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L5[00:05:24] <unascribed> oh, because a
MovingObjectPosition is a raytrace result. That makes sense.
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L8[00:10:51] <unascribed> ...why am I even
bothering with extremely fast entities, I should just use
raytraces
L9[00:16:45] <killjoy> Any reason you're
going 100m/t?
L10[00:16:58] <unascribed> I'm implementing
a laser weapon
L11[00:17:00] <unascribed> and lasers are
fast.
L12[00:17:02] <unascribed> :P
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L14[00:18:17] <unascribed> one raytrace
with a max range is a much better solution, and is what i'm using
now
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L17[00:25:20] <sham1> Lasers are light
=> lasers travel at c
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L19[00:28:17] <unascribed> it's much easier
to just do a raytrace and pretend light is instant rather than
simulating the speed of light :P
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L23[00:31:51] <masa> how would you
"accurately" simulate real lasers and the speed of light
with 20 TPS anyway?
L25[00:33:53] <sham1> Wait no
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L49[01:51:41] <Zaggy1024> that dang bug
shade made a pr for crashed my game again :P
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L51[01:56:08] <fry> what?
L52[01:56:39] <Zaggy1024> when two models
have the same parent which doesn't exist, the game crashes
L54[01:57:11] <Zaggy1024> loadingModels
isn't cleared when a model fails to load
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L56[01:58:36] <fry> heh, why is his
description 10 times longer than your? :P
L57[01:59:04] <Zaggy1024> because neither
of us thought of a good way to describe it then, I guess
L58[01:59:25] <Zaggy1024> helps to leave
and come back to something :P
L59[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151027 mappings to Forge Maven.
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L61[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151027-1.8.zip (mappings
= "snapshot_20151027" in build.gradle).
L62[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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L65[02:05:26] <shadekiller666> lol
L66[02:06:16] <shadekiller666> fry, i
managed to fix the normals issue, i think, but at the same time i
also broke my UVs, so i'll take a look at it tomorrow
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L68[02:06:31] <fry> why are you normalizing
the uvs?
L69[02:06:34] <shadekiller666> well, today,
since is 6 minutes into tuesday :P
L70[02:06:46] <shadekiller666> ?
L71[02:06:57] <fry> just assume they're
0-1
L72[02:07:02] <shadekiller666> they
aren't
L73[02:07:17] <fry> they should be
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L75[02:07:20] <shadekiller666> the eye
model ranges from -1.5 to 3.0
L76[02:07:31] <fry> weird
L77[02:07:48] <fry> but normalization will
break for model that don't use the full range of the texture
L78[02:07:56] <fry> (which is common)
L79[02:08:38] <shadekiller666> then what
would you suggest?
L80[02:08:47] <fry> where did you get the
eye model from?
L81[02:08:52] <shadekiller666> i made
it
L82[02:08:57] <fry> where?
L83[02:09:00] <shadekiller666> in
maya
L84[02:09:11] <fry> does maya have export
options for uv ranges?
L85[02:09:23] <shadekiller666> uhhh
L86[02:09:30] <fry> I'd suggest adding a
custom property to the json
L87[02:09:33] <shadekiller666> not for objs
i don't think
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L89[02:11:03] <shadekiller666> not exactly
sure how i would manage to pipe the data from the process() method
into the parts of the model where its actually needed
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L91[02:11:58] <Zaggy1024> so maya is
stupid? :P
L92[02:12:06] <shadekiller666> and i'm not
sure when in the execution order process() gets called, if its
before or after the point at which the obj loader would be baking
the obj model
L93[02:12:08] <shadekiller666> no
L94[02:12:13] <shadekiller666> maya is
maya
L95[02:12:50] <shadekiller666> if i
remember correctly, i applied a spherical uv map to that model when
i made it
L96[02:13:14] <Zaggy1024> process is called
when making the WeightedRandomModel
L97[02:13:24] <Zaggy1024> much before
baking, I believe
L98[02:13:27] <fry> eberything I know
assumes 0-1 uv range
L99[02:13:31] <fry> *everything
L100[02:13:32] <shadekiller666> well
L101[02:13:44] <shadekiller666> spherical
maps layout uv shells flat
L102[02:14:14] <shadekiller666> so the
ends of the uv map went outside the standard 0-1 uv range
L103[02:14:22] <shadekiller666> its not
uncommon
L104[02:15:07] <Zaggy1024> why wouldn't it
fit it to 0-1? 0.o
L105[02:15:53] <shadekiller666> let me
open maya and show you
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L112[02:22:29] <shadekiller666> the 0-1
range is the top right quadrant of the grid behind it
L113[02:23:40] <fry> well, you didn't
scale the uvs for the eye then, since the texture itsn't repeated 3
times
L114[02:23:55] <fry> here maya expects uvs
to wrap if they're outside 0-1 range
L115[02:24:06] <shadekiller666> it would
be repeated twice
L116[02:24:14] <Zaggy1024> maya is
weird
L117[02:24:29] <shadekiller666> thats how
uv mapping works :P
L118[02:24:29] <fry> more than twice,
according to the screenshot
L119[02:24:30] <Zaggy1024> it would behave
the same if the points off the right side were on the left
L120[02:24:46] <shadekiller666> nope, that
applies the same texture to both hemispheres
L121[02:24:48] <Zaggy1024> shade, normally
Blender keeps the UVs within 0-1
L122[02:24:48] <fry> what you should do is
move everything to the top right quadrant
L123[02:25:07] <shadekiller666> zaggy, so
does maya
L124[02:25:26] <shadekiller666> fry, how
exactly would i do that?
L125[02:25:29] <Zaggy1024> then what's it
doing there? :P
L126[02:25:49] <fry> idk, never used maya
:P
L127[02:25:55] <shadekiller666> zaggy,
thats part of applying non-default uv maps :P
L128[02:26:13] <shadekiller666> so are you
saying, shift it so everything is positive?
L129[02:26:21] <fry> and within 0-1
L130[02:26:47] <shadekiller666> thats not
possible without forcing the texture to be distorted for a
spherical mapping
L131[02:27:00] <shadekiller666> or scaling
the mapping to be really small
L132[02:27:12] <Zaggy1024> that would only
be half size
L133[02:27:13] <fry> break it up in 3
parts
L134[02:27:15] <Zaggy1024> nothing wrong
with that
L136[02:27:33] <Zaggy1024> or two parts,
it looks as though the right side should be on the left
anyway
L137[02:27:41] <unascribed> it's stolen
directly out of RenderManager, I even removed my custom color to
see if that was the issue
L138[02:28:09] <fry> move everything in
the left square +1 to ther right, and everything outside the right
square -1
L139[02:28:26] <Zaggy1024> una, did you
make sure that the AABB is actually in the right place?
L140[02:28:32] <shadekiller666> that would
make the texture overlap
L141[02:28:43] <fry> that's what's
happening already
L142[02:28:46] <Zaggy1024> then make two
textures lol
L143[02:28:57] <shadekiller666> you
can't
L144[02:28:59] <unascribed> yeah, it's in
the right spot
L145[02:29:04] <unascribed> just printed
it and teleported to one of the corners
L146[02:29:08] <shadekiller666> thats not
how uvs work lol
L147[02:29:09] <Zaggy1024> shade, why
not?
L148[02:29:17] <Zaggy1024> wat
L149[02:29:27] <Zaggy1024> Blender can map
a mesh to two textures, why can't maya?
L150[02:29:33] <fry> it's overlapping
already
L151[02:29:39] <fry> don't get
distracted
L152[02:30:03] <Zaggy1024> didn't you say
he was normalizing the UVs?
L153[02:30:05] <shadekiller666> i'm not
sure how its already overlapping
L154[02:30:12] <fry> and fix the importer
to assume 0-1 range, and, for example, clamping everything
outside
L155[02:30:13] <Zaggy1024> wouldn't that
scale them into 0-1 so that it's distorted anyway?
L156[02:30:49] <shadekiller666> so
essentially break proper uv map application
L157[02:30:52] <shadekiller666>
brilliant
L158[02:30:57] <shadekiller666> this was
working before :p
L159[02:31:05] <Zaggy1024> Minecraft can't
handle outside 0-1 range with the atlas
L160[02:31:10] <Zaggy1024> it'll show
another texture
L161[02:31:19] <shadekiller666> hence the
normalization
L162[02:31:31] <Zaggy1024> which would
cause distortion which you said you didn't want, rihgt?
L163[02:31:33] <fry> normalization isn't
the answer here
L164[02:32:17] <Zaggy1024> I don't
understand what you're arguing for shade :P
L165[02:32:32] <shadekiller666> the
algorithm was finding the max and min uv values, then setting each
uv to: (uv.u - min.u)/(max.u-min.u), and same for v
L166[02:32:34] <Zaggy1024> you said you
didn't want to scale down the UVs, but is that not exactly what
normalization does?
L167[02:33:54] <Zaggy1024> could always do
this
L169[02:35:48] <Zaggy1024> assuming your
version of maya has that
L170[02:38:00] <shadekiller666> and of
course, people trying to tell the computer animator how to use the
program he has a degree in...
L171[02:38:17] <fry> degrees don't mean
shit
L172[02:39:10] <Wuppy> o/
L173[02:39:34] <Zaggy1024> I'm not telling
you how to use it, I'm just suggesting a solution
L174[02:39:53] <Zaggy1024> I don't own
maya, so I had no idea whether it had that or where it would be
located in the program
L175[02:39:56] <Zaggy1024> so I looked it
up
L176[02:40:34] <Wuppy> knowledge
>>>> degree
L177[02:40:52] <Wuppy> also, google skills
>>>>> pc usage knowledge :P
L178[02:41:01] <Zaggy1024> it seems to me
that the loader should treat the model exactly as it is in the
file, regardless of whether hte UVs are completely out of whack or
not
L179[02:41:28] <Zaggy1024> I mean, what if
the people making hte model don't want the mappings to fill the
texture?
L180[02:41:51] <Zaggy1024> what if the
mapped area is 9x9, but since it has to be a power of 2, they have
to map to 16x16?
L181[02:42:43] <shadekiller666>
"regardless of whether the uvs are out of whack or
not"
L182[02:42:49] <shadekiller666> fine
L183[02:43:15] <shadekiller666> excuse me
for trying to make it flexible
L184[02:44:09] <Zaggy1024> that's not
being flexible, that's doing something that the person loading a
model won't know about
L185[02:44:24] <shadekiller666>
exactly
L186[02:44:40] <Zaggy1024> which means
that if their UVs look wrong in game, they won't know what's
wrong
L187[02:44:45] <fry> "2d placement
nodes in Maya have Wrap U/V on by default"
L188[02:44:59] <fry> that's what's making
uvs outside 0-1 work in maya
L189[02:45:09] <fry> scaling everything !=
wrapping
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L191[02:45:35] <fry> I wouldn't even do
wrapping in the loader by default
L192[02:45:50] <Zaggy1024> people should
be able to fix their UVs in their 3D modeling program
L193[02:45:56] <fry> if uvs are outside
0-1 the erros should be thrown
L194[02:45:58] <Zaggy1024> they shouldn't
need an importer to do it for them
L195[02:46:06] <fry> with optional
wrapping enabled via json
L196[02:48:26] <shadekiller666> 2d
placement nodes only get applied when a texture is attached
L197[02:48:27] <shadekiller666> btw
L198[02:48:54] <shadekiller666> in my case
degree == a fair fucking bit of how maya does things
L199[02:49:04] <Wuppy> so?
L200[02:49:13] <fry> so, you should know
about uv wrapping by default
L201[02:49:36] <fry> and that scaling of
those uvs couldn't possibly have worked for the eye texture that
you have
L202[02:50:08] <Wuppy> nobdoy should ever
act like "i've got a degree which means I'm better than
you"
L203[02:51:06] <Wuppy> I mean I wrote 2
books about modding but I'm fine with asking for help or admitting
I don't know things
L204[02:51:24] <Wuppy> because there are
many, many smarter people than me in this channel :P
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L206[02:52:29] <Zaggy1024> huh.
L207[02:52:54] <Zaggy1024> the
simpleShapes map in ItemModelMesher takes precedence over the
shapers map
L208[02:53:09] <MrGrouch> Hey
shadekiller666, do you have an example on what to do for
foo.obj.json ?
L209[02:53:31] <shadekiller666> mrgrouch,
remove the .json?
L211[02:56:10] <shadekiller666> ok i am
curious how the hell i convinced the eye to not wrap...
L212[02:57:02] <MrGrouch> Well I assumed I
needed one because of [20:55:16] [Client thread/WARN]: Unable to
load block model: 'cristallum:block/crystal.obj' for variant:
'cristallum:Riparius#normal': java.io.FileNotFoundException:
cristallum:models/block/crystal.obj.json
L213[02:57:08] <Zaggy1024> in maya, or in
Minecraft?
L214[02:57:08] <shadekiller666> let me
show you what the eye looks like in maya
L216[02:59:30] <shadekiller666> in that
configuration, with wrap u/v on, the blue part of the eye gets
shown on both sides of the sphere, without it, only one, but with
all parts of the uv shell that aren't overlapping the texture gray,
as it should
L217[02:59:31] <shadekiller666> now
L218[03:01:09] <MrGrouch> So where did I
goof or do I need the file its looking for?
L219[03:01:46] <fry> looks like right now
the obj loader will map everything that's larget than 1 to 1, and
anything that's smaller than 0 to 0
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L222[03:02:35] <shadekiller666> fry, it
should also adjust the uvs in between as well
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L224[03:02:45] <shadekiller666> but it
should also preserve the shape of the uv
L225[03:02:51] <fry> only if the face is
big enough
L226[03:03:02] <fry> it doesn't take into
account the whole range, only the current face
L227[03:03:14] <shadekiller666> it should
be
L228[03:04:15] <shadekiller666> MrGrouch,
no, that FileNotFoundException occured because you passed
"crystal.obj" as the name of the block to
setCustomModelResourcelOcaiton
L229[03:04:42] <shadekiller666> never
include file extensions when passing something into
ResourceLocations
L230[03:05:02] <shadekiller666> at least
not within model contexts
L231[03:05:08] <fry> wait, what?
L232[03:05:21] <shadekiller666> ?
L233[03:05:39] <shadekiller666> i had the
obj loader set up to track the whole range of all uvs in the
file
L234[03:05:56] <fry> you're expected to
use "yourmodel:model.obj" in the resource location
L235[03:06:01] <fry> with the
extension
L236[03:06:23] <shadekiller666> oh
jeeze
L237[03:06:45] <shadekiller666> i'm going
to bed, we can talk more about uvs when i'm not half asleep, good
night
L239[03:07:07] <fry> minU and others are
populated using only the current face
L240[03:08:39] <shadekiller666> O.o
L241[03:08:44] <MrGrouch> Well I am
confused it still wants a .json for the model
L242[03:09:25] <shadekiller666> in the
parser and MaterialLibrary i have min/max uv that tracks the whole
range
L243[03:09:28] *
fry should've really taken more time with this code :P
L244[03:09:35] <Zaggy1024> it requires the
extension? doesn't that mean you're forced to use whatever model
format that the mod author uses?
L245[03:09:39] <fry> those are never
actually used, from what I can tell
L246[03:09:40] <Zaggy1024> seems kind of
annoying
L247[03:10:05] <Zaggy1024> (for resource
pack artists, I mean)
L248[03:10:10] <fry> Zaggy1024: you swap
the model location in the blockstate json if you want to swap the
model format
L249[03:10:16] <shadekiller666> MrGrouch,
no, it doesn't WANT a .obj.json, it is trying to find one because
you told it to find .obj, and it appended .json
L250[03:10:17] <Zaggy1024> but what about
for items?
L251[03:10:23] <Zaggy1024> can't change
the pointed location for them, can you?
L252[03:10:30] <shadekiller666> likely
because it wanted the name of the blockstate json instead
L253[03:10:35] <fry> items can be loaded
from blockstate jsons now too :P
L254[03:10:57] <Zaggy1024> true, but
then...wouldn't it load from
"blah:blockstates/blah.json#inventory"?
L255[03:11:02] <MrGrouch> I removed the
extension :<
L256[03:11:09] <Zaggy1024> that would be
even more silly :P
L257[03:11:13] <fry> shadekiller666: that
happens if the obj is not found/accepted - vanilla loader kicks in,
and tries to load the json
L258[03:11:17] <Zaggy1024> er, not .json,
.obj
L259[03:11:25] <Zaggy1024>
"blah:blockstates/blah.obj#inventory"
L260[03:11:30] ⇦
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L261[03:11:35] <fry> nope, blockstates are
always json
L262[03:11:49] <Zaggy1024> no, I mean it
would have that as the internal name
L263[03:11:51] <fry> blockstates are quite
separate from models
L264[03:11:55] <shadekiller666> well fry,
as part of my fixing the normals, i reworked the UVs so those are
used now, which is likely why its not working assuming what you're
saying about the uv range is correct
L265[03:11:59] <Zaggy1024> it would
actually look for blah.obj.json, wouldn't it?
L266[03:12:28] <Zaggy1024> because you
would give the game a
ModelResourceLocation("blah:blah.json",
"inventory")
L267[03:12:38] <Zaggy1024> argh, I keep
saying .json isntead of obj
L268[03:12:47] <Zaggy1024> force of habit
lol
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L270[03:12:59] <fry> shadekiller666:
scaling isn't correct approach for your eye model, and probably for
any other obj; you may add it as a json oprion, but the default
should be to throw an exception for anything outside 0-1
L271[03:13:13] <fry> since there's no way
to know what the model should be by default
L272[03:13:13] <shadekiller666> hmm
L273[03:13:20] <shadekiller666> well
L274[03:13:49] <Zaggy1024> also, using a
blockstates json just to override one item model to use a different
format isn't exactly convenient
L275[03:14:26] <fry> Zaggy1024: you need
to give it "blah:blah", "inventory", and put
the "blah.obj" in the "blah.json"
L276[03:14:46] <fry> I know, it's not the
best option, but it's what we have now
L277[03:14:53] <Zaggy1024> ah
L278[03:15:08] <Zaggy1024> I guess that
makes the most sense
L279[03:15:39] <Zaggy1024> haven't relaly
messed with other model formats yet
L280[03:15:57] <shadekiller666> oh you
know what
L281[03:16:03] <shadekiller666> i know
what i did :P
L282[03:17:07] <shadekiller666> all of the
faces that show the actual eye texture were using that material,
but all the other faces were using the White texture...
L283[03:17:43] <shadekiller666> because
they were not assigned a material, so they defaulted to the default
one, which is white in this case
L284[03:18:59] <shadekiller666> wait
no
L285[03:19:00] <shadekiller666> wtf
L287[03:20:46] <Zaggy1024> fixin'
warnings! :)
L288[03:21:52] <shadekiller666> MrGrouch,
try making "Riparius" lower case, minecraft doesn't like
non-lowercase in file paths
L289[03:23:20] <Unh0ly_Tigg> it doesn't
like uppercase letters in the domain name, it couldn't care about
the case of the path within that domain, so long as the path you
are looking for matches the case of the actual resource.
L290[03:23:44] <MrGrouch> No change
[21:22:50] [Client thread/WARN]: Unable to load block model:
'cristallum:block/crystal' for variant:
'cristallum:riparius#normal': java.io.FileNotFoundException:
cristallum:models/block/crystal.json
L291[03:24:28] <shadekiller666> fry, about
the "should have looked at this more closely", i'm
sorry...
L292[03:24:51] <shadekiller666> MrGrouch,
you don't actually have a model file in models/block/ named
crystal
L293[03:24:57] <shadekiller666> all that
is there is the .mtl
L294[03:25:13] <fry> don't worry about it,
it's already infinitely better than 1.7 loader :P
L295[03:25:18] ⇦
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L297[03:25:22] <shadekiller666> lol
L298[03:25:35] <shadekiller666> at least i
managed to put that to shame to some extent
L299[03:25:39] <Zaggy1024> I'm curious,
what's improved about it over 1.7?
L300[03:25:42] <fry> just need to do a
little more work and make it perfect :P
L301[03:25:50] <shadekiller666> i'm
surprised half this fucking loader actually works :P
L302[03:26:12] <shadekiller666> zaggy, for
one thing it doesn't crash if there are more than 3 vertices per
face
L303[03:26:13] <fry> Zaggy1024: well,
textures work out of the box, for example
L304[03:26:21] <Zaggy1024> ah yes
L305[03:26:28] <Zaggy1024> no binding
textures, you mean?
L306[03:26:31] <shadekiller666> its a lot
more forgiving on the syntax of the file
L307[03:27:18] <shadekiller666> because
i'm doing the parsing by hand instead of using all patterns, its
more flexible with differently formatted syntax in the files
L308[03:27:20] <shadekiller666> oh
L309[03:27:26] <shadekiller666> it loads
the .mtl :p
L310[03:27:39] <shadekiller666> it doesn't
require a TESR
L311[03:27:40] <MrGrouch> I wonder why the
.obj doesn't want to exist on the repo... shadekiller666 it does
exist, see the screenshot for proof of that
L312[03:28:08] <shadekiller666> MrGrouch,
cuz the default .gitignore has ".obj" in it
L313[03:28:16] <shadekiller666> so you
have to add the .obj by default
L314[03:29:08] <shadekiller666> fry, one
thing i realized whilst reworking the normals, i can actually make
use of the alpha keys defined in the .mtl file format :P
L315[03:29:30] <fry> one thing at a time
:P
L316[03:29:38] <fry> let's fix the known
issues first
L317[03:29:39] <Unh0ly_Tigg> just curious,
but this models/blocks folder you have MrGrouch, does it exist
inside assets/cristallum, and is the parent of that assets folder
what's linked to the classpath?
L318[03:29:50] <fry> like, whitespace
:P
L319[03:29:58] <Unh0ly_Tigg> because if
it's not, that should be fixed
L320[03:29:59] <shadekiller666> fixed
that
L321[03:30:23] <shadekiller666>
Pattern.compile("\\s+").split(<data>)
L322[03:30:29] <fry> goody :P
L323[03:31:05] <shadekiller666> that grabs
all whitespace and tab characters
L324[03:31:57] <shadekiller666> and before
you try to be smart and tell me that i have to use patterns for the
splitting on "/", thats something that IS defined in the
obj spec
L325[03:32:32] <shadekiller666> and tbh, i
think its better having this in forge, even if its slightly
borked
L326[03:32:41] <shadekiller666> makes
debugging easier :P
L327[03:33:27] <LexManos> ...?
L328[03:34:01] <shadekiller666> objloader
has some broken things with the new lighting changes and such,
we're working it out
L329[03:34:43] <shadekiller666> the
calculations for face normals had to be changed
L330[03:36:16] ⇦
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L331[03:36:26] <shadekiller666> i'm going
to head to bead
L332[03:36:29] <shadekiller666> bed*
L333[03:36:35] <shadekiller666> bye
L336[03:37:19] <shadekiller666> fry, if
you want i can push the changes to my fork if you want to take a
look
L337[03:37:55] <fry> would be nice
L339[03:39:23] <gabizou> I did a quick
search, but maybe asking here would be faster: Is there any sort of
registration of custom enchantments provided by mods?
L342[03:41:40] <shadekiller666>
mhmm'
L343[03:41:50] <shadekiller666> bye
L344[03:43:40] <shadekiller666> oh, fry,
the print statement on line 236: for the pSphere1 group name (one
of the groups that makes up the eye model), maxV is getting
evaluated to Infinity
L345[03:43:44] <shadekiller666> i have no
idea why
L346[03:44:09] <shadekiller666> but with
those changes, the eye is just a white sphere
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L352[04:14:52] <Cypher121> what people
commonly use to create OBJ models?
L353[04:15:10] <fry> one of the major
model editors :P
L354[04:15:21] <Unh0ly_Tigg> blender,
maya, 3dsmax are 3 that I can think of right off the bat
L355[04:15:22] <fry> thankfully obj is
supported by pretty much everything
L356[04:17:48] *
Unh0ly_Tigg is just waiting for modjam 5... >.>
L357[04:18:00] <Wuppy> 5? :o
L358[04:18:08] <Unh0ly_Tigg> we've already
had 4
L359[04:18:19] <Wuppy> dang
L360[04:18:25] *
fry doesn't work well with modjam format
L361[04:18:41] <Unh0ly_Tigg> from the
#Modjam topic: "#ModJam 4 has ended!"
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L363[04:19:12] <Unh0ly_Tigg> I'm guessing
that they're waiting for forge 1.8.8 or forge for 1.9
L364[04:19:36] <Unh0ly_Tigg> since vanilla
1.9 is coming soon(tm)
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L380[04:48:43] <Cypher121> which one is
better?
L383[04:50:14] <fry> neither
L384[04:50:41] <fry> you're scaling the
font with nearest-neighbor interpolation
L385[04:50:50] <fry> it looks awful
:P
L386[04:51:18] <Cypher121> how do I change
it?
L387[04:51:43] <Cypher121> because THE
ONLY way I found to scale font is to scale the whole fucking
matrix
L388[04:51:55] <Cypher121> and then scale
it back up
L389[04:52:34] <Cypher121> which
surprisingly didn't lead to any derps with 4/3 * 0.75 not being
equal to 1
L390[04:54:13] <Lex_> dat lossy video
reencoding... is it worth sextupling the size of a 480p video to
get perfect dvd quality... i should go to bed instead of play with
these.
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L392[04:56:18] <Cypher121> so
L393[04:56:25] <Cypher121> how do I scale
this right?
L394[04:56:55] <fry> for vanilla font
renderer you pretty much can only scale up by multiples of 2
L395[04:57:01] <fry> everyting else will
look bad
L396[04:57:25] <Ordinastie> you can only
scale by the factor of the currently gui scale
L397[04:57:42] <fry> down that is
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L401[05:07:28] <Cypher121> damn, 0.5x is
too small
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L403[05:09:19] <fry> use 1x and add line
breaks
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L410[05:29:06] <Ordinastie> modid is
automatically added to blocks names for the registry right ?
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L419[05:57:29] <Wuppy> Age of Empires 3...
now that simply is the best game ever :D
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L421[05:59:47] <xaero> aeiou! aeiou!
Wololo!
L422[06:00:30] <Wuppy> that just makes it
better xD
L423[06:01:17] <xaero> didn't play much
AoE 3 since my laptop can barely handle it, but I had many
countless hours of fun on the previous two
L424[06:03:56] <Wuppy> it still cna't
handle it?
L425[06:04:20] <Wuppy> I got AoE2 Hd a
while back but it's a bit too old for me to start it now (didn't
play it when it came out)
L426[06:04:37] <Wuppy> those games
generally live on nostalgia as the controls suck, but I didn't get
any there :P
L427[06:04:42] <Wuppy> AoE3 on the other
hand :D
L428[06:07:39] <fry> AoE1 was
amazing
L429[06:08:02] <fry> don't think I've
played any past that though :P
L430[06:08:17] <Wuppy> was I even alive
when that came out?
L431[06:08:28] <Wuppy> barely :P
L432[06:09:03] <fry> yup, don't recognize
anything in the screenshots of 2
L433[06:10:55] <sham1> \o
L434[06:14:25] <Wuppy> o/
L435[06:14:36] <sham1> Thanks
L436[06:15:46] <Wuppy> which age of
empires games have you played?
L437[06:16:07] <sham1> Sadly I have never
played any
L438[06:16:11] <Wuppy> :C
L439[06:16:13] <sham1> Never had
L440[06:16:17] <Wuppy> buy AoE 3 nao
L441[06:16:26] <Wuppy> you can probably
get it for like 5 bucks now
L442[06:16:42] <sham1> That is 5€ too
high
L443[06:16:50] <Wuppy> why?
L444[06:17:03] <Wuppy> its worth it
L445[06:17:07] <sham1> because I dont
really have moneys to spend on that stuffs
L446[06:17:12] <Zaggy1024> I loved AoE 1
and 2 but I haven't really played AoE 3 much
L447[06:17:23] <Zaggy1024> I've heard it's
not as good from people that I don't remember
L448[06:17:24] <Wuppy> I missed 1 and 2
but I loved 3
L449[06:17:29] <Zaggy1024> so maybe their
opinions were crap
L450[06:17:35] <Zaggy1024> :P
L451[06:17:56] <Wuppy> well i cant compare
them to the first 2
L452[06:18:09] <Zaggy1024> have you heard
of 0 A.D.?
L453[06:18:21] <Wuppy> I've got it
downloaed :P
L454[06:18:36] <Wuppy> it's the open
source age of empirs right?
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L475[06:53:36] <sham1> git gud :P
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L482[07:08:49] <Cypher121> is there a way
to determine size of nbt object?
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L484[07:13:13] <PrinceCat> I believe
there's an obfuscated method that returns each tag in the
compound.
L485[07:13:18] <PrinceCat> You could
iterate that and count it.
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L487[07:14:20] <PrinceCat> It returns a
Map<String, String> I think..
L488[07:14:48] <Cypher121> don't see
it
L489[07:15:02] <PrinceCat> Hold on, I'll
boot up a workspace.
L490[07:15:48] <Cypher121> although it's
clear even without it that I need to rework synchronization of
TEs
L491[07:16:12] <Cypher121> current
implementation sends all NBT data \
L492[07:16:14] <Cypher121> =\
L493[07:17:06] <PrinceCat> What data don't
you want to send?
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L495[07:18:26] <Cypher121> not sure what's
always needed
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L497[07:18:53] <PrinceCat> Basically
everything sent in super.writeToNBT() is needed.
L498[07:19:00] <PrinceCat> That contains a
lot of state and location data.
L499[07:19:00] <Cypher121> do I have to
keep inventory contents synchronized?
L500[07:19:05] <PrinceCat> Yes you
do.
L501[07:19:10] <Cypher121> hmm
L502[07:19:48] <PrinceCat> I highly
recommend against reworking the default synchronisation.. aha
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L504[07:20:12] <PrinceCat> The game will
not know what to do and none of your tile entities will
persist.
L505[07:21:15] <Cypher121> I got a bug
report that said that 30 TEs caused bandwidth usage to jump 4-5
Mbps
L506[07:22:35] <Cypher121> !calc
L507[07:23:00] ***
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L508[07:23:31] <Cypher121> !!calc 5 * 1024
* 1024 / 1800
L509[07:23:31] <gigaherz> Cypher121:
Result(s): 2912.711111
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L513[07:24:13] <Cypher121> oh wait, that's
in bits
L514[07:24:28] <Cypher121> so 350 bytes
every second
L515[07:24:38] <Cypher121> still
dissatisfied
L516[07:25:06] <PrinceCat> It could just
be your handling of NBT data?
L517[07:25:17] <PrinceCat> Can I have a
look at your code for the tiles in question.
L519[07:27:12] <Cypher121> that's current
one. the one from report had 3 of sendUpdateToClient()
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L521[07:30:20] <Cypher121> and tbh, I'm
not even sure what's the purpose of that method, because it does
same this as markBlockForUpdate()
L522[07:30:37] <PrinceCat> I'd call
markBlockForUpdate()
L523[07:30:43] <Cypher121> already
replaced
L524[07:30:48] <PrinceCat> Also, is
everything persisting the way you want it to?
L525[07:31:00] <PrinceCat> It's
interesting how you're reading and writing from NBT.
L526[07:31:48] <Cypher121> let me check
that removing these extra calls didn't actually break
anything
L527[07:31:48] <PrinceCat> I don't really
see a problem there though.
L528[07:32:31] <Cypher121> that's about
75% not my code, I joined development a bit over 2 months ago
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L530[07:33:28] <PrinceCat> I'm not sure,
maybe someone else can pick up on where you can optimise it.
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L558[09:26:18] <Ivorius> Wuppy: Knock
Knock
L559[09:26:25] <sham1> Who's there
L560[09:26:48] <Ivorius> Oy you shithead,
we talked like 500 times in here before
L561[09:27:07] <Ordinastie> Ivorius, that
was lame, even by your standards :p
L562[09:27:14] <Ivorius> It wasnt meant to
be a joke
L563[09:27:25] <Ivorius> I was only kinda
trying to ping Wuppy
L564[09:27:32] <Ivorius> For reasons
:P
L565[09:29:27]
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L566[09:30:46] <TenHearts> anyone have a
minute? I am having in issue trying to run forge on my box. I get
this error message when i try and run the
forge-1.8-11.14.3.1525-universal.jar
http://pastie.org/10511366
L567[09:30:56] <TenHearts> any help would
be appreciated
L568[09:31:24] <boni> you're missing
minecraft.
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L571[09:39:19] <GraphicH> @TenHearts
download the installer instead
L572[09:39:29] <GraphicH> and run it with
the option --install_server
L573[09:39:41] <GraphicH> It's just much
easier than trying to setup from scratch using universal
L574[09:40:16] <GraphicH> (not the windows
installer the regular one)
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L577[09:43:22] <MrKickkiller> That's a
first time i've seen someone forget to download minecraft and jump
straight to modding it xD
L578[09:47:38] <GraphicH> I don't know why
anyone downloads universal if their starting from scratch
L579[09:47:48] <GraphicH> even after he
dled mc he'd still be missing libraries
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L582[09:49:31] <TenHearts> im installing
it on a server so i can run pixelmon
L583[09:49:53] <sham1> Here cometh the
flamewars
L584[09:50:38] <GraphicH> Right,
TenHearts, however, if you're installing _from scratch_ (IE not
updating a server) you should just use the installer jar
instead
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L592[10:00:17] <masa> java -jar
forge-ver-installer.jar --installServer
L593[10:01:43] <GraphicH> I got him going
@masa
L594[10:01:49] <GraphicH> (in pm)
L596[10:02:43] <blood|wrk> fry: build 1523
fucked up pistons moving blocks
L597[10:02:50] <blood|wrk> the gate im
opening is all fucked now
L598[10:02:54] <blood|wrk> they move out
of order
L599[10:02:59] <blood|wrk> i roll back to
1521, all fine and smooth
L601[10:03:04] <blood|wrk> so whatever you
did in 1523 broke shit
L602[10:03:14] <blood|wrk> i have a test
for you moment
L603[10:03:17] <blood|wrk> can reproduce
easily
L605[10:03:31] <blood|wrk> im using this
map
L606[10:03:59] <blood|wrk> press the
button at -1106 64 -498
L607[10:04:04] <blood|wrk> it activates
the gate
L608[10:04:14] <blood|wrk> just watch how
it moves in build 1523 vs 1521
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L610[10:07:10] <Gil> which event would I
use to change equipment on mobs
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L612[10:07:27] <Gil> it seems like it adds
the equipment after any event, so I can't catch it
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L614[10:07:38] <Gil> and equipment spawns
are hardcoded
L615[10:08:14] <blood|wrk> fry: i know
jack shit about the rendering end so i leave it up to you to find
fix =)
L616[10:09:22] <fry> I'll do that asap
:P
L617[10:09:35] <blood|wrk> thanks if you
need anymore info let me know
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L619[10:09:41] <blood|wrk> 1523 is
definitely the build where it starts
L620[10:09:43] <blood|wrk> 1521 all
good
L621[10:11:17] <fry> try disabling the
forge ligher in the forge mod options, see if that changes
anything
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L623[10:12:20] <blood|wrk> moment
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L626[10:13:15] <blood|wrk> is this in the
forge config?
L627[10:13:31] <blood|wrk> oh i see
L628[10:13:32] <blood|wrk> nice
L629[10:13:51] <blood|wrk> fancy gui
:P
L630[10:14:13] <blood|wrk> disabling the
pipeline option fixes it
L631[10:14:41] <blood|wrk>
forgeLightPipelineEnabled
L632[10:14:46] <blood|wrk> if this is
true, the bug starts again
L633[10:15:06] <blood|wrk> also im using
no mods at all, pure vanilla
L634[10:15:25] <sham1> it cant be pure
vanilla if it has forge in it ;)
L635[10:15:32] <blood|wrk> no shit
L636[10:15:34] <blood|wrk> you know what i
mean
L637[10:15:41] <blood|wrk> vanilla
forge
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L639[10:17:01] <sham1> I thought I should
point that out ;)
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L662[11:02:35] <fry> blood|wrk:
fixed
L663[11:03:37] <blood|wrk> 6 commits all
related to it?
L664[11:03:42] <blood|wrk> oh the last
one
L665[11:03:48] <blood|wrk> thanks
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L668[11:07:08] <Subaraki> how does
minecraft stretch its tooltip window ?
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L673[11:18:25] <tterrag> Subaraki: ?
L674[11:18:36] <Subaraki> tterrag, g
L675[11:18:43] <tterrag> wut
L676[11:18:48] <Subaraki> wut what ?
L677[11:18:51] <Subaraki> here's the
deal
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L679[11:18:56] <Subaraki> i'm making a
game myself P:
L680[11:19:15] <Subaraki> and i wanted to
make like a rectangle thingy that stretches the more text i put in
it
L681[11:19:31] <Subaraki> i can't seem to
find where minecraft draws its blue - ish background for tooltips /
item names
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L683[11:19:55] <Subaraki> so i suppose
there is one rectangular texture
L684[11:20:02] <tterrag> No texture
L685[11:20:05] <Subaraki> that gets
stretched to the correct size to fit text in it
L686[11:20:09] <tterrag> It's pure
colors
L687[11:20:11] <Subaraki> no texture
?
L688[11:20:12] <Subaraki> ooh
L689[11:20:19] <Subaraki> so a shape with
colors
L690[11:20:30] <tterrag> yes
L691[11:20:42] <Subaraki> okay, that info
should do :)
L692[11:20:46] <Subaraki> thanks !
:D
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L694[11:20:51] <tterrag> and I'm pretty
sure you want drawHoveringText
L695[11:21:08] <tterrag> !gm
drawHoveringText
L696[11:21:22] <tterrag> In
GuiScreen
L697[11:21:43]
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L698[11:22:41] <sham1> Yes
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L700[11:22:45] <sham1> Pure rendering
tricks
L701[11:25:12] <tterrag> by
"tricks" you mean basic shapes?
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L707[11:38:04] <necrogami> Is there a
forge feature suggestion box without going to l.ex?
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L709[11:38:26] <fry> what? :P
L710[11:38:48] <necrogami> If i wanted to
suggest something for forge
L711[11:39:04] <necrogami> where might i
submit it?
L712[11:39:11] <fry> make an issue on
github
L713[11:39:15] <necrogami> k
L714[11:39:16] <smbarbour> You code the
feature, submit a pull request, and if they like it, they'll merge
it. :P
L715[11:39:34] <necrogami> smbarbour: i
tend to avoid java :P
L716[11:40:24] <smbarbour> You're in a
modding channel for a game that uses Java... that's like saying you
play minecraft but you tend to avoid blocks.
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L731[11:59:46] <TenHearts> so can i still
run bukkit plugins on a forge server and if so, how?
L732[12:00:34] <blood|wrk> bukkit is dead,
cauldron is dead. Use Sponge on a Forge 1.8 server to run plugins
(not bukkit)
L733[12:00:54] <TenHearts> ok spigot
plugins then
L734[12:01:15] <blood|wrk> the only way to
do that is using cauldron on 1.7 but cauldron is dead
L735[12:01:26] <blood|wrk> i no longer
support it :P
L736[12:01:40] <sham1> 1.8 ded
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L738[12:02:23] <TenHearts> hmm
L739[12:02:28] <blood|wrk> pssh, mod devs
that keep stalling wont make their update any easier
L740[12:02:42] <alex_6611> yes that
:D
L741[12:02:45] <sham1> Yeah
L742[12:02:50] <sham1> But they dont think
like that
L743[12:02:57] <sham1> They just want to
show how much tantrum they have
L744[12:03:13] <blood|wrk> this has
happened time and time again with specific mc updates
L745[12:03:36] <blood|wrk> and there are
always users that say they will never update. Look at what happened
to RP2
L746[12:03:49] <TenHearts> so what plugins
can i run on a forge server?
L747[12:04:01] <blood|wrk> TenHearts: this
isnt a plugin help channel, if you got a mod question ask it
L748[12:04:22] <fry> there are mods you
can run on a forge server though :P
L749[12:04:32] <TenHearts> well im
unfamiliar with forge which is why i am asking here ... ive always
run spigot servers in the past
L751[12:05:23] <blood|wrk> have fun
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L753[12:06:13] <TenHearts> thanks
L755[12:07:17] <blood|wrk> forge actually
hosts Sponge now =)
L756[12:07:21] <blood|wrk> well the
mod
L758[12:07:39] <blood|wrk> latest builds
broken, working on it
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L779[13:11:05] <Gil> how can I see if an
item a mob is carrying is picked up?
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L784[13:34:34] <Cypher121> !calc
256^3
L785[13:36:05] ⇦
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L786[13:36:42] <alex_6611> Cypher121,
16194277
L787[13:36:43] <alex_6611> :D
L788[13:37:09] <Cypher121> 16777216
L789[13:37:18] <Cypher121> and this
actually works
L790[13:37:23] <Cypher121> !!calc
256^3
L791[13:37:23] <gigaherz> Cypher121:
Result(s): 16777216
L792[13:37:47] <fry> how did you get an
odd number, alex_6611? :P
L793[13:38:06] ***
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L794[13:38:49] <Cypher121> lol
L796[13:39:50] <jadedcat> ?
L797[13:40:12] <Cypher121> it has exactly
16777216 colors, not over 16777216
L799[13:42:21] <progwml6> lol
L800[13:42:23] <sham1> no but you see it
is advertisement language
L801[13:42:28] <sham1> they are allowed to
lie
L802[13:42:28] <fry> well, there's more
than 1 block :P
L803[13:42:37] <Cypher121> as I said in
comments
L804[13:42:38] <fry> and each block has
16777216 colors
L805[13:42:44] <Cypher121> just change it
to 16777215
L806[13:43:06] <fry> "over 16 Millon
colors"
L807[13:43:12] <sham1> It can have over
16777216 colors
L808[13:43:14] <sham1> Alpha ;)
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L810[13:43:26] <fry> is alpha part of the
color? :P
L811[13:43:37] <fry> *million
L812[13:43:42] <sham1> It should god damn
it
L813[13:43:44] <Cypher121> it is, but it's
not configurable here
L814[13:43:51] <sham1> !!calc 256^4
L815[13:43:51] <gigaherz> sham1:
Result(s): 4294967296
L816[13:44:16] *
fry knows both these numbers from the top of his head by now
:P
L817[13:44:25] <sham1> Dedication
L818[13:44:51] <fry> professional
deformation? :P
L819[13:45:02] <sham1> propably
L820[13:45:39] ⇦
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L821[13:45:50] <sham1> Also, being able to
build web browsers with web technologies is kinda spooky
L822[13:45:56] <sham1> Thank you Github
and Electron
L823[13:46:25] <Cypher121> I remember
second one, but not the first one
L824[13:46:43] <Cypher121> don't see 2^24
often enough
L825[13:46:47] <sham1> "Yo dawg, I
heard that you like browsers, so I put a browser inside a browser
so you can browse while you browse"
L826[13:47:05] <fry> it has 777 in it,
pretty catchy :P
L827[13:47:19] <sham1> I just say
256^3
L828[13:47:31] <fry> 0x1000000
L829[13:47:32] <Cypher121> "Yo, dawg,
remember all these monitors? Want a browser for them?"
L830[13:47:41] <Cypher121>
1<<24
L831[13:49:05] <Cypher121> or this example
of drunk coding I found recently
L832[13:49:11] <sham1> I love Atom as a
editor
L833[13:49:15] <sham1> It's just so
cool
L834[13:49:54]
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L835[13:50:11] <Cypher121> getting an
array of all values of ForgeDirection, iterating over it, XORing
ordinal of each value with 0xF, and adding it to a list, if result
is not zero
L836[13:50:24] <sham1>
>ForgeDirection
L837[13:50:25] <smbarbour> 16,777,216
colors, and not one of them is spectral violet.
L838[13:50:45] <sham1> Spectral stuff is
usually translucent
L839[13:50:55] <sham1> So you want alpha
there as well :P
L840[13:51:07] <Cypher121> configurable
alpha will not end well
L842[13:51:26] <sham1> Nah
L843[13:51:28] <Cypher121> at least it
should be locked in 128..255
L844[13:51:38] <sham1> Well that sounds
reasonable
L845[13:51:51] <Cypher121> otherwise, I'd
just put invisible grinders from Factorization EVERYWHERE
L846[13:51:54] <sham1> Unless someone
really wants something very transparent to use in their
builds
L847[13:51:55] <smbarbour> No, I mean
spectral as in on the color spectrum. We get purple by mixing red
and blue, but spectral violet is actually past blue.
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L850[13:52:16] <sham1> And past that is
ultra-violet
L851[13:52:28] <Cypher121> try rendering
that
L852[13:52:29] <sham1> npr
L853[13:52:37] <sham1> I shall
L854[13:53:02] ⇦
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L855[13:53:14] <Cypher121> or just try
getting a safety approval for monitor that emits UV light
L856[13:53:36] <fry> sRGB is a lot smaller
than all of the visible light :P
L857[13:53:37]
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L858[13:54:55] <sham1> You literally cant
represent entire color spectrum through red, green and blue
sub-pixels
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L860[13:55:28] <fry> you mean it's not a
perfect triangle? :P
L861[13:55:40] <sham1> sadly not
L862[13:55:41] <fry> (and you can, if you
allow negative weights :P)
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L864[13:55:56] <Cypher121> yeah, but it's
more than enough for now
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L867[13:57:56] <smbarbour> I would imagine
that one day, we may actually have pixels that can emit any mix of
wavelengths in the visible spectrum rather than having sub-pixel
color mixing.
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L870[13:58:57] <barteks2x> I have no idea
why there are ully dark blocks there...
L871[13:59:07] <sham1> We need more
retina-displays
L872[13:59:16] <tterrag> because the
entire lighting engine is a giant hack
L873[13:59:20] <Cypher121> I'd rather go
with brain interface
L874[13:59:22] <tterrag> and you are
trying to hack a hack
L875[13:59:23] <tterrag> so good
luck
L876[13:59:40] <barteks2x> I rewrite it
almost 100%. I left only world.checkLight method from vanilla
L877[13:59:40] <sham1> God damn it
Notch
L878[13:59:45] <sham1> Why u hack
L879[14:00:41] <smbarbour> Because
everyone has to take shortcuts... otherwise you spend all of your
processing time on simulation and have little left over for
rendering (see Dwarf Fortress)
L880[14:01:01] <barteks2x> I actually need
to reaclculate skylight everytime client receives a cube...
L881[14:01:16] <Cypher121> or rather
imagine Dwarf Fortress
L882[14:01:30] <Cypher121> I never made
myself actually see anything in this mess
L883[14:01:58] <barteks2x> I tried. And I
failed.
L884[14:02:10] <Cypher121> I'd make a bad
operator
L885[14:02:30] *
Cypher121 looks at his nickname.
L886[14:02:34] <Cypher121> worst one
probably
L887[14:04:39] *
GraphicH really likes dwarf fortress
L888[14:04:54] <barteks2x> Everytime I try
to do anything with block opacity I get it wrong...
L889[14:05:06] <barteks2x> Or think that I
got it wrong
L890[14:05:43] <barteks2x> opacity != 0
means non-transparent, right?
L891[14:06:04] <tterrag> uhh
L892[14:06:04] <tterrag> opacity = 0 would
be fully transparent
L893[14:06:15] <Cypher121> partially
transparent, perhaps
L894[14:06:25] <Cypher121> don't really
remember how it works
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L899[14:12:44] ***
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L900[14:13:56] <barteks2x> I don't even
have any idea how to debug skylight code when it sometimes doesn't
work...
L901[14:14:57] <barteks2x> Setting a
breakpoing and analyzing hundreds of thousands of light updates is
not an option
L902[14:16:04] <fry> it is :P
L903[14:16:18] <sham1> Everything is an
option
L904[14:16:27] <sham1> But if it is a good
option
L905[14:16:31] <sham1> That is something
different
L906[14:16:33] <fry> though the fact that
there's like 5 transparency properties in blocks doesn't help
:P
L907[14:16:48] <sham1> Enums :p
L908[14:17:04] <barteks2x> I need only
one: lightOpacity
L909[14:17:55] <barteks2x> And I'm back at
the problem of minecraft not releasing my mouse cursor when I set
breakpoint in client code
L910[14:18:00] ⇦
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L911[14:18:33] <fry> and again, either
bind a script to a hotkey, or switch to the virtual console
:P
L912[14:18:44] <fry> it's a very solvable
problem
L913[14:18:45] <barteks2x> virtual
console?
L914[14:18:52] <sham1> Virtual
console
L915[14:18:58] <fry> ctrl-alt-f1
L916[14:19:05] <barteks2x> it doesn't
really help
L917[14:19:22] <barteks2x> I only get
access to commands. That's all
L918[14:19:25] <fry> you obviously need to
do more than just switch :P
L919[14:19:41] <barteks2x> Last time I
started second x server
L920[14:19:55] <fry> just minimize the MC
window
L921[14:20:03] <barteks2x> it won't
release mouse
L922[14:20:06] <barteks2x> at least for
me
L923[14:20:12] <fry> strange
L924[14:20:15] <sham1> Meh
L925[14:20:19] <fry> try changing the
active window
L926[14:20:24] <sham1> I need to write
myself a flatMap function
L927[14:20:26] <barteks2x> I can use
alt+tab
L928[14:20:34] <barteks2x> And I tried to
do taht with commands
L929[14:21:03] <barteks2x> even using
xdotool to use special XF key to ungrab mouse didn't work
L930[14:21:59] <fry> well, there's
certanly a way, since my wm can do it
L931[14:22:08] <sham1> Yay, I got it to
work
L932[14:22:08] <barteks2x> The problem
with 2 xservers is that I can't attach debugger because it's
already attached
L933[14:22:51] <barteks2x> fry: so what
command do you use? Maybe I used somethign else
L934[14:23:16] *
fry is switching the workspaces in awesome, no idea what it does
internally
L935[14:24:25] <unascribed>
workspaces/virtual desktops have nothing to do wiht virtual
consoles or seperate X servers
L936[14:24:34] <unascribed> the window
manager is just filtering windows not on the current
workspace
L937[14:25:03] <fry> it certanly does
something to them
L938[14:25:37] <unascribed> the way I
usually ungrab if MC goes haywire is I hit Alt+Space to open
krunner, start a console, and kill the MC process
L939[14:25:46] <unascribed> XF86Ungrab in
xdotool doesn't work for some odd reason
L941[14:26:00] <fry> the issue is the need
to keep the process running for debugging :P
L942[14:26:01] <unascribed> you could also
enable breaking grabs in the keyboard config, but that's a security
problem
L943[14:26:44] <barteks2x> oops,thats old
bug
L944[14:26:51] <unascribed> lock screens
use grabs, so if you enable the breaking grab hotkey you can bypass
the lockscreen
L945[14:27:10] <fry> barteks2x: well, for
remote debugging you can run the game without attaching the ide
debugger - add "-Xdebug
-Xrunjdwp:transport=dt_socket,server=y,address=8000,suspend=n"
to the launch options
L946[14:27:35] <fry> (and remove suspend=n
if you don't want it to run before you attach)
L947[14:27:35] ⇦
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L948[14:27:36] <barteks2x> I will try. If
I won't out of RAM...
L949[14:27:37] ⇦
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by peer)
L951[14:28:13] <barteks2x> *run out of
RAM
L952[14:28:36] <unascribed> my entity
raycaster only works if you're firing while facing east :/
L953[14:29:03] <barteks2x> I'm not going
to touch xorg.conf so I will try remote debugging
L954[14:29:05] ⇦
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L955[14:29:10] <unascribed> you don't need
to
L956[14:29:19] <fry> you can also try
running awesome session, and freeing the cursor that way
L957[14:29:20] <unascribed> you can enable
breaking grabs with your DE's keyboard config app
L958[14:29:33] <unascribed> as that's
basically the only way you're going to do this :P
L959[14:30:06] <unascribed> I only know
how to do it in KDE
L960[14:30:36] <barteks2x> I use
xfce
L961[14:30:42] <barteks2x> And I can't
find it
L962[14:31:22] <barteks2x> At least not in
keyboard settings
L963[14:31:51] <barteks2x> ok, found
something
L964[14:32:06] <unascribed> it should be
something to the effect of "Enable breaking grabs (security
risk)"
L965[14:32:10] <barteks2x> but god knows
what it's called in my native language...
L966[14:32:31] <unascribed> which
language?
L967[14:32:47] <barteks2x> polish
L968[14:32:49] <unascribed> I could switch
my locale for a second, as the name of the setting is set by
X
L969[14:32:53] <unascribed> so it should
be the same in Xfce
L970[14:33:17] <barteks2x> I think better
would be if I switched to english. permanently
L971[14:33:22] ***
mr208 is now known as mallrat208
L972[14:33:45] <unascribed> lol
L973[14:33:49] <fry> yup, software dev
world is pretty much english only
L974[14:33:58] <fry> and that's a very
good thing :P
L975[14:34:08] <unascribed> the setting is
"Allow breaking grabs with keyboard actions (warning: security
risk)"
L976[14:34:22] <unascribed> the shortcut
should be Ctrl + Alt + Keypad Divide
L977[14:34:25] <gigaherz> yeah to most
developers, the ability to use non-english variable names is a
compiler bug
L978[14:34:26] <gigaherz> XD
L979[14:34:32] <unascribed> lol
L980[14:34:43] <gigaherz> in comments,
it's ok
L981[14:34:49] <gigaherz> but for code?
ascii only kthx
L982[14:34:53] <barteks2x> I'm trill
trying to find the place where that config option may be
L983[14:34:56] <unascribed> tell that to
APL
L984[14:35:12] ⇦
Quits: manmaed (~Ender@5ec22271.skybroadband.com) (Ping timeout:
195 seconds)
L985[14:35:51] <fry> nope, even comments
should be english-only
L986[14:36:01] <fry> cause you want people
to read those :P
L987[14:36:12] <unascribed> oh, I have
Xfce installed
L988[14:36:18] <unascribed> I'll load the
settings manager and look for it
L989[14:36:52] <sham1> Comments should be
English unless the people who are ever gonna read the code can
understand whatever you want to write in
L990[14:37:05]
⇨ Joins: manmaed|AFK
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L991[14:37:26] <fry> which is almost
never, at least for public code :P
L992[14:37:35] ⇦
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L993[14:37:59] <sham1> Well, some Chinese
code has good changes for that
L994[14:37:59] ***
manmaed|AFK is now known as manmaed
L995[14:38:27] <sham1> But then it depends
if you write the comment in Mandarin or Kantonese or
something
L996[14:38:32] <sham1> And it becomes a
headache
L997[14:38:57]
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L998[14:39:29] <unascribed> I can't find
anything in the xfce settings for this
L999[14:39:56]
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(~killjoy@2606:a000:1118:e194:d970:7c85:1cd2:603e)
L1000[14:40:25] <unascribed> setxkbmap
-option "grab:break_actions"
L1001[14:40:30] <unascribed> that command
will enable them
L1002[14:40:43] <unascribed> again, this
makes lockscreens completely ineffectual since you can just break
the grab
L1003[14:40:51] <unascribed> only enable
this if you accept that risk
L1004[14:41:05] ***
mine|dreamland is now known as minecreatr
L1005[14:41:24] <barteks2x> if someone
has physical access to my laptop - I would need full disk
encryption anyway
L1006[14:42:49] ***
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L1007[14:43:22] <unascribed> yeah,
physical security doesn't really exist :P
L1008[14:43:38]
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L1009[14:43:57]
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L1010[14:43:58] <killjoy> padlock
L1011[14:44:05] <killjoy> *easily
breakable*
L1012[14:44:56] <barteks2x> It
works
L1013[14:45:06] <fry> \o/
L1014[14:46:27] <barteks2x> Now I need to
disable updating light when player is close... It always fixes my
lighting bugs when I'm close enough. So more ASM...
L1015[14:47:42] <barteks2x> or maybe not,
If'm actually going to analyze every light update.
L1016[14:52:02] <Zaggy1024> disable
updating light?
L1017[14:52:10] <Zaggy1024> sounds bad to
me, what woudl that actually do?
L1018[14:52:24] <barteks2x> WTF!? I'm at
x/z +/- a few thousand blocks and columnX == 0 && columnZ
== 0 (column == chunk)
L1019[14:52:38] <barteks2x> Zaggy: so
that it doesn't fix my bugs when I come close
L1020[14:52:57] <Zaggy1024> ah
right
L1021[14:53:00] <Zaggy1024> I see
L1022[14:53:17] <Zaggy1024> I misread
your message, I thought you wanted to disable it to fix some
bugs
L1023[14:53:37] <barteks2x> The columnX/Z
== 0 explains a lot it it's like this for all chunks/columns
L1024[14:54:32] <barteks2x> Weird... for
most columns it's 0, but for some of them it's not
L1025[14:55:03]
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L1026[14:55:07] <barteks2x> it's unloaded
column... how does it even update light int them
L1027[14:56:31] <barteks2x> That was
stupid: Column column = cubeProvider.getColumn(entry.blockX,
entry.blockZ);
L1028[14:57:23] <barteks2x> How did it
even work...
L1029[14:57:31]
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L1035[15:08:55] <Gil> tterrag, you
there?
L1036[15:10:17] <Gil> one of my devs
wants to use CustomThings, but he doesn't know how to reference
custom KitchenCraft foods
L1037[15:13:32]
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(~mallrat20@184-88-140-20.res.bhn.net)
L1038[15:15:25] <Gil> I think we figured
it out
L1039[15:16:38] ***
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L1043[15:30:08] <tterrag> Gil: oredict is
the easiest way
L1044[15:30:23] <tterrag> second to that
it should be something like kitchenCraftFoods:veggie/meat
L1045[15:31:38] <Gil> yup
L1046[15:31:43] <Gil> we've got it
working now
L1047[15:31:57] <Gil> I still need to
make food icons
L1048[15:32:07] <Gil> but I feel super
unproductive today
L1049[15:32:37] <Gil> I'm trying to
figure out how to make it so you need to enchant first, before
going to the nether
L1050[15:32:44]
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L1051[15:32:48] <Gil> but I can't figure
out a simple solution
L1052[15:37:08] <Gil> anyone here who
wants to earn 50 bucks for making spell animations for me?
L1053[15:37:39] ***
mr208 is now known as mallrat208
L1054[15:37:46] <Gil> I'd obviously need
to see an example of something you've done first
L1055[15:37:49] <tterrag> >art
L1056[15:37:52] <tterrag> I can't
art
L1057[15:38:10] <Gil> I can art, I just
don't feel like figuring out particle stuff and such
L1058[15:38:27] <Gil> so whoever wants to
do it, I can provide high quality textures, that's not an
issue
L1059[15:40:30] <Gil> tterrag: know
anyone who would be able to do it?
L1060[15:42:45]
⇨ Joins: portablejim
(~portablej@2001:4830:1200:8083:5cfe:2868:719b:8af2)
L1061[15:43:40] <tterrag> drullkus maybe,
if you are serious about the compensation :P
L1062[15:43:53]
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L1063[15:45:02] <Gil> myeah, I can spare
$50 or so, not much more
L1064[15:45:11] <Gil> I don't charge for
my mods or pack
L1065[15:45:28] <Gil> so I can't really
pay competitive rates :p
L1066[15:50:34] <tterrag> so
L1067[15:50:45] <tterrag> 1.8 got rid of
addTranslation on the tessellator?
L1068[15:50:49] <tterrag> only has
setTranslation/
L1069[15:50:53] <tterrag> that's stupid
-.-
L1070[15:51:00] <alex_6611> yeaaa
L1071[15:51:25] <alex_6611> i encountered
that when porting some render helpers to 1.8
L1072[15:51:52] <alex_6611> i use
setTranslation to 0,0,0 at the end but i'm 99% sure that won't
work, haven't tested
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L1074[15:52:04] <fry> depends on the
context
L1075[15:52:09] <alex_6611> i guess
L1076[15:52:54] <tterrag> because some
other mod could have set the translation expecting it to stay
L1077[15:53:02] <tterrag> why not support
translation state?!?
L1078[15:53:17] <fry> what tessellator
are you talking about? global gui one?
L1079[15:53:25] <tterrag> well I guess I
technically mean WorldRenderer
L1080[15:53:39] <fry> which instance?
:P
L1081[15:53:44] <fry> there are a lot
now
L1082[15:53:48] <tterrag> huh?
L1083[15:53:52] <tterrag>
Tessellator.getInstance() ?
L1084[15:53:58] <fry> som global main
one
L1085[15:54:37] <fry> *so
L1086[15:55:27] <tterrag> yes
L1087[15:55:45] <fry> looks like vanilla
does setTranslation in the important places anyway
L1088[15:55:51] <fry> shouldn't cause too
much harm
L1089[15:55:59]
⇨ Joins: Dr_Benway (~Dr.Benway@151.82.121.66)
L1090[15:56:19] <tterrag> is
onBlockPlacedBy still given the player before the item is
removed?
L1091[15:56:25] <tterrag> or do I need to
do place logic in the itemblock
L1092[15:56:39] <tterrag> ok, it seems it
is
L1093[15:57:28]
⇦ Quits: Dr_Benway (~Dr.Benway@151.82.121.66) (Client
Quit)
L1094[15:58:30] <barteks2x> Could
clearing HashSet with 1500 elements take 13ms?
L1095[15:58:54] ***
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L1100[16:05:45] <tterrag> ummm
L1101[16:05:48] <tterrag> so we have
JsonToNBT
L1102[16:05:52] <tterrag> but no
NBTToJson?
L1103[16:05:56] <tterrag> what?
L1104[16:06:17] <gigaherz>
nbt.tostring?
L1105[16:06:25] <gigaherz> or was that
not json?
L1106[16:06:34] <tterrag> I really didn't
want to just write a json string to a tag
L1107[16:06:36] <tterrag> *sigh*
L1108[16:06:38] <tterrag> oh well
L1109[16:07:20] <Wuppy> special beers =
best beers
L1110[16:08:34] ***
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L1111[16:09:11]
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L1112[16:10:35] <barteks2x> Wkylight
finally works. With huge delay, but it works
L1113[16:11:03] <GraphicH> whats it
do?
L1114[16:11:08] <GraphicH> (hopes for
magic)
L1115[16:11:34] <barteks2x> I mean - the
result is finally the same as vanilla
L1116[16:11:57] <barteks2x> but I use
light update queue instead of updating it immediately
L1117[16:12:34] <barteks2x> ANd it causes
huge (a few seconds) delay for clientside initial lighting to
happen
L1118[16:13:36] <barteks2x> Now I can try
to make it work on multiplayer
L1119[16:18:48] ***
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L1122[16:22:58] <Zaggy1024> hey fry, you
here?
L1124[16:23:04] <Ivorius> tterrag: It's
not 100% accurate either way
L1125[16:23:10] <Ivorius> JsonToNBT
parses a JSON superset
L1126[16:23:12]
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L1127[16:23:21] <Zaggy1024> all the
single grass's lighting is weird on one side
L1128[16:23:35] <tterrag> Ivorius: I
opted just to serialize and then just setString
L1129[16:23:40] <tterrag> lazy, but
effective
L1130[16:23:50] <Ivorius> Unless you type
encode the tags it's not a bijective map
L1131[16:23:55] <fry> yup, know about it,
fixing already
L1132[16:24:04] <Ivorius> Yeah, that's
the simpler approach :P
L1133[16:24:04] <tterrag> huh
L1134[16:24:09] <Zaggy1024> aight
cool
L1135[16:24:15] <tterrag> except now I'm
getting this com.google.gson.JsonSyntaxException: duplicate key:
null
L1136[16:24:20] <tterrag> definitely not
any null keys...
L1137[16:24:23]
⇦ Parts: gamemanj (~gamemanj@kurisu.rx14.co.uk)
(Leaving))
L1138[16:24:49] <Zaggy1024> dang biome
colors are screwing with my brain
L1140[16:25:07] <Zaggy1024> they're not
smoothed enough, it's quite confusing when looking for lighting
glitches
L1141[16:25:50]
⇨ Joins: BatZorn
(~Greenfox@c-67-164-28-138.hsd1.ca.comcast.net)
L1142[16:25:54] <BatZorn> question before
I continue this line of thinking for my code. can I generate config
files during the init phase?
L1143[16:26:34] <Zaggy1024> is it by any
chance because the grass's corner vertices exceed the block bounds
and therefore get assigned a 0 AO brightness?
L1145[16:26:44] <tterrag> yes it's long
(I will probably pare it down soon)
L1146[16:26:58] <tterrag> but there are
no "null"s in there
L1147[16:27:20] <fry> heh, I can probably
add an option to smooth those :P
L1148[16:27:47] <fry> biome color lookup
is one of the slowest parts of the block rendering though,
surprisingly
L1149[16:28:56] <Ivorius> Parses fine for
me
L1150[16:29:09] <Wuppy> I just saw
someone in an empty club dancing around with a flashlight to his
crotch... my life is now complete :P
L1151[16:29:30] <Ivorius> That's so
tractor
L1152[16:29:33] <BatZorn> y'sure it was a
flashlight?
L1153[16:29:42] <Wuppy> either that or a
mobile phone lamp
L1154[16:30:03] <Ivorius> Wuppy
L1155[16:30:06] <Ivorius> Why were you in
a club
L1156[16:30:08] <Ivorius> On a
tuesday
L1157[16:30:10] <Wuppy> also, I will go
to that very same club in an hour or so
L1158[16:30:12] <Ivorius> And are back
again now
L1159[16:30:16] <Wuppy> I wasn't in a
club yet
L1160[16:30:24] <Wuppy> I got that video
on whatsapp
L1161[16:30:32] <Wuppy> but I will be in
that club in an hour or so :)
L1162[16:30:50] ***
Clank is now known as Clank[Away]
L1163[16:30:52] <Ivorius> 23:30 works for
me :P
L1164[16:31:14] <Wuppy> and tuesday is
actually one of the better nights to go out
L1165[16:31:21] <Ivorius> Not here
L1166[16:31:24] <Wuppy> that and
thursday, friday and saturday
L1167[16:31:30] <Zaggy1024> fry, isn't
bioime color controlled by block.colorMultiplier, for the whole
block model?
L1168[16:31:34] <Zaggy1024> how would you
smooth that?
L1169[16:31:40] <Wuppy> monday is also
quite fun
L1170[16:31:42] <fry> same way as
everything else
L1171[16:31:57] <Ivorius> We have no
games on monday and tuesday
L1172[16:32:04] <Zaggy1024> how's that?
>.>
L1173[16:32:04] <Ivorius> And then it
increases a bit each day :P
L1174[16:32:06] <fry> ask that block for
the multiplier for the neighbor position :P
L1175[16:32:10] <Wuppy> no games?
L1176[16:32:23] <Zaggy1024> ah...hm
L1177[16:32:27] <Ivorius> Well,
nightlife
L1178[16:32:29] <Zaggy1024>
interesting
L1179[16:32:36] <Zaggy1024> sounds
cool
L1180[16:32:44] <fry> everything smooth
works that way :P
L1181[16:32:52] <Wuppy> monday is kinda
good sometimes, wednesday is kinda meh
L1182[16:32:58] <Zaggy1024> well I mean
specifically for colors, the smoothing would be handy to have a
control for
L1183[16:33:16] <Wuppy> except for 12
weeks a year, when I organise an event :D
L1184[16:33:33] <Ivorius> That's a pretty
long ass event
L1185[16:33:58] <Wuppy> 12 times a year,
1 eveing
L1186[16:34:03] <Ivorius> :P
L1187[16:34:53] <Zaggy1024> I don't
really know that much about how the AO in vanilla or yours is done,
though
L1188[16:35:07] <Zaggy1024> not that you
need to explain it to me :P
L1189[16:35:14] <Ivorius> Btw.
Wuppy
L1190[16:35:25] <Ivorius> You going to
clubs on christmas? lol
L1191[16:35:36] <Ivorius> We have some
hot ass events on every fucking christmas day
L1192[16:35:47] <Zaggy1024> imma fiddle
with turning on AO for some of my custom models now :)
L1193[16:35:52] <Zaggy1024> custom json
model sthat is
L1194[16:35:56] <BatZorn> hey wuppy, do
you know if forge will pitch a fit if I try to make a config file
during the init phase?
L1195[16:36:00] <Zaggy1024> with odd
rotations
L1196[16:36:19] <Wuppy> Ivorius, I don't
have anything this christmas, but last year I had a sick
party
L1197[16:36:30] <Ivorius> On 24th?
:P
L1198[16:36:38] <Wuppy> spending time
with family is also good on christmas though, there are great
parties every day
L1199[16:36:47] <Wuppy> BatZorn, no
idea
L1200[16:37:01] <Ivorius> Honestly, I'm
fucked up with going to clubs a lot lately
L1201[16:37:02] <BatZorn> right then,
lets try it \o/
L1202[16:37:11] <Ivorius> But not
ditching-my-family-on-christmas fucked up
L1203[16:37:13] <Ivorius> lo
L1204[16:37:14] <Ivorius> *lol
L1205[16:37:19] <fry> everytihing should
be lit up correctly now, json models included :P
L1207[16:37:41] <Wuppy> great chirstmas
event but not actually on christmas
L1208[16:37:45] <Ivorius> Eh, 20th
december
L1209[16:37:54] <Ivorius> We have an
amazing one on 19th
L1210[16:38:03] <Ivorius> Gonna go there,
but anything later will be problematic :P
L1211[16:38:05] <Wuppy> lineup pls
:P
L1212[16:38:32] <Ivorius> It's German
Techno and not NL hardstyle, but
L1213[16:38:39] <Wuppy> techno
:<
L1215[16:39:10] <Ivorius> Down here we
are more Techno and Minimal fans :P
L1216[16:39:23] <Ivorius> At least in
terms of EDM
L1217[16:39:50]
⇦ Quits: KGS (~KGS@nl107-188-189.student.uu.se) (Quit:
Leaving)
L1218[16:40:10] <Ivorius> On Christmas we
have Len Faki
L1219[16:40:12] <Wuppy> that festival is
also actually dance
L1220[16:40:15] <Ivorius> 25th Marika
Rossa
L1221[16:40:17]
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(Ping timeout: 206 seconds)
L1222[16:40:52] <Wuppy> Ivorius, what do
you think off a party on new years eve?
L1223[16:41:03] <Ivorius> Well, that's
pretty dope
L1226[16:42:04] <Zaggy1024> it even does
that for models with AO disabled
L1227[16:42:30] <Wuppy> Ivorius, I've got
2 or so festivals I'd kinda like to go to
L1228[16:42:35] <Zaggy1024> or perhaps
only...heh I guess that's probably it, isn't it?
L1229[16:42:37] <Ivorius> fry: wat
L1230[16:42:40] <Wuppy> but, chilling
with your family on new years eve is also great
L1231[16:42:50]
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(uid18879@id-18879.tooting.irccloud.com)
L1232[16:42:58] <Ivorius> Meh, on New
Years I've been with friends instead for the last few years
L1233[16:43:00] <Wuppy> it's not like I
don't have a ton of parties anyway xD
L1234[16:43:00]
⇨ Joins: darkdiplomat
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L1235[16:43:04] <Ivorius> They get enough
attention on Christmas :P
L1236[16:43:15] <Wuppy> hehe
L1237[16:43:23] <Wuppy> question, how old
are you actually?
L1238[16:43:48] <Ivorius> That's not a
question you ask ladies :P
L1239[16:43:54] <Ivorius> Good thing I'm
a dude... 21 :P
L1240[16:44:08] <Wuppy> I was surprised
there for a second :P
L1241[16:46:28] <HassanS6000> Much use of
":P"
L1242[16:46:39] <Wuppy> :P is the best
smiley
L1243[16:47:18] <Ivorius> I got
fry'd
L1244[16:47:28] <Ivorius> It's pretty
contagious :P
L1245[16:47:30] <Wuppy> fry'd?
L1246[16:47:33]
⇨ Joins: KGS (~KGS@nl107-188-189.student.uu.se)
L1248[16:47:53] <Wuppy> I was just
looking back, all of your messages end in :P
L1249[16:48:03] <Wuppy> 22:31 last fry
message without :P
L1250[16:48:32] <Wuppy> also, South Park
S15E10 is amazing xD
L1251[16:48:45] <Ivorius> Btw.
Wuppy
L1252[16:48:53] <Wuppy> with Lemmiwinks,
Wikileaks & ghost fish
L1253[16:48:59] <Ivorius> Any dope NL
events coming next year I should mark in my Calendar
L1254[16:49:04] <Wuppy> Defqon 1
L1255[16:49:11] <Wuppy> Qlimax
L1256[16:49:25] <Wuppy> Q-base (just over
the border in germany)
L1257[16:49:31] <Wuppy> Mysteryland
L1258[16:50:30] <Ivorius> I'm sensing a
pattern :P
L1259[16:50:47] <Wuppy> yes, a lot of
them contain a Q, that's because it's organised by Q-Dance
L1260[16:51:01] <Wuppy> oh don't forget
Hardbass and Decibel
L1261[16:52:30] <Ivorius> Hrm, most of
these don't have FB events yet
L1262[16:53:30] <Wuppy> hardbass is in 4
months and it's completely sold out
L1263[16:53:50] <Wuppy> also, partyflock
and their specific websites are the best way to check
L1264[16:55:35] <Ivorius> I try to keep
my events all in one place
L1265[16:56:51] <Wuppy> dreamvillage is
also quite epic
L1266[16:57:02] <Wuppy> but that's mostly
because it's 10 minutes by bike from my house :P
L1267[16:57:07] ***
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L1271[16:59:38]
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L1272[17:00:44] ***
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L1274[17:01:37] <Ivorius> Yeah they're
all totally too slow
L1275[17:01:43] <Ivorius> I'll look again
later
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L1277[17:02:57] <Ivorius> If I'm gonna go
to any NL event it better be a good one, because even the train
journey will cost a lot :P
L1278[17:03:13] <Wuppy> then go the
defqon weekend
L1279[17:03:18] <Wuppy> anyway, I'm off
to party o/
L1280[17:03:36] <Ivorius> \o
L1281[17:04:23] <fry> Zaggy1024: new
build is out, should fix grass and torches
L1282[17:04:31] <Zaggy1024> sweet
L1283[17:04:54]
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L1284[17:07:32]
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L1285[17:07:59] ***
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L1287[17:16:38] <Zaggy1024> hah, I bet
Optifine will completely break your new ao code
L1288[17:17:00] <fry> of course
L1289[17:26:15]
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L1291[17:28:07] <Zaggy1024> try the
latest build
L1292[17:28:21] <fry> yup, that should be
fixed
L1293[17:28:43] ***
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L1294[17:28:46] <BatZorn> thank god, that
plagued me for the longest
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L1297[17:31:06]
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L1299[17:36:40] <Gil> warning: [options]
bootstrap class path not set in conjunction with -source 1.6
L1300[17:36:51] <Gil> anyone had their
project randomly say that before?
L1301[17:37:07] <Gil> it won't run
anymore either, complains about jwgl
L1302[17:38:07]
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L1304[17:39:27] <LexManos>
7NJJZ-4T2XE-R6NXY
L1305[17:41:03] <GraphicH> ^ That looks
like a serial number
L1306[17:41:08] <Gil> yup
L1307[17:41:09] <GraphicH> that should
not have been posted here
L1308[17:41:13] <Gil> yup
L1309[17:41:21] <GraphicH> do not
register software drunk!
L1310[17:41:24] <Gil> yup
L1311[17:41:35] <fry> unless it was an
intentional share :P
L1312[17:41:39] <tterrag> pretty sure
he's giving the code out lol
L1313[17:41:48] <Gil> steam code?
L1314[17:41:51] <tterrag> accidentally
posting it into IRC would take a lot of alcohol
L1315[17:41:56] <Lord_Ralex> was already
redeemed anyways
L1316[17:42:05] <GraphicH> What was it
for?
L1317[17:42:12] <Lord_Ralex> no
idea
L1318[17:42:13]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L1319[17:42:50] <BatZorn> o.o
L1320[17:43:48] <Gil> I don't get how
forge just randomly decides not to work anymore
L1321[17:44:00] <fry> what?
L1322[17:44:00] <Gil> even if I do a
clean
L1323[17:44:13] <Gil>
java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
L1324[17:44:42] <Gil> I have another
project that still works fine
L1325[17:44:50] <Gil> did a cleanEclipse
and eclipse
L1326[17:44:54] <Gil> no cigar
L1327[17:45:04] <fry> did you close
eclipse before that? :P
L1328[17:45:10] <Gil> yeah
L1329[17:45:26] <Gil> something fried
somewhere
L1330[17:45:27] <Gil> bah
L1331[17:46:39] <GraphicH> "using
eclipse" < first problem =D
L1332[17:46:47] <GraphicH> I kid I
kid
L1333[17:46:52] <GraphicH> don't ban
be
L1334[17:47:07]
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L1335[17:47:56] <LexManos> if i ever post
keys in here its extras from humble bundle
L1336[17:48:01] <BatZorn> lol
L1337[17:48:02] <LexManos> that was a
game i already had
L1338[17:48:11] <GraphicH> wooo free
keys
L1339[17:48:21] <GraphicH> must write a
bot to auto harvest
L1340[17:48:46] <Lord_Ralex> was claimed
within like a minute
L1341[17:49:16] <GraphicH> I have so many
steam games I never play
L1342[17:49:22] <GraphicH> its like a box
fully of dusty bits
L1343[17:49:27] <GraphicH> full*
L1344[17:49:34] <Gil> man, what the hell,
it just won't run, whatever I try
L1345[17:49:37] <Gil> this is
annoying
L1346[17:49:40] <Gil> hmm
L1347[17:49:55]
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L1350[17:50:39] ***
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L1353[18:00:11] <barteks2x> I need to
somehow force world.checkLight to work when isAreaLoaded(pos, 17,
false) returns false, but only clientside
L1354[18:03:05]
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L1357[18:09:22] ***
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L1363[18:21:11] <tterrag> uhhh anyone
else having issues with slack?
L1364[18:22:00]
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(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
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(~Gilberrek@78-20-42-14.access.telenet.be)
L1367[18:25:08] <Gil> where can I find
the mcp conf dir again?
L1368[18:25:20] <Gil> chicken stuff is
asking me for it
L1369[18:25:53]
⇨ Joins: spaceemotion
(~spaceemot@f054110161.adsl.alicedsl.de)
L1370[18:26:15] <gigaherz>
%userprofile%\.gradle\... something else
L1371[18:26:15] <gigaherz> XD
L1372[18:26:41] <gigaherz> unless you
moved gradle elsewhere like I did
L1374[18:26:49] <Gil> thanks
L1375[18:27:06]
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L1376[18:28:57]
⇨ Joins: sugoi
(~sugoi@71-217-121-90.tukw.qwest.net)
L1377[18:29:59] <sugoi> hello everyone.
we decided to remove a mod from our pack and try to keep our
inventories between worlds (regen'd) it worked but some items were
removed from the level.dat
L1378[18:30:04] <sugoi> as expected
^
L1379[18:30:35] <tterrag> the...mod's
items that you removed?
L1380[18:30:48] <sugoi> but some were
removed unexpectedly, e.g. thickened glass from extra utils. i
tried adding it back in manually (to the level.dat) but on world
start, i'm asked to /fml confirm the undefined item. assuming i
added the datum correctly, ... any suggestions/ideas how i might
patch this back?
L1381[18:31:02] <sugoi> tterrag: mostly -
but lost 51 other items that should still be there
L1382[18:31:08] <tterrag> ID maps should
not change when you remove a mod
L1383[18:31:12] <tterrag> if they are,
something is very very wrong
L1384[18:31:40] <sugoi> tterrag: let's
assume i know less than i claim (likely!)
L1385[18:31:53] <sugoi> tterrag: for
example, we still have extra utils, and should have thickened glass
available
L1386[18:31:59] <tterrag> indeed
L1387[18:32:07] <tterrag> but if you did
not remove ExU at any point
L1388[18:32:11] <tterrag> they item
should not disappear
L1389[18:32:15] <sugoi> tterrag: note we
created a new world, but i copied the level.dat over
L1390[18:32:24] <tterrag> ahh
L1391[18:32:28] <tterrag> yeah that's not
going to work
L1392[18:32:30] <sugoi> the reason, if i
didn't copy over the level.dat, the items in inventories were all
wrong
L1393[18:32:33] <tterrag> because in a
new world, you get a fresh ID map
L1394[18:32:42] <sugoi> yes, that's what
i'm trying to refer to
L1395[18:32:50] <tterrag> not sure where
that is saved exactly
L1396[18:32:57] <tterrag> it /should/ be
possible to graft it over
L1397[18:33:05] <sugoi> yes, that was my
assumption as well
L1398[18:33:16] <sugoi> so if, for
example, i made an entirely new world
L1399[18:33:30] <sugoi> and let it create
a new level.dat -- and i inspect it - i see 1566 items
L1400[18:33:41] <sugoi> whereas our new
world has only 1501 (-51)
L1401[18:33:46] <tterrag> yeah
L1402[18:33:58] <sugoi> this is after
/fml confirm to remove the removed mod
L1403[18:34:02] <sugoi> so, i'd hope
they'd be the same
L1404[18:34:10] <unascribed> maybe you
should keep the mod for the world gen, with all of it's world gen
settings disabled, then remove it?
L1405[18:34:24] <unascribed> assuming it
has a good config
L1406[18:34:43] <sugoi> unascribed: yes,
that would be a better solution .... but, 1. we REALLY like the new
world spawn, and 2. i didn't realize this item id issue until a
week into the rebuild
L1407[18:34:50] <sugoi> and, i'd have
many unpleased members :(
L1408[18:34:57] <unascribed> well, if
you're copying the level.dat, you'll keep the seed
L1409[18:34:58] <sugoi> so, i'm happy to
fix this the hard way
L1410[18:34:59] <tterrag> use the same
seed, get the same spawn
L1411[18:35:01] <unascribed> unless you
mean something you built
L1412[18:35:13] <unascribed> you could
use MCEdit 2.0 to copy the building if neccessary
L1413[18:35:17] <unascribed> or even
WorldEdit
L1414[18:35:21] <sugoi> unascribed: good
point, if railcraft disables work gen options sufficiently, the
seed should work the same
L1415[18:35:37] <unascribed> oh,
railcraft
L1416[18:35:39] <unascribed> I think they
have good config
L1417[18:35:39] <tterrag> worldgen from
seed is only affected by biomes, etc
L1418[18:35:41] <sugoi> but the item ids
are all different, how would mcedit know the new ids?
L1419[18:35:44] <tterrag> features do not
affect worldgen
L1420[18:35:48] <unascribed> MCEdit 2
will do translation
L1421[18:35:51] <tterrag> so say a mod
adds a kind of tree
L1422[18:35:53] <sugoi> tterrag: oh i
see
L1423[18:35:56] <unascribed> MCEdit 1
*will not*
L1424[18:35:59] <CovertJaguar> nothing in
railcraft should affect your world seed
L1425[18:36:03] <sugoi> so, e.g. copper
is a pop, not a gen
L1426[18:36:05] <tterrag> ^ from the
horse's mouth
L1427[18:36:11] <sugoi> CovertJaguar:
WELL HELLO
L1428[18:36:17] <unascribed> yeah, but
there's tons of poor ore and stuff that will turn into giant air
pockets :P
L1429[18:36:24] <sugoi> unascribed:
sure
L1430[18:36:28] <tterrag> but yeah, ores,
trees, structures, anything like that has no effect on the world
shape
L1431[18:36:34] <unascribed> which is why
I said disable the gen
L1432[18:36:34] <sugoi> ok
L1433[18:36:36] <tterrag> but something
like BoP obviously would
L1434[18:36:37] *
sugoi considers options
L1435[18:37:12] <sugoi> this is great
advice, still curious where i was wrong about adding in the items
by hand
L1436[18:37:25] <sugoi> and why the world
start said 'undefined' and asked for confirm to remove again
L1437[18:37:30] <sugoi> perhaps i got the
name wrong?
L1438[18:37:34] <sugoi> or, is my
assumption more flawed?
L1439[18:37:37] <unascribed> I had a
similar issue a while ago, and I don't think we found a solution
other than to just accept the missing items
L1440[18:37:55] <sugoi> note, if i make a
new world, thickened glass (Again, the example) has id 496
L1441[18:38:05] <tterrag> seems the
easiest solution is to start the new world with the mods you are
removing
L1442[18:38:06] <sugoi> (again, i know,
just annecdotal)
L1443[18:38:07] <tterrag> THEN remove
them
L1444[18:38:13] <tterrag> because doing
it the other way around botches the ID map
L1445[18:38:22] <sugoi> but in the new
(bad) world, all missing items are -1, and trying to craft crashes
client
L1446[18:38:32] <tterrag> uhhhh
L1447[18:38:37] <tterrag>
no.....what
L1448[18:38:46] <sugoi> but i want
thickened glass to have a valid id again, i want it in the item
table
L1449[18:38:48]
⇦ Quits: spaceemotion
(~spaceemot@f054110161.adsl.alicedsl.de) (Quit:
Wahoo!)
L1450[18:39:25] <tterrag> your ID map
graft failed, whatever you did
L1451[18:39:35] <sugoi> btw, my method
for hand insertion was having both level.dats open (new world with
working items, and existing partial level.dat)
L1452[18:39:35] <tterrag> ExU registers
thickened glass after the now missin gmod
L1453[18:39:38] <tterrag> so its ID got
shifted down
L1454[18:40:10] <sugoi> i may just mcedit
the structures
L1455[18:40:18] <sugoi> in a world with
the mod back in, and ores disabled
L1456[18:40:44]
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L1457[18:40:48] <sugoi> so, when mcedit
creates the exports, it records item metadata sufficient for the
translation?
L1458[18:42:53] ***
Cypher|Zzz is now known as Cypher121
L1459[18:47:51]
⇨ Joins: Qwyll
(~Qwyll@80-196-29-134.itasca.mnscu.edu)
L1460[18:48:23] <Qwyll> Anyone know why
my entity would only show as a loaded entity on the server and not
the client?
L1461[18:48:28] <Qwyll> block
entity*
L1462[18:48:55] <tterrag> block
entity?
L1463[18:48:57] <tterrag> you mean
TE?
L1464[18:49:36] <Qwyll> on second thought
ignore the block. I'm just making a block that turn into an entity
similar to how tnt does it.
L1465[18:50:27] <tterrag> ah
L1466[18:50:30] <tterrag> is it
registered?
L1467[18:50:52] <Qwyll> should be
L1468[18:51:17] <Qwyll> never mind. I'm
an idiot. Please ignore
L1469[18:51:33] <Qwyll> Thank you though,
as you reminded me of something to check
L1470[18:51:54]
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L1471[18:56:42]
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L1473[18:57:19]
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L1474[18:57:50] <Qwyll> hmm, that didn't
solve it.
L1475[18:57:56] <Qwyll> wth
L1476[19:02:20]
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the connection)
L1477[19:03:15] <tterrag> the heck is
going on with WorldRenderer.setColorOpaque
L1480[19:04:11] <tterrag> Ordinastie: ^
?
L1481[19:04:37]
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L1482[19:06:55] <tterrag> and it changes
as I look around what the heck
L1483[19:07:01] <tterrag> how did mojang
break this so badly
L1485[19:08:48] <tterrag>
sigh...evidently they don't disable texture 2D
L1486[19:08:50] <tterrag> still not
working right
L1488[19:09:33] <Qwyll> tterrag, is there
a way to check if my entity is registered on the client side?
L1489[19:09:40] <tterrag> not sure
L1490[19:11:27] <tterrag> did they drop
gradient support in the worldrenderer?
L1491[19:11:27]
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L1492[19:11:29] <tterrag> jesus
L1493[19:11:35] <tterrag> screw it, I'll
just use GL
L1494[19:14:31] <Ordinastie> tterrag,
either fucked UVs, or multiple faces z-fightingh
L1495[19:14:40] <tterrag> Ordinastie: it
was GL_TEXTURE_2D
L1496[19:14:50] <tterrag> which I would
figure that they set if I don't use UVs, but nah
L1497[19:14:56] <tterrag> the problem now
is the lack of gradient
L1498[19:15:55] <Ordinastie> are you
rendering a block or a TE ?
L1499[19:17:42]
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L1500[19:17:50] <tterrag> TE
L1501[19:17:54] <tterrag> and it's not
even working with GL -.-
L1502[19:18:00] <tterrag> why can't I
gradient
L1503[19:18:14] <tterrag> I bet blending
is off
L1504[19:18:25] <Ordinastie>
Shading
L1505[19:18:32] <Ordinastie> FLAT to
SMOOTH
L1506[19:18:35] <unascribed> ^
L1507[19:18:40] <unascribed> what I was
about to say :P
L1508[19:18:44] <tterrag> ahh
L1509[19:18:49] <tterrag> always forget
that one
L1510[19:18:54] <Ordinastie>
glShadeModel
L1511[19:18:54] <tterrag> still, I don't
see gradient support in worldrenderer
L1512[19:18:57] <Ordinastie> IIRC
L1513[19:18:58] <tterrag> they just store
a constant color value
L1514[19:19:14] <Ordinastie> GL does the
gradient
L1515[19:19:16] <unascribed> maybe
drawGradientRect in Gui would help?
L1516[19:19:21] <Ordinastie> you just
give a color for a vertex
L1517[19:19:30] <tterrag> the
worldrenderer deoesn't store color with vertices
L1518[19:19:36] <Ordinastie> or rather,
you set a color for the next vertexes you add
L1519[19:19:59] <tterrag> that I
see
L1520[19:20:05] <tterrag> no, wait, there
it is
L1521[19:20:26]
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L1522[19:21:36] <tterrag> Ordinastie:
what would be the best way to draw a hollow square (box)?
L1523[19:21:47] <tterrag> ehhh actually
nvm, I'll just use a texture >.>
L1524[19:22:13]
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L1525[19:22:49] <Ordinastie>
GL_LINE_STRIP
L1526[19:22:50]
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L1527[19:22:54] <Ordinastie> and draw
regular cube
L1528[19:23:01] <Ordinastie> that's what
I do anyway
L1529[19:23:05] <tterrag> I'm going to
need a texture in the end
L1530[19:23:14] <tterrag> problem is I
need to support dynamically sized rectangles
L1531[19:23:17] <Ordinastie> but
"draw regular cube" is just one line for me so
L1532[19:23:20] <tterrag> so I need some
kind of lame CTM
L1533[19:23:44]
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L1534[19:24:26] <barteks2x> I need to
change a single line in World.checkLightFor. Any idea how to do
that so that it also works utside of dev env?
L1535[19:25:19]
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L1536[19:25:30] <tterrag> ASM?
L1537[19:25:40]
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L1538[19:25:46] <barteks2x> bytecode is a
bit different in dev env
L1539[19:25:53] <barteks2x> and this is
very complex methd
L1540[19:26:02] <tterrag> no it's not,
just the names are different
L1541[19:26:08] <tterrag> so you need to
check for srg as well as mcp
L1542[19:26:10] <tterrag> it's not
hard
L1543[19:26:13] <tterrag> just two
names
L1544[19:26:20] <barteks2x> so labels are
going to stay the same?
L1545[19:26:29] <tterrag> don't count on
line number labels
L1546[19:26:31] <tterrag> but other than
that, yes
L1547[19:27:01] <barteks2x> I have no
idea how to find this line: if (i3 == l2 - j5 && j <
this.lightUpdateBlockList.length) using asm
L1548[19:27:50] <tterrag> read the
bytecode
L1549[19:27:56] <tterrag> check for a
sequence of instructions that is unique
L1550[19:28:11] <shadowfacts> learn JVM
bytecode, it's a bit weird how ifs work
L1551[19:28:30] <tterrag> will probably
look something like ILOAD 14 ILOAD 18 IF_ICMPNE L25
L1552[19:28:36] <barteks2x> I know java
bytecode
L1553[19:28:45] <barteks2x> It's just
that this method is very complex
L1554[19:29:25] <tterrag> actually I
found the line you are talking about
L1555[19:29:32] <barteks2x> Maybe I can
find the fourth usage of lightUpdateBlockList field?
L1557[19:30:07] <shadowfacts> that set of
instructions probably only exists once in the bytecode, you can
search for it
L1558[19:30:09] <tterrag> no that's not
reliable
L1559[19:30:19] <tterrag> I'd search for
the first 3-4 codes in that list
L1560[19:30:23] <tterrag> that probably
won't happen more than once
L1561[19:31:06] <barteks2x> only opcodes?
Or arguments too?
L1562[19:31:57] <tterrag> both
L1563[19:32:08]
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L1564[19:32:27] <barteks2x> so numbers of
local variables are the same in dev env? I once asked about it and
I couldn't get answer
L1565[19:32:59] <tterrag> local variable
number is just declaration order
L1566[19:33:01] <tterrag> so, yes
L1567[19:33:22]
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L1568[19:33:32] <tterrag> unless a mod
intentionally screws with them
L1569[19:33:38] <tterrag> I can't see
them being different
L1570[19:34:01]
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L1571[19:34:16] <Ordinastie> tterrag, not
intentionally, just ASMd the method
L1572[19:34:23] <Ordinastie> I had the
issue with NEI
L1573[19:34:28] <tterrag> Ordinastie:
hm?
L1574[19:34:32] <tterrag> ISTORE is
explicity
L1575[19:34:35] <tterrag> explicit*
L1576[19:34:43] <tterrag> unless they
change ISTORE X to ISTORE Y
L1577[19:34:47] <tterrag> the local
variable number will not change
L1578[19:35:16] <tterrag> or screw with
the LVT
L1579[19:35:21] <tterrag> is NEI doing
that crap?
L1580[19:35:31] <Ordinastie> I don't
know, I just know that a var number changed whether NEI was in or
not
L1581[19:35:48] <tterrag> NEI is such
crap
L1582[19:35:53] <tterrag> why are there
no replacements yet
L1583[19:38:08] <gigaherz> because it's
"the crap we know" ;P
L1584[19:38:21] <shadowfacts> because the
amount of mod compat that already exists is insane and it'd be a
PITA to redo it for a different api
L1585[19:40:03] <Ordinastie> and mostly
because any important complex mod is destined to be considered
crap
L1586[19:41:06] <tterrag> Ordinastie:
have you ever TRIED to write an NEI plugin?
L1587[19:41:14] <tterrag> it *is* crap,
I'm not just complaining about the standard
L1588[19:41:26] <Ordinastie> nobody
thinks MalisisCore is crap because nobody uses it
L1589[19:41:34] <TehNut> I DO
L1590[19:41:49] <Ordinastie> I'm pretty
sure if it became popular, it would be considered as shit to
L1591[19:42:08] <Ordinastie> TehNut, I
assume you mean you do think it's crap, and not you do use
it?
L1592[19:42:21] <TehNut> Yes and I'm
kidding
L1593[19:42:25] <Ordinastie> I got that
:)
L1594[19:42:41] <TehNut> I just get
annoyed at your door animation... >.>
L1595[19:42:53] <unascribed> MalisisDoors
is the best mod ever
L1596[19:43:03] <unascribed> especially
the door factories
L1597[19:43:14] <unascribed> everyone on
my server (myself included) is obsessed with it and absolutely
loves the animations
L1598[19:43:24] <Ordinastie> thanks
:)
L1599[19:43:40] <unascribed> any reason
it's MalisisDoors and not OrdinastieDoors? :P
L1600[19:43:42] <Ordinastie> you'll hate
me when you realise 1.8 update is not backward compatible...
:p
L1601[19:43:52] <unascribed> eh, we reset
our map all the time anyway
L1602[19:44:12] <TehNut> It's kinda
assumed that major MC versions will require world resets
L1603[19:44:15] <Ordinastie> Ordinastie
is my name, it's not really a product name
L1604[19:44:16] <unascribed> yeah
L1605[19:44:36] <Ordinastie> TehNut, for
big modpacks probably yes
L1606[19:44:58] <Ordinastie> if you only
have a few mods, you'll probably want to keep your world
L1607[19:45:17] <Cypher121> MalisisDoors
+ Chisel Warning signs = perfect doors
L1608[19:45:18] <Ordinastie> but I'll
make a program to update worlds, it'll just take some time to code
:s
L1609[19:45:32] <tterrag> Cypher121: that
works?
L1610[19:45:40] <Cypher121> same as
microblocks
L1611[19:45:44] <tterrag> warning signs
cause all kinds of problems with "facades"
L1612[19:45:56] <Cypher121> only sign
itself is shown
L1613[19:46:05] <Cypher121> which is kind
of what I need
L1614[19:46:28] <unascribed> the fact
they do that has always seemed kind of weird tom e
L1615[19:46:29] <unascribed> to me*
L1616[19:46:35] <Cypher121> btw, would be
nice if someone actually made a mod that allows to place one of
those on any block
L1617[19:46:37] <Ordinastie> Cypher121, I
don't know what warning signs are, do you have a screen ?
L1618[19:46:47] <Cypher121> ehh, let me
boot up my server
L1619[19:47:38] <Qwyll> Hmm, server
decided to kill my entity as soon as I create it...
L1620[19:47:53] <gigaherz> Qwyll: did you
assign position&axis?
L1621[19:48:01] <tterrag> unascribed:
it's an overlay texture
L1622[19:48:07] <tterrag> most facades
just call getIcon() and draw that
L1623[19:48:07] <gigaherz> an
"unplaced" entity gets insta-destroyed
L1624[19:48:20] <unascribed> that seems
only slightly extremely sloppy :P
L1625[19:48:21] <Gil> if I add a mod as a
dependency, isn't my preInit supposed to fire after the mod's
preInit?
L1626[19:48:23] <tterrag> which only
gives the "main" texture, not the background
L1627[19:48:28] <Qwyll> gigaherz, I
believe so, does the server kill it if it has an invalid
position?
L1628[19:48:30] <tterrag> unascribed: for
special shapes it's all you can do
L1629[19:48:33] ***
Vigaro is now known as Vigaro|AFK
L1630[19:48:38] <gigaherz> Qwyll:
something like that
L1631[19:48:41] <Gil> or am I
wrong?
L1632[19:48:50] <Qwyll> ok I'll look into
that, thanks
L1633[19:49:06] <Gil> I only set the
dependency in mcmod, do I have to set it in code somewhere?
L1634[19:49:08] <Cypher121> tterrag:
actually if that gets fixed it'll break so many builds now
L1636[19:49:24] <tterrag> the only way it
could be "fixed" is to merge the textures
L1637[19:49:34] <gigaherz> Qwyll:
L1639[19:49:38] <gigaherz> when I was
doing this
L1640[19:49:40] <gigaherz> I had to call
that
L1641[19:49:47] <gigaherz> otherwise the
entity never truly spawned
L1642[19:50:21] <unascribed> ._.
L1643[19:50:42] <unascribed> as someone
who likes to play with mobGriefing on and wishes there was more
granular gamerules, I find that code offensive
L1644[19:50:44] <unascribed> :P
L1645[19:50:58]
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L1646[19:51:32] <unascribed> are there
any mods that fix villager houses to use corner stairs?
L1647[19:52:10] <unascribed> I need to
make a tweaks mod at some point that adds more gamerules and fixes
small things like that..
L1648[19:52:48]
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L1651[19:58:07] <Cypher121> !gm
getIcon
L1652[20:02:35] <gigaherz> unascribed:
good thing I never finished the mod then! ;P
L1653[20:02:38] <gigaherz> although
really
L1654[20:02:50] <gigaherz> my plan was to
make it VERY hard to activate that spell
L1655[20:02:51] <gigaherz> ;P
L1656[20:03:09] <unascribed> hard or not,
it should be restricted to the End or spawn a nerfed dragon
L1657[20:03:18] <unascribed> that has
immense griefing potential
L1658[20:03:21] <gigaherz> true
L1659[20:03:25] <unascribed> accidental
or on purpose
L1660[20:03:32] <Cypher121>
"accidental"
L1661[20:03:39] <gigaherz> accidentally
on purpose
L1662[20:03:51] <unascribed> "I
wonder what happens if I cast Resurrection on my egg
pedestal.."
L1663[20:03:56] <unascribed> *entire
house is destroyed"
L1664[20:04:00] <unascribed>
s/"/*/
L1665[20:04:00] <gigaherz> I hate that
phrase.
L1666[20:04:00]
⇨ Joins: blood_
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L1667[20:04:03] <gigaherz> I was bullied
with it
L1668[20:04:09] <gigaherz> "oops I
accidentally on purpose tripped you"
L1669[20:04:17] <unascribed> :/
L1670[20:04:33] <Ordinastie> Cypher121,
ah thanks :)
L1671[20:04:37] *
gigaherz shrugs
L1672[20:04:49] <gigaherz> he never
"accidentally on purpose" went into the library ;P
L1673[20:04:59] *
Cypher121 has caused a world reset 1 day after switching to 1.0.0
by spawning in an ender dragon
L1674[20:05:33] <gigaherz> lol
L1675[20:05:45] <gigaherz> unascribed: my
idea was to make it a ritual
L1676[20:05:54] <gigaherz> a bit like
draconic resurrection
L1677[20:05:58] <gigaherz> but like
L1678[20:06:27] <gigaherz> place 20
endermen, 20 creepers, and 20 skeletons inside a box made with some
rare material
L1679[20:06:48] <gigaherz> then while
standing in the middle, channel the spell uninterruptedly for X
time
L1680[20:06:54] <unascribed> so not
accidental at all :P
L1681[20:07:00] <gigaherz> Iguess
"in the end" would be an extra restriction
L1682[20:07:03] <unascribed> I thought it
was more like
L1683[20:07:04] <gigaherz> if I ever
continue working on the mod
L1684[20:07:11] <gigaherz> as it is RIGHT
NOW
L1685[20:07:18] <unascribed> you have a
Wand of Resurrection and you use it to revive your friends when
they become ded
L1686[20:07:28] <unascribed> and it
happens to also work on the dragon
L1687[20:07:45] <gigaherz> well that was
the plan
L1688[20:08:14] <gigaherz> I wanted to
add a means to resurrect a player in between them dying and
pressing respawn
L1689[20:08:18] <unascribed> oh, just
noticed the comment.
L1690[20:08:19] <unascribed> derp.
L1691[20:08:36] <gigaherz> I did the
dragon because I thought it would be fun
L1692[20:08:42] <gigaherz> if it was also
possible to do the dragon in some way
L1693[20:08:45] <gigaherz> so while
developing
L1694[20:08:50] <gigaherz> instead of
players, it resurrected dragons
L1695[20:08:53] <Cypher121> actually I
already see how that respawn thing can be used for grieving
L1696[20:09:03] <Cypher121>
griefing*?
L1697[20:09:06] <gigaherz> yeah
L1698[20:09:09] <unascribed> oh,
yeah
L1699[20:09:13] <unascribed> you could
trap someone
L1700[20:09:17] <unascribed> and
eternally kill them
L1701[20:09:19]
⇨ Joins: Mitchellbrine
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L1702[20:09:23] <unascribed> since the
respawning is outside of their control
L1703[20:09:28] <gigaherz> well
L1704[20:09:30] <gigaherz> sortof
L1705[20:09:32] <unascribed> and the
respawn button has a time before it can be pressed
L1706[20:09:52] <gigaherz> look
L1707[20:10:02] <gigaherz> the spell was
meant to be a beam
L1708[20:10:08] <gigaherz> that you'd
channel for 10 seconds or so
L1709[20:10:13] <unascribed> oh,
okay
L1710[20:10:16] <gigaherz> you'd be able
to respawn before then
L1711[20:10:17] <gigaherz> XD
L1712[20:10:30] <unascribed> when I think
about balance, I always assume the worst :P
L1713[20:10:32] <gigaherz> and then there
would be a corpse behind
L1714[20:10:37] <gigaherz> and if they'd
resurrect that
L1715[20:10:41] <gigaherz> it would
become an undead
L1716[20:10:54]
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L1717[20:10:59] <gigaherz> and if they'd
do a spell of binding right after
L1718[20:11:08] <gigaherz> it would
become their minion/familiar
L1719[20:11:15] <Cypher121> does anyone
know if /kill bypasses void protection from bound armor?
L1720[20:11:42] ***
Gaz is now known as Matakor
L1721[20:11:57] ***
Matakor is now known as Gaz
L1722[20:12:09] <killjoy>
entity.setDead()
L1723[20:13:03] <Cypher121> On success,
inflicts 3.4 x 10^38 void damage to targets
L1724[20:13:11] <gigaherz> hmmm
L1725[20:13:14] <Cypher121> apparently
no
L1726[20:13:20] <gigaherz> someone make a
corpse mod
L1727[20:13:24] <gigaherz> where
like
L1728[20:13:34] <killjoy> instead of
gravestones?
L1729[20:13:34] <gigaherz> things die
when killed, isntead of exploding into loot
L1730[20:13:37] <gigaherz> no
L1731[20:13:39] <gigaherz> so
L1732[20:13:45] <gigaherz> for players it
owuld be similar
L1733[20:13:54] <gigaherz> but it should
also affect mobs
L1734[20:13:56] <killjoy> I had that idea
a while ago
L1735[20:13:57] <gigaherz> dead pig
L1736[20:14:06] <gigaherz> + knife =
porkchops
L1737[20:14:16] <gigaherz> dead cow +
knife = leather + beef
L1738[20:14:17] <killjoy> are you
me?
L1739[20:14:18] <Cypher121> that already
exists, I think
L1740[20:14:21] <gigaherz> so
L1741[20:14:26] <gigaherz> if someone
does it, extensible
L1742[20:14:33] <killjoy> gigaherz, stop
reading my mod idea notebook!
L1743[20:14:36] <gigaherz> I'd use it as
a base for my mod's resurrection
L1744[20:14:54]
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(Quit: Connection closed for inactivity)
L1745[20:15:29] <gigaherz> specially if
things decay into skeletons
L1746[20:15:44] <gigaherz> horse ->
dead horse -> skeletal dead horse -> skeleton horse
L1747[20:15:51] <unascribed> :o
L1748[20:16:10] ***
Cypher121 is now known as Cypher|Zzz_again
L1749[20:16:16] <gigaherz> player ->
corpse -> zombie
L1750[20:16:22] <gigaherz> player ->
corpse -> skeleton -> skeleton mob
L1751[20:16:39] <killjoy> what if things
die on top of eachother?
L1752[20:16:43] <killjoy> pig +
zombie
L1753[20:16:46]
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L1754[20:16:48] <gigaherz> pig + zombie =
zombie pigman
L1755[20:16:57] <gigaherz> XD
L1756[20:17:09] <gigaherz> nah
L1757[20:17:12] <killjoy> zombie +
horse
L1758[20:17:19] <gigaherz> that'd be a
spell of joining
L1759[20:17:33] <killjoy> You'd need a
fancy model joiner
L1760[20:17:42] <killjoy> Or only
supported mobs
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L1762[20:17:49] <gigaherz> there's one
mod where you can mix&match mob parts
L1763[20:18:24] <gigaherz> but I don't
think a zombie-pig-villager blend would result in quite the same
thing as a zombie pigman
L1764[20:18:35] <killjoy> pig with
villager noes?
L1765[20:20:54] <gigaherz> "day 2: I
think the nether pigmen are starting to suspect I'm not one of
them"
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L1776[20:52:23] <masa> +s
L1777[20:52:54] <gigaherz> lol
L1778[20:53:01] <gigaherz> my policy
is
L1779[20:53:05] <gigaherz> if I can't
think of a better name
L1780[20:53:08] <gigaherz> add a number
at the end
L1781[20:53:09] <gigaherz> light
L1782[20:53:10] <gigaherz> light2
L1783[20:53:11] <gigaherz> light3
L1784[20:53:13] <masa> :D
L1785[20:53:24] <gigaherz> I don't spend
more than a few moments naming a var.
L1786[20:53:54] <masa> well in my case ia
have some methods that are still confusing to even myself
L1787[20:57:36] <Gil> is there an easy
event to stop flint and steel from creating portals?
L1788[21:00:47]
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L1789[21:01:01] <gigaherz> it's not
flint&steel, gil
L1790[21:01:08] <gigaherz> it's a block
of fire appearing
L1791[21:01:10] <Gil> oh right
L1792[21:01:13] <Gil> hmm
L1793[21:01:20] <Gil> that's even
worse!
L1794[21:01:40] <gigaherz> a ghast in the
nether can be used to light up a portal
L1795[21:01:41] <gigaherz> ;P
L1796[21:01:46] <Gil> I guess I can
capture the event of fire appearing and cancel it appearing
L1797[21:02:03]
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L1798[21:02:08] <Gil> my modpack is going
to have a new way to open portals
L1799[21:02:15] <Gil> for balance
reasons
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MineBot sets mode: +v on iPixeli
L1802[21:02:42] <Gil> people aren't using
the cool enchantment additions, so I'm making it so you need to
enchant some stuff to create a nether portal
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L1804[21:02:48] <Gil> give em a reason to
try it out
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L1806[21:03:21] <Gil> I think one of my
devs is currently making it so you enchant obsidian to get some
weird block that you build the portal out of
L1807[21:03:29] <Gil> after it lights, it
reverts to obsidian
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L1820[21:41:21] <Gil> is there a hook
somewhere to change enchantment table output?
L1821[21:42:09] <tterrag> gson must do
some mad hax
L1822[21:42:28] <tterrag> it somehow
constructed my object (which did not have a no-args constructor)
which left uninitialized fields
L1823[21:42:36] <tterrag> and those
fields are initialized in the declaration
L1824[21:42:39] <tterrag> how is that
even possible?
L1825[21:42:57] <gigaherz> o_O
L1826[21:43:09] <Gil> heh, you can do
some weird stuff with reflection
L1827[21:43:09] <tterrag> one of them is
even final
L1828[21:43:14] <tterrag> private
transient final EnumMap<ImageType, ResourceLocation>
locations = Maps.newEnumMap(ImageType.class);
L1829[21:43:14] <gigaherz> question is
how did it construct the object without a public parameterless
constructor
L1830[21:43:15] <gigaherz> XD
L1831[21:43:17] <tterrag> was null
L1832[21:43:31] <Gil> yep, all
possible
L1833[21:43:37] <Gil> reflection is
crazy
L1834[21:44:11] <gigaherz> well I assume
Java, like most class-instance languages
L1835[21:44:13] <gigaherz> has a
sortof
L1836[21:44:19] <gigaherz> allcoate
object <type> operation
L1837[21:44:31] <gigaherz> followed by a
call to construct/new(args)
L1838[21:44:45] <Gil> you can iterate all
constructors
L1839[21:44:47] <gigaherz> somehow gson
would appear to do the former, without the latter?
L1840[21:45:01] <gigaherz> or hm
L1841[21:45:07] <gigaherz> maybe it has
an implicit constructor
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L1843[21:45:15] <gigaherz> and gson finds
it and makes it accessible
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L1845[21:45:19] <Gil> I think you can
just create an instance though, yeah
L1846[21:45:30] <tterrag> it uses
UnsafeAllocator
L1847[21:45:33] <tterrag> it's more than
reflection
L1848[21:45:36] <gigaherz> lol
L1849[21:45:39] <shadekiller666> giga,
isn't that where the GSONDeserializationContext comes in?
L1850[21:45:47] <gigaherz> no idea
L1851[21:45:50] <gigaherz> I don't know
the gson internals
L1853[21:45:59] <tterrag> ^ the nasty
bit
L1854[21:46:15] <gigaherz> lol
L1855[21:46:22] <shadekiller666> all i
know is that GSON makes it a pain in the ass to step through json
code :P
L1856[21:46:24] <gigaherz> just...
why?
L1857[21:46:35] <tterrag> gigaherz: they
have coded in backups for backups for backups
L1858[21:46:37] <gigaherz> why not use
class.newInstance()
L1859[21:46:39] <tterrag> the unsafe is
the LAST option
L1860[21:46:41] <tterrag> ...
L1861[21:46:47] <tterrag> because the
class doesn't have a default constructor
L1862[21:46:47] <gigaherz> and crash
otherwise?
L1863[21:46:48] <tterrag> it tries that
first
L1864[21:46:58] <tterrag> I added a
nullarg constructor to the class and now it works fine
L1865[21:47:00] <gigaherz> yeah I mean
even trying other stuff seems bad design to me
L1866[21:47:20] <tterrag> it works if you
don't also make the declared field transient
L1867[21:47:21] <gigaherz> its stance
should be "either default or go home" ;P
L1868[21:47:24] <gigaherz> XD
L1869[21:47:25] <tterrag> but I need it
to be transient
L1870[21:47:31] <tterrag> and, I could
write a custom deserializer
L1871[21:47:32] <tterrag> I'm just
lazy
L1872[21:53:16] <tterrag> hmmm, maybe
someone could point out the math error that makes this offset
towards the top?
L1874[21:54:10] <tterrag>
painting.getWidth/Height is the canvas size
L1875[21:54:13] <tterrag> width/height is
the image size
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L1877[21:56:52] <tterrag> oh I know
it
L1878[21:57:39] <Gil> hmm, Forge doesn't
seem to have a hook to change enchantment table output, like it
does with anvil
L1879[21:57:41] <Gil> that's a
bummer
L1880[21:57:52] <tterrag> yeee I fixed
it
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L1883[22:01:18] <Kittychanley> Hello, we
had a member post on our forums asking for help regarding a
recursion issue with TerraFirmaCraft after Lex responded to their
post on the forge forums. This is the code in question, with the
stack trace recursing on line 21 of this pastebin.
http://pastebin.com/VdRpzE5s I have absolutely no
idea why it is recursing. The super call for onBlockNeighbor change
goes all the way up to the Block class, with nothing between
L1884[22:01:18] <Kittychanley> the two
overriding it.
L1886[22:05:32] <unascribed>
setBlockToAir appears to cause a block update, which is causing the
recursion
L1887[22:05:38] <shadekiller666>
Kittychanley, well, setBlockToAir() causes a block update, if the
block at i, j, k is adjacent, there is a posibility that the game
is calling your onNeighborBlockChange() again whilst executing the
setBlockToAir
L1888[22:05:43] <unascribed> looking at
BlockBush, the proper way to do this is to call
checkAndDropBlock
L1889[22:06:06] <unascribed> which then
calls setBlock with an update value of 2, which means send to
clients but don't cause a block update
L1890[22:06:07] <Kittychanley> the block
at i,j,k is the block itself though
L1891[22:06:19] <Kittychanley> I want it
to delete itself when it gets an updated and can't stay
L1892[22:06:42] <unascribed> yes, so you
need to use setBlock directly and not tell it to generate a block
update
L1893[22:07:06] <unascribed>
world.setBlock(i, j, k, getBlockById(0), 0, 2);
L1894[22:07:07] <Kittychanley> So even
though it's called onNeighborBlockChange... the block itself is
it's own Neighbor so it can trigger it?
L1895[22:07:12] <unascribed> relevant
(deobfuscated) code from BlockBush
L1896[22:07:24] <unascribed> I'd suggest
using Blocks.air instead of getBlockById
L1897[22:07:53] <woggy> hi! I'm just
dipping my toes into doing Minecraft modding - and I've run into a
bit of trouble. The scenario I'm trying to implement is this:
creating an item in the enchanting table that is, instead of being
Item A with new enchant, acually being a brand-new Item B. I've
gotten as far as identifying the places in the "base"
code that govern enchantments, but am a bit baffled as to how to
make modifications - none of the events seem to
L1898[22:08:11] <unascribed> why do you
want to replace the item instead of putting an enchant on it?
L1899[22:08:20] <Kittychanley> I would
just assume taht onNeighborBlockChange would mean all blocks
adjacent to the block, and not in the exact same locaiton
L1900[22:08:42] <shadekiller666>
Kittychanley, you're assuming minecraft checks for that :P
L1901[22:08:53] <unascribed> you're also
assuming all deobfuscated names are completely accurate
L1902[22:09:06] <unascribed> always read
the callers of the method when you're unsure
L1903[22:09:07] <shadekiller666> also, mc
is multithreaded
L1904[22:09:12] <unascribed> uh
L1905[22:09:19] <unascribed> all world
changes happen on one thread
L1906[22:09:32] <unascribed> only
networking, chat (and AI, in 1.8) are threaded
L1907[22:09:33] <woggy> Because I'm
wanting to do a crafting thing in the world that fires off the new
item and not the unenchanted one.
L1908[22:09:33] <shadekiller666> they
do?
L1909[22:09:47] <unascribed> yes, none of
the stuff in World or Chunk or anything related is thread
safe
L1910[22:10:07] <unascribed> if it works,
you've gotten extremely lucky and it *will* break in a subtle
fashion later on
L1911[22:10:33] <unascribed> woggy, is
there any reason you can't just catch the relevant event and check
if the enchant is on the item?
L1912[22:11:19] <Gil> there is no events
on enchantment unascribed, that I know of
L1913[22:11:40] <unascribed> I mean
catching the generic interact event and checking if the held item
has the enchant
L1914[22:11:48] <unascribed> rather than
using one of the callbacks in Item
L1915[22:11:54] <woggy> not a held item,
though.
L1916[22:12:08] <woggy> i'm trying to
tweak nether portals to use something other than obsidian.
L1917[22:12:21] <Kittychanley> I'm
looking at the world class, and it does explicitly only call on
adjacent blocks.. not itself
L1918[22:12:38] <unascribed>
Kittychanley, it might be reflecting back and forth like beds used
to do
L1919[22:12:53] <Kittychanley>
onNeighborBlockChange is called by notifyBlocksOfNeighborChange,
which takes the given x, y, z and does +/- 1 for each
cordinate
L1920[22:13:06] <Kittychanley> Our block
doesn't take up multiple spaces though
L1921[22:13:07] <unascribed> woggy, i'd
suggest catching the place event for your enchanted obsidian and
replacing the resulting block but not the item
L1922[22:13:32] <Kittychanley> I could
see how beds would do it, because it has part of the same block in
an adjacent coordinate. This is not the case with our block.
L1923[22:13:44] <unascribed> it wasn't
just with a lone bed, it was if you placed a bunch adjacent
L1924[22:13:48] <unascribed> in any
case
L1925[22:14:00] <unascribed> the easiest
and probably best way to fix this is just to not generate a block
update
L1926[22:14:16] <woggy> ah. okay, yeah,
that makes sense. Thanks.
L1927[22:14:23] *
woggy wanders off to tinker with code
L1928[22:17:31] <Kittychanley> Alright.
As a side note, I doubt Lex will see this, but if he does, please
direct all TerraFirmaCraft stuff to me. I've taken over as primary
developer for our 1.7.10 version while Bioxx works on TFC2
L1929[22:17:41] <unascribed> TFC2?
L1930[22:17:42] <unascribed> oo
L1931[22:18:12] <Kittychanley> we decided
it was easier to do a ground-up rewrite for 1.8 instead of try to
port
L1932[22:18:26] <unascribed> good
call
L1933[22:18:37] <unascribed> could also
let you get rid of the things in the code that infuriated you
:P
L1934[22:18:41] <unascribed> occasional
redesigns are good
L1935[22:18:43] <unascribed> if not
essential
L1936[22:18:51] <shadekiller666>
especially if the mod was due for a rewrite anyway
L1937[22:18:52] <Kittychanley> new
tag-line will also probably be "Adventure as it should have
been" instead of the current "Survival as it should have
been"
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L1939[22:26:55] <woggy> ...okay it's not
being clear to me how to change obsidian to make it enchantable.
the check in ItemStack is always going to fail on blocks, on
account of it's coded as "stack limit = 1 and is
damageable"
L1940[22:29:17] <unascribed> that's
annoying
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L1942[22:30:29] <DemoXin> woggy: Right,
otherwise you'd be able to enchant an entire ItemStack. No items in
the game that are stackable are enchantable.
L1943[22:31:13] <woggy> yeah. hrm.
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L1945[22:32:12] <masa> how about
enchanting an item, like a boo and just transferring the enchant in
an anvil?
L1946[22:32:15] <masa> *book
L1947[22:32:25] <DemoXin> That
L1948[22:32:29] <DemoXin> 's doable
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L1950[22:33:05] <gigaherz> well you can
enchant books, so it's not really a hard limitation
L1951[22:33:15] <DemoXin> Books have
hardcoded overloads.
L1952[22:33:20] <gigaherz> it's just
hardcoded to only be enchanteable, or books.
L1953[22:33:48] <gigaherz> so, you'd
probably have to ASM minecraft code to include "or
obsidian"
L1954[22:33:49] <gigaherz> ;P
L1955[22:34:07] <gigaherz> better to have
an anvil/shapeless recipe using books.
L1956[22:34:13] <DemoXin> Keep in mind
that preserving the enchanted state of a block is going to be a
headache.
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L1959[22:34:55] <woggy> DemoXin: not
disagreeing, but why?
L1960[22:35:27] <DemoXin> Lots of ways
for it to move between Block and ItemStack
L1961[22:35:44] <DemoXin> Make a new
block. Add an anvil event handler to convert between regular
obsidian and enchanted obsidian
L1962[22:36:22] <woggy> That does seem
like a more sane to do it, yes.
L1963[22:36:30] <woggy> more sane *way*,
augh.
L1964[22:36:42] <DemoXin> And it would
appear you need all the sanity you can get. :P
L1965[22:36:51] <woggy> Truth.
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L1967[22:38:26] <MrGrouch>
shadekiller666: How does the game determine that an model is json,
b3d or obj ?
L1968[22:38:35]
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L1970[22:39:28] <shadekiller666> it reads
the file extension, then passes that to the loaders to find one
that accepts it
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L1972[22:43:03] <unascribed> !gm
EntitySlime.setSlimeSize 1.7.10
L1973[22:44:06] <MrGrouch> so it just
looks for foo.* ?
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L1978[22:47:06] <shadekiller666> it loads
the file that it finds
L1979[22:47:28] <shadekiller666> then
passes it to whatever loader is assigned to deal with it
L1980[22:48:17] <MrGrouch> Ill take that
as a yes
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L1982[22:51:47] <gigaherz> MrGrouch: by
default, everything is assumed to be json
L1983[22:52:02] <gigaherz> when you
activate a model loader for a domain
L1984[22:52:25] <gigaherz> they will
choose to accept resource names ending in their
respectiveextensions
L1985[22:52:28] <gigaherz>
".obj" or ".b3d"
L1986[22:52:51] <gigaherz> so in
practice
L1987[22:53:11] <gigaherz> you specify an
obj model by using "model":
"yourmod:something.obj"
L1988[22:53:17] <gigaherz> in your
blockstates json
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L1990[23:02:41] <Qwyll> How can I tell
gradlestart that my mod is a coremod?
L1991[23:05:37] <gigaherz> you have to
manually choose which coremods to load, I believe
L1992[23:05:37]
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L1993[23:06:21] <gigaherz>
-Dfml.coreMods.load= mypackage.mycoremod.MyCoreMod
L1994[23:06:31] <gigaherz> the space may
not need to be there
L1995[23:06:35] <gigaherz> I copied from
google results
L1997[23:07:07] <Qwyll> Sweet
thanks.
L1998[23:07:38]
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L2000[23:10:25] <MrGrouch> Well then I
think there is a bug, the game always looks for foo.json or
foo.obj.json depending on what I specify in my blockstate
L2001[23:10:47] <gigaherz> did you enable
the obj loader for your domain?
L2002[23:10:55] <MrGrouch> yep
L2003[23:11:07] <woggy> okay, have a new
item (book analogue) that is enchantable. I think my next step is
making a new enchantment? (and then figuring out how to make that
particular enchant be the only thing applicable to my new
item..
L2005[23:11:18] <gigaherz> and your
blockstates has "yourdomain:foo.obj" in it?
L2006[23:11:20] <gigaherz> also
L2007[23:11:23] <gigaherz> are you using
the latest forge?
L2008[23:11:34] <gigaherz> well new
enoughto have the obj loader
L2009[23:11:34] <gigaherz> XD
L2010[23:12:00] <MrGrouch> Updated to
1525 yesterday
L2011[23:12:18] <MrGrouch> Welp time to
update and try again
L2012[23:14:14] <gigaherz> well dunno
when it was merged exactly
L2013[23:14:17] <gigaherz> but
L2014[23:14:23] <gigaherz> if you can
activate the obj loader
L2015[23:14:28] <gigaherz> I'd assume
it's there
L2016[23:14:28] <gigaherz> XD
L2017[23:14:36] <tterrag> !gm
canUpdate
L2018[23:14:41] <tterrag> where did that
method go in 1.8?
L2019[23:14:42] <MrGrouch> Its there, it
was merged in 1523 afaik
L2020[23:14:45] <tterrag> !gm canUpdate
1.7.10
L2021[23:14:49] <tterrag> what was it
called?
L2022[23:15:41] <shadekiller666> don't
you have to implement an interface for canUpdate now?
L2023[23:15:52] <shadekiller666> or to
have upadate()
L2024[23:16:13] <tterrag> oh
L2025[23:16:15] <tterrag> is that
it
L2026[23:16:15] <tterrag> ok
L2027[23:16:18] <tterrag> well good
L2028[23:18:09]
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L2031[23:26:38] <MrGrouch> Nope gigaherz
no change :<
L2032[23:28:48] <MrGrouch> Hmm the logs
have changed slightly
L2033[23:29:09]
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L2035[23:30:24] <MrGrouch> Not entirley
sure why its saying its empty, the file is 19kb
L2036[23:31:20] <MrGrouch>
shadekiller666: Ideas?
L2037[23:31:50] <shadekiller666>
...
L2038[23:32:21] <MrGrouch> Ill take that
as no
L2039[23:32:27] <shadekiller666>
OBJLoader doesn't have the proper domain
L2040[23:33:15] <MrGrouch> ?
L2041[23:34:19] <shadekiller666> to
determine acceptance of a model, obj loader checks that it has the
domain (your modid, in this case it should be
"cristallum") and then it checks
"path.endsWith(".obj")"
L2042[23:35:04] <shadekiller666> if both
of those conditions are met, it will tell the ModelLoaderRegistry
to send obj models for your mod to it for processing
L2043[23:35:05] <TehNut> Ooo 1525 has OBJ
loader?
L2044[23:35:11] <shadekiller666>
yep
L2045[23:35:21] <TehNut> Neat, I can do
that part of BloodMagic then...
L2046[23:35:25] <shadekiller666>
lol
L2047[23:35:40] <shadekiller666> yes you
can :P
L2048[23:35:45] <shadekiller666> you're
welcome
L2049[23:36:02] <shadekiller666>
MrGrouch, let me see your code
L2050[23:36:05] <TehNut> Ty :p
L2051[23:36:21] <shadekiller666> i have a
feeling you aren't adding your domain properly
L2054[23:36:48]
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L2055[23:38:14] <shadekiller666>
lol
L2056[23:38:26] <shadekiller666> you're
never calling ClientProxy.registerRenderers :P
L2057[23:38:54] <Gil> can I force an
update on an item?
L2058[23:39:18] <Gil> I changed the
durability of an item, but it's not showing visually, until I
drop/pick up again
L2059[23:40:33] <shadekiller666> that
sounds like a desync issue
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L2061[23:44:49] <Gil> shadekiller666, so
I should sent an update packet, how do I do that?
L2062[23:45:05] <shadekiller666> no
idea
L2063[23:45:09] <tterrag> blockstates are
so freaking clunky
L2064[23:45:17] <tterrag> it seems like
the kind of thing you'd rewrite half way through when you realize
you did it wrong
L2065[23:45:33] <shadekiller666> figure
out what packet vanilla uses and tell the network handler to send
one
L2066[23:46:04] <tterrag> aaand I fail at
binary
L2067[23:46:09] <tterrag> << 4
=> 5th bit
L2068[23:46:12] <tterrag> -.-
L2070[23:47:57] <Gil> shadekiller666,
this has nothing to do with vanilla I think?
L2071[23:48:59] <shadekiller666>
MrGrouch, why are you setting the unlocalized name twice in
Riparius?
L2072[23:49:24] <MrGrouch> Oversite
L2073[23:50:29] <shadekiller666> and is
there any particular reason why you are using OBJProperty?
L2074[23:50:45] <shadekiller666> you only
need that if you want to interact with the model in some way
L2075[23:50:59] <MrGrouch> Nope, was
working with copying from the example
L2076[23:51:01] <shadekiller666> ie.
show/hide groups, change material colors
L2077[23:51:27] <shadekiller666> in that
case you can get rid of getExtendedState()
L2078[23:51:49] <shadekiller666> NEVER
blindly copy code without trying to figure out what it does or how
it works first
L2079[23:52:22] <MrGrouch> Removed
it
L2080[23:52:48] <shadekiller666> that
particular code you're copying is set up to deal with
showing/hiding groups in the model, i assume you grabbed it from
the tesseract block
L2081[23:53:04] <MrGrouch> sounds about
right
L2082[23:53:34] <shadekiller666> better
one to follow would be the one for the eye
L2083[23:53:45] <shadekiller666> or the
one for the directional block
L2084[23:53:53] <shadekiller666>
actually
L2085[23:53:56]
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L2086[23:54:01] <shadekiller666> for you
probably vertex coloring
L2087[23:54:13] <shadekiller666> as that
is the most basic example
L2088[23:54:32] <MrGrouch> Ill keep that
in mind, but first I need to get the model in game then clean it
up
L2089[23:55:28] <shadekiller666> oh, and
a couple things with reparius.json
L2090[23:56:40] <shadekiller666> 1. in
the "textures" block, remove the .png from the end of the
texture path
L2091[23:56:58] <MrGrouch> Done
L2092[23:57:08] <shadekiller666> and you
should be able to remove the blocks/ part as well
L2093[23:57:54] <shadekiller666> append
".obj" to the end of "riparius" for the
"model" key
L2095[23:58:19] <MrGrouch> So
"cristallum:riparius.obj" ?
L2096[23:58:37] <shadekiller666> and in
the "variants" block, make a new entry on the same level
as "noraml" called "inventory"
L2097[23:58:42]
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L2098[23:58:51] ***
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L2099[23:59:13] <shadekiller666> so
"variants": { "normal": [{}],
L2100[23:59:25] <shadekiller666>
"inventory": [{}]