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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] ⇨ Joins: mallrat208 (~mallrat20@184-88-141-123.res.bhn.net)
L19[00:32:03] <TehNut> Also is 1.8.8 supposed to be the default landing pages for files.minecraftforge.net?
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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)
L43[01:11:50] <Unh0ly_Tigg> fry, have you seen https://www.khronos.org/gltf ?
L44[01:12:11] <fry> nope
L45[01:12:42] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be)
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> ...
L53[01:15:09] <Unh0ly_Tigg> but http://export.mcpbot.bspk.rs/ doesn't have any snapshots...
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...
L58[01:15:41] <TehNut> https://github.com/TehNut/ResourcefulCrops/tree/1.8.8
L59[01:15:51] <TehNut> I already "updated" and released
L60[01:15:55] <Zaggy1024> http://i.imgur.com/y8yijBF.png
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?
L68[01:17:39] <fry> yup
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] ⇨ Joins: FerretPL (~FerretPL@89-74-12-11.dynamic.chello.pl)
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
L87[01:24:28] <FerretPL> http://s4.postimg.org/q0qlgzu1p/2015_11_23_07_43_50.png
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?
L119[01:47:05] <Zaggy1024> http://i.imgur.com/4RKEkTM.png
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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L152[01:55:15] <fry> Zaggy1024: https://github.com/ModCoderPack/MCPBot-Issues
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
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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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L230[03:17:02] <ThePsionic> http://i.imgur.com/zUTZ3qf.png
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
L273[03:42:56] <ThePsionic> Also the only thing I have about undercraft atm is at http://thepsionic.com/undercraft.html
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)
L279[03:45:51] <Noppes> complete error when I try to create a 1.8.8 workspace http://pastebin.com/1T9dbuBm
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
L285[03:49:09] <FerretPL> https://www.youtube.com/watch?v=bThTHiM8lkM
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] ⇨ Joins: Hunterz (~hunterz@85-207-0-9.static.bluetone.cz)
L394[09:11:46] <Hunterz> I look forward to supporting jline in the forge :-)
L395[09:12:04] ⇨ Joins: Brokkoli (~Brokkoli@f054176203.adsl.alicedsl.de)
L396[09:12:17] <blood|wrk> Hunterz: https://github.com/MinecraftForge/MinecraftForge/pull/2200
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?
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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
L449[09:31:30] <gigaherz> sham1: https://gist.github.com/gigaherz/bd92ee2ddad46ae2fb87
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
L476[09:37:49] <gigaherz> http://pastebin.com/h3kFqRYD
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
L488[09:44:16] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-11-23_16.52.54.png
L489[09:44:19] <ThePsionic> gigaherz: stop talking to yourself
L490[09:44:20] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-11-23_16.53.21.png
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
L494[09:46:06] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-11-23_16.55.21.png
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
L501[09:54:10] <gigaherz> https://gist.github.com/gigaherz/1a5e9f6d1b2b94022e8f
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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L543[10:23:59] MineBot sets mode: +o on AbrarSyed
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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?
L566[10:42:50] <AbrarSyed> http://gradle.org/feature-spotlight-incremental-builds/
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
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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
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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....
L631[13:04:39] <AbrarSyed> http://thecodelesscode.com/case/215
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
L663[13:21:16] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
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
L672[13:24:57] <shadekiller666> https://github.com/RainWarrior/B3DExport
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?
L763[14:10:12] <khumps> http://prntscr.com/964uid
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
L783[14:12:15] <khumps> http://prntscr.com/964vn1
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
L795[14:13:36] <khumps> http://prntscr.com/964wde
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
L816[14:17:42] *** progwml6 is now known as progwml6|p
L817[14:17:53] *** progwml6|p is now known as progwml6|l
L818[14:17:55] *** progwml6|l is now known as group
L819[14:18:11] *** group is now known as progwml6|l
L820[14:18:24] *** progwml6|l is now known as progwml6|L
L821[14:18:59] *** progwml6|L is now known as progwml6
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
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L828[14:22:01] <khumps> http://prntscr.com/96510k
L829[14:22:04] <khumps> that happens :P
L830[14:22:09] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Quit: off to whatever)
L831[14:22:20] <tterrag|laptop> I didn't say to retrn the front
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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;
L836[14:23:12] <khumps> if i return icons[side] it returns http://prntscr.com/9651n0
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
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L842[14:28:56] <khumps> nope now it just shows the blank texture
L843[14:29:04] <khumps> :(
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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
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L854[14:40:41] *** bilde2910|away is now known as bilde2910
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
L871[14:46:42] <gigaherz> https://gist.github.com/gigaherz/bd92ee2ddad46ae2fb87
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
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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
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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
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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"
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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.
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L976[15:09:24] <anders> thanks for the tip
L977[15:09:59] <diesieben07> http://i.imgur.com/7ivGmbr.png
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
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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
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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
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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
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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
L1020[15:33:15] <MattDahEpic> wellll that didnt work: https://i.imgur.com/FtBiQNV.png
L1021[15:33:41] <gigaherz> MattDahEpic: you need to use fg 2.1-snapshot
L1022[15:33:50] *** kroeser|away is now known as kroeser
L1023[15:33:58] <gigaherz> https://gist.github.com/gigaherz/bd92ee2ddad46ae2fb87
L1024[15:34:10] <gigaherz> th 1.8 mappings work just fine
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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
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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
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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
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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
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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
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L1073[16:03:02] <xaero> why doesn't it change? try moving around
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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
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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
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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
L1112[16:16:01] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/KeyBindingInterceptor.java
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
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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
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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
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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.
L1164[16:39:47] <diesieben07> http://i.imgur.com/FXgBs5Q.png
L1165[16:44:22] <killjoy> Is mcpbot ready for 1.8.8?
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L1167[16:45:14] <diesieben07> not that i know of, the mappings are still 1.8
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L1169[16:45:47] <killjoy> I'm wanting to set some 1.8.8 things (DefaultVertexFormats)
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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
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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
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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
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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> ^_^
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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
L1336[17:21:47] <killjoy> https://gist.github.com/killjoy1221/f4e2cd9c88a29ec7b4a1
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
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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
L1427[18:14:43] <killjoy> http://imgur.com/2Laul9j
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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?
L1594[19:42:37] <MattDahEpic> god i hate command line git. it took me like 30 minutes to rename master: https://github.com/MattDahEpic/MDECore
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?
L1600[19:43:23] <fry> MattDahEpic: https://github.com/githubtraining/zzz_deprecated-feedback/issues/36
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
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L1616[19:45:31] <CappyT> then the game is launched
L1617[19:45:56] <CappyT> and directly connected to the server
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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
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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?
L1715[20:16:07] <Ivoah> fry: https://sr.ht/H5m2.png
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
L1727[20:19:35] <DrDisconsented> https://gist.github.com/disconsented/ab160a00701e8d2708ad https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/tileEntity/TileSource.java#L93-L108 Basiclly what I am doing is just filling out a circle with an arbitary block with a model (in this case BlockRiparius) over time. I am guessing that having all those models is causing the crash?
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
L1767[20:35:34] <gigaherz> http://files.minecraftforge.net/ -- the site groupd by version
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> ...
L1775[20:36:23] <gigaherz> we should just link people to http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.html
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] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Quit: Cypher121)
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] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Quit: There is no spoon. Don't try to bend the spoon. Only you bend.)
L1859[21:02:09] ⇦ Quits: MalkContent (MalkConten@p4FDCEB97.dip0.t-ipconnect.de) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
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] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c0f1:6468:2299:5173:40a8)
L1866[21:16:35] <AbrarSyed> seen in blacklist.. https://www.abrarsyed.com/screenshots/2015-11-23_21-25-18.png linux master race
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] ⇦ Quits: KGS (~KGS@h-155-4-74-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L1873[21:25:00] ⇦ Parts: Thutmose (~elpat@cpe-225-199-193-104.caribcable.com) ())
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] ⇨ Joins: Kane_Hart (~Kane_Hart@CPEd850e64f3743-CMbc4dfbd56480.cpe.net.cable.rogers.com)
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?
L1888[21:31:15] <killjoy> https://www.youtube.com/watch?v=yfFs0o6pCxc
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
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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
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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
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L1900[21:44:06] <fry> well, first, you open google :P
L1901[21:47:30] <theFlaxbeard> fry: Lol good idea
L1902[22:02:56] <killjoy> https://i.imgur.com/CJpf70t.png
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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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