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L1[00:00:16] ⇨
Joins: Drullkus
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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 @_@
L14[00:04:44] ***
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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...
L21[00:05:38] ⇦
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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...
L52[00:18:13] ⇨
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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
L56[00:19:11] ⇦
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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
L63[00:20:46] <gigaherz> ofc after it gets
merged, you remove it
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
L96[00:24:30] ⇨
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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
L107[00:29:16] <shadekiller666> oops
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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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?
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?
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
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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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 :/
L247[03:06:48]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
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
L269[03:16:16] ⇦
Quits: Mitchellbrine (uid38456@id-38456.tooting.irccloud.com)
(Quit: Connection closed for inactivity)
L270[03:16:23] ***
MrKick|Away is now known as MrKickkiller
L271[03:18:07]
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L272[03:19:56] ⇦
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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.
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?
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.
L306[03:30:28]
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L307[03:31:36] ⇦
Parts: Firedingo (~Firedingo@101.161.24.253) ())
L308[03:31:39] ⇦
Quits: shadekiller666
(~shadekill@adsl-108-71-36-184.dsl.lsan03.sbcglobal.net) (Read
error: Connection reset by peer)
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
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
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?
L356[03:46:52] ⇦
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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/
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
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 ^_^
L407[04:12:35] ***
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L408[04:13:22] ⇦
Quits: Lex_ (~Lex@172.76.2.58) (Ping timeout: 192
seconds)
L409[04:19:36] <netz> Cypher121: hehe.
yeah, we tend to be ok for that.
L410[04:21:06] ***
Crystal|AFK is now known as CrystalMare
L411[04:24:03]
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L412[04:29:32] ⇦
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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
L415[04:32:02]
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195 seconds)
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L423[04:52:07]
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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 !
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
L465[05:05:51]
⇨ Joins: Mraoffle
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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
L472[05:06:47] ⇦
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timeout: 195 seconds)
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
L483[05:11:33]
⇨ Joins: Lothendal
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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
L494[05:19:44] ⇦
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timeout: 378 seconds)
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
L502[05:30:34]
⇨ Joins: PrinceCat
(~PrinceCat@106-69-92-61.dyn.iinet.net.au)
L503[05:31:35] ***
Tombensleep is now known as Tombenpotter
L504[05:32:43] ⇦
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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
L509[05:42:19] ⇦
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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
L542[07:04:44]
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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()
L552[07:27:55] ***
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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
L555[07:30:32] ⇦
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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
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*
L638[09:08:16] <GraphicH> Oh kick
ass
L639[09:08:20] <GraphicH> Have to grab
that
L640[09:08:31] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
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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
L654[09:11:20] ⇦
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L657[09:11:33] <Cypher121> forge adds a
workaround of sorts, I think, that helps to avoid multi-terabyte
JSONs
L658[09:11:54] ***
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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_
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
L685[09:17:05] ⇦
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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...
L701[09:20:06] ***
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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
L710[09:23:56] ⇦
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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"
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] *
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L729[09:32:37] <sham1> Lol
L730[09:32:46] <sham1> Quit message is
literally SHIT
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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
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?
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
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
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
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?
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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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?
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?
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
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
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
L1070[13:44:05]
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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
L1122[14:02:29]
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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
L1129[14:09:23]
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L1130[14:10:37] <Poppy> or more fucking,
depends on if you're into fucking
L1131[14:11:13] ***
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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
L1139[14:17:35]
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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
L1163[14:39:50]
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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
L1168[14:40:59] ***
Vigaro|AFK is now known as Vigaro
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
L1215[14:58:30]
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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?
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
L1226[15:02:40]
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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" ?
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?
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
L1268[15:19:01]
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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
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
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
L1354[15:55:32]
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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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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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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
L1392[16:25:00] <AbrarSyed> my god that
spam...
L1393[16:25:38] <AbrarSyed> yal need to
start running that without --info...
L1394[16:25:49]
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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?
L1398[16:30:02]
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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)
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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?
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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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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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
L1560[17:55:08]
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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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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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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
L1679[20:10:28] <tterrag> you need to get
rid of client references inside your @Mod methods then
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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L1699[20:15:27] <Gil> anyone know how to
set the default world type for my modpack?
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
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
L1719[20:19:32]
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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
L1723[20:19:43] ***
SnowShock35 is now known as zz_SnowShock35
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
L1738[20:23:32] ***
Abrar|gone is now known as AbrarSyed
L1739[20:24:15] <tterrag> sorry it'd be
foodName
L1740[20:24:15] <tterrag> yeah
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?
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] ***
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L1797[20:41:04] <GraphicH> Weird when was
that added?
L1798[20:41:16]
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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
L1803[20:43:03]
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L1804[20:43:10] <GraphicH> It's not in my
version
L1805[20:43:11]
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L1806[20:43:12] <GraphicH> weirdly
L1808[20:44:17] <GraphicH> Back in
Feb
L1809[20:44:27]
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bend.)
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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] ***
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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
L1833[21:16:54]
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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
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]
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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
L1857[21:23:41]
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L1858[21:24:15] <PrinceCat> Oh my god,
TehNut, am I witnessing greatness?
L1859[21:24:47] <tterrag> the original is
better
L1861[21:24:58] <Gil> pfff, demon
errors
L1862[21:25:00] <Gil> I hate those
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
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
L1894[21:35:57]
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L1895[21:37:32] <killjoy> I like your 404
screen, TehNut
L1896[21:38:05] <TehNut> :p
L1897[21:51:03] ***
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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
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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] ***
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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*
L1967[23:53:01]
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L1970[23:58:48] <unascribed> seems like
no, at least when using a MovingObjectPosition