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L29[01:21:39] <sham1> And thus no one
responded
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L33[01:33:58] <Jezza> Whatever happened to
asmHookClass()?
L34[01:34:19] <Jezza> That method has
existed since as long as I can remember...
L35[01:34:44] <kashike> removed, was never
implemented
L36[01:36:03] <gabizou> asmHookClass?
L37[01:36:05] <Jezza> Was it removed?
L38[01:36:25] <Jezza>
Mod.asmHookClass()
L39[01:36:37] <unascribed> I don't think
that was even possible to make work
L40[01:36:42] <unascribed> since you'd have
to load the mod class to get at that
L41[01:36:49] <unascribed> and that would
load classes that may need to be ASM'd
L42[01:36:52] <Jezza> Originally intended
for class to implement IASMHook, and transform the mod class.
L43[01:37:01] <Jezza> a class*
L44[01:37:15] <Jezza> It looked like it
just died in the water.
L45[01:37:26] <Jezza> The interface and the
method still exist.
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L48[01:58:57] <killjoy> Why is the number
of windows 8 pcs rising?
L49[01:59:46] <xaero> as reported by?
L51[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151208 mappings to Forge Maven.
L52[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151208-1.8.8.zip
(mappings = "snapshot_20151208" in build.gradle).
L53[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L54[02:00:18] ***
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L55[02:01:06] <killjoy> Google uses
automatic updates and everyone loves them.
L56[02:01:12] <killjoy> Microsoft does it
and shit hits the fan.
L57[02:02:24] <kashike> Jezza: it was never
implemented, and both the iface and method were removed
L58[02:02:28] <killjoy> Looks like windows
7 will soon automatically download windows 10 for you.
L59[02:02:33] <gabizou> killjoy probably
because google updates don't require restarting your computer at
inconvenient times
L60[02:02:52] <gabizou> or spend 10 minutes
just updating
L61[02:03:02] <killjoy> yes
L62[02:03:03] <gabizou> or occasionally
brick your drivers/games
L63[02:03:23] <gabizou> it's kinda like
linux environments
L64[02:03:29] <killjoy> the opposite
L65[02:03:31] <gabizou> linux servers never
have to restart
L66[02:03:40] <gabizou> never really have
to at least
L67[02:03:54] <killjoy> just delay those
pesky kernal updates
L68[02:04:32] <gabizou> 03:06:22 up 438
days, 14:34, 1 user, load average: 0.04, 0.03, 0.05
L69[02:04:58] <killjoy> if that was a
windows pc, it would be dying
L70[02:05:04] <gabizou> yeah, no shit
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L72[02:05:17] <kashike> windows pc,
yes
L73[02:05:20] <kashike> windows server,
no
L74[02:05:38] <Jezza> kashike, when were
they removed?
L76[02:06:03] <Jezza> Ah, thanks. :)
L77[02:06:35] <Jezza> It's not on the
master.
L78[02:07:06] <kashike> correct,
1.8.8
L79[02:08:58] <killjoy> There are currently
1200 closed prs
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L81[02:14:38] <LexManos> <Jezza>
Originally intended for class to implement IASMHook, and transform
the mod class.
L82[02:14:45] <LexManos> Whatever you want
to use asm for you're doing it wrong
L83[02:14:56] <Drullkus> ._.
L84[02:15:00] <Jezza> I don't use it.
L85[02:15:10] <Jezza> That was just the
original spec for the method.
L86[02:15:22] <LexManos> I know, eitehr way
asm is wrong.
L87[02:15:36] <Jezza> It's not natural in
Java, but there
L88[02:16:04] <Jezza> there's little
alternative.
L90[02:16:07] <LexManos> Anyways what are
people up to.
L91[02:16:11] <LexManos> And there is
plenty of alternative.
L92[02:16:17] <LexManos> Standard fucking
java practices.
L93[02:17:05] <Jezza> There are some things
beyond the reach of normal practices.
L94[02:17:16] <Jezza> Such as
reflection.
L95[02:17:19] <LexManos> Nothing that you
should be doing.
L96[02:17:23] <LexManos> Reflection doesnt
require ASM.
L97[02:17:28] <Jezza> I never said I was
doing it.
L98[02:17:59] <Jezza> You're correct, but
reflection shouldn't be used.
L99[02:18:11] <Jezza> But again, it's used
quite a lot because of bad practices.
L100[02:18:18] <LexManos> There is nothign
wrong with reflection being used, if used properly. You should
always go for normal methods first.
L101[02:18:27] <Jezza> I absolutely
agree.
L102[02:18:38] <LexManos> ASM, should
NEVER be used by a MC modder.
L103[02:18:58] <LexManos> Because unline
standard libraries, we HAVE the power to change shit, That's the
entire point of Forge.
L104[02:19:13] <Jezza> Yeah, again, I
agree.
L105[02:19:33] <Jezza> It's supposed to be
used by frameworks to change things for everyone's use.
L106[02:19:38] <LexManos> So what were you
wanting to use asm for?
L107[02:19:41] <LexManos> No its not
L108[02:19:41] <Jezza> I didn't.
L109[02:19:46] <LexManos> Its suposed to
be for Forge.
L110[02:19:48] <unascribed> I'm pretty
sure he was just curious what happened to IASMHook
L111[02:19:49] <LexManos> End Of
Story
L112[02:19:54] <unascribed> since it's
pretty high visibility, given it used to be in @Mod
L113[02:20:00] <Jezza> Yeah, I was just
curious on what happened with it.
L114[02:20:01] <unascribed> and it
disappeared in 1.8.8
L116[02:20:10] <LexManos> Oh well it was
something that was never implemented andremoved in 1.8.8
L117[02:20:49] <Jezza> Yep, thank
goodness.
L118[02:20:57] <Jezza> That had been in
there for a while.
L119[02:21:16] <killjoy> I have no idea
what it was even planned to do.
L120[02:21:20] <LexManos> cpw doesnt have
the habit of deprecating things and deleting them on mc updates
like I do.
L121[02:21:32] <LexManos> It was a hack
for everyones need for coremods.
L122[02:21:41] <kashike> how's everyone's
day going?
L123[02:21:47] <LexManos> but cpw came to
his senses and decided that hacks were retarded and anyone who
makes a coremod is dumb
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L136[02:53:56] <OrionOnline> Fry, you
there?
L138[02:54:22] <OrionOnline> I am working
on my models, but i ran into a snak
L139[02:54:25] <OrionOnline> snack*
L140[02:54:45] <fry> is it tasty? :P
L141[02:54:59] <OrionOnline> Yeah, if you
like problems :D
L142[02:55:11] <OrionOnline> My items
consists out of two layers
L143[02:55:37] <OrionOnline> The second
layer is easy, it is one of 16 representations of a
damagebar.
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L145[02:55:46] <OrionOnline> Fairly
simple
L146[02:55:54] <OrionOnline> But the first
is were i have a problem
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L148[02:57:23] <OrionOnline> It is the
Icon (basically the whole model of a Item or Block)
L149[02:57:36] <OrionOnline> But i see no
way to retrieve that first layer while backing
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L151[03:00:44] <fry> use
ItemLayerModel.instance.retexture(list of icons for your model
here)
L152[03:00:55] <fry> or get the model from
jsons via some means
L153[03:02:40] <OrionOnline> fry whould
that also work is the wrapped stack, that is rendered on the first
layer, is a Block
L154[03:03:19] <fry> you can just get the
wrapped baked model, if you wrap arbitrary stuff
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L156[03:03:43] <OrionOnline> I have a
ItemStack of the model
L157[03:05:07] <OrionOnline> So i should
grab the wrapped baked model, then add its Quads (the general or
the face based?) to the original model, then add the additional
layer quads to it
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L159[03:05:53] <fry>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(stack)
L160[03:06:36] <fry> and yes, you probably
want general wuads
L161[03:06:39] <fry> *quads
L162[03:06:42] <OrionOnline> Oke
L163[03:06:57] <OrionOnline> That solved
it
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L178[03:39:14] <ollieread> wuads
L179[03:39:17] <ollieread> fry, I prefer
that term
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L181[03:48:38] <OrionOnline> ollieread,
lol
L182[03:50:34] <sham1> Wuad, quad... makes
no difference
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L194[04:24:38] <sham1> I found a person
from the modder support who does not understand what proxies are
used for
L195[04:24:40] <sham1> What do
L196[04:25:34] <fry> educate
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L198[04:27:06] <sham1> I did
L199[04:27:18] <sham1> But apparently he
does not use it and that scares me
L200[04:27:35] <sham1> I feel like he does
"if (event.getSide() == Side.WHATEVER)"
L201[04:27:47] <fry> did he try to run his
mod on a server?
L202[04:28:59] <sham1> Nah
L203[04:29:03] <sham1> The context is
here
L205[04:29:34] <sham1> This and
downwards
L206[04:29:46] <sham1> I do not know how
to best say "You are wrong"
L207[04:30:11] <sham1> Also it has that
"Well my thing works without thing X so his should"
L208[04:32:32] <ThePsionic> sham1: Just
say "You are wrong"
L209[04:32:57] <sham1> Pls
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L213[04:47:32] <sham1> But yeah
L214[04:47:36] <sham1> Kinda depressing to
me
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L217[04:52:41] <Dark> reading that he does
need to remove it from the client side to get it to load server
side
L218[04:52:48] <Dark> as render code
doesn't funct server side
L219[04:53:46] <Dark> actually take that
back reading his code :P
L220[04:54:35] <sham1> Well the client
proxy code is not used in the dedicated server side
L221[04:54:56] <Dark> agreed, said that
before reading his code
L222[04:55:04] <Dark> though he was
calling render code in the common proxy
L223[04:56:12] <sham1> Well the
commonproxy method is empty
L224[04:56:23] <sham1> it's only there as
clientproxy needs it
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L226[04:56:43] <Dark> :/ already agreed
that you were right
L227[04:57:26] <sham1> :D
L228[04:58:31] <Dark> still never get why
people make a registerRender() method instead of preInit() init()
and postInit() methods
L229[04:59:17] <sham1> I am quite the
opposite
L230[04:59:25] <sham1> Why people have
preInit and stuff in the proxies
L231[04:59:34] <Dark> flexibility
L232[04:59:58] <sham1> You have to call a
lot of the same code on both sides so what would be the point
L233[05:00:27] <Dark> registering client
side code at different phases
L234[05:00:28] <sham1> If you have to call
a lot of code on both sides then it kinda defeats the purpose of
the sided proxies
L235[05:00:37] <Dark> for example GUI code
in the postInit only if X recipe exists
L236[05:00:49] <sham1> hmrm
L237[05:01:00] <Dark> mostly edge cases
but useful
L238[05:02:27] <sham1> Ow, the edge
L239[05:02:31] <Dark> most of the time I
mainly use it for ServerProxy code
L240[05:02:49] <sham1> Yeah
L241[05:02:54] <sham1> That's one thing I
do not get
L242[05:03:02] <sham1> Why do people have
Commonroxy be the serverproxy
L243[05:03:02] <Dark> for example spawning
threads if only on a dedicated server
L244[05:03:11] <Dark> easier
L245[05:03:22] <Dark> plus lack of
knowledge mostly
L246[05:03:36] <sham1> + Tutorials have
given a bad exapmle
L247[05:03:40] <Dark> yes
L248[05:03:55] <Dark> sadly not enough of
the higher level devs write tutorials
L249[05:03:59] <Dark> its mostly the mid
level devs
L250[05:04:42] <sham1> + many tutorials do
not show just how useful the proxy system for instance is
L251[05:05:00] <Dark> Not sure many devs
know how to use it
L252[05:05:08] <sham1> Indeed
L253[05:05:10] <Dark> its not really
documented well
L255[05:05:47] <Dark> speaking of
which
L256[05:05:53] <sham1> + if commonproxy
was only a superclass of the client and server proxies it could be
fully abstract
L257[05:05:56] <Dark> most do not know the
proxy can be used outside of the mod method
L258[05:06:01] <Dark> *mod class
L259[05:06:03] <sham1> Also that
L260[05:06:27] <sham1> It's like any other
field...
L261[05:06:32] <sham1> People just do not
realize
L262[05:06:52] <Dark> techically all it is
Annotation being used to reflectively set a field
L263[05:06:57] <sham1> Ye
L264[05:07:11] <sham1> FML and Forge like
to use A LOT of reflection
L265[05:07:16] <Dark> yep
L266[05:07:24] <Dark> entire event system
is reflection based
L267[05:07:28] <sham1> And it is used in
modding yet no many tutorials for modding really explain
reflection
L268[05:07:39] <sham1> Like at all
L269[05:07:52] <Dark> once again that is
due to knowledge
L270[05:08:12] <Dark> how well can you
explain reflection?
L271[05:08:30] <sham1> Maybe we should
start writing tutorials :D
L272[05:08:41] <Dark> lol too much work
too do
L273[05:08:47] <sham1> :P
L274[05:08:59] <Dark> technically I need
to be JUnit testing my multi-threading code
L275[05:09:16] <sham1> Remember that
nothing here is thread safe
L276[05:09:30] <Dark> :) that is what
makes it fun
L277[05:09:40] <Dark> its like playing
mine sweeper
L278[05:09:43] <sham1> Do you use locks or
what
L279[05:09:53] <sham1> Or semaphores
L280[05:09:57] <Dark> mix of locks and
ConccurentLists
L281[05:10:00] <sham1> Ah
L282[05:10:29] <Dark> I attempt to avoid
locks as that defeats multi-threading
L283[05:10:42] <Dark> since one thread
will have to wait while the other words
L284[05:10:55]
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L285[05:11:02] <Dark> plus if not careful
you can thread lock freezing the game
L286[05:11:06] <sham1> yeh
L287[05:11:20] <Dark> had that happen when
trying to hack the netty thread
L288[05:11:32] <sham1> but it would be
thread safe if only one thread can do a thing at any time xD
L289[05:11:48] <Dark> yes :) but doesn't
work
L290[05:11:53] <sham1> yeah
L291[05:11:58] <sham1> Would be incredibly
stupid
L292[05:12:24] <sham1> Welp I think I have
a class to attend to
L293[05:12:44] <masa> I just have an exam
in three hours...
L294[05:12:56] <sham1> about what
L295[05:12:57] <masa> classes are over
until january
L296[05:12:58] <Dark> dreading my exams
here in a few days myself
L297[05:13:13] <sham1> I had my exams
about a week ago
L298[05:13:15] <masa> signaalien
digitaalinen käsittely
L299[05:13:20] <sham1> Oh wow
L300[05:13:28] <Dark> have to write out a
200 line program by hand without a computer
L301[05:13:35] <sham1> How the hell
L302[05:13:36] <masa> i barely understand
anything... so much math ;_;
L303[05:13:43] <sham1> Math's fun
L304[05:13:48] *
Dark is a CS major
L305[05:13:52] <masa> if you understand
it... :D
L306[05:14:02] <Dark> should try discrete
mathematics
L307[05:14:06] <Dark> foundation of
math
L308[05:14:21] <masa> it's not easy for me
to see how all those sum statements and exponential equations tie
together
L309[05:14:25] <Dark> teaches you to
explain why 2 + 2 = 4
L310[05:14:35] <sham1> or why 1 + 1 =
2
L311[05:14:42] <Dark> and not 2 + fish =
4
L312[05:14:55] <sham1> unless fish there
is a constant
L313[05:14:56] <sham1> Of 2
L314[05:15:00] <Dark> though technically I
wrote a paper on fish + cat = dog
L315[05:15:33] <Dark> math gets very fun
when numbers have no meaning \0/
L316[05:15:39] <sham1> Ḿmm
L317[05:15:51] <sham1> My mum has a fear
of letters in math
L318[05:16:03] <Dark> lol I can
understand
L319[05:16:17] <sham1> "You can't
count with numbers" she would say
L320[05:16:26] <sham1> no
L321[05:16:34] <sham1> "You can't
count with letters"*
L322[05:16:41] <sham1> Numbers she is
comfortable with
L324[05:17:03] <masa> they are just
placeholders anyway... just like 5 apples means 5 blobs of smaller
stuff
L325[05:17:08] <sham1> Yeh
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L327[05:17:19] <sham1> Me and my dad tried
to explain that but she won't buy it
L328[05:17:28] <sham1> I had that as a
course Dark
L329[05:17:31] <sham1> Eugh
L330[05:17:45] <Dark> had to learn that in
one day in this course
L331[05:17:46] <ThePsionic> Next quarter
I'm getting .NET as course
L332[05:17:52] <sham1> Disjunctions and
negations and implications and stuff
L333[05:17:52] <Dark> ended up writing
that program to help me
L334[05:17:55] <sham1> Logic
L335[05:18:04] <Dark> can solve 100
character logic problems
L336[05:18:19] <sham1> Wait, that plus
inside that circle is xor?
L337[05:18:20] <sham1> Wat
L338[05:18:26] <Dark> yes
L339[05:18:47] <sham1> Like I've seen what
AND and OR and NOT with those things are
L340[05:18:50] <sham1> But not XOR
L341[05:19:00] <sham1> God damn it
M11
L342[05:19:01] <Dark> the arrow btw is
IF
L343[05:19:03] <sham1> Ye
L344[05:19:12] <sham1> And double-arrow is
equivelance
L345[05:19:17] <Dark> yep
L346[05:19:30] <Dark> there are also a few
more symbols in the newest version I wrote
L347[05:19:40] <Dark> can't remember what
they are though
L348[05:19:56] <sham1> Most of the time
when I made notes about the subject in my comp I would just write
stuff like !A or A & B instead of what would have been
used
L349[05:20:08] <Dark> same
L350[05:20:09] <sham1> More comfortable
with those
L351[05:20:27] <Dark> though most of my
notes are by hand
L352[05:20:36] <sham1> Welp
L353[05:20:37] <Dark> never got use to
computer notes
L354[05:20:56] <sham1> The fact that the
book for that course where I got to those logic stuffs was a
PDF...
L355[05:21:14] <sham1> I like computer
notes
L356[05:21:15] <Dark> :) printer
L357[05:21:18] <sham1> I am faster with
them
L358[05:21:26] <sham1> Plus my handwriting
is terrible
L359[05:21:49] <Dark> so is mine, plus I
do not write entirely in english
L360[05:22:06] <Dark> end up using y for
and
L361[05:22:25] <sham1> Well I do not write
at all in english as it is not the language of herelands
L362[05:22:36] <sham1> Or what is used to
teach any non-English subjects
L363[05:22:38] <Dark> oddly enough english
is mine
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L365[05:23:13] <Dark> somehow picked up
spanish and russian in my notes
L366[05:23:27] <sham1> Where the hell do
you live
L367[05:23:31] <Dark> Ohio, USA
L368[05:23:43] <Dark> however, I lived on
the net since I was *
L369[05:23:50] <sham1> Well,
that's...
L370[05:23:54] <Dark> played 5 years with
russian players
L371[05:23:56] <sham1> Umnkay then
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L374[05:28:55] <Dark> hmm I actually do
not know a good way to JUnit a thread
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L380[05:34:56] <tterrag> sham1: you've
never seen circled plus for XOR?
L381[05:34:58] <tterrag> O.o
L382[05:35:07] <tterrag> I was under the
impression that was the standard way of writing it
L383[05:36:08] <unascribed> standard way
when not using a keyboard
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L414[06:33:14] <sham1> No tterrag, I have
not seen "circle-plus"
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L458[09:05:58] <sham1> Windows 7, you have
served me well, but now is the t7le
L459[09:06:04] <sham1> I go forward
L460[09:06:11] <sham1> Typos...
L461[09:06:11] ***
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L462[09:07:01] <barteks2x> Where did
RenderGlobal.getRenderChunkOffset go... I don't even remember how
long this method was
L463[09:07:18] <barteks2x> Finding it
isn't goinf to be easy
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L466[09:10:47] <gigaherz> !mh
RenderGlobal.getRenderChunkOffset
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L468[09:11:15] <gigaherz> !gm
RenderGlobal.func_174973_a 1.8.8
L469[09:11:22] <gigaherz> I guess it
doesn't exist anymore
L470[09:12:03] <barteks2x> I found
it
L471[09:12:11] <barteks2x> not
deobfuscated yet
L472[09:12:19] <barteks2x>
func_181562_a
L473[09:13:23] <sham1> Why the Fuck is
Win10 trying to ask me while installing if I want Cortana even
though I can't even use it
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L475[09:17:01] <illyohs> sham1: because
windows 10 know better than the user because its windows 10
:P
L476[09:17:15] <illyohs> knows*
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L478[09:19:58] <williewillus> linux
masterrace :p
L479[09:20:02] <williewillus> though I do
use w10m
L480[09:20:38] <illyohs>
archlinuxmasterrace :P
L481[09:21:49] <williewillus>
exactly
L482[09:22:17] <williewillus> the only
"do it for you" distro I can stand is mint, the rest are
crap
L483[09:22:35] <illyohs> Manjaro is
nice
L484[09:23:32] <williewillus> isnt that an
arch deriv?
L485[09:23:39] <williewillus> how does
that work, does it have its own repos and stuff?
L486[09:23:51] <illyohs> yep
L487[09:24:54] <williewillus> cool, I just
like the "if you fuck up it was your fault" mentality on
arch ;p
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L489[09:27:26] <illyohs> the only real
problem I have run into is system bloat because I go "Oh the
DM/Package looks cool let me install just this one" then 600
packages later I forget to do a system update
L490[09:28:12] <williewillus> I ditched
DE's after I found i3wm :p used to use Gnome 2 a long time ago,
then gnome 3 happened.
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L492[09:29:13] <illyohs> plasma5
<3
L493[09:31:10] <williewillus> kde is nice
but too much stuff running in the background for me :p haven't
tried 5 though but it looks really pretty
L494[09:32:36] <illyohs> ya kde does like
to install ninja deps
L495[09:32:56] <gigaherz> xfce.
L496[09:32:58] <illyohs> then dep hell
happens because everything needs each other >.>
L497[09:33:02] <FR^2> xfce4 :)
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L499[09:33:08] <gigaherz> the days I see
myself needing linux,
L500[09:33:13] <gigaherz> I prefer
something based around xfce
L501[09:33:47] <gigaherz> the only issue I
had with it, was that I couldn't make the task list icons >
16x16
L502[09:34:04] <gigaherz> otherwise I had
it 90% like a win7/8 taskbar :3
L503[09:36:26] <illyohs> there are a few
issues I have with plasma5 but it has gotten really stable
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L511[09:52:11] <williewillus> tiling
window managers though
L512[09:52:21] <williewillus> so fast and
literally zero mem usage
L513[09:52:43] <gigaherz> I don't like
"pure" tiling
L514[09:52:52] <gigaherz> I often like
having overlapped windows
L515[09:53:12] <williewillus> i3 is
hybrid, you can release things into floating mode, but I don't do
it with anything other than mc
L516[09:53:28] <gigaherz> my workflow
consists of some maximized windows
L517[09:53:33] <gigaherz> and then folder
windows floating around
L518[09:53:41] <gigaherz> and notepad++ is
also usually non-maximized
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L521[09:56:27] <illyohs> Cant stand i3 on
my desktop, my laptop on the other hand it is a god send
L522[10:02:12] <MattDahEpic> i do not know
how the hell i am using 8gb of ram with fallout 4 and a chrome tab
open
L523[10:02:15] <MattDahEpic> why
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L525[10:04:19] <diesieben07> chrome
extensions also eat a lot of ram :D
L526[10:05:37] <illyohs> chrome is a
memory whore...
L527[10:06:02] <diesieben07> pretty much
every browser is.
L528[10:06:52] <MattDahEpic> usually
chrome uses less then intellij for me
L529[10:07:19] <diesieben07> well, it's
hard to estimate because chrome spawns tons of processes
L530[10:07:36] <MattDahEpic> idea sits at
about 200mb whereas chrome is usually <100mb
L531[10:07:58] <diesieben07> whaaa
L532[10:08:03] <diesieben07> idea eats
800mb for me
L536[10:11:38] <illyohs> thats not enough
tabs
L537[10:12:00] <diesieben07> it's like 11
tabs atm
L538[10:12:11] <diesieben07> but more than
8 extensinos
L540[10:15:26] <gigaherz> XD
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L545[10:24:03] <williewillus> the joys of
arch :p latest wpa supplicant just shit on my auto-wifi :D
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L550[10:31:21] <illyohs> williewillus:
whats your network deamaon
L551[10:31:52] <williewillus> netctl
L552[10:32:04] <williewillus> had to
downgrade wpa_supplicant
L553[10:33:06] <illyohs> hmm ill have to
check that out once i get back home
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L566[10:50:22] <Gorzoid> is there anyway
to filter all forge events through one method?
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L569[10:51:55] <diesieben07> just make a
method that has @SubscribeEvent and takes "Event" as it's
parameter
L570[10:52:02] <diesieben07> that's a bit
of a bad idea though
L571[10:52:20] <gigaherz> lots of
unnecessary calls ;P
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L581[11:22:18] <OrionOnline> Is there a
way to get a TextureAtlasSprite from a ResourceLocation?
L582[11:22:36] <gigaherz> yes
L583[11:22:40] <OrionOnline> How
L584[11:22:51] <gigaherz> I can't remember
XD
L585[11:22:58] <fry> why do you need it,
and where? :P
L586[11:23:29] <OrionOnline> I need it so
that i can convert the ResourceLocations i get from loading the
Model to a BakedModel
L587[11:23:41] <gigaherz> ?
L588[11:23:47] <gigaherz> the Model Loader
does that for you
L589[11:24:07] <OrionOnline> I have a
custom Model Definition
L590[11:24:25] <OrionOnline> So no my
ModelLoader does not do that for me, that is what i am trying to
implement :D
L591[11:25:06] <diesieben07>
Minecraft#getTextureMapBlocks().getTextureExtry() but that might
not be the "proper" solution.
L592[11:25:17] <fry> OrionOnline: last
argument to the bake method
L593[11:25:20] <fry> diesieben07: ^
L594[11:25:34] <gigaherz> that won't
contain the textures unless you manually added them to the texture
stitch step
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L596[11:25:44] <fry> nothing else will
either
L597[11:26:03] <gigaherz> but if you use
the model loading system and returns the right set of textures from
the IModel
L598[11:26:03] <diesieben07> and... why is
that abstracted into a Function? :D
L599[11:26:06] <OrionOnline> Oke will add
them in the TextureStischEvent
L600[11:26:26] <fry> diesieben07: because
block sheet isn't the only thing models can be used in
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L602[11:26:27] <OrionOnline> Then they
should be available to me through that function correct?
L603[11:26:48] <diesieben07> aaaha.
L604[11:26:49] <fry> OrionOnline: again,
if you're using the Model, use Model.getTextures to specify their
locations, and they'll be loaded and stitched for you
L605[11:27:00] <diesieben07> but isn't it
so that 1.8 has just "the sheet"? :D
L606[11:27:06] <diesieben07> why would you
need a 2nd one?
L607[11:27:07] <fry> diesieben07: also
global state, loose coupling, e.t.c.
L608[11:27:26] <fry> also, not everything
is using 1 sheet - there are entities and stuff
L609[11:27:27] <diesieben07> loose
coupling in minecraft
L610[11:27:28] <diesieben07> haha
L611[11:27:36] <diesieben07> entities
don't have an icon sheet...
L612[11:27:38] <OrionOnline> fry, what do
you mean with Model.getTexture()?
L613[11:28:14] <fry>
IModel.getTextures
L614[11:28:38] <fry> return what you need
to be loaded there
L615[11:28:56] <OrionOnline> I know i have
a model that extends ItemLayeredModel
L616[11:29:05] <OrionOnline> I pass it the
textures on construct
L617[11:29:16] <OrionOnline> But that
method still only returns ResourceLocations
L618[11:29:35] <fry> yes, you use that
method to tell the game what to load, not the other way
around
L619[11:29:41] <OrionOnline> Okey
L620[11:29:43] <fry> it's a method you
implement, not call
L621[11:30:02] <fry> to get
TextureAtlasSprites, you use the last argument to the bake
method
L622[11:30:05] <OrionOnline> It is already
implemented by ItemLayerModel.
L623[11:30:17] <fry> override it
then
L624[11:30:22] <OrionOnline> why?
L625[11:30:36] <fry> because you're
changing the behaviour?
L626[11:30:45] <OrionOnline> No i only
need those textures
L627[11:30:50] <fry> why are you extending
ItemLayerModel?
L628[11:31:14] <OrionOnline> Because in
the bake phase i add additional Quads coming from a different item
on the base layer
L629[11:31:18] <gigaherz> he has a
TiC-style system where armor items have multiple variable
layers
L630[11:31:26] <OrionOnline> gigaherz, No
that is done
L631[11:31:34] <OrionOnline> I am now
working on my items with custom damagebar
L632[11:31:36] <fry> and how do you change
the "bake phase"?
L633[11:31:38] <gigaherz> ah
L634[11:31:45] <gigaherz> I thought it was
related to that
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L636[11:32:01] <OrionOnline> it grabs the
baked model from the itemstack it has wrapped, adds those
quads
L637[11:32:26] <gigaherz> wait custom
damage bar? wouldn't you do that using GUI stuff?
L638[11:32:37] <OrionOnline> then calls
the original itemstack for the damage variable (basically the
temperature of the item)
L639[11:32:44] <gigaherz> oryou want the
bar to be visible also in hand and in the ground?
L640[11:33:08] <OrionOnline> and then it
would select one of the (how ever many variants of the bar are in
the model definition) and add those quads
L641[11:33:17] <fry> why are you extending
ItemLayerModel then?
L642[11:33:26] <OrionOnline> Layer 1:
Original Item
L643[11:33:29] <OrionOnline> Layer 2:
Bar
L644[11:33:39] <OrionOnline> Or could i
use a normal model
L645[11:33:44] <OrionOnline> And yes
gigaherz
L646[11:33:50] <OrionOnline> It is only
displayed in the inventory
L647[11:33:59] <fry> what exactly do you
alter in the subclass?
L648[11:34:01] <OrionOnline> Is there a
easier way to achieve set target
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L650[11:35:34] <OrionOnline> Nothing in
the Model class, it should just convert ResourceLocation from the
model loader to TextureAtlasSprite for te baked
L651[11:36:27] <OrionOnline> Then in the
bake i uses ISmartItemModels handleItemState to add the Other Items
Quads as the first layer and the correct version of the temperature
bar as the second layer
L652[11:39:26] <OrionOnline> gigaherz, is
there a way to render the bar myself, just in the GUI?
L653[11:39:48] <diesieben07> just to
clarify, the thing looks different than the normal damage bar,
yes?
L654[11:39:59] <OrionOnline> yes
L655[11:40:09] <gigaherz> I think so, I
don't know how that would be done, though
L656[11:40:10] <OrionOnline> it is
rendered in the other direction, and has more then one color
L657[11:40:41] <OrionOnline> The whole
idea of using the model was that the JSON system allows others to
modify the bar (texture wise=
L658[11:41:09] <gigaherz> ah
L659[11:41:13] <gigaherz> well that's a
whole other thing
L660[11:41:37] <OrionOnline> Currently i
have a IItemRenderer just cal ItemRenderer.renderItem for the
original Stack
L661[11:41:54] <gigaherz> would be nice if
MC ever got a WPF-like gui system where you can customize the
layout of the gui and add detauls and such ;P
L662[11:42:15] <OrionOnline> and then i
have a copy of the damage bar code that renders the bar inversed
(from left is good to right is bad)
L663[11:42:27] <OrionOnline> BUt i could
see a SteamPunk texture pack
L664[11:42:28] <smbarbour> Well... get to
work on it, gigaherz.
L665[11:42:51] <OrionOnline> that would
use a circular clock like meter (like a meat meter for in the oven,
but in steampunk stile)
L666[11:42:58] <OrionOnline> And my
current bar has sixteen stages
L667[11:43:02] <diesieben07> first of all
you have to find a way to make a different model appear in GUI than
in third person
L668[11:43:05] <OrionOnline> But theres
might only have five
L669[11:43:12] <diesieben07> which afaik
you can only do with IPerspectiveAwareModel
L670[11:43:14] <gigaherz> smbarbour: I
guess I could port my C#-based gui engine to Java.... but meh too
lazy.
L671[11:43:44] <OrionOnline> diesieben07,
would that not be the state that handles that?
L672[11:43:50] <smbarbour> I believe
OpenMods has some GUI framework stuff
L673[11:44:00] <diesieben07> what do you
mean by state?
L674[11:44:40] <OrionOnline> I mean the
state that is passed into the bake method
L675[11:44:54] <gigaherz> unless you use
IPerspectiveAwareModel
L676[11:45:01] <gigaherz> Minecraft shares
the same model for all views
L677[11:45:08] <OrionOnline> Ah oke
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L679[11:45:24] <diesieben07> at the time
that IModel is baked you have no idea whether you are talking abotu
GUI or third person
L680[11:45:33] <OrionOnline> That is
unfortunate
L681[11:45:38] <diesieben07>
IPerspectiveAwareModel lets you change that
L682[11:45:40] <OrionOnline> Cause i was
hoping i would have
L683[11:45:48] <diesieben07> you just have
to bake *all* models
L684[11:45:52] <diesieben07> and then
choose later
L685[11:45:56] <diesieben07> that's the
point of baking
L686[11:46:03] <OrionOnline> Would
IPerspectiveAwareModel be used on the Baked or the non Baked
models
L687[11:46:06] <gigaherz> yeah you have to
pre-bake all of the variants, and keep them in a
IPerspectiveAwareModel wrapper
L688[11:46:17] <OrionOnline> That is not
hardf
L689[11:46:18] <gigaherz> and then return
the right IBakedModel
L690[11:46:24] <diesieben07> baked
orion
L691[11:46:43] <OrionOnline> One
IBakedModel is the one without the Custom bar, forexample for
entity and thirdperson use
L692[11:46:56] <diesieben07> yup
L693[11:47:00] <OrionOnline> And one
IBakedModel would be the one for in the inventory with the
bar
L694[11:47:03] <diesieben07> and on that
one you implement IPerspectiveAware
L695[11:47:11] <diesieben07> and it
returns itself for everything BUT GUI
L696[11:47:18] <diesieben07> and the bar
model when it's in the GUi
L697[11:47:22] <gigaherz> wouldn't it be
easier the other way around?
L698[11:47:27] <gigaherz> the one WITH the
bar being the top one
L699[11:47:32] <diesieben07> no not
really
L700[11:47:32] <gigaherz> and containing
the original inner model
L701[11:47:38] <gigaherz> and returning
itself for the GUI only?
L702[11:47:38] <diesieben07> well
L703[11:47:41] <diesieben07> it doesn't
mater :P
L704[11:48:07] <gigaherz> I mean that way
you can have the original model not be a custom one ;P
L705[11:48:15] <gigaherz> and all the
customizations are self-contained in the wrapper
L706[11:48:25] <OrionOnline> Funny enough
the ItemLayerModel.BakedModel, which my BakedModel extends is a
IPerspectiveAwareModel
L707[11:49:12] <OrionOnline> In which
order is it called: handleItemState -> handlePerspective
L708[11:49:22] <OrionOnline> or
handlePerspective -> handleItemState?
L709[11:50:14] <diesieben07> item state
then perspective
L710[11:50:34] <OrionOnline> Okey, then
this should be very easy then
L711[11:50:53] ⇦
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L712[11:53:19] ***
kroeser|away is now known as kroeser
L713[11:59:10] <sham1> welp, I concluded
that this new rig of mine is awesome
L714[12:04:03]
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L716[12:10:08] <sham1> I just love
SSDs
L717[12:10:13] <sham1> Makes even IDEA
super fast
L718[12:11:12] <Cypher121> if only they
didn't cost like their weight in gold
L719[12:11:12] <OrionOnline> Yeah they are
grteat
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L722[12:23:56] <OrionOnline> Is there a
way to get the baked missing model?
L723[12:24:21] <Wuppy> o/
L724[12:25:09] <sham1> \o
L725[12:25:20] <Wuppy> what's up?
L726[12:26:21] <sham1> NEW RIG
L727[12:28:02] <Wuppy> pc rig?
L728[12:28:06] <sham1> yes
L729[12:28:12] <Wuppy> \o/
L730[12:28:14] <Wuppy> specs?
L731[12:28:26] <sham1> I dont know where I
see that
L732[12:28:32] <sham1> <.<
L733[12:28:55] <diesieben07> wat.
L734[12:29:03] <Wuppy> o___0
L735[12:29:04] <diesieben07> how do you
have a pc and not know it's spec
L736[12:29:10] <diesieben07> and be in a
Minecraft modding channel.
L737[12:29:11] <Wuppy> you got a new pc
and you dont know whats in it?
L738[12:29:22] <sham1> Windows
L739[12:29:27] <sham1> I am kinda
lost
L740[12:29:30] <gigaherz> hmmm
L741[12:29:32] <AbrarSyed> but.. you
bought it didnt you? how do you not know whats init?
L742[12:29:43] <sham1> I didnt buy
it
L743[12:29:45] <gigaherz> what's the best
way to support "pick block" of blocks with TEs?
L744[12:29:54] <Wuppy> sham1, open
System
L745[12:29:54] <sham1> My father did and I
do not know what it has other than i7
L746[12:30:00] <gigaherz> as in, is there
some way to "pick block" with the contents intact?
L747[12:30:00] <sham1> and 8 GiB RAM
L748[12:30:08] <AbrarSyed> sham1, get
speccy
L749[12:30:14] <Wuppy> those are literlaly
the 2 most ulesless pieces of advice xD
L750[12:30:17] <Wuppy> information*
L751[12:30:22] <diesieben07> gigaherz,
write whatever data you need to the ItemStack NBT in
getPickBlock
L753[12:30:38] <diesieben07> if you are on
1.8 Minecraft has a builtin tag for that even
L754[12:30:38] <gigaherz> diesieben07: the
TileEntity is empty on the client, though
L755[12:30:54] <diesieben07> then you have
to make it not-empty :D
L756[12:31:01] <sham1> do you even
sync
L757[12:31:02] <diesieben07> middle click
is entirely clientside, since it's creative
L758[12:31:13] <gigaherz> yeah hence why I
was asking
L759[12:31:23] <AbrarSyed> pakcets
:)
L760[12:31:25] <gigaherz> I was under the
impression the chests didn't sync the contents
L761[12:31:57] <AbrarSyed> they dont, they
only sync on openning of the GUI.. not technically syncing, just
showing it in the GUI
L762[12:32:04] <gigaherz> but I have seen
people "pick block" of a filled chest
L763[12:32:08] <gigaherz> in like
tutorials
L764[12:32:20] <AbrarSyed> ok?
L765[12:32:25] <diesieben07> yes.
ctrl-click does that
L766[12:32:28] <gigaherz> so I was
wondering how that works
L767[12:32:32] <diesieben07> i am actually
curious how mc does that
L768[12:32:34] <AbrarSyed> does
filledChest give a different tiem than an emptyChest?
L769[12:32:35] <sham1> Welp, Win10, Intel
i7 Haswell, 8 GB DDR3 and NVidia GeForce GTX 980
L770[12:32:36] <sham1> There
L771[12:32:50] <gigaherz> aha
L772[12:32:53] <gigaherz> ctrl-middleclick
DOES work
L773[12:32:56] <AbrarSyed> last I chcked
there was only 1 item for chests...
L774[12:32:56] *
diesieben07 slaps sham because he's jealous
L775[12:33:05] <gigaherz> middleclick gets
an empty item
L776[12:33:06] *
sham1 says "ow"
L777[12:33:10] <gigaherz> ctrl-middleclick
a full one
L778[12:33:13] <OrionOnline> sham1,
nice
L779[12:33:16] <OrionOnline> Though i keep
mine
L780[12:33:29] <AbrarSyed> 980.. wow... if
its for gaming shoulda gone for an i5 and 16G of ram though
L781[12:33:36] <OrionOnline> XEON 17-4970K
32GB RAM and a 770
L782[12:33:41] <sham1> Oh, and 250 GiB
SSD
L783[12:33:48] <sham1> Why i5 over i7 may
I ask
L784[12:33:51] <OrionOnline> That 770 gets
upgraded to either a titan or a double 980 Ti.
L785[12:33:59] <OrionOnline> donnot know
yet
L786[12:34:02] <AbrarSyed> sham1, saves
some money, that could be put towards the extra tram.
L787[12:34:07] <AbrarSyed> *ram
L788[12:34:16] <sham1> I have 100€ in my
disposal
L789[12:34:25] <sham1> I think I can
download some RAM with that
L790[12:34:29] <diesieben07> gigaherz, no,
it doesn't actually work properly. if you log out and log back in
and THEN pick *without* opoening the chest first, you get
empty
L791[12:34:30] <AbrarSyed> i5 is only a
little bit slower than the i7, and half as many cores, for 2/3 of
the pruice
L792[12:34:32] <diesieben07> this is
actually really buggy :D
L793[12:34:39] <gigaherz> o_O
L794[12:34:47] <diesieben07> because by
opening the chest you sync
L795[12:34:47] ⇦
Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit:
Nii-san is watching you.)
L796[12:34:49] <Lord_Ralex> 1/2 has many
threads really
L797[12:34:55] <gigaherz> diesieben07: but
it worked for my TE
L798[12:34:56] <gigaherz> XD
L799[12:35:01] <diesieben07> if you then
close it and somebody changes the contents...
L800[12:35:04] <gigaherz> and I never sync
:D
L801[12:35:07] <diesieben07> and then you
pick, you get the old contentss
L802[12:35:15] <AbrarSyed> i7's have
hyperhtreading, 2 threads per core. i5 doesnt, and so has 4 threads
as opposed to the i7's 8
L803[12:35:27] <diesieben07> by sync i
mean you open the container
L804[12:35:32] <diesieben07> that
automatically syncs the inventory part
L805[12:35:53] <Wuppy> gtx 980,
glorious
L806[12:35:58]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L807[12:36:06] <sham1> I think it actually
is 970
L808[12:36:14] <sham1> But my comp says
980 so meh
L809[12:36:14] <gigaherz> diesieben07:
this is a packing tape item, that creates a "packed
block", it has no container
L810[12:36:26] <diesieben07> sham1, winkey
+ r > dxdiag
L811[12:36:29] <sham1> Also, my god my
test env launches fast
L812[12:36:44] <Wuppy> 970 is what I have,
also glorious
L813[12:36:49] <Wuppy> 980 is
glorious-er
L814[12:36:50] <diesieben07> gigaherz,
what do you store in the TE then?
L815[12:36:50] *
AbrarSyed also has 970
L816[12:36:57] <gigaherz>
containedBlock
L817[12:36:59] <sham1> It is 980
L818[12:37:01] <gigaherz>
containedBlockMeta
L819[12:37:04] <diesieben07> hmmm
L820[12:37:04] <Wuppy> woo graphics card
high five AbrarSyed
L821[12:37:04] *
AbrarSyed thought the 980 wasnt worth the extra price
L822[12:37:05] <gigaherz>
containedTileEntityNBT
L823[12:37:09] <AbrarSyed> o/
L824[12:37:09] <Wuppy> same here
L825[12:37:12] <Wuppy> \o
L826[12:37:14] <diesieben07> that
shouldn't "just sync"
L827[12:37:20] <Wuppy> also, thanks for
recommending community, great show :D
L828[12:37:29] *
diesieben07 is selling his old crappy desktop to buy a new shiny
one
L829[12:37:31] <gigaherz> hoiw do I tell
if the player ctrl-clicked?
L830[12:37:33] <gigaherz> how*
L831[12:37:39] <gigaherz> I want to pick
different items if ctrl or not
L832[12:37:39] <diesieben07> you don't, mc
does it for you :D
L833[12:37:39] <gigaherz> ;P
L834[12:37:51] <sham1> Maybe now minecraft
will actually run decently
L835[12:37:53] <sham1> ...
L836[12:37:58] <diesieben07>
GuiScreen.isCtrlKeyDown
L837[12:38:10] *
AbrarSyed is still confused that somehow a filled chest gives a
different pick block than an empty chest
L838[12:38:19] <diesieben07> only with
ctrl
L839[12:38:23] <diesieben07> it puts the
NBT in the ItemStack
L840[12:38:30] <AbrarSyed> oh I see
L841[12:38:31] ⇦
Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the
connection)
L842[12:38:35] <AbrarSyed> then it must be
a thing with control
L843[12:38:38] <diesieben07> yes
L844[12:38:44] <diesieben07> but only the
client part of the NBT
L845[12:38:55] <AbrarSyed> "if
conttrol.isPressed() copyNBT(block, item)"
L846[12:38:56] <Wuppy> AbrarSyed, you were
the one who suggested community right?
L847[12:39:00] <diesieben07> so if the
client hasn't opened the chest yet you will get an empty chest even
if it's not empoty
L848[12:39:09] <AbrarSyed> Wuppy, indeed.
great show.
L849[12:39:16] <sham1> Woot woot 1000+
FPS
L850[12:39:27] <diesieben07> no way
:D
L851[12:39:34] <AbrarSyed> LIES!
L852[12:39:36] <diesieben07> or in the
menu?
L853[12:39:42] <diesieben07> in the menu
doesn't count :P
L854[12:39:43]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c12c:c1e9:57f0:9c85:5174)
L855[12:39:45] <sham1> Maybe now I can
actually play FTB without killing myself
L856[12:39:47] <sham1> Ingame
L857[12:39:49] <gigaherz> there we go,
Contains: minecraft:chest[2]
L858[12:39:50] <Wuppy> agreed :D
L859[12:39:52] <diesieben07> o.O
L860[12:39:53] <sham1> The graphics are
down though
L861[12:39:58] <gigaherz> and when
non-ctrl-clicked, it just gives a tape
L862[12:39:58] <gigaherz> ;P
L863[12:40:12] <sham1> Because I need no
Fancy graphics or clouds or 12 chunk render distance
L864[12:40:15] <diesieben07> gigaherz, i
would be interested to see your TE
L865[12:40:24] <gigaherz> I'll commit in a
minute ;P
L866[12:40:34] <gigaherz> or, right
now...
L867[12:41:02] <killjoy> I just bought
premium gas
L868[12:41:06] <killjoy> wanna guess how
much it was?
L869[12:41:19] <sham1> 1000€/liter
L870[12:41:25] <killjoy> 1.88
L871[12:41:27] <killjoy> in $
L872[12:41:34] <sham1> Under 2
dollars?
L873[12:41:36] <sham1> Wut
L874[12:41:40] <killjoy> ikr
L875[12:41:45] <Wuppy> also, days from 9AM
to 7PM is tiring
L876[12:42:23] <sham1> You dont say
L877[12:42:47] <killjoy> I did that
once
L878[12:42:49] <killjoy> 2-11
L879[12:43:02] <killjoy> It was my second
day and nobody told me to go home
L880[12:43:27] <Wuppy> lol, I had an 8
hour work day, then a 1 hour wait and then a 1 hour meeting
L881[12:43:48] *
AbrarSyed grumbles that its looked down upon to leave earlier than
6PM
L882[12:44:03] <sham1> Well it is
L884[12:44:32] <AbrarSyed> 9-5 is the 8 hr
day.. leaving before 6 means they get 1 free hour out of me every
day... thats lame.
L885[12:44:42] <AbrarSyed> *NOT leaving
before 6
L886[12:44:46] <gigaherz> I'm not claiming
for it to be "nice" code, but it works
L887[12:44:46] <gigaherz> ;P
L888[12:45:07] <Wuppy> AbrarSyed, they
can't force you so why do it :P
L889[12:45:24] <diesieben07> there is no
way in hell that works fine with pick block unless you are setting
the values on the client also
L890[12:45:38] <gigaherz> if I try to
obtain the values manually
L891[12:45:40] <gigaherz> they are
null.
L892[12:45:41] <AbrarSyed> because all of
us happen to live in the same apparment, so we just leave all at
ionce. many times we just sit and browse reddit till the other
bottleneck dude is ready to leave
L893[12:45:43] <gigaherz> when I pick
block
L894[12:45:44] <gigaherz> they are
not.
L895[12:45:52] <gigaherz> I have no idea
why that is, but that's what I experience.
L897[12:46:04] <gigaherz> can I?
L898[12:46:09] <diesieben07> yes
L899[12:46:26] <gigaherz> the only
alternative I foundwas to manually call spawnEntity from harvest,
and that seemed ugly too
L900[12:46:26] <gigaherz> XD
L901[12:46:30] <diesieben07> check out the
forge patches in BlockFlowerPot
L902[12:46:58] <killjoy>
isFlowerPot()
L903[12:47:30]
⇨ Joins: LuigiHutch
(LuigiHutch@Challenge.Accepted.PanicBNC.eu)
L904[12:47:43] <diesieben07> badly named
:D
L905[12:47:55] <sham1> isPot would be
better
L906[12:47:57] <sham1> Heh
L907[12:47:59] <diesieben07> no
L908[12:47:59] <gigaherz> hmmm
L909[12:48:04] <killjoy> What was it
revealed the actual name was?
L910[12:48:07] <gigaherz> flowerpot calls
getTileEntity(pos) from theworld
L911[12:48:14] <Deamon> handlesOwnData
killjoy
L912[12:48:15] <gigaherz> I assumed the TE
was already destroyed in getDrops
L913[12:48:19] <diesieben07> it is
L914[12:48:19] <gigaherz> maybe I was
thinking wrongly
L915[12:48:27] <diesieben07> you need to
read ALL the patches ;)
L916[12:48:31] <diesieben07> they play
together
L917[12:48:46] <gigaherz> oh I see
L918[12:49:03] <gigaherz> removedByPlayer
return true
L919[12:49:37] <gigaherz> I guess it is
slightly "cleaner"
L920[12:49:38] <gigaherz> ;P
L921[12:50:01] <diesieben07> well, yours
assumes that there is just one thread for logic per side
L922[12:50:16] <gigaherz> no I used a
ThreadLocal
L923[12:50:17] <gigaherz> ;P
L924[12:50:21] <diesieben07> I know
L925[12:50:24] <diesieben07> which is ugly
af
L926[12:50:39] <gigaherz> yeah I never
liked that assumption either
L927[12:50:51] <gigaherz> but hey, I wrote
a functional item-transportation-tool in one afternoon
L928[12:50:52] <gigaherz> XD
L929[12:50:56] <diesieben07> :D
L930[12:50:58] <gigaherz> I'm now today
being picky
L931[12:51:04] <diesieben07> now on to
render a fluid inside my blcok
L932[12:51:06] <diesieben07> fun times
:/
L933[12:51:07]
⇨ Joins: parcel31u
(uid64311@id-64311.highgate.irccloud.com)
L934[12:55:13] <gigaherz> okay testing and
ifthis works, I'll release a new build with "beta" tag
;P
L935[12:55:42] <gigaherz> AH
interesting
L936[12:55:47] <gigaherz> after reloading
the game
L937[12:55:52] <iceman11a> I know this is
the wrong channel for this question. I can't seem to know what to
look for. How do I create a video intro for my videos. Any one have
an idea.
L938[12:55:55] <masa> and if it does not
work, then you release it as stable? :p
L939[12:56:07] <gigaherz> ah no, the TE is
broken in the server too
L940[12:56:11] <gigaherz> it contains
"null"
L941[12:56:49] <gigaherz> HAHAHA I managed
to glitch 3 chests into placing next to eachother
L942[12:57:09] <masa> video intro? do you
mean a thumbnail? or a channel intro video?
L943[12:57:55] <gigaherz> iceman11a:
people create them in their favorite video editing software
L945[12:58:05] <gigaherz>
corner-chest
L947[12:58:50] <gigaherz> oops.
L948[12:58:51] <gigaherz> XD
L949[12:59:28] <gigaherz> how do other
mods handle that?
L950[12:59:42] <gigaherz> I can't just
prevent placing the packed block next to a chest
L951[13:00:04] <iceman11a> gigaherz, Thats
good Do I have to guess the name of the software or ?
L952[13:00:20] <gigaherz> iceman11a: you
would have to ask the youtubers
L953[13:00:21] <gigaherz> XD
L954[13:00:39] <gigaherz> I have never
successfully done anything with videoediting
L955[13:00:41] <iceman11a> do they have a
channel by chance
L956[13:01:06] <iceman11a> Me too. That's
why I'm asking. I don't even know where to start
L957[13:01:11] <gigaherz> meneither.
L958[13:01:20] <iceman11a> ok,
thanks
L959[13:01:30] <gigaherz> all I know is
that most "proper" video editors have means to put images
and draw stuff
L960[13:01:35] ⇦
Quits: Glitch_Byte (~Glitch_By@195.174.169.208) (Quit:
Leaving)
L961[13:01:39] <gigaherz> so I guess they
do that.
L962[13:02:01] <iceman11a> well I guess
I'll have to try and find some info on that
L963[13:02:13] <iceman11a> I just don't
know where to go or what to do
L964[13:03:18] <masa> well some programs
are sony vegas and adobe premiere or something along those lines,
but they are commercial ie. cost money
L965[13:03:40] <masa> there are also free,
but usually extremely limited alternatives
L966[13:04:26] <masa> some very basic
programs like virtualdub and avidemux are free, but they more or
less can just join and cut video without much actual
"editing" or effets etc.
L967[13:06:47]
⇨ Joins: Reika
(~Reika@reika.kalseki.mods.abrarsyed.me)
L968[13:10:19] <gigaherz> Blender can do
some video editing
L969[13:10:33] <gigaherz> but I spent more
time trying to figure out how to tell Blender what I wanted to
do
L970[13:10:38] <gigaherz> than actually
doing anything useful
L971[13:11:11]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L972[13:16:10]
⇨ Joins: raoulvdberge
(uid95673@id-95673.richmond.irccloud.com)
L973[13:16:46] <raoulvdberge> Does forge
1.7 have a point class (that stores x, y, z coords?)
L974[13:16:53] <raoulvdberge> Don't want
to add one if forge already has it.
L975[13:17:54] <gigaherz> nothing like the
BlockPos in 1.8
L976[13:18:20] <gigaherz> but Vector3 or
Vector3i may be around
L977[13:18:32] <boni> pretty sure it is.
BlockPos is based on Vector3
L978[13:18:41] <raoulvdberge> alright,
thanks
L979[13:18:48] <boni> it's a GL or java
class.. not sure
L980[13:19:03] ⇦
Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Read
error: Connection reset by peer)
L981[13:20:09] <raoulvdberge> yup
net.minecraft.util.Vec3
L982[13:21:39]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872D48.access.telenet.be)
L983[13:24:19]
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(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L984[13:25:57] <sham1> A question about
rendering
L985[13:26:17] <sham1> How should I render
an item if I want it to be somewhere like in a TE and I want to
render it to the world
L986[13:26:23] <sham1> What method and
from where should I use
L987[13:28:21]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L988[13:29:03] <killjoy> Anyone know how I
would render an item shape?
L989[13:38:19] <OrionOnline> killjoy, what
do you mean item shape? like an outline?
L990[13:38:59] <killjoy> yes.
L991[13:39:09] <killjoy> item shape filled
with a color
L992[13:39:24] <OrionOnline> which MC
Version?
L993[13:39:28] ⇦
Quits: PBlock96 (~PB@lawn-143-215-60-252.lawn.gatech.edu) (Ping
timeout: 206 seconds)
L994[13:39:31] <killjoy> 1.8
L995[13:39:42] <OrionOnline> I am using
TiC Texture System
L996[13:39:45] <killjoy> It was working in
1.7, but broke for 1.8
L997[13:40:16] <OrionOnline> That can
create a duplicate of any texture as well as modify the
duplicate
L998[13:41:55] <sham1> Fry, a little help
to that guy?
L999[13:42:27] <fry> what context,
killjoy?
L1000[13:42:37] <killjoy> creating an
item aura for held items
L1001[13:42:38]
⇨ Joins: PBlock96
(~PB@lawn-143-215-60-252.lawn.gatech.edu)
L1002[13:42:44] <killjoy> all items
L1003[13:43:10] <sham1> Meanwhile I am
wondering how I can render whatever item
L1004[13:43:28] <OrionOnline> sham1, what
do you mean?
L1005[13:43:39] <sham1> Render the
item
L1006[13:43:41] <sham1> Didnt you
see
L1007[13:43:49] <sham1> I have a
WorldRenderer instance
L1008[13:43:54] <OrionOnline> Owwwh
L1009[13:43:56] <sham1> So all I need is
to render the thing
L1010[13:44:02] <OrionOnline> I need to
figure that out as well
L1011[13:44:10] <OrionOnline> Like i need
it for my TE's
L1012[13:44:18] <boni> sham1: so call the
function that renders the thing usually from your code?
L1013[13:44:18]
⇦ Quits: ProfMobius (~kickban@185.57.189.56) (Ping timeout:
186 seconds)
L1014[13:44:32] <sham1> I dont know what
it is though
L1015[13:44:35] <sham1> That is the
problem
L1016[13:44:59] <fry> killjoy: catch
RenderHandEvent, call renderItemInFirstPerson twice, with some GL
trickery to render the outline
L1017[13:45:13] <OrionOnline> I like this
class name: PerspectiveUnawareBakedHeatedItemItemModel
L1018[13:45:25]
⇨ Joins: AndersBillLind
(~anders@217-211-66-29-no23.tbcn.telia.com)
L1019[13:46:03] <AndersBillLind> Are the
last four slots of a players inventory the ones using for
armor?
L1020[13:46:09] <AndersBillLind>
used
L1021[13:46:22] <boni> go to EntityPlayer
and check
L1022[13:46:27] <fry> sham1: do you have
the itemstack you want to render, and nothing else?
L1023[13:46:49] <sham1> I have the
itemstack and nothing else yes
L1024[13:46:53] <fry>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(stack)
L1025[13:47:13] <OrionOnline> hey
boni
L1026[13:47:19] <sham1> Thatr gives me
the model which has the model no?
L1027[13:48:08] <sham1> Well
L1028[13:48:17] <sham1> I have the
model
L1029[13:48:27] <OrionOnline> boni, i
would really like to thank you for the Model Code that Tinkers
uses, i was a lot of help while i created the model and texture
system for my mod
L1031[13:48:35] <sham1> Now, can I be
certain that it will be textured after I draw it
L1032[13:48:41] <OrionOnline> Without it
it would have take a lot of time
L1033[13:49:32] <sham1> And now to figure
out how to use this bad boy called IBakedModel
L1034[13:50:09] <boni> OrionOnline:
you're welcome. it's written with people looking at it in mind, i
hope it's understandable
L1035[13:50:16] <OrionOnline> Oh
yeah
L1036[13:50:20] <boni> (it's actually
quite simple, just complicated through tcon materials)
L1037[13:50:35] <fry> killjoy: replace
renderItem with renderItemModelForEntity
L1038[13:50:41] <OrionOnline> It took me
a while to figure out how you turned the grayscale textured into
their colored counterparts
L1039[13:50:53] <boni> oh you're talking
about the textures, not the models
L1040[13:50:57] <boni> that's a
completely different topic ;P
L1041[13:51:09] <boni> i hope you don't
kill the texture atlas.
L1042[13:51:15] <OrionOnline> But
eventually i was able to port it over to my armor, modified it, as
you have more then features then i would ever need
L1043[13:51:32] <OrionOnline> Nah the
texture system is a near copy
L1044[13:51:44] <OrionOnline> With a BIG
Thankyou above
L1045[13:52:14] <boni> i hope you're
using the vertex-tinting variant where possible ;P
L1046[13:52:20] <OrionOnline> Yeah
L1047[13:52:31] <sham1> Fry, I assume now
I can use RenderItem#renderItem on the model I got
L1048[13:52:56]
⇦ Quits: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or
food)
L1049[13:52:58] <fry> yes
L1050[13:53:09] <sham1> Lets test
this
L1051[13:53:19] <OrionOnline> I am using
the MaterialRenderInfo.Metal
L1052[13:53:24] <OrionOnline>
Equivalent
L1053[13:53:40] <OrionOnline> I am using
a different way of storing colors
L1054[13:53:56] <OrionOnline> But that is
probably the biggest change to the texture system
L1055[13:53:58] <sham1> Stupid question,
will it be textures
L1056[13:54:01] <sham1> textured*
L1057[13:54:10] <boni> OrionOnline: dump
the texture atlas and make sure only things that should be in there
are in there
L1058[13:54:28] <OrionOnline> I know
there is a command to do it, but what was that?
L1059[13:54:38] ***
TehNut|Sleep is now known as TehNut
L1060[13:54:41] <sham1> I guess I will
see
L1061[13:54:44] <AndersBillLind> I think
my server crashes when the number of polygons gets high
L1062[13:54:44] <boni> no, you go to the
forge.cfg and set that dump thingie
L1063[13:54:54] <OrionOnline> Ah that was
it :P
L1064[13:54:56] <OrionOnline> Let me
see
L1065[13:55:10] <killjoy> Alright, what's
the difference between glColor and glBlendColor?
L1066[13:56:02] <sham1> glBlendColor is
the color it blends with xD
L1067[13:56:08] <killjoy> alright
L1068[13:57:15] <OrionOnline> boni, where
does it save that file?
L1069[13:58:11] <boni> run folder
L1070[13:59:02] <OrionOnline> For some
reason that line that should do the save is commented out
1.8.8
L1071[13:59:30] <boni> oh?
L1072[13:59:33] <boni> fry? ^
L1073[13:59:44] <boni> i haven't actually
used it on 1.8.8 yet, only 1.8
L1074[13:59:50] <OrionOnline> It says,
TextureUtil.saveGlTexture is gone, FIXME
L1075[14:00:15] <fry> self-explanatory,
isn't it? :P
L1076[14:00:22] <OrionOnline> Yeah
L1077[14:00:31] <OrionOnline> But is
there a replacement i can call?
L1078[14:00:54] <fry> nothing I know
of
L1079[14:01:20] <OrionOnline> Hmm looking
through the 1.7 code i cannot find it either
L1080[14:01:35] <AndersBillLind> I was
able to put anything in that armor slots btw
L1081[14:03:00] <boni> OrionOnline: the
textures you're generating, are they for the items or the actual
armor to render with GL?
L1082[14:03:56] <OrionOnline> for the
Items
L1083[14:04:13] <boni> then it should be
fine
L1084[14:05:02] <OrionOnline> Not for the
Armor, for that i bind the texture my self
L1085[14:05:16] <boni> yeah, that's what
you should do :)
L1086[14:05:17] <OrionOnline> and color
the things myself
L1087[14:05:22] <OrionOnline> I
know
L1088[14:05:27] <OrionOnline> I wrote my
mod for 1.7.10
L1089[14:05:31] <OrionOnline> Porting it
now to 1.8
L1090[14:06:42]
⇦ Quits: tambre
(~tambre@5bc9-e95b-eb88-008e-4301-8a22-07d0-2001.dyn.estpak.ee)
(Ping timeout: 186 seconds)
L1091[14:09:43] <boni> fry: oh yeah,
thanks for the feedback on the bucket btw, glad you found some time
to look at it in detail
L1092[14:09:54] <OrionOnline> BUt yeah
boni, do you have like a donation button or something, your code
and fry saved me a lot of time
L1093[14:10:03] <OrionOnline> So if fry
has a donation button that would also be great
L1094[14:11:03]
⇨ Joins: ShadowChild
(~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com)
L1096[14:12:01] <boni> i do, in
fact
L1097[14:12:14] <boni> i don't think it
has even been used though :D
L1098[14:12:57] <OrionOnline> There you
go Fry
L1099[14:13:03] <OrionOnline> Give that
link Boni!
L1100[14:13:37] <boni> at least i had.
hm
L1101[14:15:23] <fry> thanks, Orion
:P
L1102[14:16:10] <boni> apparently it
doesn't exist anymore /o\
L1103[14:16:18] <boni> well, i got a
patreon or paypal ;P
L1104[14:16:41] <OrionOnline> give me the
patreon boni
L1106[14:17:16] <boni> i only have it for
completeness sake
L1107[14:17:22] <boni> so there's not
actually anything there
L1108[14:18:47]
⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L1109[14:19:29] <boni> thanks o/
L1110[14:20:10]
⇨ Joins: Horfius
(~quassel@cpe-66-67-5-87.rochester.res.rr.com)
L1111[14:20:35] <OrionOnline> No
problem
L1112[14:20:51] <OrionOnline> You guys
helped me more then any tutorial ever could
L1113[14:20:55] <OrionOnline> So i am
happy
L1114[14:23:14] <sham1> :P
L1115[14:23:22] <sham1> Are you glad you
came to 1.8
L1116[14:25:35] <OrionOnline> yes
L1117[14:25:56] <OrionOnline> The texture
and model system is powerfull enough the be worth the hassel
L1118[14:29:06] <boni> some things are
easier. some things are harder. it's more work up front but gives
better performance for that.
L1119[14:29:14] <OrionOnline> Yeah
L1120[14:29:27] <OrionOnline> i would
still love a way to automatically create the json files
L1121[14:29:31] <OrionOnline> that is a
lot of work
L1122[14:29:54]
⇨ Joins: vsg1990
(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L1123[14:29:54] <sham1> scripts
L1124[14:30:10] <OrionOnline> Yeah
L1125[14:30:12] <boni> yes, there is one
for that
L1126[14:30:20] <OrionOnline> Which
one?
L1127[14:30:20] <boni> but it's still a
lot of stuff to do
L1129[14:30:38] <boni> never used
it
L1130[14:31:03] <Lunatrius> /o\
L1131[14:31:15]
⇨ Joins: Gaskin
(~Gaskin@aazo142.neoplus.adsl.tpnet.pl)
L1132[14:31:25] <OrionOnline> That is for
Blocks right?
L1133[14:31:28] <boni> Lunatrius: is that
definitions gist right?
L1134[14:31:37] <boni> wasn't that a list
of textures and names?
L1135[14:31:47] <Lunatrius> Should be
right one
L1136[14:31:57] <Gaskin> Hello, not sure
if thats the right place to ask. Is there any way to copy
microblocks using plugin tools like world edit?
L1137[14:32:57] <killjoy> Alright, I
think I've almost got it.
L1138[14:33:04] <killjoy> I'm
reimplementing that render method
L1139[14:33:24] <Lunatrius> The stuff
inside the template: {} block is what is saved to the file
L1140[14:33:27] <killjoy> No method in
RenderItem doesn't bind the texture
L1141[14:33:47] <Lunatrius> The blocks
array is the list of files that should be generated
L1142[14:34:55]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
L1143[14:39:28]
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L1145[14:41:56] <fry> make stuff inside
of your icon not black, but matching the neighbors
L1146[14:42:13] <diesieben07> uhhh
L1147[14:42:18] <diesieben07> the stuff
in the icon is transparent
L1148[14:42:30]
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L1149[14:42:31] <diesieben07> and the
fluid can be *any* fluid so I don't knwo what they are
L1150[14:42:59] <fry> if you look
closely, you'll see that they are there even at the top
L1151[14:43:04] <fry> where there's no
fluid
L1152[14:43:22] <fry> do you have only 1
quad for the whole face?
L1153[14:43:36] <diesieben07> no there is
one quad for the actual front and one for the fluid
L1154[14:43:56] <fry> strange
L1155[14:44:17] <Soni> so in 1.7.10 how
do I use ObjectHolder with optional cross-mod stuff?
L1156[14:45:07] <fry> diesieben07: what
layer does your block use?
L1157[14:45:15] <diesieben07> uhh
L1158[14:45:24] <diesieben07> i have not
changed anything, so the default i would assume
L1159[14:45:38] <fry> so, SOLID? :P
L1160[14:45:50] <diesieben07> does that
exist in 1.7.10 even?:D
L1161[14:46:02] <fry> ah, you're on
1.7.10?
L1162[14:46:10] <diesieben07> yes,
:/
L1163[14:46:15] <fry> you should start
with that :P
L1164[14:46:35] <diesieben07> i just
basically finished the rework from 1.6.4 :P
L1165[14:46:39] <fry> is this a
TESR?
L1166[14:46:43] <diesieben07> i am not
really in the mood to rewrite everytrhing again
L1167[14:46:44] <diesieben07> no
L1168[14:47:07] <diesieben07> plus, we
don't need to discuss my opinion on 1.8 again
L1169[14:48:14] <fry> what pass do you
render in?
L1170[14:48:36] <diesieben07> i haven't
changed anything so i would assume 0
L1171[14:48:53] <fry> you need 1, since
you have transparency, I think :P
L1172[14:49:22] <sham1> Welp fry, I can
render the item, but it has no texture
L1173[14:49:24] <diesieben07> i don't
really have transparency though
L1174[14:49:56] <diesieben07> actually
yes i do
L1175[14:49:57] <diesieben07> hrmmm
L1176[14:50:10] <diesieben07> basically
this is also just the front face
L1177[14:50:22] <diesieben07> i really
want to render a "fluid block" inside the real
block
L1178[14:50:30] <diesieben07> but if i do
that with the full bounds i get z fighting
L1179[14:50:53] <fry> hmm, glass renders
in pass 0
L1180[14:50:56] <killjoy> Now how do I
prevent things with blend from rendering in front of water?
L1181[14:51:46] <diesieben07> gah, this
is why i hate rendering. nothing ever works.
L1182[14:52:17] <fry> come to 1.8, most
of the stuff works :P
L1183[14:52:33] <diesieben07> your 1.8
model stuff is ugly af, no offense.
L1184[14:52:40] <diesieben07> models, yes
please.
L1185[14:53:04] <fry> what exactly is
ugly?
L1186[14:53:31] <diesieben07> it is
overly complex in my opinion
L1187[14:53:35] <fry> what is?
L1188[14:53:52] <diesieben07> the whole
system :D everything is intertwined and not understandable
L1189[14:54:13] <fry> what did you try to
look at, and didn't understand?
L1190[14:54:16]
⇨ Joins: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1191[14:54:46] <diesieben07> i do
understand most things now. just as i said it is overly
complex
L1192[14:54:59] <diesieben07> which may
be related to the fact that it's just rendering and rendering in
general sucks balls.
L1193[14:55:00] ***
Vigaro|AFK is now known as Vigaro
L1194[14:55:02] <fry> what would you
simplify, and how?
L1195[14:55:18] <diesieben07> I don't
know, hence i am not making a coherent complaint.
L1196[14:55:27] <diesieben07> I am just
saying I do not like it.
L1197[14:55:37] <Soni> can we please add
a GameRegistry.registerObjectHolder?
L1199[14:56:14] <fry> diesieben07: well
then, it's as simple as I could make it; unless you come up with
some improvements, don't complain :P
L1200[14:56:42] <sham1> thaẗ́'s not how
it works fry
L1201[14:56:52] <MattDahEpic> killjoy,
why are you pegasis?
L1202[14:56:57] <killjoy> because
L1203[14:57:04] <Soni> so uhh in 1.7.10
how do I make an ObjectHolder without using @ObjectHolder?
L1204[14:57:04] <fry> killjoy: you need
to use blending
L1205[14:57:12] *
killjoy is blending
L1206[14:57:15] <Soni> because
@ObjectHolder kills the mod
L1207[14:57:17]
⇦ Quits: Nitrodev
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Connection reset by peer)
L1208[14:57:19] <killjoy> works fine when
not over water
L1209[14:57:22] <fry> sham1: how does it
work then? :P
L1210[14:57:39] <sham1> "if you have
no improvements you cannot complain"
L1211[14:58:49] <fry> you can complaining
about the lack of documentation, for example
L1212[14:59:14] <sham1> Tomorrow I
propably will work more on this item renderer so I can have my
little pedistal thing actually working
L1213[14:59:22] <fry> saying "overly
complex" without elaborating won't help anyone though.
L1214[14:59:22] <sham1> But now I need
sleeps
L1215[14:59:37] <sham1> Well it is overly
complex to him
L1216[14:59:49] <sham1> Anyway
L1217[14:59:54] ***
sham1 is now known as sham1|ZZzZ
L1218[15:00:24] <fry> killjoy: in what
hook are you rendering?
L1219[15:00:38] <Soni> also how /are/ you
supposed to use ObjectHolder because so far I haven't seen a
tutorial about it >.<
L1220[15:01:08] <killjoy> It's a
layer
L1221[15:01:27] <fry> what layer? armor
layer?
L1222[15:01:30] <killjoy> I've replaced
the HeldItemLayer
L1223[15:01:39] <Soni> meh :/
L1224[15:01:55] <Soni> also so far nobody
has helped me with those bloody fucking ObjectHolders
L1225[15:02:21] <diesieben07> fry, ok, so
the question remains the same for 1.8. how do i render a block
inside another one without z fighting?
L1226[15:03:04]
⇨ Joins: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L1227[15:03:15] <Lumien> Soni how are you
using it?
L1228[15:03:33] <fry> diesieben07: by
either 1) using the quads with exactly the same vertex positions 2)
adding offset 3) using GL
L1229[15:03:34] <karlthepagan> removing
code in the client to make a bot might have exposed a race
condition :P
L1230[15:04:05] <fry> diesieben07: as for
the black pixels - look closely at the leaves, does it happen for
them?
L1231[15:04:20]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1232[15:04:29] <Soni> Lumien, so I have
2 mod-dependent objects, a block and an item, and I have a static
initializer to setup the "public static final"
fields
L1233[15:04:29] <karlthepagan> when
packetjoingame is rescheduled via ThreadQuickExitException, another
packet can beat it in the queue
L1234[15:04:32] <diesieben07> 1) isn't
that exactly what causes z fighting? 2) offset doesn't work as it
has to grow the farther you get away and then you get a gap. 3)
please clarify
L1235[15:05:03] <Soni> Lumien, but
@ObjectHolder loads the class so I can't use that >.<
L1236[15:05:06] <fry> killjoy: I have no
mention of HeldItemLayer in my code
L1237[15:05:21] <Lumien> ObjectHolder
loads what class?
L1238[15:05:22] <killjoy> Sorry, named
LayerHeldItem
L1239[15:05:37] <Soni> Lumien, the class
which has the stupid static initializer
L1240[15:06:30] <Lumien> Not sure what
you mean, why are even "setting the fields up" ?
L1241[15:06:54] <Soni> Lumien, see,
nobody tells me how to use the bloody objectholders >.<
L1244[15:07:39] <Soni> do I just remove
the @ObjectHolder?
L1245[15:07:40] <killjoy> relevant code
starts at l135
L1246[15:08:57] <fry> diesieben07: 1)
z-fighting happens if the clip-z is almost equal; if it's exactly
equal (which happens when quad vertex positions are equal) then
there's no fighting; 2) yes, this won't work since this is not a
TESR 3) same as 2; what is probably best is for you to add the
actual depth to the model - make this front face 3-dimentional,
then you'll get no fighting.
L1247[15:09:13] <MattDahEpic> is there a
way to log in to a mc account in dev without plaintexting your
login details as arguments?
L1248[15:09:28] ***
zz_SnowShock35 is now known as SnowShock35
L1249[15:09:43] <diesieben07> i am not
sure what you mean by making it 3 dimensional.
L1250[15:09:44] <killjoy> MattDahEpic,
feed it your token
L1251[15:10:08] <MattDahEpic> killjoy,
doesnt that reset every time you login somewhere?
L1252[15:10:17] <killjoy> yes.
L1253[15:10:24] <killjoy> but only when
you open the launcher
L1254[15:10:31] <Lumien> What is
ObjectHolder even supposed to do when put on a class?
L1255[15:10:34] <killjoy> it's still good
between launches
L1256[15:10:44] <Soni> Lumien, it makes
me type less
L1258[15:11:47] <Soni> Lumien, I don't
have to @ObjectHolder("modid:objectname") on every field,
instead I just put an OH on the class with modid as the value and
set the name of the fields to be the same as "objectname"
(so if I want rf_powercrop I name the field rf_powercrop)
L1259[15:12:07] <Lumien> oh ok
L1260[15:12:33]
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L1261[15:13:02]
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L1262[15:13:12] <Soni> I remember now why
most of my cross-mod mods are stopped
L1263[15:13:21] <Soni> it's all because
of the fucking ObjectHolder
L1264[15:14:00] <fry> diesieben07:
dosketch.com/download.php?i=NWQhiQXLB8yvgj5a2UNm
L1265[15:14:15] <diesieben07>
ERR_NAME_RESOLUTION_FAILED
L1266[15:14:27] <fry> bah
L1267[15:14:32] <Soni> who the fuck even
came up with this stupid way to do ObjectHolders anyway?
L1268[15:14:59] <diesieben07> ok so if i
draw two cubes it works
L1269[15:15:14] <Lumien> Aren't Object
holders just supposed to populate the field they are on with the
Block / Item that you specify in value() ?
L1270[15:15:19] <diesieben07> but if i
make the inner cube slightly less high (which i need to, to signify
height of the fluid) i get z fighting
L1271[15:15:26] <Lumien> Why do you set
the fields yourself?
L1272[15:15:34] <Soni> Lumien, I don't
even know, they didn't make a tutorial about it
L1274[15:15:50] <Soni> and nobody tells
me how it's supposed to be used
L1275[15:15:55] <Soni> and this isn't the
first time I'm asking
L1276[15:16:03]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L1277[15:16:09] <diesieben07> so ... stop
thinking in terms of faces but think of the whole cube??
L1278[15:16:14] <Lumien> Well what do you
WANT it to do?
L1279[15:16:15] <Lunatrius> You just add
the annotation and you're done.
L1280[15:16:25] <Lunatrius> You never
write to the fields yourself.
L1281[15:16:28] <fry> make the window
actually have depth, like 1/32 of the cube
L1282[15:16:36] <fry> and render the
fluid with this 1/32 offset
L1283[15:16:50] <fry> then you won't get
z-fighting
L1284[15:16:54] <Soni> Lumien, I don't
know
L1285[15:17:02] <Soni> I want to know how
to use it
L1286[15:17:03] <diesieben07> hrmmm
L1287[15:17:18] <diesieben07> but assume
i wouldn't want to do that :D
L1288[15:17:39] <fry> why?
L1289[15:17:46] <diesieben07> well,
because i want it to look that way.
L1290[15:17:56] <Lumien> But for what? I
don't even know why you want to use them in your code
L1291[15:18:13] <Lunatrius> ObjectHolder
is for cross mod stuff
L1292[15:18:19] <karlthepagan> Soni,
objectholder is just an application of a very common programming
practice called "dependency injection"
L1293[15:18:25] <fry> diesieben07: well
then, you can also only render the liquid where there are
holes
L1294[15:18:30] <Soni> Lumien, well how
am I supposed to know when someone replaces my block/item?
L1295[15:18:33] <diesieben07> which i
tried
L1296[15:18:34] <fry> so there's no
overlap
L1297[15:18:37] <diesieben07> which
resulted in the stupid black lines
L1298[15:18:42] <diesieben07> which was
my original question
L1299[15:18:42] <Lumien> Why would they
replace them?
L1300[15:18:46] <Soni> karlthepagan, I
thought it was to know when someone replaces your block/item? (or
rather allow other mods to replace your block/item)
L1301[15:19:15] <karlthepagan> Soni, you
asked who came up with it... that's the answer
L1302[15:19:28] <fry> diesieben07: expand
the coords a litle bit then
L1303[15:19:33] <karlthepagan> allowing
someone to replace the block is the why, that design decision is
for mod extensibility
L1304[15:19:33] <Soni> karlthepagan,
*who* came up with it?
L1305[15:19:42] <diesieben07> that sounds
horribly hacky
L1306[15:19:48] <diesieben07> THIS is why
i dont like rendering.. :D
L1307[15:19:50] <Lunatrius> Soni:
c-p-w
L1308[15:19:50] <diesieben07> it never
works properly.
L1309[15:19:54] *
diesieben07 leavs
L1310[15:19:55] <fry> it does
L1311[15:19:59] <diesieben07> no it
doesnt.
L1312[15:20:00] <fry> if you know the
rules
L1313[15:20:07] <Soni> Lunatrius, doesn't
that ping him?
L1314[15:20:10] <diesieben07> if i tell
it to render from 0 to 0.25 and then from 0.25 to 1
L1315[15:20:15] <minecreatr> what is
getRemainingItems in IRecipe used for?
L1316[15:20:16] <Lunatrius> No idea
L1317[15:20:17] <diesieben07> and there
is a line visible then it does NOT work properly.
L1318[15:20:27] <Lunatrius> If it does
it's intentional ;)
L1320[15:20:58]
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L1321[15:21:00] <diesieben07> i know
that.
L1322[15:21:10] <Soni> so do I just
remove this stupid @ObjectHolder thing?
L1323[15:21:11] <diesieben07> no matter
what 0.25 evaluataes to though
L1324[15:21:15] <diesieben07> it is THAT
VALUE.
L1325[15:21:26] <Lunatrius> What do you
even want to do?
L1326[15:21:47] <Lunatrius> Are you
trying to interact with another mod? If not, remove it.
L1327[15:22:13] <minecreatr> I was
wondering if anyone knows how the
minecraftforge.client.model.pipeline system works?
L1328[15:22:14] <fry> diesieben07: you're
matching the pixel boundary of the texture to the position of the
vertex, in the screen space, there are some divisions and
interpolations in the way
L1329[15:22:33] <diesieben07> well
then
L1330[15:22:43] <diesieben07> why does
this stupid system operate in floating point again? :D
L1331[15:23:09] <fry> on what else would
it operate?
L1332[15:23:22] <diesieben07> whole
numbers?
L1333[15:23:27] <diesieben07> same like
you do with currency.
L1334[15:23:31]
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L1335[15:23:47] <fry> now represent to me
the camera rotation using only the whole numbers
L1336[15:24:04] <diesieben07> you just
need to choose an appropriate unit
L1337[15:24:10] <diesieben07> as fine
grained as you need it.
L1338[15:24:41] <fry> you'll end up with
astronomical memory requirements
L1339[15:24:48] <diesieben07> wat
L1340[15:25:02] <diesieben07> whatever
man
L1341[15:25:08] <diesieben07> i hate
rendering and it will always be that way :D
L1342[15:25:19] <fry> then don't complain
about it
L1343[15:25:24] <diesieben07> yes i will
:P
L1344[15:25:34] <diesieben07> i'll just
do that then, i already had a "jitterCorrect" variable
with 0.0001 in it
L1345[15:25:37] <diesieben07> thats just
so ugly.
L1346[15:26:08] <fry> do you really not
understand why floats are used for rendering?
L1347[15:26:14] <diesieben07> yes i
do
L1348[15:26:17] <diesieben07> what pisses
me off about this particular instance is though
L1349[15:26:21] <diesieben07> the GPU
KNOWS this
L1350[15:26:26] <diesieben07> why does it
not correct for this?
L1351[15:27:01] <fry> GPU doesn't
magically know that texture pixels align with vertex
positions
L1352[15:27:22] <diesieben07> no, but it
knows that all the calculations are error prone
L1353[15:27:27] <fry> and?
L1354[15:27:37] <diesieben07> so it
should put in appropriate margins.
L1355[15:27:44] <fry> to what side should
it bias?
L1356[15:27:56] <diesieben07> well, so
that stuff aligns :D
L1357[15:27:56] <fry> to the inside or to
the outside of this pixel?
L1358[15:27:57] <Lunatrius> THat
side
L1359[15:28:06] <diesieben07> ^^
that
L1360[15:28:15] <diesieben07> i am just
being frustrated, don't listen to me
L1361[15:28:48] <fry> and how do you
expect me to take you seriously in the future?
L1362[15:29:16] <ThePsionic>
Unpossible
L1363[15:29:18] <diesieben07> with
rendering topics i never asked you to
L1364[15:29:22]
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L1366[15:29:48] <Soni> so why did the
GameRegisty.registerWhatever with modid get removed?
L1367[15:29:58] <Soni> how do you replace
vanilla blocks/items/etc nowadays?
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L1369[15:30:06] <diesieben07> i hate
rendering for the same undefinable reason that i hate probabilities
in math
L1370[15:30:17] <fry> heh
L1371[15:30:22] <diesieben07> i just
dislike it.
L1372[15:30:57] <fry> yes, I hate the
concept/philosophy of probabilities, but i have no problem working
out the math/using them in code :P
L1373[15:31:26] <fry> I do however put a
clear line between the two
L1374[15:31:34] <diesieben07> i didnt say
i have problem with using them
L1375[15:31:42] <raoulvdberge> Rendering
is scary.
L1376[15:31:49] <diesieben07> and with
rendering it is just that i have not done ti much
L1377[15:31:56] <raoulvdberge> I avoided
it for the longest time, until I just forced myself to try it
L1378[15:32:02] <Soni> I love
probabilities, and I love rendering... in a way
L1379[15:32:10] <Soni> OpenGL rendering
is a pain in the ass >.<
L1380[15:32:11] <diesieben07> that makes
sense.
L1381[15:32:19] <diesieben07> (that you
like them)
L1382[15:32:47] <Soni> (but there are
tons of wrapper libs for OpenGL rendering so it's not too
bad)
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L1394[15:49:33] <MattDahEpic> whats the
best way to tell on the client if a packet has been recievedfrom
the server?
L1395[15:53:29] <gigaherz> ?
L1396[15:53:34] <gigaherz> ALL packets
come from the server
L1397[15:54:27] <MattDahEpic> not when a
packet has been recieved, if a packet of a certian type has been
recieved
L1398[15:54:46] <MattDahEpic> i need the
values set by a packet to be there before executing my recipe
registration
L1399[15:57:33] <gigaherz> oh
L1400[15:57:43] <gigaherz> your own
packet, or something vanilla?
L1401[15:57:48] <MattDahEpic> its my
packet
L1402[15:58:01] <gigaherz> then run the
registration from the handler?
L1403[15:58:11]
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L1404[15:58:24] <gigaherz> or signal a
semaphore or something, so that it becomes unlocked
L1405[15:58:53] <MattDahEpic> the confi
sync packet is from my library mod while the recipes are from a
dependent so i dont have access to the handler
L1406[15:59:10] <gigaherz> inter-mod
messaging?
L1407[15:59:30] <MattDahEpic> i
guess
L1408[15:59:32] <gigaherz> or post a
custom message to the event bus
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L1416[16:20:16] <OrionOnline> Is there a
way to get the baked missing model?
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L1420[16:26:20] <killjoy> OrionOnline,
see mc.getRenderItem().getItemModelMesher()
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L1425[16:39:57] <ASB2> Im back again
still trying to understand Properties
L1426[16:40:38] <ASB2> Are the properties
of a block synced between client and server some how or do ihave to
do that myself?
L1427[16:40:51] <OrionOnline> Probably
your self
L1428[16:41:00] <OrionOnline> Knowing
mincerat
L1429[16:41:40] <ASB2> Then is there a
way to manage something like metadata without sending my own
propriatary packets?
L1430[16:41:50] <OrionOnline> I actually
have no idea
L1431[16:41:57] <OrionOnline> I am still
working onmy items
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L1433[16:42:23] <OrionOnline> I need like
one more Item before i start on the blocks
L1434[16:43:40] <Lumien> ASB2 they are
synced
L1435[16:44:15] <OrionOnline> Lumien,
seriously
L1436[16:44:38] <OrionOnline> Minecraft
does something automatically for once?
L1437[16:44:45] <Lumien> Yes of course
:P, you didn't have to sync metadata yourself either
L1438[16:45:39] <OrionOnline> Yeah but
properties are interpreted in a different way
L1439[16:45:50] <OrionOnline> They donnot
need to be made up out of MetaData
L1440[16:46:31] <Lumien> If they want to
be saved to disk they have to
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L1442[16:47:39] <OrionOnline> I thought
you could also have them be like environmentalware?
L1443[16:48:01] <Lumien> yes, but on disk
it's still just metadata
L1444[16:48:29] <masa> does it actually
sync the properties, or are they just reinterpreted from meta and
surrounding blocks on the client?
L1445[16:48:52] <OrionOnline> probably
syncs the meta and reinterprets
L1446[16:49:07] <Lumien> Every possible
IBlockState is assigned a unique number
L1447[16:49:11] <Lumien> That is synced i
believe
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L1449[16:49:57] <masa> hmm, so then
vanilla would also have to sync that entire mapping data?
L1450[16:51:07] <masa> or does it assume
that the client can rebuild it identically based on the game data
(registred blocks etc)?
L1451[16:51:25] <OrionOnline> Probably
last one
L1452[16:51:55] <masa> lots of
"probably" and "i believe" in this :p
L1453[16:52:20] <OrionOnline> for me
blockstates are magic
L1454[16:52:41] <OrionOnline> I am with
fry to remove them completly and just have a block id for every
possible block
L1455[16:52:57] <masa> and it has been 9
months since I last touched them, didn't understand them super
great back then either just yet
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L1457[16:53:26] <Lumien> I think the
mappings are synced
L1458[16:53:36] <masa> umm what? but that
wouldn't be the same though...
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L1461[16:53:52] <Lumien> ?
L1462[16:53:58] <masa> since the
blockstate can also hold data about surround blocks, from the TE
etc
L1463[16:54:14] <masa> Lumien: that was
to OrionOnline
L1464[16:54:20] <Lumien> kk
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L1466[16:58:16] <karlthepagan> works...
pure java bot in 100M created by trimming out deobf code, already
more reliable & realistic than mineflayer :P
L1467[16:58:43] <karlthepagan> patch is
nearly all contained in Minecraft.java
L1468[16:59:30] <xaero> explain '100M'
and 'mineflayer'?
L1469[17:01:47] <karlthepagan> 100 MiB of
ram, mineflayer is the nodejs based mc bot
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L1471[17:02:10] <ASB2> Lumien: To get a
property that ive mapped do i have to use the exact same Property
object or does the string have to be the same
L1472[17:03:14] <Lumien> Same string i
assume
L1473[17:04:33] <xaero> karlthepagan:
you're able to play client-side minecraft on a headless
machine?
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L1475[17:05:45] <karlthepagan> xaero, not
yet... there's a LOT of GL calls that I can't easily avoid... I
avoid what I can and throw away framebuffers asap
L1476[17:06:01] <karlthepagan> don't
allocate textures, etc
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L1479[17:07:46] <karlthepagan> oh also...
one easy way to avoid lots of work is stub out
registerReloadListener
L1480[17:10:35] <xaero> ah, still pretty
cool that you trimmed down the memory usage
L1481[17:11:12] <xaero> I use mumfrey's
macro mod for all my botting needs, but then again I haven't done
*really* crazy things with it
L1482[17:11:29] <karlthepagan> cool, I
don't have a goals kernel set up yet
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L1485[17:12:36] <karlthepagan> xaero,
does that do any kind of procedural actions or do you set it up all
in your macro code?
L1486[17:13:23] <xaero> what do you mean
by procedural actions?
L1487[17:13:48] <xaero> like, logo/turtle
movements?
L1488[17:14:00] <karlthepagan> can you
tell your macro'd client "follow me" and it will take
random actions until it's close enough?
L1489[17:14:29] <karlthepagan> sortof
like logo movements
L1490[17:14:41] <karlthepagan> but
"follow" is the goal, not just "go to x
position"
L1491[17:15:00] <xaero> ah not with
vanilla macro mod, but you could extend it with modules to make it
entity-aware
L1492[17:15:12] <xaero> but most
movements need to be scripted
L1493[17:15:57] <karlthepagan> I've got a
few work in progress event kernels, but nothing yet goal
oriented
L1495[17:19:07] <xaero> what are event
kernels? Macro mod has events for various in-game things like chat
to filter on
L1496[17:19:13] <xaero> not sure if
they're the same thing
L1497[17:19:38] <karlthepagan> kernel
meaning some kind of core logic loop & rules
L1499[17:21:51] <barteks2x> Did they
finally remove that dtupid "can't place solid blocks at
y=255" thing? I can't find it in code anymore
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L1502[17:32:37] <xaero> karl I can't
quite make out how your kernel works - how would you specify new
'rules'? In macro mod, control is passed to the macro for each new
chat event and you use the normal macro language with special
keywords to pass/deny/modify the chat line
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L1505[17:33:57] <karlthepagan> each rule
has a regex used to determine if it's hit or not, and then the
Action class defines how to move through the rules structure
L1506[17:34:43] <karlthepagan> the rules
basically define a finite automata
L1507[17:35:01] <karlthepagan> you can
clone and run the unit tests to see it in action
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L1511[17:39:42] <gigaherz> UGH
L1512[17:40:11] <gigaherz> is there
really no way in Thaumcraft 5 to create a thaumium-capped
silverwood staff, without making use of void clothes?
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L1515[17:44:31] <xaero> karl, interesting
- I like how clear the rules are defined. The macro language
(interpreted at runtime) lets you do similar things with nested
if/then statements, but as well affect teh game state - so it can
get messy if you're not careful
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L1517[17:45:50] <xaero> like, anything of
the game state - you can make yourself jump if someone typed 'jump'
for example heh
L1518[17:48:08] <xaero> giga, try asking
#thaumcraft, they probably know more of the balance changes that Az
did
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L1520[17:49:54] <karlthepagan> trying to
slim down the bot more.. keep crashing :P
L1521[17:50:04] <karlthepagan> er
crashing the profiler
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L1533[18:05:27] <TehNut> Hm... Do IEEP's
get synced to the client?
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L1535[18:05:43] <gigaherz> I don't think
so
L1536[18:05:49] <tterrag> nope
L1537[18:05:51] <TehNut> darn
L1538[18:05:52] <tterrag> how could they?
magic?
L1539[18:05:54] <TehNut> yes
L1540[18:06:18] <TehNut> i'unno, I guess
I assumed MC synced entity NBT automatically
L1541[18:06:27] <gigaherz> remember that
entities are synchronized using the datawatchers
L1542[18:06:30] <gigaherz> ;P
L1543[18:06:36] <tterrag> yeah no
L1544[18:06:42] <tterrag> besides that
would be a waste, most IEEPs are serverside only
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L1548[18:08:44] <Tarig> afternoon
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L1552[18:10:29] <Tarig> has anyone had
trouble rotating a b3d model around the y axis, with the new forge
blockstate format
L1553[18:14:52] <shadekiller666> uhhh
no?
L1554[18:14:59] <shadekiller666> the
example mod does that?
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L1559[18:20:29] <Tarig> sure does but I
can't seem to get it to work for me
L1560[18:20:51] <Tarig> you know maybe I
should just copy the example mod and see if it works...
L1561[18:20:57] <shadekiller666> in what
context? more information is needed to know how to solve your
problem
L1562[18:21:15] <shadekiller666> never
"just copy" anything
L1563[18:21:30] <shadekiller666> try and
figure out why something was written the way it was
L1564[18:21:34] <Tarig> agreed, just
going to verify
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L1567[18:22:28] <Tarig> here is my
current block state
L1568[18:22:56] <Tarig> I can see the Y
transform going into the parser but it doesn't seem to do
anything
L1569[18:23:28] <Tarig> the slope.b3d is
from a blender exported using fry's exporter and the rest is
handled by forge
L1570[18:24:43] <shadowfacts> Is there
any way of reloading (1.8) models in-game?
L1571[18:24:57] <shadowfacts> Restarting
MC to test every change is getting annoying :V
L1572[18:25:59] <shadekiller666>
shadowfacts, F3+S will reload resources
L1573[18:26:19] <shadowfacts> \o/ thank
you
L1574[18:26:29] <shadekiller666> if you
are running in debug mode, refresh the changed file (hotswap) then
F3+S in game
L1575[18:26:47] <Tarig> oo nice
L1576[18:27:14] <shadowfacts> debug mode
ftw
L1577[18:28:17] <shadekiller666> tarig,
i'm not exactly sure what the issue is, though that blockstate does
look a bit strange
L1578[18:28:30] <MattDahEpic> is there a
way to get the uuid of the logged in player on the client on
load?
L1579[18:28:40] <Tarig> it does?
L1580[18:28:46] <Tarig> oo and I uploaded
my results
L1582[18:29:44] <shadowfacts> yiss, all
the evil z-fighting has been successfully banished to the
underworld
L1583[18:29:57] <barteks2x> git add -A
takes almost 1 minute. And only with my mod repository...
L1584[18:30:39] <Tarig> MattDahEpic at
what load?
L1585[18:31:05] <MattDahEpic> any load
before init
L1586[18:32:10] <Tarig> you mean on mod
init?
L1587[18:32:17] <MattDahEpic> yup
L1588[18:32:23] <Tarig> hmm well the
player is set
L1589[18:33:28] <Tarig> let's see how
forge sets the user
L1590[18:33:59] <Tarig>
client.getsession
L1591[18:36:06] <Tarig>
UUIDTypeAdapter.fromString(Minecraft.GetSession.getPlayerID())
should do the trick MattDahEpic
L1592[18:37:19] <Tarig> shadekiller666 by
strange would you mean I have camo as blank for both variants
L1593[18:38:44] <shadekiller666> for
slope, try making it "slope": {"model":
<fill in model here>, "y":90}
L1594[18:39:24] <shadekiller666> also,
what kind of Property is "type"?
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L1599[18:47:51] <Tarig> shape type
L1600[18:48:01] <Tarig> placeholder at
this point
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L1603[18:58:31] <Tarig> yea looks like
b3d is ignoring the roatiation I moved the y into cube type and
changed the base model to orientable at it took
L1604[18:59:28] <MattDahEpic> is there a
way to turn UUIDs into ints?
L1605[19:00:21] <Tarig> why not
strings?
L1606[19:00:43] <MattDahEpic> cause the
system im using uses ints as the identifiers
L1607[19:02:10] <Horfius> The answer is
no, unless hash() is unique to each one.
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L1609[19:02:33] <MattDahEpic> is there to
get unique ints them?
L1610[19:02:45] <Tarig> or you could take
the string and convert each char to an integer value
L1611[19:02:45] <MattDahEpic> like
SecureRandom or something?
L1612[19:03:02] <Horfius> You could get
multiple of the same numbers doing that, Tarig
L1613[19:03:12] <Tarig> how so
L1614[19:03:19] <Tarig> if the uuid is
unique
L1615[19:03:26] <Horfius> AEFF3 and
FF3AE
L1616[19:03:33] <Horfius> Unless you mean
multiplying by the index as well
L1617[19:03:37] <SatanicSanta> So, what
exactly is the int param in BlockRotatedPillar#getTopIcon and
BlockRotatedPillar#getSideIcon? I'm thinking it's metadata, but I'm
not certain.
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L1619[19:03:54] <Tarig> list of ints so
1,5,6,6 etc
L1620[19:03:54] <Horfius> Yes, it's int
(for 1.7)
L1621[19:04:19] <Horfius> A list would
work, yes
L1622[19:04:32] <Horfius> I think a stack
would be better in this case, but yeh
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L1627[19:29:10] <Tarig> just tried
changing the format back to the vannila blockstate no dice
L1628[19:30:28] <shadekiller666> can't
use vanilla blockstates with b3d or obj models
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L1632[19:40:48] <Tarig> the b3d loaded
correctly though
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L1635[19:44:58] <Tarig> hey Abrar long
time no see
L1636[19:46:55] <AbrarSyed> o/
L1637[19:47:05] <Tarig> \o
L1638[19:47:05] <AbrarSyed> recall name..
dont remember where from or what for...
L1639[19:47:16] <Tarig>
forgeessentials
L1640[19:47:22] <AbrarSyed>
really??
L1641[19:47:46] <Tarig> pull requests and
siggestions for zoning
L1642[19:47:52] <AbrarSyed> ah yes
L1643[19:47:56] <AbrarSyed> I remember
now..
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L1645[19:52:18] <Ordinastie> MattDahEpic,
use int<->uuid dictionnary
L1646[19:57:06] <MattDahEpic> Ordinastie,
i need this to be unique across all instances
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L1648[20:00:33] <Ordinastie> it's not
possible then
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L1653[20:15:10] <gigaherz> MattDahEpic:
the wholereason people use UUIDs is so that it's resonably unique
;P
L1654[20:15:20] <gigaherz> and UUIDs are
128 bits, instead of an int's 32bit
L1655[20:16:07] <gigaherz> even then
there's still a slim chance that two UUIDs will eventually collide
(that is, the same server will generate a whole new UUID, and it
will match an existing one used on that same server)
L1656[20:16:22] <gigaherz> it's just so
slim people ignore the possibility and live with it
L1657[20:17:03] <gigaherz> but an int...
do you realize just how many minecraft accounts exist in the world?
;P
L1658[20:17:26] <MattDahEpic> less than
an ints total capacity
L1659[20:17:33] <MattDahEpic> and even
less will be running my mod
L1660[20:17:35] <AbrarSyed> gigaherz,
actually. its supposed to be impossible for a given machien to
create two identical UUIDs...
L1661[20:17:56] <AbrarSyed> according to
the definition of a UUID
L1662[20:18:21] <gigaherz> it's just a
random number these days
L1663[20:18:41] <gigaherz> the original
algorithm used the MAC address as a means to identify the
machine
L1664[20:19:04] <gigaherz> but that was a
privacy issueon top of being unreliable
L1665[20:19:35] <gigaherz> there's no
guarantee of uniqueness, it's just astronomically unlikely
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L1667[20:20:36] <gigaherz> (original was
MAC+Timestamp, meaning different machines would have different MAC,
and same machine would never repeat the timestamp)
L1668[20:22:17] <gigaherz> (xcept
timestamp repeats, since sooner or later it will roll over back to
0)
L1669[20:22:29] <AbrarSyed> yeah mac +
timestamp or something
L1670[20:22:45] <HassanS6000> zml, PEX
2.0 needs recompile ;)
L1672[20:23:14] <zml> HassanS6000: ->
#sponge
L1673[20:23:20] <AbrarSyed> gigaherz, A
UUID is 128 bits long, and can guarantee
L1674[20:23:20] <AbrarSyed> uniqueness
across space and time
L1676[20:23:43] <HassanS6000> zml, lol
whoops wrong IRC chat D:
L1677[20:23:45] <gigaherz> that's BS
though ;P
L1678[20:23:51] <AbrarSyed> thats the
spec
L1679[20:24:10] <gigaherz> there's just
simply no way to guarantee it.
L1680[20:24:19] <AbrarSyed> you can if
its a single machine
L1681[20:24:23] <gigaherz> how?
L1682[20:24:32] <gigaherz> suppose the
simplest case: you use a counter
L1683[20:24:52] <AbrarSyed> no one said
that UUIDs had to be unpredictable, just unique
L1684[20:24:52] <gigaherz> even if a
128bit counter is "impossible" to overflow, given enough
time, it would
L1685[20:25:18] <gigaherz> so even that
simplest case already breaks the guarantee
L1686[20:25:19] <gigaherz> ;P
L1687[20:25:24] <AbrarSyed> by the time
it does, they can just expand the spec to make it 256 bits.
done.
L1688[20:25:31] <gigaherz> still, it's
not a guarantee
L1689[20:25:38] <gigaherz> just
astronomically unlikely that it happens
L1690[20:26:01] <gigaherz> also that RFC
uses an old method, the most common variant uses method 4, which is
a random number generator
L1691[20:26:18] <gigaherz> ah no
nevermind
L1692[20:26:27] <gigaherz> the rfc
explains all the methods
L1693[20:27:17] <AbrarSyed> you seemed to
be implying it was much less unique than it actually is... its
really really really really really hard to get two equivalent UUIDs
on the same machine. Hence we can assume its completely
unique
L1694[20:29:26] <gigaherz> yeah I may
have misrepresented the smallness of the probability
L1695[20:29:43] <gigaherz> for all
intents and purposes, an UUID is unique
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L1697[20:35:48] <AbrarSyed> wow.. xcom is
a great game...
L1698[20:36:27] <MattDahEpic> since
theres sub-13million mc accounts, is there a way to convert uuid x
into account number y?
L1699[20:36:44] <MattDahEpic> like
notch's uuid would probably be 1
L1700[20:37:04] <gigaherz> probably
not
L1701[20:37:13] <gigaherz> you'd need
your own database or something
L1702[20:37:58] <MattDahEpic> dang
L1703[20:43:59] <gigaherz> even if mojang
used an "autoincrement" field in their database
L1704[20:44:04] <gigaherz> they aren't
going to share that ;P
L1705[20:46:23] <MattDahEpic> well i just
want http get (uuid) returns an int number
L1706[20:46:37] <MattDahEpic> doesnt
matter how its determined, just unique
L1707[20:47:43] <karlthepagan> UUID's
have a deterministic format based on their inputs, depending on
what the source is they could have low entropy
L1708[20:47:58] <karlthepagan> time, hash
of the hostname, hash of other information
L1709[20:48:17] <karlthepagan> sometimes
(not always) they have cryptographically secure random
information
L1710[20:48:46] <gigaherz> method4 uses
random numbers instead ;P
L1711[20:48:57] <shadowfacts> Aye, Abrar,
XCOM is awesome
L1712[20:49:02] <gigaherz> prng usually,
but they can be generated using "true random"
generators
L1713[20:50:01] <shadowfacts> also, XCOM
2 is going to be a looooooot better for modding
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L1716[20:50:28] <karlthepagan> oops,
reading scrollback ;)
L1717[20:50:31] <karlthepagan> yea
L1718[20:50:53] <MattDahEpic> my current
list of games to start/finish is fallout4, ac:s, skyrim,
hl2:e1:e2:e3, bioshock, bioshock 2, and black mesa
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L1735[21:16:19] <MattDahEpic> hmmm, if i
had a uuid like 3ZYA8-6B1C2 would converting it to 326241862132
encounter any overlaps? keep numbers as is and get letters alphabet
place and just tack it on?
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L1737[21:17:47] <kashike> i'm kinda
curious why you want a number representation of a unique id
L1738[21:20:34] <MattDahEpic> the
analytics system im using requires ints as user numbers, to
determine weather a run is from a new user or not
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L1745[21:57:31] <flappy> killjoy:
War
L1746[21:57:37] <flappy> War never
changes
L1747[21:57:56] <MattDahEpic> killjoy,
ending to new vegas more like
L1748[21:59:30] <flappy> MattDahEpic: nah
that's fallou
L1749[21:59:32] <flappy> t
L1750[22:00:16] <MattDahEpic> i know but
none of the fallout games besides new vegas and van bruen take
place in a desert
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L1753[22:03:03] <flappy> nuclear weaponry
does wonders to pesky flora
L1754[22:03:34] <karlthepagan>
MattDahEpic, all uppercase? try new
BitInteger(ID.replaceall("-",""),36)
L1755[22:03:37] <karlthepagan> \
L1756[22:03:57] <karlthepagan> if it has
to be numerical that's how to preserve all the bits
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(~kimfy___@74.141.16.62.customer.cdi.no)
L1759[22:04:37]
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(rockers300@host86-133-235-51.range86-133.btcentralplus.com)
L1760[22:04:44] ***
rockers3000 is now known as Rockers
L1761[22:05:17] <Rockers> Does anybody
know what the new mappings version for MC1.8.8 is?
L1762[22:05:25] <MattDahEpic>
!!latest
L1763[22:05:26] <MCPBot_Reborn> ===
Latest Mappings ===
L1764[22:05:27] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1765[22:05:27] <MCPBot_Reborn> 1.8.8
snapshot_20151208
L1766[22:05:28] <MCPBot_Reborn> 1.8
snapshot_20151128
L1767[22:05:29] <MCPBot_Reborn> 1.8
stable_18
L1768[22:05:30] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1769[22:05:30] <MCPBot_Reborn> 1.7.10
stable_12
L1770[22:05:31] <Rockers> Ah
L1771[22:05:34] <Rockers> Thanks
L1772[22:06:13] <gigaherz> genrally
speaking, the one from "today" is always latest (and if
the currentdate down't work yet, try yesterday's)
L1773[22:06:14]
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(rockers300@host86-133-235-51.range86-133.btcentralplus.com)
(Client Quit)
L1774[22:06:21] <gigaherz> doesn't*
L1775[22:08:21] <gigaherz> I sortof want
to make a mod that makes "golden apples" actually BAD
;P
L1776[22:08:30] <gigaherz> as in, you eat
one, and you feel slow and dizzy for a minute
L1777[22:08:30] <gigaherz> XD
L1778[22:08:51] <gigaherz> cos you know,
it's an apple covered in gold ;P
L1779[22:12:09]
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L1783[22:33:02]
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L1784[22:35:23] <flappy> gigaherz: nausea
is the actual worst potion effecr
L1785[22:35:42] <flappy> and any mod
applying it should feel bad
L1786[22:35:54] <killjoy> Did you know
that Rudolf has a cold?
L1787[22:36:16] <flappy> killjoy: No, the
bloody reindeer's drunk off his arse!
L1788[22:36:23] <killjoy> his nose is
red
L1789[22:36:23] <xaero> "MattDahEpic
> hmmm, if i had a uuid like 3ZYA8-6B1C2 would converting it to
326241862132 encounter any overlaps? keep numbers as is and get
letters alphabet place and just tack it on?" if you use a java
primitive as the output number, there are inherent maximum numbers
for them, so no by the pigeon-hole principle
L1790[22:43:32]
⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout:
195 seconds)
L1791[22:43:56]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L1792[22:44:48] <smbarbour> That's not a
valid UUID, but it just represents a 128-bit value.
L1793[22:45:04] <AbrarSyed> MattDahEpic,
UUIDs can be represnted as 2 longs ya know...
L1794[22:45:33]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L1795[22:45:42] <MattDahEpic> AbrarSyed,
i need an int to pass as a visitor id to google analytics
L1796[22:46:17] *
AbrarSyed grumbles that using google analytics gives them free
tracking, and its not even a browser
L1797[22:46:20] <LexManos> visitor
id...
L1798[22:46:21] ***
bilde2910|away is now known as bilde2910
L1799[22:46:29] <MattDahEpic> theres no
constructor with a long argument
L1800[22:46:39] <LexManos> Are you
hooking analytics into a mod?
L1801[22:47:17] <killjoy> MattDahEpic,
isn't there one in PacketBuffer?
L1803[22:56:30] <MattDahEpic> is having
analytics bad?
L1804[22:59:01] ***
pig is now known as Minecraft
L1805[23:00:37] ***
Minecraft is now known as hipsterpig
L1806[23:02:02] <LexManos> Yes it is, you
expect it in websites because that information is sent
anyways.
L1807[23:02:09] <LexManos> But in mods
any 'calling home' is bad
L1808[23:02:15]
⇨ Joins: McJty
(~jorrit@d8D872E30.access.telenet.be)
L1809[23:02:33] <MattDahEpic> is that not
what version checkers are?
L1810[23:02:42] <McJty> Hi all. What
replaces tessellator.startDrawing in 1.8.8?
L1811[23:03:03] <LexManos> Yes version
checkers are also a call home.
L1812[23:03:13] <LexManos> which is why
they are retarded
L1813[23:03:14] <killjoy> McJty, ported
to 1.8 yet?
L1814[23:03:19] <MattDahEpic> but forge
has a version checker
L1815[23:03:33] <McJty> killjoy, busy
porting my son's mod which is a smaller mod so easier to start
with
L1816[23:03:38] <LexManos> {Knerw you
were gunna go there ;) }
L1817[23:03:52] <MattDahEpic> ;D
L1818[23:03:57] <LexManos> Yes it does,
which is why I implemented a standard one because retards would do
it 50 different ways and track more then they should and also not
contain a disabel mechanic
L1819[23:03:57] <killjoy> are you coming
from 1.7 or 1.8?
L1820[23:04:05] <McJty> killjoy,
1.7
L1821[23:04:24] <killjoy> 1.7 -> 1.8
was basically everything moved to worldrenderer
L1822[23:04:40] <killjoy> 1.8.8 uses a
streaming
L1823[23:04:40] <McJty> yes I noticed
that but I can't seem to find the equivalent for startDrawing
there
L1824[23:04:58] <killjoy> It's the method
with the VertexFormat arg
L1825[23:05:26] <McJty>
func_181668_a?
L1826[23:05:33] <killjoy> use the latest
mappings
L1827[23:05:50] <McJty> Hmm. How can I do
that?
L1828[23:05:51] <killjoy> It'll be easier
with actual names
L1829[23:06:01] <killjoy> it's in your
build.gradle
L1830[23:06:05] <killjoy>
minecraft.mappings
L1831[23:06:14] <hipsterpig> lex,
shouldn't you know by now that it's disable and not disabel?
L1832[23:06:20] <killjoy> mappings =
'snapshot_yyyymmdd'
L1833[23:06:28] <McJty> killjoy, to what
should I set it? How do I know what the latest are?
L1834[23:06:37] <killjoy> latest are
yesterday's
L1835[23:06:51] <killjoy> so
20151208
L1836[23:06:52] <McJty> Ok
L1837[23:06:57] ***
hipsterpig was kicked by LexManos (I'm 'murikan its
disabled))
L1838[23:07:01] <LexManos> it doesnt
matter fuck off
L1839[23:07:04]
⇨ Joins: hipsterpig (~iChun@172.245.31.73)
L1840[23:07:18] <killjoy>
hipsterpig.enabled = false
L1841[23:07:22] <killjoy> heh
L1842[23:07:25] <hipsterpig> tell that to
the numerous times the javadoc or code sats
"Disabeled"
L1843[23:07:32] <killjoy> go fix it
L1844[23:07:36] <hipsterpig> i have
tried
L1845[23:07:38] <hipsterpig> my PR got
closed
L1846[23:07:40] <hipsterpig> so I gave
up
L1847[23:07:50] <LexManos> meh doesnt
matter
L1848[23:07:56] <LexManos> its the
same
L1849[23:08:05] <LexManos> and to change
the code requires API breaking
L1850[23:08:10] <LexManos> which we cant
do till mc versions
L1851[23:08:17] <LexManos> so address it
properly like you know you should
L1852[23:08:34] <hipsterpig> basically
make my own implementation so you can't bitch at me about it?
:v
L1853[23:09:02] ***
hipsterpig was kicked by MineBot (Banned: Not in the mood for your
retardedness, you know to be better. (1h)))
L1854[23:09:08] ***
sham1|ZZzZ is now known as sham1
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L1856[23:09:43] <McJty> killjoy, hmm I
get this when I do setupDecompWorkspace:
L1857[23:09:49] <McJty> 1 Broken Access
Transformer lines:
L1858[23:09:49] <McJty> ---
net.minecraft.client.renderer.Tessellator field_78415_z
L1859[23:10:21] <killjoy> !gf 78415
L1860[23:10:25] <killjoy> doesn't
exist
L1861[23:10:31] <killjoy> !gf 78415
1.7.10
L1862[23:10:31] <McJty> Ah maybe I should
get rid of nei_at.cfg that I copied from my 1.7 mod
L1863[23:10:44] <killjoy> why did you
even need that?
L1864[23:11:22] <McJty> I don't know
exactly. All my 1.7.10 mods needed that for the Chickenbones
stuff
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L1866[23:12:00] <killjoy> Remove it for
now.
L1867[23:12:06] <McJty> Already did
L1868[23:14:27] <McJty> Ok, much better.
Now it is called 'begin' :-)
L1869[23:14:54] <killjoy> the
DefaultVertexFormats class is pretty straightforward
L1870[23:15:27] <McJty> Was just going to
ask :-)
L1871[23:15:43] <killjoy> I suggest
searching code
L1872[23:15:52] <killjoy> c+s+g in
eclipse
L1873[23:16:17] <McJty> IntelliJ here but
I get the idea
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L1875[23:18:02] <sham1> Hah
L1876[23:19:11] <killjoy> ikr, eclipse
masterrace
L1877[23:22:44] <McJty> What exacly do
you implement to replace an 1.7.10 IItemRenderer that uses
OpenGL?
L1878[23:23:09] <LexManos> you make a
model
L1879[23:23:14] <LexManos> and if you
cant figure it out ask fry|sleep
L1880[23:23:35] <McJty> Ok
L1881[23:23:44] <sham1> For dynamic item
model, ISmartItemModel
L1882[23:24:12]
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L1883[23:24:26] <LexManos> as poroven
many times, everything that people THOUGHT was GL only can easily
be done via models
L1884[23:24:27]
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L1885[23:24:41] <LexManos> So if you run
into issues and you ever think 'fuck i nbeed to hack that gl shit'
you're wrong
L1886[23:27:10] <McJty> I have some
things that render things in a random way. Not sure exactly how to
translate that to models
L1887[23:27:15] <McJty> But I'll check it
out in any case
L1888[23:27:32] <LexManos>
'random'?
L1889[23:27:34] <sham1> You define
vertices
L1890[23:27:53] <sham1> In both straight
GL and baked models
L1891[23:28:14] <McJty> LexManos, well in
one of my mods I have a series of lasers that shoot out in erratic
ways
L1892[23:28:24] <McJty> These lasers are
made out of a single polygon that faces the camera
L1893[23:28:26] <LexManos>
'random'?
L1894[23:28:31] <McJty> yes
L1895[23:28:35] <LexManos> show me
L1896[23:28:44] <McJty> hold on
L1898[23:29:21] <McJty> It is a short
video
L1899[23:29:50] <LexManos> Thats not a
IItemRenderer
L1900[23:29:56] <LexManos> and better not
be a ISBRH
L1901[23:30:06] <LexManos> that's a TESR
with some animated parts.
L1902[23:30:12] <McJty> yes indeed
L1903[23:30:25] <LexManos> so you do it
exactly the same as you do in 1.7.10
L1904[23:30:34] <LexManos> however I
would advise that your tesr is ONLY the lasers
L1905[23:30:34] <McJty> ok
L1906[23:30:35]
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L1907[23:30:43] <LexManos> and the block
is a normal baked model
L1908[23:30:57] <LexManos> that way the
99% of the time that the animations are not running
L1909[23:31:00] <McJty> yes that makes
sense
L1910[23:31:03] <LexManos> its a noop
function
L1911[23:38:40]
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L1913[23:39:38] <McJty> Time to go.
Thanks for the help
L1914[23:39:40]
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L1915[23:49:26] <Matthew> hrm. adfocus
seems to be down
L1916[23:49:36] <Matthew> forge download
links not working
L1917[23:51:02]
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(~kimfy___@74.141.16.62.customer.cdi.no)
L1918[23:52:53] <LexManos> then dont use
the adfocus links..
L1919[23:59:12]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)