get my shotgun.
L1831[21:16:44] <tterrag> the channel is pretty cool in general
L1832[21:16:45] <tterrag> http://puu.sh/kZ1ty.txt
L1833[21:16:54] ⇨ Joins: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L1834[21:16:55] <gigaherz> I recall once upon a time, in one of the channels I used to frequent
L1835[21:17:10] <gigaherz> one of the channel's residents joined with a second account, and pretended to be a very dense idiot
L1836[21:17:39] <gigaherz> (I'm talking 15 years ago or so)
L1837[21:18:08] <Gil> I enjoy channels that require registration
L1838[21:18:13] <PrinceCat> Is it on esper, tterrag? I just tried joining, haha
L1839[21:18:14] <tterrag> like this one? :p
L1840[21:18:17] <tterrag> PrinceCat: yep
L1841[21:18:26] <PrinceCat> #modpack?
L1842[21:18:27] <tterrag> #PlayTPPI
L1843[21:18:30] <PrinceCat> Ah.
L1844[21:18:34] <tterrag> it's a channel for a specific modpack
L1845[21:18:35] <PrinceCat> Well, there's your problem.
L1846[21:18:40] <tterrag> ingame chat
L1847[21:18:50] * PrinceCat googles what TPPI is
L1848[21:19:03] <tterrag> http://tppidev.github.io/
L1849[21:19:11] <PrinceCat> Already googled it. ;)
L1850[21:19:20] <tterrag> that's the official info site though
L1851[21:20:18] <PrinceCat> Thanks bby. xo
L1852[21:21:56] ⇦ Quits: GraphicH (~GraphicH@cpe-96-29-41-211.kya.res.rr.com) (Quit: Leaving)
L1853[21:22:53] <TehNut> The official site that none of us actually did anything with :p
L1854[21:23:12] <tterrag> TehNut: I did :(
L1855[21:23:19] <tterrag> and it's still mostly correct
L1856[21:23:38] <TehNut> Well in that case, I did, too. http://tppidev.github.io/secret/
L1857[21:23:41] ⇦ Quits: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com) (Quit: pixlepix)
L1858[21:24:15] <PrinceCat> Oh my god, TehNut, am I witnessing greatness?
L1859[21:24:47] <tterrag> the original is better
L1860[21:24:53] <tterrag> http://tehnut.info/secret/
L1861[21:24:58] <Gil> pfff, demon errors
L1862[21:25:00] <Gil> I hate those
L1863[21:25:10] <TehNut> http://tehnut.info/secret2/
L1864[21:25:29] <Gil> java.lang.ClassNotFoundException: cpw.mods.fml.common.registry.RegistryDelegate$Delegate
L1865[21:26:07] <TehNut> I suggest not trying any /secret/'s higher than 2
L1866[21:26:08] <PrinceCat> Oh my god, hahahahaha.
L1867[21:26:17] <TehNut> Some of them redirect to superlogout.com
L1868[21:26:23] <PrinceCat> Where has this been all my life?
L1869[21:26:33] <PrinceCat> That's evil TehNut. :(
L1870[21:26:38] <TehNut> i know
L1871[21:26:41] <TehNut> that's why i did it :>
L1872[21:27:05] <PrinceCat> I'd have to spend like, 5 minutes logging into everything again.
L1873[21:27:08] <PrinceCat> That's it, I'm sueing.
L1874[21:27:12] <TehNut> lol
L1875[21:27:26] <TehNut> Open http://tehnut.info/secret3/ in an incognito tab
L1876[21:27:47] <PrinceCat> Here goes nothing..
L1877[21:27:55] <TehNut> Make sure it's incognito...
L1878[21:28:13] <TehNut> Do not open that in an instance that you are logged into things on >.>
L1879[21:28:16] <PrinceCat> Oh christ.
L1880[21:28:27] <Gil> pffff
L1881[21:28:40] <TehNut> My friend uses random strings for all his passwords
L1882[21:28:41] <Gil> see, this is why I shouldn't do funky reflection stuff
L1883[21:28:44] <Gil> it's a pain
L1884[21:28:52] <TehNut> I've gotten him 3 times
L1885[21:28:53] <PrinceCat> I enjoyed the konga better.
L1886[21:29:02] <TehNut> All his passwords are on postit's
L1887[21:29:23] <killjoy> It didn't log me out of anything
L1888[21:29:38] <PrinceCat> What browser?
L1889[21:29:42] <killjoy> chrome
L1890[21:29:58] <TehNut> Not sure if troll to get people to click it or not...
L1891[21:30:12] <killjoy> It didn't work.
L1892[21:33:05] <killjoy> It logged me out of deviantart though
L1893[21:34:26] <killjoy> http://i.imgur.com/aKo6xsW.png
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L1895[21:37:32] <killjoy> I like your 404 screen, TehNut
L1896[21:38:05] <TehNut> :p
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L1898[21:55:40] *** killjoy is now known as killjoy[tf2]
L1899[21:56:29] <PrinceCat> Oh my god, TehNut. I just tried to copy a YouTube link and failed and your superlogout redirect was still in my clipboard. God damnit!
L1900[21:56:49] <TehNut> :D
L1901[21:57:04] * PrinceCat cries in the corner
L1902[21:58:25] <AbrarSyed> superlogout?
L1903[21:58:53] <AbrarSyed> oh.. lol
L1904[21:59:41] <PrinceCat> Don't do it AbrarSyed, it's a trap!
L1905[21:59:50] <AbrarSyed> I saw killjoys image
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L1908[22:12:14] <Cazzar> Who wants to try and play the midi for necrofantasia on their PC :P
L1909[22:13:37] <Cazzar> (this https://www.youtube.com/watch?v=0hgrqujEmho)
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L1912[22:38:28] <LexManos> Kobata, there is like 15 different ways to tell Forge not to load your mod on the client or server, or on different MC versions.
L1913[22:38:48] <LexManos> This one is just another one I added because people wernt using the others
L1914[22:40:52] *** killjoy[tf2] is now known as killjoy
L1915[22:42:21] <shadekiller666> so, i've fixed the issue with the normals
L1916[22:42:38] <shadekiller666> but now i seem to have half-broken the UVs
L1917[22:43:34] <shadekiller666> on parsing, i track the max and min U and V values, and then use them for normalizing the set of UVs after parsing is finished, problem is, i'm somehow getting Infinity as the max V value...
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L1919[22:45:58] <Vorquel> kobata
L1920[22:46:12] <Vorquel> oops
L1921[22:46:47] <Vorquel> I didn't mean to say that >.>
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L1932[23:14:51] <unascribed> ...what's the difference between getSide and getEffectiveSide?
L1933[23:14:59] <unascribed> as in, when would you use one over the other
L1934[23:16:20] <unascribed> getSide seems like it's a safer choice in virtually every scenario
L1935[23:17:36] <killjoy> Would effective side be like the server/client thread?
L1936[23:18:10] <unascribed> EffectiveSide checks if the current thread is named "Server thread"
L1937[23:18:16] <unascribed> Side asks the SidedHandler what side it is
L1938[23:18:20] <killjoy> Yup, that's what it is
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L1940[23:18:31] <unascribed> I get that, but why would you ever use EffectiveSide
L1941[23:18:35] <unascribed> is it some sort of legacy thing?
L1942[23:18:41] <killjoy> world.isRemote
L1943[23:18:52] <unascribed> I know about isRemote
L1944[23:18:57] <unascribed> I'm asking why EffectiveSide exists
L1945[23:18:58] <killjoy> Same concept
L1946[23:19:20] <killjoy> Some things need to be done in the server thread
L1947[23:19:39] <unascribed> so I guess then it's more an "isServerThread" than getEffectiveSide
L1948[23:19:42] <killjoy> Aren't a bunch of world things not thread-safe?
L1949[23:19:51] <unascribed> actually, why don't I just check the call hierarchy...
L1950[23:19:56] <killjoy> Minecraft actually has a similar method
L1951[23:20:01] <tterrag> unascribed: there is a distinct difference between the two methods
L1952[23:24:28] <unascribed> I get that, I'm asking when you would use EffectiveSide instead of Side
L1953[23:24:54] <killjoy> On the client, you don't want to modify server stuff when on the client threads
L1954[23:25:01] <unascribed> OH, right
L1955[23:25:04] <unascribed> the integrated server
L1956[23:25:06] <unascribed> that makes sense
L1957[23:25:20] <killjoy> You could at least use the scheduler
L1958[23:26:16] <tterrag> yes
L1959[23:26:19] <tterrag> even in SSP there is still a server
L1960[23:27:24] <unascribed> yeah, I just realized that in the integrated server the sided handler would be client, but there's still a server thread
L1961[23:27:27] <unascribed> so that makes sense now
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L1964[23:37:38] <MrGrouch> Hey shadekiller666, do you have an example on what to do for foor.obj.json ?
L1965[23:38:38] <unascribed> if I have an entity going at like 100 blocks per second, will it tunnel through blocks?
L1966[23:38:50] <unascribed> per tick*
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L1970[23:58:48] <unascribed> seems like no, at least when using a MovingObjectPosition
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