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L1[00:02:11] <Poppy> oh, there's two
L2[00:02:21] <Poppy> DropBlockAsItem
methods
L3[00:02:24] <Poppy> durr
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L6[00:13:48] <Zaggy1024> 1.8.8! excited for
them generics! :)
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L14[00:28:27] <Zaggy1024> hm, got a compile
error in RenderLiving.shouldRender
L15[00:28:35] <Zaggy1024> parameter name
conflicting with variable name
L16[00:29:07] <Zaggy1024> perhaps I'm on
the wrong mappings though, I couldn't get anything with
mcpbot
L17[00:29:45] <TehNut> Latest snapshot
compiles for me just fine. But I don't touch RenderLiving
L18[00:31:42] ⇨
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L19[00:32:03] <TehNut> Also is 1.8.8
supposed to be the default landing pages for
files.minecraftforge.net?
L20[00:34:00] ⇨
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L21[00:37:51] <Zaggy1024> it probably
shouldn't be
L22[00:37:53] <Zaggy1024> not at this
point
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L25[00:48:36] <Zaggy1024> is there any
possibility of the 1.8.8 forge repo getting newer mappings?
L26[00:49:59] <fry> you can use whatever
mappings you want
L27[00:50:08] <Zaggy1024> I mean for a
contrib workspace
L28[00:50:13] <fry> by specifying them in
the build.gradle, yes :P
L29[00:50:20] <fry> even in the contrib
workspace
L30[00:50:44] <Zaggy1024> I set the
mappings in build.gradle and forge classes are referencing the old
names
L31[00:51:00] <fry> did you redo
setupForge?
L32[00:51:39] <Zaggy1024> yep
L33[00:52:05] <Zaggy1024> have you actually
done that with a contrib workspace before?
L34[00:52:13] <fry> I think I did
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L39[01:05:13] <killjoy> Looks like it's
time to relearn the tessellator
L40[01:06:16] <fry> indeed
L41[01:06:25] <fry> it's more generic now
:P
L42[01:11:23] <fry> (not in the java
generic sense, but it's less hardcody :P)
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L46[01:13:14] <Unh0ly_Tigg> how hard do you
think it would be for someone to get an importer working for 1.8.8
(when that comes around)?
L47[01:13:46] <fry> 1.8.8 is here, kinda
:P
L48[01:14:17] <Unh0ly_Tigg> I'm talking
about when 1.8.8 is available via forgegradle installation.
L49[01:14:23] <fry> it is :P
L50[01:14:23] <Unh0ly_Tigg> in the standard
way
L51[01:14:37] <fry> it is :P
L52[01:14:43] <Unh0ly_Tigg> ...
L54[01:15:27] <fry> yes, but you can use
1.8 mappings
L55[01:15:28] <TehNut> Latest 1.8 snapshots
work just fine
L56[01:15:33] <Unh0ly_Tigg> >.>
L57[01:15:41] <Unh0ly_Tigg> I did not know
this...
L59[01:15:51] <TehNut> I already
"updated" and released
L61[01:15:57] <Zaggy1024> this makes me so
happy
L62[01:16:27] <Unh0ly_Tigg> O.O
generics!!!! :)
L63[01:16:31] <TehNut> Although Curse is
taking their sweet time reviewing it
L64[01:16:50] <fry> Unh0ly_Tigg: why do you
think it took so long? :P
L65[01:16:55] <Unh0ly_Tigg> lol
L66[01:17:14] <Unh0ly_Tigg> heh, there's
already 2 builds available on the files server
L67[01:17:16] <TehNut> So if I understand
correctly, 99% of the @SuppressWarnings("unchecked") that
I have all over the place can go bye now?
L69[01:17:42] <TehNut> Awesome
L70[01:18:05] <Unh0ly_Tigg> is there
anything missing in 1.8.8 in terms of mappings (that wasn't already
missing from 1.8) by using the 1.8 mappings?
L71[01:18:26] <fry> yes, the stuff that was
added in 1.8.8
L72[01:18:32] <fry> like the new
WorldRenderer methods
L73[01:18:46] <fry> MCPBot should update to
1.8.8 soon
L74[01:18:56] <fry> and 1.8.8 mappings
should start generating soon too :P
L75[01:19:03] <Unh0ly_Tigg> ahh, so things
I shouldn't really have to touch unless I really want to get into
the internals...
L76[01:19:58] <fry> ability to use 1.8
mappings means that it's easier for you to update, since you can
use the same mappings you used on 1.8
L77[01:20:49] <Unh0ly_Tigg> I wish I could
rewrite the rendering system, so that when the resources are
loaded, the models are translated to glsl shader code, and have
those used instead...
L78[01:21:25] <Unh0ly_Tigg> so the game
only has to worry about a single vertex, and passing some selection
data along to the shader...
L79[01:21:58] <Unh0ly_Tigg> like what model
should be rendered, what scale, what orientation, etc...
L80[01:22:34] ⇨
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L81[01:22:40] <FerretPL> hey guys
L82[01:22:44] <FerretPL> annoying me again
:P
L83[01:22:47] <Unh0ly_Tigg> model selection
being something like an int that's generated at shader generation
time and mapped to the block states.
L84[01:22:50] <fry> 1) it's hard 2) MC uses
GL1.5, so, making all the shaders optional is even harder :P
L85[01:23:51] <Unh0ly_Tigg> meh, I doubt it
would be doable on our side without completely rewriting the game,
which would be simpler to start from scratch...
L86[01:24:15] <fry> oh, it's doable, and I
think that's the long-term plan anyway :P
L88[01:24:49] <FerretPL> have you ever seen
graphical glitch like this one?
L89[01:24:49] <Unh0ly_Tigg> I remember
hearing (back when mogminer was still working there) that the plan
was to change the system to use shader based rendering
completely.
L90[01:24:57] <FerretPL> its annoying
AF
L91[01:25:13] <Unh0ly_Tigg> well, I need to
get some sleep. night all!
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L93[01:25:50] <gabizou> fry but do the
mappings work with generics already? or is that just waiting on the
new mcp?
L94[01:26:17] <fry> mappings and generics
are mostly independent
L95[01:27:12] <fry> (which is illustrated
by your ability to use 1.8 mappings on 1.8.8 :P)
L96[01:27:54] <killjoy> Except half the
WorldRenderer mappings are broken
L97[01:28:17] <fry> they're not
broken
L98[01:28:25] <fry> actual methods are
gone
L99[01:28:32] <killjoy> Then I have to
relearn Tessellator
L100[01:28:37] <fry> yes, you do
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L103[01:30:40] <killjoy> the names are
still obfuscated, though
L104[01:31:01] <FerretPL> Do you think its
OptiFine glitch or vanilla renderer glitch?
L105[01:31:13] <fry> they won't be right
after first 1.8.8 mappings are released :P
L106[01:31:15] <TehNut> Probably
Optifine
L107[01:31:17] <killjoy> always blame
optifine if it's installed
L108[01:31:23] <TehNut> He changes tons of
Rendering code
L109[01:31:30] <killjoy> Didn't install
optifine? Blame it anyway
L110[01:31:34] <fry> FerretPL: try
removing optifine, see if it fixes the error :P
L111[01:32:52] <killjoy> a mod I maintain
has an optifine incompatibility. I'd bother to fix it if I didn't
have to decompile it.
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L115[01:39:07] <FerretPL> errr.. guys?
wasn't rubberbanding bug fixed in 1.7.2 update?
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L118[01:47:05] <Zaggy1024> any thoughts on
fixing this with a patch?
L120[01:47:13] <Zaggy1024> probably not
going to happen, just curious
L121[01:47:33] <Zaggy1024> (the raw types
I mean)
L122[01:47:55] <fry>
ImmutableMap<IProperty<?>, Comparable<?>>
L123[01:48:15] <fry> but the amount of
stuff you need to change is ridiculous, so it's not worth it
L124[01:48:24] <Zaggy1024> well, for more
used stuff like IBlockState
L125[01:48:35] <Zaggy1024> I don't mean
just everything, that would be a huge undertaking
L126[01:48:55] <fry>
ImmutableMap<IProperty<?>, Comparable<?>> and
ImmutableMap<IProperty, Comparable> are sadly not
compatible
L127[01:49:11] <PitchBright> hey guys…
does anybody know of a good tutorial for creating liquids… the one
of the forum doesn't cover the part I'm having trouble
with...
L128[01:49:28] <Zaggy1024> fry, yes, but
this is the beginning of a new release
L129[01:49:34] <Zaggy1024> not necessarily
too late to make a patch for it
L130[01:49:38] <fry> what part are you
having trouble with, PitchBright? :P
L131[01:49:39] <SatanicSanta> PitchBright:
just read some existing code and javadocs yo
L132[01:49:40] <PitchBright> the fluid
texture rendering in other mods barrels/containers/etc
L133[01:49:50] <fry> 1.7?
L134[01:50:15] <PitchBright> yeah… I've
been at it for a couple days, and I'm hurtin'… prolly a bit
brain-fried at this point… SatanicSanta
L135[01:50:20] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151123 mappings to Forge Maven.
L136[01:50:24] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151123-1.8.zip (mappings
= "snapshot_20151123" in build.gradle).
L137[01:50:25] <SatanicSanta> ah
L138[01:50:34] <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/
L139[01:50:41] <fry> Zaggy1024: it's not a
big deal, IProperty and IProperty<?> are pretty much the same
thing, just need to add a @SupressWarnings :P
L140[01:50:53] <Zaggy1024> I hate
suppressing warnings :P
L141[01:51:22] <PitchBright> fry: I've got
the Fluids Block textures working… i can see it flowing across the
land…
L142[01:51:33] <PitchBright> buckets work
for picking it up… icon is correct…
L143[01:51:54] <PitchBright> I even got
bottles working with extracting the liquid from Barrels, and the
correct amount..
L144[01:52:05] <PitchBright> just that
texture in the barrel gui showing the amount of fluid… isn't
showing up
L145[01:52:33] <PitchBright> I'm assuming
the barrel doesn't look to the fluidblock for the texture, but
instead, the fluid itself?
L146[01:52:50] <fry> probably
L147[01:53:07] <fry> there are methods in
the fluid that return the texture name, I think
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L149[01:54:05] <Zaggy1024>
getPropertyNames should be renamed to getProperties
L150[01:54:07] <Zaggy1024> D:
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L153[01:55:36] <Zaggy1024> heh, last time
I made issues on there it took months to be changed
L154[01:55:59] <fry> well, they are gone
over at major version changes
L155[01:56:15] <fry> next time will
probably be 1.9
L156[01:56:34] <Zaggy1024> which is why I
wanted to bring attention to it now since the releases are still
beta
L157[01:56:46] <fry> make an issue anyway
:P
L158[01:57:03] <Zaggy1024> did
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L160[02:04:14] <Zaggy1024> aw man
WorldRenderer uses magic numbers now
L161[02:04:19] <Zaggy1024> at least after
decomp :P
L162[02:04:37] <fry> not really
L163[02:05:42] <Zaggy1024> yeh I guess
it's a GL flag
L164[02:05:59] <Zaggy1024> for starting
drawing
L165[02:06:12] <fry> well, that always
used GL flag
L166[02:06:23] <fry> GL_QUADS is what you
need most likely
L167[02:06:53] <Zaggy1024> yeah
L168[02:14:41] <Zaggy1024> ayy
BlockPos.subtract isn't client-side only
L169[02:14:47] <modmuss50> When im setting
up forge 1.8.8 I get this, GC overhead limit exceeded. If you want
more logs just ask
L170[02:15:17] <fry> create a file named
gradle.properties
L171[02:15:29] <fry> put
org.gradle.jvmargs=-Xmx5G in there
L172[02:15:39] <fry> make sure you have 5G
of free ram :P
L173[02:16:23] <modmuss50> thanks :)
L174[02:16:49] <PitchBright> hey just to
confirm...
L175[02:17:05] <PitchBright> the
BlockFluid is what i see that gets placed on the ground and spreads
out...
L176[02:17:22] <PitchBright> the
FluidFluid is what shows up in Barrels' GUI and Railcraft Tanks,
etc?
L177[02:17:47] <fry> seems right :P
L178[02:18:09] <PitchBright> okay cool
cool thanks… I guess I simply need to assign a texture to the fluid
itself
L179[02:21:54]
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L180[02:22:17] <ThePsionic> Wuppy: have I
told you how awful dutch public transport is
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L182[02:22:29] <Wuppy> you're around Den
Bosch atm?
L183[02:26:24] <ThePsionic> No
L184[02:26:30] <ThePsionic> From Arnhem to
Utrecht
L185[02:26:42] <Wuppy> nothing is going
around DB at all, just like saturday night
L186[02:26:48] <Wuppy> good luck :C
L187[02:26:58] <ThePsionic> Bus was late
because of heavy traffic, thus had to get the next train which was
10 minutes late
L188[02:27:08] <ThePsionic> which made me
wait like 10min for the bus in Utrecht
L189[02:27:36] <Wuppy> was your trip 6
times longer than normal?
L190[02:27:45] <ThePsionic> I'm lucky that
I didn't leave later though, since there's a disruption at Arnhem
right now
L191[02:28:01] <ThePsionic> Nah I did like
2 1/4 hours on a 1 1/2 hour trip
L192[02:28:26] <Wuppy> then you've got
nothing to copmlain about :P I had 30 minutes, took 3 hours
L193[02:29:18] <ThePsionic> I so do like
complaining though
L194[02:29:23] <Wuppy> agreed
L195[02:32:38] <ThePsionic> Now, back on
topic: how do I set a boolean on a player
L196[02:33:24] <Wuppy> which
boolean?
L197[02:33:38] <ThePsionic> I want to add
a boolean myself
L198[02:35:27] <Wuppy> NBT?
L199[02:35:42] <ThePsionic> hmm
L200[02:37:24] <ThePsionic> Oh
player.getEntityData
L201[02:37:25] <ThePsionic> gotcha
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L205[02:44:46] <ThePsionic> Wait
L206[02:44:58] <ThePsionic> EntityPlayer
does have getEntityData but not setEntityData
L207[02:45:14] <Wuppy> oh also ThePsionic,
good luck with getting back home as well
L208[02:45:21] <ThePsionic> Why
L209[02:45:36] <Wuppy> the problem is
until 3PM
L210[02:45:38] <Wuppy> at least
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L214[02:46:41] <ThePsionic> Wuppy: There's
nothing on the NS site between Arnhem and Utrecht for me
L215[02:47:24] <Wuppy> mkay, I heard the
problems would stay for a while :<
L216[02:47:45] <Wuppy> luckily, I live 3
minutes from school :D
L217[02:48:14] <ThePsionic> nice
L218[02:48:38] <SatanicSanta> ThePsionic:
You can use IExtenededEntityProperties, or some simpler thing that
I can't remember right now
L219[02:48:42] <SatanicSanta> sec lemme
look at some old code of mine
L220[02:49:45] <ThePsionic> SatanicSanta:
I just looked at the code and there is no setEntityData since the
creation of the NBTCompound is handled internally
L221[02:49:59] <ThePsionic> So it never
doesn't exist
L222[02:50:58] <SatanicSanta> yeah
L223[02:51:24] <SatanicSanta> the code
that I just looked at from an old semi-dead project did
player.getEntityData().setInteger(yada yada yada);
L224[02:55:38] <ThePsionic> Top
L225[02:55:48] <ThePsionic> I now have an
NBT boolean on players called "noodles"
L226[02:55:50] <ThePsionic> Amazing
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L231[03:17:06] <ThePsionic> best line of
code
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L234[03:19:32] <FerretPL> ThePsionic:
noodles is love noodles is life
L235[03:20:51] <FerretPL> ThePsionic:
boolean noodles = true
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L237[03:21:34] <FerretPL> (sorry for
syntax errors ;) im currently coding in c# not java :P )
L238[03:22:37] <ThePsionic> lol
L239[03:22:59] <ThePsionic> it's still
correct java code, just not what I want to accomplish here
L240[03:23:14] <FerretPL> set noodles to
true
L241[03:23:19] <FerretPL> noodles are
always true
L242[03:23:47] <ThePsionic> Literally what
this NBT boolean dictates is
L243[03:23:55] <FerretPL> good
L244[03:24:05] <ThePsionic> "If this
player is in the process of preparing and eating noodles, do not
allow the eating of any other item"
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L247[03:24:34] <ThePsionic> (The process
takes a total of 68 seconds)
L248[03:24:43] <FerretPL> so "if you
have noodles then noodles or death" right?
L249[03:27:23] <ThePsionic> Not
necessarily
L250[03:27:40] <ThePsionic> If you have
noodles in your inventory you're not forced to start preparing
them
L251[03:28:15] <ThePsionic> Similarly, you
have a 15% chance to eat the noodles dry and regain more HP
immediately without any wait
L252[03:28:37] <FerretPL> EMERGENCY
NOODLES?! I want them!
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L255[03:35:10] <FerretPL> ThePsionic:
GIMME EMERGENCY NOODLES! :p
L256[03:36:04] <ThePsionic> 15% chance
bud
L257[03:36:27] <FerretPL> ill take 7
then
L258[03:36:31] <FerretPL> GIMME :D
L259[03:37:51] <FerretPL> I want
noodles
L260[03:38:00] <FerretPL> emergency
noodles FTW
L261[03:39:17] <FerretPL> how's your mod
called?
L262[03:40:07] <Noppes> anyone know the
correct mapping for 1.8.8?
L263[03:40:29] <FerretPL> jesus
christ...
L264[03:40:33] <fry> any 1.8 mapping
should work
L265[03:40:49] <Noppes> its giving
me:
L266[03:40:51] <Noppes> A problem occurred
evaluating root project 'mcp 1.8.8'.
L267[03:40:51] <Noppes> > There are no
mappings for MC 1.8.8
L268[03:41:13] <ThePsionic> FerretPL:
Undercraft, no releases or announcements on it yet though
L269[03:41:36] <ThePsionic> I'll probably
release a beta once I have all consumables implemented, which
shouldn't take *too* long
L270[03:41:42] <Noppes> also 1.8.8 src
contains a .gitignore is that intentional?
L271[03:42:14] <FerretPL> ThePsionic: Is
there a noodle addiction? If not, WHY?
L272[03:42:48] <ThePsionic> No Ferret, and
to be honest once I implement monsters and generation and whatnot
noodles will not be very common
L274[03:43:12] <FerretPL> :C
L275[03:43:28] <FerretPL> noodles are the
best thing MC have ever seen
L276[03:43:41] <ThePsionic> Even if they
have a preparation time of 70 seconds? :P
L277[03:44:08] <FerretPL> YES
L278[03:44:32] <FerretPL> (i may be crazy
because i play with HO)
L280[03:46:50] <FerretPL> ThePsionic: Are
you making it for 1.7.10 or 1.8?
L281[03:48:03] <ThePsionic> 1.8
L282[03:48:28] <FerretPL> Well i guess i
have to start playing 1.8 :/
L283[03:48:38] <ThePsionic> Why would I
mod for a year and a half old version of MC
L284[03:49:06] <FerretPL> idk
L286[03:49:49] <FerretPL> da best music
:P
L287[03:49:53] <ZaggyMobile2> There are
some that do :P
L288[03:50:44] <FerretPL> *cough* like me
*cough* :D
L289[03:50:57] <ThePsionic> Fun bug at the
moment: While you can't eat anything when preparing noodles,
right-clicking with monster candy or temmie flakes changes their
color
L290[03:51:13] <ThePsionic> Holding
right-click on temmie flakes makes disco flakes now :D
L291[03:51:17] <FerretPL> Why bug?!
L292[03:51:22] <ThePsionic> Oh,
sorry
L293[03:51:24] <ThePsionic>
"feature"
L294[03:51:38] <FerretPL> Its best feature
in the mincraftia
L295[03:51:51] <FerretPL> the best*
L296[03:53:01] <ZaggyMobile2> I haven't
had an awesome bug in a while :(
L297[03:53:13] <ThePsionic> ZaggyMobile2:
You say that like it's a bad thing
L298[03:53:17] <FerretPL> im would start
playing 1.8 just for noodles and noodle addiction
L299[03:53:22] <ThePsionic> rofl
L300[03:53:40] <ZaggyMobile2> I mean fun
bugs like that one
L301[03:54:17] <ZaggyMobile2> I only get
did things like crashes or slightly bad logic :(
L302[03:54:45] <ZaggyMobile2> Did? Where'd
that come from? lol
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L304[03:57:03] <ThePsionic> Hmm
L305[03:57:08] <ThePsionic> How do I play
a sound to a player
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L309[04:11:08] <ThePsionic> Okay,
different question
L310[04:11:15] <ThePsionic> Where are
Minecraft vanilla sounds registered
L311[04:14:36] <xaero> sounds.json
L312[04:15:15] <xaero> then the
SoundManager/Handler parses that
L313[04:15:27] <Kaiyouka> neat
L314[04:15:42] <Kaiyouka> When will
Minecraft finally rebrand to BundleofJsonFilesCraft?
L315[04:21:57] <ThePsionic> Hm, I can't
find sounds.json
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L317[04:30:05] <xaero> have you been
introduced to the asset index json? :P
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L319[04:43:35] <ThePsionic> i'm not sure
what you're talking about xaero
L320[04:44:21] <ThePsionic> All I know is
that my hotdog is not making a barking sound
L321[04:46:55] <xaero> for speedy lookup,
mojang distributes and organizes assets as hashes, but to map from
the original file name to the hash, there's the asset index, which
FG caches at
~/.gradle/caches/minecraft/assets/indexes/1.8.json
L322[04:48:16] <ThePsionic> Ah
L323[04:49:08] <ThePsionic> Also, to make
sure (I keep asking this)
L324[04:49:21] <ThePsionic> If I have a
Random().nextInt(3) it can only be 0, 1 or 2 right
L325[04:49:53] <xaero> javadoc has teh
authority on that
L326[04:51:35] <ThePsionic>
Hrmmmmmmmmmmmmmmm
L327[04:51:40] <ThePsionic> Why does my
hot dog not bark
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L329[04:53:20] <ThePsionic> By any chance,
does player.playSound(~) not work
L330[04:54:22] <xaero> might be different
on java, but if you initialize a new PRNG with the same seed,
you'll get the same random # every time
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L332[04:55:44] <ThePsionic> That's the
same on Java
L333[04:55:51] <Cypher121> same sequence,
not same number
L334[04:55:57] <ThePsionic> well ok
L335[04:57:18] <xaero> ok, as long as
you're aware of that when you're making a new Random() every
nextInt()
L336[04:57:42] <ThePsionic> Wait
wait
L337[04:57:54] <ThePsionic> Is it possible
to just call an existing command?
L338[04:58:04] <ThePsionic> As in vanilla
/setblock or w/e
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L341[04:59:56] <xaero> maybe, but you has
infinite possibilities of java code, why call a command?
L342[05:00:14] <xaero> meh
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L348[05:41:18] <ThePsionic> So yeah, still
haven't found out how to properly play sounds to a player
L349[05:42:23] <PrinceCat> If you're in
1.8 there's some thing with network packets I was reading up
on..
L350[05:42:28] <PrinceCat> Hold on, I'll
see if I can get the details.
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L353[05:50:18] <PrinceCat> I also recall
something about using the SoundManager
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L357[06:37:21] <Wuppy> o/
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L373[07:55:26] <SomeGuyInATree> So, I
grabbed the same dev versions as I use on my production server, but
CodeChicken.lib isn't happy with it.. (Trying to run Gt5u eclipse)
at
codechicken.lib.asm.InsnComparator.findN(InsnComparator.java:181)
~[CodeChickenLib-1.7.10-1.1.3.136-dev.jar:?]
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L392[09:06:56] <Poppy> onBlockExploded
<3
L393[09:08:09]
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L394[09:11:46] <Hunterz> I look forward to
supporting jline in the forge :-)
L395[09:12:04]
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L397[09:12:23] <Hunterz> I know
L398[09:12:37] <Hunterz> It will be
nice
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L401[09:20:20] <luacs1998> blood|wrk, then
what about the mc server gui?
L402[09:22:02]
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L403[09:22:06] <gigaherz> yay forge1.8.8
mdk seems to work now :D
L404[09:22:39] <sham1> IT'S OUT?
L405[09:23:05] <sham1> OH MY ALL YES
L406[09:24:22] <Noppes> it works for you
gigaherz? it still doesnt for me
L407[09:24:41] <gigaherz> Noppes: custom
build.gradle
L408[09:24:51] <gigaherz> sham1: early
beta
L409[09:24:56] <MalkContent> why is 1.8.8
such a milestone?
L410[09:24:56] <gigaherz> not fit for
production use yet
L411[09:25:03] <sham1> because 1.8.8
L412[09:25:07] <gigaherz> MalkContent:
inner classes and generics
L413[09:25:11] <sham1> tha
L414[09:25:34] <MalkContent> i am to dumb
to understand that from those 2 words
L415[09:25:48] <MalkContent> is it things
in mc itself?
L416[09:25:48] <gigaherz> and nope
L417[09:25:50] <gigaherz> it failed
L418[09:25:54] <sham1> generics
L419[09:25:57] <gigaherz> but it went much
further than yesterday
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L421[09:26:11] <sham1> List<Stuff>
stuffList = new ArrayList<Stuff>();
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L423[09:26:22] <sham1> that is basically
generics
L424[09:26:25] <gigaherz>
MalkContent:
L425[09:26:26] <sham1> practically
L426[09:26:51] <MalkContent> so... how is
that new?
L427[09:26:53] <gigaherz> inner class
information allows the decompiler to recognize that "A$B"
means "class A{ class B {}}" instead of just "class
A$B{}"
L428[09:27:08] <gigaherz> before this,
they had to manually decide what each one meant, on a cse by case
basis
L429[09:27:28] <gigaherz> and generic
information
L430[09:27:32] <gigaherz> used to be
stripped by the obfuscator too
L431[09:27:33] <gigaherz> so
L432[09:27:40] <gigaherz> you had a method
like addInformation(List)
L433[09:27:46] <gigaherz> instead of
addInformation(List<String>)
L434[09:27:56] <gigaherz> you had to
"guess" it was meant to contain strings
L435[09:28:04] <gigaherz> from context and
the javadocs that the Forge team provides
L436[09:28:12] <gigaherz> basically it
makes modding a LOT nicer
L437[09:28:26] <MalkContent> alright
:)
L438[09:28:41] <sham1> malk, how much do
you know of the Java lingo
L439[09:28:52] <gigaherz> AH I forgot to
update the build.gradle to 1576, I was using 1575 still
L440[09:28:55] <gigaherz> trying
again...
L441[09:29:00] <MalkContent> i just use
it, i don't claim to be an expert
L442[09:29:44] <gigaherz> BUILD
SUCCESSFUL
L443[09:29:46] <gigaherz> WORKS :D
L444[09:29:47] <MalkContent> i mean i knew
what generics is, just not what giga tried to tell me there
L445[09:30:26] <MalkContent> why do ask
anyways
L446[09:30:35] <MalkContent> are*
L447[09:31:13] <MalkContent> another
thing: does anyone happen to know a good blender to mc tutorial,
per chance?
L448[09:31:24] <sham1> Forge repo
L450[09:31:59] <sham1> not too different
from my gradle
L451[09:32:03] <gigaherz> yeah
L452[09:32:08] <gigaherz> it's just using
fg2.1
L453[09:32:11] <gigaherz> instead of
2.0
L454[09:32:15] <sham1> Ah
L455[09:32:21] <gigaherz> I also threw in
the latest bindings
L456[09:32:27] <sham1> Maybe I should
upgrade
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L458[09:32:44] <gigaherz> i'd suggesting
holding off upgrading your existing production mods
L459[09:32:56] <gigaherz> or branching
them for 1.8.8
L460[09:33:04] <sham1> this is not
production
L461[09:33:10] <gigaherz> go ahead
then
L462[09:33:10] <gigaherz> ;P
L463[09:33:13] <sham1> I can safely break
it
L464[09:34:18] <gigaherz> I'd also like to
know if it's "safe" to use the 1.8 mcp mappings
L465[09:34:27] <gigaherz> or we should be
waiting for 1.8.8-specific snapshots
L466[09:34:45] <gigaherz> "This set
of MCP mappings was designed for MC 1.8. Use at your own
peril."
L467[09:34:49] <gigaherz> would suggest
the later but...
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L469[09:35:57] <gigaherz> ah
L470[09:36:06] <gigaherz> the issue where
you have to manually create the "run" folder still
exists
L471[09:36:20] <gigaherz> but
otherwise
L472[09:36:28] <gigaherz> "gradlew
runClient" worked :D
L473[09:36:39] <gigaherz> and Example Mod
shows up in the list
L474[09:37:05] <gigaherz> oops
L475[09:37:10] <gigaherz>
concurrentmodificationexception
L477[09:38:09] <gigaherz> in a
Future
L478[09:38:26] <gigaherz> game kept
running though
L479[09:38:47] <gigaherz> spruce leaves
work fine now :D
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L481[09:41:35] <gigaherz> ah thought there
had been a chunk generation error, but it was only visual,
reloading the save fixed it
L482[09:42:37] <gigaherz> fluid
issue
L483[09:42:45] <gigaherz> a bit of flowing
water doesn't go away
L484[09:43:31] <gigaherz> hmm
L485[09:43:34] <gigaherz> update
glitch?
L486[09:43:38] <gigaherz> doing a
screenshot fixed it
L487[09:43:46] <gigaherz> something is
off, though
L489[09:44:19] <ThePsionic> gigaherz: stop
talking to yourself
L491[09:44:32] <gigaherz> ThePsionic:
"to whom it may concern"
L492[09:44:47] <gigaherz> I'm jusit
leaving it out here ;P
L493[09:45:22] <gigaherz> both screenshots
were taken after waiting 5+ seconds for the water to go away on its
own
L495[09:46:14] <gigaherz> it appears
manually updatingneighbours doesn't fix it ;P
L496[09:46:38] <gigaherz> neither does
reloading the save
L497[09:48:22] <gigaherz> can't seem to
reproduce anymore :/
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L500[09:54:09] <gigaherz> and it did a
proper game-closing error-reported crash
L502[09:54:43] <gigaherz> Caused by:
java.util.ConcurrentModificationException
L503[09:54:55] <gigaherz> at
net.minecraft.entity.player.EntityPlayerMP.onUpdate(EntityPlayerMP.java:308)
~[EntityPlayerMP.class:?]
L504[09:55:49] <alex_6611> concurrent
modification? that sounds fun#
L505[09:56:58] <gigaherz> "//BugFix:
16 makes it load an extra chunk, which isn't associated with a
player, which makes it not unload unless a player walks near
it.
L506[09:57:07] <gigaherz>
iterator1.remove() <--- ConcurrentModificationException
L507[09:58:16] <gigaherz> although I have
no idea about mc internals so the "bugfix" line may not
really mean anything
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L515[10:12:25] <JamEngulfer221> What's the
folder location of the mcmod.info file supposed to be?
L516[10:13:44] <sham1> resources
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L518[10:15:14] <JamEngulfer221> hmm
L519[10:15:29] <JamEngulfer221> its there
and its not being recognised
L520[10:17:14] <JamEngulfer221> Yeah, just
checked and it's not been found by Forge at all
L521[10:17:57] <JamEngulfer221> And
neither are my texture
L522[10:18:03] <JamEngulfer221>
*textures
L523[10:18:22] <sham1> Are you using
IDEA
L524[10:18:27] <JamEngulfer221>
Eclipse
L525[10:18:33] <sham1> Meh
L526[10:18:37] <JamEngulfer221> :/
L527[10:18:41] <Lumien> A normal forge
workspace?
L528[10:18:44] <JamEngulfer221> yep
L529[10:19:25] <Lumien> And in eclipse
src/main/resources is a src folder & it contains
mcmod.info?
L530[10:19:55] <JamEngulfer221> yep and
yep
L531[10:21:07] <Lumien> And you get the
default mcmod.info ingame or no info at all?
L532[10:21:43] <JamEngulfer221> I get
'author hasn't included it' or something similar
L533[10:22:37] <Lumien> Does it work if
your mod is compiled?
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L549[10:30:22] <JamEngulfer221> Lumien:
What do you mean by that? If I do a full export?
L550[10:30:38] <Lumien> If you build your
mod & launch it in normal minecraft
L551[10:33:58] <JamEngulfer221> That
sounds like effort
L552[10:33:59] <JamEngulfer221> Fine
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L555[10:37:55] <gigaherz> JamEngulfer221:
this is minecraft modding ,effort is a necessaity ;P
L556[10:38:00] <gigaherz> necessity*
L557[10:38:07] <JamEngulfer221> Very true
XD
L558[10:38:14] <JamEngulfer221> Hmm
L559[10:38:28] <JamEngulfer221> Ok, so I
compiled it into a .jar and opened it up
L560[10:38:45] <JamEngulfer221> Is the
mcmod.info supposed to be at the top level of the jar?
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L562[10:39:36] <[NK]Ghost> hiyo
L563[10:39:49] <diesieben07> yes jam
L564[10:39:57] <JamEngulfer221> Hrmm
L565[10:41:09] <JamEngulfer221> should the
models be in assets.modid.models?
L567[10:46:05] <JamEngulfer221> AbrarSyed:
neat
L568[10:48:58] <JamEngulfer221> I love how
I've spent more time trying to get the workspace set up and
everything to run properly than I have actually writing code
L569[10:50:01] <AbrarSyed> write once, run
everywhere
L570[10:53:58]
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L572[11:06:45] <sham1> write once, test
everywhere*
L573[11:10:37] <shadekiller666> write
once, crash everywhere*
L574[11:10:50] <sham1> true
L575[11:10:53] <AbrarSyed> betetr than
write once, crash your machine, and work elsewhere
L576[11:11:01] <shadekiller666> true
L577[11:11:13] <shadekiller666> but if you
crash your machine its your own fault :P
L578[11:11:21] <AbrarSyed> sorry lets flip
that
L579[11:11:29] <AbrarSyed> write once,
work on your machine, crash elsewhere
L580[11:11:41] <shadekiller666> ahh
yes
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L583[11:35:33] <shadekiller666> wow... the
battlefront tutorial is buggy as fuck
L584[11:44:33] <shadekiller666> and the
loading times are bad too
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L587[11:48:23] <sham1> EA
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L590[11:50:36] <FerretPL> Guys what max
biome ID number?
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L592[11:51:42] <shadekiller666> i wonder
what the computational overhead is for Origin compared to
Steam
L593[11:52:15] <gigaherz> computational
overhead?
L594[11:52:24] <gigaherz> unless you mean
the respective DRM features
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L596[11:55:40] <FerretPL> 255 or so?
L597[11:55:52] <FerretPL> guys
urgent
L598[11:56:05] <FerretPL> i need it to
solve id conflict in my modpack
L599[11:56:38] <gigaherz> uhh what version
of mc?
L600[11:56:50] <gigaherz> oh you saidbiome
ids
L601[11:57:02] <diesieben07> Yes 255
L602[11:57:05] <SkySom> Why is that so
urgent man
L603[11:59:17]
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L604[12:01:41] <FerretPL> there are 20
people waiting till i fix id conflicts and start server
L605[12:01:49] <FerretPL> diesieben07:
danke
L606[12:02:25] <diesieben07> still, saying
"guys urgent" will not decrease the response time.
L607[12:02:32] <diesieben07> it will if
anything annoy everyone and increase it.
L608[12:02:51] <smbarbour> Also, you can
run into issues if you use numbers above 127
L609[12:04:38] <smbarbour> Since the
default is that any biome that is x + 128 is considered an
alternate for x
L610[12:06:20] <diesieben07> really?
L611[12:06:23] <diesieben07> oh goddamnit
mojang.
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L613[12:09:23] <FerretPL> diesieben07: ok
sorry i was just annoyed i, dunno why, was sure that the number was
337(wtf)
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L627[13:02:54] <Flenix> Hey all. I'm
trying to use RenderBlocks.renderStandardBlock, but when my block
is outside the standard 1x1x1 cube, it doesn't cut the texture
properly... does anyone know why? Lower works as it should, upper
does not:
http://img.ctrlv.in/img/15/11/23/5653623b5c13f.jpg
L628[13:03:10] <Flenix> (In 1.7.10
obviously)
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L630[13:04:38] <AbrarSyed> omg im
dying....
L632[13:04:50] <diesieben07> Flenix, you
cannot have your block bigger than 1x1x1
L633[13:05:18] *
sham1 mumbles something about multiblock structures
L634[13:05:27] <Flenix> The blockbounds
themselves aren't oversize, it's only the rendering that is, by a
relatively small amount. Purely aesthetic
L635[13:06:03] <diesieben07> same answer i
would say
L636[13:06:14] <gigaherz> Flenix: the tex
coords can't wrap
L637[13:06:24] <gigaherz> so if you size
the texture mapping to also be oversize, it won't work
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L639[13:06:44] <gigaherz> there's other
reasons why you shouldn't step outside your 1x1x1 cube
L640[13:06:55] <gigaherz> but as far as
texturing goes, just keep the texture coords within the 0..16
range.
L641[13:08:37] <Flenix>
http://ctrlv.in/673586 That's my actual block -
shows what I mean by just slightly out for aesthetic reasons. But,
if there's no way around the issue then I'll just have to make
everything smaller :(
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L643[13:11:15] <Flenix> Actually, I could
probably get around it by just making a few more textures, where
the effect would be less subtle. Wouldn't support texture packs as
easily that way, but I think it'd be worth it, they just don't look
as good when they're flattened into the block
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L647[13:16:09] <MalkContent> pffrm
L648[13:16:33] <MalkContent> can someone
point me to a how-to for getting blender models into minecraft
1.8?
L649[13:16:41] <MalkContent> or give me a
pointer in the code or something
L650[13:17:09] <diesieben07> depends what
the model is for
L651[13:17:27] <shadekiller666> well
L652[13:17:45] <shadekiller666> malk, does
the model have to animate in some way?
L653[13:17:51] <shadekiller666> or is it
just a static model?
L654[13:18:19] <MalkContent> animate
:x
L655[13:18:29] <MalkContent> i can do with
2 static versions for starters though
L656[13:18:41] <diesieben07> for a block
or an entity?
L657[13:18:44] <MalkContent> block
L658[13:18:54] <shadekiller666> then you
would export it as a b3d model
L659[13:19:11] <shadekiller666> and then
load it with the forge b3d model loader
L660[13:20:30] <MalkContent> a thanks.
that's at least something i can google successfully
L661[13:20:39] <shadekiller666> hold
on
L662[13:20:47] <shadekiller666> getting a
link for you
L664[13:21:39] <shadekiller666> everything
referencing "CustomModelBlock" is related to b3d
L665[13:21:52] <shadekiller666> be sure to
check out the resources folder for that too
L666[13:22:03] <MalkContent> thx
L667[13:22:04] <shadekiller666> let me see
if i can find fry's b3d exporter
L668[13:22:27] <MalkContent> im just
writing that down for now and start poking at it
L669[13:22:51] <shadekiller666> wtf my
cursor is gone
L670[13:22:56] <shadekiller666> microsoft
fix your shit...
L671[13:23:28] <shadekiller666> latest
windows 10 update is buggy as hell
L673[13:24:59] <MalkContent> didnt they
pull back one recently?
L674[13:25:01] <shadekiller666> malk
^
L675[13:25:08] <shadekiller666> idk
L676[13:25:20] <MalkContent> tyty
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L692[13:46:07] <theFlaxbeard> Is there any
way to disable the player's walking animation? I can't think of a
time in vanilla in which this happens and setting things like
isAirBorne to false isn't working.
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L694[13:47:26] <shadekiller666> a way
probably exists, but it isn't easy
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L696[13:49:18] <diesieben07> you'd have to
somehow hack somethign so that limbSwingAmount doesn't change
L697[13:49:28] <theFlaxbeard> Yeah
L698[13:49:33] <theFlaxbeard> That's the
second param in doRender right?
L699[13:49:44] <shadekiller666>
limbswingamount is the punching animation
L700[13:49:47] <theFlaxbeard> I always get
the second and third confused, one is swing amount one is
distance
L701[13:49:47] <khumps> I have a block
that will allways face towards where you place it. however, if i
place another one of the same block all of them rotate to
match
L702[13:50:07] <diesieben07> khumps, you
have to use metadata to store the rotation
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L704[13:50:17] <khumps> i cant use a
variable?
L705[13:50:21] <shadekiller666> nope
L706[13:50:24] <khumps> ok
L707[13:50:25] <shadekiller666> blocks are
singletons
L708[13:50:26] <theFlaxbeard> khumps: No,
all blocks use the same instance of the class
L709[13:50:29] <khumps> sj
L710[13:50:31] <khumps> ah
L711[13:50:35] <khumps> ok
L712[13:50:55] <theFlaxbeard> metadata
lets you save data to an individual instance of a block
L713[13:51:00] <khumps> max metadata is 16
right?
L714[13:51:05] <diesieben07> 15
L715[13:51:05] <theFlaxbeard> 15
L716[13:51:06] <theFlaxbeard> 0-15
L717[13:51:11] <theFlaxbeard> if you need
more than 16 different types use a tileentity
L718[13:51:12] <khumps> k
L719[13:51:20] <khumps> thats the thing it
is a TE
L720[13:51:30] <diesieben07> you should
still use metadata
L721[13:51:32] <theFlaxbeard> I'm annoyed
because none of forge's player render events let me hijack the
params
L722[13:51:34] <khumps> k
L723[13:51:45] <diesieben07> because if
you use a field in the TE you have to sync it manually and it gets
more complicated than it needs to be
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L726[13:53:14] <khumps> what do i put for
a flag in setMetadataWithNotify?
L727[13:53:32] <MattDahEpic> look a the
comment
L728[13:53:57] <shadekiller666> 3
L729[13:54:08] <MattDahEpic> ^
L730[13:54:56] <khumps> 3 meaning the
addition of flags 1 and 2?
L731[13:55:00] <MattDahEpic> yup
L732[13:55:04] <khumps> cool
L733[13:55:21] <shadekiller666> its a
bitmap
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L736[14:01:00] <tterrag|laptop>
technically it's binary OR, but that amounts to addition :P
L737[14:01:27] <diesieben07> in this
case,yes :D
L738[14:02:14] <tterrag|laptop> as long as
the numbers are PoT it will always be addition :P
L739[14:02:20] <tterrag|laptop> 1, 2, 4,
8, ...
L740[14:02:23] <diesieben07> yes :D
L741[14:05:23] <shadekiller666> and as
long as theres no carrying :P
L742[14:05:45] <diesieben07> which is
equivalent to what tterrag said isnt it
L743[14:05:56] <shadekiller666> whats
PoT?
L744[14:05:59] <tterrag|laptop> power of
two
L745[14:06:14] <tterrag|laptop> aka binary
"tens"
L746[14:06:19] <shadekiller666> oh
L747[14:06:19] <tterrag|laptop> 1, 10,
100, 1000
L748[14:06:26] <shadekiller666> ya
L749[14:07:34] <MattDahEpic>
!latest]
L750[14:07:37] <MattDahEpic> !latest
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L752[14:08:07] <MattDahEpic> i assume the
1.8 mappings work for 1.8.8?
L753[14:08:16] <TehNut> Yes
L754[14:08:23] <TehNut> WEll, mostly
L755[14:08:31] <khumps> one more quick
question. for some reason the icon in my inventory is rotated. any
way to fix that?
L756[14:09:20] <shadekiller666> uhh
L757[14:09:28] <shadekiller666> need a
picture
L758[14:09:39] <TehNut> 1.8 or 1.7?
L759[14:09:43] <khumps> 1.7.10
L760[14:09:59] <tterrag|laptop> pics or it
didn't happen
L761[14:10:09] <khumps> coming right
up
L762[14:10:11] <TehNut> For a block?
L764[14:10:30] <tterrag|laptop> how is
that rotated?
L765[14:10:31] <TehNut> It's not
rotated
L766[14:10:45] <TehNut> That's just the
direction the block gets rendered in the UI
L767[14:10:45] <khumps> wasnt sure how to
describe it
L768[14:10:47] <tterrag|laptop> looks the
same as all the other blocks
L769[14:10:50] <TehNut> ^
L770[14:10:56] <khumps> any way to shift
it?
L771[14:11:01] <TehNut> Rotate your
texture :p
L772[14:11:10] <shadekiller666> shift
it?
L773[14:11:11] <tterrag|laptop> shift
what?
L774[14:11:25] <TehNut> He wants the light
grey rectangle in a different spot
L775[14:11:27] <khumps> you mean shift the
positions in the icon array?
L776[14:11:32] <TehNut> I think
L777[14:11:38] <khumps> ill try
L778[14:11:47] <shadekiller666> do you
want it to render as an item instead of a block?
L779[14:11:48] <TehNut> Oh, it's on the
wrong face
L780[14:11:56] <TehNut> Is that what
you're trying to say?
L781[14:11:59] <khumps> ya
L782[14:12:15] <tterrag|laptop> still,
it's not rotated
L784[14:12:15] <tterrag|laptop> your code
is telling it to put that icon on the top
L785[14:12:19] <khumps> what it should
look like
L786[14:12:32] <tterrag|laptop> you
override getIcon(side, meta) right ?
L787[14:12:35] <khumps> ya
L788[14:12:59] <tterrag|laptop> and also
getIcon(world, x, y, z, side)
L789[14:13:04] <tterrag|laptop> make sure
the logic is the same
L790[14:13:05] <khumps> nope
L791[14:13:11] <khumps> didnt overide the
second one
L792[14:13:13] <tterrag|laptop> ok then,
show your block code
L793[14:13:25] <tterrag|laptop> wait I
know the issue already
L794[14:13:31] <tterrag|laptop> let me
guess, you store the rotation by the facing side ordinal
L796[14:13:41] <tterrag|laptop> so meta 2
= west
L797[14:13:43] <tterrag|laptop> yes?
L798[14:13:47] <khumps> you bet :P
L799[14:13:55] <tterrag|laptop> well when
it's in the inventory, is the damage value 1?
L800[14:14:28] <khumps> not sure
L801[14:14:30] <TehNut> Override
getSubBlocks() and only add the specific meta you want
L802[14:14:41] <TehNut> Or is that added
in 1.8?
L803[14:14:50] <TehNut> In 1.7 you might
need an ItemBlock and override getSubItems()
L804[14:14:59] <tterrag|laptop> khumps,
check?
L805[14:15:05] <tterrag|laptop> f3+d turns
on debug mode
L806[14:15:21] <khumps> getSubBlocks()
doesnt override anything
L807[14:15:31] <tterrag|laptop> yeah don't
worry about that
L808[14:15:38] <tterrag|laptop> I think
TehNut is confused :P
L809[14:15:44] <khumps> :P
L810[14:15:54] <TehNut> That's a 1.8 thing
then
L811[14:15:55] <khumps> let me try
shifting the array first
L812[14:16:30] <tterrag|laptop> I'm
assuming this block can only face NSEW right?
L813[14:16:32] <tterrag|laptop> not
up/down
L814[14:16:46] <tterrag|laptop> if so,
just short-circuit on meta <= 1, and return whatever is correct
for the item form
L815[14:17:29] <khumps> yes only
NSEW
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L819[14:18:11] ***
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L820[14:18:24] ***
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L822[14:20:45] <tterrag|laptop> progwml6,
having fun?
L823[14:21:02] <progwml6> needed to cycle
my nicks haven't done it in a while
L824[14:21:13] <khumps> tterrag if i do
what you said it goes all screwy
L825[14:21:20] <progwml6> shouldn't do
that while messing around on my phone also
L826[14:21:44] <khumps> for example if i
set <= 1 to return the front
L827[14:21:46] ⇦
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L829[14:22:04] <khumps> that happens
:P
L830[14:22:09] ⇦
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L831[14:22:20] <tterrag|laptop> I didn't
say to retrn the front
L832[14:22:24]
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L833[14:22:25] <tterrag|laptop> I said to
return the proper icons for the item form
L834[14:22:32] <tterrag|laptop> you still
need to check the side
L835[14:22:58] <tterrag|laptop> it would
be something like return side == [front side] ? frontIcon :
sideIcon;
L837[14:24:05] ⇦
Parts: Chikachi (~Chikachi@znc.exozone.net) ())
L838[14:25:06] <tterrag|laptop> why do you
have the front icon in the 1 index?
L839[14:25:17] <khumps> i tried to shift
it :P
L840[14:25:21] <khumps> ill shift it
back
L841[14:26:21]
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L842[14:28:56] <khumps> nope now it just
shows the blank texture
L843[14:29:04] <khumps> :(
L844[14:30:48]
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L845[14:31:49] <tterrag|laptop> khumps,
the texture you want is probably on the back
L846[14:31:49] <tterrag|laptop> why are
you using an array if you only have 2 different icons?
L847[14:33:03] <khumps> honestly not sure
:P
L848[14:33:16] <khumps> becuase im a
tutorial scrub :P
L849[14:34:15] <tterrag|laptop> try to use
your brain a bit, mindlessly following tutorials isn't very
helpful
L850[14:35:53] <khumps> ik i was in the
"get it to work no matter how bad it is" phase. now its
time for the "lets get it to work better" phase :D
L851[14:39:57] <khumps> lets try this
out
L852[14:40:14] <khumps> rewrote getIcon
and registerIcon
L853[14:40:35]
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L854[14:40:41] ***
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L855[14:42:50] <khumps> oh tterrag is it
possible for the TE to access the blocks metadata?
L856[14:42:55]
⇨ Joins: anders
(~anders@217-211-66-29-no23.tbcn.telia.com)
L857[14:43:06] <anders> Hi!
L858[14:43:23] <khumps> hi anders
L859[14:43:25] <anders> MISSING
REPLACEMENT DATA FOR API_GROUP_DIR when running gradlew.bat
setupDecompWorkspace --refresh-dependencies
L860[14:43:28] <diesieben07> khumps,
*anyone* can access the TE
L861[14:43:31] <diesieben07> *the
metadata
L862[14:44:15] <tterrag|laptop> khumps,
getBlockMetadata()
L863[14:44:24] <tterrag|laptop> it's
already cached (lazy loaded) in the TE
L864[14:44:32] <khumps> alright thanks
!
L865[14:45:10] <khumps> yay it shows up in
inventory correctly :D
L866[14:45:59] <anders> There are no
mappings for MC 1.8.8...
L867[14:46:18] <diesieben07> anders, set
mappings to 20151122 and FG version to 2.1
L868[14:46:27] <anders> I a config
file?
L869[14:46:37] <diesieben07>
build.gradle
L870[14:46:41] <gigaherz> anders:
build.gradle
L872[14:46:53] <gigaherz> this is the
version I used while checking out the build process
L873[14:47:25] <gigaherz> there may be
slightly newer mappings from today (23 instead of 22), but that's
not really an issue
L874[14:47:41] <gigaherz> they aren't
1.8.8-specific mappings, but they do the job, so far as I can
tell
L875[14:47:45]
⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L876[14:47:48] <gigaherz> that said, 1.8.8
is early beta
L877[14:47:59] <gigaherz> needs some
ironing out yet
L878[14:48:23] <gigaherz> I got some
ConcurrentModificationExceptions earlier whiletrying to run the
client within gradle
L879[14:49:33] <anders> diesieben07:
Should I add snapshot_ to the mappings value?
L880[14:49:41] <diesieben07> of
course
L881[14:49:52] ⇦
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L882[14:49:59] <gigaherz> anders: check
the link I gave you as a reference file
L883[14:50:05] <anders> Ah
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L886[14:52:15] <anders> Should I switch my
whole build.gradle with this?
L887[14:53:39] <gigaherz> probably
not
L888[14:53:43] <gigaherz> at the very
least
L889[14:53:50] <gigaherz> you want to keep
your modid and version settings
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L891[14:54:22] <anders> Changing those two
places gave me a message about a missing
net.minecraftforge.gradle.forge version 2.1
L892[14:54:40] <anders> Both in gradle
core plugins and gradle central plugin repository
L893[14:54:59] <gigaherz> you should be
using the snapshot for 2.1, not just version 2.1 straight
L894[14:55:27] <gigaherz> look use my
file, but use your own modid and version strings in it
L895[14:55:28] <gigaherz> ;p
L896[14:55:37] <anders> Oh, I found
another place I had to change
L897[14:55:47] <anders> A dependency that
read classpath
'net.minecraftforge.gradle:ForgeGradle:2.0-SNAPSHOT'
L898[14:55:55] <anders> Making that 0 a
1
L899[14:56:07] <anders> Same
L900[14:56:44] <anders> Seems like the
level of guesswork is high now :)
L901[14:56:57] <diesieben07> there are
comments around the snapshot part
L902[14:57:01] <diesieben07> uncomment
it
L903[14:57:05] <diesieben07> and commnt
the stable part
L904[14:57:10] <anders> Doh!
L905[14:57:13] <diesieben07> yu should
actualyl read the comments they explain all this -.-
L906[14:57:22] <anders> I want
stable
L907[14:57:28] <diesieben07> then you
cannot use 1.8.8
L908[14:57:36] <diesieben07> 1.8.8 is not
stable yet.
L909[14:57:38] <anders> Do I have to use
1.8.8 then?
L910[14:57:38] <gigaherz> 1.8.8 itself is
NOT stable.
L911[14:57:44] <gigaherz> early beta, lots
of bugs
L912[14:57:54] <gigaherz> no, use 1.8(.0)
for now, for stable development
L913[14:57:55] <anders> Do you talk about
my version of mc when you say 1.8.8?
L914[14:58:00] <gigaherz> yes
L915[14:58:04] <gigaherz> but for
mods
L916[14:58:06] <anders> I must check what
I have
L917[14:58:16] <anders> It should be the
latest perhaps
L918[14:58:30] <diesieben07> latest for
what verion though ;)
L919[14:58:34] <gigaherz> uh
L920[14:58:52] <gigaherz> anders: so far,
Forge has targetted minecraft 1.8 original (not .1 or newer)
L921[14:59:11] <anders> Yes, 1.8.8 is what
I run...
L922[14:59:11] <gigaherz> 1.8.8 had its
first beta release just yesterday
L923[14:59:18] <gigaherz> so
L924[14:59:22] <gigaherz> if oyu want to
use mods
L925[14:59:27] <gigaherz> you'll have to
downgrade to 1.8
L926[14:59:34] <gigaherz> because 1.8.8
isn't ready for normal use yet
L927[14:59:55] <diesieben07> 1.8 is NOT
1.8.8
L928[15:00:00] <diesieben07> the two are
different.
L929[15:00:09] <anders> So how do I
downgrade then?
L930[15:00:13] <anders> Can I really do
that?
L931[15:00:31] <diesieben07> easiest way?
choose "1.8" when downloading
L932[15:00:42] <anders> But will it not
automatically upgrade?
L933[15:00:51] <diesieben07> no
L934[15:01:00] <anders> Can I have two
version on my computer at the same time?
L935[15:01:01] <diesieben07> you have to
change things in the build.gradle to change versions
L936[15:01:03] <diesieben07> yes
L937[15:01:42] <anders> But as I
understood it the minecraft forge installation installed a mc for
me
L938[15:01:50] <anders> So maybe I just
have to check that dir
L939[15:01:58] <diesieben07> No
L940[15:02:15] <diesieben07> it doesnt
"install" mc into the folder where your build.gralde
is
L941[15:02:22] <anders> oh, ok
L942[15:02:23] <diesieben07> it goes into
the central grade cache
L943[15:02:33] <diesieben07> the folder
whee your build.gradle is is merely your project, with your source
ccode.
L944[15:02:48] <anders> Still, gradle
installed a mc of the correct version for me then
L945[15:02:56] <diesieben07> yes
L946[15:02:56] <anders> ?
L947[15:02:59] <anders> nice
L948[15:03:03] <diesieben07> well
L949[15:03:08] <diesieben07> depends on
what you actually mean by that
L950[15:03:16] ⇦
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L951[15:03:31] <anders> How can I mean
different things with it?
L952[15:03:47] <diesieben07> well
L953[15:03:53] <diesieben07> how bout you
just say WHAT you mean? :D
L954[15:04:00] <anders> Must find that
gradle cache then
L955[15:04:11] <anders> What I mean with
installing a mc of the proper version?
L956[15:04:14] <diesieben07> yes
L957[15:04:50] <anders> Is it "proper
version" that can mean different things?
L958[15:04:57] <diesieben07> that and
"install"
L959[15:04:59]
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L960[15:05:32] <anders> install means that
some software is placed on a drive
L961[15:05:41] <diesieben07> duh.
L962[15:05:49] <diesieben07> whatever
man
L963[15:05:56] <anders> ?
L964[15:06:08] <diesieben07> what is your
problem now? :D
L965[15:07:17] <anders> build.gradle was
misconfigured
L966[15:07:25] <diesieben07> ?
L967[15:07:32] <diesieben07> so your
problem is solved now?
L968[15:07:41] <anders> Sorry, no
L969[15:07:48] <diesieben07> what is it
then? :D
L970[15:08:22] <anders> I tried to use the
line classpath 'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'
under dependencies, just chancing that "SNAPSHOT" should
be there
L971[15:08:37] <diesieben07> no
L972[15:08:49] <diesieben07> because the
snapshot versions do not work with that simple declaration
L973[15:08:57] <diesieben07> you need the
complex one that is in a comment above
L974[15:09:04] <diesieben07> as I said,
read the comment that is there, it explains it.
L975[15:09:04] ⇦
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L976[15:09:24] <anders> thanks for the
tip
L978[15:10:01] <diesieben07> that is what
i mean
L979[15:10:02] <anders> I was expecting
that I should only need to write gradlew setupDecompWorkspace
--refresh-dependencies and be done with it
L980[15:10:14] <anders> thanks
L981[15:10:45] <diesieben07> as said,
1.8.8 is not yet stable yet, hence it does not work
flawlessly
L982[15:11:07] <diesieben07> if you had
chosen a stable version it would have worked like that (even
without the --refresh-dependencies, you should barely ever need
that)
L983[15:11:40] <anders> ok
L984[15:12:06] <anders> This seems
promising, starting new downloads when I run gradlew
L985[15:12:31]
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L986[15:13:03] <anders> It wasnt even
obvious to me where I should comment if I did not prefer the stable
version, but your screenshot shows that
L987[15:13:22] <diesieben07> syntax
highlighting works wonders :D
L988[15:13:50] ***
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L989[15:14:04] <anders> Yes, some comments
more in build.gradle, and you should not have to inform me where to
put /* and */ :)
L990[15:14:50] <anders> Aha, seems like I
have to chagne in build.gradle once per mod I am writing
L991[15:14:53] <anders> change
L992[15:15:40] <anders> Because group
needs to be configured with a project namespace
L993[15:15:59] <anders> voila
L994[15:16:06] <anders> build
successful
L995[15:16:23] <anders> Got some warnings
from ant
L996[15:16:29] <anders> Should probably
not be a problem
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L999[15:19:31] <anders> Could use forge
profile now when running
L1000[15:21:43]
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L1001[15:23:19] ***
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L1002[15:23:31] <gigaherz> yes anders,
you need one build.gradle per "mod project"
L1003[15:23:45] <gigaherz> forge is
structured so that one development folder results in one jar
L1004[15:24:14] <anders> ah, ok
L1005[15:25:34] <gigaherz> you cna have
submods inside one single jar, but getting different subprojects to
compile into different jars is not supported in thedefault
settings
L1006[15:25:48] <smbarbour> The only time
you should realistically have more than one mod per build.gradle is
if you're doing some complex modular mod (like Project:Red)
L1007[15:26:09] <gigaherz> smbarbour:
even then, you have to customize the build process to achieve
that
L1008[15:26:19] <gigaherz> the default
gradle settings are one to one
L1009[15:26:26] <smbarbour> Yeah. It can
get complicated very quickly.
L1010[15:26:44] <gigaherz> you can easily
have submods, though
L1011[15:26:57] <gigaherz> multiple @Mod
in a single jar
L1012[15:27:11] <gigaherz> many mods do
that
L1013[15:27:22]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
L1014[15:28:03] <MattDahEpic>
!latest
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L1017[15:32:06] <gigaherz> hmf, hit a
wall trying to port my mod over to 1.8.8
L1018[15:32:26] <gigaherz>
ModelBlock.get*PERSPECTIVE*Transform() is missing
L1019[15:32:36] <gigaherz> and
func_181681_a is private
L1021[15:33:41] <gigaherz> MattDahEpic:
you need to use fg 2.1-snapshot
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L1024[15:34:10] <gigaherz> th 1.8
mappings work just fine
L1025[15:35:52]
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L1026[15:37:19] <MattDahEpic> im assuming
when 1.8.8 is stable they will have their own mappings?
L1027[15:37:26] <gigaherz> possibly
L1028[15:37:39] <gigaherz> it will just
be the same mappings but with the 1.8.8 version tag ;P
L1029[15:37:44]
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L1030[15:37:52] <gigaherz> (well, same
with any improvements they make between now and then)
L1031[15:38:04] <MattDahEpic> and the
infamous ITickable
L1032[15:43:21] ***
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L1033[15:48:11] <gigaherz> there we go,
wall resolved ;P
L1034[15:48:16] <gigaherz> not in a nice
way, but meh ;P
L1035[15:48:21] <Ivorius> You mean
IUpdatePlayerListBox? :P
L1036[15:48:26] <gigaherz> no
L1037[15:48:32] <gigaherz> I have my own
obj loader
L1038[15:48:35] <gigaherz> different than
shade's
L1039[15:49:00] <shadekiller666> ?
L1040[15:49:12] <gigaherz> I'll switch
eventually but I handle some stuff differently and I'm lazy
;P
L1041[15:49:21] <MattDahEpic> what was
the mentality behind IUpdatePlayerListBox even
L1042[15:49:38] <shadekiller666> i think
its used for scoreboard rendering for some reason
L1043[15:49:45] <gigaherz> IUPLB I
changed quickly into ITickable
L1044[15:49:58] <shadekiller666> and
someone thought it was an appropriate name at the time
L1045[15:50:03] <Ivorius> Mappings were
usually given out more on the merits of usage than capability
L1046[15:50:13] <Ivorius> Same with
RenderSnowball
L1047[15:50:30] <MattDahEpic> or
isFlowerpot
L1048[15:50:32] <gigaherz> yeah it should
be called RenderItemIcon
L1049[15:50:33] <gigaherz> ;P
L1050[15:51:39] <gigaherz> \o/ no crashes
during init
L1051[15:51:57] <gigaherz> models work
\o/
L1052[15:52:02] <gigaherz> my mod is now
1.8.8-worthy
L1053[15:52:30] <gigaherz> hmm is it me
or does 1.8.8's fire spread forther away?
L1054[15:52:37] <gigaherz> there's a
forest fire that wasn't there before 1.8.8
L1055[15:53:51] ***
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L1058[15:58:30] <gigaherz> GAAAAH
L1059[15:58:41] <gigaherz> I did a
dustcloud spell, with maximum radius
L1060[15:58:56] <gigaherz> brings my fps
down to 2-3
L1061[15:59:27] <gigaherz> I don't recall
that happening in 1.8, feels like blockstate changes are a LOT
slower in 1.8.8
L1062[15:59:58]
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L1063[16:00:05] <gigaherz> yep water
spread also lags a lot
L1064[16:00:14] <gigaherz> and it's not
just fps drop
L1065[16:00:20] <gigaherz> this is
stuttering
L1066[16:00:39] <xaero> what's the
largest slice of the profiler pie?
L1067[16:01:15] <MattDahEpic> probably
render flavor
L1068[16:01:37] <gigaherz> unspecified
94%
L1069[16:01:46] <gigaherz> doesn't
change
L1070[16:02:11] <gigaherz> the pie
doesn't change
L1071[16:02:53] <xaero> maybe the pie is
a lie :P
L1072[16:03:00]
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L1073[16:03:02] <xaero> why doesn't it
change? try moving around
L1074[16:04:33]
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L1075[16:05:01] <gigaherz> I traveled
1000 blocks on creative mode "sprint flight"
L1076[16:05:11] <gigaherz> changed
from
L1077[16:05:47] <gigaherz> root 1%
display 4.5% unspecified 95.5% unspecified
L1078[16:05:55] <gigaherz> to
L1079[16:06:00] <anders> Cant find
Block.dirt
L1080[16:06:06] <gigaherz> root 1%
display 4% unspecified 96%
L1081[16:06:06] <anders> Should that
exist?
L1082[16:06:12] <gigaherz>
Blocks.dirt
L1083[16:06:15] <gigaherz> not
block
L1084[16:06:33] <anders> ah, got insert }
to complete arrayinitializer
L1085[16:06:35] <gigaherz> it would
appear that mc profiling is broken?
L1086[16:06:39] <anders> (using
addRecipe)
L1087[16:06:57] <anders> doh
L1088[16:06:59] <anders> sorry
L1089[16:07:25] <gigaherz> no need to be
sorry
L1090[16:07:31] <xaero> maybe giga -
compare it to vanilla (non-forge) 1.8.8
L1091[16:07:34] <gigaherz> everyone has
been new at some point
L1092[16:07:58] <xaero> forge might've
unbalanced the profiler stack
L1093[16:08:14]
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L1094[16:09:07] <gigaherz> yeah vanilla
1.8.8 has a pretty pie
L1095[16:09:12] <gigaherz> unspecified is
goind down, not up
L1096[16:09:12] <gigaherz> ;P
L1097[16:09:18] <gigaherz> going*
L1098[16:09:51] <gigaherz> ah now it
works in forge
L1099[16:09:59] <gigaherz> had to
restart
L1100[16:10:44]
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L1101[16:10:57] <khumps> i gave my
furnance a burning texture. however when I update it it clears the
inventory of it. for example, if I start cooking something, it
changes the texture to burning and the flames go on in the gui. but
it doesnt smelt. if i close and reopen the gui, everything is gone.
i try to put items in and it smelts fine
L1102[16:11:46] <khumps> i feel like I am
not updating the furnace correctly to change the texture but not
sure how else to do it
L1103[16:11:57] <anders> Cannot find
something like Items.torch
L1104[16:12:25] <khumps> wait let me try
something
L1105[16:12:28] <gigaherz> okay it's
probably my fault
L1106[16:13:21] <gigaherz> when I use the
keybinding interceptor, the thing breaks
L1107[16:14:20] <khumps> yep fixed it.
ignore me
L1108[16:15:03] *
xaero bobs giga - "false alarm" :P
L1109[16:15:17] <xaero> bops*
L1110[16:15:26] <gigaherz> still, that
doesn't explain WHY the interceptor causes that issue
L1111[16:15:27] <gigaherz> XD
L1113[16:16:09] <gigaherz> I don't think
I do anything too horrible in there
L1114[16:16:30] <gigaherz> (I based it on
an old piece of code I found, had to rewrite most of it for
1.8)
L1115[16:16:49] <gigaherz> I only
intercept keys 1..9
L1116[16:17:44]
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L1118[16:18:51] <anders> Hm, torches are
not Items, but Blocks
L1119[16:19:11] <gigaherz> yes
L1120[16:19:21] <gigaherz> minecraft has
a class called ItemBlock
L1121[16:19:27] <gigaherz> that holds a
block in its Item form
L1122[16:20:00] <gigaherz> some special
cases have custom variants that extend ItemBlock
L1123[16:20:14] <gigaherz> and some even
more special cases
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L1125[16:20:18] <gigaherz> just use a
whole separate item
L1126[16:20:21] <gigaherz> like the
sign
L1127[16:20:32] <gigaherz> ItemSign
places BlockSign, without being an ItemBlock
L1128[16:21:19]
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L1129[16:22:18] <MattDahEpic> does anyone
have some good sample code for keybindings?
L1130[16:22:29] <HassanS6000> !gm
field_98291_j
L1131[16:22:33] <HassanS6000> !gf
field_98291_j
L1132[16:22:47] <HassanS6000>
MattDahEpic, I has code but not GOOD code xD
L1133[16:23:34] <diesieben07>
MattDahEpic, basically you just make a new Keybinding instance and
register it with ClientRegistry
L1134[16:23:35] <gigaherz> MattDahEpic:
funnily enough, I have messed with intercepting keybinds
L1135[16:23:38] <gigaherz> but not
actually implementing them
L1136[16:23:39] <gigaherz> XD
L1137[16:23:40] <diesieben07> then you
can check wherever you want if its pressed
L1138[16:23:56] <diesieben07> using
KeyBinding#isKeyDown
L1139[16:24:08] <shadekiller666> ive
written a keybind system that was bound to a Tile Entity
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L1141[16:24:21] <shadekiller666> well,
bound to a GUI
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L1148[16:34:29] <MattDahEpic> in 1.8.8
whats the best way to get a modid:itemname from an itemstack?
Item.itemRegistry.getNameForObject(itemStack.getItem()) doesnt
work
L1149[16:35:01] <gigaherz> MattDahEpic:
you are one of the first to touch it
L1150[16:35:04] <gigaherz> you tell us
;P
L1151[16:35:40] <gigaherz> but first of
all
L1152[16:35:42] <gigaherz> why does it
not work?
L1153[16:36:02] <diesieben07> well
L1154[16:36:18]
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L1155[16:36:20] <diesieben07>
FMLNamespacedRegstry is still coded with
RegistryNamespacedDefaultedByKey non-generified in mind
L1156[16:36:23] <diesieben07> that might
screw things u
L1157[16:36:25] <diesieben07> up
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L1159[16:36:37] <gigaherz> so far as I
can see, all it does is a inverseObjectRegistry.get
L1160[16:37:17] <diesieben07> yeh that
should work
L1161[16:37:23] <diesieben07> it will
give you a ResourceLocation
L1162[16:37:59] <gigaherz> yeah returns a
ResourceLocation, which you can toString()
L1163[16:39:12] <diesieben07> just tried
it, works just fine.
L1165[16:44:22] <killjoy> Is mcpbot ready
for 1.8.8?
L1166[16:44:26] ***
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L1167[16:45:14] <diesieben07> not that i
know of, the mappings are still 1.8
L1168[16:45:40]
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L1169[16:45:47] <killjoy> I'm wanting to
set some 1.8.8 things (DefaultVertexFormats)
L1170[16:46:09] ***
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L1171[16:47:03] <diesieben07> the people
who helped me yesterday with the vertices, thanks a lot again, are
you up for helping me again? :D
L1172[16:47:19] <diesieben07> basically i
need to find out how much a vector is being rotated around itself
by a given matrix.
L1173[16:47:41] <gigaherz> the matrix
contains just rotations?
L1174[16:47:45] <diesieben07> why did I
say vertices? thats not the plural of vector...
L1175[16:47:51] <diesieben07> the matrix
just contains rotations, yes
L1176[16:48:08] <diesieben07> well, it
could also be the identity matrix for no rotation
L1177[16:48:21] <gigaherz> then transform
a simple vector like (1,0,0)
L1178[16:48:33] <gigaherz> and use
acos(dot(original, transformed))
L1179[16:48:50] <gigaherz> unless you
need the 3D rotation and not just the angle
L1180[16:48:57] <diesieben07> no no the
angle is enough
L1181[16:49:02] <diesieben07> but how do
i get that "simple vector"?
L1182[16:49:08] <gigaherz>
hardcoded
L1183[16:49:12] <diesieben07> it needs to
be perpendicular to the original vector
L1184[16:49:19] <diesieben07> but i cant
hardcode it, since i dont knwo th vector...
L1185[16:49:25] <gigaherz> oh
L1186[16:49:28] ***
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L1187[16:49:34] <gigaherz> well there's
infinite perpendiculars to one vector
L1188[16:49:38] <diesieben07> like
L1189[16:49:45] <diesieben07> i give you
Matrix and (0, 1, 0)
L1190[16:49:53] <diesieben07> you tell me
how much that matrix rotates around that axis
L1191[16:49:55] <diesieben07> is that
possible? :D
L1192[16:50:00] <gigaherz> hmmm
L1193[16:50:04] <gigaherz> AROUND the
axis
L1194[16:50:09] <diesieben07> yes
L1195[16:50:10] <gigaherz> possible,
yes
L1196[16:50:35] <diesieben07> wikipedia
told me your solution (rotate a perpendicular vecotr=
L1197[16:50:39] <diesieben07> but that
doesnt really help me
L1198[16:50:53] <gigaherz> I'd start by
calculating an arbitrary perpendicular
L1199[16:50:56] <gigaherz> something
like
L1200[16:51:15] <diesieben07> well, which
perpendicular i use doesnt matter doess it
L1201[16:51:31] <gigaherz> if x > 0 or
y > 0, use (-y,x,z)
L1202[16:51:40] <gigaherz> otherwise
(x,-z,y)
L1203[16:51:56] <diesieben07> uhmmm,
ok... :D
L1204[16:52:00] <diesieben07> why? I'll
jsut accept it.
L1205[16:52:09] <gigaherz> to calculate a
perpendicular in 2D
L1206[16:52:13] <gigaherz> you have two
options
L1207[16:52:19] <gigaherz> (-x,y) and
(x,-y)
L1208[16:52:35] <gigaherz> one is
clockwise, the other is counter-clockwise, can't remember
which
L1209[16:52:43] <gigaherz> in 3D
L1210[16:52:46] <gigaherz> you have
infinite of them
L1211[16:52:50] <diesieben07> wait
L1212[16:52:55] <diesieben07> that is
180° isnt it
L1213[16:53:00] <gigaherz> no
L1214[16:53:05] <gigaherz> 180 would be
(-x,-y)
L1215[16:53:07] <diesieben07> if i have
(1, 0) and do (-x, y)
L1216[16:53:11] <diesieben07> then i get
(-1, 0)
L1217[16:53:13] <gigaherz> no
L1218[16:53:14] <diesieben07> which is
180
L1219[16:53:17] <gigaherz> it's not
-x,y
L1220[16:53:22] <gigaherz> sorry
typo
L1221[16:53:28] <gigaherz> (-y,x) or
(y,-x)
L1222[16:53:35] <diesieben07> oh
L1223[16:53:38] <diesieben07> yeah ok
makes sense
L1224[16:53:40] <gigaherz> you swap the
coords XD
L1225[16:53:43] <gigaherz> so
L1226[16:53:50] <gigaherz> since 3D
perpendiculars are infinite
L1227[16:53:57] <gigaherz> you can reduce
the search to a 2D plane
L1228[16:54:07] <gigaherz> and just swap
two of the components
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L1230[16:54:29] <gigaherz> if the vector
is non-zero in the XY projection, then swap XY, otherwise swap YZ
(or XZ)
L1231[16:54:35] <killjoy> Hm... I should
just wrap the WorldRenderer in a RealmsBufferBuilder
L1232[16:54:59] <gigaherz> this gives you
one single perpendicular, which is good enough for your
purposes
L1233[16:55:14] <killjoy> that actually
has useful names
L1234[16:55:58] <diesieben07> giga,
now... if i calcuate the angle i also need to change if the cross
product is actually my axis or its inverse, right?
L1235[16:56:06] <diesieben07> because if
it is the inverse i need to add 180 to the angle
L1236[16:56:18] <diesieben07> *check
if
L1237[16:56:21] <gigaherz> hm?
L1238[16:56:26] <diesieben07> like
L1239[16:56:35] <gigaherz> oh,
L1240[16:56:38] <diesieben07> with acos
the angle i get is always 0-179
L1241[16:56:41] <gigaherz> remember how I
said there's two choices?
L1242[16:56:49] <diesieben07> for the
perpendicular
L1243[16:57:02] <gigaherz> ah I see what
you mean
L1244[16:57:20] ***
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L1245[16:58:01] <gigaherz> yeah you need
cross(before rotation, after rotation)
L1246[16:58:17] <diesieben07> and if that
is != axis add 180 to the angle
L1247[16:58:34] <gigaherz> or just set it
negative if the cross is negative, you'll get -180 to 180 ;P
L1248[16:58:51] <diesieben07> wat
L1249[16:58:56] <diesieben07> how can a
vector be negative? :D
L1250[16:59:00] <gigaherz> ?
L1251[16:59:03] <gigaherz> not the
vector, the angle value
L1252[16:59:22] <diesieben07> you said
set it negative if the cross is negative
L1253[16:59:23] <gigaherz> wait
L1254[16:59:25] <gigaherz>
brainfart
L1255[16:59:25] <diesieben07> cross
product is a vector
L1256[16:59:35] <gigaherz> dot product
returns 1 when they are perfectly perpendicular
L1257[16:59:38] <gigaherz> -1 when they
are opposite
L1258[16:59:45] <gigaherz> brart
again
L1259[16:59:51] <gigaherz>
brainfart*
L1260[16:59:55] <gigaherz> perfectly
aligned* -> 1
L1261[17:00:00] <gigaherz> perfectly
opposide -> -1
L1262[17:00:05] <gigaherz>
opposite*
L1263[17:00:07] <diesieben07> brart is a
perfectly accurate abbreviation
L1264[17:00:13] <diesieben07> also, yes i
think i got it now
L1265[17:00:14] <diesieben07> thanks
:D
L1266[17:00:21] <gigaherz> so you don't
need cross at all
L1267[17:00:28] <gigaherz> the sign of
the dot will carry into acos
L1268[17:00:42] <gigaherz> or not
L1269[17:00:44] <diesieben07> i have
tried it before... no it doesnt
L1270[17:00:46] <gigaherz> i'm brarting
again
L1271[17:00:49] <gigaherz> I see
L1272[17:00:50] <gigaherz> nope
L1273[17:00:57] <diesieben07> you cant
detect a >= 180 degree rotation with dot
L1274[17:00:57] <gigaherz> acos won't
distinguish clockwise from counter-clockwise
L1275[17:01:00] <diesieben07> yup
L1276[17:01:22] <gigaherz> so you need
cross(r0,r1)
L1277[17:01:25] <diesieben07> yes
L1278[17:01:29] <gigaherz> then
dot(c,axis)
L1279[17:01:41] <gigaherz> and the sign
of dot, tells you if it was clockwise or counter
L1280[17:01:42]
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L1281[17:01:57] <diesieben07> uhh
L1282[17:01:58] <diesieben07> what is
c?
L1283[17:02:03] <gigaherz> the result of
cross
L1284[17:02:23] <gigaherz> sorry my
brain's dancing around >_<
L1285[17:02:28] <diesieben07> no no yeah
i get it now
L1286[17:02:37] <diesieben07> so if that
dot is 1 do nothing do the acos
L1287[17:02:41] <diesieben07> if its -1
add 180
L1288[17:02:43] <diesieben07>
right?
L1289[17:02:54] <diesieben07> well, after
going to angles
L1290[17:02:56] <diesieben07> from
radians
L1291[17:03:00] <gigaherz> if > 0, do
nothing, if < 0....
L1292[17:03:14] <gigaherz> (if 0, then
rotation was 0 to begin with)
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L1294[17:03:36] <gigaherz> if < 0, the
angle will still grow linearly from -0 to -180, so oyu'dhave to add
360
L1295[17:03:43] <gigaherz> I mean
L1296[17:03:45] <gigaherz>
360-angle
L1297[17:03:48] <gigaherz> not
180+angle
L1298[17:04:01] <gigaherz> I think
L1299[17:04:04] <diesieben07> no
L1300[17:04:04] <gigaherz> I don't trust
myself right now
L1301[17:04:07] <diesieben07> the angle
is always 0-180
L1302[17:04:15] <diesieben07> because
thats what acos gives you
L1303[17:04:16] <gigaherz> yes but it
grows from the same center point
L1304[17:04:24] <gigaherz> a rotation of
-1 degrees
L1305[17:04:26] <gigaherz> shows up as
1
L1306[17:04:29] <diesieben07> yes
L1307[17:04:32] <gigaherz> so
L1308[17:04:37] <gigaherz> either you
copy the sign
L1309[17:04:39] <diesieben07> i dont want
-1 degree though
L1310[17:04:43] <diesieben07> i want
359
L1311[17:04:46] <gigaherz> returning it
to -1 if the final dot was negative
L1312[17:04:48] <gigaherz> or you
do
L1313[17:04:48] <diesieben07> i always
want clockwise
L1314[17:04:49] <gigaherz> 360-1
L1315[17:04:54] <gigaherz> getting
359
L1316[17:05:17] <diesieben07> mhmm
ok
L1317[17:05:57] <diesieben07> so if (dot
< 0) angle = 360 - angle;
L1318[17:06:06] <gigaherz> yes
L1319[17:06:27] <gigaherz> I think
XD
L1320[17:06:34] <diesieben07> let me try
:D
L1321[17:07:25] <diesieben07> goddamnit
:D
L1322[17:07:28] <diesieben07> that didn't
work :D
L1323[17:07:57] <diesieben07> woops
L1324[17:08:01] <diesieben07> yes it
did
L1325[17:08:26] <diesieben07> yep works
perfectly, thank you :)
L1326[17:08:32] <gigaherz> ^_^
L1327[17:09:49]
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L1329[17:19:49] <killjoy> I think I like
the new worldrenderer.
L1330[17:19:53] <killjoy> It just needs
mappings
L1331[17:20:05] <killjoy> It's a builder
now
L1332[17:20:11] <williewillus> ? hows it
diff from 1.8 WR?
L1333[17:20:15] <williewillus> ah
L1334[17:21:16] <diesieben07>
"builder"
L1335[17:21:27] <diesieben07> they just
added a "return this" to all methods :D
L1337[17:22:02] <diesieben07> yeha thats
not called builder :P
L1338[17:22:09] <diesieben07> method
chaining
L1339[17:22:20] <killjoy> yeah,
that
L1340[17:22:51]
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L1341[17:22:55] <killjoy> Though realms
calls it a BufferBuilder
L1342[17:23:09] <williewillus> what do
you mean realms calls it different?
L1343[17:23:21] <killjoy>
net.minecraft.realms.RealmsBufferBuilder
L1344[17:23:26] <killjoy> It wraps the
WorldRenderer
L1345[17:23:36] <williewillus> wat why
does realms wrap core classes like that
L1346[17:23:50] <killjoy> Don't care, it
has the names I needed.
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L1348[17:25:51] <killjoy> So far I
haven't seen anything use func_181668_a (start) with anything other
than 7
L1349[17:26:21] <williewillus> oh yeah
the realms lib isnt obfuscated
L1350[17:26:23] <williewillus> is
it?
L1351[17:26:24] <killjoy> Passes that
number to gl11, so assuming it's some gl constant
L1352[17:26:51] <Vorquel> GL11.GL_QUADS,
yeah
L1353[17:27:55] <killjoy> Now just need
to deobf DefaultVertexFormats
L1354[17:28:11] <killjoy> I think the
last non-element is CLOUDS
L1355[17:28:42] <williewillus> you should
write these all down and map them first thing when they're
available for crowdsourcing, so we don't have idiots mapping the
first thing that comes to mind lol
L1356[17:29:17] <killjoy> I think I know
what e is, but not sure what to name it.
L1357[17:29:21] <killjoy> SCREEN?
L1358[17:29:22] <killjoy> 2D?
L1359[17:29:27] <killjoy> GUI?
L1360[17:29:56] <killjoy> A couple of
them aren't even used
L1361[17:30:02] <williewillus> a bunch of
old names got shuffled out in 1.8 because their signatures changed
to blockpos so quite confusing
L1362[17:30:53] <williewillus> speaking
of 1.8, is there any way to set an entityitem's age now? field
became private :/
L1363[17:31:56] <killjoy> Isn't it saved
in nbt?
L1364[17:32:52] <diesieben07> just use
reflection :D
L1365[17:35:34] <williewillus> killjoy:
well i'm talking about in memory while the games running :P
L1366[17:36:34] <diesieben07> he was
probably talking about that horrible hack where you call
readFromNBT with a prepared NBTTag to get access to the private
field
L1367[17:36:53] <diesieben07> where
reflection is a much better choic
L1368[17:37:46] <williewillus> lol
L1369[17:38:26] <williewillus> i remember
the big discussion a couple months ago but forgot the answer - if I
repeatedly access a field again and again, is using an AT faster
than reflecting? (since you modify it once)
L1370[17:38:56] <killjoy> esp if it's
onRender
L1371[17:39:15] <williewillus> likewise
when you're reflecting does it make any performance difference
whether you hold onto Field and Method objects for later use?
L1372[17:39:28] <diesieben07> yes
L1373[17:39:35] <diesieben07> looking up
the field is the slowest part of reflection
L1374[17:39:44] <diesieben07> and if you
need mroe speed then reflection: MethodHandles
L1375[17:39:56] <diesieben07> those are
just as fast as ATs / directly accessing the field
L1376[17:40:09] <diesieben07> the NBT
hack is probably in the ballpark of reflection
L1377[17:41:37] <killjoy> Ok, I think
this one is WIREFRAME
L1378[17:42:58] <gigaherz> williewillus:
note that ONE reflection is still very cheap
L1379[17:43:04] <gigaherz> even if it's
done once per frame
L1380[17:43:22] <gigaherz> 60
reflections/second is "nothing"
L1381[17:43:26] <gigaherz> a negligible
load
L1382[17:43:43] <diesieben07> that is if
you cache the Field / Method instanc
L1383[17:43:47] <gigaherz> yes
ofcourse
L1384[17:44:00] <diesieben07> well,
people call ReflectionHelper.setPrivateField
L1385[17:44:00] <diesieben07> :D
L1386[17:44:02] <gigaherz> navigating the
type hierarchy has a bigger overhead
L1387[17:44:09] <gigaherz> still not TOO
big
L1388[17:44:10] <killjoy> What kind of
render would you call fireballs, paintings, and fishhooks
use?
L1389[17:44:46] <gigaherz>
RenderBillboard?
L1390[17:44:54] <killjoy> alright
L1391[17:44:59] <killjoy> that's the name
I'll go with
L1392[17:45:14] <gigaherz> in 3d
graphics, a billboard is a flat polygon that's always oriented to
face the camera
L1393[17:45:21] <killjoy> but that
wouldn't describe paintings
L1394[17:45:27] <gigaherz> hmmmm
L1395[17:45:39] <gigaherz> dunno
then
L1396[17:45:42] <gigaherz> what do they
have in common?
L1397[17:46:56] <killjoy> painting has a
lot more verticies
L1398[17:47:18] <gigaherz> is it the same
renderer for all 3 though?
L1399[17:47:29] <killjoy> Not renderer,
vertex format
L1400[17:47:35] <gigaherz> OH
L1401[17:48:14] <Thutmose> just a
textured quad then?
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L1403[17:48:24] <killjoy> Already got
that
L1404[17:48:28] <killjoy> Kind of
L1405[17:48:43] <killjoy> And it would be
covered by TexturedQuad
L1406[17:48:56] <killjoy> used in model
parts if I'm not mistaken
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L1408[17:49:03] <gigaherz> I'd be
straightforward with those
L1409[17:49:05] <Thutmose> so what else
does it do differently?
L1410[17:49:11] <gigaherz>
VertexFormats.PositionTexNormal
L1411[17:49:33] <killjoy> Looking at
DefaultVertexFormats
L1412[17:49:46] <gigaherz> it's just a
verted format the has, in order
L1413[17:50:00] <gigaherz>
Position,UV,Normal,Padding
L1414[17:50:22] <gigaherz> so I'd call it
PositionTexNormal or PositionTexNormalPadding
L1415[17:50:22] <gigaherz> ;P
L1416[17:51:11] <gigaherz> or if you want
to be more descriptibe
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L1418[17:54:53] <gigaherz> eh nevermind
the last line I wrote, that thought was dicarded
L1419[17:54:54] <gigaherz> XD
L1420[17:56:28] <killjoy> Hm.. it might
be the line
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L1423[18:08:31] <killjoy> Now what do
fancy clouds and xporbs have in common (vertexwise)
L1424[18:10:23] <killjoy> ...
L1425[18:10:31] <killjoy> They're all in
RealmsDefaultVertexFormat
L1426[18:13:11] <killjoy> I don't like
those names
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L1429[18:16:09] <killjoy> The only name I
actually got right was PARTICLE
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L1431[18:16:57] <DrDisconsented> Are the
blockstates.json files capable of 90 degree rotations as
variations?
L1432[18:17:11] <killjoy> yes
L1433[18:17:21] <killjoy> look at
stone.json
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L1449[18:46:44] <tterrag|laptop> fry, why
would it be that I can't get a quad to render over top of an item
(GUI) ?
L1450[18:46:49] <tterrag|laptop> using
Gui.drawRect
L1451[18:47:27] <fry> depth test?
L1452[18:47:35] <tterrag|laptop> I tried
GlStateManager.enableDepth()
L1453[18:48:22] <tterrag|laptop> no
difference, fry
L1454[18:48:31] <fry> it's not as simple
as that :P
L1455[18:48:35] <tterrag|laptop> er
L1456[18:48:38] <fry> first of all, try
disabling it :P
L1457[18:48:38] <tterrag|laptop> what
else is there?
L1458[18:48:57] <tterrag|laptop> ok yeah
that works
L1459[18:49:01] <tterrag|laptop> but now
it's overtop of the tooltip
L1460[18:49:10] <tterrag|laptop> not
really a solution :p
L1461[18:49:12] <fry> don't forget to
enable it later :P
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L1463[18:52:19] <tterrag|laptop> fry, ok
I got it working by switching the render order (duh)
L1464[18:52:29] <tterrag|laptop> off the
top of your head do you know the alpha value for slot
highlights?
L1465[18:52:36] <tterrag|laptop> I'm
using setupDevWorkspace atm (slow laptop)
L1466[18:52:43] <fry> nope, sorry
L1467[18:52:57] <fry> I can probably look
it up :P
L1468[18:53:00] <fry> gimme the class
name :P
L1469[18:53:15] <tterrag|laptop>
GuiContainer I assume
L1470[18:53:36] <fry> what are slot
highlights?
L1471[18:53:45] <tterrag|laptop> the
highlight when you hover over a slot?
L1472[18:53:51] <fry> hmm
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L1474[18:56:37] <fry> try
(int)0x80ffffffL
L1475[18:56:59] <fry> what MC are you
on?
L1476[18:57:49] <fry> although for
drawRect it shouldn't matter
L1477[18:57:50] <theFlaxbeard> Is there a
way I can force the rendering of the player in first person
L1478[18:57:51] <tterrag|laptop>
1.8.8
L1479[18:57:58] <theFlaxbeard>
particulariliy the armor but I can figure that out after I figure
out the former
L1480[18:58:01] <tterrag|laptop> I think
it's 0x7FFFFFFF
L1481[18:58:10] <theFlaxbeard> I know how
I could do it in theory but I don't know how I'd fill in the
params
L1482[18:59:41] <fry> tterrag|laptop:
this is the same, with alpha being 1 less :P
L1483[19:00:03] <tterrag|laptop>
yeah
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L1492[19:22:58] <CappyT> Hi everyone, I
have a little problem... I've made a modification to the jar file
of minecraft (1.6.4) and now forge is stopping me from starting the
whole thing, because of a binary discrepancy. But that's exactly
what i wanted to do. There is a way to "bypass" this
security behavior forge implemented?
L1493[19:24:35] <AbrarSyed> what kind of
modificatione xactly?
L1494[19:25:27] <killjoy> Did you edit a
base class?
L1495[19:25:29] <killjoy> don't do
that
L1496[19:26:34] <AbrarSyed> heh, yeah..
dont do that.. but if you did it that means you must have had a
reason... which can be remedied in other ways...
L1497[19:26:34] <CappyT> I've edited a
base class, i know, it's so bad, but since i'm not a java coder, i
felt edit the bytecode to remove some buttons much simpler. Also to
change text on them, but that's less important.
L1498[19:26:55] <killjoy> Which
screen?
L1499[19:27:06] <CappyT> Main and ingame
pause menu
L1500[19:27:13] <killjoy> which
buttons?
L1501[19:27:24] <CappyT> the disconnect,
now exit the game
L1502[19:27:35] <CappyT> i removed sp and
texture pack loading
L1503[19:27:52] <CappyT> sp button ofc,
not the entire sp
L1504[19:28:06] <gigaherz> that's some
weird buttons to remove
L1505[19:28:38] <AbrarSyed> uhuh..... I
see.... its probably a bad idea to do that.. it may render some
(bspkrsCore comes to mind) mods incompatible...
L1506[19:28:42] <killjoy> I'm assuming
this is for some weird server modpack
L1507[19:28:48] <gigaherz> I assumed it
would be the opposite XD (I can imagine a parent wanting ot prevent
kids from playing mp)
L1508[19:28:59] <AbrarSyed> as for the
disabling the binary check.. calculate the MD5 of the new jar, and
update it inside the python files
L1509[19:28:59] <CappyT> killjoy
exact.
L1510[19:29:33] <CappyT> oh. just that?
just update the md5 of my class?
L1511[19:29:39] <killjoy> no.
L1512[19:29:42] *
AbrarSyed needs a 3rd monitor now... need one more for
netflix...
L1513[19:29:52] <killjoy> Make it a
transformer
L1514[19:30:02] <killjoy> But there's a
better way anyway
L1515[19:30:11] <killjoy> subscribe to
the gui screen init event
L1516[19:30:12] <AbrarSyed> teaching this
guy to make a coremod isnt worth it...
L1517[19:30:14] <CappyT> killjoy, you
forgot that i don't know a line of java =D
L1518[19:30:22] <killjoy> It's time to
learn
L1519[19:30:31] <CappyT> o well, i can
read some java, but can't really code it
L1520[19:30:53] <MoxieGrrl> If you want
to do things with Minecraft, it's best to actually learn
Java.
L1521[19:30:55] <gigaherz> you can edit
bytecode, sounds like writing coremods would come easierto you than
actual proper mods XD
L1522[19:31:06] <killjoy> Want to learn
scala instead?
L1523[19:31:24] <killjoy> Or maybe he
decompiled, removed some lines, and recompiled
L1524[19:31:34] <AbrarSyed> yeah.. that
sounds right.
L1525[19:31:43] <tterrag|laptop> CappyT,
it's ridiculously easy to edit GUIs without base edits
L1526[19:31:48] <CappyT> killjoy, i just
used JBE
L1527[19:31:50] <tterrag|laptop> respond
to the GuiInitEvent and edit the buttonList
L1528[19:31:54] <tterrag|laptop>
ezpz
L1529[19:31:57] <killjoy> Anyway, if you
want to go that route, -Dfml.ignorePatchDiscrepancies=true
L1530[19:32:08] <CappyT> tried that
switch
L1531[19:32:17] <killjoy>
-Dfml.ignoreInvalidMinecraftCertificates=true
L1532[19:32:19] <CappyT> well, keep
saying that there is a tamper
L1533[19:32:26] <CappyT> even that
lol
L1534[19:32:28] <killjoy> But it starts
anyway?
L1535[19:32:49] <CappyT> yep, it starts,
then it stops with the line saying that i put something in the
jar
L1536[19:32:55] <CappyT> no stacktrace
tho
L1537[19:33:00] <killjoy> You probably
broke a forge patch
L1538[19:33:27] <AbrarSyed>
probably
L1539[19:33:38] <killjoy> transformers
are less likely to have that problem
L1540[19:33:45] <CappyT> can i edit the
checksum of a class?
L1541[19:33:57] <CappyT> i know that for
you this route seems more pain
L1542[19:34:00] <killjoy> that wouldn't
solve the problem if you broke a patch
L1543[19:34:04] <CappyT> but for me is
way less
L1544[19:34:04] <AbrarSyed> ^
L1545[19:34:20] <fry> yeah, looks like
removing the buttons is as easy as removing elements from a
list
L1546[19:34:27] <fry> not need for any of
this hackery
L1547[19:34:34] <shadowfacts> ^
L1548[19:34:41] <CappyT> and for editing
a string?
L1549[19:34:46] <gigaherz> there's
existing custom menus mods, maybe one of them can hide
buttons
L1550[19:34:46] <gigaherz> XD
L1551[19:34:47] <shadowfacts> same
thing
L1552[19:34:50] <shadowfacts> if it's
public, change it
L1553[19:34:53] <shadowfacts> if not, use
reflection
L1554[19:35:11] <killjoy> for (GuiButton
button : buttonsList) {if (button.id == 1) button.visible=false;
}
L1555[19:36:20] <CappyT> gigaherz,
nothing that can remove textures
L1556[19:36:27] <CappyT> in options
L1557[19:36:31] <killjoy> What
textures?
L1558[19:36:35] <killjoy> Oh, same
concept
L1559[19:36:37] <CappyT> the
selection
L1560[19:36:40] <killjoy> It's just a
button
L1561[19:36:52] <shadowfacts> you mean
the resource packs button?
L1562[19:36:58] <killjoy> Why don't you
just use a server resource pack?
L1563[19:37:10] <gigaherz> you can
enforce that server-side, I have been in servers that detect when
you use the wrong RP and kick you out
L1564[19:37:10] <shadowfacts> it's also
the button, you do the exact same thing
L1565[19:37:10] <gigaherz> XD
L1566[19:37:26] <gigaherz> unless that's
new to 1.7/1.78
L1567[19:37:29] <gigaherz> -7
L1568[19:37:31] <killjoy> It's not
L1569[19:37:37] <killjoy> guis have not
changed drastically
L1570[19:37:39] <shadowfacts> gigaherz:
1. How? 2. WHY?!?!
L1571[19:37:44] <killjoy> just some
methods have been moved up.
L1572[19:37:51] <gigaherz> shadowfacts:
the "mario kart" minigame in hypixel
L1573[19:37:54] <gigaherz> without RP, it
sucks
L1574[19:37:55] ***
tterrag|laptop is now known as tterrag|away
L1575[19:38:13] <CappyT> well, i guess i
started a fire here
L1576[19:38:21] <CappyT> and wasn't my
intention
L1577[19:38:33] <gigaherz> Forge has
spent years helping us AVOID editing the jar
L1578[19:38:40] <killjoy> Anyone getting
burned?
L1579[19:38:51] <CappyT> sadly, i have
some burns
L1580[19:38:52] <killjoy> Forge is our
jesus
L1581[19:38:55] <gigaherz> we are just
touchy about people walking backwrd ;P
L1582[19:38:58] <killjoy> It edits the
jar so we don't have to
L1583[19:39:24] <killjoy> Though imo, it
would be great if it didn't do patches
L1584[19:39:37] <gigaherz> it would be
grat if it didn't HAVE to ;P
L1585[19:40:04] <AbrarSyed> hah
L1586[19:40:12] <AbrarSyed> not patching
MC?? impossibru
L1587[19:40:14] <killjoy> I've seen a few
things done in a forge patch that can easily be done as a regular
mod
L1588[19:40:23] ***
Cojo is now known as Cojo|ARK
L1589[19:40:35] <killjoy> Mostly editing
a screen.
L1590[19:42:13] <killjoy> I now take my
leave. I live here, so I won't be going anywhere, but you don't
have to talk to me anymore.
L1591[19:42:24] <CappyT> well, the
strangest thing still that neither forge and fml are patching that
class, according to the fml_at and forge_at files...
L1592[19:42:33] *
fry understood that reference
L1593[19:42:34] <killjoy> which
class?
L1595[19:43:04] <CappyT> should be
bcw
L1596[19:43:06] <AbrarSyed> fmlAT is
access transformers...
L1597[19:43:07] <CappyT> i think
L1598[19:43:12] <killjoy> !gc bcw
1.6.4
L1599[19:43:22] <killjoy> Why are you
editing that?
L1601[19:43:30] <fry> 5 seconds of google
:P
L1602[19:43:48] <CappyT> for exiting game
if disconnect is pressed
L1603[19:43:56] <CappyT> of if connection
fails off
L1604[19:44:06] <killjoy> Why?
L1605[19:44:18] <killjoy> Why would you
quit if connection is lost?
L1606[19:44:23] <gigaherz> seems an
unnecessary change
L1607[19:44:27] <CappyT> it's
complicated... basically
L1608[19:44:30] <gigaherz> that's the
whole purpose of the main menu xD
L1609[19:44:35] <CappyT> i check files
with a custom launcher
L1610[19:44:47] <CappyT> to ensure
nothing is addedd
L1611[19:45:01] <CappyT> or removed (to
basically cut off a lot of hacking)
L1612[19:45:05] <killjoy> That's a
problem. You're using a custom launcher.
L1613[19:45:10] <killjoy> You should use
a mod instead.
L1614[19:45:16] <killjoy> anyway,
gtg
L1615[19:45:18]
⇦ Quits: killjoy
(~killjoy@2606:a000:1118:c0f1:816f:cc67:a18b:1a3a) (Quit:
Leaving)
L1616[19:45:31] <CappyT> then the game is
launched
L1617[19:45:56] <CappyT> and directly
connected to the server
L1618[19:46:01] ***
Vigaro is now known as Vigaro|AFK
L1619[19:46:14] <gigaherz> so you turned
minecraft into a korean mmo :O
L1620[19:46:20] <CappyT> if you
disconnect, then the game exits
L1621[19:46:38] <CappyT> no, i'm just
trying to protect myself
L1622[19:46:48] <CappyT> from people that
doesn't learn that hacking is bad
L1623[19:47:00] <CappyT> and even with
anti-cheats on server side
L1624[19:47:23] <CappyT> things like xray
can't be prevented (at least on (K)Caludron)
L1625[19:47:46] <fry> and you do that ...
by hacking :P
L1626[19:47:51] <CappyT> and once the
ores are mined, they are mined, even if you ban the hacker
L1627[19:48:00] <CappyT> you didn't solve
nothing
L1628[19:48:05] <CappyT> and takes a lot
of effort
L1629[19:48:16] ***
Kolatra is now known as Kolatra[away]
L1630[19:48:17] <gigaherz> ther was an
anti-xray mod, that pretended ores to be plain stone, until one of
the sides was turned to air
L1631[19:48:19] <CappyT> to chase it, and
fix the whole c*ap he did
L1632[19:48:35] <CappyT> not compatible
with Cauldron 1.6.4
L1633[19:49:20] <CappyT> another thing i
hate, i should stay on 1.6.4 because calcavia do best thing and i
can't update anymore (his mods are mostly closed source and he
didn't update)
L1634[19:50:08] <CappyT> so, i'm just
tring to digging my own way out... but yeap. i understand, i should
go learn java.
L1635[19:50:24] <gigaherz> well we gave
you all the options
L1636[19:50:26] <CappyT> sad thing is: it
takes time
L1637[19:50:32] <fry> it's not that hard
:P
L1638[19:50:47] <CappyT> it's not about
how hard a thing is
L1639[19:50:55] <fry> you can also simply
ask someone to write this mod for you, I think :P
L1640[19:50:56] <CappyT> that doesn't
really matter
L1641[19:51:03]
⇨ Joins: Ivoah
(webchat@p-74-209-21-150.dsl1.rtr.chat.fpma.frpt.net)
L1642[19:51:14] <CappyT> tried, also
offered money for that
L1643[19:51:23] <CappyT> didn't found
anyone
L1644[19:52:07] <CappyT> all are bukkit
devs, it seems. Which is stupid. Why not migrate over sponge...
well, neverminf.
L1645[19:52:18] <MattDahEpic> CappyT,
icbm was opensourced
L1646[19:52:43] <CappyT> yep, but broken
as darn
L1647[19:52:58] <gigaherz> porting a mod
takes effort ;P
L1648[19:53:05] <MattDahEpic> well, the
newer ones are a rewrite, but if you knwo java you can update the
1.6.4 branch
L1649[19:53:14] <CappyT> i know, i wasn't
compling for that
L1650[19:53:53] <CappyT> the point of all
my life
L1651[19:53:57] <CappyT> learn java
lol
L1652[19:54:32] <gigaherz> hard to avoid
knowing some java if you work with minecraft ;P
L1653[19:54:58] <gigaherz> learning java
empowers you to do a lot that you just consider unthinkable
now
L1654[19:55:30]
⇦ Quits: Ivoah
(webchat@p-74-209-21-150.dsl1.rtr.chat.fpma.frpt.net) (Ping
timeout: 204 seconds)
L1655[19:55:47] <CappyT> *sarcasm* but i
want hacky things that work bad because are easy to do... lol
L1656[19:56:04] <gigaherz> and Java isn't
hard to learn, there's a reason why a lot of universities teach it
;P
L1657[19:56:20] <gigaherz> (or used to
;P)
L1658[19:57:08] <MattDahEpic> why is git
push <branch> not git push origin <branch> by
default
L1659[19:57:27]
⇨ Joins: Ivoah
(~Ivoah@p-74-209-21-150.dsl1.rtr.chat.fpma.frpt.net)
L1660[19:57:50] <gigaherz> MattDahEpic:
because the branch isn't bound to "origin" unless you set
it as tracking
L1661[19:58:13] <MattDahEpic> D:
L1662[19:58:24] <fry> and there can be
multiple "origin" :P
L1663[19:58:28] <gigaherz> you can
configure tracking to origin and then it will just
"work"
L1664[19:58:31] ***
Mumfrey is now known as mumfrey
L1665[19:58:32] <gigaherz> yeah
L1666[19:58:39] <gigaherz> if you
contribute to a project
L1667[19:58:47] <gigaherz> it's quite
common to have local, origin, and upstream
L1668[19:58:57] <Ivoah> I'm having
trouble with forge. It was working a few days ago, and I haven't
made any changes since then, but it's crashing now. Here's the
crash log:
https://sr.ht/VOfk.txt
L1669[19:59:07] <gigaherz> where origin =
your fork, and upstream = the original repo you forked from
L1670[20:01:15] <gigaherz> Ivoah: how did
you manage to get it to hit an NPE there? o_O
L1671[20:01:26] <AbrarSyed> dammit I just
missed mumfrey again -_-
L1672[20:02:00] <CappyT> and i'm reading
the access transformer thing here, seems kinda of black magic.
Strange runic characters. Why i choose to be a system engineer? I'd
rather prefer to work at apple's pc store in this moment.
L1673[20:02:13] <gigaherz> XD
L1674[20:02:21] <gigaherz> ATs are the
black magic of forge
L1675[20:02:32] <gigaherz> that's their
purpose
L1676[20:02:46] <gigaherz> they are
usedto change the bytecode on the fly, during loading
L1677[20:02:53] <fry> Ivoah: I think you
have 1.8 forge with 1.7 installation, or something along these
lines
L1678[20:03:06] <MattDahEpic> apple's PC
store lel
L1679[20:03:08] <gigaherz> simpler ones
just turn things public, complex ones inject new code
L1680[20:03:24] <gigaherz> I couldn't
work at apple
L1681[20:03:32] <fry> Stop confusing ATs
with transformers
L1682[20:03:37] <CappyT> it's the worst
job ever, you need to forgot that good things exist
L1683[20:03:48] <gigaherz> I'd kill
myself from lying to people pretending their products areworth the
money
L1684[20:04:27] <CappyT> and believe in a
world made of white pcs and old people behind the screen still
figuring out what "desktop" means
L1685[20:05:15] <CappyT> and the best
thing about it: it still unix, the system i loved for so much,
raped to death.
L1686[20:05:25] <gigaherz> they will make
the concept obsolete
L1687[20:05:28] <gigaherz> in some
years
L1688[20:05:37] <gigaherz> "the
device" will be unified
L1689[20:05:41] <gigaherz> it will have
an Eye
L1690[20:05:52] <gigaherz> and it will
listen to you
L1691[20:05:53] <gigaherz> always
L1692[20:06:06] <gigaherz> and you'll
stare at it, and see the abyss, and see that they conquered it, and
that all hope is lost
L1693[20:06:29] <CappyT> and then it's
gonna tell you "I'm afraid i can't do that" when you try
to edit a base class?
L1694[20:07:02] <gigaherz> that won't
even be a possibility, users of "the device" will simply
"be", all reason and purpose removed
L1695[20:07:48] <CappyT> that's too deep
bro
L1696[20:08:29] <gigaherz> XD
L1697[20:09:30] <MattDahEpic> I SWEAR im
going to remap gti to git
L1698[20:09:43] <gigaherz> lol
L1699[20:09:44]
⇦ Quits: darkfusion58
(~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com) (Quit:
Leaving.)
L1700[20:09:52] <gigaherz> jsut use a gui
frontend? ;P
L1701[20:10:57] <CappyT> sourcetree is
good at that
L1702[20:11:11]
⇨ Joins: Techcable (~Techcable@techcable.net)
L1703[20:11:17] <gigaherz> I didn't like
it much
L1704[20:11:19] <CappyT> but i use it
mainly because we use atlassian software at work
L1705[20:11:24] <gigaherz> I'm more of a
fan of tortoisegit ;P
L1706[20:11:41] <fry> cli ftw :P
L1707[20:11:48] <CappyT> nah, atlassian
software is sleek, beautiful
L1708[20:11:53] <MattDahEpic> oh no but
the command line master race decided you dont get to rename
branches in a gui
L1709[20:12:01] <fry> just like apple
products :P
L1710[20:12:49] <CappyT> and then you
realize that everything is written in java and a HUGE LOG (like a
giant tree) up in the butt to maintain
L1711[20:13:23] <Ivoah> fry: It was
working before, and I haven't changed anything
L1712[20:13:57] <gigaherz> things don't
"just break" like that, something must have changed in
the loading process
L1713[20:14:12] <CappyT> but everyone in
the company likes it. so you have to maintain it. Now you know why
my life sucks
L1714[20:14:14] <fry> well, something did
change, Ivoah; what MC version are you on, and what forge are you
using?
L1716[20:16:49] <fry> well, try
reinstalling forge :P
L1717[20:17:08] <CappyT> try install a
good os, if you have time
L1718[20:17:14] <CappyT> that's a
suggestion
L1719[20:17:49] <gigaherz> let's not have
unnecesary fights ;P
L1720[20:17:53] <fry> Ivoah: did you
maybe install 1.7 forge in another profile, and that affected this
one somehow? :P
L1721[20:18:06] <Ivoah> fry: nope
L1722[20:18:14] <Ivoah> 1.8 forge is the
only one I've had
L1723[20:18:26] <Ivoah> I also had the
same (I think) error on a different computer
L1724[20:18:43] <Ivoah> CappyT: I got the
same crash on windows too :P
L1725[20:18:56] <CappyT> and on linux?
lol
L1726[20:19:29] <Ivoah> CappyT: Haven't
tried it on linux
L1728[20:20:43] <Ivoah> fry: Does Forge
try to contact an external host that might be being blocked?
L1729[20:21:08] ***
Cojo|ARK is now known as Cojo
L1730[20:21:24] <fry> that shouldn't
cause this issue, I think\
L1731[20:22:56] <Ivoah> because it
blocked adfoc.us when I tried to download the latest
installer
L1732[20:25:35]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
L1733[20:26:47] <fry> DrDisconsented:
heh, I think this issue is fixed in 1.8.8
L1734[20:26:57] <DrDisconsented>
Weee
L1735[20:27:05] <fry> there's now a size
check inside setVertexState
L1736[20:27:08] <DrDisconsented> Okay Ill
file that under don't worry about it
L1737[20:28:46] <Matthew> Lex, any way
files.minecraftforge.net can be changed to point to 1.8 for now?
getting lots of people with errors in #ForgeGradle because they're
getting the 1.8.8 mdk
L1738[20:29:13] <fry> we probably need a
big "1.8.8" in the middle of that page :P
L1739[20:29:38] <gigaherz> best woudl be
a "beta" tag ;P
L1740[20:29:42] <fry> (or at least at the
"Download latest" part :P)
L1741[20:29:52] <gigaherz> 1.8.8
<b>BETA</b>
L1742[20:29:58] <Matthew> heh yeah. I
thought only master builds showed on the main site
L1743[20:30:03] <Matthew> but
*shrug*
L1744[20:30:49] <gigaherz> I guess it's a
limitation of thesite that it chooses the latestest version
available
L1745[20:31:27] <Ivoah> fry: Oh, my forge
server is crashing too
L1746[20:31:33] <Ivoah> and I haven't
changed it either
L1747[20:32:42] <fry> does anyone else
here have a mac? :P
L1748[20:33:00] <fry> maybe there was an
update to the mojang launcher that broke something
L1749[20:33:25] <Ivoah> wait
L1750[20:33:30] <gigaherz> I have a VM
with latest osx
L1751[20:33:47] <gigaherz> it hurts to
use though, so sluggish XD
L1752[20:33:53] <Ivoah> I think I'm
installing forge 1.8.8 on MC 1.8
L1753[20:34:01] <gigaherz> (and that's
after giving the VM 4gb, because 2gb was unusable)
L1754[20:34:06] <gigaherz> Ivoah: that'd
explain it ;P
L1755[20:34:10] <shadekiller666> aren't
the 1.8.8 and 1.8.<less than 8> supposed to build
separately
L1756[20:34:22] <Ivoah> but it worked
before
L1757[20:34:26] <Ivoah> dunno
L1758[20:34:28] <gigaherz>
shadekiller666: there's no "less than 8" other than
1.8".0"
L1759[20:34:30] <Ivoah> lemme update
everything
L1760[20:34:39] <shadekiller666>
specifically for the purpose of keeping the site on the
1.8.<less than 8> version
L1761[20:34:49] <gigaherz> Ivoah:
files.minecraftforge.net has a dropdown on "1.8" where
you can select 1.8 instead of 1.8.8
L1762[20:34:51] <shadekiller666> 0 < 8
== true
L1763[20:34:57] <Matthew> shadekiller666,
I think its because 1.8.8 > 1.8
L1764[20:35:13] <Matthew> 1.7.10 works
correctly because its older
L1765[20:35:15] <gigaherz>
shadekiller666: they are in a different category of the site
L1766[20:35:16] <shadekiller666> matthew,
they're separate branches on the github repo
L1768[20:35:36] <Ivoah> Is there a way to
install the forge server into a non-empty directory?
L1769[20:35:48] <Matthew> yeah it's just
a warning
L1770[20:35:51] <Matthew> shouldn't stop
you
L1771[20:36:00] <shadekiller666> oh
L1772[20:36:03] <shadekiller666> OH
L1773[20:36:03] <Ivoah> and it won't
clobber my world?
L1774[20:36:05] <shadekiller666>
...
L1776[20:36:30] <Matthew> Ivoah,
shouldn't touch world, but I'd backup anyway if you're changing MC
versions
L1777[20:36:34] <Ivoah> k
L1778[20:36:44] <shadekiller666> i agree
with fry, there should be some sort of version indication... like
"11.14.4.1576 MC 1.8.8"
L1779[20:36:46] <Ivoah> And do I need the
server jar from MC?
L1780[20:37:04] <Matthew> pretty sure the
installer gets it for you
L1781[20:37:16] <Ivoah> well, I
downloaded it anyways
L1782[20:37:19]
⇦ Quits: _3lionz_
(~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net) (Quit:
Leaving)
L1783[20:37:33] <gigaherz> hmm I wonder
now
L1784[20:37:42] <gigaherz> given the
major changes to the bytecode metadata
L1785[20:37:54] <gigaherz> would *any*
1.8 mod "just work" in 1.8.8?
L1786[20:38:03] <shadekiller666>
well
L1787[20:38:07] <Matthew> it's possible,
but unlikely
L1788[20:38:07] <fry> only the trivial
ones
L1789[20:38:11] <shadekiller666> nothing
ever "just works"
L1790[20:38:12] <Ivoah> still
crashing
L1791[20:38:20] <gigaherz> aha so as I
thought
L1792[20:38:42] <Matthew> also
ForgeGradle hardcodes your mod to the MC version that you compiled
it for
L1793[20:38:51] <shadekiller666> if there
are any methods that have moved, or different ways of
"interacting" with the code base, then things will
break
L1794[20:38:54] <Matthew> unless you
change it, it will be blocked from loading
L1795[20:38:54] <Ivoah> wat
L1796[20:39:01] <Ivoah> how did I have a
1.7 mod in there
L1797[20:39:02] <gigaherz>
shadekiller666: yeah, I get the idea
L1798[20:39:07] <Ivoah> I guess that
might be an issue
L1799[20:39:11] <gigaherz> I was
wondering if there was anything else intrinsically different
L1800[20:39:12] <fry> that would do it,
yes :P
L1801[20:39:14] <shadekiller666> giga,
you sure? :P
L1802[20:39:16] <gigaherz> that would
prevent it fromhappening
L1803[20:39:32] <Ivoah> well, it still
crashes, but it gets a bit further
L1804[20:39:44] <gigaherz> check for
other 1.7 mods ;P
L1805[20:39:49] <fry> try removing all
mods :P
L1806[20:39:56] <Ivoah> I did
L1807[20:40:01] <Ivoah> renamed the mods
folder to mobs
L1808[20:40:08] <shadekiller666> abrar,
have you thought any more about that security thing
L1809[20:40:21] <AbrarSyed> yup
L1810[20:40:28] <shadekiller666>
and?
L1811[20:40:32] <AbrarSyed> dismissed it.
it wont add anymore actual security
L1812[20:40:41] <shadekiller666> ok
L1813[20:40:57] <Vorquel> I'm having a
rendering issue in 1.8.8. In 1.8 I used worldRenderer.startQuads
and addVertexWithUV. I think I seee what they replaced those
methods with, but I can't get anything to show up in the
world.
L1814[20:41:03] <shadekiller666> at least
you were able to figure that out before putting effort into
implementing it :P
L1815[20:41:27] <shadekiller666> oh, this
reminds me
L1816[20:41:37] <AbrarSyed> Assuming I
start handing out code signing certificates, how do I decide who
gets one? and how can I gaunrantee that the person I give one too
isnt making a malicious mod? overall.. its a lot of work to setupo
the web of strust with fundementally no more security than
before.
L1817[20:41:40] *
Thutmose is going to wait for the mappings to be finalized before
updating his stuff from 1.8 to 1.8.8
L1818[20:42:06] <Ivoah> When was 1.8.8
released?
L1819[20:42:12] <Vorquel> yesterday
L1820[20:42:14] <gigaherz> MC1.8.8 a
while ago
L1821[20:42:17] <shadekiller666> last
time i tried updating my obj loader env, i launched the game and
nothing in-world would render
L1822[20:42:18] <gigaherz> Forge1.8.8
yesterday
L1823[20:42:23] <gigaherz> it's early
beta
L1824[20:42:32] <Ivoah> gigaherz: that's
probably what's tripping me up
L1825[20:42:32] <gigaherz> lots of
ironing out left to do still
L1826[20:42:37] <Ivoah> lemme try this
all again
L1827[20:42:45] <shadekiller666> items
rendered fine, but the world was invisible
L1828[20:42:49] <shadekiller666>
fry^
L1829[20:43:10] <shadekiller666> no
abnormal errors or anything
L1830[20:43:29] <Vorquel> I know my code
is executing because it crashed when I made a change to it.
L1831[20:43:50] <fry> Vorquel: when you
did .addVertexWithUV(x, y, z, u, v), you now need to do .pos(x, y,
z).tex(u, v).endVertex()
L1832[20:44:18] <Vorquel> end vertex.
Thats what I was missing
L1833[20:44:27] <shadekiller666> mui
importante
L1834[20:44:31] <fry> and instead of
worldRenderer.startQuads you do worldRenderer.begin(GL11.GL_QUADS,
vertex format here)
L1835[20:44:38] <Vorquel> I saw that
part
L1836[20:44:55] <Ivoah> How do you delete
a MC profile?
L1837[20:44:59] <fry> shadekiller666:
everything works fine here, resetup your workspace
L1838[20:45:38] <Vorquel> is there a
mapping that has those methods named? It's all srgs to me.
L1839[20:45:55] <shadekiller666> fry,
there is a possibility that it was something to do with how i
refactored the Group visibility handling, but i don't think so...
considering nothing rendered :p
L1840[20:46:10] <fry> not released yet,
Vorquel, waiting on mcp peoples :P
L1841[20:46:24] <Vorquel> time to
experiement then :P
L1842[20:46:49] <fry> Vorquel: you can
look at net.minecraft.realms.Tezzelator to get a clue :P
L1843[20:47:02] <AbrarSyed>
*Tessellator
L1844[20:47:04] <AbrarSyed> no zs
L1845[20:47:09] <Vorquel> Thanks
fry
L1846[20:47:23] <fry> AbrarSyed: nope,
Tezzelator :P
L1847[20:47:35] <AbrarSyed> different
class?
L1848[20:48:03] <fry> look closely at the
package :P
L1849[20:48:22] <AbrarSyed> right right
realms class...
L1850[20:48:24] <AbrarSyed>
interresting
L1851[20:51:45]
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L1852[20:51:56] <Ivoah> \o/
L1853[20:52:00] <Ivoah> Got it
working
L1854[20:52:18] <Ivoah> I accidentally
installed the 1.7.10 version of the mod instead of 1.8, derp
L1855[20:52:31] <Vorquel> Success!
Thankyou so much fry!
L1856[20:52:48] <fry> \o/
L1857[21:00:01] <MattDahEpic>
Tezzelator==Tessnorelater
L1858[21:01:50]
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L1860[21:03:48] <gigaherz> wtf IS the
point of the "Tezzelator" XD
L1861[21:04:26] <gigaherz> sofar as I can
tell all it does is provide names for things the Tessellator
doesn't have named yet
L1862[21:04:27] <gigaherz> XD
L1863[21:05:58] <gigaherz> in fact that
seems to be true for most of the realms package o_O
L1864[21:08:05] <gigaherz> he hlove how
the Realms* names for "drawTexture" group of functions is
just plain old simple "blit".
L1865[21:08:31]
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L1867[21:16:45] <AbrarSyed> thats
actually a terrible picture.. hmm
L1868[21:19:04] <fry> is that KDE?
:P
L1869[21:19:30] <AbrarSyed> looks liek
it.. an old version
L1870[21:20:58] <fry> I think it's KDE2
:P
L1871[21:21:19] <killjoy> Well it's not
surprising. I'd assume that Windows would want some $$ to show it
or they didn't want to advertise for M$
L1872[21:23:21]
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L1873[21:25:00]
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())
L1874[21:27:50] <Cazzar> fry: it more
looks like i3
L1875[21:28:08] <AbrarSyed> lol, not my
system, the one on netflix
L1876[21:28:15] <AbrarSyed> yes im using
i3
L1877[21:28:19] <fry> yup :P
L1878[21:28:30] <fry> I would think i3
would have no window decorations :P
L1879[21:28:41] <killjoy> Your desktop
confused everyone
L1880[21:28:42] <Cazzar> :P though, yeah,
KDE 1/2
L1881[21:28:47] <killjoy> Can you not do
a window snip?
L1882[21:28:55] <Cazzar> Also, you /can/
get i3 to have window decorations.
L1883[21:29:29] <Cazzar> I don't like it
with window decorations in i3 though myself.
L1884[21:29:42] <AbrarSyed> I could have,
forgot I had more than 1 monitor
L1885[21:30:32] <Cazzar> GG abrar
L1886[21:30:35]
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L1887[21:31:12] <Kane_Hart> Hey guys. I
found a repeatable timeout error when exploring on a village if I
keep deleting the region. Is there a way to produce an error?
rather then just be a stall?
L1889[21:34:45] <AbrarSyed> huh, their
tech is pretty good
L1890[21:34:59] <AbrarSyed> "running
prints against the database" actually means running some SQL..
could be worse
L1891[21:36:03]
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L1892[21:36:04]
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L1893[21:41:11] <theFlaxbeard> Someone
want to remind me how to enable transparency for models w/
OpenGL11?
L1894[21:41:17] <theFlaxbeard> Partial
transparency
L1895[21:41:22]
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L1896[21:41:38] <fry> keyword is blending
:P
L1897[21:42:35] <theFlaxbeard> How
exactly do I do that :P
L1898[21:42:38] <theFlaxbeard> It's been
so long
L1899[21:43:56]
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L1900[21:44:06] <fry> well, first, you
open google :P
L1901[21:47:30] <theFlaxbeard> fry: Lol
good idea
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L1905[22:41:11] <Kane_Hart> Okay
L1906[22:41:26] <Kane_Hart> so there no
way to find out what causes a client or server to stall out when
loading certian chunks
L1907[22:41:32] <Kane_Hart> gives 0 error
messages or logs just stalls.
L1908[22:41:39] <Kane_Hart> I can repeat
the exact spot if I delete the region.
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