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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?
L24[00:33:40] <sham1> 3c
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
L53[01:56:51] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/pull/2091/files
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.
L60[02:00:04] *** MrKick|Away is now known as MrKickkiller
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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L111[02:22:08] <shadekiller666> http://imgur.com/OxPhkql that is a spherical uv map on a sphere of radius 1.5
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
L135[02:27:25] <unascribed> any ideas why this doesn't render anything? (and yes, it's being called) https://gist.github.com/unascribed/a0232b75ab00c57d33a3
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
L168[02:33:55] <Zaggy1024> http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Edit-UVs--Normalize-htm.html
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?
L210[02:55:18] <Wuppy> grandmas playing cards against humanity xD https://www.facebook.com/BuzzFeedVideo/videos/1860501487424058/
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
L215[02:58:26] <shadekiller666> http://imgur.com/qCiBR4P
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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L221[03:02:04] <shadekiller666> running the Normalize script in maya gives me this: http://imgur.com/a/nN0Yv
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
L238[03:06:48] <fry> anyway, here's the uv code: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L1366-L1389
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"
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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
L286[03:19:32] <MrGrouch> What have I goofed? I am still getting a file not found exception concerning model.json. https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/client/ClientProxy.java#L42 , https://github.com/disconsented/Cristalllum/blob/master/src/main/resources/assets/cristallum/blockstates/riparius.json#L7
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
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L296[03:25:21] <MrGrouch> http://puu.sh/kZhtw/02546bf3ef.png
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
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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
L334[03:36:40] <fry> o/
L335[03:36:42] <MrGrouch> Unh0ly_Tigg: http://puu.sh/kZhHk/8ee1e18186.png so yes, also creating the file it looks like (blank file) causes http://puu.sh/kZhHk/8ee1e18186.png to happen
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
L338[03:38:24] <MrGrouch> https://gist.github.com/disconsented/dfa08fea583b8fb3f0b6 rather
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?
L340[03:41:27] <shadekiller666> fry: https://github.com/shadekiller666/MinecraftForge/tree/OBJ_Loader
L341[03:41:34] <fry> ty
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?
L381[04:48:46] <Cypher121> 1: https://www.dropbox.com/s/uu9utkfddl1upjx/2015-10-27_02.47.03.png?dl=0
L382[04:48:54] <Cypher121> 2: https://www.dropbox.com/s/8uu7lzy5cd23zmx/2015-10-27_02.47.10.png?dl=0
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
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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.
L518[07:26:11] <Cypher121> https://clbin.com/VIxmj
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
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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.
L569[09:31:35] <sham1> ^
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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
L580[09:48:34] <blood|wrk> something broke.... https://gist.github.com/bloodmc/85e086166da9f32b9058
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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)
L595[10:02:20] <masa> k
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
L600[10:03:01] <fry> :(
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
L604[10:03:25] <blood|wrk> http://www.planetminecraft.com/project/some-redstone-creations/
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
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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
L750[12:05:18] <blood|wrk> http://modlist.mcf.li/version/1.8
L751[12:05:23] <blood|wrk> have fun
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L753[12:06:13] <TenHearts> thanks
L754[12:06:33] <fry> this might be of interest too: https://forums.spongepowered.org/c/plugins
L755[12:07:17] <blood|wrk> forge actually hosts Sponge now =)
L756[12:07:21] <blood|wrk> well the mod
L757[12:07:32] <blood|wrk> http://files.minecraftforge.net/spongepowered
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
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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] *** Abrar|gone is now known as AbrarSyed
L794[13:38:49] <Cypher121> lol
L795[13:39:39] <Cypher121> so apparently this one is lying: http://minecraft.curseforge.com/projects/colourful-blocks
L796[13:39:50] <jadedcat> ?
L797[13:40:12] <Cypher121> it has exactly 16777216 colors, not over 16777216
L798[13:41:55] <fry> lol
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
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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
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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
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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
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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
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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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L869[13:58:29] <barteks2x> For over 1 week I'm trying to get skylight working with cubicchunks... and this is the best result so far: https://dl.dropboxusercontent.com/u/54602353/2015-10-27_12.48.35.png
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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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
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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
L940[14:25:58] <barteks2x> https://bugs.freedesktop.org/show_bug.cgi?id=21652 nice so it won't work because bugs
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)
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L948[14:27:36] <barteks2x> I will try. If I won't out of RAM...
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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
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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
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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
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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
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L991[14:37:26] <fry> which is almost never, at least for public code :P
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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] ⇨ Joins: Swordy (~TheEnchan@cpe-67-241-63-184.twcny.res.rr.com)
L998[14:39:29] <unascribed> I can't find anything in the xfce settings for this
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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
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L1005[14:41:24] <barteks2x> if someone has physical access to my laptop - I would need full disk encryption anyway
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L1007[14:43:22] <unascribed> yeah, physical security doesn't really exist :P
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L1009[14:43:57] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-36-4.mpls.qwest.net)
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
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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...
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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] ⇨ Joins: mr208 (~mallrat20@184-88-140-20.res.bhn.net)
L1038[15:15:25] <Gil> I think we figured it out
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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] ⇦ Quits: McJty (~jorrit@94-225-12-115.access.telenet.be) (Quit: Leaving)
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
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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
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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
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L1094[15:58:30] <barteks2x> Could clearing HashSet with 1500 elements take 13ms?
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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
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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
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L1122[16:22:58] <Zaggy1024> hey fry, you here?
L1123[16:23:00] <Zaggy1024> http://i.imgur.com/x2pghef.png
L1124[16:23:04] <Ivorius> tterrag: It's not 100% accurate either way
L1125[16:23:10] <Ivorius> JsonToNBT parses a JSON superset
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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
L1139[16:24:50] <Zaggy1024> http://i.imgur.com/o1wwefT.png
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?
L1144[16:26:37] <tterrag> Ivorius: here's the json that is throwing that error http://puu.sh/kZWnk.txt
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
L1206[16:37:22] <Wuppy> Ivorius, http://partyflock.nl/party/272874:538JingleBall-Winterfestival
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 :<
L1214[16:38:45] <Ivorius> https://www.facebook.com/events/504085613098166/
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] ⇦ Quits: darkdiplomat (Diplomat@irc.visualillusionsent.net) (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
L1224[16:41:43] <Zaggy1024> fry, is this the same issue as with the grass? http://i.imgur.com/Tt5ab0C.png
L1225[16:41:47] <fry> words "minimal techno" bring up this in my memory: http://www.youtube.com/watch?v=2ADFH9mgGAs :P
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] ⇨ Joins: Emile (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 (Diplomat@irc.visualillusionsent.net)
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)
L1247[16:47:41] <fry> :P
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
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L1273[17:01:12] <Wuppy> lol https://scontent-ams2-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/12036540_1275843465774554_6940050483691258196_n.jpg?oh=cca31aa2136ccd3965cae1465e1a9a01&oe=56B9CEC0
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
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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
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L1290[17:27:48] <BatZorn> did you happen to fix the random-ish shadow that you can see on the left here? https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/BedCraftBeyond/2013-08-19_22.36.59.png
L1291[17:28:07] <Zaggy1024> try the latest build
L1292[17:28:21] <fry> yup, that should be fixed
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L1294[17:28:46] <BatZorn> thank god, that plagued me for the longest
L1295[17:29:13] <BatZorn> first time I found it was when I was doing this with the rugs https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/BedCraftBeyond/2013-04-21_17.37.07.png
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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
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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
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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
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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
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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
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L1363[18:21:11] <tterrag> uhhh anyone else having issues with slack?
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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
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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
L1373[18:26:46] <Gil> k
L1374[18:26:49] <Gil> thanks
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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
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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
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L1457[18:40:48] <sugoi> so, when mcedit creates the exports, it records item metadata sufficient for the translation?
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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
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L1474[18:57:50] <Qwyll> hmm, that didn't solve it.
L1475[18:57:56] <Qwyll> wth
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L1477[19:03:15] <tterrag> the heck is going on with WorldRenderer.setColorOpaque
L1478[19:03:53] <tterrag> these all use identical code http://puu.sh/l06TK.jpg
L1479[19:04:06] <tterrag> http://puu.sh/l06Uj.txt
L1480[19:04:11] <tterrag> Ordinastie: ^ ?
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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
L1484[19:07:33] <tterrag> look to the right = http://puu.sh/l075n.jpg
L1485[19:08:48] <tterrag> sigh...evidently they don't disable texture 2D
L1486[19:08:50] <tterrag> still not working right
L1487[19:09:11] <tterrag> should be a gradient top to bottom http://puu.sh/l07bE.jpg
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?
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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 ?
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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
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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 >.>
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L1525[19:22:49] <Ordinastie> GL_LINE_STRIP
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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
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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?
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L1536[19:25:30] <tterrag> ASM?
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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?
L1556[19:29:32] <tterrag> assuming you are on 1.8, the instructions are this: http://puu.sh/l08mF.txt
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
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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
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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
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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
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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
L1635[19:49:10] <Cypher121> https://xkcd.com/1172/
L1636[19:49:24] <tterrag> the only way it could be "fixed" is to merge the textures
L1637[19:49:34] <gigaherz> Qwyll:
L1638[19:49:34] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellResurrection.java#L50
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
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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..
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L1650[19:56:49] <Cypher121> Ordinastie: https://www.dropbox.com/s/ui55d7f44fyhdyi/2015-10-27_17.55.07.png?dl=0
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.
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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
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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
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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?
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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
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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
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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
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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
L1761[20:17:43] *** Abrar|gone is now known as AbrarSyed
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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L1775[20:52:20] <masa> I've been truggling with this one lately: http://www.commitstrip.com/en/2015/10/27/one-of-the-coders-hardest-problems/
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?
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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
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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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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
L1852[21:45:54] <tterrag> http://puu.sh/l0gwK.txt
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?
L1873[21:53:35] <tterrag> http://puu.sh/l0gWi.txt
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.
L1885[22:03:17] <Kittychanley> Here's a link to the full class at the version that the report said he was using, linked to the line number the stack trace shows: https://github.com/Deadrik/TFCraft/blob/676ef2893c526e8c6f8ea18e07265785173e9888/src/Common/com/bioxx/tfc/Blocks/Devices/BlockLeatherRack.java#L87
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 ?
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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
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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
L1996[23:07:02] <gigaherz> http://www.minecraftforge.net/wiki/Core_Mod#Development
L1997[23:07:07] <Qwyll> Sweet thanks.
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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..
L2004[23:11:18] <MrGrouch> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/client/ClientProxy.java#L39
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
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L2031[23:26:38] <MrGrouch> Nope gigaherz no change :<
L2032[23:28:48] <MrGrouch> Hmm the logs have changed slightly
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L2034[23:29:16] <MrGrouch> https://gist.github.com/disconsented/89698e5fc5aa3a276728
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
L2052[23:36:26] <MrGrouch> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/client/ClientProxy.java#L39
L2053[23:36:41] <MrGrouch> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/Reference.java#L29
L2054[23:36:48] ⇨ Joins: Drullkus (~Drullkus@c-73-162-160-76.hsd1.ca.comcast.net)
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
L2060[23:43:43] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
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> -.-
L2069[23:46:55] <MrGrouch> Unless I goofed that https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/Main.java#L66 , no change
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] ⇦ Quits: Lathanael|Away (~Lathanael@p54960301.dip0.t-ipconnect.de) (Ping timeout: 378 seconds)
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
L2094[23:58:17] <AbrarSyed> https://twitter.com/AbrarSyed101/status/659229867225968640
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] ⇨ Joins: Lathanael|Away (~Lathanael@p5496119E.dip0.t-ipconnect.de)
L2098[23:58:51] *** AbrarSyed is now known as Abrar|gone
L2099[23:59:13] <shadekiller666> so "variants": { "normal": [{}],
L2100[23:59:25] <shadekiller666> "inventory": [{}]
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